Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - vietarmis

#1
Although it's also MS, you can use VS Code. IIRC, it's a fork of Atom.

You can still use msbuild with it, it just doesn't have as many project features as Visual Studio.
#2
Outdated / Re: [A16] Desire Paths
March 13, 2017, 11:50:35 PM
Plant trampling is back and has an option to disable it in the mods menu. I might revisit the mud/snow eventually, but even when it seemed totally realistic (entire outdoors map covered in mud in the spring in a wet biome?), it was just too frustrating.
#3
I used HugsLib to do the exact same thing. If you want to do it yourself, you can use injection to take over some other tick event, but you can break other mods pretty easily that way.
#4
Outdated / Re: [A16] Desire Paths
February 24, 2017, 04:12:45 PM
I've updated the mod in the workshop and on Dropbox to remove all the plant and mud stuff. The pretty paths through the snow are what it's all about anyways.
#5
Outdated / Re: [A16] Desire Paths
February 15, 2017, 02:52:03 PM
A desire path is a path that has been created by use rather than by a plan, like when there is a path of dead grass across the middle of a park because everyone cuts through this particular way.
#6
Outdated / [A16] Desire Paths
February 15, 2017, 02:38:10 PM
Trample snow and kill plants by walking on them. Plant trampling can be disabled in the mod options menu added by HugsLib.

Snow and plants are trampled based on the size of the pawn doing the trampling, so expect muffalo herds to wreck your courtyard, now.

If you try it out and have balance feedback, please let me know!

Requires HugsLib.

Steam Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=864690696

Dropbox:
https://www.dropbox.com/s/prb71yr3d4lek9x/DesirePaths.zip?dl=0

Feel free to do use it however you want, I am using it with Better Pathfinding to get more pawns to use the beaten path.
#7
That's the issue I'm having. I want to add functionality without changing the existing functions.
#8
I'm using the injection code from here, but it just swaps out the function calls entirely, right? Is there a way to run the original code as well?
#9
Help / Re: New DLL modder - function entry points
February 11, 2017, 12:29:14 AM
How do you get the Map object or get a per tick update? Just run it every 1/60 seconds?
#10
Help / New DLL modder - function entry points
February 10, 2017, 07:55:22 PM
I'm trying to get a DLL mod started to decrease snow/grass/underbrush in tiles as pawns move through the tiles repeatedly, but I'm having trouble getting off the ground. I'm hoping to get some execution context whenever a pawn enters or leaves a space... but I've got nothing. Is the only method via reflection a la Better Pathfinding? That's replacing a function wholesale, so maybe there is an easier way?

Thanks!