Beispiel #1
0
        public override void MapLoaded(Map map)
        {
            // necessary when adding the mod to existing saves
            var injected = AllowToolUtility.EnsureAllColonistsKnowAllWorkTypes(map);

            if (injected)
            {
                AllowToolUtility.EnsureAllColonistsHaveWorkTypeEnabled(AllowToolDefOf.HaulingUrgent, map);
                AllowToolUtility.EnsureAllColonistsHaveWorkTypeEnabled(AllowToolDefOf.FinishingOff, map);
            }
        }
Beispiel #2
0
 public override void MapLoaded(Map map)
 {
     // hidden worktypes can get disabled under unknown circumstances (other mods are involved)
     // make sure they always revert to being enabled.
     // Don't do this for visible work types- player could have disabled the worktype manually
     if (!Handles.HaulWorktypeSetting)
     {
         AllowToolUtility.EnsureAllColonistsHaveWorkTypeEnabled(AllowToolDefOf.HaulingUrgent, map);
     }
     if (!Handles.FinishOffWorktypeSetting)
     {
         AllowToolUtility.EnsureAllColonistsHaveWorkTypeEnabled(AllowToolDefOf.FinishingOff, map);
     }
 }
Beispiel #3
0
        public override void MapLoaded(Map map)
        {
            // necessary when adding the mod to existing saves
            var injected = AllowToolUtility.EnsureAllColonistsKnowAllWorkTypes(map);

            // hidden worktypes can get disabled by adding mods to a save
            // make sure they always revert to being enabled.
            // Don't do this for visible work types- player could have disabled the worktype manually
            if (injected || !Handles.HaulWorktypeSetting)
            {
                AllowToolUtility.EnsureAllColonistsHaveWorkTypeEnabled(AllowToolDefOf.HaulingUrgent, map);
            }
            if (injected || !Handles.FinishOffWorktypeSetting)
            {
                AllowToolUtility.EnsureAllColonistsHaveWorkTypeEnabled(AllowToolDefOf.FinishingOff, map);
            }
        }