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Messages - Napoleonite

#1
I would also like to know this since most of my mods broke exactly because of this.
#2
Help / Re: RimWorld core art source
April 10, 2020, 12:11:29 PM
Did anybody extract the 1.1 textures yet?
#3
I'm afraid my English lacks at this point it seems.

Quote from: Canute on April 09, 2020, 08:18:24 AMYou know any carpet need the same ingredents, so you just would see 5 times 7 cloth ?
That IS the bug. But apparently this got changed at 1.0 (not 1.1). However, I can't find this in the patch notes for 1.0 either. Can you show me the patch notes that mention this change?

It makes absolutely no sense to me personally to show 5x cloth and XML-only mods now have no sensible way to group similar items anymore. Why not show the different carpets? Why not at least give an XML option to change these icons? It looks buggy to me.

If you got 20 mostly the same items, like 20 different types of iron chairs, you will see 20x an iron icon (instead of the different chair icons) because that's the ingredient. That looks completely stupid to me personally. Like here with my cameras:

^ that makes absolutely no sense to me. Same goes for the carpets w/o any mods imo.

Or this:
#4
    The DesignatorDropdownGroupDef shows some (the first one I believe) ingredient item in the dropdown menu instead of the icon of the building/tile/etc. itself. This wasn't always the case and this is not mentioned in any patch notes that I could find. There's no XML option to change this and using an "uiIcon" in the XML doesn't work either.

    This also happens w/o any mods. When you try to place carpets. It just shows cloth-icons for every carpet instead of the different colors of carpets as it used to be in 1.0 and before.

Steps we can follow to make the bug appear on our machine
1. Start any new game with Core + Royalty.
2. Enable godmode.
3. Open the 'carpet menu' for placing carpets and click on the button.
4. You should now see a list of ingredients instead of carpets.


For more info please also see: https://ludeon.com/forums/index.php?topic=50699.0[/list]
#5
Help / Re: DesignatorDropdownGroupDef in 1.1?
April 09, 2020, 05:42:49 AM
I don't want to use Harmony for tiny XML mods or patches. So much work and maintenance in the future and etc. etc. just for this... Yeah I'll probably post this in the bugs section because it looks like one.
#6
Help / Detecting DLC in XML-only mod?
April 08, 2020, 03:52:28 AM
I have this in my XML:
<ThingDef ParentName="ApparelArmorHelmetCataphractBase">
...
</ThingDef>

It uses a parent XML-node from the Royalty DLC. However, players w/o the DLC installed get an error: XML error: Could not find parent node named "ApparelArmorHelmetCataphractBase" for node "ThingDef".

Is there an option somehow to add a conditional or do I have to put everything that uses Royalty code inside HUGE xpatches like this:
<Operation Class="PatchOperationFindMod">
<mods>
<li>Royalty</li>
</mods>
<match Class="PatchOperationAdd">
<xpath>check forsome Royalty node here?</xpath>
<value>
Okay so DLC is installed. Dump DLC-related items all here? That would be so messy!
</value>
</match>
</Operation>


There's probably some simple XML element or attribute that I'm missing to only execute it if the DLC is installed?
#7
Help / Re: DesignatorDropdownGroupDef in 1.1?
April 08, 2020, 03:33:04 AM
Yes, this was different in 1.0. This was an undocumented change (unless I missed it).
Like I said before, even for the vanilla carpets with only the core+DLC Rimworld mods this looks (in my opinion) stupid and I wonder if this is a bug. If this is not a bug, I still wonder how we fix this?
#8
Help / Re: DesignatorDropdownGroupDef in 1.1?
April 07, 2020, 01:05:25 PM
That doesn't work either, to my surprise actually, this does nothing (but you can use this to override the button image yes but sadly not the dropdown images). The dropdown still shows an ingredient instead of the building.

Is this really not a Rimworld bug? It looks so stupid or is that just me?
Or is there another way we should group similar buildings since Royalty?
#9
Help / Re: Where to find good artists?
April 05, 2020, 06:52:08 PM
That would be really awesome Klun222. Your artwork also looks awesome.
I sent you a PM here on the forums.
#10
Help / Re: Where to find good artists?
April 04, 2020, 01:27:27 PM
Sadly the Discord channel didn't help at all. It's mostly just artists talking to artists. Not really people that are looking for projects or to supply art or to be hired.

We have any other options?
#11
I think I also found the MacOSX version so:

        public static string GetModSettingsFolderPath()
        {
            if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))
            {
               return (@"C:\Users\" + Environment.UserName + @"\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config");
            }
            else if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX))
            {
                return "~/Library/Application Support/RimWorld/Config";
            }
            else // Linux
            {
                return "~/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Config";
            }
        }


but it's not a 100% reliable (Mac OSX = technically also Unix?) sometimes I believe. I wonder how Rimworld retrieves the path. I can't test this without virtual machine nonsense.
#12
How do I retrieve the Config folder path (the one with the mod settings)? Every time a mod gets a serious update the settings can cause problems. I need a way to delete/clear this file and be able to display its contents.

On Windows it's this:
C:\Users\<username>\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config
but on Mac and Linux it's different. Is there a c# command to retrieve the path or if not, what are all possible paths?
#13
That mostly depends on the mod, what mod? Personally I'd advise you not to do this for a C# mod unless it's a really small mod.

One of my mods uses rather nested LINQ with lazy values and etc. It's near impossible for a non-coder to fix this if that code throws any kind of error.

Hell, even quite some 1.1 mods have odd warnings and errors even after their original creator updated them who have knowledge of both and still partially failed.
Not to mention how many inefficient implementations I found using ILSpy in other people's mods and they ARE coders. Maybe you can fix it but create some serious performance issue that you'll notice way later or cause serious damage to your savegames.
#14
Help / Re: DesignatorDropdownGroupDef in 1.1?
March 08, 2020, 07:12:36 PM
Apparently this is how 1.1 works now I guess. I'm not happy about it:



Even vanilla Rimworld has this now. They list the CostStuffCount instead of the buildings themselves. I didn't find this in the patch notes but I assume this is intended? It looks horrible imo and also prevents mods from sanely grouping similar buildings together into one button.
And when grouping buildings together that don't have a CostStuffCount it will apparently take an ingredient from the regular CostList (which seems to be random?)?

I don't understand why they did this?
#15
Help / Where to find good artists?
March 05, 2020, 12:11:50 PM
Probably been asked before but where do I find (paid/unpaid) artists for making graphics for Rimworld? My experiences with most freelancers are not that good. The quality doesn't have to be amazing but at least it should be useable. Many 'idiots' from India with great previews and when they deliver you get a piece of garbage... They claim to have 'game experience' but have no idea what the difference is between a tank and a turret...

Also, are there some free art packs we can use/edit (not the original ones from Rimworld)?