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Messages - be_cracked

#1
Quote from: Ruptga on November 18, 2017, 06:10:35 PM
Is there any chance a wizard could update this again, or make their own version?  It's pretty great.

I agree. Sadly I do not have the time right now to do it.
#2
I'm glad you managed to compile it yourself. It's always good to have more people understand this stuff^^

And I just want to make sure it does not look like I want to steal anybodies credit, because such stuff is really low.
#3
Quote from: faltonico on July 04, 2017, 03:16:36 AM
THANKS A LOT TO be_cracked!!
Now I don't have to worry about flicking all of my benches when not in use! I set them all to 0 zero idle power consumption and base game power consumption when working, I can have autoflickable benches instead power rebalancing!
Of course also thanks to the author, for releasing his code, very appreciated indeed!.

You should all be turning off your electric appliances when not in use IRL!

Again I'd like to remind you that Texel and fmauNeko are the ones you should thank!
#5
Quote from: JustALittleCrazyTalk on June 26, 2017, 06:50:25 PM
Quote from: be_cracked on June 26, 2017, 04:22:12 PM
I am quite hesitant to upload this because I basicly did none of the work, but I guess for the sake of getting this mod to the none-techies, I will leave this here.
Remember that the actual work was done by the mod author Texel and fmauNeko by writing the patch.
If any of you two wants this gone, I will of course immediately comply.

And the techies that aren't using Windows (seriously why do Windows programmers keep using .NET instead of mono?), thanks.

Well, .NET is the native way to go for Windows. But .NET-Core is like the official version of Mono and supposed to become the standard, so this should get better soon.
#6
I am quite hesitant to upload this because I basicly did none of the work, but I guess for the sake of getting this mod to the none-techies, I will leave this here.
Remember that the actual work was done by the mod author Texel and fmauNeko by writing the patch.
If any of you two wants this gone, I will of course immediately comply.

[attachment deleted by admin due to age]
#7
I got it compiled too and on first glance it seems to be working.

For those who don't know what to do:
Basically the .patch file from this post by fmauNeko needs to be applied to the source code files of this mod via git apply. (git apply didn't really want to work for me this time so I just did it manually with some Notepad++ magic)
You can open the .patch in a text editor of your choice and it just tells you what lines to change where. Basically '-' means line deleted '+' means added. '@@'-lines give you which lines and the ones without '-' or '+' are just for reference.

Once you've changed that you only have to

  • Have .NET-Framework installed
  • Copy UnityEngine.dll, Assembly-CSharp.dll, HugsLib.dll, 0Harmony.dll to the Source folder of this mod (you can find the first two in "RimWorld\RimWorldWin_Data\Managed" and the last two in the HugsLib mod).
  • Start a command prompt in the Source folder of this mod and run this command from the command prompt
c:\Windows\Microsoft.NET\Framework\v4.0.30319\csc.exe /t:library /out:RePower.dll /r:0Harmony.dll,Assembly-CSharp.dll,HugsLib.dll,UnityEngine.dll RePowerDef.cs RePower.cs


to compile.

Now copy the created RePower.dll to the Assemblies folder and the mod to the Mods folder of Rimworld.

Edit 1: Minor typos
#8
Outdated / Re: [A14] Community Core Library v0.14.3.1
October 27, 2016, 09:18:18 AM
Quote from: 1000101 on October 26, 2016, 11:43:45 AM
Or "E" is the first letter of my first name, as the highlighted HEX in my signature image explains (when converted from HEX to ASCII), and that "E" is the 69th character in the ASCII table is purely co-incidental and only matters if you are definitely immature and mostly likely male.

Well, one has to assume stuff like this I guess...
But yeah, you're right. We'll better leave it about CCL now^^
#9
Outdated / Re: [A14] Community Core Library v0.14.3.1
October 26, 2016, 05:55:02 AM
Yeah, I did get that 69/"E" stuff (I just assumed the "E" is more of a 'disguise' ;D)
I made a computer science-'joke' about how singed Integers are actually stored to avoid having a +0 and a -0.
As I said, I am fun at parties...
#10
Outdated / Re: [A14] Community Core Library v0.14.3.1
October 25, 2016, 08:41:35 PM
I actually did not get you username. I thought "Why just a stupid number in binary?" until I made it base10...
So you really can't be that old :D
Although you could of course be using two's complement with a 7 bit digit and actually mean -59.
I am fun at parties...
#11
Outdated / Re: [A15] SkullyDoors
October 25, 2016, 08:25:55 PM
Quote from: SteelRev on October 25, 2016, 07:27:46 PM
Someone save the rest of us the time and post a screenshot please.

You can just view the .pngs in the texture folder.
#12
Outdated / Re: [A14] Community Core Library v0.14.3.1
October 24, 2016, 07:47:22 PM
Damn Tanzanians, I tell you.
#13
Hey,

you definetly should make the mods in the new (finally sortable) list moveable by selecting the mod an then pressing like the arrow keys, because using the markers on the mods is very annoying and slow.

Greetings
#14
Morgloz' version works as fine as the one that I compiled for myself. So assume an error on your end. Remember to install CCL.
Without it this the Mod will not work.
#15
I didn't even know I had to compile.
In retrospective I seem to have been quite confused... :D
Thanks for the instructions. I guess I'll have it from here.

Edit: Yes, I managed to get it working. Thanks a lot, Morgloz!

I wish I had more time to tinker around with modding myself.