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Messages - crustymonkey

#1
Quote from: Mightycucumber on July 12, 2018, 06:28:27 AM
1) I've seen some people mentioning a GitHub fork of this mod that adds baby clothing, where can I find that?

Thirite merged the changes I made in respect to baby clothing so you can just download his official version from GitLab. Since he removed his content from Github, I went ahead and removed my fork so as to be consistent. If I ever decide to fork any of Thirite's mods again in the future it will be on GitLab.

Quote from: Mightycucumber on July 12, 2018, 06:28:27 AM
2) Is this mod compatible with this other mod? https://rim-world.com/children-school-and-learning-mod/

Last I checked they were more or less compatible with some changes to the default settings for "children, school, and learning" By default while running that mod, children are magically born as teenagers, thus skipping most of the content for CNP. But you can change the settings to allow the child to be born with an age of zero, thus enabling the baby, toddler, and child stages added by CNP. I think it would be neat to run a multigenerational colony using both of these mods, but by God, I don't have that sort of time.
#2
Good to know all is well with you.
#3
Looks like Thirite took down his github page for one reason or another? If I had to guess, he deleted his github account since Github's been acquired by Microsoft. He's particular about where he uploads his mods. He never did upload his stuff to steam, for example. This is just speculation on my part though. My fork of his mod is still up on github. (adds very basic clothing for toddlers, might have a few bugs)
https://github.com/crustmonkey/ChildrenAndPregnancy
and there are forks made by others as well.
Hopefully he uploads his stuff somewhere else.
#4
Look at their license if they've got one. This will tell you how they probably feel about reusing their code, patching, making derivative works, etc. Also, if the mod has a github page it's often better to fork the mod and make your changes. That way the author can merge any changes if they like. I find that compatibility patches are pretty much always welcome. The authors of the original mod are more often than not too busy to make sure their mod is compatible with the thousands of other mods out there. And you certainly don't need permission to patch a mod for personal use. Just don't expect to get much assistance in such an endeavor.
#5
Help / Re: SoundCalls for a custom race
May 30, 2018, 01:10:28 AM
cool beans.
#6
You might want to take a look at the code for the "Rimatomics" mod. I believe they do something like this with some of the workstations. Like their panels and led's light up when powered.
#7
Help / Re: SoundCalls for a custom race
May 29, 2018, 02:21:35 PM
Okay, managed to use your code in a solution, got rid of the red squiggles and runtime error messages. Dunno if it works though since I don't have any xml patches you might have made and my folks somehow managed to break the speakers again since the last time I visited. Anyway, I'll leave what I've cobbled together with the code you provided here. I left the about, defs, and patches folders blank since you'll probably fill those in yourself. To attempt to open the solution proper like in visual studio or what have you, you'll want to click on Source\MAISound\MAISound.sln Hopefully, that'll work out and if you need to tweak the code farther and recompile you'll be able to do so. Best of luck and remember that hopping into modding with almost no programming experience, you'll need to maintain a zen-like resolve.

[attachment deleted due to age]
#8
Help / Re: SoundCalls for a custom race
May 28, 2018, 01:28:19 PM
This code should be saved as .cs. If you see an option to start a c-sharp project just do that, so any files you create will end with .cs by default and the compiler will recognize them as such and compile to a .dll. Or in Jecrell's words
"Make a new Visual C# Class Library .NET Framework project."

I'm not as familiar with visual studio as I am with MonoDevelop but Jecrell has some fine tutorials on this very forum here.
https://ludeon.com/forums/index.php?topic=33219.msg338631#msg338631
You'll want to set references to Assembly-CSharp.dll and UnityEngine.dll in your RimWorld\RimWorldWin_Data\Managed. This way your code can "play" with the vanilla rimworld code. You'll probably also want a "using RimWorld;" and "using Verse;" at least up top. Once I get around to setting up this computer at my Mom's house I'll take a look at your code myself and see what sort of red squiggly lines pop up.
#9
You can test it in dev mode. Set a man and woman colonist and let them do their thing. Check on the woman's health tab and turn on Dev:All Difs. This will then show "hidden" health effects such as early stage pregnancy so you don't have to wait several quadrums for midterm pregnancy to show. If it shows her having a pregnancy the mod is definitely working. It helps if the woman is younger, like in her twenties. You can also go to the "Debug Actions Menu" select "spawn direct thing. And then search for "Contraceptive" if it's there, then you know that part of the mod is functional. Probably everything will work just fine now since you reinstalled but you seem worried so there you go.
#10
I was just hoping you had done something silly that was easy to fix. One other mistake I'm hoping you made. Sometimes when a mod is extracted from a zip file it gets buried in an extra folder, so for example the defs folder and the like would be located at mods/ChildrenAndPregnancy-master/ChildrenAndPregnancy-master/defs rather than mods/ChildrenAndPregnancy-master/defs. Note the redundancy in the first of the two paths.

If you didn't make such a mistake, then check to make sure that hugslib and any other big dependency type mods are just below core butbefore all the other mods. General load order for mods should be core first, libraries such as hugslib that are used by so many mods just after then all your content mods with some shuffling or removal of content mods sometimes necessary to remove conflicts. If shuffling stuff doesn't work then disable all mods besides core, hugslib and ChildrenAndPregnancy and see if the problem persists. If the problem does not persist then re-enable mods one at a time until something breaks again. Also, if you have trouble working it out yourself, posting pictures or error logs won't hurt.
#11
You have hugslib installed and activated as well. It's a dependency. I've forgotten a few times and I don't remember the exact errors but I do remember the mod didn't work at all without it.
#12
Help / Re: SoundCalls for a custom race
May 28, 2018, 09:58:16 AM
Okay, you were saying on the subreddit that you might need walked through some stuff. How lost are you? Do you have an IDE picked out yet? I use MonoDevelop since I'm in linux fairly often and it makes it easy to decompile and look at the rimworld code. Visual Studio is popular as well. Where are you stuck right now?
#13
Ok, done forked the github and added baby clothes so the little ones don't get frostbite when wandering about. Newborns still don't get clothes since I'd have to create a new job type and all so other pawns could clothe them seeing as they're incapable of movement at that age. Didn't feel like going that far. First time I've done something on this level with mods so there was probably a better way to code this stuff and the art is pretty basic but it seems to work alright. I've seen one or two minor bugs I've not bashed out but they seem harmless.
My fork
https://github.com/crustmonkey/ChildrenAndPregnancy

And of course Thirite is within his right to use, modify, or expand upon any of the changes I've made here if he finds them useful.
#14
So I made an updated version of Tejko's patch for "The Birds & the Bees" to work with C&P in B18. Their patch is buried in a dropbox link back on page 62 and seems to only work in a17. I was able to decompile it and get some ideas of what was going on. They basically just copied a bunch of code from the lovin_override class found in c&p and I was able to do the same just with the updated code. Did some testing and it seems to re-enable pregnancy when both mods are installed together. So here it is. If anyone needs it, just replace the Fluffy_BirdsAndBees.dll with the one linked to here.

https://www.dropbox.com/s/604vy8nnna7y7jt/Fluffy_BirdsAndBees.dll?dl=0