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Topics - Jumper

#1
Bit of an odd one. Called in some royal aid to assist with a raid. All good at this point and the raid was defeated.
On of my colonists has a mental break and goes Berserk. Nowhere near the royal trooper squad, as she is in a building with 3 doors and lots of tiles and walls between her and the squad. The squad then moves to attack her even though she has not been hostile toward them.
I can understand the logic of why it has happened but seems very broken.

Thanks
Jumper
#2
Creative Rewards / Name in game disappeared
October 21, 2018, 10:27:02 AM
Hi guys,

My name in game has disappeared in version 1.0. It was coming up before in previous versions of the game but has been removed from the 1.0 version. What can I do to resolve it ?
#3
Help / Harmony Help
September 27, 2018, 05:25:00 PM
Hi All,

after a rubbish post on here a few days ago. I have moved on with my code but get an error from rimworld.
Any help appreciated
The code ....

namespace rimtest
{
    [StaticConstructorOnStartup]
    static class HarmonyPatches
    {

        static HarmonyPatches()
        {
            HarmonyInstance harmony = HarmonyInstance.Create("rimworld.Jumper.rimtest");
             harmony.Patch(AccessTools.Method(typeof(ITab_Pawn_Character), "IsVisible"),
                new HarmonyMethod(typeof(HarmonyPatches), nameof(IsVisible_Prefix)), null);
        }
        public static bool IsVisible_Prefix(ITab_Pawn_Character __instance)
        {
            Pawn p = (Pawn)AccessTools.Method(typeof(ITab_Pawn_Character), "get_PawnToShowInfoAbout")
                .Invoke(__instance, null);
            if (p.Faction == Faction.OfPlayer)
            {
                return true;
            }

            return false;
        }

    }
}


The error ....
QuoteCould not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for rimtest.HarmonyPatches ---> System.NullReferenceException: original
  at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.Patch (System.Reflection.MethodBase original, Harmony.HarmonyMethod prefix, Harmony.HarmonyMethod postfix, Harmony.HarmonyMethod transpiler) [0x00000] in <filename unknown>:0
  at rimtest.HarmonyPatches..cctor () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
  at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00000] in <filename unknown>:0
  at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.<DoPlayLoad>m__2 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
#4
Help / Harmony Itab Question
September 23, 2018, 06:52:46 PM
Hi Guys and Girls,

I'm new to rimworld patching with c#.
Using harmony prefix I am trying to patch the ITab_Pawn_Character IsVisible method so it only displays if the pawn is a colonist. But I cannot use the following as base is not available to static.

public static bool IsVisible_Prefix()
        {
            return base.SelPawn.Faction == Faction.OfPlayer;
        }
Is their another way to reference the selected pawn ? or a better way of doing this ?

Thanks for any help
#5
Help / Passable objects
July 27, 2018, 08:35:01 PM
Does anyone know if it is possible to tag a wall or sandbag to be passable by pawns but not animals ?

I know you can use the <passability> tag in the things def. but that is for pawns and animals. so any ideas would be appreciated
#6
Help / Pawn Tabs
May 14, 2018, 08:44:10 AM
Hi All,

I am trying to work out how to add/remove tabs (Social,Gear, etc) from the pawns display for a new faction/race. In XML I have found the base pawn setting but they don't seem to hold the information. Am I looking in the wrong place ? I have assumed it was xml or is it hard coded into the game ?

Any pointer in the right direction would be appreciated.

Thanks
Jumper



#7
Creative Rewards / Name in game rejected
March 20, 2018, 07:42:18 PM
Hi all,

Just had feedback from my creative rewards name in game, and as the subject says it was rejected. This was due to the nickname being an Internet handle.

My nickname is 'jumper' and has been for the past 22 years. It was rejected by itchyflea, I don't know if you check the forums but I really want to use this as it is my real life nickname and nothing to do with the Internet.
#8
Help / End game
January 14, 2018, 11:44:27 AM
Hi all

I am looking at modding the endgame and setting other goals than the spaceship launch . The problem I am having is finding the code in the core game that triggers the end. Any help appreciated

thanks guys