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Messages - khornel

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.NET Modding / Re: Change how many floors you can build on
« on: October 07, 2018, 12:21:18 AM »
Updated to work with Alpha 10.7

.NET Modding / Re: Change how many floors you can build on
« on: July 30, 2018, 02:28:49 PM »
Updated to work with Alpha 10.

New releases / Re: Alpha 9.10.1 out on testing branch
« on: September 06, 2017, 10:47:05 AM »
I made an account when I saw the post that said the release is imminent just to say this: Please don't release the game yet.

I've been watching guys playing this game on youtube, but in doesn't look nearly close to being complete yet. And this is why...

Once you create your first fast-selling software (which is really easy to do), the game just gets easier - more complicated as you grow, yes, but much more easy.

I love this game, but it' doesn't seem challenging. There are no goals to reach. And even if there were goals, you'd just keep repeating the same process to reach them.

So, I'd say, while this game is awesome, it gets boring really fast. So, please don't release the game yet. Add more features to it. I really want to buy this game, but not like this.
*Alpha 9 release is imminent. The game is still in alpha and final release will not be for another year at the very least.

Off-topic / test
« on: July 21, 2017, 03:51:09 AM »

Modding / Re: trouble updating my mod
« on: June 15, 2017, 02:47:40 PM »
I know now where the error is happening, but the error isn't documented anywhere in the Steam API, so I have no idea why it's happening. I've added an extra error message in the next patch that says "Update handle invalid", it might help narrow in on the problem, if it is shown. It should release later today. Meanwhile, make sure you haven't set any settings in Steam that would prevent the upload, you could try doing it on another computer, if possible.

Modding / Re: trouble updating my mod
« on: June 14, 2017, 11:06:47 PM »
Could you try uploading again and then copy the output of the log file? It will detail the events of the upload to Steam and it might show where things are going wrong. Can you verify that the "pubID.txt" file is in the root directory of your mod? If you've downloaded your own mod from Steam, please unsubscribe again, as that could overwrite the correct version of the mod.

Modding / Re: trouble updating my mod
« on: June 14, 2017, 12:50:05 PM »
Have you agreed to the Steam Workshop EULA? It pops up the first time you upload, but it will also appear on top of your mod, if you view it in the workshop while you are signed in to Steam.

This was caused by C# using the unstable quicksort algorithm for in-place sorting. I've forced it to be stable, so items with the same value will maintain their previous order, instead of being jumbled.

All team fields for project management should allow you to select multiple teams. I just tried it with no issues.

Support / Re: [A 9.4.1] Employees not showing up to work
« on: March 02, 2017, 11:54:00 PM »
I tried loading your save and running the game for a couple of months, didn't notice any issues. There was a bug in 9.4.1, however it only occurred when loading a save with cubicles.

Suggestions and ideas / Re: [forum] UTF-8 encoding
« on: February 26, 2017, 03:21:00 AM »
I converted the database to UTF8 and installed a new SMF language pack. Don't know if it worked?

Yes I know. I just said it's weird it's not utf-8 since we use it for danish aswell.
ISO-8859-1 supports danish characters. It was selected by default by my webhost.

.NET Modding / Re: Override Work in WorkItem children?
« on: February 14, 2017, 01:24:49 AM »

Awesome, is that the next patch or the next Alpha?
Next patch.
There doesn't seem to be a DoWork to override in WorkItem, the only instances of DoWork I can find are in Actor and AutoDevWorkItem (or is this the change you're adding for the next update?)
This is the change.

I was also wondering what the hell the 4 panels at the bottom are called (the ones with the icons for Development/HR/Finance/Market), couldn't really figure that out from the HUD class.
I've added a UI_UNDER_MOUSE console command to get the path to all UI elements currently under the mouse cursor and the function WindowManager.FindElementPath(string path, Transform startFrom = null, int index = 0) to retrieve them in code.

.NET Modding / Re: Override Work in WorkItem children?
« on: February 12, 2017, 11:57:44 PM »
I added support for custom WorkItem types in the next update.

Work is now handled by overriding WorkItem.DoWork(Actor actor, float effectiveness, float delta)

Releases / Re: [Release/WiP] Furnitures.
« on: January 28, 2017, 12:47:19 PM »
Just spent over 3 hours fishing out my old copy of the game to find steam won't let me update it or add mods because I got it off coredumping!
You need to use the download link you received on purchase to get the most updated version.

Sorry to hear
Maybe Steam changed their policy and such, so you can't download it anymore ... a lot of people did use it because they had illegal and cracked game versions that they would love to keep up to date. Maybe that's why they block it now.

If I was you, I would open a topic on this forum about this or send a message to Khornel to ask if he can change it so that the people that bought a legit version of this game can get a steam code for it.
I know this is possible with Steam because the Dev's of RimWorld did it. I bought Rimworld pre-alpha version 8. I forgot about this game for a long time and suddenly I got a mail 2 moths ago, from them saying they went pre-release on Steam and that I could get a key because I did already bought the game.
After some digging, I figured out that Valve switched to another way of hosting mods a while ago (something about the cloud), so that you can have unlimited file sizes. It broke the web API, as direct file URL's are no longer generated, so all new Steam games will no longer work, unless they use the deprecated Workshop SDK.

My webhosting provider is merging with another provider, making hosting a bit cheaper. Currently I'm paying for hosting out of my own pocket, but when it happens I'll probably start paying through my company so I can get unlimited traffic and SSL. Then I'll start working on a standalone mod site, but it won't be in the near future. I'm sorry I can't be of more help, it really sucks that Valve are limiting mod downloads to people who own the game in Steam.

Valve has a policy of allowing you to send keys to everyone who owned your game before it got on Steam, which I did, and is why I warn about it with red lettering on the buy page for everyone who purchases after it got through Greenlight. The offline version is for people who care more about avoiding DRM than getting the Steam features, I can relate. Some people buy the offline version because I receive more, which I do, but honestly the EU VAT laws makes it not worth it. Less than 1% of my income comes from offline sales and I spent an inordinate amount of time bookkeeping for the purpose of sending pennies to countries all around the EU.

General Discussion / Re: What the f*** is happening in this forum
« on: January 20, 2017, 02:53:07 PM »
Should be fixed now.

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