@Neggy011 Sometimes people have problems just with base game mis-installs. Steam isn't perfect.
If you posted your log file it would help too.
@Neggy011 Never heard of such a thing. Sometimes verify fails. I recommend you unsub from all mods, manually delete all mod files, manually delete RimWorld install folder, and reinstall from scratch.
@Featherbeard Sorry, I really have no idea why that would happen. Sorry!
@neceros Sounds like some sort of bug or broken mod interaction - in the base game gourmand won't go nearly that far.
@SuperNerdMike That's awesome to hear! It was a variety of optimizations, implemented by our hotshot coder Kenneth.
@PeterSauter12 Lots of great games are made by one person. This sounds like an absolutely bizarre piece of advice considering the counter-examples are so numerous and easy to find.
I made RW's Kickstarter version alone.
@Andrew_Harper97 I've never seen this issue, is it reproducible without mods? I'd suggest using dev mode and/or checking the log to see if errors are being thrown.
@GaelRenoux Thanks! I've never seen this. Wish I did before. I'll definitely be revieweing it to see if there's anything I can learn (and/or if I can use this instead of making my own).
@Toastmold Ridiculous. I like it.
@rocket2guns @SoftwareIncGame Thanks Dean, please go ahead and use it if you like!
@SoftwareIncGame Well in my usage, the root table names indicate the type of def being defined. So they aren't unique.
In general, it's expected people would use the record names in various ways, often in ways that would violate uniqueness.
@SoftwareIncGame :D Btw I updated spec and TyDSharp to 0.2.0 yesterday. No more class attribute.
Someone please try this! I suspect it's better than the in-game version.
@SoftwareIncGame I guess I don't know the project so I couldn't say. Some projects have a lot of data, though.
@SoftwareIncGame Damn you're right, it would need a value. Having to write "optional true" a thousand times would be lame.
For name collisions my trick is just to use the name "class". It's a C# reserved word :)
@SoftwareIncGame You may be able to replace custom attributes with special-case child nodes with reserved names. E.g. just have some special code to handle child nodes named "optional". It's what I'm doing with "class", works great.
@SoftwareIncGame I'm actually planning to cut the class attribute and leave the other, inheritance-related attributes hardcoded. So atts are only handle/source/abstract.
On reconsideration, I think likely anything you can do with arbitrary attributes is better done by just using child nodes.
@SoftwareIncGame I'm on VSCode over here. But thanks I didn't know that.
@cnanodd @SoftwareIncGame I'm so... sorry? :D
@SoftwareIncGame Yeah, new => C# code is so pretty compared to the {{{old{code}}}}.
I just wish you'd put the downgrade in one commit so I could merge it! But it looks like someone else also forked and downgraded so maybe I can merge theirs.