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Messages - merthsoft

#31
Mods / Re: What would make the game easier to mod?
October 14, 2016, 06:39:30 PM
Quote from: Tynan on August 29, 2016, 06:17:03 PM
So it would be really great if modders could discuss and come up with a top-3 list of things that would help a lot of people at once. Consider this an invitation to discuss with each other what would help you all together.
I think something most of the coders can agree on is some sort of built-in injection method, that allows us to override any function. This is something that I think CCL adds in, but it would be great to have it buit-in. As it is right now I'm basically always copying my injection code from one mod to the next. There are also a few simple relfection methods I've written to help with getting/setting/invoking private members/methods that would be nice to just have built-in as well.
#32
Mods / Visual Studio 2015 Template
October 14, 2016, 06:29:31 PM
Hello! I got tired of manually changing everything every time I started a new project, so I've created a template for VS 2015 for RimWorld mods.
Download: http://merthsoft.com/RimWorldMod.zip

Just plop that into C:\Users\<username>\Documents\Visual Studio 2015\Templates\ProjectTemplates and you'll be able to go to New Project -> RimWorldMod:

Make sure you create it in the Mods folder of your RimWorld install, so for steam: C:\Program Files (x86)\Steam\SteamApps\common\RimWorld\Mods. It uses relative addressing for the references, so should be alright for non-Steam as well. If anyone wants to add this to a wiki or tutorial or whatever, feel free.

Edit: Maybe this should be in the tools subforum? I can't move it, though.
#33
Mods / Re: Manual animal control mod?
October 14, 2016, 06:09:44 PM
Good news, my friend! I made a mod to allow you to do just this:
https://ludeon.com/forums/index.php?topic=26830.0

Enjoy! And thanks for the cool idea!
#34
Outdated / [A15] Draft Anything
October 14, 2016, 06:09:13 PM
This mod allows you to draft any pawn. Note that it does a bit of code injection, so it doesn't work with other mods that modify how drafting works, such as Defensive Positions.

Useful for setting up scenes for screenshots or for cheating! Thanks to Jorlem for the idea!

Stream download: http://steamcommunity.com/sharedfiles/filedetails/?id=780868988
Stand alone: http://merthsoft.com/DraftAnything.zip

License is WTFPL.
#35
Help / Re: Want to try and make a mod with others
October 14, 2016, 10:11:47 AM
Quote from: kaptain_kavern on October 13, 2016, 08:51:14 PM
Quote from: merthsoft on October 13, 2016, 08:13:03 PM
I can help with code, though I'm still pretty new to modding RimWorld.

Then you may should look at the next topic behind this one. It's called "how do you learn to mod" or something similar. There is some links to tutorials and resources for modding
Well, I've got a couple mods under my belt already. I'm just still a little slow in figuring out how everything is put together because I haven't been in the codebase for too long.

QuoteWhenever I get mods, no matter how cool they are they MUST go well with the base game.
I agree! I love the aesthetic of the game, and prefer when things match with it.
#36
Help / Re: Want to try and make a mod with others
October 13, 2016, 08:13:03 PM
I can help with code, though I'm still pretty new to modding RimWorld.
#37
Mods / Re: [Mod idea]More wires
October 13, 2016, 12:30:19 PM
This is a cool idea. This way you can color-code your power grids, and overlap them without intersecting them. I might attempt it.
#38
Mods / Re: Mod Stream
October 13, 2016, 09:42:20 AM
Can you point to me where I'm asking anyone for permission? I'm simply trying to get a feel for interest on this forum. Think of it as market research.
#39
Mods / Mod Stream
October 12, 2016, 09:36:25 PM
Would anyone be interested in a mod-making stream on Twitch? I would work on some mods, and talk through the process and interact with chat while it's going on. Good chance to show off the process from start to finish.
#40
Outdated / Re: [A15] Time-of-Day Switches
October 12, 2016, 07:57:03 PM
That's very weird... I didn't do anything different. Does it say what specifically it doesn't like about it?
#41
Mods / Re: Custom Defs
October 12, 2016, 07:27:07 PM
Dope that worked! Thanks!
#42
Outdated / Re: [A15] Time-of-Day Switches
October 12, 2016, 07:25:24 PM
Alright! Added this feature:

http://merthsoft.com/TimerSwitches_4.zip
#43
Mods / Re: Custom Defs
October 12, 2016, 06:12:40 PM
Yes of course. Sorry. Attached is a Short, Self Contained, Compilable, Example.

CustomDefTest.cs:
using System;
using System.Linq;
using Verse;

namespace CustomDefTest {
    public class CustomDef : Def {
        public string customField;
    }
}


CustomDef.xml
<?xml version="1.0" encoding="utf-8" ?>

<CustomDefs>
  <CustomDef>
    <defName>CustomDef</defName>
<description>A custom def</description>
<label>A label</label>
<customField>A custom field</customField>
  </CustomDef>
</CustomDefs>


[attachment deleted by admin - too old]
#44
Outdated / Re: [A15] Time-of-Day Switches
October 11, 2016, 06:42:57 PM
Like how normal switches have? That'd make sense! Good suggestion
#45
Outdated / [A15] Don't Drop When Psychotic
October 10, 2016, 11:18:44 PM
Hello! I created a mod that makes it so your people don't drop their things when they're psychotically wandering.

Tech stuff:
The way it currently works is it checks for the WanderPsychotic def, and injects some code to make it so the TryDropRandomItem function doesn't get called, assuming it can find it. This makes it so that if a mod overrides what the WanderPsychoticdef does, as long as it still has the TryDropRandomItem method. The end goal is to make a configuration file that makes it so that you can set a custom def to override, too. I'll work on that later ;)

License is WTFPL.

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=778877333
Standalone: http://merthsoft.com/WanderDontDrop.zip