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Messages - Barhandar

#1
Outdated / Re: [A17] PeteTimesSix's QOL tweaks pack
June 18, 2017, 04:07:56 PM
Quote from: PeteTimesSix on June 01, 2017, 11:08:54 PM
Welp. I know what the problem is, actually, I just apparently forgot to fix it. I'll fix it first thing in the morning (or later today, anyway), once Im awake enough to read code again.

EDIT: And done.
Now instead of not being able to do stonecutting unless butchering tweak is off, selecting cut any stone > do until X breaks that stonecutting table completely. Bill cannot be removed, cannot be changed from do until X, and "details" pulls up the shadow of the details menu, plus part of that menu severely offset from the shadow, and only visible where it overlaps with the bills list.

Opening the table also results in the following error in the log:
Exception filling tab RimWorld.ITab_Bills: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1<Verse.ThingCountClass>.get_Item (int) <0x00054>
at QOLTweaksPack.tweaks.WorkGiver_DoConfigInterface_Postfix.DoConfigInterface (RimWorld.Bill_Production,UnityEngine.Rect,UnityEngine.Color) <0x0007f>
at (wrapper dynamic-method) RimWorld.Bill_Production.DoConfigInterface_Patch1 (object,UnityEngine.Rect,UnityEngine.Color) <0x0074e>
at RimWorld.Bill.DoInterface (single,single,single,int) <0x00854>
at RimWorld.BillStack.DoListing (UnityEngine.Rect,System.Func`1<System.Collections.Generic.List`1<Verse.FloatMenuOption>>,UnityEngine.Vector2&,single&) <0x0046d>
at RimWorld.ITab_Bills.FillTab () <0x00171>
at Verse.InspectTabBase/<DoTabGUI>c__AnonStorey44F.<>m__65A () <0x000e3>

Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.<DoTabGUI>c__AnonStorey44F:<>m__65A()
Verse.ImmediateWindow:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Despite having plenty of mods installed, I think it's yours for two reasons. 1: It appears in the error log. 2: Bug doesn't happen without it.
#2
A16 replaced WorkToMake with WorkToBuild. Until the same change is made in your mods, all of the buildings in them will be constructed instantly. This is often missed because it does not generate log messages.
#3
Without writing custom code, solely through defs.
#4
For example, an item of clothing that is only craftable if a tool station is linked to tailor bench.

If it's not possible in the core, where in the code should I look to establish such possibility?
Specifically, I want to mod in cooking recipes that can only be done if there's a new facility, "water pump", linked to the cooking stove; to effectively add water requirement to recipes while keeping water abstract and not bothering the player with managing it as an item. As well as lock some recipes behind purchasing high-tech, not-craftable-by-rimworlders furniture without having to have said item be a workshop, thus also limiting amount of superfluous workshops.
#5
Releases / Re: [A16] EPOE Hardcore Version 1.3
January 04, 2017, 04:09:33 AM
The points of surrogate organs are "more humane" organ harvesting (but really it just generates no "organ harvested" thought) and reducing specific capabilities for undesirable but still useful pawns, similar to silent jaw.
If the equal and superior organs are made harder to get while surgery is made less spectacularly failure-prone ("your 12 medicine doctor on medical bed in sterile room torn off the patient's head while replacing their leg! Oopsie, failed in a minor way."), surrogates also could be used to "get by" for replacing damaged or missing organs until you can actually get a proper replacement.

Removal of surrogate organs is the sole change that kills this modmod for me. Might as well remove basic and simple prosthetics too - why, you already have natural limbs and bionics!