RimWorld

RimWorld

[JDS] The Forge - Anvil
40 kommentarer
Criz 22. juli kl. 21:50 
1.6 can be found here (i am continuing most of his mods)
psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3511910152
lexduex 19. aug. 2024 kl. 16:27 
Hello, will there be a 1.5 version?
Warwolf 15. apr. 2024 kl. 15:03 
JDS will there be a 1.5 update? Love your NCR armour!
Excusememan 1. dec. 2022 kl. 9:10 
thx!
JangoD'soul  [ophavsmand] 22. okt. 2022 kl. 17:09 
Update:
-Now supported 1.4
Vinlic 22. okt. 2022 kl. 9:57 
@JangoD'soul Thanks for some of the best armor mods out there. Will we get an update to 1.4?
RexEverything 9. apr. 2022 kl. 13:52 
This is awesome, thanks friend
JangoD'soul  [ophavsmand] 20. juli 2021 kl. 13:35 
Update:
-Now supported 1.3
Cajetan 21. jan. 2021 kl. 8:14 
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. okt. 2020 kl. 16:56 
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 kl. 17:20 
Hey, have you ever considered combat extended compatibility?
JangoD'soul  [ophavsmand] 11. aug. 2020 kl. 12:58 
Update to 1.2
JangoD'soul  [ophavsmand] 27. juni 2020 kl. 18:15 
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  [ophavsmand] 24. juni 2020 kl. 13:26 
alright i think it fix now
ScarletRed 24. juni 2020 kl. 13:07 
*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  [ophavsmand] 24. juni 2020 kl. 12:07 
Update
-Change Tech level
JangoD'soul  [ophavsmand] 24. juni 2020 kl. 12:05 
@AvX' 7ux0n0 i'll update it
ScarletRed 24. juni 2020 kl. 1:02 
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  [ophavsmand] 23. juni 2020 kl. 13:55 
@AvX' 7ux0n0 I have already set the Anvil to Medieval,I think its the Forge being "spacer" tech
ScarletRed 23. juni 2020 kl. 3:17 
*correction: the forge is spacer as intended (just going through the code to make it work for my medieval playthrough)
ScarletRed 23. juni 2020 kl. 3:13 
@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. juni 2020 kl. 8:37 
@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. juni 2020 kl. 18:13 
is this ce compatible? asking for a friend...
JangoD'soul  [ophavsmand] 24. maj 2020 kl. 17:42 
Update:
-Add new workbench
JangoD'soul  [ophavsmand] 28. mar. 2020 kl. 6:12 
Update:
-added tech level to forge and anvil
JangoD'soul  [ophavsmand] 26. mar. 2020 kl. 12:18 
@LordDarthon7 might have to do with the other forge which is "spacer" level
LordDarthon7 25. mar. 2020 kl. 18:21 
Mod is cool by the way. never played runescape tho.
LordDarthon7 25. mar. 2020 kl. 18:21 
I can't research ancient forge knowlege with the vanilla factions expanded medieval storyteller.
JangoD'soul  [ophavsmand] 25. mar. 2020 kl. 17:09 
@LordDarthon7 if you only subscribe to my non-space armor sure
LordDarthon7 25. mar. 2020 kl. 16:44 
Is the research medieval? I am trying to do a medieval playthrough and am running vanilla factions expanded - medieval.
JangoD'soul  [ophavsmand] 28. feb. 2020 kl. 17:42 
@Keanu Beans I alreally made one somewhat just one side
Business Monkey 28. feb. 2020 kl. 17:40 
do you plan on making a darth vader outfit
JangoD'soul  [ophavsmand] 25. feb. 2020 kl. 12:52 
Update: Fix bug
JangoD'soul  [ophavsmand] 25. feb. 2020 kl. 12:44 
I'll look into it
Dyne Denethor 25. feb. 2020 kl. 12:44 
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 kl. 12:43 
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 kl. 12:43 
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  [ophavsmand] 20. feb. 2020 kl. 16:37 
Update:

support for 1.0 & 1.1
JangoD'soul  [ophavsmand] 14. jan. 2020 kl. 13:41 
Update:
-Fix bugs