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Messages - MoatBordered

#1
Ooh. Another CCL dependent mod that became stand-alone.

What part of CCL did it previously use? What'd you do so that it didn't need CCL anymore? I'm studying up on mods that grew out of it, and maybe help other mods with updating.

Short answers are fine, I think I still have a copy of your A14 version, so I can probably decompile that one and see the magic for myself.
#2
Interesting. Now that's some pretty creative use of hediffs.  :o

I kinda like it these new systems.. will test for oddities soon..
#3
Quote from: 123nick on August 25, 2016, 12:06:26 AM
also, a new mod just came out , or atleast i just found it recently, that does some major-ish changes to surgery, and i wonder if it is compatible? : https://ludeon.com/forums/index.php?topic=24975.0

It seems to be somewhat compatible.. but you'll have to manually use that mod's fixed <workerClass> functions and overwrite the default ones used by this mod.

In that other mod's 3 xml files, you'll notice workerClasses like Recipe_InstallNaturalBodyPart_Fix, Recipe_InstallArtificialBodyPart_Fix, etc. So basically, you load that mod up first so you can use it's new functions, remove its xml files, then replace EPOE's surgery workerclasses with those used by the new mod. All you need is a text editor with Find and Replace All, and it should work.

Maybe I'm wrong though, I haven't dug deep enough in the source to figure out why he didn't just override the defaults. It's pretty new, so wait a bit for some more bugfixing and code improvements.
#4
Looks promising.

I just have to change the <workerClass> of mod surgeries so they use your surgery changes, right?
#5
Sweet.. pretty useful and balanced. No more rushing to build torches right before raider attacks.

Speaking of glowers neatly following targets, have you checked out this mining helmet mod? I specifically remember using this back in A12, and I recall the effect looking pretty nice. Concept seems same-ish with the quick glower spawning. Not sure about the code efficiency though, but maybe it can help. Good luck! 8)

EDIT: woops. did some backreading.. looks like you already know. my bad.  :o
#6
Outdated / Re: [A14] Miniaturisation Overloaded
August 19, 2016, 05:34:56 PM
Summoning @notfood   :o

Just checking.. is this the only way to override comps? To use Mode="Clear" on <comps>, then redefine everything? Here I just changed the fuel capacity and consumption rate of your mending table mod from 5 to 10 btw, nothing interesting.

    <Override.Def Target="TableMending">
      <comps Mode="Clear">
        <li Class="CompProperties_Power">
          <compClass>CompPowerTrader</compClass>
          <startElectricalFires>true</startElectricalFires>
          <basePowerConsumption>400</basePowerConsumption>
        </li>
        <li Class="CompProperties_Refuelable">
          <fuelConsumptionRate>10.0</fuelConsumptionRate>
          <fuelCapacity>10.0</fuelCapacity>
          <fuelFilter>
            <thingDefs>
              <li>MendingKit</li>
            </thingDefs>
          </fuelFilter>
          <consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
        </li>
        <li Class="CompProperties_Flickable"/>
        <li Class="CompProperties_AffectedByFacilities">
          <linkableFacilities>
            <li>ToolCabinet</li>
          </linkableFacilities>
        </li>
        <li Class="CompProperties_Breakdownable"/>
        <li Class="Mending.CompProperties_FilterRoofed"/>
      </comps>
    </Override.Def>


Trying anything other than this always resulted in one of these 3 things happening:

  • rimworld implodes on startup and whole mod list gets reset
  • 2 separate fuel values
  • nothing at all happens

I'm totally fine with this though. Just wanted to know if there's a better way.
#7
Outdated / Re: [A14]Bodytypes Config (v1.0.1)
August 17, 2016, 04:11:00 AM
Sweet mod.. even comes with a menu. Didn't even notice I had a female pawn thanks to her hat and that Hulk body type.  :P

I'd recommend uploading the source on github for CCL/C# mods, but it seems you've already mentioned doing so eventually. Really helps aspiring modders get started learning stuff beyond xml if they haven't gotten ILSpy yet.
#8
Mods / Re: A note to modders about xml definitions
August 15, 2016, 02:45:31 PM
Quote from: 1000101 on August 14, 2016, 03:01:01 PM
The defs of any mod loaded before yours are visible but abstracts are not defs.  Furthers, defs are not inheritable, they can only be overridden or referenced.

Does this have any practical applications? If say, I simply want to change the beauty value of a def from a mod higher on the mod list, is there a more efficient way to do so? Err.. besides copying the whole def only to change a single line?
#9
Quote from: AleXandrYuZ on August 14, 2016, 06:22:15 PM
The Colonist that died for installing a "ear bandage" was on a medical bed with vitals monitor and sterile floor and was operated by a well skilled doctor...What.....the.... FU***************

There's a belief running around that dark operating rooms have a ridiculously high failure rate. I haven't tested this one myself, but you never know. As far as I know though, ear bandages are part of the basic tier and have no hardcoded chance to die on failure. basic = 0%, simple = 1%, bionics = 10%, advanced = forgot% ... unless the colonist was severely damaged when you operated, there should be no chance for instant death.

Quote from: Ykara on August 14, 2016, 08:52:37 AM
Didn't expect that so many people would take a look at the code! The explanation is actually pretty simple...

Nice. I do remember a time when modders didn't like using the unfinished item def a while back. Lol, my smith would have to sit on the crafting bench for 12 hours straight or else progress was completely lost on the weapon being crafted. Good to see you found a workaround for that. I just knew it had to be something interesting.  :o

Oh no, people seem to be raising a fuss because of it though. Errbody calm down. :V
#10
Hmm.. is that it? I have this feeling that it's something more complicated.. or silly. It's tied to beer, medicine, components, and prosthesis.. but I can't find what links those things together.

Time to mess around.
#11
Hey boss.. what's up with that ProbablyTheWorstWorkaroundEver stuff? I can't seem to figure out what it's for. Something to do with healing?

Studying is fun.  :o
#12
Outdated / Re: [A14/A13] Aristocat's mods
August 14, 2016, 02:54:47 AM
Quote from: mazacik on August 14, 2016, 01:27:02 AM
That's strange as every single rib is treated separately. For example, if my colonist has it's fifth rib shattered, how do I know in the operations tab which rib should I click? (tested, Xth rib shattered = Xth line in the operations) I still feel like this is not intended.

You can check under \Core\Defs\BodyDefs\Bodies_Humanlike.xml (vanilla) ... the ribs are all just named "Rib" listed 12 times. It's actually just EPOE (standalone) that added the numbering. Sure, the numberings are convenient to look at, but it's just another source of incompatibility for other mods if you think about it.

If your fifth rib got shattered, then your doc will patch that up automatically when he treats the patient.. no matter what it's named. Oh well.. convenience vs compatibility, I guess.
#13
Outdated / Re: [A14/A13] Aristocat's mods
August 13, 2016, 11:30:00 PM
Alright. Lemme take a lookey loo. I need the practice anyway.

If you have the duplicates off, then there really must be something not correctly defined in this modpack.

Edit: Looks like the modpack author purposely removed the rib numberings. Everything all still works though. Each pawn should still have 12 ribs so you can have 12 rib replacements if you want. Assuming the duplicate EPOE is OFF, the "rib replacement" research is done, and you have a special rib lying around, you SHOULD see 12 separate "install medical/adrenaline/etc rib (Rib)" when you select operation.

The ribs are still individually defined so you're not going to magically install 12 special ribs with one operation.
#14
Outdated / Re: [A14/A13] Aristocat's mods
August 13, 2016, 09:56:43 PM
Quote from: Etherdreamer on August 13, 2016, 09:37:23 PM
Awesome mod, but it seems that it´s messing with EPO mod, and I can´t install rib replacements. Any one know a fix for this?

Hey man. This medical complication mod is a modpack consisting of 3 other mods. Modpacks mean you don't have to install any of the other mods that the modpack tries to combine/fix. If you have this modpack, then you shouldn't install EPOE, DESurgeries, or A Dog Said anymore. Turn those other three off first if you want to use this.

Modpacks are usually cooler/more convenient.. but can be a pain in the arse to fix when something goes wrong, and are usually slower to update.
#15
Quote from: Etherdreamer on August 13, 2016, 09:00:05 PM
Tested, nope, Rib replacements don´t allow you add ribs.

Wait a minute... sedate.. harvest arms/legs.. isn't that from the medical complication mod pack?

You should probably get help from there. If you have that modpack installed along with standalone EPOE, you're bound to get some weird stuff happening.