RimWorld
JecsTools [Deprecated]
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Update: 9 okt 2017 om 0:10

Update -- 10-9-17
Slotted knives shouldn't appear naturally anymore.
You may have to Dev: destroy ones that are in your colony. ^^

Update: 3 okt 2017 om 18:23

JecsTools - 10-4-17 - Hotfix

Fixed issue with cancelling blueprints.

For implementation -- see RimRoads.

Update: 3 okt 2017 om 5:15

JecsTools - 10-3-17 - CaravaJobs and WorldObjectBlueprint

Added CaravanJob systems.
Added WorldObjectBlueprint to allow for construction of WorldObjects through the CaravanJob system.

For implementation -- see RimRoads.

Update: 12 aug 2017 om 9:15

v1.0.5.3 Cleave Update

New Classes:
+JecsTools.DamageWorker_Cleave
+JecsTools.DamageDefCleave
--Adds a new damage worker called "cleave" that allows for an attack to swipe multiple targets in front of a user based on XML settings defined in a new damage def. This update is in preperation of the upcoming Werewolves mod.

Update: 4 aug 2017 om 20:47

8/5/17
v1.0.5.2

-Fixed faction issue wherein colonists, once ejected from the vehicle due to low needs, would be unable to re-enter the vehicle without suffering from faction errors.

Update: 4 aug 2017 om 8:25

8/5/17
v1.0.5.1

Added new component - CompDelayedSpawner.

CompDelayedSpawner allows us to create things or pawns after a set amount of time. For instance, I created an invisible spawner for the Star Vampire (as of this update) that uses this CompDelayedSpawner. This lets me trigger the Star Vampire incident, drop down some delayed spawners, and enjoy results after a short period of time. The CompDelayedSpawner is highly customizable for things, pawns, and even allows for setting mental states and hediffs.

Update: 31 jul 2017 om 19:58

v1.0.5
8/1/17

-Fixed faction issue when entering/exiting vehicles.
-Added new primary assembly, JecsTools with several new classes.
-New Classes

JecsTools.Hediff_TransformedPart
- Similar to added part, however, transformed parts will not remove the original parts when removed from the character. This allows for us to "transform" pawn parts. Such as having a colonists' hands turn into deadly claws.
((Will see use in upcoming Werewolf mod))

JecsTools.JobGiver_AIFirelessTrashColonyClose
JecsTools.JobGiver_AIFirelessTrashColonyDistant
- These classes lets us call a special jobgiver for raiders that does not include setting fire to objects. This is good for monstrous creatures that do not have the ability to start fires but still want to break things.
((Will see use in Werewolf mod and Cosmic Horrors))

Update: 28 jul 2017 om 3:55

v1.0.4.18
7/28/17

-Pawns now try to satisfy needs inside the vehicles.
-Pawns now properly rest during night travel while inside vehicles.
-Vehicles no longer rotate south when drafted.
-Vehicles should no longer be able to split while drafted.
-Reform caravan button now appears outside when attacking factions.
-Saving systems for vehicles were changed.

::NOTE::
IF ERRORS OCCUR
Feel free to use the previous release available on GitHub to get your pawns to safety out of the vehicles.

Previous release is here:
https://github.com/jecrell/JecsTools/releases/tag/1.0.4.17

Update: 26 jul 2017 om 4:12

1.0.4.17

Added cargoCapacity XML value for CompProperties_Vehicle. Now vehicles can have high volumes of cargo as per defined in their XML.
Further fixing Caravan-related issues for entering and exiting map.
Also fixed an issues with cooldowns not functioning properly with the TrueBurst projectile.

Update: 23 jul 2017 om 8:49

1.0.4.16

This is the first of several caravan fixes. This issue covers a issue where a character, once entering a map after leaving a caravan, would stay inside a vehicle despite being dropped out of the caravan.

The next fix will be about fixing the caravan AI to ensure that it always picks up items before leaving to make a caravan.