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Messages - LWM

#931
Bugs / Re: Make gun towers attack hunting animals
February 27, 2019, 11:18:43 AM
Are there already such mods?  I had not seen any!  I'll have to look again :)

--LWM
#932
Bugs / Re: Make gun towers attack hunting animals
February 26, 2019, 01:27:20 PM
I was thinking of looking into anti-animal turrets; maybe I will see an easy way to make turrets protect pawns.

--LWM
#933
Oh, that's a very very good point.

...I suspect I may need to talk to the person with the sellable looted weapons mod.

Thank you!
#934
Mods / Re: [mod request] 2.5D?
February 25, 2019, 03:09:02 AM
Oh, yes, very much so!

And would almost certainly require a full-time artist to create all of the new artwork.

--LWM
#935
Mods / Whoever made beer a weapon, you killed my bunny!
February 25, 2019, 02:58:26 AM
"Wait, what?" you ask?  I shall explain.

My bunnies - okay, "hares," but whatever, they were bunnies.  As I was saying, my bunnies were becoming drunk.  This is the natural order of things, and I accepted my mistake in allowing them access to piles of booze in various rooms.  I set out to rectify the error by requiring that all beer go into one particular stockpile in the kitchen - from which the bunnies were banned, for while they are cute, they are unhygienic.

Imagine my surprise when I got a notification that one of my cute fluffy bunnies had died!  They had gotten brain damage from becoming blackout drunk one too many times, and the game informed me that they had failed to merely faint, but had perished!  Oh noes!

Wait.  Why are almost half of my bunnies so drunk they cannot stand up?  What's going on?

Why is there booze just sitting around in this surplus storeroom?  Why can my pawn not haul it to the kitchen?  What's going on??

It turns out that the stockpile in the kitchen couldn't accept beer because SOMEONE had classified it as a weapon (which is cute, but....), and I was not allowing any categories of weapons because only beer.  (The beer was a non-looted weapon, btw).  Well, crap.  At least I know what's gong on now, and can save the lives of the rest of my cute fluffy meat-and-fur-babies!

And I might try and find out how to keep my pawns from wasting beer as a weapon.

--LWM

PS - okay, the brain-damaged bunny got the damage before I realized the bunnies were drinking beer at all.  And okay, it was only 40% of my bunnies that were too drunk to walk, but still!

PPS - okay, I think the bunny drinking itself to death is actually kind of hilarious.  In a morbid sort of way.

PPPS - oddly enough, beer is neither smeltable nor non-smeltable, so it doesn't care about those settings.  Only looted vs non-looted.  ...I wonder if beer raiders drop is looted?
#936
Help / Re: DLL assembly editing
February 24, 2019, 10:44:35 PM
Because the one place dnSpy changed things was where it was defined the first time....but it doesn't change where that copy was made in (potentially) dozens of other places.
#937
Help / Re: DLL assembly editing
February 24, 2019, 03:43:58 PM
Heh.  Deep breaths?  Or not  ;)

So....I would have thought dnSpy would, when "recompiling", substitute the new value of the constant in all the places it should go?

I gather constants are not something one can actually do anything with via Harmony.  But the OP is doing something different?

--LWM
#938
Help / Re: DLL assembly editing
February 24, 2019, 09:34:15 AM
(Also, we cannot read minds, your question might have been "WTF did I do wrong?", "WTF went wrong?", "HowTF do I do this so it works?", "What are best practices for modding?", or even "What's the best thing to drink when modding doesn't work?"  The last one was a stretch, but...)

;)

--LWM
#939
Help / Re: DLL assembly editing
February 24, 2019, 09:31:46 AM
Nifty.

And you've got someone tough, and you see the old value explicitly in the calculations?

--LWM
#940
If PeteTimesSix would allow, I would see about porting the Surgery Estimates part to 1.0.

--LWM
#941
Ideas / Re: Your Cheapest Ideas
February 23, 2019, 12:55:09 AM
If vanilla XML Defs had Name attributes (<ThingDef Parent="..." Name="MealSimple">...<defName>MealSimple</defName>....</ThingDef>), then a modder could base XML off of the vanilla items that would pick up more changes other modders make.

As an example: If I could make my BigShelf use <ThingDef Parent="Shelf">...my changes, etc...</ThingDef>, then when another modder changes Shelf to add a Comp, I wouldn't have to do ANYTHING for compatibility to kick in - my BigShelf would automatically pick up the new Comp!

All it would require is updating the XML, and wouldn't change any gameplay.  A simple script could handle the change.

--LWM
#942
Help / Re: Shield Belt Mark 2 - Please Help
February 22, 2019, 12:20:07 PM
I *think* what you would have to do is create a derived class from SheildBelt, make that your thingClass, and change (override) AllowVerbCast to just return true?

But that may miss some things, and would require (relatively straightforward, one hopes) C#.

And good luck to your colonists when 5 enemy snipers with shields show up ><

--LWM
#943
Quote from: ilikerimworld on February 22, 2019, 08:04:01 AM
> --LWM

Why do you keep talking about increasing your stats? It's not about increasing your stats, it's about balancing the game and making the melee skill more useful.

To be honest, I was more replying to others' comments than to the point of the OP.

On the points you've raised, yes, melee is only useful for one thing (I suppose mining is too?).  But for *me*, well, I don't really care much about "balance" in a lot of ways - people with only the melee skill will just be less useful to some players.  Like pyromaniacs; there's no balance to it; it just sucks.  Also, I find that once I get shields, I'd much rather be bashing things with a stick than be getting shot at...

So I'm afraid I don't have a whole lot constructive to add to your conversation; I can just go off on slight tangents ;p

As far as such a mod goes, it would ...probably? require a Harmony patch to plant harvesting.  It wouldn't be too complicated as such things go, but then again, I consider some Transpiler operations "simple," so I recognize "not too complicated" is very relative.

--LWM
#944
Support / Re: disable game notifications?
February 21, 2019, 12:34:55 PM
Not without a mod of some sort, I think.
#945

<supportedVersions>
  <li>1.0</li>
</supportedVersions>


I think it *should* allow <li>1.0.2150</li> but it doesn't.