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Messages - Vilusia

#1
Work is going nicely! Thanks to the help of a handful of discord goers I have been able to remake most of the mod. I'm planning on adding more than originally planned though.

Here is a screen shot of what we have so far:

#2
Sorry for the old bump but I plan on remaking this whole mod for the latest version of Rimworld. It might take a while, but I'll get it done. I'm back :D
#3
Help / Re: How to make a new worktable?
October 07, 2014, 03:01:56 PM
It's all fixed now :) I did need to start a new colony. Idk why but that fixed it :)
#4
Help / Re: How to make a new worktable?
October 07, 2014, 02:42:49 PM
Ah I see now. I needed to start a new colony. Thanks all, sorry for being so oblivious x.x
Everything is working now!
#5
Help / Re: How to make a new worktable?
October 07, 2014, 11:56:15 AM
Quote from: Rikiki on October 07, 2014, 11:38:40 AM
Yep, just tested it and it works.
You need to replace workTableDef by billGiverDef.

Check the console next time (press � or ~ key next to 1/&), it was written in it.
Weird I checked the console and had no bugs.
#6
Help / Re: How to make a new worktable?
October 07, 2014, 11:25:50 AM
The colonists ignore the bill that I put on there. I can build it, and make the recipe.
#7
Help / Re: How to make a new worktable?
October 06, 2014, 06:02:55 PM
Here I'm just going to post my codes because I think Im missing something so painfully obvious like I always do.

Bone recipe
<?xml version="1.0" encoding="utf-8" ?>
<RecipeDefs>

<RecipeDef>
<defName>BoneTake</defName>
<label>Gather bones</label>
<description>Take the body of those who defile the bone gods and turn them into something useful.</description>
<jobString>Making bones.</jobString>
<workAmount>450</workAmount>
<workEffect>ButcherFlesh</workEffect>
<workSpeedStat>ButcheryFleshSpeed</workSpeedStat>
<efficiencyStat>ButcheryFleshEfficiency</efficiencyStat>
    <sustainerSoundDef>Recipe_ButcherCorpseFlesh</sustainerSoundDef>
    <ingredients>
<li>
<filter>
<categories>
<li>Corpses</li>
</categories>
</filter>
<count>1</count>
</li>
</ingredients>
<products>
      <Bone>206</Bone>
</products>
<fixedIngredientFilter>
<categories>
<li>Corpses</li>
</categories>
<exceptedCategories>
<li>CorpsesMechanoid</li>
</exceptedCategories>
      <specialFiltersToDisallow>
        <li>AllowRotten</li>
      </specialFiltersToDisallow>
</fixedIngredientFilter>
    <defaultIngredientFilter>
      <thingDefs>
        <li>Human_Corpse</li>
      </thingDefs>
      <specialFiltersToAllow>
        <li>AllowCorpsesColonist</li>
        <li>AllowCorpsesStranger</li>
      </specialFiltersToAllow>
    </defaultIngredientFilter>
</RecipeDef>
 
</RecipeDefs>


workgiver_bones
<?xml version="1.0" encoding="utf-8" ?>
<WorkGivers>

  <WorkGiverDef>
    <defName>DoBillsMakeBones</defName>
    <giverClass>WorkGiver_DoBill</giverClass>
    <workType>Cooking</workType>
    <priorityInType>10</priorityInType>
    <workTableDef>BoneShrine</workTableDef>
    <verb>produce bone</verb>
    <gerund>producing bone</gerund>
  </WorkGiverDef>

</WorkGivers>


Buildings_Bones
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>



  <ThingDef Name="BuildingBase" Abstract="True">
    <category>Building</category>
    <soundImpactDefault>BulletImpactMetal</soundImpactDefault>
    <selectable>true</selectable>
    <drawerType>MapMeshAndRealTime</drawerType>
    <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
    <repairEffect>Repair</repairEffect>
  </ThingDef>


  <ThingDef ParentName="BuildingBase">
    <DefName>BoneShrine</DefName>
    <EType>Building_WorkTable</EType>
    <label>boneshrine</label>
    <ThingClass>Building_WorkTable</ThingClass>
    <Description>Deliver those who dare go against the will of the Bone gods and you shall receive BONES! </Description>
    <graphicPathSingle>Things/Building/Production/TableButcher</graphicPathSingle>
    <CostList>
      <Metal>60</Metal>
    </CostList>
    <constructEffect>ConstructWood</constructEffect>
    <AltitudeLayer>Waist</AltitudeLayer>
    <UseStandardHealth>True</UseStandardHealth>
    <statBases>
      <WorkToBuild>1000</WorkToBuild>
      <MaxHealth>180</MaxHealth>
      <Flammability>1.0</Flammability>
    </statBases>
    <Size>(3,1)</Size>
    <Overdraw>False</Overdraw>
    <DesignationCategory>Production</DesignationCategory>
    <Passability>Impassable</Passability>
    <hasInteractionSquare>True</hasInteractionSquare>
    <interactionSquareOffset>(0,0,-1)</interactionSquareOffset>
    <itemSurface>True</itemSurface>
    <recipes>
      <li>BoneTake</li>
    </recipes>
    <inspectorTabs>
      <li>ITab_Bills</li>
    </inspectorTabs>
    <building>
      <spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
    </building>
  </ThingDef>

</ThingDefs>


If one of you guys see something wrong it would help me a bunch. I tried everything you both said and I still cant see what Im doing wrong ;-; I bet it's something stupid :/
#8
Help / Re: How to make a new worktable?
October 06, 2014, 03:54:55 AM
I honestly have no clue how to get this to work. Is there a full tutorial on this from start to finish? Without documentation this is very hard.
#9
wow that was awesome :D
#10
Help / How to make a new worktable?
October 05, 2014, 10:23:42 PM
Is there a tutorial on how to make a new worktable in RimWorld? I used to be able to do it... but that was 6 months ago. Before when i did it I had to replace the butchery table with my new table. That was because the only way my new table would work was if I had the same def name as the butchery table.
  <ThingDef ParentName="BuildingBase">
    <DefName>BoneShrine</DefName>
    <EType>Building_WorkTable</EType>
    <label>bone shrine</label>
    <ThingClass>Building_WorkTable</ThingClass>
    <Description>Deliever those who dare go against the will of the Bone gods and you shall receive BONES! </Description>
    <graphicPathSingle>Things/Building/Production/TableButcher</graphicPathSingle>
    <CostList>
      <Metal>60</Metal>
    </CostList>
    <constructEffect>ConstructWood</constructEffect>
    <AltitudeLayer>Waist</AltitudeLayer>
    <UseStandardHealth>True</UseStandardHealth>
    <statBases>
      <WorkToBuild>1000</WorkToBuild>
      <MaxHealth>180</MaxHealth>
      <Flammability>1.0</Flammability>
    </statBases>
    <Size>(3,1)</Size>
    <Overdraw>False</Overdraw>
    <DesignationCategory>Production</DesignationCategory>
    <Passability>Impassable</Passability>
    <hasInteractionSquare>True</hasInteractionSquare>
    <interactionSquareOffset>(0,0,-1)</interactionSquareOffset>
    <itemSurface>True</itemSurface>
    <recipes>
      <li>BoneTake</li>
    </recipes>
    <inspectorTabs>
      <li>ITab_Bills</li>
    </inspectorTabs>
    <building>
      <spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
    </building>
  </ThingDef>


This is my code before I set it to the same def name as Butcher table. Am I doing something wrong?
#11
Behold! Bone walls and floor!

#12
Help / Re: Wall Pink Texture
October 04, 2014, 03:43:58 AM
Thanks! That did the trick. this should be added to the modding wiki so people know about this :D
#13
Help / Wall Pink Texture
October 03, 2014, 09:42:05 PM
Hello! I'm currently remaking one of my old mods and I've run into quite the snag. I cannot for the life of me figure out how to fix this texture problem I'm having!

This is what happens when I try to put down my custom wall. Please note this wall is not made from stuff. Just made from a custom resource called Bone. Does anyone know how to fix this?
#14
Quote from: JKTD1919 on July 06, 2014, 07:55:55 PM
I hope Vilusia still cares about this mod! Would be a shame for it to die.
I'm remaking the mod for the latest version of Rim World. Sorry for letting it die like that :)
#15
Go ahead man