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Messages - CannibarRechter

#136
>> Several medical mods allow you to cure scars with glitterworld medicine.
> and serveral mods allow u to play furries.. but mods should not be the benchmark in development here.

The medical mods that allow you to do this are more than two years old, some of them. Tynan is aware of them. I'll speculate that that he thinks the scars give the pawns character, and add to the story. If you want the capability, you can have it now. Sarcasm isn't a helpful or productive way to address someone who is attempting to offer you help.
#137
Help / Re: Creating a new disease Hediff...
November 10, 2017, 10:50:34 AM
My advice would be to find a disease hediff that you know works, and then:

1. Open PowerShell
2. CD to Mods\Core\Defs
3. Type


ls -recurse *.xml | sls -pattern [hediffname]


I don't know disease hediffs, but my guess is this is one of those items that you have to edit multiple files to make work.
#138
> - Give us ways to treat Scars, and other diseases injuries, not to the point of just getting rid of them but making them more beareable.

Several medical mods allow you to cure scars with glitterworld medicine.
#139
> Thanks for explaining! I've changed it to the Building layer some days ago and so far all my vents were positioned properly. Maybe because you always have to build the wall first.

That could indeed be a factor. I don't know the draw order at all for things that are all at the same layer. It could be draw oldest first, or something else. It's curious that it's working all the time. It should be fairly safe to use BuildingOnTop, though. The only other things in the Core that uses that AltitudeLayer are TransportPods.
#140
Mods / Re: [Mod Request] Permanent cold snap/heat waves
November 10, 2017, 08:22:23 AM
Create a custom scenario without the condition. Add a permanent map condition of some type. Use an editor like notepad or notepad++ to edit the scenario.xml file. Change the permanent map condition to ColdSnap. I KNOW that this used to work, although haven't tried it lately.
#141
Help / Re: Addiction HediffDef
November 10, 2017, 07:06:23 AM
The first position is reserved for any modifications that happens to the pawn when they are addicted, but not in withdrawal.

public class Hediff_Addiction : HediffWithComps
{
private const int DefaultStageIndex = 0;

private const int WithdrawalStageIndex = 1;


I can't tell in looking at the code if it's actually used, though.
#142
Help / Re: Modding in A18
November 10, 2017, 06:56:40 AM
The way you can tell for sure is to decompile RimWorld, and then look at the corresponding [ClassName]Def.cs file.

An alternating means of noting changes would be to get a programmers file compare tool (e.g., WinDiff, CompareIt, etc) and compare a modded file to an original from A18. The difference you describe would stand out like a sore thumb, there.

As a final note, many modders are including the base defs in their mods out of habit. Older versions of RW required that base defs be copied to the mods. That's not necessary any more.

This comment isn't so helpful here, because it's clear that the modder renamed the base def and is using it deliberately, but I have definitely seen many mods where you can just delete the base def entirely and the mod will work the same without the overhead.
#143
> Also is there a reason why Vents and Coolers use <altitudeLayer>PawnUnused</altitudeLayer> instead of <altitudeLayer>Building</altitudeLayer>?

Walls are also Building. If you don't move them a layer up, it would become unpredictable as to whether the vent or cooler is over or under the wall. Edit: reading AltitudeLayer.cs, though, I  question why PawnUnused is the altitude chosen. The next one up is BuildingOnTop.
#144
Regarding your subject, "how do I add an attribute to a world hex," you may wish to keep in mind, you don't really need to do that. When you write your mod, you can just keep a separate data area, with a similar indexing system.

As for your other questions, I don't have high confidence that the community is likely to know the answer to your question. Few modders have fiddled around with the world map. You might PM the guy who made the roads mod. But generally speaking, the answers to those types of questions are usually determined by using ILSpy, looking at the decompiled code, and using ninja search skills to find things.
#145
Mods / Re: Getting some XML errors: Duplicate XML node
November 08, 2017, 01:41:49 PM
So. You may benefit from learning some PowerShell:

1. Start PowerShell.
2. cd to your Mods directory
3. Type something like this:

> ls -recurse *.xml | sls -pattern PassiveCooler

See if you can find the various mods that attempt to change the passive cooler.

If you're getting DUPLICATES, there's a fair chance that you're looking for at least one mod that performs PatchOperationAdd on passive cooler. That's the only way I personally know of to get this kind of duplicate.

You will need to decide how to resolve the conflict yourself.  This is going to be the ingredients to build the passive cooler.
#146
> Prefix and return false and you can write a Transpillar to remove the method contents entirely

Almost no modders will be implementing transpilers: they would be high end work even for a software engineering professional (retired software engineering professional here). So the practical thing for most modders to do is use postfix methods when possible, and prefix methods (with false return values) when they have to. If a few stretch themselves and learn transpilers, great, but that's not gonna happen very often, let's be honest.
#147
> Or are you saying that going through any Harmony method (Prefix and Postfix included) will silence the exceptions in your methods?

Harmony ITSELF doesn't throw exceptions when it should. I believe this is because of the attributes (decorators); these don't afford the programmer a useful place to catch exceptions if thrown. While the design is pretty and convenient, I don't believe this worth the trade.
#148
I actually don't like the decorator methods used by Harmony. It invited the developer to eschew proper exception handling. If the decorator method wesn't used, and you always had to call the manual methods, the pardeike probably would have had exceptions thrown all the way through to the caller. That's the way they should be. Instead, you often end up with silent failures. It's a bit of a debugging disaster.
#149
General Discussion / Re: I Call Bullsh*t
November 08, 2017, 06:26:41 AM
>  It's you who is mentally blocked

Now it's passing from pissing contest, to shit show. This whole thread should be locked.
#150
Help / Re: core graphics/textures
November 07, 2017, 06:37:44 PM
You'll find a post with the textures in the directories embedded in the core art thread in one of the later posts. That's the closest thing we have.