RimWorld

RimWorld

Gloomy Deco
Twilight 7 Aug, 2021 @ 2:09am
Quick fix for 1.3 (and 1.4) (..and most likely 1.5, 1.6, 1.7...)
Sadly i cannot upload fixes as his licensing terms are quite strict ( as you can read above in his copyright section).

I made a quick fix for myself to have the mod only beeing a pure xml thingdef mod, without any compiled code. It's only needed for animations.

To have a quick fix for 1.3:
* make a local copy of the mod (its in SteamApps\workshop\content\294100\1865654125 - copy this to RimWorld\Mods\ and name the folder to your liking, i chose "1865654125_GloomyDeco_1.3_nocode"
* in the about.xml give it your own package id (i chose twilight.gloomydeco_nocode)
* in the about xml add the compatibility to 1.3 (cosmetic, but the correct way)
* to distinguish the mods it might be a good idea to give your version another name, like "Gloomy Deco - nocode"
* rename the 1.2 folder to 1.3
* the 1.1 folder is uneeded, you may delete it
* the 1.0 folder is uneeded, you may delete it
* in your new 1.3 folder, delete the Assemblies folder
* important is only the 1.3/Defs folder
* within it, search for the files tree.xml, boat.xml and scarecrow.xml
* within each of those 3 xml files, there is a tag called <thingClass>, delete it as it is the connection to the now uneeded source code

No you can disable Dalraes mod for the time beeing till it is fixed and subscribe to your own version. Whatever mishaps the 1.2 assembly of his code does for you guys in 1.3, is now surgically removed.

Voila! you have an easily maintainable xml-only mod now.

No Animations anymore, but the Deco is still there and usable.

Regards

Edit:
2021.03.01 also works for 1.4.
Last edited by Twilight; 18 Apr, 2024 @ 7:38am
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Showing 1-15 of 19 comments
Twilight 7 Aug, 2021 @ 2:27am 
To clarify, if the original mod is ready for 1.3, you just need to disable your version and reenable their version
Last edited by Twilight; 7 Aug, 2021 @ 2:27am
Twilight 7 Aug, 2021 @ 11:21am 
Guess the windmill doesnt have its wings anymore :)
Twilight 8 Aug, 2021 @ 7:56am 
In Trashcan.xml, comment outthe Job and workgiverDef. Otherwis things reacting to cleaning might get confused, like the cleaningrobots:

<!--JobDef>
<defName>GloomyDeco_JobDriver_CleaningTrashCan</defName>
<driverClass>GloomyDeco.GloomyDeco_JobDriver_CleaningTrashCan</driverClass>
<reportString>cleaning TargetA.</reportString>
</JobDef-->

<!--WorkGiverDef>
<defName>GloomyDeco_CleaningTrashCan</defName>
<label>cleaning trash can</label>
<giverClass>GloomyDeco.GloomyDeco_WorkGiver_CleaningTrashCan</giverClass>
<workType>Cleaning</workType>
<verb>clean</verb>
<gerund>cleaning</gerund>
<priorityInType>1</priorityInType>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
</WorkGiverDef-->
Thank you so soo much <3
ambi 28 Aug, 2021 @ 8:12am 
can u upload a fork? i think this mod got abandoned
Twilight 28 Aug, 2021 @ 8:16am 
sadly i cannot, their licencing terms forbid that...
Last edited by Twilight; 28 Aug, 2021 @ 8:16am
Losenis 13 Sep, 2021 @ 8:09am 
Perhaps you can create a fix-patch with this mod as dependency? Since it'd still require this mod and you're only adding onto it a few lines of code rather than republishing it as standalone, it should be well within the permitted bounds.
Nihiluna 18 Sep, 2021 @ 5:16pm 
I've been having a weird issue with this, where everything looks like it works but when I get in game I'm unable to have colonists actually *work* on the tasks. I can place an order to build Grass, for example, but it will never be worked on and the right click context menu is unable to be pulled up.

If anybody has any ideas as to how to approach this, please let me know!
Twilight 19 Sep, 2021 @ 12:21am 
Mhm, my "fix" is essentially to have the visuals work and the game not throwing errors. Anything that requires actual c# code is disabled. So no special interaction with gloomy deco things, no turning windmill, no rustling leaves etc..

Didn't know about the grass thing, i assumed it's just a regular floor def... was there any extra functionality behind it?
Nihiluna 19 Sep, 2021 @ 12:03pm 
I don't believe there were any extra features, and this impacts more than just the grass. Any blueprint I put down is unable to be worked on, even vanilla walls/floors.

It may well be a mod conflict, but I tried disabling every building manager I have installed to isolate only the 1.3 fix, and I've isolated the issue to solely if the fix is enabled or not.
Twilight 20 Sep, 2021 @ 9:05am 
Thats really strange.. i could build deco stuff. Are you sure? I didnt start the game since the last time i did the fix for myself though, so maybe sth changed.

In principle the only thing i did in the xml files is disconnect the code's logic to the thingdef descriptions in the xml... if something is a floor for example, it should work as a floor by the game's default mechanism. It worked for me then. I'll check as soon as i have time.
Nihiluna 20 Sep, 2021 @ 3:29pm 
Ok, thanks a bunch. I spent maybe an hour or so trying to get it working last night but I didn't get beyond just isolating it to the fix. I'm pretty out of my depth though, so I don't really know how I would go about fixing it.

I honestly mostly just like the grass floor tile though, would you have any other mods that add a similar grassy floor, by chance? No worries if not, just thought I would ask as I haven't found any with a style I liked nearly as much as gloomy.
Twilight 21 Sep, 2021 @ 9:32am 
Well, i go and check if the grass works on my end. I'm using two more floor texture extension mods though.

Edit:
Ok, i checked it at my end right now: i can place the gloomy tall grass floors, and immediatley ppl deliver resources and start building. Same with deconstruction.
I don't own any of the official DLCs and i use some stuff like pick up and haul, etc..
Last edited by Twilight; 21 Sep, 2021 @ 9:48am
Enju Saion-ji 13 Nov, 2021 @ 8:20am 
i guess the grass doesnt work in this either
Light-DelaBlue 13 Jan, 2022 @ 11:08am 
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