Then I don't know. Sorry
You#re sure the compglower also updates if you just switch the it's def?
You#re sure the compglower also updates if you just switch the it's def?
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You#re sure the compglower also updates if you just switch the it's def?
Quote from: Igabod on March 16, 2015, 04:59:59 PM
It would be nice to be able to assign graves to colonists before they actually die, sorta like beds. And as soon as a colonist dies, their corpse is taken to their assigned grave.
Quote from: Iwillbenicetou on March 16, 2015, 12:18:31 PM
I have an idea. you can make three (or however colonists you have) "founder" graves. These will be reserved for the first colonists you get. They are tombstones and (of course) require stone. Or they could be a mausoleum...
public override void Destroy(DestroyMode mode = DestroyMode.Vanish)
{
base.Destroy(mode);
}
Quote from: imuteyou on March 16, 2015, 11:41:33 AM
Hi! Dropped in to say that it's a good ideea, but please fix the .rar( Just archive a folder with About, Assemblies and Defs ); it would be a better layout.
v 1.0: Initial Release
Hotfix v1.0a: Graves now keep their name and do not turn into Common Graves anymore
Hotfix v1.0b: Graves can now be deconstructed again

<?xml version="1.0" encoding="utf-8" ?>
<Buildings>
<ThingDef Name="BuildingBase" Abstract="True">
<category>Building</category>
<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
<selectable>true</selectable>
<drawerType>MapMeshAndRealTime</drawerType>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<repairEffect>Repair</repairEffect>
<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
<filthLeaving>BuildingRubble</filthLeaving>
</ThingDef>
<!-- Grave building definition -->
<ThingDef ParentName="BuildingBase">
<defName>Grave</defName>
<eType>BuildingInert</eType>
<label>Common Grave</label>
<thingClass>Building_Grave</thingClass>
<graphicPath>Things/Building/Misc/GraveEmpty</graphicPath>
<graphicClass>Graphic_Single</graphicClass>
<graphicOverdraw>true</graphicOverdraw>
<constructEffect>ConstructDirt</constructEffect>
<altitudeLayer>FloorEmplacement</altitudeLayer>
<useStandardHealth>false</useStandardHealth>
<description>Place the dead in graves to give them a decent final resting place.</description>
<size>(1,2)</size>
<statBases>
<WorkToMake>650</WorkToMake>
</statBases>
<passability>Standable</passability>
<building>
<fixedStorageSettings>
<allowances>
<categories>
<li>Corpses</li>
</categories>
</allowances>
</fixedStorageSettings>
<defaultStorageSettings>
<priority>Important</priority>
<allowances>
<categories>
<li>CorpsesHumanoid</li>
</categories>
<specialFiltersToAllow>
<li>AllowBuried</li>
</specialFiltersToAllow>
</allowances>
</defaultStorageSettings>
</building>
<inspectorTabs>
<li>ITab_Storage</li>
</inspectorTabs>
<terrainAffordanceNeeded>Diggable</terrainAffordanceNeeded>
<designationCategory>Misc</designationCategory>
<itemSurface>true</itemSurface>
<designationHotkey>G</designationHotkey>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>ColonistGrave</defName>
<eType>BuildingInert</eType>
<label>Grave for Colonists</label>
<thingClass>Building_Grave</thingClass>
<graphicPath>Things/Building/Misc/GraveEmpty</graphicPath>
<graphicClass>Graphic_Single</graphicClass>
<graphicOverdraw>true</graphicOverdraw>
<constructEffect>ConstructDirt</constructEffect>
<altitudeLayer>FloorEmplacement</altitudeLayer>
<useStandardHealth>false</useStandardHealth>
<description>Place the dead in graves to give them a decent final resting place. Preset for Colonists only</description>
<size>(1,2)</size>
<statBases>
<WorkToMake>650</WorkToMake>
</statBases>
<passability>Standable</passability>
<building>
<fixedStorageSettings>
<allowances>
<categories>
<li>Corpses</li>
</categories>
</allowances>
</fixedStorageSettings>
<defaultStorageSettings>
<priority>Important</priority>
<allowances>
<categories>
<li>CorpsesHumanoid</li>
</categories>
<specialFiltersToAllow>
<li>AllowBuried</li>
</specialFiltersToAllow>
<specialFiltersToDisallow>
<li>AllowCorpsesStranger</li>
</specialFiltersToDisallow>
</allowances>
</defaultStorageSettings>
</building>
<inspectorTabs>
<li>ITab_Storage</li>
</inspectorTabs>
<terrainAffordanceNeeded>Diggable</terrainAffordanceNeeded>
<designationCategory>Misc</designationCategory>
<itemSurface>true</itemSurface>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>StrangerGrave</defName>
<eType>BuildingInert</eType>
<label>Grave for Strangers</label>
<thingClass>Building_Grave</thingClass>
<graphicPath>Things/Building/Misc/GraveEmpty</graphicPath>
<graphicClass>Graphic_Single</graphicClass>
<graphicOverdraw>true</graphicOverdraw>
<constructEffect>ConstructDirt</constructEffect>
<altitudeLayer>FloorEmplacement</altitudeLayer>
<useStandardHealth>false</useStandardHealth>
<description>Place the dead in graves to give them a decent final resting place. Preset for Strangers only</description>
<size>(1,2)</size>
<statBases>
<WorkToMake>650</WorkToMake>
</statBases>
<passability>Standable</passability>
<building>
<fixedStorageSettings>
<allowances>
<categories>
<li>Corpses</li>
</categories>
</allowances>
</fixedStorageSettings>
<defaultStorageSettings>
<priority>Important</priority>
<allowances>
<categories>
<li>CorpsesHumanoid</li>
</categories>
<specialFiltersToAllow>
<li>AllowBuried</li>
</specialFiltersToAllow>
<specialFiltersToDisallow>
<li>AllowCorpsesColonist</li>
</specialFiltersToDisallow>
</allowances>
</defaultStorageSettings>
</building>
<inspectorTabs>
<li>ITab_Storage</li>
</inspectorTabs>
<terrainAffordanceNeeded>Diggable</terrainAffordanceNeeded>
<designationCategory>Misc</designationCategory>
<itemSurface>true</itemSurface>
</ThingDef>
</Buildings>
using System;
using System.Collections.Generic;
using RimWorld;
using Verse;
namespace Graves
{
class MapComponent_Graves : MapComponent
{
private int updateCounter = 0;
private const int updateInterval = 500;
public override void MapComponentOnGUI()
{
--this.updateCounter;
if (this.updateCounter > 0)
return;
this.updateCounter = 500;
List<Building> buildings = Find.ListerBuildings.allBuildingsColonist;
foreach (Building current in buildings)
{
if (current.GetType() == typeof(Building_Grave) && current.def != ThingDefOf.Grave)
{
current.def = ThingDefOf.Grave;
}
}
}
}
}
public override IEnumerable<ITab> GetInspectionTabs()
{
Zone_Growing.<GetInspectionTabs>c__Iterator20 <GetInspectionTabs>c__Iterator = new Zone_Growing.<GetInspectionTabs>c__Iterator20();
Zone_Growing.<GetInspectionTabs>c__Iterator20 expr_07 = <GetInspectionTabs>c__Iterator;
expr_07.$PC = -2;
return expr_07;
}
