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Messages - RedTheHusky

#1
Tools / Duplicate defName Conflict
February 07, 2015, 12:57:48 PM
Dont know if this was done. If it was, please can you send me the link.
I got anoyed when a mod overrides a WorkGiverDef, so I made this application that finds duplicated defNames.
The first button makes an list of all XML files.
https://www.dropbox.com/s/tcihpi7zmxegwoe/2-7-2015%207-24-30%20PM.png?dl=0
The second button reads the XML list and makes a defNameList
https://www.dropbox.com/s/sesbbq5hp1ibk77/2-7-2015%207-24-39%20PM.png?dl=0
And the last one checks if defNames duplicate
https://www.dropbox.com/s/objw6w642cwcde0/2-7-2015%207-24-50%20PM.png?dl=0

Of course i could have made it in just one button , but what if you wanted to see all the defNames, not just the duplicated ones.
Dosent check folder "texture", "assemblies", "languages" and "about".
Also dosent check folder "core" but i will (maybe) add an option to check it.
To use it, you need to put it in your game folder.
I added a bit funny error messages  :P
Quote
Empty! Hmmm. Thats bad.
Are you sure you put int in the right folder?
Try again?"

I have a question. If a defName x exist in ThingDefs and in ResearchProjectDefs, will one override the another or that only happens if both are the same type(ThingDefs ThingDefs ) ?

[attachment deleted due to age]
#2
The mode overrides the cooking stove
In the vegetarion mode WorkGiverDefs
Quote<defName>DoBillsCook</defName>
    <giverClass>WorkGiver_DoBill</giverClass>
    <workType>Cooking</workType>
    <priorityInType>100</priorityInType>
    <singleBillGiverDef>soyprocessor</singleBillGiverDef>
    <verb>cook</verb>
    <gerund>cooking</gerund>
    <requiredActivities>
      <li>Manipulation</li>
    </requiredActivities>
  </WorkGiverDef>-->
And in the game core WorkGiverDefs
Quote
<WorkGiverDef>
    <defName>DoBillsCook</defName>
    <giverClass>WorkGiver_DoBill</giverClass>
    <workType>Cooking</workType>
    <priorityInType>100</priorityInType>
    <singleBillGiverDef>CookStove</singleBillGiverDef>
    <verb>cook</verb>
    <gerund>cooking</gerund>
    <requiredActivities>
      <li>Manipulation</li>
    </requiredActivities>
  </WorkGiverDef>
When you have multiple mods, if two mods uses the same defName, the last one will override it.
Thats why when making mods is best to rename defName in such a way that the possibility that another mod dosent override it

The Hobo Stove mod works because
Quote<WorkGiverDef>

<defName>DoBillsHoboStove</defName>

<giverClass>WorkGiver_DoBill</giverClass>

<workType>Cooking</workType>

<priorityInType>10</priorityInType>

<singleBillGiverDef>hobostove</singleBillGiverDef>

<verb>cook</verb>

<gerund>cooking</gerund>

</WorkGiverDef>

</WorkGivers>
It has it's own defName, thats why it works. If you had another mod that had <defName>DoBillsHoboStove</defName>, it would override it if it was loaded last.

Just rename the mod defName and the problem is fixed
#3
Mods / Re: Idea: Add the ability to hunt humans
January 18, 2015, 04:25:41 AM
Interesting idea but it will cause negative moddlet on your colonists.
Hunting humans will have negative mood on your colonist. This are the possible thought could happen  "Witnessed stranger's death" and "Observed corpse". Also if you use dead human for food "Raw cannibalism", "Cooked cannibalism" and "Butchered humanoid".
The colonist that would have positive moddlet affect hunting humans are with the Bloodlust trait .
#4
I checked your mod, didnt play it yet. But the acid producing plant isnt named Hamamelis, it's named Mamamelis.
Quote<defName>PlantHamamelisRC</defName>
    <label>Mamamelis plant</label>
#5
interesting idea but it's useless
maybe if you can create a command box that can interact with vanila and mod objects , example cook stove by making a new bill
#6
rooms near the room that your using as a freezer can get cold, mostly if the freezer is set below 0 °C
also , opening the doors allows heat to be transfered to the next room . The heat transfer is much slower by door than if it was a hole to the next room