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Messages - dburgdorf

#1216
Quote from: keylocke on April 26, 2017, 10:59:26 AMthis creates a new floor, rather than replace the vanilla texture.

If you just copy the WoodPlankFloor def into your mod's XML files, changing nothing but the texture definition, you are *not* creating a new item. You're simply editing the default wood floor, as your definition of the item with the defName "WoodPlankFloor" will overwrite the core definition of the item with that defName. ;)
#1217
Outdated / Re: [A16] Rainbeau's Fertile Fields
April 26, 2017, 10:13:19 AM
Quote from: SpaceDorf on April 26, 2017, 07:03:27 AMThats the one .. I forgot about your patch. I installed it right away. I also had the bridges and prepare for fishing patch in the wrong order ..

If you're using my patch for the three mods, then you don't need "Prepare for Fishing."  ;)

Quote from: SpaceDorf on April 26, 2017, 07:03:27 AMTo make it easier for n00bs like me, why don't you add the link to the patch to your Main Post of Fertile Fields .. the compability section is allready there  :P

If you're a n00b, I'm... um... something I'm definitely not.  :)

Fair point, though.

Quote from: SpaceDorf on April 26, 2017, 07:03:27 AMNow I have all your mods installed, except fewer ruins .. because why would I remove signs of live from the map .. and free ressources  ::)

I just find it odd that a rimworld that's supposed to be barely populated has abandoned buildings literally *everywhere*.  :P

#1218
Quote from: Wishmaster on April 26, 2017, 07:01:51 AMBut I'm not working on my mods for now...

Fair enough. I just figured I'd check to see if there were any potential issues on your end that you already knew about, before I dug too far into it myself. Thanks anyway!
#1219
Help / Re: Implementation of the left inventory bar
April 26, 2017, 09:36:23 AM
You should be able to have your mod alter how the method works via a detour or by using the Harmony Patch Library. What exactly is it that you're wanting to change?
#1220
Is there a reason why you need to replace the texture with one that has the exact same name as the default?

Why not just call your new floor graphic, "WoodFloorV2.png" or something, and have the WoodPlankFloor def point to "Terrain/Surfaces/WoodFloorV2" for its graphic?

(Yes, this would require copying over the XML def into your mod folder, but it isn't "adding a new thing," so it should still be consistent with your desire.)
#1221
It's been reported to me that my "Wild Cultivation" mod and your "Sync Growth" aren't entirely playing well together.  Specifically, I'm told that the agave plants (which I edit so that they can be cultivated in addition to growing wild) don't in fact sync the way they're supposed to.

A quick look at your mod didn't provide any insight, as since my mod does nothing but change XML defs, and your mod does nothing but alter the code governing growth, I really don't see how they even *could* be conflicting.

Before I start trying to look more closely through your code, though, I figured I'd check to see if you were already aware of anything I might have done in the XML definition which might inadvertently have created a problem.
#1222
Outdated / Re: [A16] Rainbeau's Fertile Fields
April 25, 2017, 08:00:56 PM
Quote from: SpaceDorf on April 25, 2017, 06:52:19 PMIt seems the terraforming of the "bridges"- mod I only installed recently is not playing nice with yours.

If you're referring to "[sd] Bridges," then I'd suggest you also install "FishIndustry" as well as my patch mod that's specifically designed to allow the two of them to work together nicely with "Fertile Fields."  :D
#1223
Outdated / Re: [A16] Rainbeau's Fertile Fields
April 25, 2017, 06:17:49 PM
Quote from: SpaceDorf on April 25, 2017, 05:07:00 PMI noticed that there is no way in your mod to create the "marsh" soil type.

Marsh tiles can be created on lichen-covered dirt, mud, rich soil, shallow water, or soil tiles.

Are you sure you don't have anything in your mod list after "Fertile Fields" that's rewriting the marsh definition?
#1224
Quote from: SpaceDorf on April 25, 2017, 03:48:55 AMGitHub or GoogleDocs

OK, I've never actually used either of those myself; my sole familiarity with both is that I've occasionally followed links to things uploaded by others.

GitHub: Ugh. I know I should put my code there, if only so others who are better coders than me -- which is to say, most any other coder -- can easily point out my mistakes and help me improve things. ;) But I tried last week, and frankly couldn't make head nor tail of the process of setting up my IDE (SharpDevelop) to actually upload to and download from a GitHub repository. I'm sure it's not really as difficult as it seemed, but I just got lost in the separate (and typically fairly minimalist) documentation files for the various pieces, all of which apparently need to be independently set up just right before any of them will work together.

But anyway, while it's great for sharing code, would it really be appropriate as a location for users just to upload and download various XML files?

Google Docs: I wouldn't want to force everything into a single document, not least because I wouldn't want to allow users to edit each other's entries. Rather than creating a single file, is it possible to set up a folder into which anyone can be allowed to upload documents for others to access?
#1225
Quote from: Rimrue on April 13, 2017, 04:13:58 AMI've created some more tribal backstories. If anyone is interested, I can share them. :)

I'm sorry. I was just skimming through the thread to update my "to do" list, and realized I'd missed this comment last week. By all means, if you'd like to share your new backstories, feel free to post them here. I'd be happy to include them with the next update.

(I should probably set up some sort of repository for people to post backstories they write, but I'm not sure what would be the best way to do so.)
#1226
Quote from: Dr_Zhivago on April 22, 2017, 08:28:47 AMI've also found that the agave plant from Wild Cultivation and the mod "Sync Growth" are incompatible. I'm not sure exactly why, but maybe it's something you can look into. The other crop types like corn and smokeleaf are still compatible with Sync Growth.

I took a quick look at "Sync Growth," and I honestly don't see anything at all that would cause a conflict between the mods. SG doesn't alter plant definitions at all, instead changing only the code affecting how they grow. Meanwhile, WC doesn't change the code at all, but only alters the XML definitions.

What misbehavior, exactly, are you seeing, and are there any other mods in your game that might be playing a role?

Quote from: Dr_Zhivago on April 23, 2017, 01:10:37 PMOne suggestion: Allow pawns to remove decorative etches.

I can't believe I didn't think of that myself. There should definitely be a way to erase those "cheese" and "beer" pictures once you have a good enough artist in your colony to etch gerbils and tropical islands in their place.  ;)

Quote from: SpaceDorf on April 23, 2017, 01:25:17 PMIs it possible to include graphics for etchings by myself ?

Yes, but it might be a bit labor intensive. You'd need to replace one or more of the wall graphics with walls that have your own designs, and then update the corresponding XML definitions so that the description of the wall you see in game matches the new picture.

Of course, if you have particular pictures you really like, you could always forward them to me, and I can just add them into the next update. ;)
#1227
Update Note:

All of my mods which previously utilized detours have been updated to instead utilize the Harmony Patch Library.

This is generally an "invisible" change for users. However, a beneficial side effect of the change is that the base version of Editable Backstories is now fully compatible with mods utilizing the "Humanoid Alien Framework." So there's no longer a need for a special version of the mod. Use the base version regardless of whether or not you have aliens in your game. :)
#1228
Outdated / Re: [A16] Rainbeau's Fertile Fields
April 23, 2017, 07:10:27 PM
UPDATE:

- The mod now uses the Harmony library instead of detouring core methods. Partly. I haven't yet figured out how to handle rotting items without an actual code detour. And map generation methods are still replaced, though technically it's not via detours, since XML files were just changed to point to different methods.
#1229
Smooth Stone Walls has been updated again:

- It is now possible to do either basic or decorative etching. Decorative etching can be done by any pawn assigned to artistic work, and results in some wall tiles being randomly adorned with pictures in addition to the brick pattern. (Pawns with higher artistic skill are more likely to actually produce such art.)
#1230
Quote from: AngleWyrm on April 22, 2017, 12:38:20 AMThe error box on the right always comes up once.

If I was seeing that behavior, I'd be more concerned with fixing the problem that causes the error to pop up in the first place, than with worrying about a particular mod that maybe makes it appear twice instead of just once.

That said, I wouldn't even know where to begin to help you diagnose your Steam issues. Maybe you should check Steam's support pages?