Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Wishmaster

#151
Help / Re: Override inspect tabs limits
March 28, 2017, 09:33:52 PM
I want to use HugsLib. Harmony seems a bit less convenient to use and I don't see how I need non destructive detouring in that case.
#152
Help / Override inspect tabs limits
March 28, 2017, 04:06:01 PM
I want to add a new tab inspect tabs to rimworld.
The problem is that the vanilla limit is 5 and that will be 6 tabs for prisoners and guests.

So I want to detour RimWorld.InspectPaneUtility.DoTabs() to be able to draw more tabs however I'm afraid of potential compatibility issues.The detoured method will still display all the listed tabs but I that still sound insane for me.

Does anyone/the community of modders have an objection for not doing this ?
#153
Help / PostMake in comps
March 27, 2017, 01:14:18 PM
Hello.

I want to create a "Comp_DefaultPlantSetter" comp, injected to all plant growers (hydroponics, plant pot and non vanilla ones) and that allows to have a default plant to grow for every thingdef that's a plant growers.
When its parent thing is created, I want the comp to set the plant to grow.

So far I could do it using the inappropriate method :
This works when the building is made but also everytime the game is loaded ! it will reset the plant to grow on every load, obviously.

 
         public override void PostSpawnSetup()
         {
             ParentPlantGrower.SetPlantDefToGrow(Core.GetDefaultPonicsPlant(ParentPlantGrower.def));
         }


For things, there are PostSpawn() aswell as PostMake(), but no PostMake() for comps !
I want to avoid modifying the PlantGrower class so the mod will be less likely to have compatibility issues.

Any solution ?

EDIT: Solution: I edit the def of the plantgrower.
def.building.defaultPlantToGrow = ...

however I must restaure defs after game unload

that lack of PostMake() in comps is still quite annoying !
#154
I think about this but that may limit the possibility to have custom policies.
I plan to change the UI anyway and maybe move it to the restrict tab/ assign tab or even a new root tab.
#155
How get to easy luciferium and artifacts:

- Travel to a free tile and settle.
- Find a shrine and open it.
- If you are lucky enough and the shrine is only defended by centipedes, bait them far away from the structure.
- Pick all the stuff, leave.

Well somehow this does not work if it is defended by scythers
#156
That would be really awsome if you added a gizmo that appear on all haulable items, so you won't have to go to the designator menu to designate stuff.
#157
General Discussion / Re: Kibble - Is it worth it?
March 24, 2017, 06:17:35 AM
Quote from: silenced on March 24, 2017, 05:49:38 AM
It's still the best use for all the human meat and the even larger amount of insect meat (from the bug-"farm").

I think the mood debuff of kibble is worse than the one from cooked human meat.
#158
General Discussion / Re: Kibble - Is it worth it?
March 24, 2017, 05:09:45 AM
It is true that kibble has the advance of hay and granularity.
But I think it still needs a big buff.
The cost ratio (in terms of nutrition) are the following:


Kibble0.8
Simple meal0.59
Nutrient paste    0.33

There is huge gap between kibble and nutrient paste. I never feed my huskies with kibble anymore, I use a mod to force the dispenser to make meals...
However kibble is mandatory for handling animals.
#159
Hello. The conflict that was mentioned with "Smarter Food Selection" is now solved.
There are no more known conflict with my mod. Can you update the topic please ?
#160
Quote from: Tenshi~Akari on March 22, 2017, 09:24:22 AM
Thank you for the updates! Quick question though: Will the UI fix for the SFS update be available soon? Just asking, as a user w/ a very awkward 1366 x 768 resolution as max and also running across the visual issue of not seeing anything above the Joy need.  (UGH... who's bright idea was that to stop the screen sizes there?) :o

I'm releasing a hotfix likely today for UI and other things. The second in 3 days already. Definitely better to be on steam !

Quote- Error with caravans when a pawn is hungry and you don't only carry food.
- Visitors NOT using the dispenser (as they use to in previous versions).
- Colonists fetching grass to feed injured animals.... Could be nice if it did not take ages to feed it completely.
- UI error when trying to spoil options for visitors or friendlies.
- Needs tab moved.
#161
Quote from: Hans Lemurson on March 22, 2017, 03:38:14 AM
I'm curious as to the math behind the Growth Sync mod.  How does it actually go about balancing the growth between adjacent plots, and what is the reason for the 8% limit? 
Is it an arbitrary delineation to let different growth phases to be preserved? 
Or is it perhaps because each tile has 8 neighbors?
Curious minds must know!

It's 8 % because it feels correct to me ! Yes, the rate is arbitrary somehow. And no, there is no connection with the fact that each tile has 8 neighbors.
If you are asking why there is a limit, it's because crops at 10% in a group where average growth is 70% would grow at a ridiculous rate.

The math is quite simple simplistic since i'm not very good at math.

growth delta = (average growth - plant growth) * 8

(yes, 8 again, no connection with the 8% limit either).
#162
typeof(Pawn).IsSubclassOf(...);

I'm not very sure howerver, this seem not to work all the time. You better have a look..
https://stackoverflow.com/questions/2742276/how-do-i-check-if-a-type-is-a-subtype-or-the-type-of-an-object
#163
Hello.

Detouring DrawTabs is not a good idea.

You can add tabs without detouring anything.

Your second sample of code is very close to the right solution.

pawnDef.inspectorTabs.Add(newTabType); // missing         
pawnDef.inspectorTabsResolved.Add(InspectTabManager.GetSharedInstance(newTabType));
#164
Quote from: Marauder on March 21, 2017, 08:10:30 PM
Quote from: Serenity on March 21, 2017, 07:41:14 PM
It takes a long, long time for people to die from toxic fallout
If they settle in for a siege or actually prepare before their attack, it might happen though. At the very least they wont be particularly healthy. I had them die of heatstroke en masse during a heatwave in extreme desert.

Indeed. Even if they don't die, they won't be healthy.
And they sometime don't adapt to the current weather.
#165
So a group of pirates just arrive to bomb my base. Too bad for them, the "toxic fallout" map condition is active...

I may not even have to fight and in the end I get some get some resources.

Also when you live under a mountain, they will keep targeting your pawns even if they have to chance to hit them.
I think they should have buildings as their secondary targets.

Finally, if your sniper guy shot but not killed one of them, he will never rest except for sleeping but none of his mates will heal him.

I think siege you should have their best healers heal injured pirates and perhaps sleep in some kind of tent or have gas mask for toxic fallout.

edit:

"Friendlies" just arrived, they spawned at the edge of the map, right new the siegers ! As siegers are sleeping, friendlies just carry their way to my base, both sides ignoring each other... Surrealistic.