RimWorld

RimWorld

RIMMSqol
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Update: Dec 23, 2021 @ 5:45am

Minified items display in the WTF search as "Minified ...".

Update: Dec 15, 2021 @ 4:58am

Bug-Fix: Changed harmony patch for food rules to prevent food loaded onto pack animals ignoring the rules.

Update: Dec 9, 2021 @ 2:45pm

[Auto-generated text]: Update on 12/9/2021 11:45:19 PM.

Update: Dec 9, 2021 @ 10:49am

Fixed upload from 9 Dec @ 11:10am

Loading of mod settings had to be delayed to match the new workflow while keeping early access settings available. Loading the settings too early meant they would think no properties were available since they weren't initialized yet and the initial load reset all changes. If the mod menu was then used the changes were lost for good. If not they will now load up as usual.

Update: Dec 9, 2021 @ 9:37am

Settings are lost between restarts.

Update: Dec 9, 2021 @ 2:10am

Added Filth-Multiplier and stats to floors and terrain.

Some stats are hardwired like Cleanliness or Filth-Multiplier and won't appear in the stats selection. That's because only a handful of stats are actually useful on floors. The stats property is mainly there for mod support. Translations for hardwired stats use the stat's label but have custom tooltips. The default values and min and max limits are now inherited from the stat's definition when used as hardwired properties.

Internal changes for lifecycle events when starting the game to increase available functionality for property definitions.

Update: Dec 3, 2021 @ 1:47pm

Added properties for editing facilities(linkable buildings like dressers).

Bug-Fix: Updates to the list of allowed linkables for a building weren't update unless a game was running.

Update: Dec 1, 2021 @ 10:47pm

- Added ability to offset and scale headgear. Streamlined offset and scaling in general so that it works on creatures of different sizes.

- Modified translations on rendering parameters to not reference the concrete size since the properties can apply to any mesh not just equipment.

A few outliners for rendering. Many mods will work on the rendering. For some it's either/or, so functionality for offset and scaling can be missing altogether on certain things.
Others are bugged or have otherwise decided to differ from vanilla handling, this is mostly affecting the display of hair under hats.

Combat Extended:
No weapon scaling/offset since the mod has it's own properties.
Hat rendering is bugged. If a vanilla layer is used and hair is displayed under the hat CE will render the hat twice. Once with it's own code and once with vanilla.
When using CE layers the hat is rendered with CE's routine and won't be offset or scaled.
The reverse hockeymask doesn't work in general.

Babies and Children [1.3]:
Reverse hockeymask does not work.

HAR:
Reverse hockeymask does not work on non humans.

Vanilla Expanded Framework:
Oversized weapons are not using offset/scaling since they have their own properties.

Update: Nov 27, 2021 @ 8:33am

Bug-Fix: Layers were not ordered correctly when adopted into the model. This could cause problems if the last layer was responsible for determining how to render the apparel. Namely it caused headgear to be renderd twice in combination with CE' custom layers.

Added "Rendering Parameters" to weapons. They allow weapons to be rendered with offsets and scaling based on bodytype and facing. CE users won't benefit from this since CE uses their own properties for a similar feature.

Modders can define the Rendering Parametersin xml as entry into the modExtensions property.

<li Class="RIMMSqol.performance.QOLDefModExtension_RenderingParameters"> <config> <entries> <li> <bodyType IsNull="true"/> <facing>4</facing> <offsetX>0.1</offsetX> <offsetY>0.2</offsetY> <scaleX>0.3</scaleX> <scaleY>0.4</scaleY> </li> </entries> </config> </li> [\code] Where bodyType null means any bodytype and allowed facing values are 0 North, 1 East, 2 South, 3 West, 4 Any.

Update: Nov 27, 2021 @ 12:55am

[Auto-generated text]: Update on 11/27/2021 9:55:17 AM.