RimWorld

RimWorld

Spike Trap Blues
20 Comments
SuwinTzi 11 May @ 9:56pm 
Okay, thank you for the reply.
blues  [author] 10 May @ 10:11am 
Hi, @SuwinTzi. I haven't played for a long time, let alone with this mod, and my source codes are gone. But reading the description, i can guess that;
- Cost changes of that mod should apply,
- Placement change of that mod may not work (if it's a patch, whichever mod loads later, it's change would apply.) But my mod as far as i can remember has the option to remove the placement restriction, so it should all be okay. (Check the mod settings, there should be the option for placement restrictions.)
SuwinTzi 28 Apr @ 11:28pm 
Hello, I've a quick question. I use FSF Better Spike traps which reduces cost, removes placement restrictions, and adds a stone version with lower work cost.

I'm assuming this mod should be compatible, since FSF Better Spike is only a XML?
KAITA 10 Feb @ 12:08am 
@NOETXEL yeah, people are tend to be scared to update the game because there's a firm 80% chance to destroy your precious saves
KawwaK 1 Jan @ 9:07am 
I've used it in 1.5 for a while and it worked fine. Just my experience.
blues  [author] 8 Dec, 2024 @ 9:04am 
please somebody tell me if it works for 1.5, if so i'll update the description.
if not, i was planning for a diverse traps mod and my 1.4 file was it. but it'll take a time for that mod to born.
Link 8 Dec, 2024 @ 3:18am 
1.5?
مُتَّقِينَMUTTAKIIN 27 Nov, 2024 @ 1:29pm 
can you update your game to 1.5 ... are you like scared to play an updated game?
blues  [author] 18 Nov, 2024 @ 11:48am 
I guess, nobody asked for it yet?
when i do, i still play 1.2 still, so i don't know.
Doomchibi 8 May, 2024 @ 8:44pm 
Would this need to be updated for 1.5?
blues  [author] 1 Jan, 2024 @ 9:18am 
Maybe... I can use the Anti-Blight code, and make traps with one-time fuel. Maybe in the weekend. I wonder what fuel they could use... Steel? Components?... A new item?
blues  [author] 1 Jan, 2024 @ 9:11am 
I actually intended to make it compatible with Beta traps. But it looked like rewriting the whole thing is easier than making a compatibility patch. I suffered a lot with making Short Circuit Blues compatible with fuse mods and keeping it up to date. I don't want to do something like it again. Also i saw some problems in Beta Traps' code that i didn't like very much, but the mod owner didn't answer. Although Beta traps is like almost the same code from Rimworld's beta versions, I still don't feel comfortable duplicating a mod ethically.
So, it's something already on my mind, but in the near future it seems unlikely, sorry.
And... the holiday is over:)
Denjin09 1 Jan, 2024 @ 8:52am 
is there any chance for a selfreload mode in future ? :D
kamikadza13 1 Jan, 2024 @ 2:22am 
I'm glad to help.
blues  [author] 1 Jan, 2024 @ 2:21am 
Okay, i think they should be fixed now.
I am still playing on 1.2, so i missed those 1.4 problems. Sorry for the inconvenience.
blues  [author] 1 Jan, 2024 @ 1:56am 
Okay, found the error. I will update for the red error. Will look into Armor Penetration later.
How do you say AP don't work? Is it on the settings slider, or a functional thing?
kamikadza13 1 Jan, 2024 @ 1:50am 
1.4.3901
You can check it at github log



Command line arguments: -savedatafolder=[Home_dir]\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios
RimWorld 1.4.3901 rev238
Save data folder overridden to [Home_dir]\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios
--- Main thread ---

kamikadza13 1 Jan, 2024 @ 1:45am 
Got red error when hediff disappears.

Red Error [pastebin.com]
GitHub [gist.github.com]
kamikadza13 1 Jan, 2024 @ 1:42am 
Slider "Spike Traps Armor Penetration Multiplier" don't work at settings.
Always 0%