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Messages - flyfire2002

#1
I was researching how to apply a mask texture for apparels. I was able to give mask to its on-ground graphic and worn graphic with
<graphicData>
  <shaderType>CutoutComplex</shaderType>
</graphicData>

and

<apparel>
  <useWornGraphicMask>true</useWornGraphicMask>
</apparel>

respectively. However, the icon in the Gear Tab would not apply the mask because it renders with essentially only the thing from graphicPath


// in Verse.Widget.ThingIcon
resolvedIcon = thing.Graphic.ExtractInnerGraphicFor(thing).MatAt(thing.def.defaultPlacingRot, null).mainTexture; // mainTexture doesn't include mask


Therefore when the Gear tab applies color from for example graphicData.color or CompColorable.color, it will paint over the whole thing.

Is this intended?
#2
Hi Sandy, thanks for your great mod. I'm trying to revive the CE compatible version of this mod. I have a question about a code snippet. Under 1.1 source code line 193, which is
foreach (ThingWithComps current in this.SelPawnForGear.equipment.AllEquipmentListForReading), the code checks whether current is primary, then decide where to draw it. It seems that if there are multiple non-primaries, they will draw over each other, no? Also for non-primary, brawler check (line 212), why does the code need to check whether the primary is not null?

Thanks for answering the questions!
#3
Releases / Re: [1.0] Field Medic
October 17, 2018, 01:31:32 PM
Updated to 1.0
#4
Releases / [1.0] Field Medic
October 11, 2018, 07:52:50 PM


Steam workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1541287769
B19: https://steamcommunity.com/sharedfiles/filedetails/?id=1536180071
Github Release: https://github.com/flyfire2002/RimworldFieldMedic/releases

This mod adds the functionality to temporarily patch up bleeding pawns in the field. The patch expires after a while, so you still need to give the pawn more formal heals, but this buys you time.

Credits
Most code are ported from NoImageAvailable/CombatExtended, so great thanks to NoImageAvailable for releasing his code under CC-BY-NC-SA-4.0.

How it works?
- New apparel: Medic Bag.
- Costs 30 cloth, 5 med, and 2 components to make ...
  - ... on tailor table
   - ... after you've researched Medicine Production.
- The colonist needs to have 5 crafting and 4 medical skills.
- Raiders will not spawn with medic bags. Traders may have medic bags in stock.
- A pawn needs to wear it before using it.
- It occupies waist layer, covering the torso, thus it shouldn't conflict with most apparels.
- The pawn needs to be downed, not in a bed, and is bleeding to be stabilized by a Medic-Bag-wearing pawn.
- The helper's medical tend quality affects how effective the stabilization is.
- Stabilizing each bleeding part costs 5% of the bag. The bag can cause "Tattered apparel" just like any other apparels.

License
As mentioned above, CC-BY-NC-SA-4.0. Mention both NoImageAvailable and me :)
#5
Help / Re: Remove CompQuality comp
October 10, 2018, 12:24:13 PM
Quote from: Mehni on October 10, 2018, 04:52:14 AM
Assuming item Q is something unique to your mod: add Inherit="False" to the tag in question.

Will give it a try tonight. The Q in my case is BaseApparel, but if the Inherit="False" is to be added to A's <comps>, my naive guess is it will work regardless.
#6
Quote from: NoImageAvailable on October 05, 2018, 01:02:47 PM
Quote from: flyfire2002 on October 05, 2018, 11:37:32 AM
Hi NoImageAvailable, thanks for your awesome mod. I'm thinking about porting the stabilizing functionality into a standalone mod. What's the license you are releasing the code with on Github?

The license is listed in the OP

Thanks. It didn't load when I first checked.
#7
Help / Remove CompQuality comp
October 09, 2018, 03:15:52 AM
If I'm to make my item A's thingdef inherit item Q, which has CompQuality in <comps>, but make A not inherit CompQuality (disable quality for A), how should I do it?

It seems one way is to redefine the base, but that seems like a substantial change.
#8
Hi NoImageAvailable, thanks for your awesome mod. I'm thinking about porting the stabilizing functionality into a standalone mod. What's the license you are releasing the code with on Github?