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#1
Help / Armor Body Group Question
January 29, 2019, 10:13:30 AM
Hello,

This is the bodyPartGroup node for Apparel_PlateArmor. According to https://rimworldwiki.com/wiki/Body_Parts the Torso already covers the neck, but the neck is also listed in the bodyPartGroups below. Could someone explain the redundancy here cause it confuses me :). If the neck is already in the Torso 'contents' so to speak, why does it also need another entry in the list here? Does it add double protection? Or what is the purpose? I am looking to create a complete armor overhaul mod and would just like a little bit of information on why it's set up like that, if it gives extra protection to the neck, or what.

Thanks!

<bodyPartGroups>
        <li>Torso</li>
        <li>Neck</li>
        <li>Shoulders</li>
        <li>Arms</li>
        <li>Legs</li>
      </bodyPartGroups>
#2
Mods / Armor Body Group Question
January 29, 2019, 08:24:15 AM
removed: posted in wrong sub forum
#3
Outdated / Re: [B18] Custom Map Sizes
January 28, 2019, 04:30:14 PM
Will this be updated?

RimWorld 1.0.2150 rev801
Verse.Log:Message(String, Boolean)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

<targetVersion> in mod About.xml is deprecated! Use <supportedVersions> tag instead. (example: <supportedVersions><li>1.0</li></supportedVersions>)
Verse.Log:Warning(String, Boolean)
Verse.ModMetaDataInternal:TryParseSupportedVersions(Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Malformed (correct format is Major.Minor) version string on mod Custom Map Sizes from Celestial "0.18.1722" - parsed as "0.18"
Verse.Log:Warning(String, Boolean)
Verse.ModMetaDataInternal:TryParseVersion(String, Boolean)
Verse.ModMetaDataInternal:TryParseSupportedVersions(Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

<targetVersion> in mod About.xml is deprecated! Use <supportedVersions> tag instead. (example: <supportedVersions><li>1.0</li></supportedVersions>)
Verse.Log:Warning(String, Boolean)
Verse.ModMetaDataInternal:TryParseSupportedVersions(Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.Steam.WorkshopItems:RebuildItemsList()
Verse.Steam.WorkshopItems:.cctor()
Verse.ModLister:RebuildModList()
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Malformed (correct format is Major.Minor) version string on mod Custom Map Sizes from Celestial "0.18.1722" - parsed as "0.18"
Verse.Log:Warning(String, Boolean)
Verse.ModMetaDataInternal:TryParseVersion(String, Boolean)
Verse.ModMetaDataInternal:TryParseSupportedVersions(Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.Steam.WorkshopItems:RebuildItemsList()
Verse.Steam.WorkshopItems:.cctor()
Verse.ModLister:RebuildModList()
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

ReflectionTypeLoadException getting types in assembly CustomMapSizes: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0

Loader exceptions:
   => System.TypeLoadException: Could not load type 'HugsLib.ModBase' from assembly 'HugsLib, Version=0.18.0.0, Culture=neutral, PublicKeyToken=null'.

Verse.Log:Error(String, Boolean)
Verse.ModAssemblyHandler:AssemblyIsUsable(Assembly)
Verse.ModAssemblyHandler:ReloadAll()
Verse.ModContentPack:ReloadContent()
Verse.LoadedModManager:LoadModContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

[HugsLib] version 6.1.1
Verse.Log:Message(String, Boolean)
HugsLib.Utils.ModLogger:Message(String, Object[])
HugsLib.HugsLibController:InitializeController()
HugsLib.HugsLibController:EarlyInitialize()
HugsLib.Core.HugsLibMod:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:CreateModClasses()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

<targetVersion> in mod About.xml is deprecated! Use <supportedVersions> tag instead. (example: <supportedVersions><li>1.0</li></supportedVersions>)
Verse.Log:Warning(String, Boolean)
Verse.ModMetaDataInternal:TryParseSupportedVersions(Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
RimWorld.Page_ModsConfig:PreOpen()
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__6()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Malformed (correct format is Major.Minor) version string on mod Custom Map Sizes from Celestial "0.18.1722" - parsed as "0.18"
Verse.Log:Warning(String, Boolean)
Verse.ModMetaDataInternal:TryParseVersion(String, Boolean)
Verse.ModMetaDataInternal:TryParseSupportedVersions(Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
RimWorld.Page_ModsConfig:PreOpen()
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__6()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()
#4
Bugs / 1.0.2150 UI/ToolTip Bug
January 28, 2019, 02:52:45 PM
I originally posted this in the modding forums but was told it looks like a minor tooltip/text bug and was suggested to post here.




Hello, I am having some tool tip discrepancies when making stuff with gold and silver. With the following code I get these issues:

When clicking tailor bench > Add Bill > Make silver lined cowboy hat > Info i get the following tooltip that says 70 ingredients and 10x silver

https://imgur.com/0vimYg2

However, after adding the bill it shows the following when I click Details

https://imgur.com/eKn9tcv

And the same with gold:

https://imgur.com/nIhuvTI
https://imgur.com/KdZtFzN

Is there any way to make it show that it takes 100 silver in the first image to better represent the actual cost which is indeed 100 silver? I know that anything made with silver/gold is multiplied by 10 but would just like to reflect that cost in the first tooltip screen if possible.

Thanks!

<?xml version="1.0" encoding="utf-8" ?>
<Defs>

<!-- Cowboy Hat -->

<ThingDef ParentName="HatMakeableBase">
    <defName>Apparel_SilverLinedCowboyHat</defName>
    <label>silver lined cowboy hat</label>
    <description>Stylish yet rugged, this hat keeps the sun and rain off - and it gives anyone who wears it a bit of extra charm. This hat is lined with silver, further increasing its social charm for those who wear it.</description>
    <recipeMaker>
      <researchPrerequisite>ComplexClothing</researchPrerequisite>
    </recipeMaker>
    <graphicData>
      <texPath>Things/Pawn/Humanlike/Apparel/CowboyHat/CowboyHat</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
<costStuffCount>70</costStuffCount>
<stuffCategories>
        <li>Leathery</li>
    </stuffCategories>
<costList>
<Silver>10</Silver>
</costList>
    <statBases>
      <WorkToMake>1800</WorkToMake>
      <Mass>0.14</Mass>
      <StuffEffectMultiplierArmor>0.2</StuffEffectMultiplierArmor>
      <StuffEffectMultiplierInsulation_Cold>0.10</StuffEffectMultiplierInsulation_Cold>
      <StuffEffectMultiplierInsulation_Heat>0.50</StuffEffectMultiplierInsulation_Heat>
      <EquipDelay>0.8</EquipDelay>
    </statBases>
    <equippedStatOffsets>
      <SocialImpact>0.15</SocialImpact>
    </equippedStatOffsets>
    <apparel>
      <bodyPartGroups>
        <li>UpperHead</li>
      </bodyPartGroups>
      <wornGraphicPath>Things/Pawn/Humanlike/Apparel/CowboyHat/CowboyHat</wornGraphicPath>
      <layers>
        <li>Overhead</li>
      </layers>
      <tags>
        <li>IndustrialBasic</li>
      </tags>
      <defaultOutfitTags>
        <li>Worker</li>
      </defaultOutfitTags>
    </apparel>
    <colorGenerator Class="ColorGenerator_Options">
      <options>
        <li>
          <weight>10</weight>
          <only>(0.9,0.54,0.15,1)</only>
        </li>
        <li>
          <weight>15</weight>
          <only>(0.9,0.6,0.18,1)</only>
        </li>
        <li>
          <weight>30</weight>
          <only>(0.9,0.42,0.23,1)</only>
        </li>
      </options>
    </colorGenerator>
  </ThingDef>

<ThingDef ParentName="HatMakeableBase">
    <defName>Apparel_GoldLinedCowboyHat</defName>
    <label>gold lined cowboy hat</label>
    <description>Stylish yet rugged, this hat keeps the sun and rain off - and it gives anyone who wears it a bit of extra charm. This hat is lined with gold, further increasing its social charm for those who wear it.</description>
    <recipeMaker>
      <researchPrerequisite>ComplexClothing</researchPrerequisite>
    </recipeMaker>
    <graphicData>
      <texPath>Things/Pawn/Humanlike/Apparel/CowboyHat/CowboyHat</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
<costStuffCount>70</costStuffCount>
<stuffCategories>
        <li>Leathery</li>
    </stuffCategories>
<costList>
<Gold>2</Gold>
</costList>
    <statBases>
      <WorkToMake>1800</WorkToMake>
      <Mass>0.14</Mass>
      <StuffEffectMultiplierArmor>0.2</StuffEffectMultiplierArmor>
      <StuffEffectMultiplierInsulation_Cold>0.10</StuffEffectMultiplierInsulation_Cold>
      <StuffEffectMultiplierInsulation_Heat>0.50</StuffEffectMultiplierInsulation_Heat>
      <EquipDelay>0.8</EquipDelay>
    </statBases>
    <equippedStatOffsets>
      <SocialImpact>0.20</SocialImpact>
    </equippedStatOffsets>
    <apparel>
      <bodyPartGroups>
        <li>UpperHead</li>
      </bodyPartGroups>
      <wornGraphicPath>Things/Pawn/Humanlike/Apparel/CowboyHat/CowboyHat</wornGraphicPath>
      <layers>
        <li>Overhead</li>
      </layers>
      <tags>
        <li>IndustrialBasic</li>
      </tags>
      <defaultOutfitTags>
        <li>Worker</li>
      </defaultOutfitTags>
    </apparel>
    <colorGenerator Class="ColorGenerator_Options">
      <options>
        <li>
          <weight>10</weight>
          <only>(0.9,0.54,0.15,1)</only>
        </li>
        <li>
          <weight>15</weight>
          <only>(0.9,0.6,0.18,1)</only>
        </li>
        <li>
          <weight>20</weight>
          <only>(0.9,0.42,0.23,1)</only>
        </li>
      </options>
    </colorGenerator>
  </ThingDef>

</Defs>
#5
Help / Silver and Gold tool tip discrepancies.
January 27, 2019, 07:27:29 PM
Hello, I am having some tool tip discrepancies when making stuff with gold and silver. With the following code I get these issues:

When clicking tailor bench > Add Bill > Make silver lined cowboy hat > Info i get the following tooltip that says 70 ingredients and 10x silver

https://imgur.com/0vimYg2

However, after adding the bill it shows the following when I click Details

https://imgur.com/eKn9tcv

And the same with gold:

https://imgur.com/nIhuvTI
https://imgur.com/KdZtFzN

Is there any way to make it show that it takes 100 silver in the first image to better represent the actual cost which is indeed 100 silver? I know that anything made with silver/gold is multiplied by 10 but would just like to reflect that cost in the first tooltip screen if possible.

Thanks!

<?xml version="1.0" encoding="utf-8" ?>
<Defs>

<!-- Cowboy Hat -->

<ThingDef ParentName="HatMakeableBase">
    <defName>Apparel_SilverLinedCowboyHat</defName>
    <label>silver lined cowboy hat</label>
    <description>Stylish yet rugged, this hat keeps the sun and rain off - and it gives anyone who wears it a bit of extra charm. This hat is lined with silver, further increasing its social charm for those who wear it.</description>
    <recipeMaker>
      <researchPrerequisite>ComplexClothing</researchPrerequisite>
    </recipeMaker>
    <graphicData>
      <texPath>Things/Pawn/Humanlike/Apparel/CowboyHat/CowboyHat</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
<costStuffCount>70</costStuffCount>
<stuffCategories>
        <li>Leathery</li>
    </stuffCategories>
<costList>
<Silver>10</Silver>
</costList>
    <statBases>
      <WorkToMake>1800</WorkToMake>
      <Mass>0.14</Mass>
      <StuffEffectMultiplierArmor>0.2</StuffEffectMultiplierArmor>
      <StuffEffectMultiplierInsulation_Cold>0.10</StuffEffectMultiplierInsulation_Cold>
      <StuffEffectMultiplierInsulation_Heat>0.50</StuffEffectMultiplierInsulation_Heat>
      <EquipDelay>0.8</EquipDelay>
    </statBases>
    <equippedStatOffsets>
      <SocialImpact>0.15</SocialImpact>
    </equippedStatOffsets>
    <apparel>
      <bodyPartGroups>
        <li>UpperHead</li>
      </bodyPartGroups>
      <wornGraphicPath>Things/Pawn/Humanlike/Apparel/CowboyHat/CowboyHat</wornGraphicPath>
      <layers>
        <li>Overhead</li>
      </layers>
      <tags>
        <li>IndustrialBasic</li>
      </tags>
      <defaultOutfitTags>
        <li>Worker</li>
      </defaultOutfitTags>
    </apparel>
    <colorGenerator Class="ColorGenerator_Options">
      <options>
        <li>
          <weight>10</weight>
          <only>(0.9,0.54,0.15,1)</only>
        </li>
        <li>
          <weight>15</weight>
          <only>(0.9,0.6,0.18,1)</only>
        </li>
        <li>
          <weight>30</weight>
          <only>(0.9,0.42,0.23,1)</only>
        </li>
      </options>
    </colorGenerator>
  </ThingDef>

<ThingDef ParentName="HatMakeableBase">
    <defName>Apparel_GoldLinedCowboyHat</defName>
    <label>gold lined cowboy hat</label>
    <description>Stylish yet rugged, this hat keeps the sun and rain off - and it gives anyone who wears it a bit of extra charm. This hat is lined with gold, further increasing its social charm for those who wear it.</description>
    <recipeMaker>
      <researchPrerequisite>ComplexClothing</researchPrerequisite>
    </recipeMaker>
    <graphicData>
      <texPath>Things/Pawn/Humanlike/Apparel/CowboyHat/CowboyHat</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
<costStuffCount>70</costStuffCount>
<stuffCategories>
        <li>Leathery</li>
    </stuffCategories>
<costList>
<Gold>2</Gold>
</costList>
    <statBases>
      <WorkToMake>1800</WorkToMake>
      <Mass>0.14</Mass>
      <StuffEffectMultiplierArmor>0.2</StuffEffectMultiplierArmor>
      <StuffEffectMultiplierInsulation_Cold>0.10</StuffEffectMultiplierInsulation_Cold>
      <StuffEffectMultiplierInsulation_Heat>0.50</StuffEffectMultiplierInsulation_Heat>
      <EquipDelay>0.8</EquipDelay>
    </statBases>
    <equippedStatOffsets>
      <SocialImpact>0.20</SocialImpact>
    </equippedStatOffsets>
    <apparel>
      <bodyPartGroups>
        <li>UpperHead</li>
      </bodyPartGroups>
      <wornGraphicPath>Things/Pawn/Humanlike/Apparel/CowboyHat/CowboyHat</wornGraphicPath>
      <layers>
        <li>Overhead</li>
      </layers>
      <tags>
        <li>IndustrialBasic</li>
      </tags>
      <defaultOutfitTags>
        <li>Worker</li>
      </defaultOutfitTags>
    </apparel>
    <colorGenerator Class="ColorGenerator_Options">
      <options>
        <li>
          <weight>10</weight>
          <only>(0.9,0.54,0.15,1)</only>
        </li>
        <li>
          <weight>15</weight>
          <only>(0.9,0.6,0.18,1)</only>
        </li>
        <li>
          <weight>20</weight>
          <only>(0.9,0.42,0.23,1)</only>
        </li>
      </options>
    </colorGenerator>
  </ThingDef>

</Defs>
#6
Help / Item Set Bonuses
January 27, 2019, 02:14:06 PM
Is there a way to set a check and apply a bonus to you pawn if you have a certain amount of an armor set on via xml only? ie; how item sets in other games give you stat bonuses, but it requires you to have a certain amount of that armor equipped.

So if I want to make a "Hunter Set" that had bonuses to hunting or taming, and it requires you to have 2 pieces for the first bonus, and 4 pieces for the second bonus, etc.

If someone could point me in the right direction or an example that would be great.

Thanks!