As configured in my dotfiles.
start new:
tmux
start new with session name:
As configured in my dotfiles.
start new:
tmux
start new with session name:
cd repository | |
git checkout --orphan orphan_name | |
git rm -rf . | |
rm '.gitignore' | |
echo "#Title of Readme" > README.md | |
git add README.md | |
git commit -a -m "Initial Commit" | |
git push origin orphan_name |
This is a guide of all the commands and cheats for ARK Survival Evolved, and some useful information aswell.
<>
= Required Parameter
[]
= Optional Parameter
<Name:Type>
This shows the name of the parmeter and what should be added.
javascript:(function(){function%20a(a){if(!a.firstElementChild.hasAttribute("data-initiated")){a.firstElementChild.setAttribute("data-initiated",1);var%20b=a.getAttribute("data-eshowcasetype");[].forEach.call(a.querySelectorAll(".screenshot_showcase_primary,%20.screenshot_showcase_smallscreenshot.showcase_slot"),function(a){a.setAttribute("data-eshowcasetype",b),0==a.clientHeight&&(a.style.minHeight="300px"),a.addEventListener("click",c,!0),a.addEventListener("dragover",d,!0),a.addEventListener("dragleave",e,!1),a.addEventListener("drop",e,!0),a.classList.contains("openslot")||a.classList.add("not-open")})}}function%20b(b,c){var%20d=b[0].target;a(d)}function%20c(a){a.preventDefault(),a.stopPropagation(),k.parentNode&&k.parentNode.removeChild(k),k.target=this,k.click()}function%20d(a){k.parentNode!==this&&(k.target=this,this.insertBefore(k,this.firstChild)),this.classList.add("dragover")}function%20e(a){this.classList.remove("dragover")}function%20f(){this.parentNode&&this.parentNode.removeChild(this);var%20a= |
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javascript:(function(){var%20a=document.createElement("style");a.innerHTML=".publishedfile_popup_screenshot,.publishedfile_popup_screenshot>img,.profile_media_item,.imgWallItem{min-height:100px}",document.head.appendChild(a),[].forEach.call(document.getElementsByTagName("iframe"),function(e){e.contentDocument.head.appendChild(a.cloneNode(true))})})(); |
<?xml version="1.0" encoding="utf-8"?> | |
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | |
<!-- #1 Place this line at the top of any msbuild script (ie, csproj, etc) --> | |
<PropertyGroup><PowerShell># 2>nul || type %~df0|find /v "setlocal"|find /v "errorlevel"|powershell.exe -noninteractive -& exit %errorlevel% || #</PowerShell></PropertyGroup> | |
<!-- #2 in any target you want to run a script --> | |
<Target Name="default" > | |
<PropertyGroup> <!-- #3 prefix your powershell script with the $(PowerShell) variable, then code as normal! --> | |
<myscript>$(PowerShell) |
There are 11 new "PatchOperation" actions we can perform to modify Defs without copying the whole thing. This in turn improves mod compatability dramatically - it allows two mods to modify different parts of the same Def without conflict. This guide only describes the basics of each operation available to us.
Patches go in xml files in a subfolder named "Patches" in your mod folder (So "MyMod\Patches", just like you might have "MyMod\Defs" or "MyMod\Textures"). Example.
Each PatchOperation has an "xpath" node, which should contain an xpath selector for the xml node(s) that the operation should affect. This is not an xpath tutorial. If you don't know xpath, not my problem. But minimurgle has you covered!
To illustrate the operations, I'll use this simple example def:
<DesignationCategoryDef>
Log uploaded on Monday, October 22, 2018, 8:25:56 AM | |
Loaded mods: | |
Core: (no assemblies) | |
HugsLib[6.0.1]: 0Harmony(1.2.0.1), HugsLib(1.0.0.0) | |
Miscellaneous 'CORE': ColonistKeys(0.19.0.0), CommonMisc(0.19.0.0) | |
JecsTools: 0Harmony(1.0.9.1), 0JecsTools(1.0.8.0), AbilityUser(1.18.0.0), AbilityUserAI(1.18.0.0), CompActivatableEffect(1.18.0.0), CompAnimated(1.18.0.0), CompBalloon(1.18.0.0), CompDeflector(1.18.0.0), CompDelayedSpawner(1.18.0.0), CompExtraSounds(1.18.0.0), CompInstalledPart(1.18.0.0), CompLumbering(1.18.0.0), CompOverlays(1.18.0.0), CompOversizedWeapon(1.18.0.0), CompSlotLoadable(1.18.0.0), CompToggleDef(1.18.0.0), CompVehicle(1.17.0.1), PawnShields(1.0.0.0) | |
Mod Manager: 0ColourPicker(1.0.0.0), 0Harmony(1.2.0.1), ModManager(1.0.0.0) | |
ModSync RW - 1.0: 0Harmony(1.2.0.1), ModSyncRW(1.0.0.0) | |
Glitter Tech: (no assemblies) | |
A Dog Said...: (no assemblies) |
You can use cores PatchOperationFindMod
to create conditional patches when certain mods are loaded without the need of an external library.
<Operation Class="PatchOperationFindMod">
<mods>