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Messages - mrofa

#166
Outdated / Re: [A15] Realistic Medical System (31.08.2016)
September 11, 2016, 02:58:20 AM
Looks like better masochist hard mode
Will need try it on my next run :D
#167
Help / Re: Animated gif images?
September 09, 2016, 09:54:39 AM
Verse.PawnRenderer.DrawEquipment, only that one and settings with comp/thingdef
Should break UI mods unless they use renderer insted of def for some odd reason :P
#168
Help / Re: Animated gif images?
September 09, 2016, 05:32:50 AM
Quote from: RawCode on September 08, 2016, 05:39:44 PM
Quote from: hendrikpfaff on September 08, 2016, 11:19:54 AM
Master Bucketsmith is helpfull..
Your not RawCode.
i ment if there whas any way of using animated gifs as weapons and there whas nothing on google about it so thats why i asked thanks for nothing  ;)

my answers are never "helpful" in "do it for me" or "spoonfeed me" threads, sad story.

if you need "good" answer, you should at least try to implement thing you are asking for, provide some proof of your own work, perform some research and post results, do at least something.
It does not matter what you did and what results your got, just try.

asking other people work for you will not work in most cases, recipe for you is
~3 hooks
second link from google
"gizmo" keyword for injection points

Nahh rawie he only need one detour and a program to chop gif into png images.
#169
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 09, 2016, 01:40:08 AM
Writing a detour class and class you want to detour with :P
#170
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 05, 2016, 08:03:45 PM
Detours relay on RawCode code, he did post it somewhere in help section i think :P
#171
Yehh animals dont really stay long, polar bears stays the longest but when winter comes they in most cases run away from the map.

makkenhoff:
I know the feeling had the same colony ending with thombro :D
#172
Quote from: Serenity on September 04, 2016, 02:13:16 PM
The problem is not having a choice about it. It'd be fine if had control over giving them food and not doing so makes them annoyed with you.

Did a small couter for that, lockable doors, uses float menu(same as comms consol).
Not the best solution but its better than visitors starving my colony :P

[attachment deleted by admin - too old]
#173
Seems like hash system is still broken ...

Orion can you make visitors not to eat your food :P ?
#174
Its possible and yehh human meat is your best food, for longer part of establishing stable colony. After 8 tries im on a good way to be stable, with good ammount of corpses to eat.
Anyways guys i got a challange for you :D
-No early game mods, not including UI mods
-No edb for colonist creation(yes mashochistic randome clicking) :D
-Lone Explorer Scenario
-Randy, i do this on extreme/permadeath but bit lower difficulity level without permadeath shouldnt really change much(randy for not so steady supplies of corpses)
-Map 400x300 with "planetologist" seed
-Colony map size(advenced button) 325x325
-Colony location at coords 41.60E , 71.47N. Big white thingy on the north parth on the map, there are three locations with winter -80 and below any of them is decent thrugh the coords i did post have good open space with good defensive position near mountain(usuall spawn point).
-Goal get colony to be able to sustain 10 colonists and have atleast 3 canibals :D
#175
Bugs / Steam offline mode mods problem
September 03, 2016, 09:49:46 AM
So with latest version(didnt try it on prev),  launching game with steam offline mode make all mods downloaded from steam workshop unsuable.
#176
Dunno im on last build and still get hash errors.


Thrugh they are a bit diffrent now, as you can see hash is set but both things got the same hash.
Its a door mat from lattas mod and crate from l2evy mod. Interesting part of this error is that lattas mod dont have custom thingdefs, only l2evy mod got custom ones.
Anyone did test if this error/old hash happens on comp thingdefs/props?
#177
Either you need a workgiver and a job or float menu on a item

Example of float menu: (myPawn is the selected pawn)
public override IEnumerable<FloatMenuOption> GetFloatMenuOptions(Pawn myPawn)
        {



            List<FloatMenuOption> list = new List<FloatMenuOption>();

            {
                if (!myPawn.CanReserve(this))
                {

                    FloatMenuOption item = new FloatMenuOption("CannotUseReserved".Translate(), null);
                    return new List<FloatMenuOption>
{
item
};
                }
                if (!myPawn.CanReach(this, PathEndMode.Touch, Danger.Some))
                {
                    FloatMenuOption item2 = new FloatMenuOption("CannotUseNoPath".Translate(), null);
                    return new List<FloatMenuOption>
{
item2
};

                }

                if (myPawn != OwnerPawn)
                {
                    Action action3 = delegate
                    {
                        OwnerPawn = myPawn;
                        OwnerPawnID = myPawn.thingIDNumber;
                    };
                    list.Add(new FloatMenuOption("ClutterMakeOwnerPart1".Translate() + myPawn.Name.ToStringShort + "ClutterMakeOwnerPart2".Translate(), action3));
                }



                if (StoredClothSetList.Count <= 0 && myPawn == OwnerPawn && !Interaction)
                {
                    Action action1 = delegate
                    {
                        if (myPawn.drafter.CanTakeOrderedJob())
                        {
                            myPawn.drafter.TakeOrderedJob(LockerJob);
                        }
                        else
                        {
                            myPawn.QueueJob(LockerJob);
                            myPawn.jobs.StopAll();
                        }
                        OwnerPawn = myPawn;
                        myPawn.Reserve(this);
                        num = 0;

                    };
                    list.Add(new FloatMenuOption("ClutterStoreCloths".Translate(), action1));
                }
                if (StoredClothSetList.Count > 0 && myPawn == OwnerPawn && !Interaction)
                {
                    Action action2 = delegate
                    {
                        if (myPawn.drafter.CanTakeOrderedJob())
                        {
                            myPawn.drafter.TakeOrderedJob(LockerJob);
                        }
                        else
                        {
                            myPawn.QueueJob(LockerJob);
                            myPawn.jobs.StopAll();
                        }
                        myPawn.Reserve(this);
                        num = 1;

                    };
                    list.Add(new FloatMenuOption("ClutterSwitchCloths".Translate(), action2));
                }

            }
            return list;
        }
#178
Outdated / Re: [A14] Community Core Library v0.14.3.1
August 31, 2016, 08:29:34 PM

Ekie is currently working hard so dont bother him.
Also if you see him moving, run , thats prapobly a zombie.

#179
public override void SpawnSetup()
    {
      base.SpawnSetup();
      this.powerComp = this.GetComp<CompPowerTrader>();
  LongEventHandler.ExecuteWhenFinished(SS2);
      this.factionthing = this.factionInt;
}

public void SS2()
{
   PackingBenchTierOne.Ui_Pmode1 = ContentFinder<Texture2D>.Get("Things/Building/Ui/Ui_Pack", true);
      PackingBenchTierOne.Ui_Pmode2 = ContentFinder<Texture2D>.Get("Things/Building/Ui/Ui_unPack", true);
      PackingBenchTierOne.TexOpen = GraphicDatabase.Get<Graphic_Single>("Things/Building/Frames/PackingBenchTier1_Open");
      PackingBenchTierOne.TexClosed = GraphicDatabase.Get<Graphic_Single>("Things/Building/Frames/PackingBenchTier1_Closed");
      PackingBenchTierOne.TexResFrames = (Graphic[]) new Graphic_Single[12];
      for (int index = 0; index < 12; ++index)
      {
        PackingBenchTierOne.TexResFrames[index] = GraphicDatabase.Get<Graphic_Single>("Things/Building/Frames/PackingBenchTier1_Frame" + (object) (index + 1));
        PackingBenchTierOne.TexResFrames[index].drawSize = this.Graphic.drawSize;
        PackingBenchTierOne.TexResFrames[index].color = this.Graphic.color;
        PackingBenchTierOne.TexResFrames[index].colorTwo = this.Graphic.colorTwo;
        PackingBenchTierOne.TexResFrames[index].MatSingle.color = this.Graphic.MatSingle.color;
      }
}


This should work for you
#180
General Discussion / Re: Siege is really imbalanced !!
August 31, 2016, 04:11:02 AM
Quote from: Chibiabos on August 31, 2016, 03:24:39 AM
Quote from: mrofa on August 31, 2016, 03:16:26 AM
You know very funny fact, shells do explode just like turrets when heavy damaged, mortars do explode when heavy damaged. And goddamn how fast you can wipe out sige camp.
Your best bet is ofc sniper rifle, but if you dont have one your next best thing is personal shield. Get one of colonist to run around with a shild close engouh to distract enemies, while other to shoot shells or mortar.

There's no one-size-fits-all 'best bet.'

Except minigun :D