RimWorld

RimWorld

BetterVents
Počet komentářů: 35
AlexDeathWalker 24. led. 2023 v 16.52 
1.4?
Nicorc 20. pro. 2022 v 20.29 
does this work with 1.4?
B-Side Jon 29. čvc. 2021 v 0.07 
It works with 1.3, thanks!
ambi 21. čvc. 2021 v 23.28 
1.3?
McFunk 18. čvc. 2021 v 9.23 
Hi there, just wanted to say that I really like this mod! Will you be updating it to 1.3?
Audiopulse 22. bře. 2021 v 2.27 
Hello ruyan, ive been using your vents since i started playing rimworld in january again. Great Mod! :-)

Yesterday I found they overlay the darts-board from vanilla expanded furniture. I assume this is a faulty value with better vents?
sonicht 10. říj. 2020 v 0.40 
ok, I have quite a large modlist so I'm gonna drop it in and see what happens :)
ruyan  [autor] 9. říj. 2020 v 23.17 
I can not reproduce the roof construction issue, so there must be a mod conflict. Without a modlist from people having this issue I can't even begin to track it down. If I had to take an educated guess, I'd say users having the problem have a mod installed that messes with the way "over the wall" installations work.
sonicht 9. říj. 2020 v 10.00 
Yo I see you updated after this comment. Is that issue fixed now?
Osium 26. srp. 2020 v 3.24 
It works, but, I think it is causing problems with construction jobs for building roofs which breaks construction and or causes all kinds of weird stuff. As soon as I started building these vents in a housing block linking rooms, the rooms started getting classified as outdoors (even when they are indoors). Roofs wouldn't build and my construction pawns would stop working causing massive on tick stuttering.

As soon as I deconstructed all the vents and replaced them with vanilla ones, everything started working again.

Very likely a mod conflict for me, but, if you start having weird lag and your construction pawns stop working, this might be the culprit.
Hitmar72 23. srp. 2020 v 20.42 
This mod does work in 1.2
Danger Close 19. srp. 2020 v 15.20 
does this work with 1.2?
Nishe 3. čvc. 2020 v 0.35 
I found that something was conflicting with replace stuff when placing doors over already built walls. The door would be built but the wall would remain constructed, so they'd both occupy the same tile but the door would be invisible and not usable.

I narrowed the conflict down to this mod, then tried loading with only replace stuff and this mod present and the issue was still there. I know this mod does a similar thing to replace stuff in allowing vents to be built on top of walls, but I'm not sure why it's allowing doors to be placed on top of walls.

One thing to note is I tried loading just this mod and nothing else, and found that if you place a blueprint for a door on top of a wall, the pawn will not deconstruct the wall first, but will simply haul the new materials to the blueprint on the wall. Then, the wall will be instantly deconstructed when the pawn starts building the door, without the work that would normally be required to deconstruct. Not sure if that helps or not.
ryfri_expanded 5. čvn. 2020 v 19.30 
Very nice, getting back into the game now and this (along with Better Coolers) was always a staple
nhatanh0475 17. bře. 2020 v 23.53 
@__Mr_Krill__
Those much that do the samething usually conflict with each other. Like those Increase Stack mods that increase Stack.
And this mod conflict with In-wall coolers and vents [1.1] and Replace Stuff.
ruyan  [autor] 17. bře. 2020 v 14.31 
I don't really understand, english is my second language as well.
The mods are not compatible. They do the same thing. Use only one.
Mr. Krill 17. bře. 2020 v 14.26 
So this mod in general is possible to adapt somehow? Will you have to choose which mods to leave? (Sorry for my english)
ruyan  [autor] 17. bře. 2020 v 14.21 
Thank you for reporting this!
That's a large modlist you got there... I'm pretty sure In-wall coolers and vents is not compatible since it does the same thing my mod(s) do in a slightly different way.
Mr. Krill 17. bře. 2020 v 12.21 
https://gist.github.com/0b9c8b5bbef849667fdc39183555323e

XML RimWorld.BuildingProperties defines the same field twice: isEdifice.

Field contents: false.

Whole XML:

<building><canPlaceOverWall>true</canPlaceOverWall><isEdifice>false</isEdifice><isEdifice>false</isEdifice></building>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlLoader:DMD<DMD<DefFromNode_Patch3>?-861429632::DefFromNode_Patch3>(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:DMD<DMD<ParseAndProcessXML_Patch1>?1887630592::ParseAndProcessXML_Patch1>(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
ruyan  [autor] 17. bře. 2020 v 10.35 
I used this mod since 0.17 and I wanted to keep using it after it was abandoned. Because there is no other mod that does the same thing as this one, as you mentioned yourself.
nhatanh0475 17. bře. 2020 v 4.39 
I have a question, what motivate you to create an update for this mod? Even though there is a mod that add this too and much more and better?
dninemfive 13. bře. 2020 v 19.42 
@Fenerium Rimworld loads only the About.xml of mods which are not enabled in your load order. This has negligible performance impact except when first opening the mod screen.
ruyan  [autor] 12. bře. 2020 v 22.01 
That does not mean every file in every mod is loaded. Rimworld has no way to undestand what is located in the source folder and the folder structure that is loaded does not include the source folder, so I can not imagine it is loaded. I may be wrong of course, since I did not test it.
Blue North Star 12. bře. 2020 v 21.14 
Pretty sure every mod is loaded, unless it's not enabled.
ruyan  [autor] 12. bře. 2020 v 13.34 
Are you sure that loading time is affected? Because the source file are not referenced anywhere and should therefore not be loaded. Would be interesting to find out :)
lloki 12. bře. 2020 v 12.47 
I got your point ruyan. I mean, I don't really know if it's too big and if it's affecting to loading time and stuff. I'm playing with 350 mods so I guess less mb to load is better for me :P
Blue North Star 12. bře. 2020 v 1.21 
Well i'm not a modder, I don't know shit about mods, how they work, etc. ¯\_(ツ)_/¯
ruyan  [autor] 12. bře. 2020 v 1.19 
No it wasn't. As you can see, I pushed an update without the source and we are down to 0.5 mb again. 1.1 didn't really change that much, I had to make this Harmony dependant because it wasn't compatible wth smoothed walls before.
Blue North Star 11. bře. 2020 v 21.37 
@lloki - Might be 1.1 that made the mod 14x bigger than it was.
ruyan  [autor] 11. bře. 2020 v 6.39 
yes, source is included... I am always thankful to find old mods with source code that I can look into. I do have it on guthub, but who knows whats gonna happen.
Do you think 7 mb is too big?
lloki 11. bře. 2020 v 5.46 
I wonder though why this version have 7 mb while previous had only 0,5 mb. Maybe you included some unnecessary code? Source code maybe?
lloki 11. bře. 2020 v 5.39 
Yes! Thank you!
ruyan  [autor] 11. bře. 2020 v 3.58 
It's a (flickable) hole in a wall... There's not much functionality to it in the first place! :-D
Think3r 11. bře. 2020 v 3.47 
Are these only "better looking" or also "better" in terms of functionality?