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The CF's sole goal is to provide broad functionality for modders, and does not claim to improve performance or stability.
With that said, invoking any Harmony patch does come with a marginal overhead. Reducing the number of individual Harmony patches on high-volume methods could lead to a minute increase in performance, though I'd expect the effects to be negligible at best.
Reducing the number of Harmony patches can also provide better stability, as there are fewer third-party methods fighting each other over how the program should behave.
Like Output or Recipe Worker that randomizes output so spending consistent resources crafting you randomly get one of multiple defined objects instead of one specific?
Or what about randomization to glower class so object starts off with one of random glow colours instead of predefined?
I was worried that this might be the case, I will start working on a fix for it.
The problem on my end is that I cannot code in C-Sharp to save my life. This means that I am heavily dependent on the original author (with whom I am no longer friends), or the "Rimworld" Mod Market Discord chat room (my poor wallet).
Would it be possible that I could submit the C-Sharp code to the Community Frame Work for all future maintenance and update purposes? I have permission to do so and the code is already complete.
I'm not sure about how to add normal tickertype to clothing made by that textile since from what I tested, that extension only adds comps to items, it can't change tickertype of apparel to normal as well.
I might be missing something here but thats what I came up with basically.
Did you apply the comp to the textile itself? Comps attached to stuff don't normally extend to things made out of that stuff. However, the Community Framework does have an extension that will allow you to do that:
https://github.com/Turnovus/communityframework/wiki/Basic-Features-(XML)#44-create-stuff-that-adds-comps-to-things-made-of-it
Please make sure you have the latest version of the Framework. You can check the Framework's version in your mod list, under the supported game versions:
https://i.imgur.com/ZcM686O.png
If you don't see a "Mod version" field there, then your version of the Framework is likely out of date. Steam Workshop can have trouble updating mods from time to time. Unsubscribe from the Framework, then go to your downloads page and make sure RimWorld has updated. Then subscribe to the Framework again, and wait for it to download.
Also keep in mind that new features are only available for the latest version of the game, in this case 1.4.
XML error: <affectsExistingHediffs>true</affectsExistingHediffs> doesn't correspond to any field in type HediffCompProperties_MultiplyOtherHediff.
Without this, the effect appears to work but only on newly added Hediffs. I see the examples of affectsExistingHediffs in the wiki and in the source on GitHub but when I DNSpy the communityframework.dll I only see the affectedHediffs and multiplier properties. Wasn't sure if I'm using it wrong or if the DLL wasnt built with the current content of the source files?
https://pastebin.com/8yNU08Pv
https://gist.github.com/3723d32d50ea243b931009b3d37a94b5
This is definitely some sort of conflict. Double-clicking works fine for me with only CF installed, and CF doesn't change the camera's behaviors.
Consider sending a log for me to look at. This guide will explain how:
https://steamcommunity.com/sharedfiles/filedetails/?id=725234314
RegenSideEffect was moved to a different namespace. Though you can remove "Class="CF.RegenSideEffect"" from that li completely, and the game will just infer it.
<comps>
<li Class="CF.HediffCompProperties_HealPermanentWoundsConfigurable">
<regenHediffs>
<li Class="CF.RegenSideEffect">
<!--Any Hediff can be used, even custom ones-->
<hediffDef>Anesthetic</hediffDef>
<severity>1</severity>
<isGlobalHediff>true</isGlobalHediff>
</li>
</regenHediffs>
<regenInterval>1~5</regenInterval>
<!--A day-->
<regenIntervalTicks>60000</regenIntervalTicks>
<injuryRegenListMode>None</injuryRegenListMode>
<usesBeforeExhaustion>-1</usesBeforeExhaustion>
<canHealDestroyed>true</canHealDestroyed>
</li>
</comps>
Thanks for the quick response! "Ugh, transpiler" as I've heard a few people say. I figured there'd be nothing easy about it. Thanks for looking into it all the same. I have and will continue to mess with the lifeStageAges and other HAR stuff (minAgeForAdulthood, etc.)
CF.HediffCompProperties_HealPermanentWoundsConfigurable ... it can't find CF.RegenSideEffect.
The vanilla hatch function doesn't return or store the hatched pawn, so modifying it directly would require a complicated Harmony transpiler patch. I will try to look into it, but no promises. You could try messing around with the race's lifeStageAges, but I don't know what effect those will have.
When you say "regen code", are you refering to CF.HediffCompProperties_HealPermanentWoundsConfigurable, or to CF.CompProperties_SelfRepair?
Pawn hatcher - in 1.3 they pawns spawned as adults, in 1.4 as babies. It would be great to have an option to specify what age the pawn is "born" at ... babies are good for many races but for several races (Automatons, Folia / Potatoid / Deathkap) it would be really useful. I'm not sure how complex or feasible this is, though, or if there's another way I can specify it. I've tried all the settings in Humanoid Alien Races to no avail (granted it is still being actively worked on, so maybe those features haven't been fixed yet) ... just thought I'd report the difference in behavior either way.
Regen code: I'm updating a race mod that uses the regen code, it appears to be correct comparing it to the wiki but it can't seem to find the class. Did the name change, or something else I need to know?
Thanks!
But thei im having "Could not find type named CF.HatcherExtension" problem
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Community Framework</li>
</mods>
<match Class="PatchOperationSequence">
<operations>
<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName="C_Egg"]/comps </xpath>
<value>
<li Class="CF.HatcherExtension">
<hatcheeForcePlayerFaction>true</hatcheeForcePlayerFaction>
</li>
</value>
</li>
</operations>
</match>
</Operation>
</Patch>
aaand game no finding such an operation. Are i slapping this patch in a wrong place? Im kinda new even in xml coding, but if i see li Class, it seems logical to slap it in comps
A fix for this issue has just been released. However, the system is now opt-in only. For more information, please refer to the updated documentation here: https://github.com/ISOR3X/communityframework/wiki/Basic-Features-(XML)#46-make-any-type-of-pawn-craftable-using-eggs
I"m trying to utilize the pawn hatching patch, however they never spawn as my faction. Is there something I need to add to get it to use that patch?
can CF.CompProperties_UnlocksRecipe support multiple linkable module?
like
Linkable A unlock one set of recipe
then Linkable B unlock another set of recipe and so on
CF is causing that. It's not a bug; I'm not sure who, but somebody who worked on the framework in the past added a patch that does this. This patch will be removed in the next update, in favor of a less-intrusive solution.
Hello, after installing this mod, gears increase carrying capacity all changed to increase carry cargo, is this a bug?
The hidden removed parts bug will also be fixed in the upcoming version. Thank you for bringing all of these to my attention.
Yeah, looks like an oversight I made in the regen script, where it tries to apply side-effects *before* healing. I'll add a fix to the ongoing development branch, though I can't make any promises as to when that will go live.
<li Class="CF.HediffCompProperties_HealPermanentWoundsConfigurable">
<regenHediffs>
<li Class="CF.RegenSideEffect">
<hediffDef>CelRegen</hediffDef>
<severity>1</severity>
<isGlobalHediff>false</isGlobalHediff>
</li>
</regenHediffs>
<regenInterval>1~5</regenInterval>
<!--A day-->
<regenIntervalTicks>60000</regenIntervalTicks>
<injuryRegenListMode>None</injuryRegenListMode>
<usesBeforeExhaustion>-1</usesBeforeExhaustion>
<canHealDestroyed>true</canHealDestroyed>
</li>
No matter what I do when the effect triggers it always gives the error:
'Tried to add health diff to missing part BodyPartRecord([ *name of body part here* ] parts.Count=0)'
Development is slow but ongoing. Keep an eye on the GitHub repo if you're interested, we're currently working on a very large pull request.
Keep this updated. I beseech you!
Thank you. I'll try to get into touch with the Moonjellies author to work out the issue.
Could you send me a HugsLib log? I should be able to figure out what's causing it with that. You can upload it using the "Share Logs" button in the lower left of the debug log with HugsLib enabled.
I was trying to use this together with Biotechnology, but even without that mod activated I still get this error if CF is added.
As of now, the framework doesn't contain any XML of its own, so this error would have to be the result of another mod using the framework.
Any idea what mod is causing this? I may need to get into touch with the developer, as this code is likely the result of an oversight in the wiki.