I had a look at the way WeatherOverlay creates its material, which is the MatLoader class, which requires a "path" parameter. It then appends this path to "Materials/" and casts an Object created by Resources.Load(appended_path) to a Material.
I guess my question is now, where is the "Materials/"? Is it an actual folder, or is this just a pseudo-folder system that Unity uses?
Anyways, I'll try looking at the original assets with some sort of program like you said, thanks for the suggestion.
Edit0: couldn't seem to find any legit ways to look into Unity assets.
Edit1: also just noticed that the "moveSpeedMultiplier" in WeatherDefs doesn't seem to have any effect. Is this deprecated? Edit2: I'm stupid, it does work
Materials/ is in the unity assets. I think there is software that can browse unity asset packs.
Honestly I'm not sure. Haven't worked with weather overlays for years myself. Materials are a Unity thing, so if you were to do it you'd have to do it through whatever Unity pathways exist. Maybe there's some Internet help on how to do it.
probably a bug in that case, that's OP af
Yeah, it's a bug. I can't remember if we fixed it already.
Duct tape. That's missing in rimworld.
That would be funny. Like a special material where you can make literally anything from it - furniture, walls, guns, swords, explosives, computers.
This one really got me.
Please, please, PLEASE add an ironman mode so I'm not tempted to use Devmode.
Specifically, ironman would be a toggle at game start. If you have it on:
- The game is locked to Permadeath and your selected storyteller/difficulty. The options to change these in game would be grayed out.
- Development mode will never show up on that save file.
- Encrypt the save file so manual edits aren't possible.
Thanks in advance to u/TynanSylvester if this gets added!
For now I recommend you use the "permanently disable dev mode" tool in the options menu.