diff --git a/1.3/Assemblies/0Harmony.dll b/1.3/Assemblies/0Harmony.dll
new file mode 100644
index 0000000..3a1b6d4
Binary files /dev/null and b/1.3/Assemblies/0Harmony.dll differ
diff --git a/1.3/Assemblies/0MultiplayerAPI.dll b/1.3/Assemblies/0MultiplayerAPI.dll
new file mode 100644
index 0000000..c2391ea
Binary files /dev/null and b/1.3/Assemblies/0MultiplayerAPI.dll differ
diff --git a/1.3/Assemblies/Assembly-CSharp-firstpass.dll b/1.3/Assemblies/Assembly-CSharp-firstpass.dll
new file mode 100644
index 0000000..75bdd46
Binary files /dev/null and b/1.3/Assemblies/Assembly-CSharp-firstpass.dll differ
diff --git a/1.3/Assemblies/Assembly-CSharp.dll b/1.3/Assemblies/Assembly-CSharp.dll
new file mode 100644
index 0000000..b887b3b
Binary files /dev/null and b/1.3/Assemblies/Assembly-CSharp.dll differ
diff --git a/1.3/Assemblies/C0ffee's RJW Ideology Addons.dll b/1.3/Assemblies/C0ffee's RJW Ideology Addons.dll
new file mode 100644
index 0000000..f8b273d
Binary files /dev/null and b/1.3/Assemblies/C0ffee's RJW Ideology Addons.dll differ
diff --git a/1.3/Assemblies/HugsLib.dll b/1.3/Assemblies/HugsLib.dll
new file mode 100644
index 0000000..df1f579
Binary files /dev/null and b/1.3/Assemblies/HugsLib.dll differ
diff --git a/1.3/Assemblies/HugsLib.xml b/1.3/Assemblies/HugsLib.xml
new file mode 100644
index 0000000..1cb534c
--- /dev/null
+++ b/1.3/Assemblies/HugsLib.xml
@@ -0,0 +1,1506 @@
+
+
+
+ HugsLib
+
+
+
+
+ Informs the player about a mod that requires a later version of HugsLib than the one running.
+ Also has button to open the download link in the Steam or system browser.
+
+
+
+
+ Entry point for the library.
+ Instantiated by the game at the start of DoPlayLoad().
+
+
+
+
+ Loads and stores textures from the HugsLib /Textures folder
+
+
+
+
+ Handles the key presses for key bindings added by HugsLib
+
+
+
+
+ Checks the current version of the library against the About.xml -> requiredLibraryVersion of all mods.
+ Shows a popup window () if one of the loaded mods requires a
+ more recent version of the library.
+
+
+
+
+ Ensures that the library comes after Core in the load order and displays a warning dialog otherwise.
+
+
+
+
+ Provides support for reading version information from Manifest.xml files.
+ These files are used in mods by Fluffy and a a few other authors.
+
+
+
+
+ Attempts to read and parse the manifest file for a mod.
+
+
+ Returns null if reading or parsing fails for any reason.
+
+
+
+
+ Reads and parses the manifest file for a mod.
+
+
+ Returns null if the file does not exist.
+
+
+
+
+ Checks for Dev mode and bypasses the Restart message box.
+ Holding Shift will prevent the automatic restart.
+
+
+
+
+ Provides an entry point for late controller setup during static constructor initialization.
+
+
+
+
+ Forwards ticks to the controller. Will not be saved and is never spawned.
+
+
+
+
+ Holds references to key binding defs used by the library.
+
+
+
+
+ A base for managers that save data in xml format, to be stored in the save data folder
+
+
+
+
+ This is added as a component to the GameObject on scene to forward events to the controller.
+
+
+
+
+ Represents the information stored in the About/Version.xml file.
+ Since we cannot update the version of the library assembly, we have to store the version externally.
+
+
+
+
+ A shorter, invariable alternative to System.Version in the format of major.minor.patch
+ Also known as a semantic version number.
+ System.Version can be implicitly cast to this type.
+ VersionShort is no longer used by HugsLib internally, and the type is retained for backwards compatibility.
+
+
+
+
+ The extended update news dialog, with filtering by mod and a menu button in entry headers for dev mode actions.
+
+
+
+
+ Handles the custom loading mechanics of s.
+
+
+
+
+ Filters s by their mod identifier.
+
+
+
+
+ Provides the options for the dev tools dropdown menu in the extended update news dialog.
+
+
+
+
+ Displays a list to update feature defs with basic image and formatting support. See for proper syntax.
+
+
+
+
+ Stores the highest displayed update news version for all mods that provide update news via .
+ Defs are loaded from the News folder in the root mod directory.
+
+
+
+
+ Shows the news dialog window when there are not yet displayed news items available.
+
+ Pass true to disable filtering based on what has
+ and has not been seen and open the dialog with all available news items.
+ true, if there have been found news items that were not displayed before, and the dialog has been opened
+
+
+
+ Hooks into the flow of the vanilla MonoBehavior.OnGUI()
+ This allows to take advantage of automatic UI scaling and prevents GUI updates during a loading screen.
+
+
+
+
+ Adds an entry point to draw and additional debug button on the toolbar.
+ The infix is necessary to catch the WidgetRow that the stock buttons are drawn to.
+
+
+
+
+ Extends the width of the immediate window the dev toolbar buttons are drawn to to accommodate an additional button
+
+
+
+
+ Adds a hook for the early initialization of a Game.
+
+
+
+
+ Forces a game restart after a language change.
+ This is necessary to avoid creating problems for running mods caused by reloaded graphics and defs.
+
+
+
+
+ Adds a hook for discarding maps.
+
+
+
+
+ Replaces the "Mod Settings" button in the Options dialog with our own.
+
+
+
+
+ Adds extra buttons to the Log window.
+
+
+
+
+ Adds a hook to produce the WorldLoaded callback for ModBase mods.
+
+
+
+
+ Adds a hook to produce the MapGenerated callback for ModBase mods.
+
+
+
+
+ Adds a hook to produce the MapComponentsInitializing callback for ModBase mods.
+
+
+
+
+ Adds a hook to produce the MapLoaded callback for ModBase mods.
+
+
+
+
+ Restarts the game automatically, bypassing the message dialog, if changes in the mod configuration have been made and dev mode is on.
+ Holding Shift will prevent the restart, while allowing the config changes to still be saved.
+
+
+
+
+ Adds a hook to produce the DefsLoaded callback for ModBase mods.
+
+
+
+
+ Adds an entry point during map quickstart for the quickstarter system.
+ Will replace the standard scenario and map size if the quickstarter is enabled.
+
+
+
+
+ Hooks into the flow of the vanilla MonoBehavior.Update()
+
+
+
+
+ Hooks into the flow of the vanilla MonoBehavior.OnGUI().
+ Unlike the patch, this hook also
+ allows to receive OnGUI events during loading screens.
+
+
+
+
+ Displays at game startup when the quickstarter is scheduled to run.
+ Shows the pending operation and allows to abort or disable the quickstart.
+
+
+
+
+ Allows to change settings related to the custom quickstart functionality.
+ Strings are not translated, since this is a tool exclusively for modders.
+
+
+
+
+ Manages the custom quickstart functionality.
+ Will trigger map loading and generation when the appropriate settings are present, and draws an additional dev toolbar button.
+
+
+
+
+ Wraps settings related to the Quickstart system for storage in a SettingHandle.
+
+
+
+
+ Caches the result of a string translation for performance.
+ Also caches the calculated size of the label that would accomodate the translated string.
+
+
+
+
+ Contains data used for the creation of a .
+
+
+
+
+ A name for the entry to show to the player.
+
+
+
+
+ The delegate that will be called when the menu entry is clicked.
+
+
+
+
+ Set to true to make a greyed-out, non-selectable menu entry.
+
+
+
+
+
+
+
+
+ Shown when selecting the reset option from a mod settings dialog context menu.
+ Has an option to include hidden settings in the reset.
+
+
+
+
+ Helper methods for drawing elements and controls that appear in the window.
+
+
+
+
+ Draws a hovering menu of 2 buttons: info and menu.
+
+
+ Text for the info button tooltip. Null to disable.
+ When false, the menu button is semi-transparent and non-interactable
+ When true, uses menu-with-plus-badge icon for the button
+ true if the menu button was clicked
+ true if the menu button was clicked
+
+
+
+ Draws the menu button for the hovering menu.
+
+
+ When false, the button is semi-transparent and non-interactable
+ When true, uses menu-with-plus-badge icon for the button
+ true if the menu button was clicked
+
+
+
+ Used to preserve the state of the Mod Settings window between multiple openings.
+ State is not persisted between game restarts.
+
+
+
+
+ Displays custom settings controls for mods that use the vanilla mod settings system.
+ The dialog shows the controls for a single mod only and is opened through Dialog_ModSettings.
+
+
+
+
+ Utility methods for SettingHandleConvertible data objects.
+ These are useful for packing and unpacking your custom fields into a string without bothering with manual serialization.
+
+
+
+
+ Deserializes an XML string into an existing object instance.
+
+ The serialized values to fill the object with
+ The object to receive the deserialized values
+
+
+
+ Serializes an object into a compact XML string.
+ Whitespace and namespace declarations are omitted.
+ Make sure the object is annotated with SerializableAttribute and the fields to serialize with XmlElementAttribute.
+
+ The object to serialize
+
+
+
+ An options window for all configurable settings exposed by mods using the library
+
+
+
+
+ Injects the "Mod Settings" button into the Options dialog.
+
+
+
+
+ Base type for all custom SettingHandle types.
+ Allows complex data structures to be stored in setting values by converting them to and from their string representation.
+ See for an easy way to serialize complex types to XML.
+
+
+
+
+ Return false to prevent this object from serializing and being written to file.
+
+
+
+
+ Called when settings handles of this type load an existing value.
+ Should deserialize and restore the state of the object using the provided string.
+
+
+
+
+ Called when handles of this type are being saved, and only if return true.
+ Should serialize the state of the object into a string so it can be restored later.
+
+
+
+
+ A set of useful value constraints for use with SettingHandle
+
+
+
+
+ A group of settings values added by a mod. Each mod has their own ModSettingsPack.
+ Loaded values are stored until they are "claimed" by their mod by requesting a handle for a setting with the same name.
+
+
+
+
+ Identifier of the mod that owns this pack
+
+
+
+
+ The name of the owning mod that will display is the Mod Settings dialog
+
+
+
+
+ Special display order for the mod in the Mod Settings dialog.
+ Mods are generally ordered by name. Please leave this at Normal unless you have a good reason to change it.
+
+
+
+
+ Additional context menu options for this entry in the mod settings dialog.
+ Will be shown when the hovering menu button for this entry is clicked.
+
+
+
+
+ Returns true if any handles retrieved from this pack have had their values changed.
+ Resets to false after the changes are saved.
+
+
+
+
+ Enumerates the handles that have been registered with this pack up to this point.
+
+
+
+
+ Set to true to disable the collapsing of setting handles in the Mod Settings dialog.
+
+
+
+
+ Retrieves an existing SettingHandle from the pack, or creates a new one.
+ Loaded settings will only display in the Mod Settings dialog after they have been claimed using this method.
+
+ The type of setting value you are creating.
+ Unique identifier for the setting. Must be unique for this specific pack only.
+ A display name for the setting that will show up next to it in the Mod Settings dialog. Recommended to keep this short.
+ A description for the setting that will appear in a tooltip when the player hovers over the setting in the Mod Settings dialog.
+ The value the setting will assume when newly created and when the player resets the setting to its default.
+ An optional delegate that will be called when a new value is about to be assigned to the handle. Receives a string argument and must return a bool to indicate if the passed value is valid for the setting.
+ Used only for Enum settings. Enum values are displayed in a readable format by the following method: Translate(prefix+EnumValueName)
+
+
+
+ Returns a handle that was already created.
+ Will return null if the handle does not exist yet.
+
+ Throws an exception if the referenced handle does not match the provided type
+ The name of the handle to retrieve
+
+
+
+ Attempts to retrieve a setting value by name.
+ If a handle for that value has already been created, returns that handle's StringValue.
+ Otherwise will return the unclaimed value that was loaded from the XML file.
+ Will return null if the value does not exist.
+
+ The name of the setting the value of which should be retrieved
+
+
+
+ Returns true, if there is a setting value that can be retrieved with PeekValue.
+ This includes already created handles and unclaimed values.
+
+ The name of the setting to check
+
+
+
+ Deletes a setting loaded from the xml file before it is claimed using GetHandle.
+ Useful for cleaning up settings that are no longer in use.
+
+ The identifier of the setting (handle identifier)
+
+
+
+ Prompts the to save changes if any or the registered
+ s have handles with unsaved changes
+
+
+
+
+ A central place for mods to store persistent settings. Individual settings are grouped by mod using ModSettingsPack
+
+
+
+
+ Fires when is called and changes are about to be saved.
+ Use and to identify changed packs,
+ and with to identify changed handles.
+
+
+
+
+ Fires when is called and the settings file has just been written to disk.
+
+
+
+
+ Enumerates the s that have been registered up to this point.
+
+
+
+
+ Returns true when there are handles with values that have changed since the last time settings were saved.
+
+
+
+
+ Retrieves the for a given mod identifier.
+
+ The unique identifier of the mod that owns the pack
+ If not null, assigns the property of the pack.
+ This will be displayed in the Mod Settings dialog as a header.
+
+
+
+ Saves all settings to disk and notifies all ModBase mods by calling SettingsChanged()
+
+
+
+
+ Removes a settings pack for a mod if it exists. Use SaveChanges to apply the change afterward.
+
+ The identifier of the mod owning the pack
+
+
+
+ An individual persistent setting owned by a mod.
+ The extra layer of inheritance allows for type abstraction and storing SettingHandles in lists.
+
+
+
+
+ Unique identifier of the setting.
+
+
+
+
+ Name displayed in the settings menu.
+
+
+
+
+ Displayed as a tooltip in the settings menu.
+
+
+
+
+ Should return true if the passed value is valid for this setting. Optional.
+
+
+
+
+ The string identifier prefix used to display enum values in the settings menu (e.g. "prefix_" for "prefix_EnumValue")
+
+
+
+
+ Return true to make this setting visible in the menu. Optional.
+ An invisible setting can still be reset to default using the Reset All button.
+
+
+
+
+ Draw a custom control for the settings menu entry. Entry name is already drawn when this is called.
+ Optional. Return value indicates if the handle value was changed during the drawer call.
+
+
+
+
+ Fully override the drawing of the settings menu entry for this handle.
+ This replaces both the title and the control half of the entry.
+ Optional. Return value indicates if the handle value was changed during the drawer call.
+
+
+ The following built-in handle drawing features are also disabled when this property is assigned:
+ hovering info/menu buttons ().
+
+
+
+
+ When true, setting will never appear. For serialized data.
+ No longer affects value resetting, see
+
+
+
+
+ When true (true by default), the setting can be reset to its default value by the player.
+ If the handle is visible, this can be done through the right-click menu, or using the "Reset all" button.
+ Disabling this is generally not recommended, except for specific use cases (for example, content unlocked by the player).
+
+
+
+
+ When true, will not save this setting to the xml file. Useful in conjunction with CustomDrawer for placing buttons in the settings menu.
+
+
+
+
+ Specifies by how much the + and - buttons should change a numeric setting.
+
+
+
+
+ When CustomDrawer is used, specifies the height of the row for the handle. Leave at 0 for default height.
+
+
+
+
+ Affects the order in which handles appear in the settings menu. Lower comes first, default is 0.
+
+
+
+
+ Returns true if the of this handle has been modified
+ after the creation of the handle or the last time its value was saved.
+ Automatically resets to false when saves changes.
+ Can be manually toggled when e.g. replacing null with an instance in a handle.
+
+
+
+
+ Additional context menu options for the entry of this handle in the mod settings dialog.
+ Will be shown when the hovering menu button for this entry is clicked.
+
+
+ The "Reset to default" option is always present, but will be disabled if is false.
+
+
+
+
+ Marks the handle as modified and forces all settings to be saved.
+ This is necessary for values, as changes in reference types cannot be automatically detected.
+
+
+
+
+ Dispatched after the Value of the handle changes.
+
+
+
+
+ Implicitly cast handles to the Value they carry.
+
+
+
+
+ Called when the Value of the handle changes. Optional.
+
+
+
+
+ The actual value of the setting.
+ This is converted to its string representation when settings are saved.
+ Assigning a new value will trigger the OnValueChanged delegate.
+
+
+
+
+ The value the setting assumes when initially created or reset.
+
+
+
+
+ Retrieves the string representation of the setting or assigns a new setting value using a string.
+ Will trigger the Validator delegate if assigned and change the Value property if the validation passes.
+
+
+
+
+ Returns the type of the handle Value property.
+
+
+
+
+ Assigns the default value to the Value property.
+ Ignores the property.
+
+
+
+
+ Returns true if the handle is set to its default value.
+
+
+
+
+
+ Keeps track of mod packageIds that ever were loaded together with HugsLib
+ by the player and the first/last time they were seen.
+
+
+
+
+ Sets the "first time seen" status of a packageId until the game is restarted.
+
+ Throws on null packageId
+
+
+
+ Returns true if the provided packageId was recorded for the first time during the current run.
+
+ Throws on null packageId
+
+
+
+ Returns true if the provided mod packageId was at any time seen running together with HugsLib.
+
+ Throws on null packageId
+
+
+
+ Used by to track mod packageIds loaded from the XML file.
+
+
+
+
+ Used to indicate that a type should be instantiated at the earliest moment possible.
+ Specifically, when classes are instantiated (see .DoPlayLoad()).
+ If is true, Harmony patching will also happen at that time.
+
+
+
+
+ The front-end for LogPublisher.
+ Shows the status of the upload operation, provides controls and shows the produced URL.
+
+
+
+
+ Collects the game logs and loaded mods and posts the information on GitHub as a gist.
+
+
+
+
+ Allows adding custom buttons to the EditWindow_Log window.
+
+
+
+
+ Alignment side for custom widgets.
+
+
+
+
+ Callback to draw log window widgets in.
+
+ The log window being dawn.
+ Window area for custom widgets.
+ The currently selected log message, or null.
+ Draw your widget using this to automatically align it with the others.
+
+
+
+ Adds a new drawing callback to the log window widget drawer.
+
+ The delegate called each OnGUI to draw the widget.
+ The side of the WidgetRow this widget should be drawn into.
+
+
+
+ Commands start a new process on the target machine using platform specific commands and args to pass to the shell.
+ Refer to the Microsoft documentation for dotNet 3.5 for more info on a process.
+ https://msdn.microsoft.com/en-us/library/system.diagnostics.process(v=vs.90).aspx
+
+
+
+
+ A command to open a directory in the systems default file explorer.
+ Since Unity's OpenUrl() is broken on OS X, we can use a shell to do it correctly.
+
+
+
+
+ A Command to open the log file in the systems default text editor.
+
+
+
+
+ A Command to cleanly restart RimWorld on the target machine.
+
+
+
+
+ The hub of the library. Instantiates classes that extend ModBase and forwards some of the more useful events to them.
+ The assembly version of the library should reflect the current major Rimworld version, i.e.: 0.18.0.0 for B18.
+ This gives us the ability to release updates to the library without breaking compatibility with the mods that implement it.
+ See Core.HugsLibMod for the entry point.
+
+
+
+
+ The base class for all mods using HugsLib library. All classes extending ModBase will be instantiated
+ automatically by at game initialization.
+ Can be annotated with to initialize the mod at
+ initialization time and have be called.
+
+
+
+
+ This can be used to log messages specific to your mod.
+ It will prefix everything with your ModIdentifier.
+
+
+
+
+ The ModSettingsPack specific to your mod.
+ Use this to create settings handles that represent the values of saved settings.
+
+
+
+
+ Override this and return false to prevent a Harmony instance from being automatically created and scanning your assembly for patches.
+
+
+
+
+ The reference to Harmony instance that applied the patches in your assembly.
+
+
+
+
+ A unique identifier used both as and .
+ Override them separately if different identifiers are needed or no should be assigned to .
+ Must start with a letter and contain any of [A-z, 0-9, -, _, :] (identifier must be valid as an XML tag name).
+
+
+ This is no longer used to identify mods since 7.0 (Rimworld 1.1). Use ModBase.ModContentPack.PackageId to that end instead.
+
+
+
+
+ A unique identifier to use as a key when settings are stored for this mod by .
+ Must start with a letter and contain any of [A-z, 0-9, -, _, :] (identifier must be valid as an XML tag name).
+ By default uses the PackageId of the implementing mod.
+ Returning null will prevent the property from being assigned.
+
+
+
+
+ A readable identifier for the mod, used as a prefix by and in various error messages.
+ Appear as "[LogIdentifier] message" when using .
+ By default uses the non-lowercase PackageId of the implementing mod or the type name if that is not set.
+
+
+
+
+ The null-checked version of .
+ Returns the type name if is null.
+
+
+
+
+ The content pack for the mod containing the assembly this class belongs to
+
+
+
+
+ Can be false if the mod was enabled at game start and then disabled in the mods menu.
+ Always true, unless the of the declaring mod can't be
+ identified for some unexpected reason.
+
+
+
+
+ Contains the AssemblyVersion and AssemblyFileVersion of the mod. Used by .
+
+
+
+
+ Return the override version from the Version.xml file if specified,
+ or the higher one between AssemblyVersion and AssemblyFileVersion
+
+
+
+
+ Called during HugsLib instantiation, accounting for mod load order.
+ Load order among mods implementing is respected.
+ and only if the implementing class is annotated with .
+
+
+
+
+ Called when HugsLib receives the call.
+ Load order among mods implementing is respected.
+ Called after the static constructors for non-HugsLib mods have executed. Is not called again on def reload
+
+
+
+
+ An alias for , both or either can be used,
+ although makes for clearer code by indicating when the method is called.
+
+
+
+
+ Called on each tick when in Play scene
+
+ The sequential number of the tick being processed
+
+
+
+ Called each frame
+
+
+
+
+ Called each unity physics update
+
+
+
+
+ Called on each unity gui event, after UIRoot.UIRootOnGUI.
+ Respects UI scaling and screen fading. Will not be called during loading screens.
+ This is a good place to listen for hotkey events.
+
+
+
+
+ Called when GameState.Playing has been entered and the world is fully loaded in the Play scene.
+ Will not be called during world generation and landing site selection.
+
+
+
+
+ Called right after Map.ConstructComponents() (before MapLoaded)
+
+ The map being initialized
+
+
+
+ Called right after a new map has been generated.
+ This is the equivalent of MapComponent.MapGenerated().
+
+ The new map that has just finished generating
+
+
+
+ Called when the map was fully loaded
+
+ The map that has finished loading
+
+
+
+ Called after a map has been abandoned or otherwise made inaccessible.
+ Works on player bases, encounter maps, destroyed faction bases, etc.
+
+ The map that has been discarded
+
+
+
+ Called after each scene change
+
+ The scene that has been loaded
+
+
+
+ Called after settings menu changes have been confirmed.
+ This is called for all mods, regardless if their own settings have been modified, or not.
+
+
+
+
+ Called after StaticInitialize and when defs have been reloaded. This is a good place to inject defs.
+ Get your settings handles here, so that the labels will properly update on language change.
+ If the mod is disabled after being loaded, this method will STILL execute. Use ModIsActive to check.
+
+
+ There is no scenario in which defs are reloaded without the game restarting, save for a mod manually initiating a reload.
+ When def reloading is not an issue, anything done by this method can be safely done in StaticInitialize.
+
+
+
+
+ Called before the game process shuts down.
+ "Quit to OS", clicking the "X" button on the window, and pressing Alt+F4 all execute this event.
+ There are still ways to forcibly terminate the game process, so this callback is not 100% reliable.
+
+
+ Modified s are automatically saved after this call.
+
+
+
+
+ Describes a single update news item.
+ Recommended to be placed in the /News folder in the root directory of the mod.
+ Can be loaded from the /Defs folder, but any placed
+ in the /News folder will unload all s loaded from /Defs.
+
+
+
+
+ An optional unique identifier to reference the mod that adds this news item.
+ If not set, the PackageId of the mod will be used.
+ Must start with a letter and contain any of [A-z, 0-9, -, _, :]
+
+
+ Used to preserve compatibility with pre-RW1.1 HugsLib news data, such as already displayed news items and ignored news providers.
+ Previously used to reference a BodBase.ModIdentifier which had to be loaded for the defining news def to be displayed.
+
+
+
+
+ Displayed in the title of the news item
+
+
+
+
+ Optional complete replacement for the news item title
+
+
+
+
+ The version number associated with the news item. Format: major.minor.patch
+ Used to sort news items and determine which items have not been displayed yet.
+
+
+ For example, after an item with version 3.2.1 has been displayed, adding an item with version 3.2.0 will not cause the
+ New Mod Features dialog to automatically open. However, both items will still appear the next time the dialog is opened.
+ The version of the mod adding the news item is no longer required to be equal or higher for a news item to be displayed.
+
+
+
+
+ The text of the news item. Can contain text and images, supports Unity html markup (only recommended for highlighting).
+ The text can contain the following formatting markers:
+ | -> (pipe) splits the content into segments. A segment can be a paragraph or image sequence
+ img:name1,name2 -> Displays a horizontal image sequence. Image names are file names without the extension.
+ caption:text -> Attaches a text paragraph on the right side of the preceding image
+ Everything else is treated as plain text and creates a paragraph.
+
+ Paragraph1|Paragraph2|img:singleImage|caption:caption\ntext|img:sequence1,sequence2|More text
+
+
+
+ When set to true (true by default), leading and trailing whitespace characters (spaces, tabs, newlines)
+ are removed from content captions and paragraphs.
+ This makes it easier lay out your content and not have to cram everything into one line.
+
+
+
+
+ Optional link to a forum post/info page for this update, or the whole mod. Displayed in the news item title.
+
+
+
+
+ Specifies which players of the mod the news item should be only shown to- new players, returning players, or both.
+ Defaults to .
+
+
+
+
+ Returns the Id of the owning mod.
+ is used if defined, and ModContentPack.PackageId otherwise.
+
+
+
+
+ Provides a convenient way to read, compare and print out the assembly version and file version of assemblies.
+
+
+
+
+ Tries to read the file assembly version in addition to the already known assembly version.
+
+ The assembly to read
+ The full path to the assembly file, if is not set
+ An with only AssemblyVersion set if an exception was encountered
+
+
+
+ Reads assembly version information for a mod assembly.
+ Mod assemblies require special treatment, since they are loaded from byte arrays and their is null.
+
+ The assembly to read
+ The content pack the assembly was loaded from
+ See
+
+
+
+ A way to schedule single-use callbacks for an upcoming event.
+ Useful to break the stack and ensure code is run in the main thread.
+ Access via HugsLibController.Instance.DoLater
+
+
+
+
+ Schedule a callback to be executed at the start of the next tick
+
+
+
+
+ Schedule a callback to be executed at the start of the next frame
+
+
+
+
+ Schedule a callback to be executed at the start of the next OnGUI
+
+
+
+
+ Schedule a callback to be executed the next time a map has finished loading
+
+ The callback receives the map that has finished loading
+
+
+
+ A performance-friendly way to execute code at arbitrary tick intervals.
+ Optimized for one-off timed callbacks with variable callback delay.
+ Use DistributedTickScheduler instead if you have many recipients with recurring callbacks and constant time.
+ Callbacks are called at tick time, which means a game must be loaded and running for them to be processed.
+
+
+
+
+ Registers a delegate to be called in a given number of ticks.
+
+ The delegate to be called
+ The delay in ticks before the delegate is called
+ Optional owner of the delegate. Callback will not fire if the Thing is not spawned at call time.
+ If true, the callback will be rescheduled after each call until manually unscheduled
+
+
+
+ Manually remove a callback to abort a delay or clear a recurring callback.
+ Silently fails if the callback is not found.
+
+ The scheduled callback
+
+
+
+ Only for debug purposes
+
+
+
+
+ A classic A15-style confirm dialog with Esc and Enter key support.
+
+
+
+
+ A compact message dialog with a title and a custom close button label.
+
+
+
+ A title to display in the dialog
+ A message to display in the dialog
+ A custom label to the close button. Optional- when null, the default label will be used instead.
+ A callback to call when the dialog is closed
+
+
+
+ A ticking scheduler for things that require a tick only every so often.
+ Distributes tick calls uniformly over multiple frames to reduce the workload.
+ Optimized for many tick recipients with the same tick interval.
+
+
+
+
+ Registers a delegate to be called every tickInterval ticks.
+
+ The delegate that will be called
+ The interval between the calls (for example 30 to have the delegate be called 2 times a second)
+ The Thing the delegate is attached to. The callback will be automatically unregistered if the owner is found to be despawned at call time.
+
+
+
+ Manually removes a delegate to prevent further calls.
+
+ Throws if the provided owner is not registered. Use IsRegistered() to check.
+ The Thing the delegate was registered with
+
+
+
+ Returns true if the passed Thing is registered as the owner of a delegate.
+
+
+
+
+
+
+ Returns all registered tick recipients
+
+
+
+
+
+ Returns the number of calls issued across all intervals during the last tick
+
+
+
+
+ Returns the number of active tickers (intervals)
+
+
+
+
+ Tools for working with the Harmony library.
+
+
+
+
+ Produces a human-readable list of all methods patched by all Harmony instances and their respective patches.
+
+
+
+
+ Produces a human-readable list of all methods patched by a single Harmony instance and their respective patches.
+
+ A Harmony instance that can be queried for patch information.
+
+
+
+ Produces a human-readable list of Harmony patches on a given set of methods.
+
+
+
+
+ Produces a human-readable list of all Harmony versions present and their respective owners.
+
+ A Harmony instance that can be queried for version information.
+
+
+
+
+ Logs an error if any issues with Harmony patches are detected
+
+
+
+
+ A catch-all place for extension methods and other useful stuff
+
+
+
+
+ Returns true if the left or right Shift keys are currently pressed.
+
+
+
+
+ Returns true if the left or right Alt keys are currently pressed.
+
+
+
+
+ Returns true if the left or right Control keys are currently pressed.
+ Mac command keys are supported, as well.
+
+
+
+
+ Returns an enumerable as a comma-separated string.
+
+ A list of elements to string together
+
+
+
+ Returns an enumerable as a string, joined by a separator string. By default null values appear as an empty string.
+
+ A list of elements to string together
+ A string to inset between elements
+ If true, null elements will appear as "[null]"
+
+
+
+ Returns a version as major.minor.patch formatted string.
+
+
+
+
+ Checks if a Thing has a designation of a given def.
+
+
+ The designation def to check for
+
+
+
+ Adds or removes a designation of a given def on a Thing. Fails silently if designation is already in the desired state.
+
+ The thing to designate
+ The DesignationDef to apply or remove
+ True to add the designation, false to remove
+
+
+
+ Checks if a cell has a designation of a given def
+
+ The map position to check
+ The DesignationDef to detect
+ The map to look on. When null, defaults to VisibleMap.
+
+
+
+ Adds or removes a designation of a given def on a cell. Fails silently if designation is already in the desired state.
+
+ The position to designate
+ The DesignationDef to apply or remove
+ True to add the designation, false to remove
+ The map to operate on. When null, defaults to VisibleMap.
+
+
+
+ Returns true, if a MethodInfo matches the provided signature.
+
+ Note: instance methods always take their parent type as the first parameter.
+ The method to check
+ Expected return type of the checked method
+ Expected parameter types of the checked method
+
+
+
+ Returns an attribute from a member, if it exists.
+ Mods could include attributes from libraries that are not loaded, which would throw an exception, so error checking is included.
+
+ The type of the attribute to fetch
+ The member to fetch the attribute from
+
+
+
+ Enumerates all loaded assemblies, including stock and enabled mods.
+
+
+
+
+ Returns true if the mod with a matching name is currently loaded in the mod configuration.
+
+ The ModMetaData.Name to match
+
+
+
+ Copies a string to the system copy buffer and displays a confirmation message.
+
+
+
+
+ Expands a shorthand unix user directory path with its full system path.
+
+
+
+
+ Adds double quotes to the start and end of a string.
+
+
+
+
+ Attempts to return the path of the log file Unity is writing to.
+
+
+
+
+
+ Sends a constructed UnityWebRequest, waits for the result, and returns the data via callbacks.
+
+ Use UnityWebRequest or WWW to construct a request. Do not call Send().
+ Called with the response body if server replied with status 200.
+ Called with the error message in case of a network error or if server replied with status other than 200.
+ The expected status code in the response for the request to be considered successful
+ How long to wait before aborting the request
+
+
+
+ Tries to find the file handle for a given mod assembly name.
+
+ This is a replacement for mod assemblies are loaded from byte arrays.
+ The of the assembly
+ The content pack the assembly was presumably loaded from
+ Returns null if the file is not found
+
+
+
+ Same as but suppresses all exceptions.
+
+
+
+
+ Opens the HugsLib Mod Settings dialog and restores its last known state (expanded entries, scroll position).
+
+
+
+
+ Adds a hash to a manually instantiated def to avoid def collisions.
+
+
+
+
+ Give a short hash to a def created at runtime.
+ Short hashes are used for proper saving of defs in compressed maps within a save file.
+
+
+ The type of defs your def will be saved with. For example, use typeof(ThingDef) if your def extends ThingDef.
+
+
+
+ Injects a map component into the current map if it does not already exist.
+ Required for new MapComponents that were not active at map creation.
+ The injection is performed at ExecuteWhenFinished to allow calling this method in MapComponent constructors.
+
+ The MapComponent that is expected to be present is the map's component list
+
+
+
+ Gets the map component of the given type from a map.
+ Will throw an exception if a component of the requested type is not found.
+
+ The type of your MapComponent
+ The map to get the component from
+
+
+
+ A logger that prefixes all messages with the identifier of the issuing mod.
+
+
+
+
+ Writes a message to the log, prefixing it with the issuing mod identifier.
+
+ The message to write
+ Optional substitution values for the message
+
+
+
+ Same as Message(), but the console will display the message as a warning.
+
+
+
+
+ Same as Message(), but the console will display the message as an error.
+ This will open the Log window in in Dev mode.
+
+
+
+
+ Writes a message only if Dev mode is enabled.
+ Message is written using Tracer.Trace with the addition of the ModIdentifier as the first value.
+
+ The strings to display
+
+
+
+ Same as Trace(), but formats the message and replaces substitution variables.
+
+
+
+
+ Writes an error to the log to report an exception.
+ The message will contain the name of the method that caused the exception if a location is not provided.
+
+ The exception that occurred
+ Optional identifier of the mod that caused the exception
+ True, if the exception should only be reported once for that specific location. Useful for errors that will trigger each frame or tick.
+ Optional name of the location where the exception occurred. Will display as "exception during (location)"
+
+
+
+ A tool to identify the platform the game is running on.
+
+
+
+
+ Utility methods for displaying debug messages during development.
+
+
+
+
+ Writes comma-separated log messages if the game is in Dev mode.
+ Any non-strings will be converted to strings, and null values will appear explicitly.
+
+ Messages to output
+
+
+
+ Similar to Trace, but feeds the messages through String.Format first.
+
+ The string to interpolate
+ Interpolation arguments
+
+
+
+ Base type for utility WorldObjects repurposed to store data. See UtilityWorldObjectManager for more info.
+
+
+
+
+ Handles utility WorldObjects of custom types.
+ Utility WorldObjects are a map-independent storage method for custom data.
+ All UWOs share the same def and aren't visible on the world, but are saved and loaded with it.
+
+
+
+
+ Returns an existing UWO or creates a new one, adding it to the world.
+
+ Your custom type that extends UtilityWorldObject
+
+
+
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diff --git a/1.3/Assemblies/UnityEngine.XRModule.dll b/1.3/Assemblies/UnityEngine.XRModule.dll
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diff --git a/About/About.xml b/About/About.xml
new file mode 100644
index 0000000..5194815
--- /dev/null
+++ b/About/About.xml
@@ -0,0 +1,47 @@
+
+
+
+ C0ffeeRIA
+ C0ffee
+ https://gitgud.io/c0ffeeeeeeee/rimworld-animations
+
+ 1.3
+
+ c0ffee.rjw.IdeologyAddons
+
+
+ brrainz.harmony
+ Harmony
+ steam://url/CommunityFilePage/2009463077
+ https://github.com/pardeike/HarmonyRimWorld/releases/latest
+
+
+ UnlimitedHugs.HugsLib
+ HugsLib
+ https://github.com/UnlimitedHugs/RimworldHugsLib/releases/latest
+ steam://url/CommunityFilePage/818773962
+
+
+ rim.job.world
+ RimJobWorld
+ https://www.loverslab.com/topic/110270-mod-rimjobworld/
+
+
+
+ UnlimitedHugs.HugsLib
+ brrainz.harmony
+ erdelf.humanoidalienraces
+ nals.facialanimation
+ rim.job.world
+ shauaputa.rimnudeworld
+ abraxas.rjw.racesupport
+
+
+ C0ffee's RJW Ideology Addons! Hurray!
+
+ Questions or bugs?
+ Chat with me on the forums: https://www.loverslab.com/topic/140386-rjw-animations/
+ Or on the rjw discord: https://discord.gg/CXwHhv8
+
+
+
diff --git a/About/Manifest.xml b/About/Manifest.xml
new file mode 100644
index 0000000..56227a5
--- /dev/null
+++ b/About/Manifest.xml
@@ -0,0 +1,5 @@
+
+
+ C0ffeeRIA
+ 0.0.1
+
diff --git a/C0ffee's RJW Ideology Addons.csproj b/C0ffee's RJW Ideology Addons.csproj
new file mode 100644
index 0000000..b3a7465
--- /dev/null
+++ b/C0ffee's RJW Ideology Addons.csproj
@@ -0,0 +1,70 @@
+
+
+
+
+ Debug
+ AnyCPU
+ {D46BAA34-7459-482F-B152-321C071DCE18}
+ Library
+ Properties
+ C0ffee_s_RJW_Ideology_Addons
+ C0ffee%27s RJW Ideology Addons
+ v4.7.2
+ 512
+ true
+
+
+ false
+ none
+ false
+ 1.3\Assemblies\
+ DEBUG;TRACE
+ prompt
+ 4
+ Auto
+
+
+ pdbonly
+ true
+ bin\Release\
+ TRACE
+ prompt
+ 4
+
+
+
+ ..\..\..\..\workshop\content\294100\2009463077\Current\Assemblies\0Harmony.dll
+
+
+ ..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll
+
+
+ ..\..\..\..\workshop\content\294100\818773962\v1.3\Assemblies\HugsLib.dll
+
+
+ ..\rjw\1.3\Assemblies\RJW.dll
+
+
+
+
+
+
+
+
+
+
+ ..\..\RimWorldWin64_Data\Managed\UnityEngine.dll
+
+
+ ..\..\RimWorldWin64_Data\Managed\UnityEngine.CoreModule.dll
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/C0ffee's RJW Ideology Addons.sln b/C0ffee's RJW Ideology Addons.sln
new file mode 100644
index 0000000..661fc99
--- /dev/null
+++ b/C0ffee's RJW Ideology Addons.sln
@@ -0,0 +1,25 @@
+
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio Version 16
+VisualStudioVersion = 16.0.31205.134
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "C0ffee's RJW Ideology Addons", "C0ffee's RJW Ideology Addons.csproj", "{D46BAA34-7459-482F-B152-321C071DCE18}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Any CPU = Debug|Any CPU
+ Release|Any CPU = Release|Any CPU
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {D46BAA34-7459-482F-B152-321C071DCE18}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+ {D46BAA34-7459-482F-B152-321C071DCE18}.Debug|Any CPU.Build.0 = Debug|Any CPU
+ {D46BAA34-7459-482F-B152-321C071DCE18}.Release|Any CPU.ActiveCfg = Release|Any CPU
+ {D46BAA34-7459-482F-B152-321C071DCE18}.Release|Any CPU.Build.0 = Release|Any CPU
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+ GlobalSection(ExtensibilityGlobals) = postSolution
+ SolutionGuid = {F6489367-11DC-4C04-A61E-4EE562DD782B}
+ EndGlobalSection
+EndGlobal
diff --git a/Properties/AssemblyInfo.cs b/Properties/AssemblyInfo.cs
new file mode 100644
index 0000000..d1213b0
--- /dev/null
+++ b/Properties/AssemblyInfo.cs
@@ -0,0 +1,36 @@
+using System.Reflection;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
+
+// General Information about an assembly is controlled through the following
+// set of attributes. Change these attribute values to modify the information
+// associated with an assembly.
+[assembly: AssemblyTitle("C0ffee's RJW Ideology Addons")]
+[assembly: AssemblyDescription("")]
+[assembly: AssemblyConfiguration("")]
+[assembly: AssemblyCompany("")]
+[assembly: AssemblyProduct("C0ffee's RJW Ideology Addons")]
+[assembly: AssemblyCopyright("Copyright © 2021")]
+[assembly: AssemblyTrademark("")]
+[assembly: AssemblyCulture("")]
+
+// Setting ComVisible to false makes the types in this assembly not visible
+// to COM components. If you need to access a type in this assembly from
+// COM, set the ComVisible attribute to true on that type.
+[assembly: ComVisible(false)]
+
+// The following GUID is for the ID of the typelib if this project is exposed to COM
+[assembly: Guid("d46baa34-7459-482f-b152-321c071dce18")]
+
+// Version information for an assembly consists of the following four values:
+//
+// Major Version
+// Minor Version
+// Build Number
+// Revision
+//
+// You can specify all the values or you can default the Build and Revision Numbers
+// by using the '*' as shown below:
+// [assembly: AssemblyVersion("1.0.*")]
+[assembly: AssemblyVersion("1.0.0.0")]
+[assembly: AssemblyFileVersion("1.0.0.0")]
diff --git a/Source/Patches/Harmony_PatchAll.cs b/Source/Patches/Harmony_PatchAll.cs
new file mode 100644
index 0000000..a46ce7e
--- /dev/null
+++ b/Source/Patches/Harmony_PatchAll.cs
@@ -0,0 +1,23 @@
+using HarmonyLib;
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Reflection;
+using System.Text;
+using System.Threading.Tasks;
+using Verse;
+
+namespace C0ffeeRIA
+{
+
+ [StaticConstructorOnStartup]
+ public static class Harmony_PatchAll
+ {
+ static Harmony_PatchAll()
+ {
+ Harmony harmony = new Harmony("C0ffeeRIA");
+ harmony.PatchAll(Assembly.GetExecutingAssembly());
+ }
+
+ }
+}