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Hope the best for you and your game project!
I apologise for dropping this mod so abruptly. I could give a long ramble, but to put it short, I do appreciate the time I spent on it, and I hope I brought more joy than I did pain to those that used it :)
There is a fork of Math, being maintained by someone else now, and I'm surprised they haven't posted that here! I'll update the name and description of this mod to reflect that, and hopefully they can do a better job than I did with it.
The mod author is now currently not focusing on RimWorld. Working in other progress, it's game develop I remember.
So I guess the mod won't get any new feature.
If you are interested about what's author doing or trying to contact him, maybe you can go to their dicord server to find out.
Hope these information can help you a bit.
[-corn^2]. Are parabola equations not supported by this mod, or am i just dumb?
I renamed "workDis" & "workDisabled" to simply "incapable". I also added a "capable" search.
When with some mods, some bills come from mods (such as [hammer] from [Vanilla Weapons expanded] , it's bill count constantly be set to 1, but bills from core and DLCs won't.
When using math!, CE, [Dubs Mint Menus],
load order will help, suggestion:
[Dubs Mint Menus] → Math! → CE
When using [Dubs Mint Menus], Math! , [Categorized Bill Menus] together,
load order can't help.
----------------------------------------------------
When using [Dubs Mint Menus], [Categorized Bill Menus], CE without math!, it goes fine.
The mod seems to bug the debug menu (where we spawn things)
This is the console log:
https://gist.github.com/HugsLibRecordKeeper/60b7bdf8becf5a4b1a7904427a0c59ae
Tested it with only Math, Harmony and HugsLib
As I don't want anything to break I disabled that mod.
Right now I am using the formula ((MaterialQuantity - Surplus)/MaterialCostPerJob + Billitem).
So for example I have 1000 steal and want to make simple helmets with a surplus of 200:
(steel - 200)/40 + "simple helmet"
Additionally, any chance of getting a "do with excess" option? You can do it with user variables, but that can be finicky and takes a fair bit of time to set up.
And so it doesn't look like I am complaining, thanks again for the great mod. The user variables especially are amazingly helpful, with a bit of work you can have them do all kinds of cool things.
Can't be a bad thing!
I'll let you know if I find anything else.
Turns out, RimWorld's saving/loading didn't work a I thought it did. Parent links weren't properly loading their children, though their children load their parents properly, which is why I missed it.
@Cosmo Corban Thanks for the steps to repeat it! I knew something like this would slip through.
I get this in the console:
Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Widgets:EnsureMousePositionStackEmpty ()
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Play:Update ()
also i noticed a stat called "attack tool" which seems to always be 128. it lacks any description and im not sure what its suppposed to return.
This is a really good function, helps a lot.
thanks for keeping answering!
To create a link you copy a bill. A new button will appear for all other bills. Clicking that button will "link" the copied bill to the target bill.
That target bill will then have those new panels, giving information about the link.
CRC32: 5EC7439C