RimWorld

RimWorld

D9 Framework
100 Comments
Proxy ニャ Oct 5, 2022 @ 12:35pm 
Thanks!
dninemfive  [author] Oct 5, 2022 @ 11:06am 
@Proxy ニャoh i could've sworn i posted the release here

This mod's features have been integrated into Community Framework.
Proxy ニャ Oct 5, 2022 @ 3:01am 
Is this still being worked on?
Arswind Apr 5, 2022 @ 10:11am 
cool! thanks @dninemfive
dninemfive  [author] Apr 3, 2022 @ 8:46am 
@Arswind It's being worked on. [github.com]
Arswind Apr 3, 2022 @ 6:41am 
No fork for d9?
Azuwi Jan 12, 2022 @ 5:06am 
Doesn't work with 1.3
TeaRexInACup Jan 7, 2022 @ 2:03am 
All the best to you D9 :) Hope you have a great year.
beetlecat Jan 4, 2022 @ 3:53pm 
@dninemfive cool -thanks for the status. I'm rebuilding my game mod list from before 1.3 released, and finally remembered which mod gave the minimum materials back (for conduits! :D )

Looking forward to the update.
maledin Dec 19, 2021 @ 9:27pm 
@dninemfive yay!
dninemfive  [author] Dec 2, 2021 @ 1:26pm 
fwiw, i've found someone to maintain the code in this mod and will post here again when it's out.
NESecretWeapon Dec 2, 2021 @ 12:39pm 
@coralhg77 don't give a shit about people's mental health huh? Just gonna keep asking for an ETA for your mod that doesn't cost money and made by someone who took their own free time to make. Seems reasonable ...
coralhg77 Nov 15, 2021 @ 4:17pm 
Any eta
Jesu Oct 29, 2021 @ 6:04pm 
ditto on Mr JuzMan241's comment. :steamthumbsup:
Ruby Oct 24, 2021 @ 2:31pm 
Hey D9! I know a lot of people are asking for 1.3, but I saw you already responded to the requests. I'm not here to demand 1.3, but actually to just say that I understand the struggle with mental health, currently dealing with depression and anxiety myself. Unneeded pressure has really been what's hindered me in the past, so just from one random stranger on the internet to another, take all the time you need for updating the mod. There's really no rush. More than anything, your health comes first, and I hope you would agree. Thank you for all the work you do, and I wish you strength in life. Have a lovely day. :)
Konkursipe Oct 19, 2021 @ 11:58pm 
This still works without issue on 1.3
Angel Oct 10, 2021 @ 10:28pm 
Praying for a 1.3 please, this mod and DocsWorld are pure necessities.
coralhg77 Oct 9, 2021 @ 7:17pm 
it's been like 2 months so i'll ask. any ETA?
Trigger Aug 22, 2021 @ 9:11pm 
Keep up the great work, everyone here loves the mod, and what it provides for other modders. Great MOD, and get better, we need you!!!!:lunar2019wavingpig:
JinxLuckless Aug 17, 2021 @ 2:31pm 
Take your time... we can wait. Dealing with mental health stuff is more important. <3
dninemfive  [author] Aug 16, 2021 @ 6:25pm 
No.
Trinary0 Aug 16, 2021 @ 3:23pm 
Any ETA on 1.3 update?
Rukka Aug 6, 2021 @ 8:50pm 
Not having a working framework for Docworld really makes you appreciate the work modders do. :steamhappy: Hope you're doing well!!!
miku567 Aug 6, 2021 @ 3:30am 
Thanks for the answer. Will wait.
dninemfive  [author] Aug 5, 2021 @ 2:04pm 
@miku567 lol I thought I left one of the question/answers of this. No date, but I'm planning to try and work on it soon. Dealing with some mental health stuff so it's hard to focus on modding, but I'm aware of the update and intend to update my stuff eventually.
miku567 Aug 5, 2021 @ 11:04am 
Sorry for asking (I know how dumb it looks) but 1.3 when?
dninemfive  [author] Jul 7, 2021 @ 7:58am 
@qux Sorry for the delay. I will add the French translation in the next version.

What do you mean by a "def file for translation"? I was under the impression the defs in CMF_Stats.xml can already be translated.
qux May 5, 2021 @ 8:26am 
Is it possible to give us a def file for translation for CMF_Stats.xml please ?
qux May 5, 2021 @ 8:24am 
夜月重楼 Apr 14, 2021 @ 4:02am 
CompFromStuff Can't save, thingWithComps Will the initialization from def when loading.
Andy Feb 18, 2021 @ 6:12pm 
Done.
dninemfive  [author] Feb 18, 2021 @ 9:14am 
@Andy Like I said, I'm not sure whether hediffs properly apply StatOffsets - I do recall CarryingCapacity specifically not working properly, but it might be all stats. I'd appreciate it if you created an issue [github.com] so I can remember to look into it later.
Andy Feb 18, 2021 @ 12:04am 
I had also changed Save Our Ship 2's archotech spine to have CarryMassOffset, so maybe that caused the issue.

Anyway I dropped the + from the Exoskeleton Suit and the game loaded. The Carry Mass Offset shows up in the hediff information window but doesn't actually have any affect. Might it be only functional for apparel?
Andy Feb 17, 2021 @ 11:16pm 
Yeah I figured as much, I was just going by what they did in EPOE forked to increase the carry capacity.
dninemfive  [author] Feb 17, 2021 @ 10:49pm 
@Andy Map corruption shouldn't happen from an error like that. You probably have other issues with your load order, such as a missing mod.

What you wrote looks fine, except I might drop the + in front of each value since I don't recall how the game parses that.
Andy Feb 17, 2021 @ 10:44pm 
I tried that, but I may have screwed up when writing it in the xml file, caused my map to load in corrupted.

Specifically I altered the entry for EPOE's Exoskeleton Suit hediff by adding the following immediately before the <capMods> section.

[code]
<statOffsets>
<CarryingCapacity>+25</CarryingCapacity>
<CarryMassOffset>+25</CarryMassOffset>
</statOffsets>
[/code]
dninemfive  [author] Feb 17, 2021 @ 10:21pm 
@Andy It's been a while since I checked, but I believe hediffs can apply any StatOffset, so you can just have it offset the relevant carry mass stat. If not, create an issue [github.com] and I'll see what I can do.
Andy Feb 17, 2021 @ 10:18pm 
I don't suppose there's a way for a bionic body part or implant to increase carry mass using this, is there?
dninemfive  [author] Dec 25, 2020 @ 2:47am 
@shakeyourbunny Ah, I found the issue. My manifest file lists 1.4.0. I'll need to update the url that points to somehow.
dninemfive  [author] Dec 25, 2020 @ 2:45am 
@shakeyourbunny Interesting. I have a 1.4.0 planned publicly here, [github.com] but the latest release is in fact 1.3.1. The next version (hopefully coming out some time next week) will be 1.3.2, so this is a strange oversight.
shakeyourbunny Dec 25, 2020 @ 2:43am 
Mod Check for standalone mod version says, that there is a 1.4.0 available, but I guess this is an oversight or number twister? For the life of god, I could not locate a version, just 1.3.1.

https://i.imgur.com/HANJS2D.png
dninemfive  [author] Dec 1, 2020 @ 6:24pm 
@夜月重楼 Ok. For the first one (CompSelfRepair), I think you're right. For the second one (OrbitalTradeHook) that should work, I'll have to test it. Thank you for your reports!
夜月重楼 Dec 1, 2020 @ 5:35pm 
:steamsad:It's all machine translation. I can't really use it [ github.com ]. Shouldn't CompSelfRepair be "this.parent. HitPoints++"? But the code says "num hp++". I also beg to get an example of Orbital Trade Hook, for which I tortured myself for a whole day yesterday. I wrote it like this,“Public override List<IntVec3> TradeableCells(){List<IntVec3> List = new List<IntVec3>(); List. AddRange (GenRadial. RadialCellsAround (pos, 23.9 f, true)); return list;” What's wrong with it?
dninemfive  [author] Dec 1, 2020 @ 3:20pm 
@夜月重楼 Unfortunately, I'm not sure I understand what you mean. I think you're saying you have issues with the Orbital Trade Hook and CompSelfRepair? Please create an issue [github.com] so we can discuss this further.
夜月重楼 Dec 1, 2020 @ 3:15pm 
:steamsad:Great author, through the efforts of the this time, I learned to use dnspy, trying to stare at the c # code, I came to understand the "Harmony patch", "abstract" needs to be rewritten inheritance, the Place is only responsible for display, but sadness is my custom beacon still cannot succeed, can an example let me have a look, I've also found that the error in the self-healing "CompSelfRepair Hp++ cannot repair durability, it should be this. Parent. HitPoints++? Maybe it has other ways.
pgames-food Nov 7, 2020 @ 7:10pm 
ah thank you for the information, that definitely helps. (i'll update the rimthreaded page too where i 1st thought it was a possible incompatibility with that mod)

that then leaves me with probably what would need to be requested as a new mod, which is best defined as "a mod that lets us have a 50% chance of getting 1 stone block upon the removal of existing flagstone floors" :) - but hey thats just me thinking there must be a way to find that 1 loose brick hehe :)
dninemfive  [author] Nov 7, 2020 @ 9:31am 
@pgames-food Flagstone floors specifically are set to yield no resources when deconstructed. Other floors will yield resources, even with a per-tile cost of 1 now, because Deconstruct Return Fix was integrated into vanilla. [github.com]
pgames-food Nov 7, 2020 @ 1:23am 
hi just to follow up on the remove floor tasks... i did some more testing recently and was often getting back some random steel amounts, when removing steel floors :)

i think it could be maybe something to do with some floors not returning anything, like stone blocks floors...maybe there are some floor types that are not included in getting back something?
dninemfive  [author] Nov 5, 2020 @ 9:28am 
@The Dutchman I'm working on the next release. The Steam version is up-to-date with the latest release on Github, not the current working build (which isn't finished yet).

You can see the next update's progress here, [github.com] though I don't keep it super up to date and I'm really busy right now.
The Dutchman Nov 5, 2020 @ 8:35am 
Whats up with the Git version being updated and the Steam version not?