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Messages - Shackleberry

#1
Quote from: Beathrus on September 21, 2015, 09:35:51 AM
Quote from: A Friend on September 21, 2015, 08:12:57 AM
Quote from: rooki1 on September 21, 2015, 08:05:12 AM
Quote from: A Friend on September 21, 2015, 08:00:30 AM
:U

Is the NOPE hive a faction? Like does it raid you or is it just another animal to hunt around?

Unfortunately for the colonists, they are faction just like Mechanoid hive. I'll add more insects later, after adding some gazelles and hippos. Well, you can also see some roaming insectoids in wild.

Neat. Now my colonist can eat alien ticks.

I feel like... we need alien bug armor!

A "chitin" resource from butchering/machining them and a new recipe for chitin-plated armor at the machining/smithing table?
#2
Unfinished / Re: [WIP] [A12d] More Traps
August 31, 2015, 08:23:43 AM
Updated:

Added Arrow trap
Added Arrow (Anesthetic) trap
Added Arrow (Toxic) trap

These traps have a trigger of 5 cells in front of the trap. The anesthetic trap can put targets into a helpless sleep and the toxic trap will cause the toxic buildup status from the toxic fallout event.
#3
Unfinished / Re: [WIP] [A11] More Traps
August 30, 2015, 10:27:10 PM
Quote from: Feirfec on August 23, 2015, 05:48:44 AM
any idea if you'll be updating for Alpha 12?

Also, what about a rock fall trap? pass-ible though after a moment or two spawns rock chunk and causes blunt damage to anyone on the tile?

I have updated the mod to work with A12d and added a new arrow trap which includes an area trigger. I'll take the rock fall trap into account, thanks for the idea. :)
#4
Unfinished / Re: [WIP] [A11] More Traps
August 30, 2015, 10:25:51 PM
Quote from: Florius on August 21, 2015, 03:28:18 AM
You know, the disadvantage of traps is that colonists can activate them. (at least the steel traps, after that I just stopped using them). So if that can be fixed I am glad to give it a try.

Indeed, the game does dissuade colonists from travelling through traps but they will route through them if they need to. I am intending on creating some "smart" traps later which will differentiate between friendlies and non-friendlies.
#5
Quote from: falcongrey on July 05, 2015, 02:44:56 PM
Getting this error every time I load this mod:

XML error: <itemSurface>True</itemSurface> doesn't correspond to any field in ThingsDef.

Looking through the defs folder in the mod I found the code in question in the MedicalTable.xml

Doesn't seem to break the mod though.

See my previous post, the line in the XML should be changed to <surfaceType>Item</surfaceType>. There was a change in the ThingDef class in A11.
#6
Unfinished / Re: [WIP] [A11] More Traps
June 28, 2015, 07:50:13 AM
Quote from: akiceabear on June 27, 2015, 09:07:47 PM
I like the idea, but when I enabled the mod I didn't see any new options to build or research these new traps - even in god mode. Any advice on how to get these things on the ground?

The traps are should be available immediately while I'm developing the mod. They are found under the Security category but they also have no art at the moment.
#7
Unfinished / [WIP] [A12d] More Traps
June 27, 2015, 11:21:15 AM
More Traps

Description:
Currently a simple mod to expand on the default traps. The intent is to create more interesting traps which will provide creative solutions to defending your colony.

Arrow Trap
A small arrow slit. When the victim disturbs the trigger, an arrow is fired at the target.

Arrow Trap (Anesthetic)
A small arrow slit. When the victim disturbs the trigger, an arrow is fired at the target. The arrow is coated in an anesthetic.

Arrow Trap (Toxic)
A small arrow slit. When the victim disturbs the trigger, an arrow is fired at the target. The arrow is coated in a toxic venom.

Fire Pit
A covered pit full of flammable pitch. When the victim disturbs the trigger, the pitch ignites and spreads flame to the victim and the surrounding area.

Pit Fall
A deep covered pit. When the victim disturbs the trigger, the floor below collapses and drops the victim into the pit.

Spike Trap
A covered pit full of sharpened spikes. When the victim disturbs the trigger, the floor below collapses and drops the victim onto the spikes.

Author/Mod Team
Shackleberry

Download
https://github.com/RShackleton/RimWorld-MoreTraps/archive/master.zip

Source
https://github.com/RShackleton/RimWorld-MoreTraps

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

Mod Art
Would appreciate if anyone wants to get involved and create the art for the traps, I am certainly more of a developer than an artist.
#8
+1 for this mod/feature. Gnomoria does something like this where you can leave a workbench unassigned or assign it to a specific gnome.
#9
Quote from: mipen on June 25, 2015, 08:37:18 PM
You dont need a schema to do this. It would make it easier the but upkeep of it for Tynan would be massive at this stage. You can use ilspy to look at the classes being modelled by the xml code. For example, if you want to know every tag in a ThingDef, then open ilspy and look at the ThingDef class. This will show you every variable that can be assigned in a thing Def and its type. From its type you can easily figure out what value is expected. An 'int' will be a number. If it's an Enum, then you can click on it and be shown all the values available inside that Enum. As it is, rimworld is still in alpha, which means this is a very early version of the game and things are still rapidly changing. It would be unfair to force Tynan to invest large chunks of time trying to keep these modding assistances up to date, at the same time as developing the game. Perhaps when it is finished he will be able to do these things accurately, but right now it would be pretty much a waste of time and most of the work would be invalidated after each alpha release

That would be a good way of figuring the schema out. Heck, we could always put together a set of schema files ourselves and host them on Github. Would anyone be interested in getting involved in that? As a community we should be able to maintain them between alpha releases.

@BMS: I like your signature! xD
#10
Would be useful if there was an XSD (XML Schema Definition) for each of the XML files, would make validating XML between version far easier.
#11
When this mod is loaded a couple of errors are being logged:

XML error: <itemSurface>true</itemSurface> doesn't correspond to any field in type ThingDef.
XML error: <itemSurface>True</itemSurface> doesn't correspond to any field in type ThingDef.


I've searched all of the installed mods for the itemSurface element and found it in these:

Searching 4252 files for "<itemsurface"

.\Mods\Apothecarius\Defs\ThingDefs\MedicalTable.xml:
   62  <interactionCellOffset>(0,0,-1)</interactionCellOffset>
   63 
   64: <itemSurface>true</itemSurface>
   65 
   66  <recipes>

.\Mods\Apothecarius\Defs\ThingDefs\soylenttable.xml:
   80  <interactionCellOffset>(0,0,-1)</interactionCellOffset>
   81 
   82: <itemSurface>True</itemSurface>
   83  <comps>
   84 

2 matches across 2 files


After checking other mods it looks like that line should now be:

<surfaceType>Item</surfaceType>
#12
Outdated / Re: [MOD][ALPHA 10] Seeds Please! (V1.1)
June 21, 2015, 07:39:05 AM
Quote from: Aragas on June 14, 2015, 05:30:23 AM
Quote from: dismar on June 13, 2015, 07:49:01 PM
Quote from: Aragas on June 12, 2015, 12:06:05 PM
Ported to ALPHA 11, full translation support, Russian implemented.
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.1.rar
Hotfix:
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.2.rar

New version:
https://dl.dropboxusercontent.com/u/58476180/SeedsPleaseV1.2.3.rar
-Removed frost surviving ability as currently unbalanced.
-Changed maxNumToCarry to 10. Workers can use 10 seeds now. The previous value vas 5.


when ever i try and load any version of your updated version i get a ton of errors. this is loading nothing but the seeds mod. I see errors where its trying to load finer things , weed!, and parts of other mods that i dont have installed. i've added a pic so ya can see :P) and ive looked thru all the xmls. i believe the issues is in the dll file that creates the recipe file. the recipes def file that comes with your pack has tons of things pre loaded into that people might not have installed. and no chem table to do the work on.

Ops. That's normal. Some files were from overhaul mod. I'll correct it.

Did you have the time to fix this? If so is the download available anywhere? Thanks!
#13
Is there anywhere where we can share presets or colonists? I always struggle to decide what colonists to use.

It would be nice to be able to get some pre-made "medic", "cook", "farmer" colonists that can just be tweaked.
#14
Great mod, removes some of the less interesting micromanagement.

Are there any plans to support A11? I am getting a hang when loading the game with this and Common (CY) installed.

Appreciate the update has just been released, thanks for creating a useful mod. :)