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RimWorld => Mods => Unfinished => Topic started by: lost_RD on May 14, 2016, 01:30:27 PM

Title: [WIP][A13] BlueprintsEverywhere: place wall blueprints on stone/ores
Post by: lost_RD on May 14, 2016, 01:30:27 PM
BlueprintsEverywhere is a WIP title and doesn't represent the mod's intentions going forward per se

Current release: v0.2.0 (https://github.com/lost-RD/BlueprintsEverywhere/releases/tag/v0.2.0)

Github: https://github.com/lost-RD/BlueprintsEverywhere (https://github.com/lost-RD/BlueprintsEverywhere)

Requires CCL

How to use:


I was building a mountainhome and found that having to wait for a natural stone wall to be mined before I could designate a replacement wall that offers more beauty and luxury was very inconvenient. I like to pause, designate a whole bunch of plans, then unpause and watch my peons go about carrying out my orders. I hope I'm not the only one.

Thanks to the help of some of the experienced coders/modders of this community, I cobbled together a mod to solve my own problem and I'm posting it here so you can use it if you share my frustration.

The mod is functional but not balanced or even implemented in the best way which is why I've posted this in the unfinished section.
Title: Re: [WIP][A13] BlueprintsEverywhere: place wall blueprints on stone/ores
Post by: joaonunes on May 16, 2016, 06:23:00 PM
No, you are NOT the only one. I too struggle with mountain digging because of that same problem. I don't build mountain houses because they are more secure, I build them because I like the idea of Dwarven constructions like in the Lord of The Rings and pretty much every game where there are dwarfs xD

Thank you so much for the mod! You should think of doing an early release and put it on the "Released" thread. I don't think lots of people go to the Unfinished thread to get mods :/


EDIT: The mod does not seem to be working... I even created a new colony and the walls can't be placed on natural walls.
The mod is last in the load order so there should be no problem of other mods overwriting this one.

EDIT 2: The mod is working. I have no idea what happened... I just reinstalled the mod and it is working now xD
Title: Re: [WIP][A13] BlueprintsEverywhere: place wall blueprints on stone/ores
Post by: lost_RD on May 18, 2016, 03:21:25 AM
I'm glad you like it! Have you played Dwarf Fortress? If DF was moddable like RimWorld is, I'd go back to playing it again.

I just had an idea about how to go about fixing the issue with rooms being expanded. I need to do away with the construction and blueprints method entirely and do a replace of the stone in the cell with a wall. Problem is, that's totally unbalanced. Instead, replacing the stone with a wall with 1 hitpoint remaining that requires repairing rather than building might solve balance issue by mimicking the construction process.

The new problem this creates is that I need to code in a whole new designation type which will take many hours. This process is too different from other RimWorld mechanics to just reuse something like I did in the original implementation.
Title: Re: [WIP][A13] BlueprintsEverywhere: place wall blueprints on stone/ores
Post by: joaonunes on May 18, 2016, 03:52:53 AM
Quote from: lost_RD on May 18, 2016, 03:21:25 AM
I'm glad you like it! Have you played Dwarf Fortress? If DF was moddable like RimWorld is, I'd go back to playing it again.

I just had an idea about how to go about fixing the issue with rooms being expanded. I need to do away with the construction and blueprints method entirely and do a replace of the stone in the cell with a wall. Problem is, that's totally unbalanced. Instead, replacing the stone with a wall with 1 hitpoint remaining that requires repairing rather than building might solve balance issue by mimicking the construction process.

The new problem this creates is that I need to code in a whole new designation type which will take many hours. This process is too different from other RimWorld mechanics to just reuse something like I did in the original implementation.

No I haven't, too confusing...

There could be two options to this mod: blueprint over the existing terrain that makes the pawn deconstruct first and then build the wall, just like when a tree is in the way, or build a wall like you said, with only 1 hp and requiring repairs instead of building. usually when someone (re)builds a house made of stone walls they just put some cement covering the stone to look better, so the second choice would be good, although the current one isn't that unbalanced... it's true that the stone disappears as it is simply replaced by a wall, but if you build a wall to cover the stone and later decide to demolish that wall you'll try to salvage the wall if it was made by wooden planks for example, you wouldn't try to salvage the stone wall, right? Don't really know what would be best though... Your second option sounds interesting, the first looks like vanilla game but made easier.