Does "fully enclosed" mean roofed too? Because it doesn't look entirely roofed to me.
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#182
Mods / Re: Trying to find a way to disable mechanoid EMP immunity
January 28, 2019, 03:30:43 AMQuote from: 827874D1 on January 28, 2019, 12:39:39 AM
Hi
I could really use some help finding a way to disable mechanoid EMP immunity.
No success so far with searching all xml files with all possible keyword I can come up with.
The wiki mentioned immunity lasting for "2200 ticks" or "36.67 seconds", but nothing was found in xml files.
I want to make sure I did not miss anything before I resort to loading RimWorld to debuggers and looking for them in the memory disassembly...
Thanks in advance !
It's not defined in XML. It's a hardcoded value.
You do not need debuggers or memory disassembly. A decompiler is all you need to browse the Assembly-Csharp.dll supplied with the game. That holds all the logic. I recommend ILSpy.
RimWorld.StunHandler.EMPAdaptationTicksDuration hold the 2200 ticks value. You can use Harmony to alter it.
#183
Help / Re: Bed that acts like the Enertron from Chrono Trigger?
January 28, 2019, 03:22:56 AM
The thingClass has to be a Building_Bed or subclass thereof.
#184
Help / Re: Item Set Bonuses
January 27, 2019, 04:29:03 PMQuote from: dep on January 27, 2019, 02:14:06 PMvia xml only?
No. This is the realm of C#.
You can apply stats to apparel with pure XML, but different behaviour depending on how many of a set a pawn is wearing will require coding.
Quote from: dep on January 27, 2019, 02:14:06 PMIf someone could point me in the right direction or an example that would be great.What about the C# tutorials on the RimWorld wiki?
#185
Help / Re: xpath conditional statement... need help
January 25, 2019, 05:35:44 AM
remove the
and you'll at least get some hints on why/where/if it's failing.
Code Select
<success>Always</success>and you'll at least get some hints on why/where/if it's failing.
#186
Help / Re: Can't have different stages of moods?
January 25, 2019, 05:33:20 AMCode Select
<thoughtClass>Thought_MemoryObservation</thoughtClass>
You've not told RimWorld to use your C# at all; the thoughtClass in your xml should be MyNamespace.MyClass.
Log.Message will verify that your C# is running. I also recommend doing a null-check for pawn.story.
#187
Releases / Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
January 24, 2019, 03:39:33 AM
Grab the latest commit from master. I just haven't gotten around to push a release yet.
#188
Help / Re: trying to make an alien race mod, not sure what i'm doing wrong
January 23, 2019, 07:32:26 AMQuoteCould not resolve cross-reference: No Verse.ThingDef named Peglaci found to give to Verse.PawnKindDef Peglaci
The <race> tag in the PawnKindDef should point to a ThingDef. The error means RimWorld can't find a ThingDef with the Peglaci defName, which is right: You've named it Alien_Peglaci.
Your inclusion of the "BasePlayerPawnKind" will also cause a lot of compatibility errors: you're effectively changing all the BasePlayerPawnKind for all mods loaded after your mod. Rename it to something original.
#189
Releases / Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
January 23, 2019, 07:24:16 AM
Nope. All trade requests use the same code.
It's more likely that a save/reload fixed the problem.
It's more likely that a save/reload fixed the problem.
#190
Releases / Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
January 23, 2019, 03:23:28 AM
MFI uses vanilla mechanics for checking silver. See if you can reproduce that issue in vanilla, and if so, post a bug report in the "vanilla bugs" section of the forums. It wouldn't surprise me.
#191
Mod bugs / Re: World Won't Generate, and I don't know which mod(s) are screwing everything up!
January 18, 2019, 05:24:45 AM
First step: do a file integrity check.
After that: Core, HugsLib, JecsTools, Human Alien Races framework, Giddy-Up Core should be the rough load order for the first few mods.
After that: Core, HugsLib, JecsTools, Human Alien Races framework, Giddy-Up Core should be the rough load order for the first few mods.
#192
Help / Re: Replacing Crops Texture Paths ... Not working
January 18, 2019, 05:15:27 AM #193
Releases / Re: [1.0] The Many Mods Of Mehni [Updated "daily!"]
January 17, 2019, 05:17:09 PM
Looks functional to me, using the (attached) Steam version of the mod. I have to admit it's been a while since I did a GitHub release - but none of the minor tweaks I did lately would affect this.
[attachment deleted due to age]
#194
Mods / Re: [request] huge pirate base (comes with its much more treasure)
January 17, 2019, 12:08:32 PM #195
Help / Re: Trying to track down a strange bug that changes slate to glowstool.
January 15, 2019, 05:50:43 AM
RimWorld generates a unique hash from the defName.
Sometimes they aren't unique enough and you get a hash collision, which is what happened here.
Sometimes they aren't unique enough and you get a hash collision, which is what happened here.