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Messages - 1000101

#151
Help / Re: Sluggish Performance
August 28, 2016, 04:04:05 PM
As Tynan develops the game to do more and more (ie, with each alpha release), it's going to add more and more work.  Also, on Windows the game is 32-bits so it will only use a maximum of 4GB of memory.  Having 4+GB just means that the system won't (or shouldn't) need to swap to disk.  As you add mods to the game this will increase both memory consumption and processing power required.

That being said, your machine (specifically - your CPU) should be more than enough to avoid the lag spikes.  They happen on my laptop which is a Core2 Duo (dual-core CPU), but it's only clocked at 1.66GHz.  My desktop is a quad-core Phenom II (3.2GHz) and doesn't have this problem.
#152
Outdated / Re: [A14] Community Core Library v0.14.2.1
August 27, 2016, 08:30:00 AM
Quote from: 1000101 on August 21, 2016, 06:08:09 PM...we'll never give ETA's so don't bother asking.
#153
Help / Re: Mod Settings and XML's
August 26, 2016, 10:09:40 PM
Ahh, the "Mod Options".  That's added by CCL and is internally called a "Mod Configuration Menu" (it just wouldn't fit on the button ;) ).

They're not overly difficult to implement, as MarvinKosh suggested, my Custom Population mod can serve as an example.
#154
Help / Re: Mod Settings and XML's
August 26, 2016, 01:25:02 PM
What do you mean by "mod settings" there is no such thing in the context of RimWorld (at least not by that name/description) and what specifically is your issue?

General pleas for help won't yield much help.  Help us help you by asking specific questions.  What are you trying to do?  What have you done (in regards to what you are trying to do, we don't need your CV)?  What errors are you encountering?  Ask specific pointed questions and supply xml/source/logs as needed to help resolve the issue.
#155
It would actually take a lot of work to give floors comfort.

You said you were new to modding, for such a simple thing it really is like being a new swimmer diving into the deep-end.  ;)
#156
Comfort is a stat, floors don't have stats.
#157
Help / Re: Adding a field to an existing core class
August 25, 2016, 10:25:16 PM
Quote from: Lockdown on August 25, 2016, 09:52:49 PMWell, bummer. So as suspected, I'll have to inject the thingComp into all the different animal defs, and if used together with another mod that adds more wildlife, a patch would be needed to include them.

Well, you could use a DefInjectionQualifier which means you don't (and in fact can't) specify the ThingDefs specifically.  You just need to implement your Test() method and return true if it's a def you want to inject into.

See the Mod Tweaks for a specific example.
#158
Help / Re: Adding a field to an existing core class
August 25, 2016, 08:43:49 PM
That's because "BasePawn" isn't a def, it's an abstract which means that all the field values in it are copied into the defs which reference it as a parent before reading the values set in the def itself.  Further, once the xml is loaded the abstracts are discarded.  See this post regarding xml and abstracts.
#159
Outdated / Re: [A14] Community Core Library v0.14.3.1
August 25, 2016, 05:55:12 PM
Quote from: DoomAngelBlade on August 25, 2016, 07:15:07 AMAnd allow players to actually launch their game after several time(w other mods turned off), making them not able to see any saves and make game go on absurdly hard way(sickness from beginning, all sicknesses, explosion, raids etc.)

Players can already start new games/load games without restarting.  You just need to check the box.



Once you do that and wait for the time-out, you will be presented with a confirmation.



Then, you will be able to play the game.



CCL colour codes the buttons to try to guide you to the best course of action.  It doesn't stop you from being stupid but it makes you have to go out of your way to do so.  :P
#160
Outdated / Re: [A14] Community Core Library v0.14.3.1
August 24, 2016, 05:32:24 PM
It's just simple xml and the modders resource has an example of how to do it.  If you give yourself all of five minutes, you can figure it out and do it yourself.  ;)
#161
Help / Re: Adding a field to an existing core class
August 24, 2016, 04:26:46 AM
CCL has a ThingComp injector which you can use to inject your comp into the pawns.

From code you just need to use pawn.TryGetComp<MyCompClass>()
#162
Help / Re: Override existing medical recipes
August 24, 2016, 12:49:02 AM
Just be sure you don't break vanilla functionality by missing something.  Which means you still need to check your logic against the core logic.
#163
Help / Re: Adding a field to an existing core class
August 24, 2016, 12:46:58 AM
They way you are planning is the worst possible solution.  You shouldn't be replacing core classes for many reasons unless absolutely necessary and in this case it is not.  At best you need to detour a couple methods simply to access the data you need to store.  The storage mechanism is best suited as a ThingComp which is dead simple to implement.
#164
Quote from: Mudder on August 23, 2016, 10:27:40 PM
Quote from: 1000101 on August 23, 2016, 10:21:51 PM
@Mudder

That would fall under the list of things which have already been mentioned in the TODO in the original post.

I probably wasn't specific. Though I did read everything, including all follow-up posts. This mod is rather huge. All I want is the slave aspects, rather than prison style simulation.

If it's not planned that's no biggie. Just curious what amount of work I'd need to invest to get what I want out of it.

I understood you perfectly.  As I said, it's in the TODO section.  What laws are enforceable, how they are enforced, etc.  The Law main tab hasn't been implemented yet which will allow you to control that aspect of the mod.
#165
Help / Re: Override existing medical recipes
August 23, 2016, 10:25:43 PM
You'll have to reconstruct the iterator from the compiler generated code or ask Tynan for the source to that class.