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Messages - skullywag

#211
General Discussion / Re: Is Tynan dead?
July 04, 2017, 03:10:11 AM
He posted 4 days ago on the sub reddit. There are many places to gather feedback about the game and for him to engage with the community. Keep that in mind.
#212
Outdated / Re: [A16] Mind Altering Device (v1.16)
July 03, 2017, 12:48:39 PM
Izzys a friend of mine. Ill see if i can find out what his plans are. If he comes on steam anytime soon....
#213
Quote from: JustALittleCrazyTalk on July 03, 2017, 04:05:38 AM
How do you change a loadout once you've made one?

Use the Assign tab.
#214
Thats not a bug with this mod. Some other mod interaction is causing that. Ive seen it reported elsewhere.
#215
According to Tynan:

"It's broken in A17 due to some optimizations, we've improved it for next alpha."

From a reddit thread of the same irk.
#216
Agree, I do this everytime i start a new alpha, not cuz i hope its changed, simply that it feels natural to do so.
#217
From steam:

Tanelorn 4 hours ago 
I am seeing the ability to craft sling shot now, but I see nothing for crafting slings. Is this from another mod or is this an incomplete part of CE?

Gunblade Hero 6 hours ago 
I seem to be having an issue where my tribesmen cannot drop ammo, specifically arrows (I have not tested bullets). Further, when they craft great stone arrows they will carry them to the stockpile and when they put it down, the arrows vanish. The pawn did not pick them up, no others pawns in the area picked them up and it did not auto-stack with another stack of them nearby.
#218
Not really an xpath question, this is one for the modding community in general, i dont know of any way within the core system, but others may have done funky stuff with custom operations. Chuck a thread on mods and see if anyone knows of a way.
#219
For people that care:

namespace Verse
{
public class PatchOperationAttributeAdd : PatchOperationAttribute
{
protected string value;

protected override bool ApplyWorker(XmlDocument xml)
{
bool result = false;
foreach (object current in xml.SelectNodes(this.xpath))
{
XmlNode xmlNode = current as XmlNode;
if (xmlNode.Attributes[this.attribute] == null)
{
XmlAttribute xmlAttribute = xmlNode.OwnerDocument.CreateAttribute(this.attribute);
xmlAttribute.Value = this.value;
xmlNode.Attributes.Append(xmlAttribute);
result = true;
}
}
return result;
}
}
}


simple answer:

<li Class="PatchOperationAttributeAdd">
  <xpath>/Defs/ThingDef[defName = "ExampleDef"]</xpath>
  <attribute>ParentName</attribute>
  <value>ExampleAbstract</value>
</li>


Think thats right. :)

There also attributeSet for changing ones that already exist.
#222
I just pushed the latest build to steam on behalf of NIA for those that care.
#223
Could be the conversion from float value to time in seconds value hasnt been done on the def??? I havent actually checked.
#224
well, per file if you can make the xpath match what you want itll patch each thing it finds. The issue above is that it will obviously continue to run on ALL files therefore you have to define the pawns name to ensure you are ONLY hitting those pawns from that mod. If thats the only identifier you have theres not much you can do with the vanilla patching system bar what youve already stated.
#225
Sorry the conduit point was for the storage issue above.