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Messages - Fluffy (l2032)

#151
although, there seems to be something odd going on; restarting with the keybinding either doesn't close the current RW, or opens two sessions of RW. Whenever I restart, an extra RW opens up.
#152
thanks a bunch! The quick restart is an absolute godsend when modding
#153
The slaughtering zone setting does not do what you think it does, it actually sets the zone before slaughtering. It does not restrict slaughtering to only animals in that zone. If the frogs you had set aside are adults, that's a different problem - but I assume they are juveniles, and you have set the juvenile limits to 0?

#154
Mods / Re: C++ and RimWorld mods.
October 25, 2017, 07:19:35 AM
QuoteSeeing as Visual Studio can compile .Net
C++ is not a .Net language, is it?

QuoteOh and do look up methods vs properties. While they are nearly identical, they aren't in all cases.
Technically, a property is a combination of two methods, a getter, and a setter. It's just syntactic sugar, really. Ofcourse, there's a bunch more magic going on behind the scenes with magic properties (automatically create a backing field), and getter shorthand. In addition, there's some extra reflection helpers for properties (but you could also just use method reflection on [propertyName]_get to get the getter method directly).

But yeah, C# is a really nice beginner language, and should be easy coming from C++. The language itself is incredibly descriptive, to the point of being overly verbose. Also, it's managed, so it's quite a bit harder to create memory leaks.

As far as I know, the Unity engine itself is written in C++, but applications built on it are generally C# or JavaScript (yuck). Ofcourse, you can create bindings to C++ methods from C#, but that's probably more trouble than it's worth for most projects.
#155
That would be great, thanks :)
#156
Quote from: damngrl on October 02, 2017, 06:13:37 PM
I'm afraid I longer can play with this QOL mod.

Would you mind uploading your save game somewhere, so that I can fiddle around with it a bit and try to figure out the cause of your issues? Also, just to be certain, the output_log.txt. And if you're using odd versions of mods (e.g. not the steam workshop versions), a copy of those as well.

Thanks!
#157
Help / Re: Need a "template" to create a mod
September 21, 2017, 08:26:57 AM
There's a bunch of slots that are there but not used; individual fingers and toes for example should work.
#158
Help / Re: Patching abstract copies in older mods
September 21, 2017, 08:25:29 AM
There should be, but perhaps for some reason, it's stopping after the first occurrence. I'm by no means an export on xml patches (I try to avoid them like the plague), but if the defs in question all inherit from a given 'baseDef' directly, you could try to select those defs directly by targeting the 'parent' attribute of these defs. That should, in theory at least, catch all defs that descent from the parent.

There's some caveats with inheritance there, but it should work. Then again, I might be completely wrong. XML patches are horrible. Great when they work, but a pita to debug when they don't.
#159
I'll look into making the expand/collapse setting persist, thats a good idea!
#160
@maculator; Yeah, it's been on my to-do list for a while now: https://github.com/FluffierThanThou/WorkTab/issues/67

I had to redo the tab from the ground up because A17 made significant changes to the way these 'pawntable' tabs are created and rendered. Note that you can expand and collapse individual worktypes now, which should help a bit.
#161
I have no idea what the normal way is, to be honest :P Might not even be the actual icon that's the problem, but something just before it.

Anyway, that's the second report for the Zabrak mod, so I guess I should look into it sometime soon ;)

(https://github.com/FluffierThanThou/RelationsTab/issues/19)
#162
@sirgzu; do you know what faction the guy in the bottom left is? He's the last one that got rendered, and only partially (the faction icon is missing).
#163
@BlackCatTheGreat; nope, that's an issue I'm still working on - you did nothing wrong, it's just that many mods and/or smaller screens cause some issues.

Do note that you can right click columns to expand/collapse them individually (I think it was right click, might be ctrl-click, it's in the tooltip in any case).

@Kadian; ah ok, that screenshot threw me off. Yeah, there's currently the mech shutdown tool causing issues, there have been a few other mods that add designators that caused issues in the past, which may still be (or have an older version) in HCSK.  I'm hoping to come up with a better more generic solution, but that might be a while. If you can provide an output_log I _might_ be able to do something about it. Failing that, it would be a great help if you could find out which specific mod is causing the trouble.
#164
@sai05; http://steamcommunity.com/sharedfiles/filedetails/?id=725234314 that should give you an idea ;). Please don't copy/paste the whole log, but put it online somewhere I can find it.

@Kadian; Ah, I assumed none of the floors were working. Stuffed Floors doesn't automatically make all floors use the stuffing system, I've added a few common floors from vanilla and popular mods, but there are other floor mods out there - it looks like HCSK might be using some of them. Either the author of HCSK or of the original mods would have to make a few modifications to support stuffed floors.

For the record, the way this works is not the same as normal stuff. Floors, unlike furniture and constructions, don't normally allow for a type of stuff. So instead of having one definition for 'wall' that has a variable called 'material' (stuff), floors have a hardcoded material. The way Stuffed Floors works is that it dynamically generates floors for different 'floortype'/material combos, and then uses Architect Sense to group the similar floors together, and give the buttons the same look and feel as walls. In order to support Stuffed Floors, mods would have to add such a floorTypeDef.
#165
@Kadian; It's probably not the floors, but another mod adding a designator that does so in an old-fashioned and destructive way, basically resetting all the designators.

I've had some issues with this in the past with other mods, should have been resolved though. Are you sure you're on the latest version?