RimWorld

RimWorld

Persistent Cooler
Počet komentářů: 24
Warbler55 20. dub. 2019 v 8.25 
Hey can you make a mod for passive coolers that actually make them go to like -10*C Instead of them being like 13*C because i have to use godmode for modern coolers for a tribe because i cannot cool my food down and everyone starves so it would be much appreciated if you make a passive cooler mod where it goes to like -9*C so i dont have to actually use godmode for modern coolers.Thanks alot.
Pinenuts 14. zář. 2018 v 11.07 
That's a good news really. Anyways thank you for this mod:)
Faeldray  [autor] 10. zář. 2018 v 12.37 
A www, thanks Vakaria!
Vakaria 7. zář. 2018 v 20.22 
Even if this mod is no longer needed, thank you so much for creating it while it was. Much appreciated!
Faeldray  [autor] 4. zář. 2018 v 10.46 
@zgrssd So I've heard, which I think is good news. I always thought it should have been a vanilla feature. :)
zgrssd 3. zář. 2018 v 9.55 
It looks like B19 more or less interlizes this mod: "Wood-powered fires and coolers no longer vanish when fuel is exhausted; they wait to be refueled."
Grace of Thule 20. čvn. 2018 v 15.38 
Thanks. I will test it later today or tomorrow.
Faeldray  [autor] 20. čvn. 2018 v 10.19 
So, it appears that Biomes! Cavern Edition did add a patch for this mod, but it doesn't work for some reason. So I went ahead and added a patch for their mod. I tested it and it worked, but let me know if anyone experiences issues.
Faeldray  [autor] 3. dub. 2018 v 17.29 
@Other_Olly Thanks!
Other_Olly 3. dub. 2018 v 10.20 
I love your persistent items. :steamhappy:
Grace of Thule 26. bře. 2018 v 8.22 
That's correct. Thank you. I appreciate it.
Faeldray  [autor] 26. bře. 2018 v 8.13 
@Rabbidsith I'm not familiar with that mod but I'm assuming you mean you're unable to use the Cavern's fuels with my cooler? If so, it looks like they add their patches right into their mod so I requested in their Compatibility thread that this one be added.
Grace of Thule 26. bře. 2018 v 5.21 
Biomes! Cavern Edition
Can you make a patch for this mod? ^^^
bionatas 22. bře. 2018 v 14.34 
@faeldray yep I got hughslib at the top now
Faeldray  [autor] 19. bře. 2018 v 21.02 
@bionatas I tried using the mods you listed in that exact order but as soon as the game restarted, it warned me that HugsLib* was in an improper position in the mod order and things were messed up because of it. Probably because Allow Tool requires HugsLib as a library so HugsLib should be loaded before it. Anyways, I moved HugsLib right to the top and kept the others in the same positions. I created a new game and got the colonists to build a persistent cooler, which did not disappear and seemed to work fine.

So it seems that the problem you were having is caused by where HugsLib is in the order. I'd recommend always putting library mods (such as HugsLib and JecsTools) as high up on the order as possible to help avoid issues like this. In fact, JecsTools suggests the following order in its description:

- Core
- HugsLib
- JecsTools

And then you can probably put the rest of the mods in whatever order you like.

* I'm assuming that's what you meant by "hughslib".
bionatas 8. bře. 2018 v 4.41 
@faeldray Here is the list of all my mods I was using at the time. Your was at the bottom, but I placed it below medieval World and Medevial times.

Medieval World(No Guns/Low Tech)
medieval times
Colony Manager
Firepit+Torch Sconce
[sd] no power comms console
simple sidearms
expanded prosthetics and organs
mending
embrasures
job splitter
work tab
allow tool
no random construction quality
miniaturisation
avoid friendly fire
quarry
realistic rooms
dirt paths
doors expanded
jecstools
hand me that brick
hughslib
heat map
smooth stone walls
animal logic
smart medicine
while you’r up
psychology
I can fix it

Faeldray  [autor] 7. bře. 2018 v 20.30 
@bionatas If you wouldn't mind giving me a list of those mods, I could test it myself.
bionatas 7. bře. 2018 v 17.43 
@faeldray I moved it above everything I have like 18 mods, so unfortunately I cannot be specific as I did not test it above each one individually.

Next time something like this happens I will do that.
Faeldray  [autor] 6. bře. 2018 v 8.50 
@bionatas Which mods did you move it above? I think one of those may have been causing the conflict.
bionatas 6. bře. 2018 v 4.06 
Wasnt showing any errors, but all I did was move up the mod to right below medieval times / no guns mod and it works now.
mraider94 5. bře. 2018 v 23.53 
Im getting the same problem with them disappearing right after building them. Didn't get any kinda errors.
Faeldray  [autor] 5. bře. 2018 v 19.54 
@bionatas That's very odd and sounds like it's a mod conflict. Are you getting any errors when you first run the game?
bionatas 5. bře. 2018 v 19.38 
I build this and it disapears how can I fix this issue?

Rincewind 25. úno. 2018 v 3.17 
nice, and yes, i tired to rebuild them again and again :)