Updated to version 1.1
- Added null check
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Show posts MenuQuote from: raydarken on November 05, 2018, 01:21:41 PMWhile I have made no plans for it, I have been thinking about it.
I would love to see this updated and continued for 1.0!
Quote from: Nightinggale on January 23, 2018, 04:20:11 AMIf I understand correctly, then you should be able to load the latest assembly into memory and invoke a class in there. Activator.CreateInstance(string,string) should help, there is also Activator.CreateInstance(Type). It has examples there that should help, also check the remarks section.Quote from: scuba156 on January 22, 2018, 11:40:01 PMYou may be interested in this. It allows easier updates to .dll mods that get bundled with other mods. It stores which version of the assembly is the latest into a unity GameObject and only executes on that assembly. It will only need a few small changes to work for you.Thanks, but after close examination of the source code as well as testing, I ended up not believing it to work for me. Say we have a DLL where version 1.1 and 1.2 are present in Assemblies and loaded in that order. Your approach is to call both in [StaticConstructorOnStartup]. First 1.1 detects that it's outdated and does nothing, then 1.2 is called and it executes. ModCheck has to work on PatchOperations, which are executed prior to [StaticConstructorOnStartup] calls. This mean all I have available is method calls from vanilla. It will start by calling 1.1 and even if I decide not to do anything, it will not call 1.2 afterwards. ModCheck has caused a number of issues from being loaded this early because not all features are available until some time after patching.
Quote from: Kiame on December 16, 2017, 02:44:08 PMThe same happens with Window.ExtraOnGUI(). Since the code I was executing wasn't all that important, my temporary solution was to manually patch it only on windows platforms, leaving unix unpatched. It works, but it's situation dependent.
A heads up to other developers. I was having issues on Mac and Linux (Ubuntu specifically) systems where RW would crashing when my mods were enabled. I tracked the problem down to the simple act of patching Window.PreClose:[HarmonyPatch(typeof(Window), "PreClose")]
Just patching it will causes the game to crash. More info here: https://ludeon.com/forums/index.php?topic=37269.msg385072#msg385072
Quote from: Nightinggale on January 22, 2018, 01:14:00 PMYou may be interested in this. It allows easier updates to .dll mods that get bundled with other mods. It stores which version of the assembly is the latest into a unity GameObject and only executes on that assembly. It will only need a few small changes to work for you.
It's a standalone DLL and while it can handle multiple versions of other DLL files, it can't handle multiple different versions of itself, which is why I want to get it right in the first release.
Quote from: DoctorVanGogh on September 18, 2017, 02:26:14 PMUse the code to improve your own mod at your own will. A18 will be out at some point. I won't be adding to it or fixing it's issues at all. As I said, "Do with it what you will. I'm only a hobbyist programmer, there is more talented people out there."
I'm sorry scuba - but I think you're so far off base, you don't even see the stands any more....
As for the mod being back up (for now?)... oh well... just when the hard stuff was done
Regarding your 'perceived' issue with steam... you're conflating so many issues here... first you imply bad stuff comes from chinese websites... well maybe.... then you suddenly veer into that being an issue with steam... well, if you get something from a third party site then it's decided not from steam...
Then you suddenly notice that 'hey this is a managed assembly.... this can do stuff' well... duh... yes - and it's not an issue with steam... like in at all.
Because, as you implied... you can get this from anywhere... If anything this might be an issue with Unity or even Rimworld, because Unity can load assemblies, and Rimworld supports user written assemblies in mods...
Brilliant idea trying to get that restricted...
So... why don't you try taking a long walk instead of planning to light the world on fire while screaming "ATTENTION! DANGER! This is flammable!"
Quote from: SpaceDorf on September 18, 2017, 01:05:58 PMThank you.Quote from: scuba156 on September 18, 2017, 12:32:00 PM
I have to do this.
Go get them
Seldom has being right felt so good.
And thank you for republishing.
Quote from: megrim on September 18, 2017, 10:32:27 AMI'll quickly reply to this.
The part that really bothers me is that Steam Workshop has the power to delete a mod from your system, without your explicit permission.
So essentially, when the author delete their mod through Steam Workshop, they have issued a kill command that deletes the mod on all end-users computer.
In my opinion, this is completely unethical, and a malicious action, equivocating almost to a mod author writing a virus or malware that disrupts a user's gameplay.
I'm well aware of the mod authors rights to stop further distribution of the mod, or prevent others from altering it, or even to try and charge us money (the future), but to issue a clandestine delete command with no prior warning is tantamount to a denial of service action aimed at gamers.
Instead, the author could have chosen to quietly fade to the background and not respond to other requests, or even told us, "I'm done modding. Don't bother me ever again. Here's the keys to the kingdom." Instead, he or she chooses to self-destruct all of their property and causes collateral damage and chaos throughout the RimWorld community. So I would like to know, board moderators, why do you support such behavior in your modder community? Do you realize modders are not as precious as you may believe, and that many people may be able to pick up such skills and produce their own content? Do you also realize that such behavior continues to set a bad example for other modders, and perpetrates a negative stereotype about the modding community? I await your civil response and further discourse, or your 2-week/perma-ban, depending on how you interpret my queries.
Quote from: sirskips on September 16, 2017, 10:21:01 AMYou are not entitled to any of my work, or anyone else's work. I think you need to re-evaluate what community and Intellectual Property means.
Do it my opinion stands and I wont apologize moders like this pollute the air for the community. I will check my emotions however will not change my mind ban me for that if you want PEACE!
Quote from: sirskips on September 16, 2017, 09:52:13 AMYour argument faded away and turned to abuse, the highlight of any intellectual. Congratulations.
Thanks so much I can tell you care have a great fucking life, do us all a favor and stay away from making mods or doing anything with a PC. Fade away so we can forget you even existed. Like a bad break up get on with your life and forget about modding forever ya cunt!
Quote from: sirskips on September 16, 2017, 09:35:55 AMNo one has ever given me anything at all for my hard work other than kind words, I've never asked for anything, and I spent a lot of money repairing my laptop so I could get this mod out, then spent a hell of a lot of time on multiple RimWorld projects. The community has been using this for a while, someone else can create and maintain a mod with similar functionality if they wish, but they cannot use my direct work.
Then let somebody else put this up its a must have. Its also a stab in the face to anybody who has ever sent you shit for your hard work. Moders like you need a sign that says may delete my mods dont get to attached and I dont give a fuck about the community that helps test fix and build upon my mods. I hate moders like you with a burning passion. You made my life easy only to fuck it all up again get bent!
Quote from: sirskips on September 16, 2017, 09:21:21 AMLiterally read the post above yours to fix the issue.
You decision to remove this fucked me and a play thru I had for weeks like 150 hrs just gone!!! THIS IS THE KIND OF SHIT THAT MAKES YOU LOOSE SUPPORT! I know I am going to be very wary of getting any mod your behind from here on out. You have also striped the fun away from Rimworld for me and I cant even bring myself to turn on the game anymore, time will change that but YOU are the cause of me loosing interest in the game for awhile.