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Topics - Owlchemist

#1
So, there's a middleware mod called UniversalFermenter, except it has a lil' bug that I posted about here. I decided to just take that project on myself in the end, and I got it all fixed up and now and working. Only problem is I can't seem to get rimworld to recognize the dll as being different from the old version. Thereby, if you use a mod that has an older version of UniversalFermenter, and it's higher in the load order, my new version just seems to get ignored, and never loads.

I been trying for the past hour now changing everything I could think of. GUIDs, versions of all manner, assembly meta information, the names. Nothing seems to be working. I was trying to study how Harmony does it since I know rimworld will load multiple versions of that dll, but I couldn't quite crack how they were pulling that off.

EDIT: After stepping back and thinking about it for awhile, I believe what is happening is that it is loading both versions... however the old version, having loaded first, seems to be taking first dibs on any class calls coming from in-game Things, making the new version appear absent.
#2
Mods / [Takeover request] Universal Fermenter
April 16, 2019, 01:34:00 AM
UPDATE: nevermind, did it myself. If anyone is finding this via google/search or care to know what happened, the updated dll can be found in my lumber or leather mod (link in sig).

The Universal Fermenter was made back in 2017 by Kubouch. At some point, it became outdated and was taken over by Syrchalis for their blueberry mod, and this variant of UF circulates around the workshop now-a-days.

I am one mod developer using UF, but I have run into a bug with it. I brought it up with Syrchalis, but was told they are no longer developing for Rimworld at the moment.

The bug in question is this: UF allows a building to show a "full" version of its graphic using a <graphSuffix> node element. For example you could have an empty bucket and a full bucket graphic and it'll switch over when a pawn fills it up. The problem is that if you save the game and reload while a building is in a full state, the graphic reverts back to the empty version again. It's just a cosmetic bug and the full version will show up again next batch the pawns load into it, but a bug is a bug and a graphical one may be confusing to some users.

Anyway I figure it wouldn't hurt to put a call on here and see if C# gurus are willing to take it on. If you'd like to see this bug in action, you can see it on my lumber mod. I also downloaded a bunch of other workshop mods that used UF to see if they were having the same problem as I was, and it seemed they were, just to rule out if I may have been doing something wrong.
#3
Hello - I been writing up some patches for mods using PatchOperations. The only thing I can't seem to figure out is how to change the DefInjections. In my scenario, it's a japanese mod and some of the labels are a bit not-quite-right. I wanted to rewrite them, but their in-game text is coming from the DefInjections instead of directly from the def label/description. Any help would be appreciated!