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Messages - mrofa

#31
asquirrel: here, official one will be leater since i need to make the mod menu.

lance_hardwoodL: yep not soon thrugh
#32
Harry_Dicks:
Fixed, was testing steel wall textures forogot to change it back ...
#33
Well everything seems to work fine, thrugh im certian there are some bugs somwhere :D
So everything is updated to B18.
And here is a small bonus that wil soon end up in misc :D

Madman666 im not sure what you mean about the walls, i think i just updated 2 corners of the entire wall, but there isnt anything else new about it.
#34
Madman if everything will go  smooth or without bigger hickups, everything should be updated till or on this weekend
#35
Its a esthethic choice since the doors textures in both my and vanilia move, and putting then next each other will make them overlap.
I might do it as a option in mod menu, since vanilia ones are added thrugh code and not xml. But if you wanna check how it looks more or less you can check with Reinforced doors, just go into mod direcotry /Defs/Thingdefs, open ThingDoor.xml with any text editor.
Then just find and delete this part
    <placeWorkers>
      <li>ClutterStructure_Door.PlaceWorker_NoAdjacentDoor</li>
    </placeWorkers>


And save :P

As for linkable doors, dont look like i can make it compatibile, since we are both changing door class.


#36
Releases / Re: [B18] Project Armoury 1.0
December 28, 2017, 01:07:57 PM
--! error is in 6 files
    <!--<equippedStatOffsets>
<MoveSpeed>-0.13</MoveSpeed>
                </equippedStatOffsets>-->--!>

Just delete "--!>" at the end

And i found buildable def its in Ar_ak5
<ThingDef ParentName="BaseGunThing">
<thingCategories>
<li>WeaponsRanged</li>
</thingC

Is missing Abstract ="True"

#37
Releases / Re: [B18] Project Armoury 1.0
December 27, 2017, 11:58:22 AM
Poly mate got some errors why loading the mod, did try both media fire and nexus links
Apart from last 2 errors rest is PA specific

#38
Wallzies

Didnt have much time to test so i will prooly add them officialy next year
#39
Hahaha true, nothing like being in top shape :D
Thanks :D
#40
Ok doors, windows and hands are updated, also added small mod to misc for charged weapons.

Charged weapons are a bit better in terms of accuracy, this include mechanoid weapons. Charged lance have lowered range but all charged weapons have thier own damage type now, which is energy, its only coutered by electrical rating of armor which is the lowest comepare to all others armor ratings. So in most cases charged weapons will do thier full damage. Charged rifle has 4 more range, makes it more vialable for medium range combat for that hight tech, hight tier spacer weapon ...
Heavy charged blaster ... dont even ask just avoid it.
#41
Im not dead, didnt  abandoned the mod, santa was eaten by squieerls.
Just dont have much time due my job ...

Im updating the mod thrugh, will throw doors, windows and hands mods tommorow into send space.

lance_hardwood: Yes desk will be added with furniture, althrugh  the furniture is the last on the update list since its the largest and most complicated.

Madman666: Added prisoners to doors system, thrugh it dont seem to do anything, it might work with the mod that you mentioned thrugh.
Glass stuff im not sure if i will have time for it, atleast not in near feature.

schlauewurst: Im to cheap to pay steam to upload a mod so no mate
#42
Help / Re: Rotate Interaction Cells
December 24, 2017, 05:30:31 AM
Becouse you`re missing interaction cell lines
<hasInteractionCell>true</hasInteractionCell>
<interactionCellOffset>(0,0,1)</interactionCellOffset>
#43
Help / Re: Mod Menus + PersistData + Verse + How?
December 09, 2017, 09:11:37 PM
I doubt there are any guides on it, anyways here is mainly how its done.
You need 2 classes
namespace Clutter_StructureWall
{
    [StaticConstructorOnStartup]
    public class C_StructureWallModMenu : Mod
    {

        public static C_StructureWallModUI settings;

        public C_StructureWallModMenu(ModContentPack content)
            : base(content)
        {
            C_StructureWallModMenu.settings = base.GetSettings<C_StructureWallModUI>();

            //Log.Message("Clutter Furniture :: initialized");
        }

        public override string SettingsCategory()
        {
            return "Clutter Structure Wall`s";
        }

        public override void DoSettingsWindowContents(Rect inRect)
        {
            C_StructureWallModMenu.settings.DoWindowContents(inRect);
        }
    }
}


This class will reference to your ui class, it will create additonal entry in mod menu float menu.


public C_StructureWallModMenu(ModContentPack content)
            : base(content)
        {
            C_StructureWallModMenu.settings = base.GetSettings<C_StructureWallModUI>();

            //Log.Message("Clutter Furniture :: initialized");
        }

This method is a reference to your UI class. in my case its C_StructureWallModUI

Name of that entry is in "SettingsCategory" method, as you see in my case is  "Clutter Structure Wall`s".




UI class, only method from this that is needed is "DoWindowContents"

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using UnityEngine;
using Verse;
using Verse.Sound;
using Verse.AI;
using RimWorld;
using RimWorld.Planet;


namespace Clutter_StructureWall
{

    public class C_StructureWallModUI : ModSettings
    {
        public static bool ModdedWallsActive = true;
        public static bool WallTextureActive = true;
        //public static bool RebootSettingChange = false;
        private const float LineHeight = 28f;
        private static readonly Color ListDarkColor = new Color(0f, 0f, 0f, 0.3f);
        private static readonly Color lightColor = new Color(0.4f, 0.4f, 0.4f, 0.15f);
       
        public void DoWindowContents(Rect canvas)
        {
            Rect MainRect = new Rect(canvas.x + 10f, canvas.y + 10f, canvas.width - 10f, 240f);
            Rect MainRect2 = new Rect(MainRect.x,MainRect.height+MainRect.y+10f, canvas.width - 10f, 240f);
            ValWallMenu(MainRect);
            ModdedWallMenu(MainRect2);
        }

        public void ModdedWallMenu(Rect MainRect)
        {
            Widgets.DrawBox(MainRect);
            Rect viewRect = MainRect.ContractedBy(8f);
            Rect PrevMain = new Rect(viewRect.width - 190f, viewRect.y + 4f, 204f, 204f);
            float posY = viewRect.y;
            DrawArea(PrevMain, ListDarkColor);
            Rect PrevTex = PrevMain.ContractedBy(4f);
            //  Text.Font = GameFont.Medium;
            Rect LabelRect = new Rect(viewRect.x + 4f, viewRect.y - 6f, viewRect.width, viewRect.height);
            Widgets.Label(LabelRect, "--------------------------------------------------\nModded Wall`s\n--------------------------------------------------");
            // Text.Font = GameFont.Small;
            posY += LineHeight;
            SelectableBox2(new Rect(viewRect.width / 2 + 70f, posY - 20f, 150f, 38f));
            posY += LineHeight;
            Rect TextRect = new Rect(viewRect.x + 4f, posY, viewRect.width - 220f, viewRect.height - 72f);
            DrawArea(TextRect, ListDarkColor);
            Rect TextBox = TextRect.ContractedBy(4f);
            Widgets.Label(TextBox, "[Description]\n\nAdds two additional walls, mostly for looks.\n\n[Require Game Client Restart]");
            if (ModdedWallsActive)
            {
                Widgets.DrawTextureFitted(PrevTex, UITex.ModWallPrev, 1);
            }
            else
            {
                Widgets.DrawTextureFitted(PrevTex, UITex.ModWallPrev2, 1);
            }
        }

        public void SelectableBox2(Rect areaRect)
        {
            DrawArea(areaRect, ListDarkColor);
            Rect areaCon = areaRect.ContractedBy(6f);
            Text.Anchor = TextAnchor.MiddleLeft;
            Widgets.Label(areaCon, ModWallString());
            Text.Anchor = TextAnchor.UpperLeft;
            DrawArea(new Rect((areaRect.x - 30f) + areaRect.width, areaRect.y + 6f, 26f, 26f), ListDarkColor);
            Widgets.Checkbox(new Vector2((areaRect.x - 29f) + areaRect.width, areaRect.y + 6f), ref ModdedWallsActive);
            if (Widgets.ButtonInvisible(areaRect))
            {
                ModdedWallsActive = !ModdedWallsActive;

            }
            if (Mouse.IsOver(areaRect))
            {
                Widgets.DrawHighlight(areaRect);
            }

        }

        public void ValWallMenu(Rect MainRect)
        {
           

            Widgets.DrawBox(MainRect);
            Rect viewRect = MainRect.ContractedBy(8f);
            Rect PrevMain = new Rect(viewRect.width - 190f, viewRect.y + 4f, 204f, 204f);
            float posY = viewRect.y;
            DrawArea(PrevMain, ListDarkColor);
            Rect PrevTex = PrevMain.ContractedBy(4f);
            //  Text.Font = GameFont.Medium;
            Rect LabelRect = new Rect(viewRect.x + 4f, viewRect.y - 6f, viewRect.width, viewRect.height);
            Widgets.Label(LabelRect, "--------------------------------------------------\nVanilia Wall`s Textures Remake\n--------------------------------------------------");
            // Text.Font = GameFont.Small;
            posY += LineHeight;
            // Widgets.DrawLineHorizontal(LabelRect.x-8f, posY, viewRect.width - 210f);
            SelectableBox(new Rect(viewRect.width / 2 + 70f, posY - 20f, 150f, 38f));
            posY += LineHeight;
            Rect TextRect = new Rect(viewRect.x + 4f, posY, viewRect.width - 220f, viewRect.height - 72f);
            DrawArea(TextRect, ListDarkColor);
            Rect TextBox = TextRect.ContractedBy(4f);
            Widgets.Label(TextBox, "[Description]\n\nReplaces vanilia wall textures with slightly redone ones.\n\n[Save compatibile]\n\n[Require Game Client Restart]");
            if (WallTextureActive)
            {
                Widgets.DrawTextureFitted(PrevTex, UITex.WallPrev, 1);
            }
            else
            {
                Widgets.DrawTextureFitted(PrevTex, UITex.WallPrev2, 1);
            }
        }

        public void SelectableBox(Rect areaRect)
        {
            DrawArea(areaRect, ListDarkColor);
            Rect areaCon = areaRect.ContractedBy(6f);
            Text.Anchor = TextAnchor.MiddleLeft;
            Widgets.Label(areaCon, ValWallString());
            Text.Anchor = TextAnchor.UpperLeft;
            DrawArea(new Rect((areaRect.x - 30f)+areaRect.width, areaRect.y + 6f, 26f, 26f), ListDarkColor);
            Widgets.Checkbox(new Vector2((areaRect.x-29f)+areaRect.width, areaRect.y+6f), ref WallTextureActive);
            if(Widgets.ButtonInvisible(areaRect))
            {
                WallTextureActive = !WallTextureActive;

            }
            if (Mouse.IsOver(areaRect))
            {
                Widgets.DrawHighlight(areaRect);
            }
       
        }

       

       

       
        public string ValWallString()
        {
            if(WallTextureActive)
            {
            return "Enabled";
            }
            return "Disabled";
        }

        public string ModWallString()
        {
            if (ModdedWallsActive)
            {
                return "Enabled";
            }
            return "Disabled";
        }

        public void DrawArea(Rect areaRect, Color colorArea)
        {
           
            Widgets.DrawBoxSolid(areaRect, colorArea);
            Widgets.DrawBox(areaRect);
        }

        public override void ExposeData()
        {
            base.ExposeData();
            Scribe_Values.Look(ref WallTextureActive, "WallTextureActive");
            Scribe_Values.Look(ref ModdedWallsActive, "ModdedWallsActive");
        }


        public bool ConbatExtendedPresent()
        {
            return ModsConfig.ActiveModsInLoadOrder.Any(mod => mod.Name == "Combat Extended");
        }

       



    }
}



Hope its helps
#44
Translations / Re: Official: Polish
November 05, 2017, 07:51:47 AM
Napisz PM do Tynana
#45
Quote from: Nightinggale on November 01, 2017, 05:45:46 PM
Apparently Clutter Structure_doorStuff is incompatible with the mod Locks. Because of this, there is a feature request to get reinforced doors without the DLL stuff, which would make them vanilla like, hence compatible. Don't ask me why that feature request was written in the Locks thread and not here.

I will point out that you added an empty source folder to the mod download. I'm not sure if it's intended or not, but it looks a bit silly to have a dll and an empty source folder.

Both mods do the same thing soo its just matter of preference in user mechanics.

As for source there will come a time when i will remmber to actually add them or swap to recent versions, but you can also use ILspy directly on dll to see its content.

I did look at Avius code and critical parts use the same stuff so i doubt there is a way to make both of them compatibile, only thing i could make work with Lock mod is graphic part