예제 #1
0
 public RuntimeGC(ModContentPack pack) : base(pack)
 {
     Settings = LoadedModManager.ReadModSettings <RuntimeGCSettings>(Content.PackageId, this.GetType().Name);
     Toolbox.Launcher.Launch(Settings.AutoCleanModMetaData, Settings.AutoCleanLanguageData, Settings.AutoCleanDefPackage);
     Mute.Launcher.Launch(Settings.DoMuteGC, Settings.DoMuteBL);
     Verse.Log.Message("[RuntimeGC] Mod settings loaded.");
 }
예제 #2
0
        public static void DefsLoaded()
        {
//            Log.Warning("LWM.deepstorag - defs loaded");
            // Todo? If settings are different from defaults, then:
            Setup();
            // Architect Menu:
            if (architectMenuDesigCatDef != architectMenuDefaultDesigCatDef ||
                architectMenuMoveALLStorageItems) // in which case, we need to redo menu anyway
            {
                ArchitectMenu_ChangeLocation(architectMenuDesigCatDef, true);
            }
            // Other def-related changes:
            if (defaultStoragePriority != StoragePriority.Important)
            {
                foreach (var d in allDeepStorageUnits)
                {
                    d.building.defaultStorageSettings.Priority = defaultStoragePriority;
                }
            }
            // Re-read Mod Settings - some won't have been read because Defs weren't loaded:
            //   (do this after above to allow user to override changes)
            //   (LoadedModManager.GetMod(typeof(DeepStorageMod)).Content.Identifier and typeof(DeepStorageMod).Name by the way)
//todo:
            Utils.Mess(Utils.DBF.Settings, "Defs Loaded.  About to re-load settings");
            //var s = LoadedModManager.ReadModSettings<Settings>("LWM.DeepStorage", "DeepStorageMod");
            var mod = LoadedModManager.GetMod(typeof(DeepStorageMod));
            var s   = LoadedModManager.ReadModSettings <Settings>(mod.Content.FolderName, "DeepStorageMod");
        }
 public static void FillSimplifiedViewDict()
 {
     if (simplifiedView != null || instance?.Mod?.Content == null)
         return;
     //
     IEnumerable<ThingDef> l = DefDatabase<ThingDef>.AllDefsListForReading.Where(x => x.thingClass == typeof(Pawn) || x.thingClass != null && x.thingClass.IsSubclassOf(typeof(Pawn)));
     if (l.EnumerableNullOrEmpty())
         return;
     //
     simplifiedView = new Dictionary<ThingDef, bool>();
     foreach (var i in l)
     {
         simplifiedView[i] = false;
     }
     LoadedModManager.ReadModSettings<Sandy_RPG_Settings>(instance.Mod.Content.FolderName, instance.Mod.GetType().Name);
 }
예제 #4
0
        public static void DefsLoaded()
        {
//            Log.Warning("LWM.deepstorag - defs loaded");
            // Todo? If settings are different from defaults, then:

            // Def-related changes:
            //TODO: this should probably have an option....
            if (defaultStoragePriority != StoragePriority.Important)
            {
                foreach (ThingDef d in AllDeepStorageUnits)
                {
                    d.building.defaultStorageSettings.Priority = defaultStoragePriority;
                }
            }
            // Re-read Mod Settings - some won't have been read because Defs weren't loaded:
            //   (do this after priority changes above to allow user to override changes)
//todo:
            Utils.Mess(Utils.DBF.Settings, "Defs Loaded.  About to re-load settings");
            // NOTE/WARNING: the mod's settings' FolderName will be different for non-steam and steam versions.
            //   Internally, they are loaded using:
            //     this.modSettings = LoadedModManager
            //            .ReadModSettings<T>(this.intContent.FolderName, base.GetType().Name);
            // So don't do this:
            //   var s = LoadedModManager.ReadModSettings<Settings>("LWM.DeepStorage", "DeepStorageMod");
            // Do this instead:
            var mod = LoadedModManager.GetMod(typeof(LWM.DeepStorage.DeepStorageMod));

            Utils.Warn(Utils.DBF.Settings, "About to re-read mod settings from: " + GenText
                       .SanitizeFilename(string.Format("Mod_{0}_{1}.xml", mod.Content.FolderName, "DeepStorageMod")));
            var s = LoadedModManager.ReadModSettings <Settings>(mod.Content.FolderName, "DeepStorageMod");

            // Architect Menu:
            if (architectMenuActualDef == null)
            {
                architectMenuActualDef = DefDatabase <DesignationCategoryDef> .GetNamed(architectMenuDefaultDesigCatDef);
            }
            if (architectMenuDesigCatDef != architectMenuDefaultDesigCatDef ||
                architectMenuMoveALLStorageItems) // in which case, we need to redo menu anyway
            {
                ArchitectMenu_ChangeLocation(architectMenuDesigCatDef, true);
            }
        }