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Messages - Master Bucketsmith

#31
Help / Re: Quick Map
September 22, 2016, 07:02:19 AM
Holy balls. Thank you! :O

It seems to start RimWorld and immediately load a new world with your currently loaded mods.

Steam (directly):
In the main client window, go into RimWorld's properties, then set a launch option like so; -quicktest
Don't forget to remove the launch option when you're done debugging!

Steam (better):

  • In the main client window, click on ADD A GAME in the lower left
  • Then select Add A Non-Steam Game
  • Navigate to your RimWorld folder and select the game's own RimWorldWin.exe
    This will create a shortcut to your Steam install of the game - if you use an alternative install (for modding perhaps) then obviously navigate to that instead
  • Right click on your new addition in your Steam library and click on Properties
  • Rename it to something like RimWorld Testing
  • Click on Set launch options and write -quicktest
  • Click on Ok, Close and boot the game through this shortcut whenever you want to quickly test something!

Non-Steam (Windows):

  • Navigate to your RimWorld folder and right click on RimWorldWin.exe
  • Click on Create shortcut
  • Right click on the shortcut and click on Properties
  • In the box where it reads Target, put the current file path in double quotation marks, add a space after the closing quotation mark and write -quicktest like in this example;
    C:\Games\Steam\steamapps\common\RimWorld\RimWorldWin.exe
    to
    "C:\Games\Steam\steamapps\common\RimWorld\RimWorldWin.exe" -quicktest
  • Click on Ok to save and close the window
  • Use your new shortcut to launch a quickstart test version of RimWorld with your currently loaded mods!

I used ILSpy and searched, found this:

using System;
using UnityEngine.SceneManagement;

namespace Verse
{
internal static class QuickStarter
{
private static bool quickStarted;

public static bool CheckQuickStart()
{
if (GenCommandLine.CommandLineArgPassed("quicktest") && !QuickStarter.quickStarted && GenScene.InEntryScene)
{
QuickStarter.quickStarted = true;
SceneManager.LoadScene("Map");
return true;
}
return false;
}
}
}
#32
Quote from: Arnold Rimmer on September 21, 2016, 02:47:16 PM
Idea: To make it more managable/possible, giving up your current colony
should be a requirement i think.
To what end would that serve?
If you give up your colony, you're essentially starting a new game.
And we already have tools (vanilla and mods) that allows us to customize our start.
Just a quality of life thing to easily start a new colony with specific things like pawns and items?
#33
The two tiny mods you have from me do not alter anything in regards to colony wealth. Both have no value.
Just putting that out there. :D
#34
Mods / Re: need help whith mods
September 22, 2016, 06:37:26 AM
Quote from: dave356515 on September 21, 2016, 10:54:08 PM
sorry but can you simplify that I'm new to modding

There is nothing inherent to modding in Shinzy's post. It's all basic computer skills.  ;)

Quote from: Shinzy on September 01, 2016, 03:56:46 AM
Right click on the zip file, there'll be an option to extract or unpack the file
Sometimes when you unpack a zip it'll create it's own folder for it, too which would make the game to not recognise the mod files in there

so make sure the folder path looks like this:


and not like this


I really don't know how it could be made any simpler than the basic and clear way Shinzy wrote it.
Perhaps you could ask more specific questions on what you're having trouble with? :)
#35
Unfinished / Re: Mechs for Rimworld
September 21, 2016, 12:44:27 PM
Quote from: jecrell on September 21, 2016, 12:41:45 PM
WHAT!!!

Will it be as cool as Megabots?
https://www.youtube.com/watch?v=XVJTGLL2SnI
Minus the horrible nationalism, I hope. :o
#36
270mb! That's just a lot of repetition of the same errors, though.
#37
You would have to save everything, like a savegame, but have some way to load the things you 'bring back'.
I'm sure with enough effort someone could make something that works.
But y'know, it's all C#-mancy and not everyone is a codemancer.
#38
Help / Re: [SOLVED] [C#]Building Gizmos
September 21, 2016, 07:29:35 AM
For anyone looking into the same problem, here's a pretty complete solution;

Download the modified ILSpy from Zhentar here - https://github.com/Zhentar/ILSpy/releases/tag/0.1

And for Building_TurretGun's gizmos, it will look like so;
public override IEnumerable<Gizmo> GetGizmos()
{
IEnumerator<Gizmo> enumerator = base.GetGizmos().GetEnumerator();
while (enumerator.MoveNext())
{
Gizmo current = enumerator.Current;
yield return current;
}
if (this.CanSetForcedTarget)
{
yield return new Command_VerbTarget
{
defaultLabel = "CommandSetForceAttackTarget".Translate(),
defaultDesc = "CommandSetForceAttackTargetDesc".Translate(),
icon = ContentFinder<Texture2D>.Get("UI/Commands/Attack", true),
verb = this.GunCompEq.PrimaryVerb,
hotKey = KeyBindingDefOf.Misc4
};
}
if (this.CanToggleHoldFire)
{
yield return new Command_Toggle
{
defaultLabel = "CommandHoldFire".Translate(),
defaultDesc = "CommandHoldFireDesc".Translate(),
icon = ContentFinder<Texture2D>.Get("UI/Commands/HoldFire", true),
hotKey = KeyBindingDefOf.Misc6,
toggleAction = delegate
{
this.<>f__this.holdFire = !this.<>f__this.holdFire;
if (this.<>f__this.holdFire)
{
this.<>f__this.currentTargetInt = TargetInfo.Invalid;
this.<>f__this.burstWarmupTicksLeft = 0;
}
},
isActive = (() => this.<>f__this.holdFire)
};
}
yield break;
}

The only thing left to manually change is stuff like:
this.<>f__this.holdFire = !this.<>f__this.holdFire;
to
this.holdFire = !this.holdFire;
:)

Side-note; the problem I'm having with the forced target button is not related to the code of the button, but the functionality of my mod.
#39
Quote from: Violyte on September 21, 2016, 01:49:17 AM
Hmmm like some fur lined robes? That'd be neat- I can do that, and add an equip-able hood with it. Perhaps it should be an outer layer. Yeah sorry it's taking a bit (so many body types and view angles!) I didn't know if you wanted me to send the completed outfits one by one or just wait til they're all done.

I will pause from the outfits and do wands tomorrow so you can have some more completed items to work on.
Those attached files! :O
#40
Still think it's amazing what you managed to create! :)
#41
Unfinished / Re: [A15][WIP] Oil mod suggestions
September 21, 2016, 06:55:49 AM
Ah, I think multiple people are working to create a mod that deals with oil. It's been done before, not sure which mod it was, but it wasn't updated to A15. Maybe not even A14... :)
Either way, don't stop working on stuff just because someone else is making a mod that has a similar goal!
Variety and alternatives are what keeps a modding community going! :D

As for the requested feedback;
How about being able to connect a big storage tank/silo? For both the oil and diesel.
And the ability to sell it?
#42
Help / Re: RimWorld core art source
September 21, 2016, 06:51:35 AM
Thanks for the A15 pack.

Is there a big difference between having the extracted .dds files vs .png files? Layers or something?
#43
Help / Re: Modified Version of DeepDrill advice?
September 21, 2016, 06:40:10 AM
Ooooooooooooh! :O

I like that idea, Kilroy. What's the oil going to be used for? :)

Also, this topic is relevant to something I'm working on.
I'm trying to build a custom power source, but it is connected to another building. I've been wrestling with where I should build the functionality of the power source, in a custom comp or in a custom building class.

If I understand Haplo's answer correctly, it doesn't matter? I think using a custom building class will be easier for me at this point!
Thanks!
#44
Help / Re: Need some help with an error
September 21, 2016, 06:31:30 AM
Quote from: Urby on September 20, 2016, 02:25:00 PM
I need to vanish for a tiny bit, but I figured out which set of files might be doing it.

https://www.dropbox.com/s/49gau7g27mlo494/ErrorFinding.zip?dl=1

There are two faction set ups inside. When I run the game with only the Star_ faction, everything is fine. But if I use the Red_ faction that is when I get the error, both are copy and pasted so they should be the same other than a few naming changes. Any help would be great, thanks!
I downloaded your file to see if I could notice anything.
In the folder TraderKindDefs you have an exact copy of the file RedsFaction from the folder FactionDefs.
So if this is a direct copy from your modfolder, it is defining a faction twice and that might be part of your issue.
Otherwise, you copied the wrong file in and I can't check the last two! :D
#45
So you got it all working now? :)