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Messages - KeenKrozzy

#16
I am creating a wiki to explain the whole process. It will most likely be terrible, but there is a chance it might help you. Stay tuned.

https://github.com/keenkrozzy/KeenKrozzyHarmony4Beginners/wiki/OOP-Basics
#17
Unfinished / [A17]KeenSkills
May 26, 2017, 10:45:07 PM




KeenSkills is meant to change pawn skill mechanics.

Version 1.1 is simply changing the amount skills degrade.







This is my first mod and it needs testing.

You can download it here: https://github.com/keenkrozzy/KeenSkills
#18
Thanks for the info!
#19
I would like to get tutored for like a two hour session. I understand that we all have bills to pay and I am willing to transfer some money in return, or possibly purchase an item from amazon or something. (w/e I'm flexible)

I have a basic understanding of Classes, Methods, Functions, Enums, Inheritance, scope, etc.

I work full-time and want to get into Modding Rimworld, but I am having trouble getting off the ground. I don't really have time to pick apart examples and my knowledge/experience isn't good enough to read and understand instructions like how the new Harmony patching works.

Thank you for your time.
#20
Help / Re: [A16] C# Auto-Documentation
February 16, 2017, 07:25:16 AM
This is very useful. I tried doing this with doxygen but didn't have time to figure it out.
#21
Quote from: Maniox on February 07, 2017, 04:25:24 PM
Quote from: KeenKrozzy on February 05, 2017, 01:01:46 PM
I can confirm the bug between CR and Worktab. It has to do with how Worktab injects the Worker_Settings class, with changes something with the priorities. Then CR does something with hunting and taming that eventually trying to use something related to work priorities that Worktab has changed. The error message is not helpful at all; it blames TryGiveJobPackage.

Which bug? The one posted by Probe1?

yes. I tried to find exactly what is causing it, but gave up. I'm like 80% sure it's worktab though.
#22
Help / Re: Looking for Advice on Colonist Bar Overhaul
February 05, 2017, 03:16:26 PM
I can see how it would seem less redundant, but from my experience (which admittedly is not much) having multiple cameras active requires much more overhead. I was working with a team a few years ago on a unity game, and one thing that we had to ditch was using a separate camera for the mini-map that only rendered section blocks, and it was using too many resources, even when it was set to not render anything. We ended up coding one that looked at the map and calculated the placement of each block to form the mini-map on the UI, and it had almost non-existent overhead.

At any rate, I'm working on a colonist bar that can toggle between "pawn", "pawn head" and "name only" with "no hat" variations for the first two.
#23
I can confirm the bug between CR and Worktab. It has to do with how Worktab injects the Worker_Settings class, with changes something with the priorities. Then CR does something with hunting and taming that eventually trying to use something related to work priorities that Worktab has changed. The error message is not helpful at all; it blames TryGiveJobPackage.
#24
Help / Re: Looking for Advice on Colonist Bar Overhaul
February 03, 2017, 06:57:44 PM
I fixed the link. It's because I used the URL to the image and not the "shared URL". The image URL must change periodically. Google being difficult, making sure that you are fully aware that it's being hosted via google drive.
#25
Help / Looking for Advice on Colonist Bar Overhaul
February 02, 2017, 05:48:29 PM
Moders,

So I am starting with the Colonist Bar portraits. My first goal is to have some options that can be selected for how your colonists appear in their portraits.

Here is a summary of the code digging I have done:
https://drive.google.com/open?id=0B6iI5XFRcR7rdVNUdS1neVlQazQ

So one thing that you will notice is that the portraits seem to be just extra cameras. That seems like a poor idea. I would imagine that this causes unneeded overhead.

So I guess I want to completely remake the PortraitRenderer Class.

Now this is my first mod. . . So I was thinking of making something like a KrozzyPortraitRenderer Class. Is the only option here to inject a new PortraitsCache Class that replaces the line "Find.PortraitRenderer.RenderPortrait" with "Find.KrozzyPortraitRenderer.RenderPortrait" ? Or is there a completely different way to go about this and avoid injecting?

Thank you for your time.

Regards
#26
Mods / Re: [MOD REQUEST] - Visible Temperatures
December 27, 2016, 12:48:00 AM
I am studying the assembly, I can try and figure this out for my first mod.
#27
Help / UML diagrams
December 26, 2016, 07:23:10 PM
Has anyone created any UML component diagrams or use-case type things for the assembly?
#28
Help / Re: [A16] Armored Skin, regeneration.
December 26, 2016, 07:15:00 PM
Well I don't have a mod under my belt yet, but I would say that anything is possible. It's just a matter of tracking down what gets called and where.