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Messages - System.Linq

#541
Outdated / Re: [A14] Community Core Library v0.14.3.1
November 08, 2016, 10:34:59 AM
Of course, but there doesn't seem to be any obvious way to contribute to the effort.
#542
Outdated / Re: [A14] Community Core Library v0.14.3.1
November 08, 2016, 09:17:37 AM
Well, in the future, feel free to open it up to pull requests from the general public for A16. No need to shoulder the whole burden yourselves.
#543
Outdated / Re: [A14] Community Core Library v0.14.3.1
November 08, 2016, 08:58:58 AM
Quote from: skullywag on November 07, 2016, 07:38:58 AM
The point is nothing that could be classed as "extra functionality CCL maybe shouldnt do" has held up the release, in any way. Some of the stuff that CCL opens up that is hard coded in Vanilla has changed like the addition of the drugs system 1000101 mentioned, this is now whats being worked on so it can tie in to all the code CCL has made better. The end result is with just CCL installed nothing changes to the end user but the internal hardcoded stuff is less so, in its current state it bugs out in certain places due to the features added in A15.

Is there more information on this somewhere? The CCL GitHub repository doesn't have anything about drugs in the list of issues. Do you keep a list of blocker bugs for contributors?
#544
Outdated / Re: [A14/15] Psychology (2016-09-04)
November 07, 2016, 02:50:48 AM
Quote from: Diana Winters on November 06, 2016, 11:59:46 PM
not sure if this is a known bug, but pawns with the "codependant" trait will still maintain the buff for being married after the death of their spouse. I suggest making it so they will get a massive debuff for the death of their partner

This bug is caused by Psychology not checking to make sure that a pawn's partner is actually still alive before awarding the buff. It will be fixed in the new version when CCL comes out, thank you for the report.
#545
Outdated / Re: [A14/15] Psychology (2016-09-04)
November 06, 2016, 01:17:58 PM
Quote from: Killaim on November 05, 2016, 10:21:18 PM
would be neat with a function for colonists to calm down a person who is having a psychotic break.


convinced them to calm down or make people who wander aimlessly to return to normal.

like a slight quicker thing.
perhaps even a task that can be psycjologist, talks to people feeling bad mood and cheer them up or get rid of negative conditions.
at the cost of working on this instead of anythign else. (maybe a couch and a chair item ? :D )

I will probably look into adding a task for pawns to try and calm down those on mental breaks.
#546
Outdated / Re: [A14/15] Psychology (2016-09-04)
November 04, 2016, 12:00:42 PM
Quote from: demol on October 12, 2016, 10:54:40 AM
Very intresting modding.
Are traits gainable/discardable in current state of the mod?

For example, can harsh decisions make colonist more firm?
Can easy life soften them?
Is that possible to make Glitterworld Paradise or true Savage Tribe unconcerned about cannibalizing their enemies?

Desensitized is the only trait that can be gained at the moment. It's a light version of Psychopath so your colonists who are frequently exposed to death will stop being bothered by it.

I could definitely look into making it so that the environment of your colony affects your colonists' traits. But development is stalled until CCL comes out for A15.
#547
Outdated / Re: [A14/15] Psychology (2016-09-04)
September 14, 2016, 12:06:46 AM
No, because a compatibility patch can be seamlessly integrated with no loss of functionality. I heavily prefer maintaining the quality of the mod over deteriorating it for a single mod. Feel free to make that change in the meantime, however; it may be a while before CCL updates.
#548
Outdated / Re: [A14/15] Psychology (2016-09-04)
September 13, 2016, 01:28:29 PM
No thanks. I would prefer to avoid duplicate thoughts because it's ugly and unprofessional. I'll look into the Miscellaneous Robots mod to issue a compatibility patch but I will be doing it a more elegant way.
#549
Outdated / Re: [A14/15] Psychology (2016-09-04)
September 05, 2016, 09:44:32 AM
No, Psychology does not conflict with any of Hospitality's definitions.
#550
Outdated / Re: [A15] Psychology (2016-09-04)
September 04, 2016, 04:40:17 AM
Killface provided a build of Psychology with built-in detours that does not require CCL. You can download it here if you want to use Psychology on A15 until CCL is updated: http://www.file-upload.net/download-11901258/747313773.7z.html
#551
Outdated / Re: [A14] Psychology (2016-08-23)
August 28, 2016, 09:01:39 PM
Quote from: John_Bigless on August 28, 2016, 10:59:52 AM
Is this compatible with "No mood loss from prisoner sold or "innocent prisoner died"
It removes the effect of "Prisoner sold" or "Innocent prisoner died" by setting the effect it causes to 0

No.
#552
Outdated / Re: [A14] Psychology (2016-08-23)
August 27, 2016, 05:40:34 PM
I'll consider it, but people have already complained about the mod making things more difficult. I'm not sure an additional mood penalty on 90% of pawns would make them very happy.
#553
Reflection allows you to access internal/private methods and classes so you don't have to reduce compatibility by overwriting those fields and methods.
#554
A word of advice, twoski: You don't need to copy every part of MedUtil over to your mod. You can simply do the following:


                var MedicalRecipesUtility = Type.GetType("RimWorld.MedicalRecipesUtility, Assembly-CSharp, Version=0.14.6054.28275, Culture=neutral, PublicKeyToken=null");
                var restore = MedicalRecipesUtility.GetMethod("RestorePartAndSpawnAllPreviousParts", BindingFlags.Static | BindingFlags.Public);
                if(restore != null)
                    restore.Invoke(MedicalRecipesUtility, new object[] { pawn, part, billDoer.Position });
                else
                    Log.ErrorOnce("Unable to reflect MedicalRecipesUtility.RestorePartAndSpawnAllPreviousParts!", 305432421);


This will make it easier to tell what's part of the mod and what's not so I can make Psychology compatible with it. Also, you can detour your modified MedUtil methods (if there are any) straight into MedUtil that way to make it even easier.

Also, fantastic mod, one of those things that makes you wonder why it's not vanilla.

P.S. Please remove instadeath on surgery failure.

e: On second thought, it would be easier for you to build compatibility into your mod than mine. Please add this code to your build and tell users to load your mod after Psychology:


CheckSurgeryFail:
            if (!patient.Dead)
            {
                TryGainBotchedSurgeryThought(patient, surgeon);
            }
            else
            {
                ThoughtDef kp = ThoughtDef.Named("KilledPatientBleedingHeart");
                if(kp != null)
                    surgeon.needs.mood.thoughts.memories.TryGainMemoryThought(kp, patient);
            }

ApplyOnPawn:
                MedUtil.RestorePartAndSpawnAllPreviousParts(pawn, part, billDoer.Position);
                ThoughtDef rp = ThoughtDef.Named("ReplacedPartBleedingHeart");
                if (rp != null)
                    billDoer.needs.mood.thoughts.memories.TryGainMemoryThought(rp, pawn);
#555
Outdated / Re: [A14] Psychology (2016-08-23)
August 24, 2016, 02:48:38 PM
Quote from: Adventurer on August 24, 2016, 12:00:36 PM
Didn't realize you didn't want to touch vanilla breakdowns.

I'd like to keep compatibility with Meltdown, and in general Psychology does not change vanilla balance. It slightly reduces default empathy so that Bleeding Heart can be more upset, but that's it.