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Messages - SenaCat

#1
Help / Re: How to have a different out of fuel icon
March 23, 2017, 04:52:57 PM
Quote from: RawCode on March 23, 2017, 03:48:44 AM
you can place it anywhere, just make sure that your code have same path

Alright. So I'm building my CompRefuelable. In regards to the code in DrawOverlay that pulls the .png from the proper folder, assigns it to a Material and sets that Material to be the one used when out of fuel. Do I take that and put it into my version of CompRefuelable?
#2
Help / Re: How to have a different out of fuel icon
March 22, 2017, 10:36:44 PM
Quote from: RawCode on March 22, 2017, 10:10:48 PM
this is not advised because will affect all fuel based objects, including ones that accepts wood.

if you want "proper" mod you need custom CompRefuelable

I think you misunderstood me. I'm planning on making a custom CompRefuelable. I'm just making sure I understand where the OutOfChemfuel image is going to need to go within the generator mod's folder. I.e. the finished mod would be "Rimworld/Mods/Chemfuel Generator\UI\Overlays\OutOfChemfuel.png"
#3
Help / Re: How to have a different out of fuel icon
March 22, 2017, 09:32:36 PM
Quote from: RawCode on March 22, 2017, 06:25:10 PM
open DrawOverlay and read it's source code, you will see how "outoffuel" image is actually binded and rendered.

then you will need custom CompRefuelable that accept only chemfuel and draw your custom out of fuel image.

Alright, so I'll need to build my CompRefuelable, probably tomorrow but I have what I need there I think. As for the graphic asset itself, I have a .png done. When I see private static readonly Material OutOfFuelMat = MaterialPool.MatFrom("UI/Overlays/OutOfFuel", ShaderDatabase.MetaOverlay); in OverlayDrawer, is it assuming that OutOfFuel is a .png? And if so, to follow their file path, would I want it to be "Chemfuel Generator\UI\Overlays\OutOfChemfuel.png?" in my mod folder?

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#4
Help / Re: How to have a different out of fuel icon
March 22, 2017, 06:06:31 PM
Quote from: jimthenoob on March 22, 2017, 04:51:35 PM
I think it should be located inside of the "Assembly-CSharp" file located @:  ~/RimWorld/RimWorldWin_data/Managed/Assembly-CSharp.DLL .

Found it, thank you. So I have public override void PostDraw()
{
base.PostDraw();
if (!this.HasFuel && this.Props.drawOutOfFuelOverlay)
{
this.parent.Map.overlayDrawer.DrawOverlay(this.parent, OverlayTypes.OutOfFuel);
}
}


Which is my main interest. The original modder has the generator in an .xml, but I'm assuming that this is going to need to be .cs. Is it possible to slip this code into the original .xml, or does it need to go to it's own .cs? And if that's the case, do I need to define the entire generator in there, or does the .xml's ThingDef cover the basics and I just need the .cs to cover this modification? And with OverlayTypes.OutOfFuel, how would I specify the OutOfChemfuel.png in it's place?
#5
Help / Re: How to have a different out of fuel icon
March 22, 2017, 04:19:49 PM
Quote from: RawCode on March 21, 2017, 03:39:29 AM
there is no "shy"
i never spoonfeed as long as no proof of work is provided

please open code of CompRefuelable and read it fully, if you do not understand something, ask your question and it will be answered.

That's what I'm asking. Where's CompRefuelable kept? Once I can get into it then I can probably figure it out. I've found references elsewhere to it, but they weren't very helpful.
#6
Help / Re: How to have a different out of fuel icon
March 20, 2017, 09:00:52 PM
Quote from: RawCode on March 20, 2017, 01:09:53 AM
icon itself is not inside DLL, all resources are stored inside "asset" file.

your first stop is "CompRefuelable" (you will need dnspy or similar tool)
(in any case you will need "source" to implement code injection or custom logic)

Yeah, I got the icon done, so that's sorted. As for the code behind CompRefuelable, where's that actually located so I can go get at it? I did happen to find it called in a .cs for a joy object added by a mod.public CompRefuelable refuelableComp; But it's an object I've not used yet because it's got some extra requirements to use it. Looking at this code, I'm not seeing where it'd call up the graphic. So I imagine this modded item will be something to reference, at least.

I never did like C#, but I know enough to be dangerous, don't be shy with your explanations if need be.
#7
Help / How to have a different out of fuel icon
March 19, 2017, 05:41:58 PM
So I'm probably overstepping my bounds here but I'm curious for myself. https://ludeon.com/forums/index.php?topic=29662.msg319707#msg319707 is a thread with a mod by Thyme that adds a chemfuel powered generator. They lamented that the generator still used the out of fuel log icon. So I made them a chemfuel version of the icon, but I've dug anywhere I can possibly think of that would control what icon the generator uses for the out of fuel state. No joy. Is it stuck in a dll somewhere?
#8
Quote from: Thyme on March 19, 2017, 01:24:39 PM
Yeah, the intention is to have uninterrupted power in places without wood. You can now use any organic matter to power your colony.

I actually have no idea how to change that icon :S

*Inspired by the combination of ice sheet and abundance of human corpses.

Yeah, I poked around in that def and didn't see anything that looked like it called up the icon. I imagine it's gotta be something that can be messed with. I can look around maybe, but I've never messed with this game's files before.


Edit: I did some file content searches and I'm not sure what's doing it. I found

        <showFuelGizmo>true</showFuelGizmo>
        <drawOutOfFuelOverlay>false</drawOutOfFuelOverlay>
<drawFuelGaugeInMap>true</drawFuelGaugeInMap>
in RimWorld\Mods\Core\Defs\ThingDefs_Buildings\Buildings_Misc.xml but that's only for the transport pod. And there's no other apparent out of fuel things. And where the image itself is stored doesn't seem to be any help either. "resources/OutOfFuel.tex"

I think this may have to be sent up the ranks as a question in itself, since it'd apply to any other need icons, maybe?

Edit Edit: This is going to drive me crazy looking for it in the files. I'm gonna honestly go and ask about this in the help board myself and report back. asdfgh

I asked the question here: https://ludeon.com/forums/index.php?topic=31224.0 so we'll see.
#9
Quote from: ChairmanPoo on March 18, 2017, 08:00:03 PM
You can make fuel from stuff that is faster growing than wood, or more avaiable

Ahhhh, noted.

Well, I had quite the search to find the proper graphics, but if you're just talking about having an icon that looks like a crossed out chemfuel object instead of logs that'd be fairly simple for me to do. Something maybe like this li'l old number? Now, I don't know how you'd change that in the generator file personally, but I imagine it's fairly easy once you have the sprite.





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#10
Ideas / Assigning a priority job zone
March 18, 2017, 08:09:41 PM
Right now, at least as far as I can tell, if you want a certain pawn to get something done and done now then you right click it and say to prioritize it. Which is great when you need them to pick up the glitterworld meds before the fire reaches them. But what if you want a group of things prioritized? Say that I want someone to focus on building a certain section of a building first, or haul a specific group of things. Oxygen Not Included has something like this, where you can click and drag to set a selection of items to be on a 1-9 priority. So if you want a certain room cleaned first and cleaned now, you can click and drag on the mess to have that room be done. Obviously we're talking about telling a single pawn to drop everything and follow an order in our case, instead of a colony wide order. Context seems like it's the challenge here, I'm not sure how to solve that. Maybe shift r-clicking instead of click drag selection to choose the relevant priorities?
#11
Neat ideas and I happily use the stonecutting table, but I am still curious when I read the chemfuel generator info. I'm not quite sure I see the logic behind it, instead of just using unprocessed wood. Unless you're trying to use up extra chemfuel. The extra effort in refining the fuel first and then using it in the generator, to have it not be better than wood seems like it's not worth it. Am I missing something?
#12
Releases / Re: [A16] Orassans
March 14, 2017, 12:06:49 AM
Right. So by the careful process of randomly flailing around, I've solved the issues. The errors appear to have originated from the neko mod being loaded. Everything is working fine now, other than the issue of the broken colonists in old saves, which I think I'll live with. I got some new mods recently and think I want a fresh start. Kitties are back so I'm happy. Also, I might have missed it, but where'd you get the name Orassan from?
#13
Releases / Re: [A16] Orassans
March 13, 2017, 12:28:57 AM
That's fair. But then why would I get those errors on startup? Is it looking at my saves? I'm not convinced that any orassan colonists were available in the prepare carefully dialog either. I rerolled quite a few times and didn't seem to get anything. A few catnip dependencies, but all humans.
#14
Releases / Re: [A16] Orassans
March 12, 2017, 09:45:50 PM
Alright, I'd like to start by saying that I've greatly enjoyed this mod so far and that my life is better by having these kitties in it. Which is where we come to a sadness. They aren't in my life. Everywhere there once was a kitty, there's now a missing object placeholder box. Ms Winters still shows up as a storyteller, but no other orassan can be found. The log receved upon starting the program is: https://gist.github.com/5641a941049314526c84fb0ef63bf922 but I believe the most important information can be found here: http://freetexthost.com/dtjyi14fsr

There had been some mods added since it'd last worked, but load order of Humanoid Alien Races 2.0 above Orassan hasn't changed. Both mods are currently in the mod folder as external downloads rather than Steam workshop. I've played with the position of the two in various spots in the load order but no dice. For curiosity's sake I've included an image of the last known whereabouts of an orassan in my colony. Ignore the blood, that's someone else's, the box is where our missing person was standing.

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