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Topics - donoya

Pages: [1]
1
Help / Custom bench that's both for research and crafting?
« on: September 16, 2018, 06:05:50 PM »
Hi, I'm trying to start my own mod again and this time I think I have some knowledge on how to build it from the examples available. But I couldn't find any examples in the base game or in a mod for a bench which has a tab for production but can also be used for research. Is this possible? And if so, what would I need to do for it to work?
Also, one more important detail is that I plan to use the "stories, missions, and objectives framework" mod with this bench as well.
Finally, if I'm unable to get the research crafting combination to work, could I do the crafting part with something like the multi-analyzer?
P.S. I'm developing this for Beta 19, so if there's a simple solution that's been added in the new 1.0 beta or was removed by the release of Beta 19, it won't do me any good.

2
Mod bugs / [Help] Pawns stuck chopping trees
« on: September 09, 2017, 10:21:59 PM »
I started a new modded game and when my pawns go to chop a tree, they get stuck in an infinite loop. I'm using the steam version of Rimworld. I've attached my mods config below.

[attachment deleted by admin: too old]

3
Bugs / Crash upon generating new worlds [A17]
« on: May 26, 2017, 05:41:50 PM »
I get this crash when I try to generate a new world. It seems to happen about 50% of the time. This is on the Steam version of the game (I don't know if it happens in the manual install). I've included all 3 files in the most recent crash folder. I don't know if it has to do with some of the seeds, or if it's just random. I remember one seed that was used in the crash: "space suit". Hope that helps. Also, I do have mods installed, so let me know if you need the mod list and if this is a mod related crash.

[attachment deleted by admin due to age]

4
Help / Really strange crash upon trying to open the modded research tree
« on: December 24, 2016, 11:00:14 PM »
I finally figured out how to detour the research tree (with the help of a few people), but when we tried to open the research tab in the game, it crashed without any warning or error being shown. Here is the only bit of information we got from the output log:
Code: [Select]
RW_Revamped_Transcendence injected.
Verse.Log:Message(String)
RW_Revamped_Transcendence.DetourInjector:Inject()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

I've attached the class files in this post.

[attachment deleted by admin due to age]

5
I'm sure this is a simple problem for anyone who's done any kind of C# modding before. Here's my code:
Code: [Select]
using System.Collections.Generic;
using System.Linq;
using System.Text;
//Typical starting point for any C# class.

using UnityEngine;
using Verse;
using RimWorld;
//This makes the Rimworld specific code usable in this class.

namespace RW_Revamped_Transcendence
{
    [StaticConstructorOnStartup]
    public class MainTabWindow_Research : RimWorld.MainTabWindow_Research
    {
        public override void PreOpen()
        {
            base.PreOpen();
            this.selectedProject = Find.ResearchManager.currentProj;
            List<ResearchProjectDef> relevantProjects = DefDatabase<ResearchProjectDef>.AllDefsListForReading;
            DefDatabase<ResearchProjectDef>.Clear();
            foreach (ResearchProjectDef researchDef in relevantProjects)
            {
                if (researchDef.defName.StartsWith("RWR_TT_"))
                {
                    DefDatabase<ResearchProjectDef>.Add(researchDef);
                }
            }
            float viewWidth = (DefDatabase<ResearchProjectDef>.AllDefs.Max((ResearchProjectDef d) => d.ResearchViewX) + 2f) * 190f;
        }
    }
}
I'm trying to make rimworld only enable the researches that start with the acronym "RWR_TT_".

6
Mods / What's the most impressive colonist you've made in modded?
« on: December 14, 2016, 10:28:25 PM »
This would be mine. (More pics further down due to size limitations per post.)

[attachment deleted by admin due to age]

7
General Discussion / What does aiming time correspond to?
« on: December 12, 2016, 11:56:47 AM »
I'm playing with mods and have found a really good equipment combination for decreasing aiming time down to 1% (although it should technically be 0% with how the modifiers work out). But what I'm not sure on is what this affects. Does it affect the cooldown or does it affect the warm-up? If it affects both, then I've made my guy downright OP. Although another possibility I thought of is that aiming time is it's own stat that is there in addition to the cooldown and warm-up. But I'm still not sure, so if someone could let me know that'd be great.

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