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RimWorld => Releases => Mods => Outdated => Topic started by: Kirid on April 22, 2014, 08:03:24 AM

Title: [A11]Extra Research Tables (1.7)
Post by: Kirid on April 22, 2014, 08:03:24 AM
Extra Research Tables

Description:
Adds 2 new research tables of different sizes and textures. A computer console and a chemistry desk.
Functions the same as a normal research table.


This now only includes the research console, which overwrites vanilla research bench.
Due to changes in code, 'extra' tables have been made impossible (as far as I can tell)

Screenshots:
(http://i1301.photobucket.com/albums/ag117/Kirid420/Screenshots/XRSScreen.png) (http://s1301.photobucket.com/user/Kirid420/media/Screenshots/XRSScreen.png.html)
*chemistry set not included

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in game.

Notes:
Chemistry table texture by mrofa!
I give my permission to include this in any modpacks. Contact me if you plan to use or alter the code or art. Please give me credit in either case.

Change Log:
1.0- Added.
1.1- New texture for chemistry table, top-down.
       Changed shadows.
1.2- Updated and altered code for Alpha5
       Still works for Alpha 6
1.3- Updated for Alpha 7
1.4- Updated for Alpha 8
1.5- Updated for Alpha 9
1.6- Updated for Alpha 10
      Removed chemistry bench
      Now overwrites vanilla bench
1.7- Updated for Alpha 11

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 3) Extra Research Tables
Post by: Evul on April 22, 2014, 08:07:30 AM
nice!
Title: Re: [MOD] (Alpha 3) Extra Research Tables
Post by: Kirid on April 22, 2014, 08:09:58 AM
Quote from: Evul on April 22, 2014, 08:07:30 AM
nice!
Heh thanks :D I would've let E-furniture have this, but it felt like a stand-alone mod.
Title: Re: [MOD] (Alpha 3) Extra Research Tables
Post by: Evul on April 22, 2014, 09:09:17 AM
Yeah, E-Furniture are more of a decorative mod :)
Title: Re: [MOD] (Alpha 3) Extra Research Tables
Post by: Kirid on April 25, 2014, 12:16:03 AM
Updated! An awesome new texture by mrofa! The chemistry table is now more top-down rather than 2.5d, to better fit rimworld.
Title: Re: [MOD] (Alpha 3) Extra Research Tables
Post by: Vas on April 25, 2014, 01:19:46 AM
I often wondered when the research table might get a better texture cause right now it kinda sucks.  :P  This is awesome though.
Title: Re: [MOD] (Alpha 3) Extra Research Tables
Post by: Plasmatic on April 25, 2014, 01:43:17 PM
Do they work at the same time? :) as in can you have one colonist at each table and research would go faster? (assuming they all have equal skill)

3x as fast would be OP..
Title: Re: [MOD] (Alpha 3) Extra Research Tables
Post by: daft73 on April 25, 2014, 01:51:09 PM
Quote from: Plasmatic on April 25, 2014, 01:43:17 PM...
3x as fast would be OP..
Yes sir indeed, overpowered. Thanks for the new texture! ;D
Title: Re: [MOD] (Alpha 3) Extra Research Tables
Post by: Kirid on April 25, 2014, 02:05:47 PM
Quote from: Plasmatic on April 25, 2014, 01:43:17 PM
Do they work at the same time? :) as in can you have one colonist at each table and research would go faster? (assuming they all have equal skill)
3x as fast would be OP..
Yeah, I'm pretty sure multiple researchers at different tables stack, like you could have 6 of the little computer consoles, and they would all work if you had colonist assigned(x6 the research speed). I may be wrong, but I thought the vanilla research tables function that way too.
Title: Re: [MOD] (Alpha 3) Extra Research Tables
Post by: daft73 on April 25, 2014, 02:12:20 PM
Quote from: Plasmatic on April 25, 2014, 01:43:17 PM
Do they work at the same time? :) as in can you have one colonist at each table and research would go faster? (assuming they all have equal skill)

3x as fast would be OP..
Well now that I re-read that you mean stacking research tables(sorry, mind on my young little 15 yr old grasshopper and his highschoolnightmare), If you have the extra colonists and tables it's not so op...
Title: Re: [MOD] (Alpha 3) Extra Research Tables
Post by: mrofa on April 25, 2014, 10:26:24 PM
Damn it looks so wierd in game, i think it need to be redone again
Title: Re: [MOD] (Alpha 3) Extra Research Tables
Post by: StorymasterQ on April 27, 2014, 10:40:48 PM
If there are >1 Research Tables (vanilla game or mod) and all of them are manned, will all of them generate research points towards the current research?

On a second note, will we ever be able to work more than 1 research at a time (probably not)? And will we ever be able to deny researching a particular research without the appropriate research table?
Title: Re: [MOD] (Alpha 3) Extra Research Tables
Post by: Kirid on April 28, 2014, 08:03:49 AM
Quote from: StorymasterQ on April 27, 2014, 10:40:48 PM
If there are >1 Research Tables (vanilla game or mod) and all of them are manned, will all of them generate research points towards the current research?
On a second note, will we ever be able to work more than 1 research at a time (probably not)? And will we ever be able to deny researching a particular research without the appropriate research table?
Yes multiple researchers works. I tested it. Couldn't find any limit in the code.
The next 2 question I don't know, but I wish.

It would be cool to make these researched, which unlocks further research, but I wouldn't know how to make the table  required. These tables are almost identical to the original, just changed size and texture, to avoid choosing one over the other for any reason than how it looks. I use both from the mod, but that original is a clunker  ;D

I think it would be cool to be able to research at worktables, or research tables can also do bills. So colonists can do chemistry at the chem table as well as research. Research food upgrades at the cookstove or research trade at the comms console. Maybe even create sellable research pages to trade. It might overlap with tasks, but I get tired of selling my research table 1/4 through a game be nice if they had other uses. Maybe turn research into a bill?

Title: Re: [MOD] (Alpha 3) Extra Research Tables
Post by: mrofa on April 28, 2014, 08:50:19 AM
Hmm well when i poke thrugh better power code or maybe it was industrial rim, i saw a line that used research to define what drill will be used, so if you had research done you would be drilling longer. Basicly if specified research is done , the table itself could become the a crafting table. But thats just my theory.
Title: Re: [MOD] (Alpha 3) Extra Research Tables
Post by: PilotBhav04 on June 28, 2014, 08:12:25 PM
Would be nice if each research table is used for different type of researches especially with the vast amount of other mods that require you to research first before you can build.
Title: Re: [MOD] (Alpha 3) Extra Research Tables
Post by: mrofa on June 29, 2014, 04:43:11 AM
I dont think we can do that normal way, atleast not yet.
Only way that coms to my mind is via crafting table, but this is still trick.
Title: Re: [MOD] (Alpha 5) Extra Research Tables 1.2
Post by: Kirid on July 08, 2014, 07:11:17 PM
Updated for Alpha 5!
More updates to my mods coming.

I like to keep this a free-standing mods, just because some people might just want a different texture for research tables.
But it would be awesome to add functionality if anyone has specific ideas about how difficult altering the way things are currently researched, or wants to add compatibilty.
Making a certain table be required built for certain research unlocks, and adding prerequisites to vanilla tech.
Title: Re: [MOD] (Alpha 5) Extra Research Tables 1.2
Post by: IWannaChaos on July 11, 2014, 11:25:49 PM
Nice mod. I especially like the research computer.
Title: Re: [MOD] (Alpha 6) Extra Research Tables 1.2
Post by: Kirid on August 13, 2014, 05:24:44 PM
No code changes. Alpha 5 version works with Alpha 6 so no need to redownload.
Title: Re: [MOD] (Alpha 6) Extra Research Tables 1.2
Post by: neilson99 on August 14, 2014, 01:28:29 AM
wheres the download button?
Title: Re: [MOD] (Alpha 7) Extra Research Tables 1.3
Post by: Kirid on October 02, 2014, 05:12:05 PM
Updated for Alpha 7!
Title: Re: [MOD] (Alpha 6) Extra Research Tables 1.2
Post by: daft73 on October 04, 2014, 11:31:54 AM
Quote from: neilson99 on August 14, 2014, 01:28:29 AM
wheres the download button?
Bottom of the 1st post mate, page 1.
Title: Re: [MOD] (Alpha 7) Extra Research Tables 1.3
Post by: Britich on October 10, 2014, 12:05:20 PM
Some reason the download keeps corrupting for me, keeps saying "corrupted header" anyone else getting this issue?
Title: Re: [MOD] (Alpha 7) Extra Research Tables 1.3
Post by: skullywag on October 10, 2014, 04:17:50 PM
op needs to reupload the server move screwed up file uploads.
Title: Re: [MOD] (Alpha 7) Extra Research Tables 1.3
Post by: Kirid on October 10, 2014, 07:37:38 PM
reuploaded, hopefully it works now
Title: Re: [MOD] (Alpha 8) Extra Research Tables 1.4
Post by: Kirid on December 10, 2014, 08:48:27 PM
Updated! Report any issues. Mostly untested in Alpha 8 (Though nothing really changed). Mod is starting to feel a bit dated. I feel adding more research tables or adding function needs doing.
Title: Re: [MOD] (Alpha 8) Extra Research Tables 1.4
Post by: ZehAngrySwede on December 13, 2014, 03:20:23 AM
Pulling a 404 when I try to download.


EDIT: Getting this issue with other attached files from other mods as well.
Title: Re: [MOD] (Alpha 10) Extra Research Tables 1.6
Post by: Kirid on April 15, 2015, 06:17:32 PM
Updated/Altered for Alpha 10!
I could make two separate versions, one for the chemistry bench and one for the console, but I don't really want to. I'd rather not juggle this mod like I do the small paste dispensers. Multiple downloads or multiple files in the one download seems like it would be confusing, and I don't want to put any giant disclaimers on this post directing people to the correct way to install.
The problem is the same with the paste dispensers mod. Unless it overwrites the vanilla bench colonists won't use it. I'm guessing the job/work drivers are specifically looking for a defname of ResearchBench. It's near impossible to fix since the AI code goes so deep, it's directly linked to the entire research system.
Enjoy :) Please report any issues or concerns.
Title: Re: [MOD] (Alpha 10) Extra Research Tables 1.6
Post by: Saularian on April 22, 2015, 04:44:56 AM
Quote from: Kirid on April 15, 2015, 06:17:32 PM
Updated/Altered for Alpha 10!
The problem is the same with the paste dispensers mod. Unless it overwrites the vanilla bench colonists won't use it. I'm guessing the job/work drivers are specifically looking for a defname of ResearchBench.

Yep, ran into the same problem on this one, but think I found the culprit, I'll try to create a workaround for it (shouldn't be too hard I guess, but could be mistaken  ::) )
public class WorkGiver_Researcher : WorkGiver
{
    // Methods
    public override bool HasJobOnThing(Pawn pawn, Thing t)
    {
        if (t.def != ThingDefOf.ResearchBench)


Title: Re: [MOD] (Alpha 10) Extra Research Tables 1.6
Post by: mrofa on April 22, 2015, 08:12:21 AM
Wierd the bench i got in clutter works as research table, colonist use it, even use it when i got vanilia table to. They just choose whichever is closer.
Also you can delete the info about me making it to replace vanilia table, wont do it :D
Title: Re: [MOD] (Alpha 10) Extra Research Tables 1.6
Post by: Saularian on April 22, 2015, 09:12:08 AM
Quote from: mrofa on April 22, 2015, 08:12:21 AM
Wierd the bench i got in clutter works as research table, colonist use it, even use it when i got vanilia table to. They just choose whichever is closer.
Also you can delete the info about me making it to replace vanilia table, wont do it :D

That is strange... Wouldn't this line:
DefOfHelper.BindDefsFor<ThingDef>(typeof(ThingDefOf));
mean it's bound to just that one thing?
Title: Re: [MOD] (Alpha 10) Extra Research Tables 1.6
Post by: mrofa on April 22, 2015, 11:35:51 AM
My bad it seems that it dont work in a10 :P
Also research class is empty meaning that you ware right that research bench is specified directly in jobgiver.

Thats said since jobs are specifie in core xml, and job got a job giver in there, there is a possiblity to make a xml with the same job def name but a diffrent job giver, and in custom job giver to look for stuff with research_bench class rateher than def name.

Problem is the job giver itself since its hardcoded and i looks like haf digested spaghetti X_X
Title: Re: [MOD] (Alpha 10) Extra Research Tables 1.6
Post by: Kirid on April 22, 2015, 12:37:44 PM
Yeah I'm afraid my console won't work with your clutter bench because your bench prob won't work without overwriting the vanilla like this one. Was mostly a placeholder until you get clutter updated.

As far as I know you can't overwrite hardcoding. Even if you rewrite (ThingDefOf.ResearchBench) to include the modded object, the game wouldn't accept it. Most of the times I've tried to create new dlls to attach in something like this I end up with a jumbled mess of code. It starts with the workgiver, then needs jobgiver, then dips into the researchmanager, before you know it you're tinkering with half the game's code.  I'm not very good at working with dll so I wouldn't know what to do, but if you can sort it out more power to you.

thread (https://ludeon.com/forums/index.php?topic=3317.msg31768#msg31768:) From my first attempt at scrambling the hardcoding:
Quote from: pawnstorm on April 27, 2014, 02:01:41 PM
you can't make changes directly to the Assembly-Csharp library. Sometimes you have to dig deep until you find something that leads to a value you can change in some xml file.
Title: Re: [MOD] (Alpha 10) Extra Research Tables 1.6
Post by: mrofa on April 22, 2015, 12:49:15 PM
For the time being i did disable my research table prefere them to be compatibile and i still need to make front back side textures for it :D

QuoteI'm not very good at working with dll so I wouldn't know what to do
Nor am i but its fun, and completly not logical atleast for me :D

I will see if i can cook up something, prapobly reverse-enginner one of haplos jobdrivers :D
Title: Re: [MOD] (Alpha 10) Extra Research Tables 1.6
Post by: Saularian on April 22, 2015, 01:05:46 PM
It seems that with cutting out the <eType> for things, probably in an attempt to simplify the source a bit (or make it less "bulky") it makes some thing less modable through .Xml and more to be done through C#

Tried to add the console to the thingdefof list (plus an added modified researchbench C# file),  could compile the dll (with a warning of "duplication conflict", but heck I guess the game just uses the latest source file), no errors on startup and ingame, but nope, still not working.

If only the researchbench had a workgiver/billgiver in xml...