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Messages - nwgx_elvis

#1
Help / To workbench or not to workbench.
June 09, 2014, 01:30:06 AM
Hello rimworlders!

I have 2 like mods I made yesterday but im at an impasse with both.
The concept is a mining quarry. I took 2 approaches, as ive seen a [1-2] x [?] in regards to building size, im limited in the size of the actual asset but thats a later idea. Function before fashion!


Please excuse my terrible code.
Model 1 from "Ominus's" "Quarry" mod. Targeted for ALPHA 2. saw it. tried it. didnt work. fixed it. And I want to make it better...
I had my own version that I redesigned but it seems to be lost in my desktop.
Basically its a mineable structure. issue is, when you mine it, it goes away. Haven't really tried to fix that so its infinite, yet slow.
<?xml version="1.0" encoding="utf-8" ?>
<Buildings>

<ThingDef Name="BuildingBase" Abstract="True">
<category>Building</category>
<soundBulletHit>BulletImpactMetal</soundBulletHit>
<selectable>true</selectable>
<drawerType>MapMeshAndRealTime</drawerType>
<surfaceNeeded>Light</surfaceNeeded>
<constructionEffect>ConstructMetal</constructionEffect>
<repairEffect>Repair</repairEffect>
</ThingDef>


<ThingDef ParentName="BuildingBase">
<eType>BuildingComplex</eType>
<defName>StoneQuarry</defName>
<label>Stone quarry</label>
<thingClass>Building_StoneQuarry</thingClass>
<texturePath>Things/Building/StoneQuarry</texturePath>
<altitudeLayer>Waist</altitudeLayer>
<passability>PassThroughOnly</passability>
<castEdgeShadows>true</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<coversFloor>true</coversFloor>
<maxHealth>10000</maxHealth>
<selectable>true</selectable>
<neverMultiSelect>true</neverMultiSelect>
<pathCost>88</pathCost>
<overdraw>false</overdraw>
<description>Dug up stone. Mine to aquire stone.</description>
<rotatable>true</rotatable>
<WorkToBuild>50</WorkToBuild>
<DesignationCategory>Production</DesignationCategory>
<DesignationCategory>Production</DesignationCategory>
<mineableResource>DebrisRock</mineableResource>
<mineable>true</mineable>
<filthLeavings>
<li>
<thingDef>RockRubble</thingDef>
<count>1</count>
</li>
</filthLeavings>
<researchPrerequisite>BasicQuarry</researchPrerequisite>
<SurfaceNeeded>SmoothableStone</SurfaceNeeded>
<holdsRoof>false</holdsRoof>
<ConstructionEffect>ConstructDig</ConstructionEffect>
<roomBarrier>false</roomBarrier>
<blockLight>false</blockLight>
</ThingDef>

</Buildings>


2'nd approach.
I want to use a workbench model.
Issue being, is there any way I can have my worker provide nothing and get the recepie result?
Or a way to get the worker to "work" for x amount of time and recieve a result. Im not too good at coding so im sure theres a way but I don't know.

Thank you for any help!