I was just bored and training medical is hard.
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#1
Outdated / Re: (MODLIST) (Alpha 10) ItchyFlea's Small Mods - Alpha 10 updates
May 08, 2015, 12:41:55 PM #2
Outdated / Re: (MODLIST) (Alpha 10) ItchyFlea's Small Mods - Alpha 10 updates
May 07, 2015, 08:59:34 PM
Updated Medical Training, replace the files as with RTG
[attachment deleted due to age]
[attachment deleted due to age]
#3
Outdated / Re: [MOD] (Alpha 4) Auto-Rescue Incapped Colonists (June 4th)
June 04, 2014, 05:44:50 PM
It should be easy you just need to remove the
if (!pawn.IsColonist)
return null;
and it should work
if (!pawn.IsColonist)
return null;
and it should work
#5
Outdated / Re: Rimifier (Basic, Raiders, Colonist, Skills, Traits, Cloning)
January 19, 2014, 05:34:28 PM #6
Outdated / Re: Rimifier (Basic, Raiders, Colonist, Skills, Traits, Cloning)
January 19, 2014, 03:17:44 PM
do you have the dependents in the file with the exe
#7
Help / Re: Reflexil Help
January 19, 2014, 02:07:31 PM
Get reflexil
For turret hp look in ThingDefsHardcoded
It will be under <Definitions_BuildingsSecurity>c__Iterator25
Look in MoveNext() : Boolean
1 Backup file
2 Find values
3 Change them
4 Save
5 Test
For turret hp look in ThingDefsHardcoded
It will be under <Definitions_BuildingsSecurity>c__Iterator25
Look in MoveNext() : Boolean
1 Backup file
2 Find values
3 Change them
4 Save
5 Test
#8
Outdated / Re: Rimifier (Basic, Raiders, Colonist, Skills, Traits, Cloning)
January 19, 2014, 02:02:35 PM
thanks, it looks good if I think of any thing I will ask
#9
Outdated / Re: Rimifier (Yet another save editor)
January 17, 2014, 10:33:27 PM
Can i request that the excessive backups get stored in a folder of the save name
Also can you add a way to "clone" colonists
other than that pretty good
Also can you add a way to "clone" colonists
other than that pretty good
#10
Help / Re: How do I make my own mods?
January 03, 2014, 04:06:47 PM
moding with reflector is mostly finding what you want to do then hope you don't crash the game
#11
Help / Re: It would be great if someone will make a tutorial how to mod files.
December 27, 2013, 12:33:31 PM
unityengine.dll from where Assembly-CSharp.dll is
#12
Mods / Re: Maybe I'm just dumb, but...
December 24, 2013, 11:05:46 AM
drag and drop the file (works for all dll)
#13
Mods / Re: Maybe I'm just dumb, but...
December 23, 2013, 11:13:33 AM
you need to add UnityEngine.dll to the objects
#14
Help / Re: Incapication
December 23, 2013, 11:09:14 AM
Definitions_Guns for the guns
Pawn_HealthTracker seems to have what you want
Pawn_HealthTracker seems to have what you want
#15
Help / Re: Modifying weapon values?
December 06, 2013, 11:08:41 PMQuote from: Woyzeck on December 06, 2013, 03:33:11 AM
Thanks all for the replies. The problem appears to have been JustDecompile itself. Downloaded the trial version of .Net Reflector and was able to find the variables without difficulty. Only problem I've noticed there is that the variable for the number of shots per burst can't be changed; the variable is there, the code up top shows its value, but the Reflexil box just shows the value field as blank and won't save any changes to it.
Some guns have burst "uzi" and some don't
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