RimWorld

RimWorld

Roads of the Rim
ENGLISHNAME 21. feb. 2020 kl. 14:21
Will this Mod be updated?
Title, just trying to get an estimate on how much we lose each update.
< >
Viser 1-15 af 23 kommentarer
loconeko73  [udvikler] 21. feb. 2020 kl. 15:15 
Not sure. Super busy and not set-up for coding at the moment. I don't even know whether RotR breaks with 1.1
Tizferatu 28. feb. 2020 kl. 4:04 
Temporary update until loco's less busy and gets his setup back. I've smoke tested it and it seems to work.

The only real changes other than some harmony API changes and updating references was that <acceptFilth> tags in the def files isn't a thing anymore. Was replaced with a filth filter mask.

I set Glitter roads to "none" and childed asphalt to "TerrainRoadBase" which has the "Unnatural" mask set. Not sure if there was a specific reason it didn't have a parent or if that'll break anything though >.>

Should also be compatible with 1.0 due to the new mod folder structure (in theory. I didn't test for that).

https://github.com/tizubythefizo/RoadsOfTheRim/releases/tag/1.1.2

*Edit*

Temp version is now good to go. Harmony (which this mod is dependent on) was broken in its version 2.0.0.7.

This mod is now dependent on the Harmony workshop mod (it will no longer distribute the harmony dll with it).
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2009463077

HugsLib compatibility is questionable as they're pushing back on staying up to date with Harmony. There's nothing I can do about that. They've got to get on the stay-up-to-date train.
Sidst redigeret af Tizferatu; 29. feb. 2020 kl. 14:44
[ЯтR] TroutOfDoom 2. mar. 2020 kl. 10:43 
Oprindeligt skrevet af tizuby:
Temporary update until loco's less busy and gets his setup back. I've smoke tested it and it seems to work.

The only real changes other than some harmony API changes and updating references was that <acceptFilth> tags in the def files isn't a thing anymore. Was replaced with a filth filter mask.

I set Glitter roads to "none" and childed asphalt to "TerrainRoadBase" which has the "Unnatural" mask set. Not sure if there was a specific reason it didn't have a parent or if that'll break anything though >.>

Should also be compatible with 1.0 due to the new mod folder structure (in theory. I didn't test for that).

https://github.com/tizubythefizo/RoadsOfTheRim/releases/tag/1.1.2

*Edit*

Temp version is now good to go. Harmony (which this mod is dependent on) was broken in its version 2.0.0.7.

This mod is now dependent on the Harmony workshop mod (it will no longer distribute the harmony dll with it).
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2009463077

HugsLib compatibility is questionable as they're pushing back on staying up to date with Harmony. There's nothing I can do about that. They've got to get on the stay-up-to-date train.


For whatever reason the mod from github works fine on windows, but not on linux.


Mod RoadsOfTheRim-1.1.2 did not load any content. Following load folders were used:
- /home/trout/.local/share/Steam/steamapps/common/RimWorld/Mods/RoadsOfTheRim-1.1.2
Verse.Log:Error(String, Boolean)
Verse.<>c:<LoadModContent>b__10_1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:DMD<DMD<Update_Patch1>?681537792::Update_Patch1>(Root)
Verse.Root_Entry:Update()
Tizferatu 2. mar. 2020 kl. 15:13 
For one, you shouldn't have a folder called RoadsOfTheRim-1.1.2, you should extract the inner folder named "RoadsOfTheRim" to the mods folder.

That's probably the issue since it should be Mods/RoadsOfTheRim/ and then a bunch of folders (assemblies, defs, v1.1, etc..)

Yours probably looks like Mods/RoadsOfTheRim-1.1.2/RoadsOfTheRim/ bunch of folders, and that's the wrong folder structure.
Sidst redigeret af Tizferatu; 2. mar. 2020 kl. 15:14
Oprindeligt skrevet af tizuby:
For one, you shouldn't have a folder called RoadsOfTheRim-1.1.2, you should extract the inner folder named "RoadsOfTheRim" to the mods folder.

That's probably the issue since it should be Mods/RoadsOfTheRim/ and then a bunch of folders (assemblies, defs, v1.1, etc..)

Yours probably looks like Mods/RoadsOfTheRim-1.1.2/RoadsOfTheRim/ bunch of folders, and that's the wrong folder structure.

Wow...I am really dumb. Thank you for that.
meraDMG 12. mar. 2020 kl. 5:42 
The mod form github loads as normal, there is a build menu in the caravan that show the highest road level my colonists can build, but the work button doesnt appear for me, any idea of what might be causing this?
Sidst redigeret af meraDMG; 12. mar. 2020 kl. 5:49
Tizferatu 12. mar. 2020 kl. 6:06 
Oprindeligt skrevet af meraDMG:
The mod form github loads as normal, there is a build menu in the caravan that show the highest road level my colonists can build, but the work button doesnt appear for me, any idea of what might be causing this?

Not yet. I haven't advanced far enough to start building roads (which'll let me figure out any bugs). Right now it's just a straight port, so it is possible things are a bit buggy.

Should be ready to test it out and see if I can reproduce that within another couple of days.
Tizferatu 15. mar. 2020 kl. 16:06 
Oprindeligt skrevet af meraDMG:
The mod form github loads as normal, there is a build menu in the caravan that show the highest road level my colonists can build, but the work button doesnt appear for me, any idea of what might be causing this?

Click to move the caravan to another tile, then immediately back onto the construct tile and the work button shows up.

I assume it's not showing immediately if right clicking to exit construction selection mode because it can't tell that it should, but moving briefly causes it to recognize that it should allow work.

For now I'm not going to investigate this too much further, since the work around...works. If loco accepts my github pull request for the update to 1.1 then I'll put the time in to see if I can make it so you don't have to move the caravan (I don't know if he's willing to accept the PR or wants to try and do the update himself. If the latter it'd end up being a waste of my time to do anything other than critical bug fixes).
can you add on steam as continued?


Oprindeligt skrevet af TroutOfDoom:
Oprindeligt skrevet af tizuby:
Temporary update until loco's less busy and gets his setup back. I've smoke tested it and it seems to work.

The only real changes other than some harmony API changes and updating references was that <acceptFilth> tags in the def files isn't a thing anymore. Was replaced with a filth filter mask.

I set Glitter roads to "none" and childed asphalt to "TerrainRoadBase" which has the "Unnatural" mask set. Not sure if there was a specific reason it didn't have a parent or if that'll break anything though >.>

Should also be compatible with 1.0 due to the new mod folder structure (in theory. I didn't test for that).

https://github.com/tizubythefizo/RoadsOfTheRim/releases/tag/1.1.2

*Edit*

Temp version is now good to go. Harmony (which this mod is dependent on) was broken in its version 2.0.0.7.

This mod is now dependent on the Harmony workshop mod (it will no longer distribute the harmony dll with it).
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2009463077

HugsLib compatibility is questionable as they're pushing back on staying up to date with Harmony. There's nothing I can do about that. They've got to get on the stay-up-to-date train.


For whatever reason the mod from github works fine on windows, but not on linux.


Mod RoadsOfTheRim-1.1.2 did not load any content. Following load folders were used:
- /home/trout/.local/share/Steam/steamapps/common/RimWorld/Mods/RoadsOfTheRim-1.1.2
Verse.Log:Error(String, Boolean)
Verse.<>c:<LoadModContent>b__10_1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:DMD<DMD<Update_Patch1>?681537792::Update_Patch1>(Root)
Verse.Root_Entry:Update()
can you add on steam as continued?
Tizferatu 3. apr. 2020 kl. 8:40 
Oprindeligt skrevet af Wolvgar:
can you add on steam as continued?

No. loconeko73 is getting things set up to update this one, so there's no point to my doing so.
Weathered Machine 9. apr. 2020 kl. 13:46 
I'll be honest I have no idea how to add this to my mods from github. But the intent is good, thank you xD
loconeko73  [udvikler] 9. apr. 2020 kl. 23:09 
I'll do my best over Easter
jtjumper 29. maj 2020 kl. 14:10 
Oprindeligt skrevet af loconeko73:
I'll do my best over Easter
Thanks!
loconeko73  [udvikler] 4. juni 2020 kl. 19:41 
Yup. ALl done and dsuted now. Doing bug fixing, but nothing major.
Namirah 5. okt. 2020 kl. 19:02 
so any chance of a 1.2 update?
or am i blind or something?
Sidst redigeret af Namirah; 5. okt. 2020 kl. 19:02
< >
Viser 1-15 af 23 kommentarer
Per side: 1530 50