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Messages - UnlimitedHugs

#436
@Psychology
I feel like I could have handled that situation better, so let me reword my response to you.

I will no stand for disrespect and attitudes of entitlement.

My work here is an act of service, but it is a service I choose to render on my own terms and at my own discretion.
#437
Updated to 2.3.0

I've added a brand new system that allows to inject code into any window in the game. And yes, it also uses attributes :)
I have done some internal reworking of the detouring system, so please let me know if everything is still working as expected for you (it should). I'll push the Steam update later if all is well.

Here are the new docs: GUI injection
#438
Releases / Re: [A16] Remote Explosives (1.11.1)
January 03, 2017, 12:27:55 AM
Quote from: nbielinski on January 02, 2017, 07:28:20 PM
Just wanted to say I love the mod.

I'm happy to hear that. Good job on your rioter management system :)
#439
Updated to 2.2.3

I've added two minor things to setting handles- a callback for when a handle value changes and a field you can set to expand the row height of the setting when using CustomDrawer.
#440
Quote from: Psychology on January 02, 2017, 05:04:34 AM
It's a dumb choice.

Right, let's go be demanding and criticize the the guy's work, that'll get him to cooperate.
Now excuse me, I have a half-written wiki page to go throw out.
#441
Quote from: Psychology on January 02, 2017, 03:35:19 AM
I should get to decide what numbers are important.

Tough toenails. Deal with it.
#442
Quote from: Psychology on January 01, 2017, 04:57:15 PM
Hugs, it seems like UpdateFeatureDef is throwing an error when given an assemblyVersion with four parts, despite the error message saying "between 2 and 4." 17.1.1 works, but not 17.1.1.3. And if I set it to 17.1.1, it won't actually show it if the version is 17.1.1.3.

Must be a typo, it should be "between 2 and 3". I chose to discard the build number portion of the version to make things a bit clearer for the player.
Not saying it's the right way to do version numbering, but that's how the system is set up at the moment.
Also, it's a good idea to only highlight major additions to a mod using the news system. I'll write more on this once I get around to making that wiki page.
#443
Quote from: lllMWNlll on January 01, 2017, 02:42:01 PM
https://gist.github.com/0d7bfa4a57a09d2ed5529419c1db15cf

Thank you, that is much easier to read.
Search for the file TraderKinds_Orbital_Misc.xml - the mod that adds it is causing the issue. I can't fix someone else's mod, of course, but you could show that log to that mod's author.

Quote from: Wishmaster on January 01, 2017, 02:45:12 PM
Is there a way to dynamically hide/show some options ? My mod has many options and I would like to have a "show more options" button.

Props to you for being considerate and not overflowing the menu :)
You could use SettingHandle.CustomDrawer to make buttons that expand categories.
Set SettingHandle.VisibilityPredicate on the settings you wish to hide- returning false in that delegate will prevent that setting from being drawn.
#444
Quote from: rawrfisher on December 31, 2016, 08:21:48 PM
Does Anyone know what this error means?

Seems like this was caused by the Blueprints mod. Perhaps caused by an attempt to place a large blueprint on a smaller map.
It's a good idea to report this in Fluffy's thread.

Quote from: RawCode on January 01, 2017, 02:10:10 AM
- snip -

Not sure I understand your solution.
As Zhentar said, we can't detour a method that does not exist. Perhaps an override could be created using DynamicMethod, but I wouldn't trust that enough to put it in the library.
#445
Quote from: lllMWNlll on December 30, 2016, 07:57:16 PM
- snip -

I can't help you if you are using A15 mods on A16. Also, please make sure your game language is set to English when you submit your log- that makes it much easier to read.
#446
Updated to 2.2.2

@Trinan
I've added some more safety checks to the detouring system that should solve this issue.
#447
Quote from: Psychology on December 30, 2016, 05:08:27 AM
It would appear that, when you detour a method that a class inherits from its parent, but doesn't actually override, it detours the parent's method instead. Any way around this?

I don't quite see the problem here. Would you rather have it generate an error?

Quote from: Psychology on December 30, 2016, 05:08:27 AM
e: Also, it's a shame there's no documentation for UpdateFeatureDef.

Yeah, I've been meaning to add a page about that. Gotta wait for inspiration to hit, though.
In the meantime, The code of UpdateFeatureDef has some comments on the formatting options. Also, Allow Tool and Defensive Positions both make use of this system if you're looking for practical examples.
#448
Releases / Re: [A16] Remote Explosives (1.11.1)
December 30, 2016, 01:20:04 AM
Updated to 1.11.1

I resolved an issue that caused an error during world generation when Rimarsenal+Federation is also present.
I'd like to thank Nialkier for taking the time to help me pinpoint the conflict.
#449
Releases / Re: [A16] Remote Explosives (1.11.0)
December 29, 2016, 09:13:13 AM
Quote from: Vandalier on December 29, 2016, 08:34:42 AM
Hi mr. UnlimitedHugs. Could you add poisonus gas dispenser with remote controll? I'd like to make my own mini holocaust. Thanks in advance.

Hello and welcome to the forums :)
Sorry, no poisonous gas for me- I mentioned why a few posts back.
#450
Quote from: scuba156 on December 29, 2016, 08:35:50 AM
Any chance of getting pastebin support? Possibly default to pastebin if an apikey has been set in modbase?

What would be the advantage of using Pastebin over the GitHub gists?