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Messages - Fluffy (l2032)

#136
Help / Re: "'X' already has short hash" Error
December 14, 2017, 07:56:31 AM
Did you check your references? It looks like you're copying the core RimWorld dlls as local references, which means the game basically tries to start twice.

In addition, I think you 'installed' harmony as a mod by just copying the files from github and putting it in the mods folder. Thats not how it works, you need to add the harmony dll to your references (and in this case, you do want it to be local). But honestly, you probably don't need harmony, and as a beginning modder, you probably should stay away from it until you know what you're doing. Harmony is immensely powerful, but if you don't know how to use that power it's just as easy to wreck things as it is to fix things.
#137
Help / Re: Setting up dropdown menu for walls
December 14, 2017, 07:51:41 AM
Yeah you're in a bit of a pickle there. The vanilla stuff system only allows for one of the materials to be stuffed, so you could create walls out of different types of stone, but then they'd all have the same style and color, so you'd need to make defs for all the styles/colours you want to use. You could add a 'dye' ingredient as a stuff, but then you'd need to create defs for each building material. In both cases you'd be creating clutter in the architect menu.

My ArchitectSense mod can help reduce that clutter, as it allows you to make subcategories. So you could make defs with the standard wood/stone/metal stuff types for each style and colour combination, and then create a category for each style. The user will see a button for each style, clicking that opens a 'dropdown' with buttons for the colours, and clicking that gives the stuff selection dropdown. Setting it up is fairly easy, there's a few examples included in the mod's source.

https://github.com/FluffierThanThou/RW_ArchitectSense
#138
These logs aren't very helpful, in identifying which mod is to blame, but an interaction between PC and Alien Races does seem the likely culprit.

Note to modders;
This error occurs when an exception is thrown in between GUI.BeginGroup() and GUI.EndGroup() calls. If there's a possibility of an exception being thrown in such a block, you should always try to use a try/catch block, and call GUI.EndGroup() in the finally clause.

e.g., instead of;

GUI.BeginGroup( rect );

// some potentially failing code

GUI.EndGroup( rect );


use


GUI.BeginGroup( rect);
try {
    // some potentially failing code
} catch ( Exception e ) {
    // log and/or resolve the problem
} finally {
   GUI.EndGroup();
}
#139
Help / Re: Were to find .dll files for rimworld?
December 14, 2017, 07:28:46 AM
@CannibarRechter; yep, and that's further aided by C# being quite a verbose and descriptive language in itself. It's usually trivial to determine what a piece of code is supposed to do, and a bit of digging into references with ILSpy will give you a clear picture about most systems.

Some bits of the code are a bit mangled by the compiler, notably iterator blocks (Zenthar's ILSpy helps a lot with those), and some specific methods; e.g. the code that generates the right-click context menu. If you ask nicely and can show that you've made an effort, you can also ask the developers to send you particular bits of original source code. That will be documented, and not mangled by the compilation/decompilation process. This should be a last resort though!
#140
Releases / Re: [A12-18][MODLIST] Fluffy's Mods
December 08, 2017, 09:16:23 PM
@falconne; nope, no real limit outside of the UI. Both because it doesn't fit in the cell, and because having more levels would become a pain to manage with a spreadsheet like UI as we have now.
#141
Also, you probably shouldn't be creating the Settings object inside the actual prefix. Use a static class with all the initialization required (shouldn't be much), then reference that.

#142
Releases / Re: [A12-18][MODLIST] Fluffy's Mods
November 30, 2017, 11:36:30 AM
Quote from: BlackSmokeDMax on November 30, 2017, 11:12:48 AM
Did you perhaps remove some options from the worktabs mod or just the right click menu?
Nope, wasn't me. At least not intentionally ;).
#143
Releases / Re: [A12-18][MODLIST] Fluffy's Mods
November 30, 2017, 08:26:22 AM
Quote from: BlackSmokeDMax on November 27, 2017, 03:12:10 PM
Over the weekend I was playing and saw a similar issue to what Malacai was reporting, but with construction. I used the advanced mode to shut off any building, but it seems as long as any construction jobs are enabled they can construct anything via right-click menu. During this game I had many mods enabled.

I then tested today with a fresh install with the only mod being WorkTab. Still had the same results.

To test this you can set a pawn to have *only* "Smooth Floors" enabled (it will do the same with other things as well), the rest of construction sub-jobs shut down. Set a construction job, and then prioritize a pawn who shouldn't be able to do that job. They will start building. I did confirm that a pawn who can construct but with *all* construction off, still can not build anything.

Yeah, that's basically working as intended. The right-click menus are designed to only check for the workType, as that is the only relevant thing in vanilla RimWorld. Since all work restrictions are basically UI only, pawns can still actually do disabled jobs just fine if they somehow get them assigned. I have two options here; break open the extremely complex FloatMenuMaker_Map to fix this (possibly producing other bugs/incompatibilities in the process), or just leave it alone. I chose the latter.
#144
Stories / Re: Donald Trump on Rimworld - an a17 story
November 30, 2017, 03:47:45 AM
These are awesome! First time in a long time I've read something about Trump that made me smile instead of frown...
#145
Releases / Re: [A12-18][MODLIST] Fluffy's Mods
November 27, 2017, 09:10:44 AM
What you see on the work tab is the same as what the pawns actual priorities are, barring any weird errors. I'd need to see an output_log, and preferably a savegame (assuming you're not using too many mods).
#146
Releases / Re: [B18] ResearchPal and HelpTab
November 26, 2017, 06:20:43 PM
@Topper; that's fine, not really an error, just a warning for mod developers (or apparently, Tynan).

Basically, it means that research A is configured to have B and C as a prerequisite, but B already has C as a prerequisite as well, so there's no point in A having C as a direct prerequisite. The reason the message is there is that such prerequisites would screw up the placement algorithm, but the mod removes the redundant prerequisites automatically.
#147
Would you mind making the source code for all your mods available?

Especially the multithreaded plant ticking is a big accomplishment, and having something like that open source would enable others to build upon it, or learn from it to apply to other areas. In addition, it would help other modders to isolate potential issues, and help make the mod even better.
#148
Releases / Re: [A12-18][MODLIST] Fluffy's Mods
November 02, 2017, 06:52:04 AM
For those who weren't aware yet; almost all of my mods are ready for A18. Click the little box icon () next to the mod to go to the GitHub releases page, where A18 versions will be marked as pre-releases.
#149
@giannikampa; awesome, glad to hear that! :)
@NemesisN; sadly, no, not really. The size is a (hardcoded) limitation of the vanilla selection tool, not something I can easily work around.

If I did try to work around it (should be possible with a Harmony patch or two), it would apply to all designators. I don't want to sneak something like that into a seemingly unrelated mod, as it might cause issues down the line.

Moral of the story, it's a slightly tricky and low priority task for me, but if I were to do it, I'd make a separate mini-mod so users know what they're installing. That also means any other modder familiar with harmony could create such a mod.
#150
1) no
2) no
3) steam (but directly calling the exe)
4) no (win10 education, which afaik is basically enterprise)