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Messages - LWM

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Help / Re: Help having issues with Hugslib and Harmony
« on: April 18, 2021, 07:58:15 PM »
so, the problem has been solved but I have no idea how it got so messed up in the first place.
Almost certainly you ended up with either corrupted mod files, OR(and?) an earlier version of Harmony getting loaded instead of the current one.

Nuking everything from orbit usually fixes this sort of thing  ;D

Releases / Re: [1.2] Lulu's Loony Levities (updated 2020-08-11)
« on: April 18, 2021, 07:51:48 PM »
Just by the way, I have been using your bone mods and a slightly changed version of your surgery mods, and they are great :)  Especially the surgery one - it was really easy for me to finally have my dream scar removal that involves using Components to hack the nanobots in glitterworld medicine.


You might look at my Harmony Patches to try and get an understanding of how it's used in the wild - I try and comment all of my patches!
Here's a bunch I've done:

As for your specific case, I see two things:

1.  ...are dead bodies pawns?  I thought they were Things that contain a reference to the dead pawn?  I could super easily be wrong here ;)
2. The simplest approach might be a Prefix - you could test if the gift is a dead pawn of the correct faction and if so, just return your own goodwill result.

Help / Re: A quick tutorial of xpathing and patching
« on: April 18, 2021, 07:39:10 PM »
A couple of notes on your xpaths:

First, the PatchOperationTest is mostly superfluous - the PatchOperationAdd will only affect things that match the xpath (and if you set <success>Always</success> you won't get an error message if nothing matches)

Second...what happens when something already has a set of comps?  You might want to do something like
Code: [Select]
  <PatchOperation Class="PatchOperationAdd">
    <xpath>/Defs/ThingDef[category="Item" and not(comps)]</xpath><!--only add comps if not there-->
    <value><comps /></value>
and then add your comp.

...I have often found that just going through the DefDatabase in C# is the easier approach :shrug:

Ideas / Re: Your Cheapest Ideas
« on: April 18, 2021, 07:27:41 PM »
Currently captured prisoners are taken to a random empty prisoner bed. When you have multiple places where prisoners can sleep this may result in freshly captured (and often wounded) prisoners getting moved around to every corner of my colony.

You can mark prisoner beds as Hospital beds as well - this can be a really helpful way to specify where wounded prisoners are taken!

Releases / Re: [1.1-A15] Industrial Rollers 2.5.0 - Free your haulers!
« on: April 18, 2021, 07:23:15 PM »
Actually this one is still working on 1.2, no bugs or errors so far, even if it shows yellow, as for Rimfactory, I don't want another factory mod as I already have one.
There's also Project RimFactory Lite, which is only conveyors/splitters/etc I think?  So, not a full factory mod.  I have Deep Storage working with PRF!

We found a (somewhat) easy approach to using Deep Storage with the belts; it should be doable with IR if the author would like to use it.

Releases / Fuel Filter
« on: April 18, 2021, 07:14:47 PM »
Hey, y'all! I got tired of my colonists burning super valuable Thrumbone in the blast furnace instead of wood, so I finally made a mod that allows you to select what is used for refueling:

(also available on Steam

LWM's Fuel Filter allows you to choose which possible fuels will actually get used when refueling.

"Hey, what do you have there in your arms?"

        "A big pile of Thrumbone - it's a super expensive bone from a neat mod!"

"Really expensive, eh?"

        "Yeah!  Hard to get - we barely have any and it's great stuff - you can use it like wood!"

"I notice you're walking towards the Blast Furnace. Where are you taking it?"

        "Oh, I'm going to burn it all as fuel."

"Don't we have a lot of really cheap wood?"

        "Yeah, but this was closer!"


As a bonus, I patch anything that burns "WoodLog" (that is, wood) to burn "Woody" things (only helps if you have mods that add woody things, such as Lulu's bone mod, or some of the expanded biome mods...but unless you have a mod like that, you probably don't need this anyway!)  So the Blast Furnace from Project RimFactory can burn the sequoia wood from expanded biomes.  If a similar patch is needed for metals, I can do that too.

Enjoy, --LWM

Help / Re: change existing button
« on: November 07, 2020, 02:19:46 PM »
What, exactly, do you want to do to this button?

You can see what I did for the "cut tree" button in my "Minor Changes" mod, which may give you an idea what to do?

Help / Re: Adjusting the mod "TendWhenever"
« on: November 07, 2020, 02:07:08 PM »
The "Prisoners on the go" (or whatever the mod is that allows you take prisoners without having to stuff them into a jail cell while in a caravan) has a way of doing that, so you might have a look (you might just want to use that mod in addition?)

Please, could you make Graphic_Linked's LinkedDrawFromMat(...) virtual? Given how Prints work, this shouldn't have any impact on performance and would allow greater flexibility for modding.


Help / Re: Building is moved
« on: November 07, 2020, 01:24:12 PM »
What, b/c the blueprint is a container?

Help / Re: JobDriver overriding
« on: October 26, 2020, 05:44:59 PM »
Looks like you should at least see your debug message at least once.  If you want to be even more sure, you could make a constructor that logs a message:
Code: [Select]
public Class1() : base() {
  Log.Message("At least my class got called?");
Could we see your full directory structure? (github is awesome; having a license is super awesome)

Only thing I could possibly think is that sometimes RW doesn't like names ending in numerals?

You write
Code: [Select]
private LordJob_BestowingCeremony_Patch CeremonyJob_Patch => (LordJob_BestowingCeremony_Patch) this.Bestower.GetLord().LordJob;
but apparently, sometimes the Lord's LordJob is NOT a LordJob_BestowingCeremony_Patch.  You could replace it with something that does "Log.Message("Actual class is "+this.Bestower.GetLord().LordJob.GetType()); return null;"  It'll break, of course, but it'll give you a message first.

I suspect that you're mixing JobDrivers and Jobs here - they are different things in RW.  Your JD is ...I think the driver what tells the pawn they can have a job or something?  And the Job is what sets out the tasks ("toils") in the job?  Look at some vanilla classes to get a good idea here - I don't work with jobs super often!

Help / Re: Failed to find any textures
« on: October 22, 2020, 11:06:50 PM »
If you have Koala_etc in YourModName/Textures/Animals/Koala/ then the texpath would be Animals/Koala/Koala

You have used some tool like dnSpy to look at the vanilla code?

The wiki has a bunch of useful tips for getting started with C#.

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