Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Thanks!
I got most of my mods at apparently running locally without errors on 1.6, from the few tests I done after the update properly released, but there are still some bits to fix...
I also want to use the version change opportunity to implement some "high risk of messing with ongoing saves" alterations, and haven't got to actually doing a test run of the new DLC at all yet.
So, currently , I'm aiming to release the 1.6 updates sometime during this week, if time allows
Exception in JobDriver tick for pawn Tara driver=JobDriver_PlantCut_Designated (toilIndex=5) driver.job=(CutPlantDesignated (Job_85983) A = Thing_Plant_Bush59683 Giver = JobGiver_Work [workGiverDef: PlantsCut])
System.MissingMethodException: Method not found: bool Verse.GenPlace.TryPlaceThing(Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,System.Action`2<Verse.Thing, int>,System.Predicate`1<Verse.IntVec3>,Verse.Rot4)
Would love a 1.6 update please!
I'll ask around, thank you :)
Hey! Glad to see more people doing their own mods!
The way I did it was harmony patching the Plant.PlantCollected method, so I could do the plant fiber to drop, with some extra calculations for the conditions and amount dropped based on the mod settings (all this required custom C# code).
I don't think it's something that can be properly done with only XML (there may be a tag for extra item drops, but it probably will just always drop the extra resource not mater how the plant is destroyed, and won't count the plant growth % into the extra item amount created).
If you need more help in doing your new mod, best place to get it is the mod-development channel on the rimworld discord
I'm trying to build a similar mod myself, adding banana fibers as additional harvest of another mod's banana tree (Biomes!Islands)
But it seems just xml alone won't be enough. Can I ask, how did you manage to get multiple kinds of harvested items?
Ah, tranquilo!
(e realmente, muito item por ai atrapalha mesmo, tenho ideas de no futuro tentar dar a opção de só coletar as 'plant fibers' do que for cortado em zonas marcadas, algo do tipo...)
(a aba de notificações mostra o começo do comentario, mas ele não ta aqui... êêêê steam... XD)
Opa, valeu!
E é intencional eu não ter substituido o drop dos 'scraps' do Fertile Fields em si, principalmente para não atrapalhar com outros mods que façam uso dos 'scraps', mas tambem porque ambos mods tem regras padrão diferentes para o spawn dos seus respectivos items, alem de opções para ajustar a quantidade criada, então prefiro deixar a cargo do jogador ajustar e/ou remover o drop de um ou outro nas configurações, como preferir.
Traverse.CreateWithType("RFF_Code.FFDefOf").Field("PlantScraps").SetValue(DefDatabase<ThingDef>.GetNamed("Onimods_PlantFiber"));
Te chamei no chat do Steam, se te interessar. Abç.