Ludeon Forums

Ludeon Forums

  • December 05, 2021, 10:00:42 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

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.

Messages - donoya

Pages: [1] 2 3
Help / Custom bench that's both for research and crafting?
« on: September 16, 2018, 06:05:50 PM »
Hi, I'm trying to start my own mod again and this time I think I have some knowledge on how to build it from the examples available. But I couldn't find any examples in the base game or in a mod for a bench which has a tab for production but can also be used for research. Is this possible? And if so, what would I need to do for it to work?
Also, one more important detail is that I plan to use the "stories, missions, and objectives framework" mod with this bench as well.
Finally, if I'm unable to get the research crafting combination to work, could I do the crafting part with something like the multi-analyzer?
P.S. I'm developing this for Beta 19, so if there's a simple solution that's been added in the new 1.0 beta or was removed by the release of Beta 19, it won't do me any good.

Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« on: September 02, 2018, 01:19:15 AM »
Hey, I have a question.I know it's been a long time since I played Hardcore SK and all, but I thought there used to be more stuff in the late game. Am I maybe remembering wrong? I could've sworn there used to be Glittertech or something along the lines in this pack. Was that removed? Or was that only in the ultimate whatever it was modpack that was taken down all those years ago?

Also, do you plan on adding the cults mod by jecrell to this? Or is there maybe a reason it's not part of Hardcore SK?

Either way, I'm sure you have lots of stuff to work on, especially with the recent release of Beta 19.

Mod bugs / [Help] Pawns stuck chopping trees
« on: September 09, 2017, 10:21:59 PM »
I started a new modded game and when my pawns go to chop a tree, they get stuck in an infinite loop. I'm using the steam version of Rimworld. I've attached my mods config below.

[attachment deleted by admin: too old]

Bugs / Crash upon generating new worlds [A17]
« on: May 26, 2017, 05:41:50 PM »
I get this crash when I try to generate a new world. It seems to happen about 50% of the time. This is on the Steam version of the game (I don't know if it happens in the manual install). I've included all 3 files in the most recent crash folder. I don't know if it has to do with some of the seeds, or if it's just random. I remember one seed that was used in the crash: "space suit". Hope that helps. Also, I do have mods installed, so let me know if you need the mod list and if this is a mod related crash.

[attachment deleted by admin due to age]

Is there any way to obtain a previous version? I want to be able to play my older save without problems.

Edit: I also would like a download for the previous epoe patch if that's not too much to ask.

Find the version you want and its EPOE here:
Do I need the "CrystalloidV1.4 fix" as well as the "CrystalloidV1.4", or do I just use the fix?

Is there any way to obtain a previous version? I want to be able to play my older save without problems.

Edit: I also would like a download for the previous epoe patch if that's not too much to ask.

Outdated / Re: [A16] Crystalloid ~ Xenohuman Race (Updated 2/3)
« on: March 12, 2017, 01:25:17 PM »
A recent update to the xenohuman races mod seems to have broken your mod. Either that or the steam upload isn't up to date. Also, I noticed on the main post that the latest update breaks compatibility with older versions. Are there any intentions to allow compatibility with pre-1.4 saves in a future version?

Help / Really strange crash upon trying to open the modded research tree
« on: December 24, 2016, 11:00:14 PM »
I finally figured out how to detour the research tree (with the help of a few people), but when we tried to open the research tab in the game, it crashed without any warning or error being shown. Here is the only bit of information we got from the output log:
Code: [Select]
RW_Revamped_Transcendence injected.

I've attached the class files in this post.

[attachment deleted by admin due to age]

So I've ran into another issue. I can't seem to access the MainTabWindow_Research from the MyDetours class that I had to make. Will I need to detour every method to my class and copy the code or is there a way to get the MainTabWindow_Research object without any direct reference to it in the MyDetours class? If not, how can I detour the constructor?

Help / Re: [A16] Hiding Base Game Research
« on: December 23, 2016, 04:21:52 PM »
Code: [Select]
public override void PreOpen()
this.selectedProject = Find.ResearchManager.currentProj;
this.relevantProjects = DefDatabase<ResearchProjectDef>.AllDefs;
this.viewWidth = (DefDatabase<ResearchProjectDef>.AllDefs.Max((ResearchProjectDef d) => d.ResearchViewX) + 2f) * 190f;

Code: [Select]
this.relevantProjects = DefDatabase<ResearchProjectDef>.AllDefs;to
Code: [Select]
this.relevantProjects = DefDatabase<ResearchProjectDef>.SelectDefsYouLike;
What class is that in? I would assume it's the MainTabWindow_Research, but it doesn't seem to contain a relevantProjects or a viewWidth.

I'm sure this is a simple problem for anyone who's done any kind of C# modding before. Here's my code:
Code: [Select]
using System.Collections.Generic;
using System.Linq;
using System.Text;
//Typical starting point for any C# class.

using UnityEngine;
using Verse;
using RimWorld;
//This makes the Rimworld specific code usable in this class.

namespace RW_Revamped_Transcendence
    public class MainTabWindow_Research : RimWorld.MainTabWindow_Research
        public override void PreOpen()
            this.selectedProject = Find.ResearchManager.currentProj;
            List<ResearchProjectDef> relevantProjects = DefDatabase<ResearchProjectDef>.AllDefsListForReading;
            foreach (ResearchProjectDef researchDef in relevantProjects)
                if (researchDef.defName.StartsWith("RWR_TT_"))
            float viewWidth = (DefDatabase<ResearchProjectDef>.AllDefs.Max((ResearchProjectDef d) => d.ResearchViewX) + 2f) * 190f;
I'm trying to make rimworld only enable the researches that start with the acronym "RWR_TT_".

Hey everyone. Me and the original author on this mod have been exchanging ideas and I've already begun work on the mechanism to circumvent the core research. Once this mod has received it's first release, anyone who wants can make an add-on as long as their research def names start with 'RWR_TT_' (it's case sensitive.)

Outdated / Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
« on: December 18, 2016, 04:42:52 PM »
This looks very much like the Hardcore SK Modpack, just without the mid- and late-game content. Keep up the good work.

On a side note, I may be able to help out with some of the programming. I haven't worked much with XML, though, just C# and Java mainly. I do know how XML works as a language, but I don't know how it's used in Rimworld. But I'm very willing to learn as I know I'll need it in order to do any modding in rimworld. Let me know if you're interested as I have lots of free time right now.

Mods / Re: What's the most impressive colonist you've made in modded?
« on: December 15, 2016, 08:08:12 PM »
Ah. Thanks.

Mods / Re: What's the most impressive colonist you've made in modded?
« on: December 15, 2016, 07:38:34 PM »
Ah! I didn't think about that. These are the mods in their current order:

CCL v15 Placebo
Miscellaneous 'CORE'
USCM - Core
Astra Militarum Imperial Guard Core Mod
EdB Prepare Carefully
A Dog Said...
Core Driller
Misc. Training
Misc. Incidents
A15 Tau Empire: Warhammer 40k Core
A15 Tau Empire: Warhammer 40k Submod:::: Items
RT Quantum Storage
GHXX Tech Advancing
Modular Tables
RT Fuse
Rimsenal - Ferals
A15 Roof Support
Quantum Cooling
Industrial Rollers
[T] MoreFloors
[T] ExpandedCrops
RT Power Switch
Animals Tab
USCM - Turret
USCM - Colonial Marines Corps Faction
Mining Co. Mining Helmet
[sd] spaceship
[T] MoreBedsVanilla
Double Population
Core Driller - Stone Addon
More Vanilla Turrets
Day/Night Switch
Rimsenal - Security pack
Fences And Floors
Misc. Robots
Repair Workbench
Quality Builder
MiningCo. MMS
Stonecutting Tweak
Allow Tool
RT Solar Flare Shield
Core Driller - Imperial Guard Addon
[T] MiscStuff
Colonist Bar KF
Rimsenal - Federation
Imperial Guard Additional Factions Mod
A Dog Said-EPOE compatibility patch
Weapon Tech
Infinity Rim: Aridna
Mind Altering Device
Time-of-Day Switches
[sd] advanced powergeneration
Wildlife Tab
Craftable Drugs
Turrets Pack
Crafting Hysteresis
Storage Crates
Mechanite Augmentation
Core Drill - Glitter Tech Addon
MiningCo. LaserFence
MiningCo. ForceField
Astra Militarum Imperial Guard Turret Addon Mod
Mad Skills
Misc. MAI
Don't Drop When Psychotic
Misc. Objects
Apparello 2
[A15] Mobile AI Body Parts Upgrades
Glitter Tech (No Surgery)
Rimushima v2 Modular Nuclear Power
Balanced Duplication
MBS Double Sleeping Spot
Call of Cthulu - Cults
Mountain Miner
Log Walls
Call of Cthulu - Faction - Items Only
More Mortars
Floor Lights
Less Incident Trolling
Call of Cthulu - Cosmic Horrors
Medieval Times
20th Century Weapons Mod
RT's Weapon Pack
More Furniture
Call of Cthulu - Industrial Age Object Pack
Defensive Positions
Vein Miner

Sorry about the long post. I forgot how to use spoilers and couldn't find a button for it.

Pages: [1] 2 3