Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
Thanks, I'm happy you like them! :D
As for the modExtension, It is in BS_BaseRobotHumanoid and similar. I've coded my modextension loading so it can load any number of the same "BigAndSmall.PawnExtension" from the same pawn and simply checks all of them. (iirc. vanilla just fetches the most recent one).
In the case of tags is "isMechanical" I simply check if it is true in _any_ pawnExtensions in the inheritance structure.
If you search my framework mod using something like VSC you'll see ""isMechanical>true</isMechanical>" in 3 different hediffs. Two for mechanical humanlikes, and 1 for mechanoids-made sapient.
For example: BigSmall_Framework\1.6\SimplyRaces\Defs\Abstract\RobotBasic\RaceTracker_BaseMech.xml
Ah, I can see the defs have RaceExtension, and the RaceExtension has <raceHediff>, and going in the raceHediff (BS_TVAndroid for example), I see it has BigAndSmall.PawnExtension. (wow this is very in-depth.)
But the BigAndSmall.PawnExtension doesn't seem to have isMechanical specified. Does isMechanical's value defaults to true in BigAndSmall.PawnExtension?
Also... I think I might just hardcode the defnames if there isn't a good indicator. So far I found these:
BS_CommandoBot
BS_CommandoBot_NonSapient
BS_CommandoBotPersona
BS_SynthRace
BS_TVAndroid
BS_TVAndroid_Sapient
Hopefully these would cover all the mechanical life forms?
+) Shamelessly using this chance of communication to tell you I love how creative you are with your mods, especially all the clever mechanics that can change gameplay (I friggin love mimic's mechanics). Sending you love.
If you don't mind checking mod extensions they do have a `isMechanical=true` in a pawnExtension, typically on a hediff.
E.g.
<li Class="BigAndSmall.PawnExtension">
<isMechanical>true</isMechanical>
</li>
I might be able to see about exposing something easier though...
@Azathoth
I've talked to Helixien, and I think there is a fix on the way.
Normally I filter out mechanical lifeforms with def.race.isFlesh==false, but it seems you use isFlesh as true. So I was wondering if there was other particularity that I could look for maybe, and use it to filter your mechs out?