RimWorld

RimWorld

Extended Storage
Kenny Dave Nov 2, 2018 @ 9:42am
Apparel logic for weapons?
So the logic for apparel is ace, then you can force multiple pawns to wear items off the same stack. Otherwise they are hidden.

My question is this: now there is Extended Extended storage, with weapons containers, could we allow the same behaviour for the weapons? As it would be good to be able to do the same thing with this.

The reason that's not easy to do is that it checks the item type in C# and has different right click behaviour if it's apparel. So it can't be controlled in EES as it's using all the C# from this, but just adding containers for the weapons. With the categories in XML.

I'm not up with C# but with luck maybe it's just be a case of tripping the same code with a different category?

I don't know what I'm doing with C# but I think it's this bit in ExtendedStorage/Dialog_Rename
public override void DoWindowContents(Rect inRect) { Text.set_Font(1); bool flag = false; bool flag2 = Event.get_current().get_type() == 4 && Event.get_current().get_keyCode() == 13; if (flag2) { flag = true; Event.get_current().Use(); } string text = Widgets.TextField(new Rect(0f, 15f, inRect.get_width(), 35f), this.inputText); bool flag3 = text.Length < this.MaxNameLength; if (flag3) { this.inputText = text; } bool flag4 = Widgets.ButtonText(new Rect(15f, inRect.get_height() - 35f - 15f, inRect.get_width() - 15f - 15f, 35f), "OK", true, false, true) | flag; if (flag4) { bool accepted = this.NameIsValid(this.inputText).get_Accepted(); if (accepted) { this.building.label = this.inputText; Find.get_WindowStack().TryRemove(this, true); } }
And it's checking Get_Isapparel for bits that I think are to do with the drawing of the stack. In Building_ExtendedStorage

Sorry if I'm being rude for asking. As you can probably tell, I don't know what I'm doing!

This is the behaviour I'm talking about.
Last edited by Kenny Dave; Nov 2, 2018 @ 10:04am