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RimWorld => Mods => Help => Topic started by: ItchyFlea on January 16, 2015, 08:45:42 PM

Title: Alpha 9 Modder Stuff
Post by: ItchyFlea on January 16, 2015, 08:45:42 PM
I figured I'd create a thread listing how many changes (or lack thereof) we'll have to make to mods to make them compatible with the current test build of Alpha 9.
The below is what I noticed when seeing what changes I'd have to make to make my AnimalHideWorking mod compatible.



   
   
RecipeDefs CurrentRecipeDefs NewNotes
[skillGains]
[Artistic]40[/Artistic]
[/skillGains]
[workSkill]Artistic[/workSkill]Why can't we set how much skill is gained anymore?


   
   
   
ResourcesCurrentResourcesNewNotes
[tradersCarry]false[/tradersCarry][tradersEverCarry]false[/tradersEverCarry]
[tradeTags]
[li ]Exotic[/li ]
[/tradeTags]
Controlled in the TraderKinds.xml file with tags like this:
[li Class="StockGenerator_Tag"]
[tradeTag]Exotic[/tradeTag]
Title: Re: Alpha 9 Modder Stuff
Post by: Evul on January 18, 2015, 06:47:39 PM
As normal when i get a new version i compare the old version and new version of the gun code. (no relations.)
This is my findings:

New Lines:

<ThingDef Name="BaseGun" Abstract="True">
...
<drawGUIOverlay>true</drawGUIOverlay>
...
<statBases>
  ...
  <DeteriorationRate>1</DeteriorationRate>
</statBases>
<comps>
...
   <li>
    <compClass>CompQuality</compClass>
   </li>
</comps>


Accuracy moved and renamed it is now named Accuracy instead of accuracy:

<ThingDef ParentName="BaseHumanGun">
...
<statBases>


New <ThingDef ParentName="BaseGun"> tag:

<tradeTags>
<li>Exotic</li>
</tradeTags>


Removed strings:
<tradersCarry>true</tradersCarry>

Weapon cost increase (estimated 150%)
1000 to 2400
60 to 200
Title: Re: Alpha 9 Modder Stuff
Post by: JuliaEllie on January 18, 2015, 09:00:22 PM
y u do dis I cri evertim - also another of my mods rendered useless by the base game
Title: Re: Alpha 9 Modder Stuff
Post by: Tynan on January 20, 2015, 01:57:03 PM
Quote from: JuliaEllie on January 18, 2015, 09:00:22 PM
y u do dis I cri evertim - also another of my mods rendered useless by the base game

:(! Which one?
Title: Re: Alpha 9 Modder Stuff
Post by: JuliaEllie on January 22, 2015, 12:57:32 PM
Quote from: Tynan on January 20, 2015, 01:57:03 PM
Quote from: JuliaEllie on January 18, 2015, 09:00:22 PM
y u do dis I cri evertim - also another of my mods rendered useless by the base game

:(! Which one?

The Quality Labels mod (https://ludeon.com/forums/index.php?topic=9071.0)

But thats what you get when you mod an alpha game :D

Sorry it took a bit to respond - Infinifactory sucked me in :D
Title: Re: Alpha 9 Modder Stuff
Post by: Tynan on January 22, 2015, 01:21:34 PM
Wow! Great minds think alike. I didn't even know you'd done that.
Title: Re: Alpha 9 Modder Stuff
Post by: JuliaEllie on January 22, 2015, 01:33:32 PM
Hmm I wonder what happens if the game draws a label for the same Thing twice. Im using a mapcomponent to draw all the Quality Labels I will test this later.
Title: Re: Alpha 9 Modder Stuff
Post by: Ramsis on January 22, 2015, 02:02:12 PM
Quote from: JuliaEllie on January 22, 2015, 01:33:32 PM
Hmm I wonder what happens if the game draws a label for the same Thing twice. Im using a mapcomponent to draw all the Quality Labels I will test this later.

Now if only we could get Tynan to consume your auto-stockpiles for beacons... lol
Title: Re: Alpha 9 Modder Stuff
Post by: Tynan on January 22, 2015, 02:06:07 PM
Quote from: Ramsis on January 22, 2015, 02:02:12 PM
Quote from: JuliaEllie on January 22, 2015, 01:33:32 PM
Hmm I wonder what happens if the game draws a label for the same Thing twice. Im using a mapcomponent to draw all the Quality Labels I will test this later.

Now if only we could get Tynan to consume your auto-stockpiles for beacons... lol

Good idea :) But this is easy enough that I'll just do it myself.
Title: Re: Alpha 9 Modder Stuff
Post by: Ramsis on January 22, 2015, 02:27:01 PM
Quote from: Tynan on January 22, 2015, 02:06:07 PM
Quote from: Ramsis on January 22, 2015, 02:02:12 PM
Quote from: JuliaEllie on January 22, 2015, 01:33:32 PM
Hmm I wonder what happens if the game draws a label for the same Thing twice. Im using a mapcomponent to draw all the Quality Labels I will test this later.

Now if only we could get Tynan to consume your auto-stockpiles for beacons... lol

Good idea :) But this is easy enough that I'll just do it myself.

As sad as it is, it's like the biggest complaint from my mom next to the lack of defensive options in the game. "We had the pad in the old version, why'd he take it away?"
Title: Re: Alpha 9 Modder Stuff
Post by: JuliaEllie on January 22, 2015, 03:00:19 PM
Quote from: Tynan on January 22, 2015, 02:06:07 PM
Quote from: Ramsis on January 22, 2015, 02:02:12 PM
Quote from: JuliaEllie on January 22, 2015, 01:33:32 PM
Hmm I wonder what happens if the game draws a label for the same Thing twice. Im using a mapcomponent to draw all the Quality Labels I will test this later.

Now if only we could get Tynan to consume your auto-stockpiles for beacons... lol

Good idea :) But this is easy enough that I'll just do it myself.

It took me 5 f-ing hours to find out how the ZoneManager works and that Find.ZoneManager.RegisterZone(Zone) kills the whole game while ZoneMaker.MakeZoneWithCells seemed unreasonable because it still seems like it only returns a Zone from a List of IntVec3s.. Where is it even calling the ZoneManager or spawning the Zone in the world???
Title: Re: Alpha 9 Modder Stuff
Post by: Ramsis on January 22, 2015, 03:16:14 PM
Quote from: JuliaEllie on January 22, 2015, 03:00:19 PM
Quote from: Tynan on January 22, 2015, 02:06:07 PM
Quote from: Ramsis on January 22, 2015, 02:02:12 PM
Quote from: JuliaEllie on January 22, 2015, 01:33:32 PM
Hmm I wonder what happens if the game draws a label for the same Thing twice. Im using a mapcomponent to draw all the Quality Labels I will test this later.

Now if only we could get Tynan to consume your auto-stockpiles for beacons... lol

Good idea :) But this is easy enough that I'll just do it myself.

It took me 5 f-ing hours to find out how the ZoneManager works and that Find.ZoneManager.RegisterZone(Zone) kills the whole game while ZoneMaker.MakeZoneWithCells seemed unreasonable because it still seems like it only returns a Zone from a List of IntVec3s.. Where is it even calling the ZoneManager or spawning the Zone in the world???

I ask for it, not even 20 minutes later it seems he added it to the patch notes....

On a scale of 1 to FFFFFFFFFFFFFFFFFFF how angry are you ma'am?
Title: Re: Alpha 9 Modder Stuff
Post by: JuliaEllie on January 22, 2015, 03:25:38 PM
Quote from: Ramsis on January 22, 2015, 03:16:14 PM
Quote from: JuliaEllie on January 22, 2015, 03:00:19 PM
Quote from: Tynan on January 22, 2015, 02:06:07 PM
Quote from: Ramsis on January 22, 2015, 02:02:12 PM
Quote from: JuliaEllie on January 22, 2015, 01:33:32 PM
Hmm I wonder what happens if the game draws a label for the same Thing twice. Im using a mapcomponent to draw all the Quality Labels I will test this later.

Now if only we could get Tynan to consume your auto-stockpiles for beacons... lol

Good idea :) But this is easy enough that I'll just do it myself.

It took me 5 f-ing hours to find out how the ZoneManager works and that Find.ZoneManager.RegisterZone(Zone) kills the whole game while ZoneMaker.MakeZoneWithCells seemed unreasonable because it still seems like it only returns a Zone from a List of IntVec3s.. Where is it even calling the ZoneManager or spawning the Zone in the world???

I ask for it, not even 20 minutes later it seems he added it to the patch notes....

On a scale of 1 to FFFFFFFFFFFFFFFFFFF how angry are you ma'am?

"Added command to make trade beacon automatically generate a matching stockpile."

ITS OVER FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF!!!
Title: Re: Alpha 9 Modder Stuff
Post by: Ramsis on January 22, 2015, 03:30:25 PM
Quote from: JuliaEllie on January 22, 2015, 03:25:38 PM
Quote from: Ramsis on January 22, 2015, 03:16:14 PM
Quote from: JuliaEllie on January 22, 2015, 03:00:19 PM
Quote from: Tynan on January 22, 2015, 02:06:07 PM
Quote from: Ramsis on January 22, 2015, 02:02:12 PM
Quote from: JuliaEllie on January 22, 2015, 01:33:32 PM
Hmm I wonder what happens if the game draws a label for the same Thing twice. Im using a mapcomponent to draw all the Quality Labels I will test this later.

Now if only we could get Tynan to consume your auto-stockpiles for beacons... lol

Good idea :) But this is easy enough that I'll just do it myself.

It took me 5 f-ing hours to find out how the ZoneManager works and that Find.ZoneManager.RegisterZone(Zone) kills the whole game while ZoneMaker.MakeZoneWithCells seemed unreasonable because it still seems like it only returns a Zone from a List of IntVec3s.. Where is it even calling the ZoneManager or spawning the Zone in the world???

I ask for it, not even 20 minutes later it seems he added it to the patch notes....

On a scale of 1 to FFFFFFFFFFFFFFFFFFF how angry are you ma'am?

"Added command to make trade beacon automatically generate a matching stockpile."

ITS OVER FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF!!!

Sorry <3

Only other mod I could see of yours that would fit in Vanilla other than stockpiling is the canning idea for better food storage instead of mass freezing food but pretty sure Tynan isn't in a automatic crafting for RimWorld area yet.
Title: Re: Alpha 9 Modder Stuff
Post by: JuliaEllie on January 22, 2015, 03:35:33 PM
Quote from: Ramsis on January 22, 2015, 03:30:25 PM
Quote from: JuliaEllie on January 22, 2015, 03:25:38 PM
Quote from: Ramsis on January 22, 2015, 03:16:14 PM
Quote from: JuliaEllie on January 22, 2015, 03:00:19 PM
Quote from: Tynan on January 22, 2015, 02:06:07 PM
Quote from: Ramsis on January 22, 2015, 02:02:12 PM
Quote from: JuliaEllie on January 22, 2015, 01:33:32 PM
Hmm I wonder what happens if the game draws a label for the same Thing twice. Im using a mapcomponent to draw all the Quality Labels I will test this later.

Now if only we could get Tynan to consume your auto-stockpiles for beacons... lol

Good idea :) But this is easy enough that I'll just do it myself.

It took me 5 f-ing hours to find out how the ZoneManager works and that Find.ZoneManager.RegisterZone(Zone) kills the whole game while ZoneMaker.MakeZoneWithCells seemed unreasonable because it still seems like it only returns a Zone from a List of IntVec3s.. Where is it even calling the ZoneManager or spawning the Zone in the world???

I ask for it, not even 20 minutes later it seems he added it to the patch notes....

On a scale of 1 to FFFFFFFFFFFFFFFFFFF how angry are you ma'am?

"Added command to make trade beacon automatically generate a matching stockpile."

ITS OVER FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF!!!

Sorry <3

Only other mod I could see of yours that would fit in Vanilla other than stockpiling is the canning idea for better food storage instead of mass freezing food but pretty sure Tynan isn't in a automatic crafting for RimWorld area yet.

I thought about auto crafting many times but I think its not necessary yet. Maybe later when there is stuff you really need a lot of or ammunition.
Title: Re: Alpha 9 Modder Stuff
Post by: Tynan on January 22, 2015, 03:40:15 PM
My solution :p


private void MakeMatchingStockpile()
{
Designator_ZoneAddStockpile_Resources des = new Designator_ZoneAddStockpile_Resources();
des.DesignateMulti( TradeableCells.Where(c=>des.CanDesignateAt(c).accepted));
}


Yes - I just used the same code the player uses when designating a zone. It handles all the weird cases with unplaceable or overlapping zones etc.
Title: Re: Alpha 9 Modder Stuff
Post by: JuliaEllie on January 22, 2015, 03:47:06 PM
Quote from: Tynan on January 22, 2015, 03:40:15 PM
My solution :p


private void MakeMatchingStockpile()
{
Designator_ZoneAddStockpile_Resources des = new Designator_ZoneAddStockpile_Resources();
des.DesignateMulti( TradeableCells.Where(c=>des.CanDesignateAt(c).accepted));
}


Yes - I just used the same code the player uses when designating a zone. It handles all the weird cases with unplaceable or overlapping zones etc.


You find me at the bar.. drinking.. *walks off weeping*

edit: my code is 182 lines for this
Title: Re: Alpha 9 Modder Stuff
Post by: Haplo on January 22, 2015, 04:12:32 PM
Ah, don't you worry about it. He does that all of the time.
As I made the WindTurbine I have thought and thought about how I could make the wind tunnel visible. I didn't find a solution for it.
And what does he do? He modifies the PlaceWorker and writes one line in it..

But 'Das Leben ist hart, aber ungerecht' or.. Life's a bitch ;)
Title: Re: Alpha 9 Modder Stuff
Post by: Ramsis on January 22, 2015, 04:15:31 PM
Well hey Ellie or Haplo if you really want to one up Tynan, you could make it so your colonists will actually hold a container of food or two in their inventory so when they are hungry and halfway across the map they don't just beeline for home base and then waste additional time.

And actually seeing as the two of you seem to have a lot more fun with crazy amazing additions, maybe one of you could finally introduce backpacks/knapsacks to RimWorld that increases carry amounts for hauling. Would probably flip RimWorld on it's head and eventually pressure it's addition into RW much faster.
Title: Re: Alpha 9 Modder Stuff
Post by: Haplo on January 22, 2015, 04:30:32 PM
The food in their inventory shouldn't be that much of a problem, seeing as the visitors already have it there.

I think with a simple building (or a float menu on the pawns) it could be added rather simply.

And as the JobGiver_GetFood already has this nice entry it should automatically be consumed when the pawn is hungry

            Thing thing = FoodUtility.FoodInInventory(pawn);
            if (thing != null)
            {
                return new Job(JobDefOf.EatFood, thing);
            }



As I see it right now, the only thing to do is to add a FloatMenu to the Pawn or to the food to place food into the inventory.
Hmm, the best would be a float menu on the food?
But I don't have time right now to test this, sorry.
Title: Re: Alpha 9 Modder Stuff
Post by: Coenmcj on January 22, 2015, 06:00:54 PM
Quote from: JuliaEllie on January 22, 2015, 03:47:06 PM
Quote from: Tynan on January 22, 2015, 03:40:15 PM
My solution :p


private void MakeMatchingStockpile()
{
Designator_ZoneAddStockpile_Resources des = new Designator_ZoneAddStockpile_Resources();
des.DesignateMulti( TradeableCells.Where(c=>des.CanDesignateAt(c).accepted));
}


Yes - I just used the same code the player uses when designating a zone. It handles all the weird cases with unplaceable or overlapping zones etc.


You find me at the bar.. drinking.. *walks off weeping*

edit: my code is 182 lines for this

Simplicity is the Ultimate sophistication.
Don't feel bad that you needed 182 lines, feel good that you've contributed in one form or another. :)
Doubly so that Tynan increased the code efficiency by 4450%
Title: Re: Alpha 9 Modder Stuff
Post by: JuliaEllie on January 23, 2015, 03:59:13 AM
Quick question:

Will Designator_Build.DebugSetStuffDef(ThingDef stuffDef) stay in the Alpha 9 release or will you remove it? 
Title: Re: Alpha 9 Modder Stuff
Post by: JuliaEllie on January 23, 2015, 06:47:45 PM
And another one:

Does anybody know why
Designator_Build floordes = new Designator_Build(room.FloorDef);
floordes.DesignateSingle(room.cellsOfFloor.RandomElement());


throws "Tried to spawn Concrete_Blueprint out of bounds at 114,0,-2"??
Title: Re: Alpha 9 Modder Stuff
Post by: Tynan on January 23, 2015, 06:59:35 PM
room.cellsOfFloor.RandomElement() is returning a cell out of bounds.

Either check this cell is in bounds, or better, don't add OOB cells to the array in the first place.
Title: Re: Alpha 9 Modder Stuff
Post by: JuliaEllie on January 23, 2015, 07:06:09 PM
Quote from: Tynan on January 23, 2015, 06:59:35 PM
room.cellsOfFloor.RandomElement() is returning a cell out of bounds.

Either check this cell is in bounds, or better, don't add OOB cells to the array in the first place.

But how is this cell out of bounds? Its in the middle of the map at the drop spot.
Title: Re: Alpha 9 Modder Stuff
Post by: Tynan on January 23, 2015, 07:13:04 PM
Quote from: JuliaEllie on January 23, 2015, 07:06:09 PM
Quote from: Tynan on January 23, 2015, 06:59:35 PM
room.cellsOfFloor.RandomElement() is returning a cell out of bounds.

Either check this cell is in bounds, or better, don't add OOB cells to the array in the first place.

114,0,-2 is 2 cells below the bottom of the map. Check for OOB when you're making that array; you'll find the bug.
But how is this cell out of bounds? Its in the middle of the map at the drop spot.
Title: Re: Alpha 9 Modder Stuff
Post by: JuliaEllie on January 23, 2015, 08:33:55 PM
thank you very much :) I found the problem.. a stupid typo which switched z for y

funny - I always thought 0,0,0 was the center of the map maybe thats why so much of my stuff using IntVec manipulation crashed and burned :D
Title: Re: Alpha 9 Modder Stuff
Post by: Haplo on January 24, 2015, 05:58:29 AM
0,0,0 is the lower left corner. That's the reason there were often some weapons where noone knew where they came from ;)
Title: Re: Alpha 9 Modder Stuff
Post by: skullywag on January 31, 2015, 02:49:17 PM
Tynan would it be possible to get all Things with the possibility of having comps (i.e everything) to use the proper inspect string method, the sleep casket just returns a string and doesnt call base so never picks up the comps inspect strings if you add some (which I have). Not major just a small annoyance so feel free to ignore.
Title: Re: Alpha 9 Modder Stuff
Post by: Tynan on January 31, 2015, 05:18:02 PM
Quote from: skullywag on January 31, 2015, 02:49:17 PM
Tynan would it be possible to get all Things with the possibility of having comps (i.e everything) to use the proper inspect string method, the sleep casket just returns a string and doesnt call base so never picks up the comps inspect strings if you add some (which I have). Not major just a small annoyance so feel free to ignore.

Yeah I'll fix that.
Title: Re: Alpha 9 Modder Stuff
Post by: ItchyFlea on February 02, 2015, 10:35:25 PM
How does one give something a hangover-like effect?
I saw that there's code behind it, but how do I expand HediffDefOf to include my custom side effect, and how does the game know when to apply it?
Title: Re: Alpha 9 Modder Stuff
Post by: RemingtonRyder on February 14, 2015, 09:58:16 AM
Hi guys, I was wondering if there's a way to add an extra table to an item's recipeMaker instead of overriding the whole file in a mod.

I mean, I could just do that, but it doesn't make for much mod compatibility with other mods which change the same files.
Title: Re: Alpha 9 Modder Stuff
Post by: Tynan on February 14, 2015, 04:02:16 PM
Quote from: ItchyFlea on February 02, 2015, 10:35:25 PM
How does one give something a hangover-like effect?
I saw that there's code behind it, but how do I expand HediffDefOf to include my custom side effect, and how does the game know when to apply it?

It's entirely custom coded for now, I'm afraid.

This may get generalized as I add more drugs for A10.

Marvin - You don't have to override a whole file, you can just override a def. The files are irrelevant, it's the defs that are matched and overridden.
Title: Re: Alpha 9 Modder Stuff
Post by: RemingtonRyder on February 14, 2015, 04:21:55 PM
Sure, I get that.  Quite often it's just one def that I'm changing. But for the mod I have in mind, I'm adding (for example) the melee and ranged neolithic weapons to a smithing table with a different defName.

But to do that I need to add the defname of that table in the recipeUsers list, either by adding it to each item's ThingDef, or by having them inherit it.  So can I do that without overriding everything in that ThingDef so that another mod can change different things?

Not with an XML mod only, I guess!
Title: Re: Alpha 9 Modder Stuff
Post by: ItchyFlea on February 14, 2015, 04:34:13 PM
Quote from: Tynan on February 14, 2015, 04:02:16 PM
Marvin - You don't have to override a whole file, you can just override a def. The files are irrelevant, it's the defs that are matched and overridden.
This is something I've seen a lot of people do. Change one def in a file (IE; BiomeDefs/Biomes.xml) but leave the remaining def's in there, unchanged, breaking compatibility with other mods.
Perhaps we need to mention somewhere that filenames are irrelevant when it comes to modding. Folder structure and <defName> is all that matters.

Quote from: Tynan on February 14, 2015, 04:02:16 PM
Quote from: ItchyFlea on February 02, 2015, 10:35:25 PM
-snip-
It's entirely custom coded for now, I'm afraid.
This may get generalized as I add more drugs for A10.
Discovered that when making SpaceMeth. :)

Quote from: MarvinKosh on February 14, 2015, 04:21:55 PM
Sure, I get that.  Quite often it's just one def that I'm changing. But for the mod I have in mind, I'm adding (for example) the melee and ranged neolithic weapons to a smithing table with a different defName.

But to do that I need to add the defname of that table in the recipeUsers list, either by adding it to each item's ThingDef, or by having them inherit it.  So can I do that without overriding everything in that ThingDef so that another mod can change different things?

Not with an XML mod only, I guess!
If there's a recipe involved, there are two ways of having a table use that recipe. <recipeUsers> works from the recipe def itself, so the table remains unchanged, and <recipes> works with the table def so the recipe remains unchanged.
Title: Re: Alpha 9 Modder Stuff
Post by: RemingtonRyder on February 14, 2015, 05:37:24 PM
Oh. Derp, never thought to try that. *facepalm*

Thanks, Itchy! :)

Although, having said that, I would need to add recipes for the weapons and apparel so I can craft them from the table.  The recipes for them are at the moment generated by having the recipeMaker tag in the parent definition at the top of the file.
Title: Re: Alpha 9 Modder Stuff
Post by: Tynan on February 14, 2015, 07:04:22 PM
Quote from: ItchyFlea on February 14, 2015, 04:34:13 PM
If there's a recipe involved, there are two ways of having a table use that recipe. <recipeUsers> works from the recipe def itself, so the table remains unchanged, and <recipes> works with the table def so the recipe remains unchanged.

You beat me to it! I was actually trying to remember exactly how that worked so I could explain it :p
Title: Re: Alpha 9 Modder Stuff
Post by: ItchyFlea on February 14, 2015, 11:44:27 PM
Quote from: MarvinKosh on February 14, 2015, 05:37:24 PM
Although, having said that, I would need to add recipes for the weapons and apparel so I can craft them from the table.  The recipes for them are at the moment generated by having the recipeMaker tag in the parent definition at the top of the file.
If you can figure out the names the game generates for the generated definition, you can avoid doing the work of creating the recipes by adding them to the table def with <recipes>.
The best way I found of determining a generated name is to create that item in a save, save the game, exit then open the save file and find the name.

To save you the trouble, here's the defnames of the apparel and weapon recipes the game generates:

<recipe>Make_Apparel_Tuque</recipe>
<recipe>Make_Apparel_Pants</recipe>
<recipe>Make_Apparel_BasicShirt</recipe>
<recipe>Make_Apparel_CollarShirt</recipe>
<recipe>Make_Apparel_Duster</recipe>
<recipe>Make_Apparel_Jacket</recipe>
<recipe>Make_Apparel_Parka</recipe>
<recipe>Make_Apparel_TribalA</recipe>

<recipe>Make_MeleeWeapon_LongSword</recipe>
<recipe>Make_MeleeWeapon_Knife</recipe>
<recipe>Make_MeleeWeapon_Shiv</recipe>
<recipe>Make_MeleeWeapon_Spear</recipe>
<recipe>Make_MeleeWeapon_Mace</recipe>
<recipe>Make_MeleeWeapon_Club</recipe>
<recipe>Make_Bow_Short</recipe>
<recipe>Make_Pila</recipe>
<recipe>Make_Bow_Great</recipe>
Title: Re: Alpha 9 Modder Stuff
Post by: RemingtonRyder on February 15, 2015, 03:02:50 AM
Nice! Thanks again. :)
Title: Re: Alpha 9 Modder Stuff
Post by: skullywag on February 17, 2015, 05:28:12 PM
Anyone know what the replacement code for:

this.armedgfc = new Graphic_Single(MaterialPool.MatFrom("Things/Weapons/APM_disarmed"), false);

Graphic_single doesnt take args anymore and I cant find a graphic class that does what I want...

Also BulletIncendiary is gone with no replacement that I can find, i modded one back in for my purposes.

Does fire no longer trigger rain? I set fire to the whole map....no rain.

-----------------------------------------------------------------------------------------------

MoteMaker is now MoteThrower and most of the "tryThrows" are now simple "throws", ThrowFlash is now ThrowStatic which takes similar args (the mote name etc)

FogUtility.Fogged(sq) is now Find.FogGrid.IsFogged(sq)

Seems that FilthLeavings is now no longer able to take multiple filth types or multiples of the same filth, so instead of:
    <filthLeavings>
      <RockRubble>2</RockRubble>
    </filthLeavings>


its:

<filthLeaving>RockRubble</filthLeaving>

Kind of restrictive but minor so ehhhh.
Title: Re: Alpha 9 Modder Stuff
Post by: Gaesatae on February 17, 2015, 06:19:46 PM
Quote from: skullywag on February 17, 2015, 05:28:12 PM
Anyone know what the replacement code for:

this.armedgfc = new Graphic_Single(MaterialPool.MatFrom("Things/Weapons/APM_disarmed"), false);

Graphic_single doesnt take args anymore and I cant find a graphic class that does what I want...

Also BulletIncendiary is gone with no replacement that I can find, i modded one back in for my purposes.

Does fire no longer trigger rain? I set fire to the whole map....no rain.

Did you looked at Graphic_Single.Init() ?
    public override void Init(GraphicRequest req)
    {
      this.path = req.path;
      this.color = req.color;
      this.colorTwo = req.colorTwo;
      this.shader = req.shader;
      this.drawSize = req.drawSize;
      MaterialRequest req1 = new MaterialRequest();
      req1.mainTex = ContentFinder<Texture2D>.Get(req.path, true);
      req1.shader = this.shader;
      req1.color = this.color;
      req1.colorTwo = this.colorTwo;
      if (ShaderUtility.SupportsMaskTex(req.shader))
        req1.maskTex = ContentFinder<Texture2D>.Get(req.path + "_m", false);
      this.mat = MaterialPool.MatFrom(req1);
    }


I'm not sure how it's used, and I'm worried that if open VS right now I won't sleep tonight.

Rain works fine for me.
Title: Re: Alpha 9 Modder Stuff
Post by: skullywag on February 17, 2015, 06:25:11 PM
Ah i dont know why that didnt click before, need to initilialize it and add to the object, I should be fine with this now.

My meteorite mod just bombarded the map, more fire than ground.....no rain...strange.
Title: Re: Alpha 9 Modder Stuff
Post by: skullywag on February 18, 2015, 03:51:58 AM
So trying to find a random cell on the map that isnt fogged, roofed and is standable the code from A8 results in errors in A9. Im just using "randomcellwith" any reason it would always moan about not being able to find a cell...even though it always does and sometimes the cell it finds is roofed, fogged and not standable...

Edit - i seem to have fixed it but im not sure how the code is the same....meh
Title: Re: Alpha 9 Modder Stuff
Post by: Tynan on February 18, 2015, 04:26:44 PM
Itchy maybe you want to make this thread public now?
Title: Re: Alpha 9 Modder Stuff
Post by: skullywag on February 18, 2015, 05:08:47 PM
Ok so im gonna throw this out there, GetCommands is now GetGizmos I think.....anyone wanna help get this one sorted, I need the commands for turrets. (force fire etc). I was using Haplos code to do it in A8, but it seems lots of stuff is not in Gizmo that was in Command. Or im talking nonsense....

Edit - never mind, it was actually simple, i spoke too soon.
Title: Re: Alpha 9 Modder Stuff
Post by: Kirid on February 19, 2015, 12:50:34 AM
I can't figure out what to title my images when using Graphic_StackCount.
like bed_front, bed_back, bed_side

I guess a spoiler... <graphicPath>Things/Item/Drug/Sake</graphicPath>
Sake, Sake_single, Sake_Stack, Sake_multiple, Sake_s, Sake_m.. Tried several more but none seem to work
Title: Re: Alpha 9 Modder Stuff
Post by: skullywag on February 19, 2015, 02:55:50 AM
Its sake_a and sake_b
Title: Re: Alpha 9 Modder Stuff
Post by: blaze7736 on February 19, 2015, 03:01:10 AM
I am having issues with textures for some reason i place it as i have always done and i get the pink squares
Title: Re: Alpha 9 Modder Stuff
Post by: skullywag on February 19, 2015, 03:03:14 AM
Please add the errors you see in the console. Turn dev mode on in the options.
Title: Re: Alpha 9 Modder Stuff
Post by: blaze7736 on February 19, 2015, 03:25:36 AM
sorry i messed up i did not use the right class file which i needed to change to single i was just a fool
Title: Re: Alpha 9 Modder Stuff
Post by: SlimeCrusher on February 19, 2015, 12:30:54 PM
I've been updating my Half-Rim mod, but for some reason this pops up in the console (i removed the non-important stuff):
(http://i.imgur.com/4lcEbZN.png)
The strange thing is that i DID change "baseCooldownTicks" to "RangedWeapon_Cooldown", and the search results for "baseCooldownTicks" were null, none of my .xml contain the word "baseCooldownTicks", what is going on? Anyone help?
I tried making a test mod, only having the weapon defs, and i got no errors, so i don't know what is wrong...
I wonder what the "warmupTicks" and "ItemFromXmlFile" errors mean, i've checked the Core files and it seems to all be correct...
Title: Re: Alpha 9 Modder Stuff
Post by: skullywag on February 19, 2015, 12:39:30 PM
Malformed xml im betting. Upload what you have and ill have a look. Might be worth redownloading core just as a sanity check.
Title: Re: Alpha 9 Modder Stuff
Post by: SlimeCrusher on February 19, 2015, 12:43:47 PM
Nevermind, forgot to check my races definition :P
I found out when i spawned a snark to battle against a bullsquid and... 0s cooldown of melee attack lol.
Title: Re: Alpha 9 Modder Stuff
Post by: skullywag on February 19, 2015, 02:43:58 PM
ok so hediffs and diseases and immunities have all changed, be prepared all who venture forth....good lord!
Title: Re: Alpha 9 Modder Stuff
Post by: RemingtonRyder on February 19, 2015, 03:03:11 PM
Quote from: SlimeCrusher on February 19, 2015, 12:30:54 PM
I've been updating my Half-Rim mod, but for some reason this pops up in the console (i removed the non-important stuff):
(http://i.imgur.com/4lcEbZN.png)
The strange thing is that i DID change "baseCooldownTicks" to "RangedWeapon_Cooldown", and the search results for "baseCooldownTicks" were null, none of my .xml contain the word "baseCooldownTicks", what is going on? Anyone help?
I tried making a test mod, only having the weapon defs, and i got no errors, so i don't know what is wrong...
I wonder what the "warmupTicks" and "ItemFromXmlFile" errors mean, i've checked the Core files and it seems to all be correct...

These are used in turrets as well, you might need to check those if you have any.
Title: Re: Alpha 9 Modder Stuff
Post by: ItchyFlea on February 19, 2015, 03:45:58 PM
EDIT: Managed to recreate this with a test mod. Has something to do with the Stuffsystem...

EDIT2: I found the cause and solution:
Apparently the game requires new weapons to use the stuff system, or at least have the <stuffCategories> tag even if you don't want the weapons using it...

Well, I'm stumped.

I've got this occurring with my Right Tool For The Job (https://ludeon.com/forums/index.php?topic=6666.0) mod when a world is generated. My mod doesn't even touch world gen, yet somehow breaks it anyway.

This is the error being received upon generating a world:

StatRequest for null def.

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Exception filling window for RimWorld.Page_CreateWorldParams: System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.StatWorker.GetValueUnfinalized (StatRequest req, Boolean applyPostProcess) [0x00000] in <filename unknown>:0

  at RimWorld.StatWorker.GetValue (StatRequest req, Boolean applyPostProcess) [0x00000] in <filename unknown>:0

  at RimWorld.StatWorker.GetValueAbstract (Verse.EntityDef def, Verse.ThingDef stuffDef) [0x00000] in <filename unknown>:0

  at RimWorld.StatExtension.GetStatValueAbstract (Verse.EntityDef def, RimWorld.StatDef stat, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0

  at RimWorld.PawnWeaponGenerator.IsDerpWeapon (Verse.ThingDef thing, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0

  at RimWorld.ThingStuffPair.get_Commonality () [0x00000] in <filename unknown>:0

  at RimWorld.PawnWeaponGenerator.<TryGenerateWeaponFor>m__F0 (ThingStuffPair w) [0x00000] in <filename unknown>:0

  at (wrapper delegate-invoke) System.Func`2<RimWorld.ThingStuffPair, single>:invoke_single__this___ThingStuffPair (RimWorld.ThingStuffPair)

  at Verse.GenCollection.RandomElementByWeight[ThingStuffPair] (IEnumerable`1 source, System.Func`2 weightSelector) [0x00000] in <filename unknown>:0

  at RimWorld.PawnWeaponGenerator.TryGenerateWeaponFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction) [0x00000] in <filename unknown>:0

  at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef facDef) [0x00000] in <filename unknown>:0

  at RimWorld.FactionGenerator+<GenerateFactionsForNewWorld>c__Iterator6A.MoveNext () [0x00000] in <filename unknown>:0

  at RimWorld.Planet.WorldGenerator.GenerateWorld () [0x00000] in <filename unknown>:0

  at RimWorld.Page_CreateWorldParams.GenerateAndReview () [0x00000] in <filename unknown>:0

  at Verse.DialogUtility.DoNextBackButtons (Rect winRect, System.String nextLabel, System.Action nextAct, System.Action backAct) [0x00000] in <filename unknown>:0

  at RimWorld.Page_CreateWorldParams.FillWindow (Rect inRect) [0x00000] in <filename unknown>:0

  at Verse.Layer.DoWindowContents () [0x00000] in <filename unknown>:0

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
Title: Re: Alpha 9 Modder Stuff
Post by: skullywag on February 19, 2015, 03:49:20 PM
its trying to generate a pawn carrying your "weapons" it seems.
Title: Re: Alpha 9 Modder Stuff
Post by: Kirid on February 19, 2015, 11:55:39 PM
Quote from: skullywag on February 19, 2015, 02:55:50 AM
Its sake_a and sake_b
I might be doing something wrong, but that doesn't seem to work.
Title: Re: Alpha 9 Modder Stuff
Post by: Orion on February 20, 2015, 03:34:48 PM
Hmm... I'm struggling with an error I can't resolve myself:

NullReferenceException: Object reference not set to an instance of an object
  at Verse.BodyPartRecord.ToString () [0x00000] in <filename unknown>:0
  at Verse.CrossRefLoader+WantedRefForObject.TryResolve (FailMode failReportMode) [0x00000] in <filename unknown>:0
  at Verse.CrossRefLoader.ResolveAllWantedCrossReferences (FailMode failReportMode) [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.LoadAllPlayData () [0x00000] in <filename unknown>:0
  at Verse.Root.Start () [0x00000] in <filename unknown>:0 


The problem is this code in BodyPartRecord:

public override string ToString()
{
  return string.Concat( new object[] { "BodyPartRecord(", this.def.defName, " parts.Count=", this.parts.Count, ")" } );
}

Since it never checks if def or parts is null before throwing it into a string which is used for an error message of the CrossRefLoader, I don't get the actual error message about what is wrong. The body parts worked correctly with alpha 8, and I didn't see any changes that would break them now.

Does someone have an idea how I can solve this one?
Title: Re: Alpha 9 Modder Stuff
Post by: Orion on February 20, 2015, 04:31:47 PM
Okay, I found the issue: in alpha 9, mechanoids don't have toes or ringfingers anymore. I needed to remove all references to them.
Title: Re: Alpha 9 Modder Stuff
Post by: skullywag on February 20, 2015, 06:03:15 PM
Is there something up with Graphic random, lots of people seem to be having issues with it, anyone have a working mod with it in.
Title: Re: Alpha 9 Modder Stuff
Post by: blaze7736 on February 20, 2015, 06:53:46 PM
For my plants the vanilla textures use the graphic random but my textures use the single i don't now why but random works for the potato plant textures
Title: Re: Alpha 9 Modder Stuff
Post by: Shinzy on February 21, 2015, 07:40:55 AM
Alloo!
The trader's carry true/false was made away with, how would I now mark stuff
as 'not sold' by one?
I noticed all them trade tag things but atm I'm really unsure how to work them =P
Edit: oh never mind! it's literally in the first post ;D /blind
Editwo: Oh thanks a bunch for this thread by the way!

editrhee:
Oh now that I'm here! the apparel
      <Insulation_Heat>7</Insulation_Heat> things, how do they really differ from
      <ComfyTemperatureMax>7</ComfyTemperatureMax> bits?
cause those both still work and all I could tell there was only different description between the two
okay it's just the insulation gets affected by the quality level and the other one always stays the same

Title: Re: Alpha 9 Modder Stuff
Post by: Gaesatae on February 21, 2015, 11:13:46 AM
Quote from: Shinzy on February 21, 2015, 07:40:55 AM
editrhee:
Oh now that I'm here! the apparel
      <Insulation_Heat>7</Insulation_Heat> things, how do they really differ from
      <ComfyTemperatureMax>7</ComfyTemperatureMax> bits?
cause those both still work and all I could tell there was only different description between the two

I can't look at it now, but if I'm not mistaken the <Insulation_Heat> is the value factored by the <Insulation_Heat> statfactor from the stuff to get the final ComfyTemperatureMax. I didn't know that you can still set the ComfyTemperatureMax directly in apparel.
Title: Re: Alpha 9 Modder Stuff
Post by: Shinzy on February 21, 2015, 11:19:50 AM
Quote from: Gaesatae on February 21, 2015, 11:13:46 AM
Quote from: Shinzy on February 21, 2015, 07:40:55 AM
editrhee:
Oh now that I'm here! the apparel
      <Insulation_Heat>7</Insulation_Heat> things, how do they really differ from
      <ComfyTemperatureMax>7</ComfyTemperatureMax> bits?
cause those both still work and all I could tell there was only different description between the two

I can't look at it now, but if I'm not mistaken the <Insulation_Heat> is the value factored by the <Insulation_Heat> statfactor from the stuff to get the final ComfyTemperatureMax. I didn't know that you can still set the ComfyTemperatureMax directly in apparel.
oh thanks! I did some old fashioned testing myself =P the insulation bit is a stat unlike the other one which is an offset
so it gets affected by the quality (I just didn't notice at first cause all my items were 'normal' quality cause of how the game starts so :-[ shoulda have done moar testing before coming here ;D)
Title: Re: Alpha 9 Modder Stuff
Post by: skullywag on February 21, 2015, 11:52:56 AM
Have we answered the "amount of skill gain a recipe adds" yet, I see we can a skill to up but can we no longer specify the amount?
Title: Re: Alpha 9 Modder Stuff
Post by: Shinzy on February 21, 2015, 01:06:01 PM
Quote from: skullywag on February 21, 2015, 11:52:56 AM
Have we answered the "amount of skill gain a recipe adds" yet, I see we can a skill to up but can we no longer specify the amount?

wasn't it tied to like the length of crafting process?
as in you don't get a lump of exp from finished product but rather gain skill as you make the thing
so you wouldn't need separate skill gain

Edit: like in, if it takes long time to make clearly it gives more experience, but if you zip zap zup right through like an old doer
there's not much more to learn
it makes a whole lot of sense to me =P
I have some real life experience on carpentry, with some wooden lists I had to smoothen the ends of
the person who showed me how to do it did it in under a second while my go at it at same speed resulted in like a barbeque stick

this would also result in grandmaster crafters not recieving so much skill from the small thing cause they make them a whole lot faster

I think this is what has been done with the skill gain
Theory, no facts to back claimstm Shinzy(c) all rights reserved.
Title: Re: Alpha 9 Modder Stuff
Post by: Gaesatae on February 21, 2015, 02:53:36 PM
Quote from: skullywag on February 21, 2015, 11:52:56 AM
Have we answered the "amount of skill gain a recipe adds" yet, I see we can a skill to up but can we no longer specify the amount?

I found this in the toils...
p.skills.GetSkill(job.RecipeDef.workSkill).Learn(0.11f * job.RecipeDef.workSkillLearnFactor);

So you can add to the recipe Defs:
<workSkillLearnFactor>50</workSkillLearnFactor> for example.
I just tested it in the simple meal recipe, it works.
Title: Re: Alpha 9 Modder Stuff
Post by: Shinzy on February 21, 2015, 04:19:57 PM
Quote from: Gaesatae on February 21, 2015, 02:53:36 PM
Quote from: skullywag on February 21, 2015, 11:52:56 AM
Have we answered the "amount of skill gain a recipe adds" yet, I see we can a skill to up but can we no longer specify the amount?

I found this in the toils...
p.skills.GetSkill(job.RecipeDef.workSkill).Learn(0.11f * job.RecipeDef.workSkillLearnFactor);

So you can add to the recipe Defs:
<workSkillLearnFactor>50</workSkillLearnFactor> for example.
I just tested it in the simple meal recipe, it works.

would that give 50 points of exp on the skill or what does it do? (Since you tried it already so I don't have to go try myself! Yes I'm very very lazy ;D sorry!)
Title: Re: Alpha 9 Modder Stuff
Post by: Gaesatae on February 21, 2015, 08:41:59 PM
It's just 0.11 * 50; 0.11 is the hardcoded value that get factored by the workSkillLearnFactor value (1 by default) each time the pawn do some work on a bill. 50 is a very big number, just cooking one meal was +1k xp.
Title: Re: Alpha 9 Modder Stuff
Post by: rakkaus on February 22, 2015, 03:39:52 AM
It's there a difference how "RangedWeapon_Cooldown" works vs "MeleeWeapon_Cooldown" at the moment?
Title: Re: Alpha 9 Modder Stuff
Post by: StorymasterQ on February 23, 2015, 01:44:23 AM
Quote from: Orion on February 20, 2015, 04:31:47 PM
Okay, I found the issue: in alpha 9, mechanoids don't have toes or ringfingers anymore. I needed to remove all references to them.
Although I'm not a modder, I find this interesting. Mechanoids not having toes, I can understand, but specifically no ring fingers? Just the ring fingers? What about the other ones? Are you saying mechanoids can't get married? This is discrimination! :D
Title: Re: Alpha 9 Modder Stuff
Post by: mrofa on February 24, 2015, 05:13:55 AM
Why gizmo .... what was bad with the old one...
Btw any one know how to operate on textures in code now?
Title: Re: Alpha 9 Modder Stuff
Post by: Frazzles on February 24, 2015, 12:08:29 PM
Does anyone know where the location of the code for armour degradation over time and armour taking Health damage from absorbing damage is?
Title: Re: Alpha 9 Modder Stuff
Post by: Haplo on February 24, 2015, 12:49:02 PM
Quote from: mrofa on February 24, 2015, 05:13:55 AM
Why gizmo .... what was bad with the old one...
Btw any one know how to operate on textures in code now?
Gizmos are just a function name change:

        public override IEnumerable<Gizmo> GetGizmos()
        {
            // Add base.GetGizmos()
            List<Gizmo> baseList = base.GetGizmos().ToList();
            for (int i = 0; i < baseList.Count; i++)
                yield return baseList[i];


            int groupBaseKey = 31367670;

            // Key-Binding B - Call owner To rest
            Command_Action opt1;
            opt1 = new Command_Action();
            opt1.disabled = owner == null;
            opt1.disabledReason = txtNoOwner.Translate();
            opt1.defaultDesc = txtSendOwnerToSleep.Translate();
            opt1.icon = UI_ForceSleepButton;
            opt1.hotKey = KeyBindingDefOf.Misc1;
            opt1.activateSound = SoundDef.Named("Click");
            opt1.action = Button_CallOwnerToRest;
            opt1.groupKey = groupBaseKey + 1;
            yield return opt1;


And Graphics code: this should work:

Graphic graphic = GraphicDatabase.Get<Graphic_Single>(graphicPath, ShaderDatabase.Cutout, IntVec2.one, color, color2);
Title: Re: Alpha 9 Modder Stuff
Post by: Shinzy on February 24, 2015, 06:44:40 PM
hallooo!
what does the <tradeability>Never</tradeability>
do exactly?
is it that traders won't carry them or you just can't sell them? or both?
cause the thing on the first post threw me yellow errors

just wish to get few things not carried on traders =P
might be that I just plopped the other thing in wrong place or something, too
Edit: and by the thing in the first post I mean <tradersEverCarry>false</tradersEverCarry>   
Title: Re: Alpha 9 Modder Stuff
Post by: NoImageAvailable on February 24, 2015, 06:46:35 PM
Quote from: Shinzy on February 24, 2015, 06:44:40 PM
hallooo!
what does the <tradeability>Never</tradeability>
do exactly?
is it that traders won't carry them or you just can't sell them? or both?
cause the thing on the first post threw me yellow errors

just wish to get few things not carried on traders =P
might be that I just plopped the other thing in wrong place or something, too

That's how I understand it. All the unobtainable Mechanoid weapons have that tag so that's a pretty good indication anyway.
Title: Re: Alpha 9 Modder Stuff
Post by: Shinzy on February 24, 2015, 06:49:01 PM
Quote from: NoImageAvailable on February 24, 2015, 06:46:35 PM
Quote from: Shinzy on February 24, 2015, 06:44:40 PM
hallooo!
what does the <tradeability>Never</tradeability>
do exactly?
is it that traders won't carry them or you just can't sell them? or both?
cause the thing on the first post threw me yellow errors

just wish to get few things not carried on traders =P
might be that I just plopped the other thing in wrong place or something, too

That's how I understand it. All the unobtainable Mechanoid weapons have that tag so that's a pretty good indication anyway.
thanks Nia! it's just really really bothersome to test ingame with having to call in all the traders multiple times and stuff ;D

Edit:
Also! question!
    <tradeability>Sellable</tradeability>
means traders won't carry but you can sell it?

Oh! and the smelting + stonecutting efficiency seems to have been removed?
Title: Re: Alpha 9 Modder Stuff
Post by: Latta on February 25, 2015, 02:40:08 AM
Quote from: Shinzy on February 24, 2015, 06:49:01 PM
Quote from: NoImageAvailable on February 24, 2015, 06:46:35 PM
Quote from: Shinzy on February 24, 2015, 06:44:40 PM
*snip*

That's how I understand it. All the unobtainable Mechanoid weapons have that tag so that's a pretty good indication anyway.
thanks Nia! it's just really really bothersome to test ingame with having to call in all the traders multiple times and stuff ;D

Edit:
Also! question!
    <tradeability>Sellable</tradeability>
means traders won't carry but you can sell it?

Oh! and the smelting + stonecutting efficiency seems to have been removed?

Yes, selling only.
Efficiency: removed. For stonecut, it now yields fixed amount of block with no experience gain. I think smelting is same as stonecutting.
Title: Re: Alpha 9 Modder Stuff
Post by: Shinzy on February 25, 2015, 06:36:28 AM
Quote from: Latta on February 25, 2015, 02:40:08 AM
Yes, selling only.
Efficiency: removed. For stonecut, it now yields fixed amount of block with no experience gain. I think smelting is same as stonecutting.

Thankoo Mila!
Title: Re: Alpha 9 Modder Stuff
Post by: Latta on February 25, 2015, 06:47:34 AM
Quote from: Shinzy on February 25, 2015, 06:36:28 AM
Quote from: Latta on February 25, 2015, 02:40:08 AM
Yes, selling only.
Efficiency: removed. For stonecut, it now yields fixed amount of block with no experience gain. I think smelting is same as stonecutting.

Thankoo Mila!
Wait, who is Mila :o
Title: Re: Alpha 9 Modder Stuff
Post by: Shinzy on February 25, 2015, 07:17:22 AM
Quote from: Latta on February 25, 2015, 06:47:34 AM
Quote from: Shinzy on February 25, 2015, 06:36:28 AM
Quote from: Latta on February 25, 2015, 02:40:08 AM
Yes, selling only.
Efficiency: removed. For stonecut, it now yields fixed amount of block with no experience gain. I think smelting is same as stonecutting.

Thankoo Mila!
Wait, who is Mila :o

Oh! don't try!
Latte = Milk
Latta = Mila
That's a sound logic!
Title: Re: Alpha 9 Modder Stuff
Post by: StorymasterQ on February 25, 2015, 07:53:26 PM
Quote from: Shinzy on February 25, 2015, 07:17:22 AM
Quote from: Latta on February 25, 2015, 06:47:34 AM
Quote from: Shinzy on February 25, 2015, 06:36:28 AM
Quote from: Latta on February 25, 2015, 02:40:08 AM
Yes, selling only.
Efficiency: removed. For stonecut, it now yields fixed amount of block with no experience gain. I think smelting is same as stonecutting.

Thankoo Mila!
Wait, who is Mila :o

Oh! don't try!
Latte = Milk
Latta = Mila
That's a sound logic!

No, that's shinzy logic.