i will check that when i get home Again
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#32
Help / Re: Gizmos error ... How to fix it ?
May 05, 2015, 03:58:59 AM
.net 4.0 - i know its strange i try your gizmos that Works for you but i get error method not found , relly i try around 75 build most of them give method not found i ewven move method under gizmo for sure

#33
Help / (SOLVED) Gizmos error ... How to fix it ?
May 05, 2015, 03:27:29 AM
Hi .
I'm getting error on gizmo implementation and i cant find why becouse its almoust copy/past from other one .
Here is error :
Here is gizmo itself :
Here call method :
Here var declare :
I try to IList<gizmo> i still have error in no method "BurnStart" not found in assembley
i try Lamda
So my question is where i'm wrong and how right gizmo action call look like .
I'm getting error on gizmo implementation and i cant find why becouse its almoust copy/past from other one .
Here is error :
Code Select
System.MissingMethodException: Method not found: 'System.Environment.get_CurrentManagedThreadId'.
at TLM.Building_SteamBoiler.GetGizmos () [0x00000] in <filename unknown>:0
at RimWorld.InspectCommandGrid.DrawInspectCommandGridFor (IEnumerable`1 selectedObjects) [0x00000] in <filename unknown>:0
Here is gizmo itself :
Code Select
public override IEnumerable<Gizmo> GetGizmos()
{
foreach (var g in base.GetGizmos())
{
yield return g;
}
if (this.StartBurn == false)
{
Command_Action act = new Command_Action();
act.action = new Action(this.BurnStart);
act.icon = LockCommandIcon;
act.defaultLabel = "start";
act.defaultDesc = "start";
act.groupKey = 689739;
yield return act;
}
}
Here call method :
Code Select
private void Start()
{
this.StartBurn = true;
}
Here var declare :
Code Select
private static readonly Texture2D LockCommandIcon = ContentFinder<Texture2D>.Get("UI/Commands/Lock");
private bool StartBurn = false;
I try to IList<gizmo> i still have error in no method "BurnStart" not found in assembley
i try Lamda
Code Select
act.action = () => this.Start();
i'm geting reflection error folowed by getType errorSo my question is where i'm wrong and how right gizmo action call look like .
#34
Help / Re: Recipes with stuff in stufflist and costlist?
May 01, 2015, 11:54:00 PM
if you write in xml that recip need 1 gold this will be 20 so when you write that your recip req 30 uranium its mean you need 600 and 600 gold
#36
Unfinished / Re: (WIP) TLM - TheLittleMod
April 28, 2015, 04:52:09 AM
Progress Update
This night becouse of optimalization and bug tracking code team decide to not split mod in smaller but relase it as one big . We also modifi research tree to optimalize it to new research system and upgrade system .First Half of research tree in att. As soon as we meanage to organize texturies for this mod we will start realising it .
Stay inform
[attachment deleted due to age]
This night becouse of optimalization and bug tracking code team decide to not split mod in smaller but relase it as one big . We also modifi research tree to optimalize it to new research system and upgrade system .First Half of research tree in att. As soon as we meanage to organize texturies for this mod we will start realising it .
Stay inform

[attachment deleted due to age]
#37
Mods / Re: [POLL][Mod Idea] RimBuy Player to Player Market place
April 27, 2015, 02:21:34 PM
Yes i see your point but ther are ways to limit it like min price limit for item . You can also make a "time" limit if you log from colony name "tratalalal" and year 5123 then when you log again from year 5122 system decide that its a back game load and block trade until minimum day after last log if you know whot i mean . Theres alveys "CracK" for everything .
With this project i wait for your opinion and until final realse of LTM Mod which take my time right now .
How easy it is just a SQL query on a Building EType , or thru Unity Net to server (more secure but more dificult ) .
With this project i wait for your opinion and until final realse of LTM Mod which take my time right now .
How easy it is just a SQL query on a Building EType , or thru Unity Net to server (more secure but more dificult ) .
#38
Mods / LTM team looking for texture artist.
April 27, 2015, 10:48:56 AM
LTM mod team looking for artist/designer becouse ouer "little" project expand faster then we expect we looking for one or two more artist to support existing team . If You are intrested to join most revolutionary and one of a bigest mod pls PM me .
#39
Help / Re: How can I manage multiple map? Can I make mod raid other faction in other map?
April 26, 2015, 08:36:03 AM
No one try it before but :
You can make static class wchic will hold Traveler data force save of map and load/generate new map after end off travel put data to the same class and force clouse and load old map with data actualization from class ... easiest aproch will be o make it via somekindof vechicle you pack pawns cargo to vechicle despown it to static class and spawn on new map .... after back you just spawn vechicle again from static class . I thing its preety simple
You can make static class wchic will hold Traveler data force save of map and load/generate new map after end off travel put data to the same class and force clouse and load old map with data actualization from class ... easiest aproch will be o make it via somekindof vechicle you pack pawns cargo to vechicle despown it to static class and spawn on new map .... after back you just spawn vechicle again from static class . I thing its preety simple

#40
Mods / [POLL][Mod Idea] RimBuy Player to Player Market place
April 26, 2015, 03:14:33 AM
Hey .
I'v run some test and :
It's posible to make an auction house or market place P2P easy and fast . It will work even when you are offline via auction house server it will support reserch system or/and with ship system ( new one that we design in TLM ) and it can be compatibile no mather whot mod you have install ( it will show only item avable to your mod config ). In my imagination it will work like this that you will need to research small ship then build it and using this ship you will send your pawn with cargo to orbital trade center after some upgrade you will unlock more cargo space ship speed etc. ofc goodes alweys come with price so every flight will cost something fuel or cash depend. Idea is open So if you have any idea i'm open to hear them and say if you will like it at all or not .
In my opinion it will open road to more adv mod systems and more much more dificult and game long play modification where you need to achive some dificult task .
I'v run some test and :
It's posible to make an auction house or market place P2P easy and fast . It will work even when you are offline via auction house server it will support reserch system or/and with ship system ( new one that we design in TLM ) and it can be compatibile no mather whot mod you have install ( it will show only item avable to your mod config ). In my imagination it will work like this that you will need to research small ship then build it and using this ship you will send your pawn with cargo to orbital trade center after some upgrade you will unlock more cargo space ship speed etc. ofc goodes alweys come with price so every flight will cost something fuel or cash depend. Idea is open So if you have any idea i'm open to hear them and say if you will like it at all or not .
In my opinion it will open road to more adv mod systems and more much more dificult and game long play modification where you need to achive some dificult task .
#41
Mods / Re: [Mod Request] New Deepdriller equivalent
April 26, 2015, 12:38:09 AM
My mod modifiy little ore base we add 4 new basic ore and modifi 2 > we add 4 adv ore and 10 alloy + 4 adv alloy so ouer deep driler need to work with it

#42
Mods / Re: [Mod Request] New Deepdriller equivalent
April 25, 2015, 03:37:43 PM
TheLittleMod will bring them back soon , im working on it right now . But it will be differend then minning & c.o. . I hope better

#43
Mods / Re: [Mod Request] - Borg-like Troopers (Ascended)
April 25, 2015, 07:36:03 AMQuoteOne extra thing but I'm not sure i this is code-able. Captured colonists could be seen in a later raid as one of the ascended troopers. - retextured and all plugged up with those lethal bionics!
Every thing are posible but question if time consume to write big code is worth it ... i did not look in incidents yet but it can by easy made via static class that will keep/track some info about capturet pawns for latter use in raid spawn simple like it is .
#45
Help / Re: [Proposed] Community Core Library
April 23, 2015, 01:09:40 PM
Nice idea
if i can put my 3 cents ... i know that every one have it own idea about resources but as it was sad before by someone will be good to make something like Minecraft Forge Ore dictionary but to achive this as for now to avoid alot of hard code will be good to have open discuss about and create community base mod a base for every other mod that take care of base resources mayby other thing .
To avoid 2-3 same resource that cant be used crosed .

To avoid 2-3 same resource that cant be used crosed .