Every time I try to directly patch one of those abstract defs that multiple defs use as a parent I get an error. Is there some technique for patching these or are they just unpatchable?
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#2
Help / Changing ParentName with patch?
September 17, 2021, 05:41:28 AM
How is a patch that changes a def's parentname supposed to be formatted and is such an operation even possible?
#3
Help / Anyplace I can find a full list of statDefs?
September 13, 2021, 02:36:20 PM
is there anyplace where I can see a list of statdefs such as negotiation ability, aiming time, etc. the way they are named in the code?
#4
Help / Increasing texture scale for wounds?
September 03, 2021, 01:46:49 AM
Is it possible to increase the texture scale of wounds like bandages or missing eyes with xml patches? Where exactly in the core folder are the defs of those stored, if at all?
#5
Help / Can an xml patch be coded to only work if it detects two mods simultaneously?
August 12, 2021, 07:59:09 AM
Let's say I want to use the FindMod operation
How would I format this if I wanted to have it require both ideology and another mod to activate?
Quote<Operation Class="PatchOperationFindMod">
<mods>
<li>Ideology</li>
</mods>
How would I format this if I wanted to have it require both ideology and another mod to activate?
#6
Help / Adding a <graphicdata> category to an existing def with a patch
August 11, 2021, 10:45:43 AM
After trying to add subcategories like <texpath> to a def with no graphicData category I realized that adding those categories is something I haven't done until now
I tried adding it like this but I'm guessing that this does nothing. What is the correct way to patch <graphicdata> into a def?
I tried adding it like this but I'm guessing that this does nothing. What is the correct way to patch <graphicdata> into a def?
Quote<li Class="PatchOperationAdd">
<xpath>*/ThingDef[defName = "ExampleDef"]</xpath>
<value>
<graphicData>
</value>
</li>
#7
Help / Can I patch something added by another mod's patch?
August 04, 2021, 09:59:33 AM
There's this mod called "Diseases+". The mod makes some changes to vanilla diseases including the following patch:
I want to make a patch that changes that minSeverity value. That's all. Is that possible to do with a patch? What xpath do I have to set?
Quote<Operation Class="PatchOperationConditional">
<xpath>*/HediffDef[defName="Malnutrition"]/comps</xpath>
<nomatch Class="PatchOperationAdd">
<xpath>*/HediffDef[defName="Malnutrition"]</xpath>
<!-- comps нет -->
<value>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="RimCore.DiseasesGeneratorA.HediffCompProperties_DiseasesGiver">
<minSeverity>0.4</minSeverity>
<needTicks>180000</needTicks>
<hediffDef>TP_Stomach_Ulcer</hediffDef>
<partsToAffect>
<li>Stomach</li>
</partsToAffect>
<countToAffect>1</countToAffect>
<letter>true</letter>
</li>
I want to make a patch that changes that minSeverity value. That's all. Is that possible to do with a patch? What xpath do I have to set?
#8
Help / Making patch for Deep Storage
July 30, 2021, 02:19:53 AM
I am making an xml patch for LWM's deeps storage for personal use. So far most of the patching works, but I got to a part that got me stuck.
First thing is I'm trying to add a new ingredient to an existing deep storage def. I tried using the code below but it seems to be wrong. No idea why
Second thing is I want to patch the storage capacity, but I have no idea how to go about it since it's a custom class and my best but still wrong guess would be something like
any help is welcome
First thing is I'm trying to add a new ingredient to an existing deep storage def. I tried using the code below but it seems to be wrong. No idea why
Quote<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="ExampleDefName"]/costList</xpath>
<value>
<ComponentIndustrial>1</ComponentIndustrial>
</value>
</li>
Second thing is I want to patch the storage capacity, but I have no idea how to go about it since it's a custom class and my best but still wrong guess would be something like
Quote
<li Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[defName="ExampleDefName"]/comps/maxNumberStacks</xpath>
<value>
<maxNumberStacks>6</maxNumberStacks>
</value>
</li>
any help is welcome
#9
Help / Question about comp classes
January 09, 2021, 09:08:12 AM
I want to create a building with two comp classes
I want it to have both:
<li Class="CompProperties_Explosive">
and
<li Class="LWM.DeepStorage.Properties" >
is that even possible? Can I make a deep storage building that explodes on destruction??
I want it to have both:
<li Class="CompProperties_Explosive">
and
<li Class="LWM.DeepStorage.Properties" >
is that even possible? Can I make a deep storage building that explodes on destruction??
#10
Bugs / (not a bug) "Cannot smelt weapon" at Smelter
October 02, 2020, 05:29:15 AM
My electric smelter doesn't seem to be working. I've been checking the restriction options for half an hour trying different configurations, but it just refuses to execute the smelt weapons bill. All it says is "cannot smelt weapon: need material". Even if I allow everything, it still doesn't allow the bill to be made. That same bill smelted dozens of weapons with no problems just a little earlier in my play-through.
#11
Mods / Question about Children and Pregnancy age restrictions
September 29, 2020, 05:12:36 AM
what is the minimum age that a colonist can get pregnant, and is it tied to the vanilla game's set adult age? If it is, then are there any mods I can use to lower the adult age?
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