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RimWorld => Releases => Mods => Outdated => Topic started by: JuliaEllie on October 17, 2014, 07:31:30 PM

Title: {MOD} (ALPHA 7) Pforzheim - the jewelry mod - by JuliaEllie (18.10.14)
Post by: JuliaEllie on October 17, 2014, 07:31:30 PM
(http://i.imgur.com/A9bDnLP.png)


Hey everybody,

my new mod adds jewelry to the game. You can craft your own jewelry from Plasteel, Gold, Silver and Metal in different qualities for trade. I planed to make the jewelry wearable but had to postpone it because of "technical difficulties" with the job drivers. I might or might not add it later. (ThoughtDefs and Predictates are already done so its rather likely).

This mod is a proof of concept to add quality, different materials and kinds of Things with only a few ThingDefs and Textures - which were as always "borrowed" from the internet. If there is any need or demand for quality of items in the game I could try to expand the system to the whole game. Urist McLawyer told me that I should insist that no copyright shenanigans were intended :D

DOWNLOAD NOW FOR FREE!! (https://www.sendspace.com/file/hr5w31)
Title: Re: {MOD} (ALPHA 7) Pforzheim - the jewelry mod - by JuliaEllie (18.10.14)
Post by: Igabod on October 17, 2014, 07:46:10 PM
Does this make use of the Artist skill levels?
Title: Re: {MOD} (ALPHA 7) Pforzheim - the jewelry mod - by JuliaEllie (18.10.14)
Post by: JuliaEllie on October 17, 2014, 07:47:50 PM
Quote from: Igabod on October 17, 2014, 07:46:10 PM
Does this make use of the Artist skill levels?

No it uses the crafting skill for now but the idea is cool.
Title: Re: {MOD} (ALPHA 7) Pforzheim - the jewelry mod - by JuliaEllie (18.10.14)
Post by: Igabod on October 17, 2014, 08:00:06 PM
Quote from: JuliaEllie on October 17, 2014, 07:47:50 PM
Quote from: Igabod on October 17, 2014, 07:46:10 PM
Does this make use of the Artist skill levels?

No it uses the crafting skill for now but the idea is cool.

Maybe a combination of both the crafting and the artist skill. Like for the most basic thing you would have a requirement of level 3 in both. The next level would require maybe 5 artist 3 crafting. Then 7 and 5 and so forth. I don't know how many levels of quality you have here, I'm going to download this and try it out after I finish catching up on the forums here.
Title: Re: {MOD} (ALPHA 7) Pforzheim - the jewelry mod - by JuliaEllie (18.10.14)
Post by: JuliaEllie on October 17, 2014, 08:05:12 PM
Quote from: Igabod on October 17, 2014, 08:00:06 PM
Quote from: JuliaEllie on October 17, 2014, 07:47:50 PM
Quote from: Igabod on October 17, 2014, 07:46:10 PM
Does this make use of the Artist skill levels?

No it uses the crafting skill for now but the idea is cool.

Maybe a combination of both the crafting and the artist skill. Like for the most basic thing you would have a requirement of level 3 in both. The next level would require maybe 5 artist 3 crafting. Then 7 and 5 and so forth. I don't know how many levels of quality you have here, I'm going to download this and try it out after I finish catching up on the forums here.

At the moment quality is random with different percentages but I could make recipes with weighed random generators or if I ever find out how to get my JobDrivers to work - oh the irony non working JobDrivers - I can read out the actors skill level and weigh the random generation with the skill.
Title: Re: {MOD} (ALPHA 7) Pforzheim - the jewelry mod - by JuliaEllie (18.10.14)
Post by: Igabod on October 17, 2014, 09:28:38 PM
Just played a short game and got to make one piece of silver jewelry with the minus signs around it. I'm assuming that's the lowest quality. I stupidly decided to choose now as the time I'd move up to the hardest difficulty setting on Randy Random too so my game ended rather abruptly. There were no problems with the mod that I could tell. It's definitely a good start toward a really cool addition to the game. I'm going to create another game later on an easier difficulty so I can fully test out the jewelry crafting as well as a couple other mods I downloaded today.
Title: Re: {MOD} (ALPHA 7) Pforzheim - the jewelry mod - by JuliaEllie (18.10.14)
Post by: JuliaEllie on October 17, 2014, 09:38:54 PM
-Item- means well crafted. You can see the quality in its description. Click on the item and then on the i symbol. Qualities are:
Item Name   Normal      
-Item Name-   Well-crafted         
+Item Name+   Finely-crafted   
*Item Name*   Superior       
≡Item Name≡   Exceptional      
☼Item Name☼   Masterful
Title: Re: {MOD} (ALPHA 7) Pforzheim - the jewelry mod - by JuliaEllie (18.10.14)
Post by: Igabod on October 17, 2014, 09:41:07 PM
Quote from: JuliaEllie on October 17, 2014, 09:38:54 PM
-Item- means well crafted. You can see the quality in its description. Click on the item and then on the i symbol. Qualities are:
Item Name   Normal      
-Item Name-   Well-crafted         
+Item Name+   Finely-crafted   
*Item Name*   Superior       
≡Item Name≡   Exceptional      
☼Item Name☼   Masterful

Ah nice. It's a bit more advanced than I expected. I was thinking the minus was lowest quality, no symbols is normal and + is high quality. I like it.
Title: Re: {MOD} (ALPHA 7) Pforzheim - the jewelry mod - by JuliaEllie (18.10.14)
Post by: breakfastbrew on October 17, 2014, 10:40:55 PM
Fabulous Julia.
Title: Re: {MOD} (ALPHA 7) Pforzheim - the jewelry mod - by JuliaEllie (18.10.14)
Post by: old_sinh on October 17, 2014, 11:29:17 PM
df everywhere (: Ty for mod.
Title: Re: {MOD} (ALPHA 7) Pforzheim - the jewelry mod - by JuliaEllie (18.10.14)
Post by: Shinzy on October 18, 2014, 06:03:10 AM
Hey I'm Shinzy and this is my favourite mod in the citadel *cough* (*uses the same line for every mod for that discount*)

Jellie! DO I have a deal for you! - You make the plasteel and steel jewelry not turn out so awfully coloured and I'll make you textures for these darn it I already made.. oh.. I'm really bad at bargaining

if you ever tackle the "technical difficulties" and make them wearable
I can even go the extra mile and make own sprites for each quality level cause I assume that'd be possible =P (besides I do like my vanity items in games)


[attachment deleted by admin: too old]
Title: Re: {MOD} (ALPHA 7) Pforzheim - the jewelry mod - by JuliaEllie (18.10.14)
Post by: Tsilliev on October 18, 2014, 08:59:55 AM
Good idea, I really look for a mod that enchances the happiness of the colonists because they all get mental when they see 3 corpses, lets not speak about the combination of rotten + skeleton corpses.  :D
If they cant wear it atm can I place the jewelry on the wall so it increases the happiness with the beauty effect?
Title: Re: {MOD} (ALPHA 7) Pforzheim - the jewelry mod - by JuliaEllie (18.10.14)
Post by: bobboy555 on October 18, 2014, 05:05:23 PM
This is a jewellery mod. All craftsmanship is of the highest quality. It is encrusted with metal, hyperweave and monkey leather, studded with silver and devilstrand, decorated with turtle leather and encircled with bands of plasteel, metal and human leather. The object is adorned with hanging rings of plasteel, stone blocks, muffalo leather, and devilstrand and menaces with spikes of metal, gold, and stone blocks.

On the item is an image of John James the raider and colonists in plasteel. John James is surrounded by the colonists. The artwork relates to the death of John James at the hands of the colonists in the early spring of year 2.

On the item is an image of Pforzheim the mod and JuliaEllie the coder in gold. JuliaEllie is writing code for Pforzheim. The artwork relates to the coding of Pforzheim in the early autumn of 2014.
Title: Re: {MOD} (ALPHA 7) Pforzheim - the jewelry mod - by JuliaEllie (18.10.14)
Post by: JuliaEllie on October 18, 2014, 05:14:41 PM
Uuuuuuuuuuh somebody really likes DF :) I wish I could make my mod that complex. Well.. actually I could ;)
Title: Re: {MOD} (ALPHA 7) Pforzheim - the jewelry mod - by JuliaEllie (18.10.14)
Post by: DracoGriffin on October 20, 2014, 08:36:30 PM
Great proof; nice job JE!
Title: Re: {MOD} (ALPHA 7) Pforzheim - the jewelry mod - by JuliaEllie (18.10.14)
Post by: Cat123 on November 18, 2014, 03:56:25 PM
This is fantastic - you've coded dynamic mood checks!

public static int amountofjewelry(Pawn pawn)
{
int num = 0;
foreach (Thing current in pawn.inventory.container.get_Contents())
{
if (current.def.defName.Equals("jewel"))
{
num++;
}
}
return num;
}

and the rest

// Pforzheim.predictates
public static bool morejewelry(Pawn pawn)
{
return predictates.amountofjewelry(pawn) >= 5 && predictates.amountofjewelry(pawn) < 10;
}


Quick question - are Addedbodyparts counted as inventory items? Also, can you make this type of check use tags? i.e. if (current.def.defName.Equals("jewel")) --> if (current.def.def???.Equals("<isbionic>true</isbionic>").

Basically looking for a code way of checking the % of a pawn's body for bionic / other tagged parts.

Also: // Verse.Corpse
public Thought GiveObservedThought()
{
if (!this.sourcePawn.RaceProps.humanoid)
{
return null;
}
Thing thing = this.StoringBuilding();
if (thing == null)
{
bool flag = false;
CompRottable comp = base.GetComp<CompRottable>();
predictates.amountofjewelry
{
flag = true;
}
if (flag)
{
return new Thought_Observation(ThoughtDef.Named("ObservedLayingRottingCorpse"), this);
}
return new Thought_Observation(ThoughtDef.Named("ObservedLayingCorpse"), this);
}
else


Is it possible to attach GiveObservedThoughts to items? In this mod's case. e.g.


if predictates.amountofjewelry = Pforzheim.predictates.shitloadjewelry (flag)
{
return new Thought_Observation(ThoughtDef.Named("Flashy Bastard"), this);
}



e.g. If someone spots a pawn with >15 jewelery it triggers a thought.conditional in another pawn? Please say it's possible, this would be amazing for various clothing / relationship mods.
Title: Re: {MOD} (ALPHA 7) Pforzheim - the jewelry mod - by JuliaEllie (18.10.14)
Post by: JuliaEllie on November 18, 2014, 05:39:00 PM
Hehe not only dynamic mood checks but also dynamic items and item generation ;) I played around with the observer thought some time ago and it should be possible to do what you want to do. On the body part topic - added body parts are not parts or items in any way. They are represented through HealthDiffs but there is indeed a List somewhere in the Pawn_HealthTracker which is called AddedBodyParts you could check its .Length() or Count() (I always mix those up.. worked with too many languages in my life :D) against the "natural" amount of BodyParts and get your percentage from this. 
Title: Re: {MOD} (ALPHA 7) Pforzheim - the jewelry mod - by JuliaEllie (18.10.14)
Post by: Cat123 on November 18, 2014, 06:26:55 PM
Quote from: JuliaEllie on November 18, 2014, 05:39:00 PM
Hehe not only dynamic mood checks but also dynamic items and item generation ;)

Ye, I noticed that, but haven't got to a stage where I want to use it apart from a recipe. So.. hmm. I'll probably PM you later this week with a bribe & code askance. [Need to make a weighted table for a mutation on single body part --> choose single outcome from list]

Quote from: JuliaEllie on November 18, 2014, 05:39:00 PMI played around with the observer thought some time ago and it should be possible to do what you want to do. On the body part topic - added body parts are not parts or items in any way. They are represented through HealthDiffs but there is indeed a List somewhere in the Pawn_HealthTracker which is called AddedBodyParts you could check its .Length() or Count() (I always mix those up.. worked with too many languages in my life :D) against the "natural" amount of BodyParts and get your percentage from this.

Given that alpha #8 is all about temperatures, and I've seen Tynan state that at the moment it only checks if wearing parka = true ... you've basically already coded a system for temperature that works far better.

i.e. Every clothing item has a <insulation> stat, then your code here tots it up, generates a total #, and then you can check that against the global temp - with varying degrees of outcomes. e.g. "Cold" = minor activity penalties to Manipulation; "Freezing" = major penalties to Manipulation, Mobility etc, then "Hypothermia" where the pawn throws off all it's clothes ;)

[calc total insulation of all worn items] - [global temperature] = # variable that => mood outcome with penalties. It'd require adding some tags/classes to moods so that there's more than just morale penalties, but seriously - this is gold.

I'm fairly sure you know the potential, but this mod could be the basis for the entire temperature system. :o
Title: Re: {MOD} (ALPHA 7) Pforzheim - the jewelry mod - by JuliaEllie (18.10.14)
Post by: JuliaEllie on November 18, 2014, 06:38:06 PM
I will be more than happy to help you out on your mod :)

You might be right about that point but Im not here to do Tynans job ;) I only know that there will be temperature but nothing more - I dont want spoil the  surprise for myself :) But thats what I do those concept mods for. Showing what is possible and inspiring people to use the mechanisms for their own ideas. I was also working on something to snowfall and actual water puddles but then Tynan announced it for alpha 8 and I stoped :D