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Messages - donoya

#1
It seems like this tool doesn't let me see files from both the steam workshop and the rimworld mods folder. Also, it seems like when I select the steam workshop folder for Rimworld and select a mod from it, nothing loads in the filter box. This is regardless of which mod I select.
#2
Help / Custom bench that's both for research and crafting?
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.
#3
Hey, I have a question.I know it's been a long time since I played Hardcore SK and all, but I thought there used to be more stuff in the late game. Am I maybe remembering wrong? I could've sworn there used to be Glittertech or something along the lines in this pack. Was that removed? Or was that only in the ultimate whatever it was modpack that was taken down all those years ago?

Also, do you plan on adding the cults mod by jecrell to this? Or is there maybe a reason it's not part of Hardcore SK?

Either way, I'm sure you have lots of stuff to work on, especially with the recent release of Beta 19.
#4
Mod bugs / [Help] Pawns stuck chopping trees
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]
#5
Bugs / Crash upon generating new worlds [A17]
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]
#6
Quote from: AtomicRavioli on March 17, 2017, 03:21:13 PM
Quote from: donoya on March 17, 2017, 02:19:51 PM
Is there any way to obtain a previous version? I want to be able to play my older save without problems.

Edit: I also would like a download for the previous epoe patch if that's not too much to ask.

Find the version you want and its EPOE here: https://www.dropbox.com/sh/81b8ku3jpz6ppvf/AACmkHbDeZq4w_Z7eUmE89PKa
Do I need the "CrystalloidV1.4 fix" as well as the "CrystalloidV1.4", or do I just use the fix?
#7
Is there any way to obtain a previous version? I want to be able to play my older save without problems.

Edit: I also would like a download for the previous epoe patch if that's not too much to ask.
#8
A recent update to the xenohuman races mod seems to have broken your mod. Either that or the steam upload isn't up to date. Also, I noticed on the main post that the latest update breaks compatibility with older versions. Are there any intentions to allow compatibility with pre-1.4 saves in a future version?
#9
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:
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]
#10
So I've ran into another issue. I can't seem to access the MainTabWindow_Research from the MyDetours class that I had to make. Will I need to detour every method to my class and copy the code or is there a way to get the MainTabWindow_Research object without any direct reference to it in the MyDetours class? If not, how can I detour the constructor?
#11
Help / Re: [A16] Hiding Base Game Research
December 23, 2016, 04:21:52 PM
Quote from: RawCode on December 20, 2016, 11:57:51 PM
public override void PreOpen()
{
base.PreOpen();
this.selectedProject = Find.ResearchManager.currentProj;
this.relevantProjects = DefDatabase<ResearchProjectDef>.AllDefs;
this.viewWidth = (DefDatabase<ResearchProjectDef>.AllDefs.Max((ResearchProjectDef d) => d.ResearchViewX) + 2f) * 190f;
}


this.relevantProjects = DefDatabase<ResearchProjectDef>.AllDefs;
to
this.relevantProjects = DefDatabase<ResearchProjectDef>.SelectDefsYouLike;
What class is that in? I would assume it's the MainTabWindow_Research, but it doesn't seem to contain a relevantProjects or a viewWidth.
#12
I'm sure this is a simple problem for anyone who's done any kind of C# modding before. Here's my code:
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_".
#13
Hey everyone. Me and the original author on this mod have been exchanging ideas and I've already begun work on the mechanism to circumvent the core research. Once this mod has received it's first release, anyone who wants can make an add-on as long as their research def names start with 'RWR_TT_' (it's case sensitive.)
#14
This looks very much like the Hardcore SK Modpack, just without the mid- and late-game content. Keep up the good work.

On a side note, I may be able to help out with some of the programming. I haven't worked much with XML, though, just C# and Java mainly. I do know how XML works as a language, but I don't know how it's used in Rimworld. But I'm very willing to learn as I know I'll need it in order to do any modding in rimworld. Let me know if you're interested as I have lots of free time right now.
#15
Ah. Thanks.