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Messages - RawCode

#151
newtonsoft.dll that you provide with mod have strong reference to other version of mscorlib

System.Numerics.BigInteger, System.Numerics, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089

start from reading this article:
https://docs.microsoft.com/en-us/dotnet/standard/assembly/resolve-loads

obviously modding wiki do not have tutorials on c# itself.
#152
how rimworld is expected to access your nuget package cache?
#153
you can inject custom code and override any logic, including sorting order, default rotation and anything else.
#154
then you should post your code and ask very specific question.

it's not quite possible to tell you what is wrong with your code, if you not posted your code.

#155
what kind of tutorial you are looking for?
#156
      <li>
        <compClass>CompColorable</compClass>
      </li>


you should compare your defs with vanilla defs and make same changes
#157
Mods / Re: Making pawns explode on death
July 22, 2021, 05:46:09 AM
QuoteBut I can't exactly copy the explosion code of a Boomalope into a trait, because it doesn't work that way (I tried, the code gives an error and is ignored).

well, post your code.

it's really hard to help someone who "explain" what wrong with his code without posting that code.
#158
please provide links to articles about reflection that made you lost and explain what exactly you do not understand.
#159
StoryEventDefOf is not "function" it's kind of enum.

you open game's dll for 120 with dnspy and type AccumulateStoryEvent in search
mark or remember few places where this method is used

then you open game's dll for 130 and navigate to that places and check, what methods called now
#160
Mods / Re: Making pawns explode on death
July 21, 2021, 06:42:16 PM
as stated above, you probably should play game before modding it, probably things you want to add already present.
#161
General Discussion / Re: Changes to Animals
July 21, 2021, 03:08:13 AM
horses and pigs hauling muffalo bodies around map without any pawn interaction.

perfectly logical and absolutely not immersion breaking.
#162
accept training should be "job", this will prevent animal from running around if pawn want to train it and prevent pawn from training animals that have more important things to do.

#163
Mods / Re: Making pawns explode on death
July 21, 2021, 03:00:50 AM
lets begin with extra simple steps, they do not require any kind of manual, tutorial, skill, or education, just reading XML files will do:

is any vanilla object (or some animals) explode on death?
what makes that specific object (or animal) explode on death?
is there are any trait, condition, health effect or anything like that, that have any effect on pawn relationships?

what fields (options) TraitDef can hold?
where is logic of "Nudist" trait?
how to make "Super Nudist" trait with double penalty?

after going over listed questions you will get definite answer about why there is no tutorials about making new traits.

most effective way to check XMLs is notepad++ you should get it if you not have it yet, without notepad++ it will take significantly more time then single minute.
#164
Mods / Re: Making pawns explode on death
July 21, 2021, 01:17:49 AM
post results of your modding attempts.
post exactly what kind of "documentation for modding this game" is lacking.


both your questions are literally single minute to solve both, i just curious what kind of documentation is required for this.
#165
well, single line method and "few hours" is really strange combination.

QuoteOnGUI_Patch1

start from using clean build for development and initial testing, it's always good to make mod that works on vanilla and only after that test it with 300 favorite mods.