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#1
Mods / Re: [Mod Request/Idea] Technical Pacifism
October 13, 2020, 11:30:29 PM
I am not the best of modders, but I took a (very partial) stab at this for you. I know it's a very loose interpretation of what you wanted, but the code is all in XML if you want to make changes. I can point you in the right direction.

https://steamcommunity.com/sharedfiles/filedetails/?id=2257191657

I am personally already running mods that add in engineering and beast-friendly type traits, so I didn't touch those, and I don't use C# so some of your requests were out of my reach.
#2
I already do that (the mod in question is Optimized Leather by Trublucaribou on Steam). I am trying to create a work around in XML so that I don't have to remove dog leather from the game.

I want to hide it.

I have figured out how to get sellers to not sell it as plain dog leather, but it spawns in clothing. I want to see how to remove it from being leathery as the title says, so that it won't appear in clothing on raiders. I tried removing the node from it a few different ways, but it didn't work. That's what I'm stuck on.
#3
Have you tried picking apart other mods?

Vanilla Events Expanded

And

Vanilla Factions Expanded - Insectoids

Are two off the top of my head that I would dissect if I were having your problem.
#4
I'm afraid I don't understand what you mean by "walk 'race' def first".

The game does not crash if you remove leather defs. I've removed several leathers on several occasions with zero issues (depending on your other mods, of course). You can successfully remove leather defs without the game throwing error messages, so long as you patch the animals to drop something else.

That being said, it WILL throw error messages with other mods (for example, Vanilla Expanded Factions - Vikings adds in a dog and a cow) if you've removed a core leather that the mod then uses. This is what I'm trying to avoid by removing the "leathery" quality from a leather so that it won't spawn in clothing, so I don't have to flat out remove it from the game. :)
#5
Mods / Re: [Mod Request/Help] Mobility Devices
October 11, 2020, 10:09:51 PM
Hello!

I am a baby modder with not a lot of experience (it's a hobby for me). While I'm sorry that a wheelchair is beyond my capabilities, I have successfully made a walking stick.

https://steamcommunity.com/sharedfiles/filedetails/?id=2255367246

Pros of the Walking Stick / Cane: You walk faster! 1.4 clicks faster.

Cons of the Walking Stick: It takes up a weapon slot. While it does boost your speed, it leaves you defenseless in case of attack. Just kidding! You can try to fight them off with your stick. It's worse than a club, so it could probably kill a squirrel, but probably not an enemy with a knife.

Known bugs: a colonist who cannot do violence cannot carry the walking stick. Maybe they're just afraid they'll go beserk and hurt someone with it, idk.

Hope this helps even the tiniest bit!
#6
Releases / [1.1/1.2] Optimized Leather
October 11, 2020, 07:33:43 PM
https://steamcommunity.com/id/trublucaribou/myworkshopfiles/?appid=294100

Optimized Leathers seeks to resolve the issue of too many animal mods dropping too many leathers. Instead of being done by C# code injection, it is all done via XML patch. Why? Because I don't know any C#! :P

This mod completely overhauls the current leather system in the game, along with patching a dozen plus other animal mods. It introduces the following "new" leather types:

* sturdy leather (from animals like Elephants and Rhinos)
* thick pelt (from animals like bears and alphabeavers)
* longfur pelt (from cold-climate animals like wolves and foxes)
* shorthair pelt (from warm-weather animals like lions and camels)
* coarse fur (from small animals like rats and raccoons)
* soft fur (from most pets and wild animals like rabbits)
* luxe fur (from rare small critters with valuable pelts).

The final list of leathers includes 14 unique leathers: Coarse fur, soft fur, luxe fur, heavy fur, light leather, plain leather, sturdy leather, shorthair pelt, longfur pelt, thick pelt, bird skin, lizard skin, human leather, and thrumbofur.

This mod patches a dozen plus other animal related mods. There are extensions for Dinosauria and Alpha Animals, due to the size of both of those mods.

This mod applies patches to the following animal mods:

* Vanilla Animals Expanded [All]

* Erin's Creatures [All]

* Pygmy Muffalo

* Rodents of Unusual Size

* Megafauna

* Vanilla Factions Expanded - Vikings

This mod is compatible with the following mods:

* Synthetic Animals

* Alpha Animals (Additional Mod Patch)

* Dinosauria (Additional Mod Patch)

* Soft, Warm Beds

As always, my mods are open-license. Feel free to edit to your heart's content.
#7
Unfortunately my C# is very basic, so I'm looking for either an XML workaround or a good C# tutorial. 😂 I've been slowly learning C#, but rimworld is like jumping into the deep end when I've just learned to swim.
#8
That's my mod.  :'(

Just trying to patch some things up for it so it won't throw error messages when people are running random mods I haven't patched for.
#9
It drops another type of leather, which was done via patch.
#10
Help / Patching a leather to no longer be "leathery"
October 10, 2020, 09:11:54 PM
So I'm trying to remove dog leather from the game entirely. While just flat out removing it via xml xpath works for me and my mods, it doesn't work for other mods.

So far, I've think I've got it where it doesn't appear in traders:

    <tradeability>Sellable</tradeability>


But now I want it to not appear in raider's clothings. I saw some people talking about injections, but my C# isn't quite up to par so I'm hoping XML can do it.

  <ThingDef ParentName="LeatherBase">
    <defName>Leather_Dog</defName>
    <label>generic leather</label>
    <description>This shouldn't be popping up, but if it does...</description>
    <graphicData>
      <color>(209,168,39)</color>
    </graphicData>
    <thingCategories>
      <li>Leathers</li>
    </thingCategories>
    <statBases>
      <MarketValue>2.0</MarketValue>
      <StuffPower_Insulation_Cold>14</StuffPower_Insulation_Cold>
    </statBases>
      <stuffProps>
      <categories>
        <li>Leathery</li>
      </categories>
      <commonality>0.025</commonality>
      <statFactors>
        <MaxHitPoints>1.3</MaxHitPoints>
      </statFactors>
    </stuffProps>
    <tradeability>Sellable</tradeability>
  </ThingDef>


The important bits, as far as I can see, are the stuffProps/categories and thingCategories. I tried just flat out removing both of those via patch, but that threw error messages. I then tried to overwrite Leather_Dog with those two categories blank, and that didn't work.

Any help would be much appreciated! I looked through the forums and didn't quite see how to fix this.
#11
Ahh! I understand now. Thank you!
#12
Yes, the packageId is correct for the mod in question. The mod is Erin's Critter Collection with a packageId of Erin.Critters.
#13
This bit of code works, but will NOT work in my bigger mod if someone is not running a certain mod.
<Patch>

   <Operation Class="PatchOperationReplace">
    <xpath>/Defs/ThingDef[defName="Fisher"]/race/leatherDef</xpath>
    <value>
        <leatherDef>Leather_Fox</leatherDef>
    </value>
</Operation>

</Patch>


This bit of code does NOT work, but also does not throw any error messages. Yes, I have the mod ID correct.
<Operation Class="PatchOperationFindMod">
       <mods>
           <li>Erin.Critters</li>
       </mods>
       <match Class="PatchOperationReplace">
         <xpath>/Defs/ThingDef[defName="Fisher"]/race/leatherDef</xpath>
         <value>
            <leatherDef>Leather_Fox</leatherDef>
         </value>
       </match>
   </Operation>


Any ideas? :( I feel like I'm screwing up something very simple but don't see what.
#14
I run dozens of mods, including several that add dozens of animals into the game. Rather than have them all drop new leathers, I have consolidated the list down to about 13. I am grouping elephant, rhino, and a few other animals with similar skin into a new group called Thick Leather.
#15
I don't find that reply very helpful. The def should *not* be in use as my mod patches over the VAE to not need it. I am removing it so it doesn't spawn in traders / gear for raiders / etc.