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RimWorld => Releases => Mods => Outdated => Topic started by: Shurp on April 09, 2016, 09:48:23 PM

Title: [A13] Fixing component shortage
Post by: Shurp on April 09, 2016, 09:48:23 PM
I got annoyed with the scarcity of components, and with the difficulty of building a facility to manufacture more components.  So I made the following replacement in Mods\(yourmods)\Defs\ThingDefs_Buildings\Buildings_Misc.xml under <defName>MultiAnalyzer</defName> :

<costList>
<!-- old costs <Steel>100</Steel> <Plasteel>50</Plasteel> <Gold>20</Gold> -->
<Steel>1000</Steel>
<Components>20</Components>
</costList>

And now a Multi-Analyzer doesn't require sitting around for all eternity waiting for gold and plasteel to show up.  Yay!

Title: Re: [A13] Fixing component shortage
Post by: Lady Wolf on April 09, 2016, 10:13:35 PM
Nice fix, thanks for sharing!  8)
Title: Re: [A13] Fixing component shortage
Post by: Shurp on April 10, 2016, 09:11:20 AM
Of course, after doing all that, a month later two scythers show up providing me with the 50 plasteel I needed.  grumble grumble :)
Title: Re: [A13] Fixing component shortage
Post by: Arigas on April 10, 2016, 09:16:20 AM
I bought plasteel from the traders for it, then as I was expanding my barracks ran in to a vein. It was maybe 4 cells from my living area. Don't you hate when that happens :P
Title: Re: [A13] Fixing component shortage
Post by: Mathenaut on April 13, 2016, 10:02:25 PM
Plasteel was always a bit finnicky for me. Depending on my run, I either had to ration it or I had tons of it.
Rarely ever a case where I had absolutely none of it (like gold).
Title: Re: [A13] Fixing component shortage
Post by: Innocent-Bystander on May 12, 2016, 12:41:15 AM
What the bloody hell is someone who's not a mod developer supposed to do with this?
Title: Re: [A13] Fixing component shortage
Post by: 1000101 on May 12, 2016, 12:09:50 PM
Quote from: Innocent-BystanderWhat the bloody hell is someone who's not a mod developer supposed to do with this?

If you can figure out how to open your browser, get on a forum, then complain about how a "mod isn't a mod," you can open your text editor, open the xml file (which is plain human-readable text, btw) and change a couple lines.

I can see that was your first post on the forums, way to make an impression and welcome to the forums.
Title: Re: [A13] Fixing component shortage
Post by: nachtfalter on May 14, 2016, 06:37:42 PM
Well, that doesn't really fix the problem with component scarcity :/
Do you perhaps know the code location for the "Broken Shippart" drop rates?
And for the"_____ has broken down and needs repair" event triggering rate?

Being able to tweak those a bit would help a lot.
Thanks in ahead.
Title: Re: [A13] Fixing component shortage
Post by: RemingtonRyder on May 14, 2016, 06:51:26 PM
I looked at tweaking the relevant code to increase ship chunk drop rate but was unable to get it to work. I think that it might be possible to detour the machine breakdown code using CCL but I don't know how to do that.
Title: Re: [A13] Fixing component shortage
Post by: Chibiabos on May 15, 2016, 12:51:15 AM
I'd really love it if a modder could make a mod (or has one already?) that'll let you tear down / scrap things that require Components to build, such as weapons.  It'd be a great use I think for low-quality or crappy-range guns you get from raiders since they're scarcely even worth selling, they're worth so little.
Title: Re: [A13] Fixing component shortage
Post by: nachtfalter on May 15, 2016, 12:43:32 PM
Quote from: Chibiabos on May 15, 2016, 12:51:15 AM
I'd really love it if a modder could make a mod (or has one already?) that'll let you tear down / scrap things that require Components to build, such as weapons.  It'd be a great use I think for low-quality or crappy-range guns you get from raiders since they're scarcely even worth selling, they're worth so little.
Good idea, that sounds like a interesting compromise.
Title: Re: [A13] Fixing component shortage
Post by: RemingtonRyder on May 15, 2016, 09:24:00 PM
I think you can already throw those in the electric smelter, if I'm not mistaken, which I may be. I dunno what amount of components you would get back though, maybe none.
Title: Re: [A13] Fixing component shortage
Post by: nachtfalter on May 16, 2016, 08:10:08 PM
Quote from: MarvinKosh on May 15, 2016, 09:24:00 PM
I think you can already throw those in the electric smelter, if I'm not mistaken, which I may be. I dunno what amount of components you would get back though, maybe none.
Yes you can, but afik none of the weapons get you components back as is currently.
Title: Re: [A13] Fixing component shortage
Post by: RemingtonRyder on May 17, 2016, 10:19:42 AM
Yeah. I was pretty much just smelting some poor to awful plasteel melee weapons that I looted. It's easier than going mining for plasteel!