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If the universal armor had this node, the framework would look through the comma separated list. It would pick the first def it finds that has a matching animal tag.
if the devNote says "legacy" then:
- Look at the ParentName of this def. Find ever other def that also has this same ParentName. Go through them and pick the first def that has a matching animal tag.
makes sense, that way it would be very fast to look at devNote to see if something has to be done at all.
I see so Apparel_SmallAnimalScarf and Apparel_LargeAnimalScarf exist right now so I could already test this
If the legacy devnote is detected AND it cannot find placeholder texture (missing file), just fallback to a transparent dummy texture included in the framework itself. That way I wouldn't need to include thousands upon thousands of 4x4 pixel dummy textures in the mod xD
I will have a look at it.
Would it not be enough to just point all legacy ones at the one 4x4 empty one if they are only there to be replaced (or would there be ones that actually have a graphic?)
edit: But it could be in addtion and just still load the 4x4 with the legacy note always to be fast ^^
If anything, what would be more useful is an exceptions list to exclude a few select entities (like for example mechs, which can technically be treated as animals)
edit: maybe even better: start a name with _ to exclude it (?) special ones like _MECHANOIDS could be in there which would check for "IsFlesh" (?)
I will see if I can get a version out tomorrow with most/all that we mentioned here (as long as it does not impede on existing functions)
The normal check right now is already "pawn.RaceProps.Animal"
- New Option to fallback to a generic empty texture if no animal specific one is found (that way it is not required to have empty ones for all of them) [On by default]
- New Option to automatically replace gear with known replacements on map load (the old gear needs a devNote like this in its ThingDef: <devNote>legacy[Apparel_SmallAnimalScarf,Apparel_LargeAnimalScarf]</devNote> which then replaces this gear with 'Apparel_SmallAnimalScarf' or 'Apparel_LargeAnimalScarf' if one of those has the animal listed in its Tags - this does not perform any checks and switches the def, so make sure the replacement works correctly) [On by default]
I tested it with the scarfs and it worked well:
and
<li>AnimalALL</li>
are the only changes.
I forgot about 'AnimalALL' that way you would not need the names, but it also will never really work with a texture (the option does not load them) but maybe that is enough if you will have them replaced anyway.
I can not see the 'ParentName' once ingame, so I now did it with the brackets having a list of the replacements.
It does work very well and I could even switch it out in a way that keeps all of the stats (it should work as long as the items still have the same basis / no strange classes and even fallback to replacing it with something similar otherwise)
The empty texture fallback seemed to work good aswell, but is maybe not needed with 'AnimalALL' (?)