Releases: RimWorld-CCL-Reborn/JecsTools
JecsTools - 10-3-17 - CaravaJobs and WorldObjectBlueprint
Added CaravanJob systems.
Added WorldObjectBlueprint to allow for construction of WorldObjects through the CaravanJob system.
For implementation -- see RimRoads.
JecsTools - 8-13-17 - Cleave Update
v1.0.5.3 Cleave Update
New Classes:
+JecsTools.DamageWorker_Cleave
+JecsTools.DamageDefCleave
--Adds a new damage worker called "cleave" that allows for an attack to swipe multiple targets in front of a user based on XML settings defined in a new damage def. This update is in the preparation of the upcoming Werewolves mod.
JecsTools - 8-5-17 - CompVehicle update
8/5/17
v1.0.5.2
-Fixed faction issue wherein colonists, once ejected from the vehicle due to low needs, would be unable to re-enter the vehicle without suffering from faction errors.
JecsTools - 8-5-17 Added CompDelayedSpawner
*Added new component - CompDelayedSpawner.
CompDelayedSpawner allows us to create things or pawns after a set amount of time. For instance, I created an invisible spawner for the Star Vampire (as of this update) that uses this CompDelayedSpawner. This lets me trigger the Star Vampire incident, drop down some delayed spawners, and enjoy results after a short period of time. The CompDelayedSpawner is highly customizable for things, pawns, and even allows for setting mental states and hediffs.
JecsTools - 8-1-17 - New Classes Added & More Fixes
v1.0.5
8/1/17
-Fixed faction issue when entering/exiting vehicles.
-Added new primary assembly, JecsTools with several new classes.
-New Classes
JecsTools.Hediff_TransformedPart
Similar to added part, however, transformed parts will not remove the
original parts when removed from the character. This allows for us to
"transform" pawn parts. Such as having a colonists' hands turn into
deadly claws.
((Will see use in upcoming Werewolf mod))
JecsTools.JobGiver_AIFirelessTrashColonyClose
JecsTools.JobGiver_AIFirelessTrashColonyDistant
These classes lets us call a special jobgiver for raiders that does
not include setting fire to objects. This is good for monstrous
creatures that do not have the ability to start fires but still want to
break things.
((Will see use in Werewolf mod and Cosmic Horrors))
JecsTools - 7-28-17 - Caravan Fixes (3)
-Pawns now try to satisfy needs inside the vehicles.
-Pawns now properly rest during night travel while inside vehicles.
-Vehicles no longer rotate south when drafted.
-Vehicles should no longer be able to split while drafted.
-Reform caravan button now appears outside when attacking factions.
JecsTools - 7-26-17 - Caravan Fix (2)
Added cargoCapacity XML value for CompProperties_Vehicle. Now vehicles can have high volumes of cargo as per defined in their XML.
Further fixing Caravan-related issues for entering and exiting map.
Also fixed an issues with cooldowns not functioning properly with the TrueBurst projectile.
JecsTools - 7-23-17 - Caravan Fix (1)
This is the first of several caravan fixes. This issue covers a issue where a character, once entering a map after leaving a caravan, would stay inside a vehicle despite being dropped out of the caravan.
The next fix will be about fixing the caravan AI to ensure that it always picks up items before leaving to make a caravan.
JecsTools - 7-19-17 CompAbilityUser Fix
Fixed issue with multiple CompAbilityUsers not triggering their PostUseAbility.
This should fix issues with Psionics and Force Users not working well together.
JecsTools - 7-19-17 CompVehicle Overhaul
The data recording method has been changed for CompVehicle from List to ThingOwner. This should help greatly with saving/loading caravans with vehicles in the future.
Added CompVehicleSpawner. This new component allows mod makers to have their vehicles created from objects. Traders could sell kits/sets of parts that could be assembled. These assembled parts can spawn vehicles.
Remaining issues:
Occasionally, vehicles will not pick up supplies on their way to forming caravans.
The social menu on the caravan is currently throwing red errors.