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Messages - LWM

Help / Re: How to make double-colored apparel?
February 25, 2023, 07:29:17 PM
QuoteI want it to have two required stuff categories in cost list (metallic and fabric)

This is not possible in vanilla thingdefs, by the way. The <costlist> section only accepts single thingdefs, not thingcategories, so unless there's some mod that allows multiple types, you'll need to rethink this  :(
Help / Re: Guidance on developing a mod
February 21, 2023, 01:50:37 PM
You might think about where/how you want the information displayed.  If you want to add it to the resource bar at the left, for example, you would want to look through code until you figured out what it's called and then find a way to hijack it. You might also just have a MapComponent that periodically updates and adds a notification above the Letters on the right - there are certainly other mods that do that! (For example, to show deterioration? Or there's one gives a notice if you have any prisoners with No Interaction selected?) Or you can look thru the vanilla code for something that already shows up there...for example, heat stroke. If you search the english language data directory for "heat stroke" you can figure out what the text key is that the code uses (probably something like "HeatStrokeWarning") and then you can search the code for that phrase and look around to figure out how they do it in vanilla.
That last is something I do a lot - backtrack from an english phrase to the text key to locating that in the code itself.  It's often a helpful approach.
Mods / Re: How can I customize furniture size in mods?
February 21, 2023, 01:44:59 PM
Change the <size> attribute (you can use xpath and xml patch modding to change them) and then...well, if you want, you can change the entire <graphic> section!  You can certainly change any part of it to what you'd like. Most of the buildings are 2x1 (or 1x2, whatever's in the xml), so you can look at them as a guide. Hopefully you've already figured all this out, but thought I'd answer :)
Yeah, you would have to use C# and Harmony to modify RimWorld/CompAbilityEffect_BloodfeederBite's Valid(...) function.  You could use a Harmony prefix, and test if it's an animal and if it's a valid animal, then skip the vanilla Valid(...) function and give your result.

It wouldn't be too hard, all things considered, but it would require setting up the C# environment
General Discussion / Re: Understanding how Ideology works
February 07, 2023, 02:52:52 AM
For what it's worth, the Debug options DO let you change fixed ideoligions, so if it turns out you made a can still go in and edit it. You might be able to edit some of the central precepts you couldn't otherwise, too, I'm not sure.

But it's a game that's supposed to be fun for you to play...however you want to play it! So if something really isn't working for you, it's okay to change it!

I accidentally made a fixed ideoligion, but didn't realize until I was well into the game....and I just fixed some things and moved on. I'm keeping the slicecaps tho - they're just too funny!

It's updated on Steam too ;)
I looked at the code, but it's complicated and I gave up before tracking down exactly where the decision is made. I think the style decision is made when you place the blueprint, based on your "official" colony ideoligion? But not 100% sure.

But I did discover there's a way to change the style of blueprints if you're playing in "Classic Mode" and was easy enough for me to make a patch that lets you change the style for any Ideology play (...I've written a lot of Transpilers...)

So, there's an option for you :)

There's now a mod on steam that allows that!
For 1.3, Listing_Standard no longer has a scroll view, so this workaround is a general way to fix any mod that use Listing_Standard's BeginScrollView &c.
Help / Re: Stockpile in production bills
July 12, 2021, 03:28:02 PM
Someone made a mod that does allow that, by the way.  I can't remember the name, tho ><  I know it's on Steam...

(It's a request that comes up ALL the time for Deep Storage users!)
Help / Re: Changing textures in mod based on event
April 30, 2021, 01:06:05 AM
If you can think of a vanilla (heck, or modded) item that does that, then you have a good chance of doing it by XML :)
Help / Re: Is it possible to patch a GameCondition?
April 27, 2021, 06:46:19 PM
Yep; public static variable :)  Which you figured out - you got this!
Help / Re: Changing textures in mod based on event
April 27, 2021, 05:29:17 PM
There has to be some C# code that resets the graphic internally; it's not as simple as adding another line of XML code (unless someone has already done the C# work somewhere?)
Help / Re: Is it possible to patch a GameCondition?
April 27, 2021, 05:27:35 PM
Also patch Init() to set your variable to 0?