public static bool ReplaceExposeComponents(Map __instance) { Scribe_Deep.Look(ref __instance.weatherManager, "weatherManager", __instance); Scribe_Deep.Look(ref __instance.reservationManager, "reservationManager", __instance); Scribe_Deep.Look(ref __instance.physicalInteractionReservationManager, "physicalInteractionReservationManager"); Scribe_Deep.Look(ref __instance.designationManager, "designationManager", __instance); Scribe_Deep.Look(ref __instance.pawnDestinationReservationManager, "pawnDestinationReservationManager"); Scribe_Deep.Look(ref __instance.lordManager, "lordManager", __instance); // Begin edit if (__instance == __instance.passingShipManager.map) // If this is the main map, save/load the ship manager { Scribe_Deep.Look(ref __instance.passingShipManager, "visitorManager", __instance); } // Else, use the default one // End edit Scribe_Deep.Look(ref __instance.gameConditionManager, "gameConditionManager", __instance); Scribe_Deep.Look(ref __instance.fogGrid, "fogGrid", __instance); Scribe_Deep.Look(ref __instance.roofGrid, "roofGrid", __instance); Scribe_Deep.Look(ref __instance.terrainGrid, "terrainGrid", __instance); Scribe_Deep.Look(ref __instance.zoneManager, "zoneManager", __instance); Scribe_Deep.Look(ref __instance.temperatureCache, "temperatureCache", __instance); Scribe_Deep.Look(ref __instance.snowGrid, "snowGrid", __instance); Scribe_Deep.Look(ref __instance.areaManager, "areaManager", __instance); Scribe_Deep.Look(ref __instance.lordsStarter, "lordsStarter", __instance); Scribe_Deep.Look(ref __instance.attackTargetReservationManager, "attackTargetReservationManager", __instance); Scribe_Deep.Look(ref __instance.deepResourceGrid, "deepResourceGrid", __instance); Scribe_Deep.Look(ref __instance.weatherDecider, "weatherDecider", __instance); Scribe_Deep.Look(ref __instance.damageWatcher, "damageWatcher"); Scribe_Deep.Look(ref __instance.rememberedCameraPos, "rememberedCameraPos", __instance); Scribe_Deep.Look(ref __instance.mineStrikeManager, "mineStrikeManager"); Scribe_Deep.Look(ref __instance.retainedCaravanData, "retainedCaravanData", __instance); Scribe_Deep.Look(ref __instance.storyState, "storyState", __instance); Scribe_Deep.Look(ref __instance.wildPlantSpawner, "wildPlantSpawner", __instance); Scribe_Collections.Look(ref __instance.components, "components", LookMode.Deep, __instance); //__instance.FillComponents(); Traverse.Create(__instance).Method("FillComponents").GetValue(); if (Scribe.mode != LoadSaveMode.PostLoadInit) { return(false); } BackCompatibility.MapPostLoadInit(__instance); // Cancel original method return(false); }