Menu

Show posts

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.

Show posts Menu

Messages - UnlimitedHugs

#391
Quote from: nahuen89 on February 12, 2017, 04:37:14 PM
Hi, this is the translation for Spanish Latin and Spanish

Thank you, I'll include this in the next release.
#392
Quote from: Kron on February 12, 2017, 03:12:54 PM
Im using a conflict checker mod, and noticed that defensive positions, and allowtool use the same defs. I'm wondering if these files simply add the info to the game, or are they overwritten by the mod loaded later in the load order. Since you seem to be the author of both and there is no mention of a conflict in either forum post, I'm assuming they're safe to use together?

I'm assuming you are referring to UpdateFeatureDef. Those are added by the HugsLib library, which must also be loaded for the mods t work.
In any case, neither mod has any defs that are designed to replace other defs, so they should always work well together and their load order should not matter (as long as they are loaded after the library).

#393
Quote from: Fukara on February 12, 2017, 08:07:26 AM
Hello everyone, i get this error

Could you post a link to your full log? Press Ctrl+F12 after you see the error.
#394
Releases / Re: [A16] Remote Explosives (1.11.1)
February 12, 2017, 08:32:22 AM
Quote from: KrombopulosMichael on February 11, 2017, 10:20:59 AM
I can't find the explosives workbench anywhere. I have pretty much all the research done except stuff requiring the multi analyzer. I had some of the research before installing the mod. Could that be why?

The research projects are on the far right of the research screen, and the table and all other buildings are in the "Explosives" tab in the build menu.
#395
Quote from: Rock5 on February 08, 2017, 03:53:05 PM
I understand a little better but it's still too complicated for me. I don't know why I'm having so much time figuring out C#. It's the hardest language I've ever learned. I think it's the IDE. I'm not used to so much happening behind the scenes. I'd love it if there was a bare bones course for C# that didn't use VS and you had to do everything manually.

If you're just starting out, you might have a more enjoyable time working on something simpler- the pathfinder is one of the more complicated parts of Rimworld, and detouring increases the complexity significantly.
As for VS, it absolutely is your friend when working with C#, because it will point out errors without the need to compile. You could use a plain text editor, but you would miss out on many features that are designed to make our work easier.

Quote from: Rock5 on February 08, 2017, 03:53:05 PM
BTW, am i hijacking this post? Should we continue this elsewhere?

It's fine- this is somewhat related to the library, and others might benefit, as well.
#396
Quote from: Rock5 on February 07, 2017, 10:25:52 PM
Can I get some advice on how to do this detour thing? I want to detour the pathfinding in the game. I think the method is call FindPath but it uses private fields of it's parent class Pathfinder. How do I access the parents fields? Or should I detour the whole PathFinder? But Pathfinder is a class. Please point me in the right direction.

Using just HugsLib, you would have to use reflection to access the private fields. This is not ideal, since the pathfinder
is a performance-critical piece, and reflection is fairly slow. You could use Expressions to compile accessor methods to access the fields in a performance-friendly manner, at the cost of added complexity.

Your best bet might be to go with the Harmony library and add a prefix/postfix for that method. Harmony even allows to replace specific calls in the method body.
HugsLib detouring will be moved over to Harmony in the next alpha update, so you would save yourself some updating work there.

Also, Zenthar has a mod that already makes modifications to the pathfinder, so it's a good idea to keep compatibility in mind.
#397
Releases / Re: [A16] Remote Explosives (1.11.1)
February 05, 2017, 06:38:23 AM
Quote from: gendalf on February 04, 2017, 11:17:55 PM
Is there a smaller mod that would allow removing mountain roofs or this is the only one?

I think Skullywag had a small mod named "Roof bomb", or something like that.
#398
Quote from: danielee on February 04, 2017, 03:12:54 PM
Updated Chinese translation files https://www.dropbox.com/s/mabe9r2tnhhbyvx/ChineseSimplified.zip?dl=0

Thank you, I'll include these in the next release.
#399
Quote from: njb013 on February 01, 2017, 10:30:37 AM
Edit: Don't know what caused the problem, but I can't seem to reproduce it. Sorry to waste your time.

No worries. I've had other reports of the button going missing- still not sure what the cause is.
#400
Quote from: njb013 on January 31, 2017, 11:03:35 PM
Sadly, this mod seems to be incompatible with Moody, presumably because they both use the top right corner of the screen. Would it be possible to have a version that puts it in the top left?

Works fine for me- try disabling the other mods and see if it that helps.
The dice button appears to the left of the learning helper.
#401
Quote from: Linq on January 31, 2017, 06:22:34 PM
That explains it. Less Arbitrary Surgery got a lot of confusing bug reports because of this.

Yep, got a couple myself. Thankfully, a persistent player helped in tracking this one down.

Quote from: scuba156 on January 31, 2017, 06:28:21 PM
If I remember correctly, your prompt dialog detours Page_ModsConfig PostClose method, which is fine as I am inserting a new page class by detouring the main menu.

No detour, it just uses the GUI injector to hook into Page_ModsConfig. It doesn't affect other windows, of course.
#402
Quote from: scuba156 on January 31, 2017, 05:55:52 PM
Looks good. I haven't tested 2.4 yet but a quick glance at the code looks like the auto restarter can be disabled? Thanks, this works well for me since I am currently working on a mod menu overhaul.

The automatic restart can be disabled, but the prompt dialog will still show up. If you want to get rid of that, too, you could call WindowInjectionManager.RemoveInjection().
#403
Updated to 2.4.0

Stand by for goodie delivery :)
Got a couple of new things:
- Added a prompt to the Mods dialog that allows the player to easily restart the game after making changes to the mods config. It will detect the change even when mods are just reordered, contrary to vanilla. An auto-restart option is also available. Closing the prompt will do the usual vanilla reload instead.
This should cut back on bug reports related to improperly loaded mods.
- Added a button to the log window to access useful files and folders: opening the log file, as well as browsing the mods and user data folders.
- Added keyboard shortcuts for opening the log and restarting the game. These are useful for development and must be assigned to use them.
- Minor fixes: detour by attribute will now properly report the method that the source was already detoured to.

This update was made possible by scuba156's contribution, so props to him.

Also, I made minor additions to the wiki: GUI injection now has a section on replacing GUI elements, and the settings page now includes Zenthar's code for optional settings. About the optional settings- I've made a small fix to allow the displayed mod name to be specified when adding settings without using ModBase.
#404
Quote from: suramraja on January 30, 2017, 09:09:57 AM
hi,, i got error

That looks like it might be a vanilla bug. How can this be reproduced?
#405
Quote from: gendalf on January 27, 2017, 12:59:58 PM
is there a way to change hotkeys used? 'I' conflicts with the planner.

Sure. See Settings > Keyboard configuration.