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Messages - kaptain_kavern

#1966
Help / Re: Texture Editing
July 06, 2015, 12:07:59 PM
You're welcome ;) also I found this thread meanwhile : https://ludeon.com/forums/index.php?topic=10895.0
#1967
General Discussion / Re: Mods
July 06, 2015, 09:54:59 AM
Follow the link in my sign ,) + both comments there (https://www.reddit.com/r/RimWorld/comments/363fsf/i_finally_broke_down_and_bought_this_a_couple/cracz7u?context=3)

Hope it'll help
(sry, i'm on my phone right now)
#1968
No you got it right man. Just after disabling it in the mod screen you have to create another world in order for that change to occur
#1970
Thx for sharing the knowledge ;)
BTW is there a Wiki page or another resource with all (or some) tags explained?
#1971
You should ask there maybe : https://ludeon.com/forums/index.php?topic=2390

Can't help more as I can't draw a decent thing and even I really want to mod I struggle in my head to find an original thing to mod for now :p
#1973
Just had an Eureka moment ^^
I was dumb lol : problem solved by putting Auto-Hunt-Beacon in last with EdBModOrder  :'(  (but that was nice as it force me to look at dll modding and i'm now intrigued ^^)
#1974
Is PSI have been updated yet?
I don't think so (up to date MODPACKS don't include it atm) and that will explain your bug
#1975
I have tried to add more animals in the selection (as i use Biodiversity and wish to create some custom animals for the sake of learning).

Take my 1 day to understand that it was a "dll things" :) (even if know and understand a bit of the xml part of modding, I don't know nothing about dll modding)
Add one other day to understand how to use ILspy to open the dll. But now i'm stuck :p
I was hoping to see a list of animals/plants and add to it. but no.
private void HuntingWork()
{
if (this.enabled[0] && (!this.thresholdsEnabled[0] || !Building_AutoHuntBeacon.suspended[0]))
{
IEnumerable<Pawn> enumerable =
from Pawn p in Find.get_ListerPawns().get_AllPawns()
where p.get_RaceProps().get_Animal() && !p.health.get_Dead() && p.get_Position().InHorDistOf(base.get_Position(), this.range[0])
select p;
foreach (Pawn current in enumerable)
{
if (this.huntedAnimals.Contains(current.def.defName) && Find.get_DesignationManager().DesignationOn(current, DesignationDefOf.Hunt) == null && (!this.thresholdsEnabled[0] || !Building_AutoHuntBeacon.suspended[0]))
{
Find.get_DesignationManager().AddDesignation(new Designation(current, DesignationDefOf.Hunt));
Building_AutoHuntBeacon.amountDesignated[0] += Mathf.RoundToInt(current.get_RaceProps().get_MeatAmount());
if (Building_AutoHuntBeacon.amount[0] + Building_AutoHuntBeacon.amountDesignated[0] >= Building_AutoHuntBeacon.upperThresholds[0])
{
Building_AutoHuntBeacon.suspended[0] = true;
}
}
}
}

This part made me think that it somehow build a list of animal by "itself" (searching for specific tag) but in that case i don't understand why it doesn't "see" other animals.
My guess : It search only in Core folder (but i haven't see/don't know where a path should be declared)
If anyone is willing to help/teach me ... :D
#1976
Outdated / Re: [A11] Darkness
July 05, 2015, 02:06:42 PM
Thx for feedback. In my case it's prior to 11b (happened as well in 11a)
#1977
For building on wall i think it's like that :
<canPlaceOverWall>true</canPlaceOverWall>
#1978


Quote from: thoregan on July 05, 2015, 10:05:55 AM
[frenchfag]
Oh mon dieu un noëliste! fuyez pauvres fou!
[/frenchfag]
Haha ca existe encore ça ^^
#1979
Your bug make me think of what happen when you add mod that require to create a new world to an existing save, for what it's worth ....
#1980
It was for A11. But as it doesn't use .dll it should work i guess (can't try it now sry)

+ i think it is working in A11b version of both Skyarkangel and Ninefinger Modpack