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RimWorld => Releases => Mods => Outdated => Topic started by: pawnstorm on April 30, 2014, 11:34:21 AM

Title: [MOD] (Alpha 3F) Automatons (v1.1)
Post by: pawnstorm on April 30, 2014, 11:34:21 AM
Automatons

Description:
This mod will automatically put down new blueprints when things get destroyed, add every tile you build something on to your home region,
keep your colonists from taking new jobs outside of your home region when there are enemies on the map and try to satisfy butcher bills by marking animals for hunting and unforbidding their corpses.

Download:
The download links are at the bottom of this post or here: AutoRebuild (http://ludeon.com/forums/index.php?action=dlattach;topic=3390.0;attach=2206), AutoHomeRegion (http://ludeon.com/forums/index.php?action=dlattach;topic=3390.0;attach=2157), AutoHunt (http://ludeon.com/forums/index.php?action=dlattach;topic=3390.0;attach=2233), AutoCurfew (http://ludeon.com/forums/index.php?action=dlattach;topic=3390.0;attach=2215) and the all in one package Automatons (http://ludeon.com/forums/index.php?action=dlattach;topic=3390.0;attach=2234). No need to install the separate mods if you get the all in one package.

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

Notes:
- Should work on your existing savegames.
- To flag things not to be rebuilt, select them and toggle the rebuild button.
- Your home region gets updated when a colonist starts finishing a frame, so it won't work with god mode on.
- Does not rely on tickers, so should be pretty efficient.

Credits:
Clker.com (http://www.clker.com/) is where I got the image I used for the button

Changelog:
0.9- Released
0.9.5- Added AutoHomeRegion and AutoHunt
1.0- Split up the mod into separate mods
1.1- Added AutoCurfew, updated AutoHunt, fixed AutoRebuild to also work with modded things

P.S. There won't be anymore updates for Automatons. If you're still using this, consider getting Vanilla+ (http://ludeon.com/forums/index.php?topic=3571.0) instead.
Also, there's a pretty serious bug in AutoCurfew, and therefore also in Automatons.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 3F) AutoRebuild (v0.9)
Post by: Celthric Aysen on April 30, 2014, 11:38:36 AM
nice mod, very useful.
Title: Re: [MOD] (Alpha 3F) AutoRebuild (v0.9)
Post by: Architect on April 30, 2014, 11:44:50 AM
You got this working? :D Up for some mod compatibility between BP+ and this?
Title: Re: [MOD] (Alpha 3F) AutoRebuild (v0.9)
Post by: pawnstorm on April 30, 2014, 11:46:49 AM
Yeah, should be easy to add, buildings just need:
<comps><li><compClass>AutoRebuild.CompRebuildable</compClass></li></comps>
Title: Re: [MOD] (Alpha 3F) AutoRebuild (v0.9)
Post by: Architect on April 30, 2014, 11:51:31 AM
You mean that all that is needed is XML stuff??? pawnstorm, I'm impressed :D
Title: Re: [MOD] (Alpha 3F) AutoRebuild (v0.9)
Post by: Celthric Aysen on April 30, 2014, 11:52:34 AM
Pawnstorm the guy who changes Rimworld forever :P
Title: Re: [MOD] (Alpha 3F) AutoRebuild (v0.9)
Post by: pawnstorm on April 30, 2014, 11:52:59 AM
Behold, the power of ThingComps! :P
Title: Re: [MOD] (Alpha 3F) AutoRebuild (v0.9)
Post by: pawnstorm on April 30, 2014, 12:42:10 PM
I could probably make it work with modded things without changes by using AttachableThings instead of ThingComps (though I wouldn't be able to add a button for it that way) IF I can find a way to attach it to buildings. If I extend the WorkGiver_ConstructFinishFrames class, I can attach it to frames, then I'd only have to find a way to make the AttachableThing hop from the frame to the building. Which is a problem, since at the time the frame is destroyed, the building doesn't exist yet.

Edit: which I could solve by creating a temporary item and destroy it after 1 tick... also AttachableThings are Things so they can also have buttons I think... but it's just neater with ThingComps, so anyway, </sillyinternaldialogue>
Title: Re: [MOD] (Alpha 3F) AutoRebuild (v0.9)
Post by: jamieg on April 30, 2014, 07:31:13 PM
If you have spare time and want to add the whole mod pack in id love to have it :D
Title: Re: [MOD] (Alpha 3F) AutoRebuild (v0.9)
Post by: WorldOfIllusion on April 30, 2014, 09:33:15 PM
Quote from: jamieg on April 30, 2014, 07:31:13 PM
If you have spare time and want to add the whole mod pack in id love to have it :D
Let the XML editing commence! :P
*copy* *paste* *copy* *paste* *copy* *paste*
Title: Re: [MOD] (Alpha 3F) AutoRebuild (v0.9)
Post by: pawnstorm on April 30, 2014, 11:44:15 PM
Quote from: jamieg on April 30, 2014, 07:31:13 PM
If you have spare time and want to add the whole mod pack in id love to have it :D
Maybe after I finish AutoHomeRegion and AutoHunt, which I'm working on now :P AutoHomeRegion's already done, it automatically adds every tile you build something on to your home region (and doesn't require mod changes ;) ).
Title: Re: [MOD] (Alpha 3F) AutoRebuild (v0.9.5)
Post by: pawnstorm on May 01, 2014, 04:32:11 AM
First post updated with a new version. Could use some testing. Also, about adding it to the whole mod pack, it might be a little tricky. If I add all the modded structure defs to my mod, my mod will be dependant on those other mods. If I add AutoRebuild.CompRebuildable to those other mods, they will become dependant on my mod. Ideally you'd want people to be able to enable any combination of mods in your mod pack.

Edit: It would be awesome if Rimworld supported conditional xml tags, and a way to check which mods are loaded. Then it'd be possible to make a really neat compatibility mod.

Edit2: The name might be a bit misleading, but autorebuild also includes the home region and hunting stuff. I just had a torrent of crazy ideas and they all ended up in this mod. I could easily separate them though, if people would prefer that.

Edit3: They should all be vanilla save compatible anyway, only the rebuild thingy adds a property to pawns if you turn off rebuilding of some structures, but I don't think Rimworld would choke on that if you disabled the mod on a savegame in progress.
Title: Re: [MOD] (Alpha 3F) Automatons: AutoRebuild, AutoHomeRegion and AutoHunt (v1.0)
Post by: pawnstorm on May 03, 2014, 10:38:20 AM
New version. Changed the name and added 3 separate mods for those who only want one or two features.
Title: Re: [MOD] (Alpha 3F) Automatons: AutoRebuild, AutoHomeRegion and AutoHunt (v1.0)
Post by: Celthric Aysen on May 03, 2014, 10:57:23 AM
I need a pistol to shoot my self in the head, because this is too awesome!
Title: Re: [MOD] (Alpha 3F) Automatons: AutoRebuild, AutoHomeRegion and AutoHunt (v1.0)
Post by: spatula on May 03, 2014, 02:16:46 PM
amazing!
Title: Re: [MOD] (Alpha 3F) Automatons: AutoRebuild, AutoHomeRegion and AutoHunt (v1.0)
Post by: dd0029 on May 06, 2014, 05:16:56 PM
This is neat, but what's the deal with boomrats? They seem to just randomly explode. Or is someone hunting that I don't see?

It was someone hunting I didn't see.
Title: Re: [MOD] (Alpha 3F) Automatons: AutoRebuild, AutoHomeRegion and AutoHunt (v1.0)
Post by: pawnstorm on May 07, 2014, 06:04:59 AM
If you don't want your colonists to hunt the boomrats, just remove dead boomrats as a resource for the butcher bill. I would advise creating a second bill which does accept dead boomrats though, because autohunt won't instruct your colonists to go out hunting if there are dead animals on the map.
Title: Re: [MOD] (Alpha 3F) Automatons: AutoRebuild, AutoHomeRegion and AutoHunt (v1.0)
Post by: pawnstorm on May 08, 2014, 05:38:07 PM
Added a new version of AutoRebuild to the first post that should automatically work with mods. Not thoroughly tested, but one of the things I did notice is it doesn't show the rebuild toggle for Haplo's PowerSwitch (although it does rebuild it when destroyed).

Edit: I think the reason it doesn't show the rebuild toggle for PowerSwitch is if a thing has buttons of itself, it doesn't display buttons from components. Which also explains why buttons from components don't show on pawns.
Title: Re: [MOD] (Alpha 3F) Automatons (v1.0)
Post by: pawnstorm on May 09, 2014, 06:30:07 PM
Quick update: added a new automaton called AutoCurfew. It prevents your colonists from taking jobs outside of your home region when there are enemies on the map. I'll update the all in one package with it later, I think I might rework AutoHunt a little before I do that though.
Title: Re: [MOD] (Alpha 3F) Automatons (v1.1)
Post by: pawnstorm on May 11, 2014, 11:59:04 AM
Update: Reworked AutoHunt a little and updated the all in one Automatons package.
Title: Re: [MOD] (Alpha 3F) Automatons (v1.1)
Post by: Coenmcj on May 12, 2014, 12:32:10 AM
Some of the mods for rimworld... my god, so damn helpful!
Title: Re: [MOD] (Alpha 3F) Automatons (v1.1)
Post by: pawnstorm on May 19, 2014, 08:35:54 AM
Can a mod please move this to the outdated section? I don't plan to update this anymore, since Vanilla+ (http://ludeon.com/forums/index.php?topic=3571.0) kinda made this redundant. There's a glaring bug in AutoCurfew, and therefore also in Automatons.
I'll keep the files there in case anybody still wants to look at the source.
Title: Re: [MOD] (Alpha 3F) Automatons (v1.1)
Post by: JKTD1919 on July 09, 2014, 10:18:15 PM
Shame! This sounds really cool.