RimWorld

RimWorld

Ancient Scrap Tents
33 Comments
CrackaJack Nov 12, 2022 @ 6:54am 
@pickpickpick your comments were like a look in the mirror
pickpickpickpickpickpickpickpick Nov 10, 2022 @ 11:30pm 
Lol with a modpack of 1000+ mods you learn to live with the red text

Especially when the extent of your modding knowledge is XML Patches
OptimusPrimordial  [author] Nov 10, 2022 @ 5:15pm 
I won't, currently playing other games. And while you can ignore version warnings you're adding more red text you have to scroll through to find actual errors.
pickpickpickpickpickpickpickpick Nov 10, 2022 @ 3:08pm 
Thanks dude.

I thought I didn't even have to bother with that, and I can just ignore the version warning?

I'm updating my modpack atm (1000+ mods) to 1.4, and I was going to test all the broken and not updated mods in one sitting, so I'll let you know if it works. Unless you update before then
OptimusPrimordial  [author] Nov 10, 2022 @ 2:44pm 
The lazy man way to do it is to go into the mod's folder and rename the 1.3 folder to 1.4 then go to the about folder -> about xml and change the supported version from 1.3 to 1.4.
If that works, party hard. If not it means defs have changed between versions, something's changed in the tent mod this depends on or values have been changed which C# code depends on. However, this mod doesn't have any C# as can be seen by there not being an assembly folder so there's a good chance the lazy fix is all you need.
pickpickpickpickpickpickpickpick Nov 10, 2022 @ 6:14am 
I was wondering if it might just work in 1.4, instead of you having to update anything.

Is there any way I could check?

I'm thinking of getting into modding so I can fix mods myself lol
OptimusPrimordial  [author] Oct 25, 2022 @ 8:27pm 
If you want to make a (continued) version go right ahead.
VelxraTV Oct 25, 2022 @ 8:15pm 
This sounds like a clear mod is abandoned message.
OptimusPrimordial  [author] Oct 25, 2022 @ 7:40pm 
I'm not going to work on this game unless I'm going to play this game and I'm not playing it until either my race mod is done (not anytime soon) or until the prerequisite mods for my current mods are all updated, so I can update everything at once and start playing. Until that happens I'm playing other games.
VelxraTV Oct 25, 2022 @ 3:27pm 
Please update to 1.4
Random Tank Sep 20, 2021 @ 4:13pm 
I posted about a small potential bug and gave logs 13 days ago and no reply?
Morphium  [author] Sep 11, 2021 @ 2:48pm 
@Kateye
The original ThingDefs have about 16 Lines of xml, while with this mod they have about 60.
The Incompatibility will not be resolved by me using a PatchOperationAdd, as the costlist added here is required for the game checking them as beds.
and it saves massive coding time to use 1 Patch operation replace instead of a long PatchOperationSequence or multiple PatchOperationAdd.
Kateye Sep 11, 2021 @ 8:15am 
Possible incompatibility with "[O21] Ancient Demolition". I'm getting a "Duplicate XML node name costList". Looking into Patch_WreckedTents.xml you are adding WAAAAY too much XML in your patches. Please learn how to use PatchOperationAdd instead of PatchOperationReplace. You should minimize the amount of code you're patching to as little as you can to prevent any unnecessary mod incompatibilities.
Random Tank Sep 8, 2021 @ 8:49am 
If anyone is suffering from the weird bug of not being able to capture prisoners properly after installing this mod, go into dev mode and delete all existing cars/APCs/tanks/humvees on your map and then spawn them back in, it will fix it.

On a different note; this mod seems to add this weird green hue to all the cars/tanks and whatever when it patches them for me, is there any way to disable this? If this is a bug, here's my logs https://gist.github.com/312a4cd89bc97c6c5e9183f535cb0292
TurtleShroom Sep 2, 2021 @ 3:03pm 
@Tundrac

There are decorational items that clutter a starting Map. Cars are one of them. In the Vanilla rendition, they do nothing and yield no Steel.
VelxraTV Sep 2, 2021 @ 10:57am 
always love seeing more interaction with ancient things
Tel_Arin Sep 2, 2021 @ 9:39am 
Soon enough well be able to build mobile bases.
Tundra C. Sep 2, 2021 @ 8:15am 
There are cars in vanilla?
Mildred Sep 2, 2021 @ 12:56am 
this is cool, thank you for spending your free time making it!
✠ DFSpecter Sep 1, 2021 @ 4:50pm 
I slept in a car before. It was hell on my back lol.
Morphium  [author] Sep 1, 2021 @ 11:45am 
@ Frigglish did you use an old save or created a new colony with it?
TurtleShroom Sep 1, 2021 @ 10:53am 
Could it be possible, if you have the time, to make a version that doesn't need the Tent Mod?
Frigglish Sep 1, 2021 @ 3:58am 
Everything that dealt with prisoners, downed pawns, pawn control, hauling, and beds, plus Lights Out, Windows (in case they were invalidating my prison), and a few others. The only change that had any impact was adding this, which caused those menu options to be unselectable, and removing this, which fixed it.

Possible, based on the test, it's a space-refugee-specific issue; he fell out of a transport pod on the far side of the map.
OptimusPrimordial  [author] Sep 1, 2021 @ 3:47am 
Have you tried removing other mods? I just booted a fresh game with only tents and this mod installed then downed both a colonist and a spawned raider. The raider was taken to a prisoner bed and the colonist to a pod car without issue.
Frigglish Sep 1, 2021 @ 3:13am 
For reasons I cannot fully decipher from the log, this appears to make me entirely unable to rescue or capture downed pawns; the right-click menu appears, but neither of those options reacts when clicked on. Strip, Stabilize Here, and modded interactions all work normally.

Zoning Home Area around all ancient vehicles on the map has no effect. Deselecting this mod corrected the problem entirely. Deconstructing/destroying all ancient buildings before a pawn is downed untested, but presumable effective.

Log makes mention of "Verse.GenClosest.ClosestThingReachable" quite frequently:
https://gist.github.com/HugsLibRecordKeeper/dcf1b3ac6e368b8bc58449068fed8797
Trait errors were troubleshooting by removing More Than Capable and similar hauling-rules mods to test.

May be an engine-level issue.
OptimusPrimordial  [author] Aug 31, 2021 @ 6:44pm 
To take advantage of the Tent mod's mod settings.
TurtleShroom Aug 31, 2021 @ 7:46am 
Why does this Mod need the Tent Mod?
Skele₊ Aug 31, 2021 @ 7:36am 
:mhwgood:
OptimusPrimordial  [author] Aug 31, 2021 @ 7:10am 
Done.
Skele₊ Aug 31, 2021 @ 7:04am 
Consider linking your other mod with a hyperlink
Hmmmm Aug 30, 2021 @ 11:48pm 
This is so classy! Great work.:steamhappy:
ProfZelonka Aug 30, 2021 @ 10:38pm 
Cool idea