RimWorld

RimWorld

[JDS] The Forge - Anvil
39 Comments
lexduex 19 Aug, 2024 @ 4:27pm 
Hello, will there be a 1.5 version?
Warwolf 15 Apr, 2024 @ 3:03pm 
JDS will there be a 1.5 update? Love your NCR armour!
Excusememan 1 Dec, 2022 @ 9:10am 
thx!
JangoD'soul  [author] 22 Oct, 2022 @ 5:09pm 
Update:
-Now supported 1.4
Vinlic 22 Oct, 2022 @ 9:57am 
@JangoD'soul Thanks for some of the best armor mods out there. Will we get an update to 1.4?
RexEverything 9 Apr, 2022 @ 1:52pm 
This is awesome, thanks friend
JangoD'soul  [author] 20 Jul, 2021 @ 1:35pm 
Update:
-Now supported 1.3
Cajetan 21 Jan, 2021 @ 8:14am 
love your mods, is there any way, you could make them compatible with save our ship 2, so they can be used as EVA suits?
Business Monkey 29 Oct, 2020 @ 4:56pm 
why do i get the feeling that making a darth vader outfit is forbidden or something cause i've never seen one on the workshop
Indy 10 Sep, 2020 @ 5:20pm 
Hey, have you ever considered combat extended compatibility?
JangoD'soul  [author] 11 Aug, 2020 @ 12:58pm 
Update to 1.2
JangoD'soul  [author] 27 Jun, 2020 @ 6:15pm 
Update:
-Retexture all graphics
-Change the size of the workbench from (3,2) to (3,1)
-Clean up some code
-Add New Fabrication bench
JangoD'soul  [author] 24 Jun, 2020 @ 1:26pm 
alright i think it fix now
7ux0n0 24 Jun, 2020 @ 1:07pm 
*shrug* for me there is still "Industrial" in as tech level in the ResearchProjects.xml file
tho might be steam fucking around (even tho i resubbed to the mod)
JangoD'soul  [author] 24 Jun, 2020 @ 12:07pm 
Update
-Change Tech level
JangoD'soul  [author] 24 Jun, 2020 @ 12:05pm 
@AvX' 7ux0n0 i'll update it
7ux0n0 24 Jun, 2020 @ 1:02am 
well, for me the anvil showed to be Industrial Tech (both ingame and in-code) so if its medieval tech for you it might be that yoiu didnt upload the changes yet :P
JangoD'soul  [author] 23 Jun, 2020 @ 1:55pm 
@AvX' 7ux0n0 I have already set the Anvil to Medieval,I think its the Forge being "spacer" tech
7ux0n0 23 Jun, 2020 @ 3:17am 
*correction: the forge is spacer as intended (just going through the code to make it work for my medieval playthrough)
7ux0n0 23 Jun, 2020 @ 3:13am 
@JangoD'soul the forge and envil tech are classified as industrial tech and not Medieval tech thats why it wont show up with mods removing tech over Medieval (same for the Exiled Dawn Armoury tech)
so you might want to fix that...
T4NDY 21 Jun, 2020 @ 8:37am 
@JangoD'soul
Hello, I made a Russian translation for your The Forge - Anvil mod. Thank you for the excellent work.Here is a link: https://www.dropbox.com/sh/h2t7n9nd5yf8pup/AADBBDU4lNZmf6beLrXMLYJ4a?dl=0
Judson h. Cames 18 Jun, 2020 @ 6:13pm 
is this ce compatible? asking for a friend...
JangoD'soul  [author] 24 May, 2020 @ 5:42pm 
Update:
-Add new workbench
JangoD'soul  [author] 28 Mar, 2020 @ 6:12am 
Update:
-added tech level to forge and anvil
JangoD'soul  [author] 26 Mar, 2020 @ 12:18pm 
@LordDarthon7 might have to do with the other forge which is "spacer" level
LordDarthon7 25 Mar, 2020 @ 6:21pm 
Mod is cool by the way. never played runescape tho.
LordDarthon7 25 Mar, 2020 @ 6:21pm 
I can't research ancient forge knowlege with the vanilla factions expanded medieval storyteller.
JangoD'soul  [author] 25 Mar, 2020 @ 5:09pm 
@LordDarthon7 if you only subscribe to my non-space armor sure
LordDarthon7 25 Mar, 2020 @ 4:44pm 
Is the research medieval? I am trying to do a medieval playthrough and am running vanilla factions expanded - medieval.
JangoD'soul  [author] 28 Feb, 2020 @ 5:42pm 
@Keanu Beans I alreally made one somewhat just one side
Business Monkey 28 Feb, 2020 @ 5:40pm 
do you plan on making a darth vader outfit
JangoD'soul  [author] 25 Feb, 2020 @ 12:52pm 
Update: Fix bug
JangoD'soul  [author] 25 Feb, 2020 @ 12:44pm 
I'll look into it
Dyne Denethor 25 Feb, 2020 @ 12:44pm 
Cont'

Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
Dyne Denethor 25 Feb, 2020 @ 12:43pm 
Cont'

Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Dyne Denethor 25 Feb, 2020 @ 12:43pm 
I love your armor mods, and used them extensively in 1.0 But in 1.1, I get the following red error no matter where I put them, even used alone.

XML error: <workSpeedPenaltyOutdoors>true</workSpeedPenaltyOutdoors> doesn't correspond to any field in type BuildingProperties. Context: <building><workSpeedPenaltyOutdoors>true</workSpeedPenaltyOutdoors><workSpeedPenaltyTemperature>true</workSpeedPenaltyTemperature><spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity></building>
Verse.Log:Error(String, Boolean)
JangoD'soul  [author] 20 Feb, 2020 @ 4:37pm 
Update:

support for 1.0 & 1.1
JangoD'soul  [author] 14 Jan, 2020 @ 1:41pm 
Update:
-Fix bugs