Thanks a lot, gotta give it a try!
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#2
Help / Harmony-postfix for "after harvest" ?
April 13, 2018, 06:33:30 AM
I would like to add own code after whatever grew on a tile has been harvested.
Having used harmony patching before I'm pretty sure thats the way to go but I don't have the slightest idea what to patch in particular...
Anybody any advice please?
Having used harmony patching before I'm pretty sure thats the way to go but I don't have the slightest idea what to patch in particular...
Anybody any advice please?
#3
Help / Obsolete: Help on WorkGiver and Recipes please ?
April 09, 2018, 01:30:57 PM
I could'nt find any example how to get to the actuall "Thing"s to feed in the jobdriver if the workgiver processes a recipe.
Edit: meanwhile I found the "Bill" stuff and realized I'm somewhat off the mark =)
anyway, thx ....
Edit: meanwhile I found the "Bill" stuff and realized I'm somewhat off the mark =)
anyway, thx ....
#4
Help / Re: SOLVED: Can't patch terrain texture...
April 08, 2018, 04:12:20 AM
Stupid me forgot to copy the /Patches directory in vs post build event =)
#5
Help / SOLVED: Can't patch terrain texture...
April 05, 2018, 03:54:13 AM
Can anybody please help me why
wont change the texture?
If I overwrite the complete TerrainDef it works...
thanks ahead
Code Select
<Patch>
<Operation Class="PatchOperationReplace">
<xpath>*/TerrainDef[defName="Mud"]/texturePath</xpath>
<value>
<texturePath>contrast_Mud</texturePath>
</value>
</Operation>
</Patch>
wont change the texture?
If I overwrite the complete TerrainDef it works...
thanks ahead
#6
Ideas / Basic water infrastructure
March 06, 2018, 05:36:49 AM
Currently theres some mods out there that somehow add water to the game.
Is it realistic to get a basic water system (with drinking need) in V1.0, similar to the power system?
It shouldn't be THAT hard to do, and would prevent a lot of compatibility issues for modding.
Is it realistic to get a basic water system (with drinking need) in V1.0, similar to the power system?
It shouldn't be THAT hard to do, and would prevent a lot of compatibility issues for modding.
#7
Mods / Re: [MOD REQUEST] - Better Unit Managing - Gear and Apparell
March 06, 2018, 05:27:41 AM
First and foremost: I think a mod like this would improve the gameplay experience a lot!
BUT: it would be rather useless without the pawns getting some "sense" of equipment-ownership (different outfits and loadouts, lockers asf) that lasts over map-exits (current mods seems to have problems with this), and a more robust inventory-infrastructure (again mods seems to have problems with items dropping to floor).
On top of this the current "layer"-design needs improvement to force different mods to be more compatible with eachother in terms of how items replace, complement or augment each other.
TLDR: I think its more of a "equipment-and-inventory-infrastructure" software design problem then an UI problem.
BUT: it would be rather useless without the pawns getting some "sense" of equipment-ownership (different outfits and loadouts, lockers asf) that lasts over map-exits (current mods seems to have problems with this), and a more robust inventory-infrastructure (again mods seems to have problems with items dropping to floor).
On top of this the current "layer"-design needs improvement to force different mods to be more compatible with eachother in terms of how items replace, complement or augment each other.
TLDR: I think its more of a "equipment-and-inventory-infrastructure" software design problem then an UI problem.
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