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RimWorld => Releases => Mods => Outdated => Topic started by: skullywag on February 01, 2015, 05:12:05 PM

Title: [A9] Events from space - Meteors/Meteorites/RazorRain
Post by: skullywag on February 01, 2015, 05:12:05 PM
Hi all,

You may remember this mod from A6:

https://ludeon.com/forums/index.php?topic=4180.0

I personally loved it and had a A7 update i forgot to give to the maintainer (Jerethi50). I was playing today and really wanted a stone type that wasnt on the map and traders were letting me down, then i remembered this mod...2 hours later and here we are.

Its basically exactly the same with all updated code, the only thing I havent figured out is the funky animation of the blurry meteorite as its inflight, but it looks fine as is to be honest. Ive added the new stone types to replace the old single stone type, however I havent added new coloured textures so for now click on em to find out what type of rock it is, ill add some coloured ones in the next update to this (yes I have plans).

If Jerethi50 is watching I will hand this back over to you if you so desire, or even colab on it with you if you want to get back into modding but need some help keeping it updated.

Anyways:

Download Meteorites (http://www.mediafire.com/download/i4jaw0bkww5k9y5/Meteorite.zip)

Ive also added another mod here based on the above called RazorRain, makes rather large meteor showers that cause explosions on impact, they each drop 1 steel. Debating adding other materials but its steel only for now.

Download RazorRain (https://www.mediafire.com/?nn8u20n3ux9m552)

Enjoy!
Title: Re: [MOD] (Alpha 8) Meteorites - The Revenge
Post by: HBKRKO619 on February 01, 2015, 08:05:59 PM
Thank you skullywag for reviving this "old" good mod :)
Title: Re: [MOD] (Alpha 8) Meteorites - The Revenge
Post by: f0xh0und696 on February 01, 2015, 11:58:56 PM
i agree, i've missed this mod.  :)
Title: Re: [MOD] (Alpha 8) Meteorites - The Revenge
Post by: SilverDragon on February 02, 2015, 12:52:30 AM
Yay more Stuff! I'll be taking that thank you very much! ;D
Title: Re: [MOD] (Alpha 8) Meteorites - The Revenge
Post by: Epyk on February 02, 2015, 01:20:39 AM
Aw lawdy! I needed this in my life.
Title: Re: [MOD] (Alpha 8) Meteorites - The Revenge
Post by: inman30 on February 02, 2015, 03:56:33 PM
I remember that mod... Thanks anyways for at least the effort.  :D
Title: Re: [MOD] (Alpha 8) Meteorites - The Revenge
Post by: OmegariusWolf on February 03, 2015, 07:53:03 PM
Just a small question.
What does this mood relay Do????
I'm sorry if I'm being a noob but there is no actual description of what this mod actually does.
Title: Re: [MOD] (Alpha 8) Meteorites - The Revenge
Post by: OldVamp on February 03, 2015, 08:08:18 PM
it adds 2 events
a single mine-able meteorite falls from the sky
a storm of mine-able meteorites fall from the sky and wreak havock
Title: Re: [MOD] (Alpha 8) Meteorites - The Revenge
Post by: OmegariusWolf on February 04, 2015, 12:43:40 AM
Quote from: OldVamp on February 03, 2015, 08:08:18 PM
it adds 2 events
a single mine-able meteorite falls from the sky
a storm of mine-able meteorites fall from the sky and wreak havock
Pretty cool indeed   ;D
Title: Re: [MOD] (Alpha 8) Meteorites - The Revenge
Post by: skullywag on February 11, 2015, 03:02:56 PM
Updated to add smoke trails (which look awesome btw) and tweaked the cell checking so they dont fall through mountains anymore.
Title: Re: [MOD] (Alpha 8) Meteorites - The Revenge
Post by: apljee on February 11, 2015, 08:25:06 PM
Sounds interesting. I'll have to give it a go later. :)
Title: Re: [MOD] (Alpha 9) Meteorites - The Revenge
Post by: skullywag on February 18, 2015, 06:30:46 PM
Updated to Alpha9, added fancy new smoke/flash trails. weeeeee!
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: skullywag on February 20, 2015, 05:44:31 PM
Added a new event, RazorRain.
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: Viceroy on February 20, 2015, 06:40:28 PM
Events from spaaaAAAAAaaaaace!!!

So awesome. Really digging it. Pretty gnarl.
Hey can I propose another event from space? (rhetorical)

How come pirates can drop massafakkas on you from space but they never give you a spot of orbital bombardment. Think how awesome it could be if you had to keep a jammer active to keep them from targeting your site when the ship is overhead. So if power fails you get slugged from spaaaaaace!!!

Or some dynamic where it is their firing solution vs your ECM or what have you. Or even just a simple bombardment event from the local pirate asshats.
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: re1wind on February 21, 2015, 06:25:38 AM
Interesting story: A meteor landed in the middle of my solar farm, i lost 4 solar panels. It did create a memorable moment though.  :P

Hmmm... i wonder if it's possible to add in a 'story' for a sculpture/artwork based on significant meteor impacts.
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: skullywag on February 21, 2015, 10:16:32 AM
hmmm hadnt thought of that...i will investigate.
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: skullywag on February 21, 2015, 11:03:50 AM
Small update to tweak the direction of fall, size of trails, and sound delays, let me know if the sounds dont seem right, ive been having some issues with it.
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: skullywag on February 23, 2015, 03:45:08 PM
shrunk the explosion size after some feedback from the Epokalypse players. Also made the drops forbidden on impact.
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: CodyRex123 on March 06, 2015, 09:53:44 PM
Mod seems awesome, but i don't wanna get trolled from space like what happens with the Crashlanding mod..
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: skullywag on March 07, 2015, 05:01:29 AM
it happens currently as frequently as the crashed ship event, ive toned it down slightly for the next release.
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: ekimovyura on March 29, 2015, 01:35:48 PM
Increase the blast radius is 3 times please
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: skullywag on March 29, 2015, 01:54:56 PM
blast radius of what?
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: Palladine on March 31, 2015, 06:44:05 AM
I just started playing with this mod a few days ago. When I got my first meteors and saw that they could be deconstructed, I thought I could take them down and reinstall them as a sculpture-type thing, which would've be cool. Sadly, deconstructing a meteor only seems to make it disappear without giving you anything. I guess you're only supposed to mine it? :(

Anyways, good mod. My favorite part is that they set everything on fire when they first fall from the sky; kinda adds an element of danger to it. Are other space events in the works?
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: skullywag on March 31, 2015, 07:28:51 AM
yeah I spotted that, its fixed for the next version. This mod also has razor rain. My purple ivy mod (in another thread for Alpha 7) is updated im just adding a couple of things and will probably re-release it here for Alpha 10. I do plan on doing more events, from space and otherwise.
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: rexx1888 on April 09, 2015, 10:05:01 PM
so, i was really excited when i got a meteor shower. twas rad... until the meteors learned to phase through matter and started splattering my colonists inside their mountain bomb shelter...

so i looked into why that was possible.. and the meteors are buildings not bullets? was there a reason to not build their code like the artillery shells, or is it just accidental... id like the ability to actually hide from a meteor shower so if there isnt an issue i can just fiddle with them :)
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: skullywag on April 10, 2015, 02:54:57 AM
Its a bug. Fixed for A10.

The only thing that is a building is the meteor itself once its landed which is the only way you be able to mine it. The incoming meteor is just a thing that picks a spot on the map randomly, there was just some code that fell back to a random spot when no nonroofed cell was found in its first search. Ive tweaked this now so shouldnt happen anymore. I need to do a check here though for mountain over constructed roof. However this invites turtling in a mountain.....ehh...ill have a think.
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: rexx1888 on April 10, 2015, 03:14:14 AM
im just starting to tonker with code and learn bits an pieces an was wondering, was i on the right track with the meteors being buildings as the problem, or was the bug somewhere else an i just didnt pick up on it?

also, feel free to tell me to bugger off if im annoying you for tips of the trade and you dont want to spill. im new to the modding scene and dont wanna step on anyones toes :)
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: skullywag on April 10, 2015, 03:19:44 AM
nah its cool i put all my source with the mod if youve got visual studio you can open up the meteorutility and fix this yourself if you want. Everything i write is available for everyone to tear apart, learn from it, tweak it...whatever you want.
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: Ninefinger on April 10, 2015, 04:07:57 PM
Quote from: rexx1888 on April 10, 2015, 03:14:14 AM
im just starting to tonker with code and learn bits an pieces an was wondering, was i on the right track with the meteors being buildings as the problem, or was the bug somewhere else an i just didnt pick up on it?

also, feel free to tell me to bugger off if im annoying you for tips of the trade and you dont want to spill. im new to the modding scene and dont wanna step on anyones toes :)

I am not 100% sure but i believe it has something to do with the fact that it is coded to use "drop pods" as the source of flying object and lacks parameters to not drop on thin rock roof or overhead mountain, the games core files have parameters that dont allow drop pods to land on rooftops if a drop pod in the main game were to be allowed to drop on mountains you would get the same effect, i would prefer if it were designed to be mortar shells instead of drop pods with these modified flying graphics of trails of smoke that way you can leave it so that they are allowed to land anywhere instead of adding parameters to not allow them to drop on overhead mountains or thin rock roofs, and i would prefer it if they just got destroyed on impact and didn't leave debris behind to clutter the map, so the whole code of "make thing" or try to "place object" would not be needed, i have modified razor rain to drop FilthDirt like this rather than steel simply because i have absolutely no idea how to mod with c++ or visual studios, and obviously this does not address the issue of them landing on the mountain and destroying everything.
                GenExplosion.DoExplosion(base.Position, 1f, DamageDefOf.Bomb, null, null, null);
                Thing razor = ThingMaker.MakeThing(ThingDef.Named("FilthDirt"));
                GenSpawn.Spawn(razor, base.Position, this.Rotation);
                this.Destroy(DestroyMode.Vanish);
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: skullywag on April 10, 2015, 06:12:51 PM
Ninefinger its nothing to do with what they are, even if you used projectiles id need to code what it was allowed to pass through and what it wasnt, there is a line of code in the utility class that searches for a cell, it is simply coded in there in GenCellFinder.RandomCellWith and then passed some parameters, id need to do the same with projectiles, they need a firing source and a destination, guess how id pick that destination...yep..GenCellFinder.RandomCellWith..

Seriously dont get hung up on WHAT these "things" are (they are all Things). I can make them land wherever i choose very easily, if people want a version that doesnt care about roofs, just ask. Its like a 3 word change to make it happen.
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: Ninefinger on April 10, 2015, 07:21:45 PM
Quote from: skullywag on April 10, 2015, 06:12:51 PM
Ninefinger its nothing to do with what they are, even if you used projectiles id need to code what it was allowed to pass through and what it wasnt, there is a line of code in the utility class that searches for a cell, it is simply coded in there in GenCellFinder.RandomCellWith and then passed some parameters, id need to do the same with projectiles, they need a firing source and a destination, guess how id pick that destination...yep..GenCellFinder.RandomCellWith..

Seriously dont get hung up on WHAT these "things" are (they are all Things). I can make them land wherever i choose very easily, if people want a version that doesnt care about roofs, just ask. Its like a 3 word change to make it happen.

Ok that seems a fine, i was just guessing since i clearly stated i was not 100% sure, and that i i have absolutely no idea how to mod with c++ or visual studios, but now that you have clarified that, maybe you could simply post the solution since it is only a "3 word change" that places parameters to not allow them to land on Overhead mountains or Thin rock roofs sepcifically and still allowing them to land on constructed ones?
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: skullywag on April 10, 2015, 07:30:07 PM
Quote from: Ninefinger on April 10, 2015, 07:21:45 PM
Quote from: skullywag on April 10, 2015, 06:12:51 PM
Ninefinger its nothing to do with what they are, even if you used projectiles id need to code what it was allowed to pass through and what it wasnt, there is a line of code in the utility class that searches for a cell, it is simply coded in there in GenCellFinder.RandomCellWith and then passed some parameters, id need to do the same with projectiles, they need a firing source and a destination, guess how id pick that destination...yep..GenCellFinder.RandomCellWith..

Seriously dont get hung up on WHAT these "things" are (they are all Things). I can make them land wherever i choose very easily, if people want a version that doesnt care about roofs, just ask. Its like a 3 word change to make it happen.

Ok that seems a fine, i was just guessing since i clearly stated i was not 100% sure, and that i i have absolutely no idea how to mod with c++ or visual studios, but now that you have clarified that, maybe you could simply post the solution since it is only a "3 word change" that places parameters to not allow them to land on Overhead mountains or Thin rock roofs sepcifically and still allowing them to land on constructed ones?

I lied, its actually a 1 word change.

In Thing_RazorSpawner change:


IntVec3 dropCenter = GenCellFinder.RandomCellWith((IntVec3 sq) => GenGrid.Standable(sq) && !Find.RoofGrid.Roofed(sq) && !Find.FogGrid.IsFogged(sq));


to:


IntVec3 dropCenter = GenCellFinder.RandomCellWith((IntVec3 sq) => GenGrid.Standable(sq) && !Find.RoofGrid.RoofAt(sq).isThickRoof && !Find.FogGrid.IsFogged(sq));


;)

edit oh sorry misread, you said thickroof and thin rock roofs, change the isThickRoof to IsNatural. You could also remove the fog part if youre not bothered by that.
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: Ninefinger on April 10, 2015, 07:38:20 PM
Quote from: skullywag on April 10, 2015, 07:30:07 PM
Quote from: Ninefinger on April 10, 2015, 07:21:45 PM
Quote from: skullywag on April 10, 2015, 06:12:51 PM
Ninefinger its nothing to do with what they are, even if you used projectiles id need to code what it was allowed to pass through and what it wasnt, there is a line of code in the utility class that searches for a cell, it is simply coded in there in GenCellFinder.RandomCellWith and then passed some parameters, id need to do the same with projectiles, they need a firing source and a destination, guess how id pick that destination...yep..GenCellFinder.RandomCellWith..

Seriously dont get hung up on WHAT these "things" are (they are all Things). I can make them land wherever i choose very easily, if people want a version that doesnt care about roofs, just ask. Its like a 3 word change to make it happen.

Ok that seems a fine, i was just guessing since i clearly stated i was not 100% sure, and that i i have absolutely no idea how to mod with c++ or visual studios, but now that you have clarified that, maybe you could simply post the solution since it is only a "3 word change" that places parameters to not allow them to land on Overhead mountains or Thin rock roofs sepcifically and still allowing them to land on constructed ones?

I lied, its actually a 1 word change.

In Thing_RazorSpawner change:


IntVec3 dropCenter = GenCellFinder.RandomCellWith((IntVec3 sq) => GenGrid.Standable(sq) && !Find.RoofGrid.Roofed(sq) && !Find.FogGrid.IsFogged(sq));


to:


IntVec3 dropCenter = GenCellFinder.RandomCellWith((IntVec3 sq) => GenGrid.Standable(sq) && !Find.RoofGrid.RoofAt(sq).isThickRoof && !Find.FogGrid.IsFogged(sq));


;)

edit oh sorry misread, you said thickroof and thin rock roofs, change the isThickRoof to IsNatural. You could also remove the fog part if youre not bothered by that.

Awesome i think im starting to understand how those parameters work thanks for the fast reply :D
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: joachimalaya on June 25, 2015, 12:29:20 PM
I really like the idea of this mod, but it appears to be incompatible with Alpha 11. Do you plan to update it?

If not, I put something together myself, that drops exploding droppods which contain stone chunks or small amounts of minerals. With a few tweaks and a nice texture (instead of the default DropPod) I would love to share it.

Btw: your code helped a lot to learn the basics. thanks for that
Title: Re: [MOD] (Alpha 9) Events from space - Meteors/Meteorites/RazorRain
Post by: skullywag on June 25, 2015, 03:23:35 PM
Yep im updating all my mods. Keep an eye out they are coming...slowly.