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Messages - nethrez1m

#1
Updated for B18: https://www.dropbox.com/s/g26x23t4n4ih4wq/BetterTransportPods_B18.zip?dl=0
Also here is for B19: https://www.dropbox.com/s/nfw3zikcfhsr6oo/BetterTransportPodsB19.zip?dl=0
And for release 1.0, use HugsLib 6.0.1: https://www.dropbox.com/s/iim3dg71uxkr5vf/BetterTransportPods%201.0.zip?dl=0
All versions require an appropriate version of HugsLib, please read the description.
Sadly, earlier version are lost, the admins had deleted them due to age.
#2
Mods / Re: Stay in A16?
May 13, 2017, 06:46:04 AM
Quote from: SheiFoxy on May 13, 2017, 04:57:09 AM
So if I wanna stay in A16 for a while until mods are updated and stuff...
How?

I know how to set the beta. I read to keep your mods, just move them into the mods folder.
Only, when I do that, 1. I get a black screen, or if I do it while the game is running and hit mods, 2. It never loads then crashes when I click again.

Anyone know why? Or how to properly move over steam workshop mods to the mods folder so they won't autoupdate on me?
%steamfolder%/SteamApps/workshop/content/294100/
Copy all the folders (they will be named numerically, like 14914214) and move them elsewhere. After that, unsubscribe from all your workshop mod subscriptions. Goto Rimworld/Mods/, paste there folders you've moved previously and you're done.
#3
Quote from: Wishmaster on March 17, 2017, 08:15:03 AM
Quote from: nethrez1m on March 17, 2017, 05:07:04 AM
Quote from: khor on March 16, 2017, 07:47:59 PM
thanks , but it is compatibility with the reuse pod mode ??
Quote from: Wishmaster on March 16, 2017, 08:50:40 PM
I think so :) .
Reuse pods does not modify the pod definition
Neither does mine. I'm hooking into the window which is drawn when you load a pod and from that window drawing code i change the pod capacity and range.

Oh then it might conflict with my other mod "Medivac" which could be good to know.

I detour
RimWorld.Dialog_LoadTransporters AddPawnsToTransferables()
I'm almost sure it shouldn't be conflicting. You're detouring AddPawnsToTransferables; whereas i'm detouring these methods:

  • FuelNeededToLaunchAtDist
  • MaxLaunchDistanceAtFuelLevel
and making a WindowInjection (which is called before the gui contents, but NOT replacing any code) of Dialog_LoadTransporters.
#4
Quote from: khor on March 16, 2017, 07:47:59 PM
thanks , but it is compatibility with the reuse pod mode ??
Quote from: Wishmaster on March 16, 2017, 08:50:40 PM
I think so :) .
Reuse pods does not modify the pod definition
Neither does mine. I'm hooking into the window which is drawn when you load a pod and from that window drawing code i change the pod capacity and range.
#5
I've made one for the personal usage, you can grab it. Requires HugsLib, range and capacity multipliers are set in the Mod Options Menu.

If license needed : http://www.wtfpl.net/about/

UPD: Posted for A17 (as requested), needs HugsLib v3.1.1 get it here: https://ludeon.com/forums/index.php?topic=28066.0


[attachment deleted by admin due to age]
#6
Mods / Re: DRM in mods
March 07, 2017, 02:19:10 PM
For the clarity sake: from what i've seen in the assembly of the "other" mod, it contains age checks (at least the version posted in LL forums). It should have not allowed child abuse.
So i'm still puzzled how did Thirite get those gifs he's talking about.
#7
Quote from: Thirite on March 04, 2017, 11:51:08 AM
I did it for laughs to upset degenerates. That simple.
The only thing for a proud degenerate here to be upset about is monochromacy itself as the phenomena, not the actions monochromats take due to their illness. It's about the cause, not the consequence.
#8
Quote from: Tammabanana on March 04, 2017, 08:04:28 AM
Quote from: Armyguy on March 04, 2017, 05:48:20 AM
The one we are talking about is a sex mod like the old romance mod all it looks for is pawn and not dead do to the min age in the unmoded game is 14 (from what i see) pederasty more or less can't come up useing that mod.

...so if that mod isn't checking for age, what happens when the min age is modded down to 0, pray tell?

I don't agree with the way in which the mod incompatibility was implemented, but your "but it's not even this mod" defense is flawed*, and so lacking moral high ground. I'm not even going to touch your 14 isn't pederasty/child abuse implication; that speaks volumes on its own.

*  (Not just because you're inaccurately presenting it in terms of an unmodded game, but also rhetorically: OK, so which mods should be blocked?)
But %that% mod does checks for age in the ~same manner as the original Rimworld does. So it probably shouldn't be blamed for a child abuse if you don't blame the game itself as well.
Personally I think it's only the author's choice to block any other mod - because users are free in choice of mods and authors. But i think that authors should give the info about the blocking done in the malicious way.

Added:
Quote from: metky on March 04, 2017, 08:13:54 AM
It's a rape mod.
The sex need/STD mechanic is pretty tame & could be interesting for additional psychology traits or relationship dynamics, but mostly I see it around because it allows tagging prisoners for rape (not to mention adding a nympho trait that allows raping sleeping colonists.)

I 100% support any modder that rigs their code to crash that mod since it's obviously easily circumvented (in the current implementation) and ultimately just making a statement.
It's harsh game.
The eat need/organ removal mechanic is pretty tame & could be interesting for additional psychology traits or relationship dynamics, but mostly I see it around because it allows butchering prisoners for meat and organs (not to mention adding a cannibal trait that allows eating dead colonists.)

I 0% support any modder that rigs their code to crash that game since it's obviously easily circumvented (in the current implementation) and ultimately just making a statement.
#9
Quote from: Thirite on March 04, 2017, 01:22:57 AM
I got a tip off from a random anon the mod in question was specifically designed to allow things like detailed pederasty/child sexual abuse etc. with my mod. So I in turn made my mod specifically designed to not work with it. If you don't like it you can build your own mod with my modified source. And at the end of the day, if I made a couple pederasts butthurt then those few lines of shittily written "load the game forever" code have served their purpose.
Neither of those two things you accusing %that% mod for are in there. Oh well.
Previously you were talking about that you know the other modding communities, one of them is the Minecraft, am i right?
So do you know the mod for it that is called "Gregtech"?
Quote from: Armyguy on March 04, 2017, 05:15:59 AM
Quote from: Thirite on March 04, 2017, 01:22:57 AM
I got a tip off from a random anon the mod in question was specifically designed to allow things like detailed pederasty/child sexual abuse etc. with my mod. So I in turn made my mod specifically designed to not work with it. If you don't like it you can build your own mod with my modified source. And at the end of the day, if I made a couple pederasts butthurt then those few lines of shittily written "load the game forever" code have served their purpose.
What mod are your talking about? the one we are talking about is the one form /vg/ and it has none of that in it.
What are you talking about? You don't need to get into details when you are a knight of justice and holiness in the shining armors, with the glowing golden nimbus spinning over your head. Well, at least when you consider yourself as one.
#10
Quote from: auamoti on March 02, 2017, 11:05:31 AM
its like the trial of howard roark
whoever got the //eat shit was most likely "pretty nasty" also.  who was the firestarter?
Well, i was the one who disabled that "// eat shit" code in order to make this mod compatible with the "censored" mod on the other forum thread.
You can easily find this piece of code lying untouched in the /ModFolder/Source/RimWorldChildren/RimWorld-Children/DetourInjector.cs file around line ~180 as it stands in the recent 0.1j version.
No one seems to try to "start fires". I see a few people around here merely asking why author needed such a categorical thing as crashing/freezing the game and not giving any noticeable information about that could happen to them.
#11
Help / Re: [DLL] Updating mods
February 08, 2017, 09:10:02 AM
I think it is done by Pawn.health.RestorePart now.
#12
IIRC, you don't have to change the original static container of Defs and you can make your own class in your dll with your Defs.


using Verse;
using RimWorld;

namespace MyAwesomeMod
{

  public static class MyMentalStatesDefOf
  {

    public static MentalStateDef Awesomeness;

    public static MentalStateDef NotBeingAwesome;      // Defs, the names should be the same as in your xmls;

    public static void DefBinder()     // Remember to call this method from somewhere you initialize your mod so DefOfHelper will do its magic;
    {
        DefOfHelper.BindDefsFor<MentalStateDef>( typeof( MyMentalStatesDefOf ) );
    }

  }

}


Something like that worked for me when I tried to fool around the bodyparts. Sadly, there was no further use for it and I deleted that solution. But I'm kalmost sure that with that static defof container you can do the same things you can with the original defof container class.

add: And then you can pawn.mindState.mentalStateStarter.TryStartMentalState(MyAwesomeMod.MyMentalStatesDefOf.NotBeingAwesome);
#13
Help / Re: Possible to add new body parts?
May 27, 2016, 12:42:15 PM
Quote from: Fluffy (l2032) on May 27, 2016, 12:06:12 PM
I'm fairly sure that race is considered a static for pawns - that is you can't make modifications to the 'base' body without altering all pawns of that race.

That said, what you want to do sounds like it should be done with hediffs (I've never figured out what hediff is short for, but I'm sticking with health differentials). Hediffs are basically the status effects you receive from diseases, prosthethisc, bionics and so forth, and they can be attached to individual bodyparts on individual pawns.

How you would actually do this I can't say, probably start looking at the age-related cataract hediffs for eyes, and the code that applies them to organ donors elderly pawns.

edit:
Also, please make new threads for new questions, makes it a lot easier for others to find later - and increases your likelihood of a quick answer.
I'm not sure if hediffs can be surgically cut off or be shot off in fight, does damage application system check for existing ones? Please correct me if I'm wrong.
This thread topic looked for me so close to my question so I wasn't sure if I should create a new one with the same title.
#14
Help / Re: Possible to add new body parts?
May 26, 2016, 11:18:55 PM
Now there is the another question. Can you attach an unique Body Parts to the Pawn? For example, if I want to create some mod which will enduce, let's say, mutations from rads or chems, whatever (third eye, sixth finger, etc) without touching all other Pawns with the same Race.
I've found no solution for this so far, because it seems to me that Body is described for the Pawn.race, not the actual Pawn itself. So it's looks impossible for me to make unique bodies for each pawn unless I detour the original Pawn class (adding my own Body class as a Comp may be, didn't look that far) and all of the health-related classes with it's methods. So, that solution will be mostly uncompatible with almost every other mod. Am i right in my bad expectations for that?