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Messages - m1st4x

#16
Help / Re: Stop/nerf insect digging speed
May 04, 2021, 11:28:53 AM
Grab a tool like ILSpy or JetBrains dot peek
Then open Rimworlds main library
<path-to-the-rim>\RimWorldWin64_Data\Managed\Assembly-CSharp.dll
and search for 'insect'. You'll find a class named
ThinkNode_ChancePerHour_InsectDigChance
To change the default behavior you have patch the method inside.
See https://harmony.pardeike.net/articles/patching.html

If you're able to understand code (in c#) you can do it  ;)
#17
Help / Re: Transparent Stuff properties?
May 04, 2021, 04:29:12 AM
Quote
Q: How do I use it?
A: It's a modding tool. It adds an XML attribute "Revolus.TransparentStuff.Opacity" for
<ThingDef>s. Its values may be between 0.5 and 1.0. It is an engine restriction
that higher transparency is not possible. The attribute must be set in the <ThingDef>s
directly, not its "ParentName"!

Have you tried sth like this?


<ThingDef ParentName="ResourceBase">
    <defName>YourDef</defName>
    ...
    <Revolus.TransparentStuff.Opacity>0.5</Revolus.TransparentStuff.Opacity>
    ...
</ThingDef>
#18
Help / Re: [XML] Recipe ingredients
May 02, 2021, 04:54:15 PM
The recipe was meant to be for the crematory - sorry...
I want to implement a realistic crematory recipe which allows to destory all items except fire proof materials like stones, metals and so on to be designated by my mod https://github.com/m1st4x/SmeltDesignations/tree/master/Defs/RecipeDefs
Keyword is *Burnable* (https://mc-oofert.github.io/XML.html)
Do you think I can achieve this with the available restrictions? I'm not sure.
#19
Help / [XML] Recipe ingredients
May 02, 2021, 03:19:32 PM
Is it possible to create a (crematory) recipe which allows all ingredients - and just the exceptions are being defined?
#20
Releases / [1.1-1.2] RimStats
May 01, 2021, 08:01:11 AM
Hi Friends,

do you love statistics? ...micromanagement? ...going deep into the game?

Me2 - so I've started to look for mods and found these two:

*List Stuff
https://steamcommunity.com/sharedfiles/filedetails/?id=2108623238

*WeaponStats
https://steamcommunity.com/sharedfiles/filedetails/?id=974066449

I wanted them both, but not in seperate tabs. So I started spontaneously a merge.
It ended up with RimStats and now I've decided to release it:

https://github.com/m1st4x/RimStats/releases

Please contact the original mod authors about this thread.
They can use my code to update their versions if they like.

Have fun!
-m1st4x
#21
Releases / Re: [1.0-1.2] SmeltDesignations
April 28, 2021, 08:43:42 AM
You should ask that to the original creator of the mod - he seems to be inactive in this case.
I don't use steam, so I won't publish any of my mods/updates there.

Btw, you can install any non-steam mod into your steam version - just download and unpack it to the Rimworld/Mods folder.

Feel free to post my github-link to the steam workshop as well.

Chers,
m1st4x
#22
Help / Re: Remove trait by patch
April 27, 2021, 08:37:28 AM
Yes indeed I didn't know and it fixes the problem, thanks :)
#23
Help / Re: Remove trait by patch
April 26, 2021, 12:30:42 AM
Yes, and it's always the same :D
Thanks@all for helping!
#24
Help / Re: Remove trait by patch
April 25, 2021, 01:31:17 PM

[DefOf]
public static class VTEDefOf
{
public static TraitDef VTE_Neat;
public static TraitDef VTE_Slob;
...
}


these objects are used by VTE for harmony patching in order to implement the behavior of the trait.

My mod gets loaded afterwards and removes the xml-definition of VTE_Neat and VTE_Slob.

It feels clear to me that I cannot remove XML when there is still code which refers to it.

That means I'd have to 're-patch' all VTE methods which use the deleted definitions.

-To avoid these traits being assigned to new generated pawns is a much better solution

Thanks RawCode


#25
Help / Re: Remove trait by patch
April 25, 2021, 06:03:32 AM
I want to remove VTE_Neat and VTE_Slob from VanillaTraitsExpanded.

patch operation:
  <Operation Class="PatchOperationRemove">
    <xpath>/Defs/TraitDef[defName="VTE_Neat"]</xpath>
  </Operation>


stack trace:

Failed to find RimWorld.TraitDef named VTE_Neat. There are 96 defs of this type loaded.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:GetNamed(String, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.GenDefDatabase:GetDef(Type, String, Boolean)
RimWorld.DefOfHelper:BindDefsFor(Type)
RimWorld.DefOfHelper:RebindAllDefOfs(Boolean)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
#26
Help / Re: Remove trait by patch
April 24, 2021, 04:03:31 PM
Hi guys, thanks for your thoughts.

There's no other xml-reference to the defname I removed.

So guess I've to 'blacklist' the corresponding code...
Is it worth the effort?
Can I do this with Harmony?
Examples?
#27
Releases / Re: [1.0-1.2] SmeltDesignations
April 24, 2021, 06:23:22 AM
A small update released to add smeltable apparel to the recipe as well.
https://github.com/m1st4x/SmeltDesignations/releases/tag/1.2.1

-enjoy


#28
Hey Captain,
to get your first weapons into the game, check out other mods that do the same - a general advice to new modders.
Wish you the staying power!
-m1st4x

#29
Unfinished / Re: Pawn display name
April 22, 2021, 05:06:55 PM
Thanks Canute, your approach is the right one.
I've found the cooresponding code in NameTriple.cs
-m1st4x
#30
Unfinished / Re: Simple Personalities
April 22, 2021, 04:38:29 PM
Hey mate, that's great!
I do know Enneagram by myself and would never have thought of using it in Rimworld - really interesting!
First, rename your mod into 'Complex Personalities' what you wanna do is not simple imo^^ It's not just XML, you'll have to work with C# as well.
Anyway, thanks for the concept, gonna think about this!
-m1st4x