RimWorld

RimWorld

Roads of the Rim
ENGLISHNAME Feb 21, 2020 @ 2:21pm
Will this Mod be updated?
Title, just trying to get an estimate on how much we lose each update.
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Showing 1-15 of 23 comments
loconeko73  [developer] Feb 21, 2020 @ 3:15pm 
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 Feb 28, 2020 @ 4:04am 
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://steamcommunity.com/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.
Last edited by Tizferatu; Feb 29, 2020 @ 2:44pm
Originally posted by 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://steamcommunity.com/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 Mar 2, 2020 @ 3:13pm 
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.
Last edited by Tizferatu; Mar 2, 2020 @ 3:14pm
Originally posted by 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 Mar 12, 2020 @ 5:42am 
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?
Last edited by meraDMG; Mar 12, 2020 @ 5:49am
Tizferatu Mar 12, 2020 @ 6:06am 
Originally posted by 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 Mar 15, 2020 @ 4:06pm 
Originally posted by 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?


Originally posted by TroutOfDoom:
Originally posted by 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://steamcommunity.com/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 Apr 3, 2020 @ 8:40am 
Originally posted by 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.
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  [developer] Apr 9, 2020 @ 11:09pm 
I'll do my best over Easter
jtjumper May 29, 2020 @ 2:10pm 
Originally posted by loconeko73:
I'll do my best over Easter
Thanks!
loconeko73  [developer] Jun 4, 2020 @ 7:41pm 
Yup. ALl done and dsuted now. Doing bug fixing, but nothing major.
Namirah Oct 5, 2020 @ 7:02pm 
so any chance of a 1.2 update?
or am i blind or something?
Last edited by Namirah; Oct 5, 2020 @ 7:02pm
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