RimWorld
LightsOut
Mostrando 31-40 de 85 aportaciones
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Actualización: 15 MAR 2022 a las 18:30

This update fixes support for the Androids mod. When I refactored my mod support framework I accidentally obliterated the inspect message patch for the Android printer.

Also refactored all of the user-facing strings in the mod to be in a language file, meaning if anyone wants to translate this mod to other languages that should be very easy to do!

Actualización: 11 MAR 2022 a las 19:50

I always thought the campfires were too bright but y'all apparently didn't agree.

Campfires now always produce light when they burn, like vanilla or whatever. Lame.

Actualización: 10 MAR 2022 a las 20:55

You: "My pawns are turning the lights off on each other"

Me: "That's not possible, my mod is perfect; turn off experimental options."

Imagine if I was wrong and they actually WERE doing that. Real smart guy dev hours. (AKA I fixed a bug that allowed sleeping pawns to turn off the lights anyway even when a waking pawn was in the room).

Fix support for VFE dark wall lamps (because I accidentally broke them a couple updates ago, oops).

Add support for Helixien gas from Vanilla Power Expanded. Benches should pull the idle% of gas now, and gas lights should do nothing/consume nothing when not in use.

Actualización: 26 FEB 2022 a las 16:46

Looked like the last update didn't blow up like I thought it might, so I thought I'd try again.

THIS update fixes a bug that has been around for... I don't actually know how long. The issue came with lights not actually pulling power when they turn on, which was totally my bad.

BONUS FIX!

Oh yeah, you read that right, I fixed TWO things in this ONE update -- you may clap.

What is it that I fixed? The little lightning bolt not showing up on lights and benches when the power goes out. I know at least one person asked for that, but I didn't give it too much thought until I watched a pawn get stuck in a cycle of trying to use a bench with no power. It was zany, and I liked it, but it wasn't intentional.

To fix it, I set the minimum power draw to 0.01W, which still shows as 0W in the dialog. It's not as cool as 0W but we take what we can get. This also means that things respond correctly during a solar flare now, which is neat.

Actualización: 26 FEB 2022 a las 12:59

Added support for televisions and loudspeakers.

Also did a pretty big refactor to some of the code, so hopefully it doesn't break something.

Actualización: 25 ENE 2022 a las 19:01

A RimWorld of Magic golems were an amalgamation of a worktable and a pawn and it was causing issues.

Added extra checks to stop them from taking over your error log.

Actualización: 26 NOV 2021 a las 11:10

VE Wall Lamps, nuff said.

Actualización: 14 NOV 2021 a las 21:20

Nerf the Neural Supergenerator.

Don't ask.

Actualización: 14 NOV 2021 a las 13:27

I used my neurals to fix the (super)charging bug of the Neural Supercharger. It now (super)charges when it's supposed to (and does so neurally), and (super)discharges when it's supposed to (I couldn't get that one to do it neurally, but we have high hopes for later).

Actualización: 9 NOV 2021 a las 16:09

I thought my mod worked. I was wrong... oopsies. No more free lights and benches 4 u nerds.

I thought the power would be set more often than it was, so power draw was not always updating correctly. Forced an update on power state change and now everything is peachy.