I guess it would be awesome if this mods is combined with Real FoW. Watch Tower in this mod can also be like one in Real FoW, and such.
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#2
Releases / Re: [1.0] JecsTools [10/18/2018]
June 06, 2019, 03:52:59 AM
Is this still alive? Can I ask him for the Vehicle fix?
#3
Help / Rengtangular tiles?
August 08, 2018, 10:27:23 PM
As you know, Rimworld's perspective is kinda puzzling, mainly due to it's square tiles.
Any way to make it rectangular to fit its perspective? Not only showing, but working?
I know it leads to a massive work including redrawing most of textures. Just wanna know it's possible or not.
Any way to make it rectangular to fit its perspective? Not only showing, but working?
I know it leads to a massive work including redrawing most of textures. Just wanna know it's possible or not.
#4
Releases / Re: [B18] JecsTools [5/2/2018]
July 30, 2018, 11:40:03 PM
So...vehicles work fine now?
#5
Releases / Re: [1.0] Auto Seller - (v2.0.0.0) (14-07-2018)
July 30, 2018, 06:35:13 AM
I'm not yet using 1.0. It's understandable if you don't want to put your effort to something about to be depreciated.
Edit: I hope you add "under the" filter on selling, that was my first intention to get this mod
I'm always in dire need of ditching all the garbage leathers
Edit: I hope you add "under the" filter on selling, that was my first intention to get this mod
I'm always in dire need of ditching all the garbage leathers
#6
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
July 30, 2018, 06:25:31 AM
Can any weapon, saying a grenade machine gun, can be dual-mode with this mod?
As you know, the can be shoot directly and/or indirectly.
I'm in dire need of having indirectly shooting mk.19 to defense my base from filthy tribals.
As you know, the can be shoot directly and/or indirectly.
I'm in dire need of having indirectly shooting mk.19 to defense my base from filthy tribals.
#7
Releases / Re: [1.0] Auto Seller - (v2.0.0.0) (14-07-2018)
July 28, 2018, 08:07:22 AMQuote from: Supes on July 27, 2018, 06:58:15 PM
I wouldn't be surprised, since they deal with similar parts of rimworld to achieve their results
true but yours and rimbanks has tons of synergy, so hope those be compatible...D:
#8
Releases / Re: [1.0] Auto Seller - (v2.0.0.0) (14-07-2018)
July 26, 2018, 11:47:37 PM
Heard this mod conflict with rimbank, is it real?
#9
Unfinished / Re: [B18] Children and Pregnancy - v0.4e (2018/Jan/29)
July 26, 2018, 10:33:42 PM
Mine keep saying this, any Harmony patch?
Code Select
[HugsLib][ERR] Failed to apply Harmony patches for HugsLib.Children_and_Pregnancy_testing. Exception was: System.Exception: Exception from HarmonyInstance "HARMONY_PATCH_1.1.0" ---> System.Exception: Wrong null argument: br NULL
at Harmony.ILCopying.MethodBodyReader+<>c__DisplayClass19_0.<FinalizeILCodes>b__1 (Harmony.CodeInstruction codeInstruction) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[CodeInstruction] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodBodyReader.FinalizeILCodes (System.Collections.Generic.List`1 transpilers, System.Collections.Generic.List`1 endLabels, System.Collections.Generic.List`1 endBlocks) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodCopier.Finalize (System.Collections.Generic.List`1 endLabels, System.Collections.Generic.List`1 endBlocks) [0x00000] in <filename unknown>:0
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo) [0x00000] in <filename unknown>:0
at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.<PatchAll>b__6_0 (System.Type type) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
at HugsLib.ModBase.ApplyHarmonyPatches () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
#10
General Discussion / Re: Why do your colonists build a space ship?
July 25, 2018, 09:53:34 PM
They don't. They were super soldiers living transcendental eternal life, now decided to get back to their "normal" life. They had no idea however they're heading to a living hell, where ruled by no local government and spaceship chunks are raining like snow...
#11
Releases / Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
July 25, 2018, 08:58:25 PM
Even though Thirst for colonists doesn't make a big difference, thirst for animals does. Like in the Savana, animals would gather around the creek or lake to take water, so the hunt begins. Any plant to implement thirst need to the animals?
#12
Outdated / Re: [A17] Colony Leadership and Teaching v1.3
July 25, 2018, 08:54:46 PMQuote from: Kiame on July 25, 2018, 02:37:57 PMQuote from: AnotherFireFox on July 20, 2018, 08:46:34 AM
Seems like the author is gone, however I have to ask...
Can I fork this mod into a Colony College mod? If I can, where could I get the codes of this mod?
If the code is not in a repo like github there is always the ugly option of viewing / copying the (de)compiled code using a program like dnSpy or ilspy. Download the mod, open the .dll file in the assembly directory, create a new code project, create a file in the IDE for each class in the dll in ilspy, copy/paste the code. The code will not always be 1 for 1 and there will be compiled methods that will need to be removed/modified.
Link for getting started with decompilers for RimWorld: https://rimworldwiki.com/wiki/Modding_Tutorials/Decompiling_source_code
Yes, I'm ready with my VS Code and Ilspy addon but whelp...I hope I don't have to work in ugly way...
#13
Help / Re: Force traders carry some items?
July 23, 2018, 07:46:13 PMQuote from: PleccyMM on July 23, 2018, 02:28:58 PM
There are three factors that caravans will check before an item gets added to its pack. These are:Each of these are defined in the code in different ways and I'm going to teach you how to add them and what they do. Firstly price is determined under the statBases section under MarketValue, each trade ship/caravan generates with a set amount of silver and will work out how to spend this silver on the resources available to it - naturally the huge futuristic spaceships will have more money than the tribal caravans. Generally the game will pick at random which items it takes and which it leaves unless the generateCommonality tag is specified. By default this is set to 1 and as such doesn't regularly appear in a lot of the itemDefs but when it is present and set above 1 it will cause the game to priorities buying the item over others. Probably the best example of this is the power helmet; its generateCommonality is set to 2 meaning that if possible a caravan is likely to stock it over a normal helmet, which has a generateCommonality of 1. Finally, we have techLevel. This tag, alongside the factionPrerequisiteTags tag, will clarify which traders should be carrying the item, example: if you set the techLevel to Spacer it won't spawn with tribal caravans and instead only on trade ships and occasionally caravans from more advanced factions. All this combined tells every caravan what it should stock, if it can stock and what to priorities stocking.
- Price
- Tech level
- Commonality
Everything I said above is all well and good if you are looking to create your own item however you seem to want to modify an already existing mod. To do this you'll need to take the info I've just taught you, most importantly the generateCommonality part, and create a patch for the Seeds Please mod. What you'll need to do is set the generateCommonality part up by more than 1 for it to hopefully appear more commonly within caravans. If you need help with how to patch already existing code might I suggest checking This and This as they are both excellent tutorials on how to properly patch. If you need any more help let me know - PleccyMM
Thanks, Comonnality was what I was looking for!
#14
Help / Force traders carry some items?
July 23, 2018, 06:00:05 AM
Like potato seeds from Seeds Please, something you'll be in a deep trouble without...
#15
Help / Re: Can I make a certain type of corpses vanish super quick?
July 23, 2018, 05:58:59 AM
I'm thinking using C++, since however lower the HP of corpse is they don't disappear quicker.