Yes, that is - recipeMaker has tags that do that: either "researchPrerequisite" for one or "researchPrerequisites" for a list (with <li>...</li> etc)
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#182
Help / Re: The idea of the global modification?
May 26, 2020, 01:05:38 PM
It *really* depends on what's being changed.
But the general procedure is to find where in the code that aspect is handled and use Harmony to add to it.
You're better off looking at a few mods that do that sort of thing, and seeing how they do it.
But the general procedure is to find where in the code that aspect is handled and use Harmony to add to it.
You're better off looking at a few mods that do that sort of thing, and seeing how they do it.
#183
Help / Re: How do i unlock a type of zone with research ?
May 26, 2020, 01:04:28 PM
you would have to use C# to check for the research def and then decide whether to show to tool to the player.
#184
Unfinished / Re: Craftable Bedrolls - new to modding, feedback wanted!
May 26, 2020, 11:51:37 AM
There's also
to keep it from being inherited from the parent Abstract def. (capital "Inherit")
Remember to make sure your minified item can be installed and uninstalled with the changes you've made
as far as being able to keep that 600 value...yeah...you can write custom C# patch operations to do that....but that's it.
Good work!
Code Select
<designationCategory Inherit=false></designationCategory>
or
<designationCategory Inherit=false />to keep it from being inherited from the parent Abstract def. (capital "Inherit")
Remember to make sure your minified item can be installed and uninstalled with the changes you've made

as far as being able to keep that 600 value...yeah...you can write custom C# patch operations to do that....but that's it.
Good work!
#185
Unfinished / Re: [1.0,1.1] Deep Storage (functional)
May 26, 2020, 11:42:26 AM
Yes?
There was one recently, and there will likely be another in the next week, with better right-click support.
There was one recently, and there will likely be another in the next week, with better right-click support.
#186
Unfinished / Re: Craftable Bedrolls - new to modding, feedback wanted!
May 23, 2020, 11:13:08 PM
So....you're defining a 2nd copy of Bedroll (etc) with the idea of replacing the original bedroll. But that has the problem that it doesn't play well with other modders.
The game is set up to allow XML modding via several operations involving xpath - a good reference is https://rimworldwiki.com/wiki/Modding_Tutorials/Modifying_defs
The thing you probably want to be doing is some patch operations - https://rimworldwiki.com/wiki/Modding_Tutorials/PatchOperations
The idea is you leave the original mod around and change only what you want to change. In your case that would be...what, adding a recipe maker section to each?
The game is set up to allow XML modding via several operations involving xpath - a good reference is https://rimworldwiki.com/wiki/Modding_Tutorials/Modifying_defs
The thing you probably want to be doing is some patch operations - https://rimworldwiki.com/wiki/Modding_Tutorials/PatchOperations
The idea is you leave the original mod around and change only what you want to change. In your case that would be...what, adding a recipe maker section to each?
#187
Bugs / Modding request: make TexButton public, not internal
May 22, 2020, 11:36:15 PM
Verse.TexButton is an internal class. If it were a public class, then modders could more easily match the look of the vanilla game.
Modders can get around this by keeping a static Texture2D and using Harmony (or reflection):
But that is not elegant and adds unnecessary clutter to mods.
Thank you for the consideration!
Modders can get around this by keeping a static Texture2D and using Harmony (or reflection):
Code Select
static MyThingThatNeedsTexture_StaticConstructor () {
Drop=(Texture2D)HarmonyLib.AccessTools.Field(HarmonyLib.AccessTools
.TypeByName("Verse.TexButton"), "Drop").GetValue(null);
}
private static Texture2D Drop; // == TexButton.Drop
But that is not elegant and adds unnecessary clutter to mods.
Thank you for the consideration!
#188
Bugs / [1.1.2624] Cannot put floor under buiding with no terrainAffordanceNeeded
May 22, 2020, 01:34:01 AM
GenConstruct's CanPlaceBlueprintOver will not allow placing a terrain (e.g., wood floor) underneath a building which has no terrainAffordanceNeeded requirement (e.g., a modded marker with terrainAffordanceNeeded of null).
Instead, the player must remove the building with no terrain requirement, put down the new floor, and then replace the building with no terrain requirement, which does not make sense.
Better would be: if the new def is a TerrainDef and the old def has no requirement, skip any terrain affordance tests.
A minor bug, but annoying when it crops up!
Thanks
Instead, the player must remove the building with no terrain requirement, put down the new floor, and then replace the building with no terrain requirement, which does not make sense.
Better would be: if the new def is a TerrainDef and the old def has no requirement, skip any terrain affordance tests.
A minor bug, but annoying when it crops up!
Thanks
#189
Bugs / Re: [1.1.2624 rev885] Colonists destroyed on load.
May 20, 2020, 10:35:14 AM
Stupid question, but....do you have the DLC downloaded on both computers?
#190
Releases / Re: [1.1] Lulu's Loony Levities (updated 2020-05-19)
May 20, 2020, 10:33:50 AM
?? Did you even intend to post that?
On a mod-related note: I am loving the mods! I was wondering a bit about balance, tho: it seems to me that killing 5 rabbits should not actually give enough bones to make a door.
I'm not sure how that should work at the moment, but it seems I have a lot of bones lying around...which is appropriate, I guess, so maybe I'm thinking that there should be fewer bones from small creatures? I'm still thinking about it.
But let me say again: thank you for these mods
On a mod-related note: I am loving the mods! I was wondering a bit about balance, tho: it seems to me that killing 5 rabbits should not actually give enough bones to make a door.
I'm not sure how that should work at the moment, but it seems I have a lot of bones lying around...which is appropriate, I guess, so maybe I'm thinking that there should be fewer bones from small creatures? I'm still thinking about it.
But let me say again: thank you for these mods
#191
Releases / Re: [1.1] Lighter than fast - Crystals - Lanius - Clone bay - Teleporters
May 20, 2020, 10:22:37 AM
Do please have a license that includes opening up the work in case something happens to you! (Creative Commons has a lot of options with hefty rules, and you can always add your own requirements in a license)
If you do drop off the planet, it will make players much happier down the road.
If you do drop off the planet, it will make players much happier down the road.
#192
Help / Re: Remove a Designation Category with Patch?
May 18, 2020, 11:15:46 PM
Sure!
https://rimworldwiki.com/wiki/Modding_Tutorials/PatchOperations#PatchOperationRemove
....you also probably want to take everything in the category and put it somewhere else....
https://rimworldwiki.com/wiki/Modding_Tutorials/PatchOperations#PatchOperationReplace
https://rimworldwiki.com/wiki/Modding_Tutorials/PatchOperations#PatchOperationRemove
....you also probably want to take everything in the category and put it somewhere else....
https://rimworldwiki.com/wiki/Modding_Tutorials/PatchOperations#PatchOperationReplace
#193
Help / Re: statistic record processor
May 17, 2020, 06:54:51 PM
Have you decompiled the dll (can find helpful instructions on wiki)?
Look in Verse.AI.JobDriver_DoBill.cs. When a pawn is doing a job (machining, for example), the job has a jobdriver. The job is broken down into a bunch of "toils" - little steps. If you look in the toils for the DoBill jobdriver, you will find some parts that make that record.
I know it shows up in other places? But that's the one I can point you to.
Good luck! And C# is not too different from C++. Figuring out how RimWorld is organized is the harder part!
Look in Verse.AI.JobDriver_DoBill.cs. When a pawn is doing a job (machining, for example), the job has a jobdriver. The job is broken down into a bunch of "toils" - little steps. If you look in the toils for the DoBill jobdriver, you will find some parts that make that record.
I know it shows up in other places? But that's the one I can point you to.
Good luck! And C# is not too different from C++. Figuring out how RimWorld is organized is the harder part!
#194
Unfinished / Re: [1.0,1.1] Deep Storage (functional)
May 17, 2020, 03:06:13 PMQuote from: Ruisuki on May 17, 2020, 01:47:02 PMI had NEVER considered that either! I now have a place to store all my tainted clothing! Or I will once I play with the filters.
yeah hampers are traditionally for clothing, but there already is a clothing rack no? I guess i could use it for clothing that needs mending
Quote... the additions added by the submod, extended storage extended. Any plans on using different textures though for the future? Or different names to differentiate between the mods
I have maybe 5 art; creating new textures for furniture is REALLY HARD for me. I would happily welcome new artwork, and am willing to add new items as well - or help someone else add an entire new set of items if they want to (like the other add-on mods running around on Steam)
--LWM
#195
Releases / Re: [1.0/1.1] Lulu's Loony Levities (updated 2020-05-14)
May 17, 2020, 03:02:19 PM
These are EXCELLENT. Thank you!
I'm going to go add a research requirement to the scar removal, juggle the recipe requirements slightly, and finally have exactly the mod for surgery that I have wanted for years.
I'm going to go add a research requirement to the scar removal, juggle the recipe requirements slightly, and finally have exactly the mod for surgery that I have wanted for years.