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Topics - Leeman

#1
Hey guys,

currently working on my first mod. And I found a bug after I released it already sadly and this one is kinda major.
If someone tries to deconstruct the grave it says

http://i.imgur.com/tSE8agw.png

And I have no Idea what is causing that. If anyone could help me would be great. I have the xml and the sourcecode here in a gist for you so you can have a look if needed

https://gist.github.com/anonymous/e1a2d761f15139f3c659

Edit:

I don't know why this happened and I do not know how my solution fixed it. But all I did was, that I added

        public override void Destroy(DestroyMode mode = DestroyMode.Vanish)
        {

            base.Destroy(mode);
        }


Into the classes. I did first some more stuff in there, thats why I added it. And then I started stripping it down as it was quite overloaded and realised that alone helped.

So not sure what exactly the cause was. But that fixed it so I am not going after it (for now)

Edit2: Actually not fixed. It still happens randomly. Not sure what's causing it :/
#2
Outdated / [Mod] (Alpha 9) Graves (1.0b)
March 16, 2015, 09:48:46 AM
Graves

Description:
This simple mod let's you you build different graves from the get go. It saves you in the end just some tedious work if you like to have seperate Graveyards as there
is no more need to edit each single Grave who is allowed or not allowed to be burried in there.

Common Grave - This is just like the basic Grave that is already in the game. Allows all sort of Humanoid Corpses
Colonist Grave - This works just like the Common Grave, however it is by default that only Corpses from your Colonists are allowed to be burried here
Strangers Grave - Same as above however set so that only Corpses from people that are NOT from your Colony are allowed to be burried here

Changelog
v 1.0: Initial Release
Hotfix v1.0a: Graves now keep their name and do not turn into Common Graves anymore
Hotfix v1.0b: Graves can now be deconstructed again


Known Issues
  • None at the moment

Possible Ideas for future Releases

  • Custom Graphics for the Graves
  • More Materials to build the Graves with and increase their look by that
  • Mass Graves (For the time you just want to save some place and want them Raiders to rott in one place
  • Urnes - So you never forget your friends and maybe place them down for Decoration
  • Special Graves / Mausoleum for original Founders
  • Assign Grave to a still living Pawn

Author
Leeman

Download


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
#3
Help / Help with GetInspectionTabs
March 12, 2015, 07:15:50 PM
Hey guys,

currently trying to write my own Mod for better Zone Management. However I am at the point were I am stuck and need your guys help. I want to add a custom Tab to the Zones for some micromanagement and the only way to do this is - at least the only way I found out - is by overwriting the specific zone. So. I thought.. Hey. Can't be too hard, can it?

However when I look at the code for the function of GetInspectionTabs and this is all I get


public override IEnumerable<ITab> GetInspectionTabs()
{
Zone_Growing.<GetInspectionTabs>c__Iterator20 <GetInspectionTabs>c__Iterator = new Zone_Growing.<GetInspectionTabs>c__Iterator20();
Zone_Growing.<GetInspectionTabs>c__Iterator20 expr_07 = <GetInspectionTabs>c__Iterator;
expr_07.$PC = -2;
return expr_07;
}


I know the reason as to why this happens however I have no Idea what exactly the method does so I can implement it. Is it just simply returning a list<ITab> that includes references to the Tabs themself or? If anyone got an Idea please lemme know :)
#4
Help / UI Modifications
March 10, 2015, 10:16:20 AM
Hey guys,

Wondering if anyone could push me in the right direction as to were I would need to start to modify the UI? Example on how I could add a Checkbox or a Slider to the Menu of a Zone or at least another button where I can then open my own "menu" from for settings.

http://i.imgur.com/bXIfcrQ.png

Thanks in advance
#5
Help / Replace mineables with structures
March 09, 2015, 06:18:13 PM
Hey guys 'n gals.

I am kinda new to RimWorld. Love it so far. I wanted to play it for my first time without any mod. Success (to a certain degree :P).

However now, before I go ahaed and play on a harder difficulty and build bigger bases I was looking for something simple - at least I think it is [if you know what you are looking for]

So. I couldn't find a mod like it (If there is, please link it :)).. I am looking for a mod that allows me to "replace" existing stone "wall" from a mountain with a self build structure. Wall/Door/What Ever.

I looked if I can do it on my own however I am not finding the right spot to work with. I have an intermediate knowledge of programming also in c#, so I don't need no help with that ;), and I have already a routine setup that would mine the block if it is minable or deconstruct it if it is deconstructable.. Currently working on manually setting the blueprint now. However the step I am failing at and hoping it can be overwritten.. How can I actually allow placing a blueprint on a stone? Game tells me "Space is already occupied" and I have no Idea what I have to do, to overwrite the blueprint placement

Hope it's somewhat clear what I mean and someone can point me to the right direction.
Thanks
Leeman