Just in time for the best Command & Conquer in the series: Rivals!
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#1
Unfinished / Re: [B18][Experimental] TiberiumRim 2.0 - Harvesters, Missions & More!
June 10, 2018, 07:30:07 AM #2
Outdated / [B18] Aaahh!!! Real Aliens™ Episode 1: The Phantom Menace
April 26, 2018, 10:22:58 AMAaahh!!! Real Aliens™ is a RimWorld mod about Real Aliens™.
Gaben link: https://steamcommunity.com/sharedfiles/filedetails/?id=1370668693
Non-Gaben link: Later
#3
Help / Re: Need help adding social fight variation
February 08, 2018, 03:54:53 AM
You can get (or set) any private field using Reflection.
Something along the lines of
Something along the lines of
Code Select
typeof(ClassName).GetField("pawnStringName", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(classInstance)
as Pawn
#4
Ideas / [Modding] Make VerbTick virtual
February 07, 2018, 10:42:14 PM
Make Verse.Verb.VerbTick() virtual.
This will allow modders to have greater flexibility by having a Tick-based method for custom verbs.
This will allow modders to have greater flexibility by having a Tick-based method for custom verbs.
#5
Help / Re: Need help updating this mod that isn't mine
February 07, 2018, 10:20:27 PM
Change Color to color.
#6
Help / Re: C# modding help with Rimworld structure
January 28, 2018, 08:50:44 AM
Disclaimer: I'm not familiar with the game's crafting system outside of the basics so I might be wrong in some areas here. I'm only reading through the game's source.
Will retrieve the ThingDef of that recipe, assuming the recipe only has one product output. From there, you can retrieve whatever stats you want.
There may be an easier built-in function somewhere in the code. Again, only works on one-output recipes.
Quote from: crusader2010 on January 24, 2018, 12:37:54 PMAll Defs from all mods are loading on game start. This is one of the reasons why the game restarts whenever you change your mod list.
- In the DefDatabase class there is also a method called "AddAllInMods()" - do I need to call this method before checking for recipes, or is it called/cached when the game starts (or similar) ? I want to get all the recipes, not just the vanilla ones.
Quote from: crusader2010 on January 24, 2018, 12:37:54 PMPrerequisites like research are satisfied and item is ready for crafting.
- What does the property "AvailableNow" actually mean for instances of RecipeDef? Whether or not the recipe is suspended in the production table? If it's available to be built according to the technologies researched? Something else?
Quote from: crusader2010 on January 24, 2018, 12:37:54 PM
3. How do I get from a recipe to the item itself (even if not actually built), then to the item's stats (e.g. short accuracy, damage, burst shot count, blunt protection, social chat impact, etc ?
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recipeDef.products[0].thingDef
Will retrieve the ThingDef of that recipe, assuming the recipe only has one product output. From there, you can retrieve whatever stats you want.
Quote from: crusader2010 on January 24, 2018, 12:37:54 PM
2. How do I get a list of all the weapon&apparel recipes that are available to build at a certain point in the game (i.e. when the player clicks on the menu)?
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DefDatabase<RecipeDef>.AllDefs.Where(recipeDef => recipeDef.AvailableNow && recipeDef.products.Count() == 1 && (recipeDef.products[0].thingDef.IsWeapon || recipeDef.products[0].thingDef.IsApparel)
There may be an easier built-in function somewhere in the code. Again, only works on one-output recipes.
Quote from: crusader2010 on January 24, 2018, 12:37:54 PMRecipes are global and not map-based. Maybe patch in AvailableNow to suit whatever your criteria?
4. Is it possible to limit the recipes found above only to those that can be built (i.e. there are production tables on the map)?
#7
Unfinished / Re: [A16][PLANNED] PokéRim – A Pokémon mod for RimWorld
September 08, 2017, 10:05:07 AMQuote from: Walking Problem on September 08, 2017, 08:05:53 AMThats the reason also why Pokemon mod is on very low priority...
Or you should just drop it altogether. Nintendo is notorious for protecting its IP and sending cease-and-desists to fan projects.
Best case scenario if you continue is that the mod will be unpopular enough to fly under the radar.
#8
Ideas / [Modding] Allow custom FleshType wounds
September 07, 2017, 01:27:28 AM
Pawn wounds are currently hardcoded for the three vanilla flesh types. Using custom flesh types will result in an error and will fall back to normal flesh type (red blood graphic).
Suggestion is to allow modders to add new flesh types with customizable color and/or graphics via XML.
Or at the very least, remove the error and disable wound rendering if using a custom flesh type.
Suggestion is to allow modders to add new flesh types with customizable color and/or graphics via XML.
Or at the very least, remove the error and disable wound rendering if using a custom flesh type.
![](https://i.imgur.com/UevIgIN.png)
#9
Help / Re: [A17] C# help - prisoners, infestations and traps
August 26, 2017, 02:44:21 PMCode Select
GenHostility.HostileTo()
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