/// <summary>
 /// Applied after CreateEquipmentDef runs.
 /// </summary>
 internal static void Postfix(EquipmentDef __result)
 {
     if (__result != null && Options != null)
     {
         PUtil.LogDebug("Jet Suit: {0:D}".F(Options.AtmoSuitDecor));
         DecorTuning.TuneSuits(Options, __result);
     }
 }
			/// <summary>
			/// Applied after LoadBuildings runs.
			/// </summary>
			internal static void Postfix() {
				// Settings need to be read at this time
				Options = POptions.ReadSettings<DecorReimaginedOptions>() ??
					new DecorReimaginedOptions();
				PUtil.LogDebug("DecorReimaginedOptions settings: Hard Mode = {0}".F(Options.
					HardMode));
				PUtil.LogDebug("Loading decor database");
				DecorTuning.ApplyDatabase(Options);
			}
 /// <summary>
 /// Applied after Initialize runs.
 /// </summary>
 internal static void Postfix()
 {
     DecorTuning.InitEffects();
     PUtil.AddColonyAchievement(new ColonyAchievement(ACHIEVE_NAME, "",
                                                      DecorReimaginedStrings.FEELSLIKEHOME_NAME, DecorReimaginedStrings.
                                                      FEELSLIKEHOME_DESC.text.F(DecorTuning.NUM_DECOR_FOR_ACHIEVEMENT), false,
                                                      new List <ColonyAchievementRequirement>()
     {
         // Specified number of +decor items on one cell
         new NumDecorPositives(DecorTuning.NUM_DECOR_FOR_ACHIEVEMENT)
     }, "", "", "", "", null, "", "art_underground"));
     PUtil.LogDebug("Initialized decor effects");
 }
		internal static void ApplyDecorEffects() {
			DecorTuning.InitEffects();
			new PColonyAchievement(ACHIEVE_NAME) {
				Name = DecorReimaginedStrings.FEELSLIKEHOME_NAME,
				Description = DecorReimaginedStrings.FEELSLIKEHOME_DESC.text.F(DecorTuning.
					NUM_DECOR_FOR_ACHIEVEMENT),
				Requirements = new List<ColonyAchievementRequirement>() {
					// Specified number of +decor items on one cell
					new NumDecorPositives(DecorTuning.NUM_DECOR_FOR_ACHIEVEMENT)
				},
				Icon = "art_underground"
			}.AddAchievement();
			PUtil.LogDebug("Initialized decor effects");
		}