RimWorld

RimWorld

[Legacy] Industrial Age - Objects and Furniture (Continued)
109 kommentarer
Mlie  [ophavsmand] 1. aug. kl. 11:59 
Mod re-relased for 1.6, see info in the description
frodeobaggins 19. juli kl. 10:05 
thank you for all your mods, this is another essential mod for my colony- watching for updates like a hawk.
Willow 12. juli kl. 4:27 
You're amazing Mlie, thank you for all you do
Mlie  [ophavsmand] 12. juli kl. 1:41 
@Willow I might just extract the code from it and include it in the mod
Willow 12. juli kl. 1:35 
If Jecstools doesn't update for 1.6 will this mod be fixable?
Mlie  [ophavsmand] 7. feb. kl. 11:21 
@WJSabey Should be fixed now
WJSabey 7. feb. kl. 6:43 
The small chandelier can't be placed over other buildings, but the royal chandelier can. I believe it's because it has "isEdifice" set to false while the small chandelier doesn't.
Mlie  [ophavsmand] 5. dec. 2024 kl. 11:47 
@BladeofSharpness Seems like the vanilla telescope joy-definition changed sometime to have a static list of possible telescopes that could be used. Should work better now.
BladeofSharpness 4. dec. 2024 kl. 22:53 
The telescope is never used by colonists for recreations. I even edited it to 200% gain in cerebral recreation and yet, no... IDK why exactly ...
ThisStatementIsFalse 30. nov. 2024 kl. 13:01 
I think this is what was causing enemies to spawn with melee weapons made of wax, which was kind of silly. Anyone having the same issue, I think I was able to fix it by going to Defs\ThingDefs_Item\Estate_Wax.xml and changing commonality from 1.00 to 0.00
Acierage 7. sep. 2024 kl. 22:30 
That was swift, thank you!
Mlie  [ophavsmand] 7. sep. 2024 kl. 11:54 
@Acierage 1. The telegraph pole is meant just for communication. See it as a way to contact other factions, not a way to trade. As for the reasoning, only the original author can answer that.
2. Fixed now
3. I cannot replicate this issue, does not happen with only this mod loaded
Acierage 6. sep. 2024 kl. 23:58 
Hi, i apologize if this has been addressed already, but I've come across a few potential issues with your mod:

1. The telegraph can pick up passing ship caravans but can't trade with them unless an orbital trade beacon is installed and operating (which kinda defeats the purpose of the telegraph). Are we meant to just ignore the passing ship messages? Would a non-electric alternative to the orbital trade beacon be feasible?

2. The gas street lamps create a white double a couple of squares above them. Posted a screenshot here: https://imgur.com/a/LAMvY9r

3. The chandeliers don't allow anything to be built beneath them. I thought they would work similarly to a ceiling light mod, where it doesn't take up space on the floor. Would it be possible to modify it?

I have a metric tonne of mods installed, including Jecs Tools, which I see people have been commenting about. Could that be responsible for any of the above issues?

I do love the mod though! Thank you for keeping it updated.
Mlie  [ophavsmand] 9. juni 2024 kl. 12:11 
@『 』Petritant Ive seen those warnings since 1.0 so they are not a new issue. They are connected to Jecs Tools however so there is little I can to about it
『 』Petritant 9. juni 2024 kl. 11:47 
Thank you a lot for your fix but since now I'm getting a lot of random duplicates out of nowhere...

Config error in Jecrell_Chandelier: wipeCategories has duplicate categories: OnCeiling

Same with estate_radio, estate_Arc_Lamp and estate_piano => onfurniture

Never had any other item with this kind of errors for now, so I guess it only happens to those items since the last update.

But I don't know why sometimes it get there and sometimes not... Is it related to Rocketman caches ? Tried more than 20 times now and only quit and start the game.
Mlie  [ophavsmand] 5. juni 2024 kl. 11:50 
@『 』Petritant Should be fixed now
『 』Petritant 5. juni 2024 kl. 6:37 
Had a few errors:
Config error in Jecrell_GasStreetLampAlpha: impassable, player-buildable building that can be shot/seen over.

Seems to affect those 2 items, but I don't know if those are harmful in any way.

GasStreetLampAlpha
GasStreetLampBeta
Mlie  [ophavsmand] 18. feb. 2024 kl. 9:59 
@WJSabey Good point, should be fixed now
WJSabey 6. feb. 2024 kl. 14:34 
Given that the candle lighting buildings take wax to build, they really ought to start fully fuelled like torches and campfires do, IMO. And they ought to have the paintable tag added since they are masked to change appearance based on what they are made from.
McPickleTickler 20. dec. 2023 kl. 23:49 
My apologies? I didn't realize it was active, I was just reading about the issues people were having with it and it didn't seem like it had been updated. I'll investigate again. Thanks for the heads-up.
Mlie  [ophavsmand] 20. dec. 2023 kl. 21:51 
@OneShotPaddy Since Jecs is active, perhaps you should report the Jecs tools issues to them instead?
McPickleTickler 20. dec. 2023 kl. 18:19 
Given the issues with Jecstools, is it possible to make this without that as a requirement?
Mlie  [ophavsmand] 12. aug. 2023 kl. 7:19 
@AlphaSpade they should be unlocked with the vanilla furniture research
ChromeMirage 9. aug. 2023 kl. 12:32 
are these unlocked by default, or do you have to research a tech first?
Lucifer Sam 11. jan. 2023 kl. 14:35 
You're so awesome Mlie. thanks so much for these mod updates. Phenomenal.
Yxklyx 5. jan. 2023 kl. 16:35 
Nice little mod! - it'd be cool if the lights could be turned to Darklight though.
dlwocnd124 28. dec. 2022 kl. 21:30 
please! update it! :( please... i want 1.4 ver
katbarf 24. dec. 2022 kl. 2:44 
Thank you for resurrecting these mods. I understand it's a huge undertaking and appreciate the work! Looking forward to the updated version when it's ready. :)
arcticsunrise2 13. dec. 2022 kl. 20:08 
I have a ton of your mods and adopted mods and just want to thank you! You are really improving other gamers' adventures and leisure time. That's really important these days.
Bob Ross 6. dec. 2022 kl. 23:50 
@Mlie Sorry that people are rude when you're just doing something nice. Love your work!
kooky112 12. nov. 2022 kl. 17:48 
Thankyou for all the hard work you're putting into these mods Mlie <3 you are cherished!
Mlie  [ophavsmand] 12. nov. 2022 kl. 13:54 
@Machotoast08 No, ask again. Differently.
Machotoast08 12. nov. 2022 kl. 13:15 
its been 10 days wheres the updated verison?
Mlie  [ophavsmand] 2. nov. 2022 kl. 1:49 
@kooky112:
Im updating all my mods, please see the Discord-server for progress
kooky112 2. nov. 2022 kl. 0:29 
any updates?
Zandyr_Kayne 21. okt. 2022 kl. 13:05 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=735241897 This is the Mending and Recycling mod. It seems to be the cause of the issue with yours.
Mlie  [ophavsmand] 21. okt. 2022 kl. 12:59 
@Zandyr_Kayne If you have many mods active you need to verfiy with only the relevant mods active. I have no way of finding the cause if I cant replicate it
Zandyr_Kayne 21. okt. 2022 kl. 12:40 
I have so many mods... It's one of the popular Mending Workbench mod along with Vanilla Extended ones though wasn't the Vanilla Extended workbench for mending that I was using... It's certain tribal weapons seems like clubs, hatchets etc. and war masks that were being made from Tallow Wax from this mod. I figured it was just supposed to be for making candles. But it has caused a few of my colonists to nearly die due to being stuck at the mending bench and never making progress on an item that only has like 5 hp and maybe 3 damage. It refused to be repaired like other items. I think I can still recycle/forge them without issue. Just that particular mending workbench that is giving problems with any weapons/armor made from the tallow wax in this mod.
Mlie  [ophavsmand] 21. okt. 2022 kl. 5:38 
@Zandyr_Kayne Please verify with only this mod and whatever mending mod you are using.
Zandyr_Kayne 21. okt. 2022 kl. 4:44 
Wax weapons are causing colonists to get stuck in a crafting recipe to mend weapons until they sit there and starve to death. Maybe recycling as well. Not sure.
Latex Santa 4. sep. 2022 kl. 12:06 
@Emelio Lizardo Very nice. Will use wax traps when I have this mod in my mod list.
Emelio Lizardo 4. sep. 2022 kl. 8:21 
Spike Traps by substance

Type - HP - Build - Damage - Penetration% - Flame
Bone - 016 - 038 - 080 - 120 - 000
Wood - 026 - 038 - 040 - 060 - 100
Steel - 064 - 054 - 100 - 150 - 000
Wax - 002 - 054 - 100 - 150 - 100
Plasteel - 112 - 118 - 110 - 165 - 000
Nano - 40k - 054 - 400 - 600 - 000
Iron Wd - 030 - 067 - 070 - 105 - 075
Synthlen - 012 - 027 - 040 - 060 - 100
Composit - 104 - 107 - 100 - 150 - 000
BoneCrete- 096 - 054 - 030 - 045 - 000

Wax traps are a tad overpowered.
Faulty Interface 25. aug. 2022 kl. 23:17 
PopeTea 24. aug. 2022 kl. 15:19 
I just want to say you are a dam god. Making all these compatibility mods. You are doing the lord's work. Thank you.
DarkStar 23. aug. 2022 kl. 17:12 
@Faulty Interface Helixien gas? new to me but any piped fuel source would do :)

@Mile many thanks for your reply.
Mlie  [ophavsmand] 21. aug. 2022 kl. 21:30 
@Faulty Interface I can take a look, can you link to that mod?
Faulty Interface 21. aug. 2022 kl. 17:24 
Also, thank you for keeping this mod updated!
Faulty Interface 21. aug. 2022 kl. 17:23 
If Rimefeller isn't feasible, what about compatibility with Helixien gas lines?
Mlie  [ophavsmand] 19. aug. 2022 kl. 11:31 
@DarkStar Tricky part with that is that there are no usable types in Rimefeller. All of them seems to need power as well so that causes issues.
DarkStar 18. aug. 2022 kl. 14:18 
Mod Feature Request:

1. I love this mod, works real well with a HP lovecraftian game setup and have enjoyed it for years. My thanks to the original author and to Mlie for keeping it going.

2. My request is, can you make it so that gas street lamps need chemfuel pipelines to them to work? just seems a bit odd that they need no fuel and stay lit no matter what happens, would be nice if some infrastructure was required to support them as then rimfeller + this = brilliant.