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Messages - 1000101

#31
Manuals are great, but so are tutorials.  Why limit yourself to one source of information?
#32
Help / Re: Modify def without copying it all
November 27, 2016, 04:36:35 PM
Short answer:  No.

Long answer:  Yes, but not without some form as assembly mod such as the "Override" mod which is explicitly designed for this purpose or a mod which allows "spot overrides" such as CCL.

If you write your own assembly (C#) then anything is possible.
#33
There is no graphics class that supports that.  You will need to make two distinct objects or write your own graphics class to handle it.
#34
Mods / Re: Mod Question: Temp display
November 25, 2016, 10:43:30 PM
It technically possible, but there are several places in code where the temperature is displayed which would all need to be updated to display both, plus the translation files which contain the actual display strings would need to be updated.
#35
Tools / Re: [TOOL] (A15) Mod Full Debugger
November 25, 2016, 10:37:00 PM
This should be stickied.
#36
@manelmp66:

The download links are at the bottom of the original post.  They seem to be there for me...?

@deadlydullahan:

The program shows a list of files which define the research defs.  You can click on those to open the files.  The research tree is pretty simple to edit and modify, just remember that the last mod loaded takes precedence.  So make your own "research tree mod" which simply overrides the mods linking the tree as you like.  You can do this with RimSearch open and just hit 'F5' to reload the tree from the files (be sure to save the xml files before refreshing the tree).
#37
Help / Re: Accessing list of things on powernet
November 25, 2016, 10:02:43 PM
We'll provide as much help as we are able but, you need to provide as much information as possible.  Just remember that we can't read minds.  ;)
#38
Help / Re: Problem with mods in the alpha 15
November 25, 2016, 10:00:14 PM
There's a few mods which are now "CCL free".  What those mod authors have done is taken the code they need from CCL and use it directly in their mods.
#39
For the two different apparel parts (head and torso) you will just have two defs, one to describe each.  Look at the core defs for helmets and armour for examples.  This is all XML stuffs, no C# needed (unless you want your apparel to have some special behaviour).
#40
Help / Re: Filename sensitive XML-files?
November 25, 2016, 08:14:10 AM
It might be worth noting that XML itself is case sensitive.  Make sure your tags/fields are correct as well as any tags/fields which are references to other objects.
#41
Help / Re: Basic question about adding new types.
November 24, 2016, 02:14:46 PM
A couple things...

You have a class named "NeedDef" in your "BL" namespace and said class inherits from Verse.Def, correct?

If "no" then you don't want to prefix "NeedDef" with "BL" as there is no Def class of "BL.NeedDef".

If the first part of the first answer is "yes" but the second part is "no", then does your "BL.NeedDef" inherit from RimWorld.NeedDef?

If the answer to that question is "yes" then what I think you meant to do is specify your "BL.NeedDef" as an xml override.

<NeedDef Class="BL.NeedDef">
#42
I'd generally run from those types of things like they have every STD on the planet.  But, as Thirite said, for less than $20, the investment is worth the risk.
#43
Help / Re: Basic question about adding new types.
November 22, 2016, 03:04:03 PM
Did you use your namespace in your class reference?

<workerClass>MyNamespace.MyClass</workerClass>
#44
It builds tiers of research based on their parents, recursively.  If you have a lot of research depending on a single parent then they will all be on the same tier and it can make for one big mess.  :P

I have considered updating the interface to account for those nasty spiders nests though.  The only problem is time... :(
#45
Help / Re: JobDriver_* MakeNewToils help?
November 21, 2016, 03:43:02 AM
If you are using a decompiler like dotPeek or IlSpy then it will only show the compiler generated code which is that internal sealed class and all the "garbage".  You need a good [de]compiler between your ears to reconstitute it back into the yield blocks.

Alternately, Zhentars forked IlSpy and you can use his build which does a very good job of rebuilding the original code from that internal soup.