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Messages - Dingo

#406
Help / Re: Remove hediff on drug consumption
September 30, 2016, 01:06:32 AM
I didn't test this, but it might be possible with the game's current code.

You could try something like:

<outcomeDoers>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>AlcoholAddiction</hediffDef>
<severity>-1.0</severity>
</li>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>SmokeleafAddiction</hediffDef>
<severity>-1.0</severity>
</li>
</outcomeDoers>


..and just have one of those IngestionOutcomeDoer_GiveHediff for each addiction hediff you want to remove (very dirty, honestly, but doesn't require DLL).
#407
Help / [WIP] XML Documentation Database
September 30, 2016, 12:51:41 AM
XML Documentation Database


Description
This repository's goal is to make RimWorld modding easier. We strive to provide easy-to-read files to help everyone understand XML modding.

Feel free to use anything in the repository to help you make, update, modify or do anything relating to mods.

Folder structure

  • One master file per folder (ex. Recipes.xml) containing a very long XML def. Every line is commented to explain what it does.
  • One templates file per folder (Templates.txt) containing a few easy-to-copy defs without comments.
  • One examples file per folder (Examples.xml) containing several complete defs (taken from vanilla and/or mods).

Contributing
Any contributions are welcome. These are some things we would love to see from other people:

  • New master XML files
  • Corrections to mistakes in existing files
  • New templates
  • New, useful examples (including from well-structured mods)
  • Suggestions & questions

Credits

  • kaptain_kavern for creating the original repo
  • milon for his extremely useful XML auto-documentation
  • Zhentar for his fork of ILSpy which has been very invaluable
#408
When I first removed the ProbablyTheWorstWorkaroundEver thing I had errors when trying to make drugged ribs (since they require beer which isn't stuff).

Using <stuffCategories /> for UnfinishedProsthesis seemed to have the desired result so I believe it's fully compatible now. The unfinished item uses any ingredients included in the recipe. This is the same behaviour as UnfinishedGun, UnfinishedTechArmor etc. from-which I blatantly stole it of course.

The added benefit of getting rid of ProbablyTheWorstWorkaroundEver is that vanilla defs aren't touched at all.
#409
Unofficial Update: 1.83 - Bug Fixing & Structure

I contacted Ykara and got permission to try and fix bugs since Ykara is busy right now. No balance changes, only attempted fixes for issues that have been brought up lately.
Download 1.83 from Google Drive (direct download)

No errors on my short testing session. Please perform a clean installation if you want to test it and start a new save.

Changelog:
1.83 - Dingo's attempt to fix mod issues (30.09.2016)
- Made all XML structures "pretty" (everything tabbed according to hierarchy. makes it easier to read)
- Added missing A15c abstract bases to reduce chance of errors
- Removed unused AIPersonaCore (cleanup)
- Removed unused CannonArm (cleanup)
- Removed unused Brain bodypart (cleanup)
- Removed unused GlassEye bodypart (cleanup)
- Removed Item_Workaround XML
- Removed StuffCategoryDefs folder
- Removed "ProbablyTheWorstWorkaroundEver" from Items_BodyPartsBionic.xml, Items_BodyPartsSimple.xml, Items_UnfinishedProsthesis.xml, Items_Vancidium.xml
- UnfinishedProsthesis doesn't require specific StuffCategories any more (it can use anything, stemming from recipes that have <unfinishedThingDef>UnfinishedProsthesis</unfinishedThingDef>)
- CreateSyntheticLiver recipe fixed to require 1 SurrogateLiver
- Fixed missing research prerequisite for TableBasicProsthetic (classic start has this research completed by default)
- Consolidates workbenches into one XML (doesn't actually change anything, just reduces file clutter)
#410
Outdated / Re: [A13] No Diseases Mod
September 29, 2016, 08:09:57 AM
I think you don't need to set disease values to 0. You could just delete <diseaseMtbDays> and all the diseases from the def.

Of course, it's best to copy the Biomes XML and make it a standalone mod to keep the core files intact.
#411
Quote from: nguadien on September 29, 2016, 05:33:34 AM
Is this mod compatible with A15? I love this mod so much.

Here is a version that runs on A15c (fixed some errors and a few typos, using A15 buildingbase).

Download from Google Drive (direct download)
#412
Visitors have a lot of quirky interactions in general. Has the bug for them destroying doors/walls and/or digging through terrain sometimes when they leave been traced to its source yet? I'm out of the loop.
#413
He forgot to fix the About.xml, you can edit it yourself and change the version to 0.15.0
#414
Death on surgery isn't removed. You still have "deathOnFailedSurgeryChance"... It sounds like it's working fine for you, just bad RNG. You could just describe your ideal surgery mod maybe twoski will implement some changes to the code if it's a good suggestion.
#415
The question is, are your major or minor failures resulting in body parts being flat out removed for no reason? IS still has failure states, it's not "surgery guaranteed to work", it just makes the failure states way more logical. If you're getting surgical cuts and minor/major infections on failure and you're getting the body part back with less HP then it works as intended.
#416
Mods / Re: Timer Switches
September 27, 2016, 08:22:42 PM
Just a small suggestion: "timer" switch implies that the switch counts down X amount of ticks/hours and shuts itself off (which is what a timer is, it starts from 100% and goes to 0%). You could say these are time-sensitive switches or something like that.

I actually didn't know about Haplo's mod before, shucks. If you can implement this in a way that works alongside (or even merges into) his mod that would be great.
#417
Mods / Re: Corpses and recipes.
September 27, 2016, 08:19:24 PM
That would require messing with the surgery's workerClass for sure. I'm 99% positive it can't be done without C#-mancery (at least the entire procedure you described).
#418
The problem with EPOE is that the structure (with the horrible workaround etc.) is not good and the mod is very large. You can have a hard time pinpointing errors or issues if you're using it. I think Ykara just doesn't have time to work on it at the moment, or maybe just not publicly.
#419
Quote from: Adventurer on September 27, 2016, 06:07:00 AM
Dingo, does there need to be a compatibility patch for Mechanite Augments?

https://ludeon.com/forums/index.php?topic=19952.0

Yes, but I don't feel like making more patches atm (working on a fork for kaptain_kavern's XML explanation project). It's extremely easy to do, go ahead if you want to (just look at my github for an example and you'll get it right away).

@Skully That would be ideal, to be honest. Or you could just use the mod-friendly overrides thing; I'm positive that will be added to CCL as well in the future.
#420
You're right, I missed that. Will fix.