Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Makani

#1
Help / <armorPenetrationBase>
October 28, 2018, 05:35:37 PM
I'm wondering if anyone knows exactly how <armorPenetrationBase> works.

I know the basic armor mechanics, for example, that sniper turrets will always penetrate up to 112.5% armor rating.

But if you set <armorPenetrationBase> manually, what does that get you? For example, if I do <armorPenetrationBase>0.5</armorPenetrationBase>, does that mean a weapon (at any damage level) will have the same penetration as a gun that does 33 damage?

Or does it work completely differently?

Thanks
#2
Help / Simplest base for creating a new pawn.
August 06, 2018, 12:30:23 PM
I know there's a bunch of robot mods but... they're all doing so many things it's hard to learn from them.

So I wanted to know how I can do something really simple: I want to have a workbench with a recipe that can create a pawn. Workbenches and recipes I know enough XML to put together. But the pawn spawning... From what I can tell that definitely takes C#. But I'm not really sure how to do that minimalistically, nor how to bridge that to a recipe.

Could anyone provide any resources/explanations/examples specific to this? (Even just making an already in game pawn, I know setting up a race is a bunch of work in itself).

Thank you.

#3
Help / Apply hediff on 0 damage impact?
July 28, 2018, 10:59:39 AM
Was testing a modded gun and of course, I can apply hediffs as long as it's doing damage. But if I set the damage to 0, the impacts still show in the combat log but no hediff is applied. Is there a way to apply an hediff even if a weapon doesn't do damage?

Thanks.
#4
normally I play a fair bit of extreme biomes and I'm used to having either dusters or parkas that basically handle all the temperatures... but now I'm playing with the Climate Cycle++ mod, where one or the other no longer cuts it.

My question, then: Will colonists automatically switch between dusters and parkas as needed? (I have both ready made). Or do I need to create 2 outfits and switch over my colonists with the cycles?

And... since I'm here anyways, does anyone know if there a mod that lets me filter clothes in outfits by what material they're made of? I have one that does this for workbenches, but not outfits...

Thanks in advance.
#5
Help / Pawns won't use workbench
July 22, 2018, 03:31:58 PM
I was trying to make a custom workbench and recipes.

Everything shows up in game correctly. Setting up the bill works as expected. But the colonists won't use it. I've tried setting crafting to priority 1 and making sure it was the only thing available, but still nothing.

Any ideas why they won't work it?

<RecipeDef>
<defName>ConvertToWood</defName>
<label>convert steel to wood</label>
<description>Creates wood from steel.</description>
<workAmount>250</workAmount>
<workSkill>Crafting</workSkill>
<workSkillLearnFactor>1.00</workSkillLearnFactor>
<effectWorking>Smelt</effectWorking>
<soundWorking>Recipe_Smelt</soundWorking>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<WoodLog>25</WoodLog>
</products>
</RecipeDef>


Normally this would require power, but I took that out to try to simplify it, in case that was causing issues... but with or without a power requirement, colonists still won't work it.

  <ThingDef ParentName="BenchBase">
    <defName>MatterConverter</defName>
    <label>matter converter</label>
    <thingClass>Building_WorkTable_HeatPush</thingClass>
    <description>Converts matter.</description>
    <graphicData>
      <texPath>Things/Building/Production/ElectricSmelter</texPath>
      <graphicClass>Graphic_Multi</graphicClass>
      <drawSize>(3.5,1.5)</drawSize>
      <damageData>
        <cornerTL>Damage/Corner</cornerTL>
        <cornerTR>Damage/Corner</cornerTR>
        <cornerBL>Damage/Corner</cornerBL>
        <cornerBR>Damage/Corner</cornerBR>
      </damageData>
    </graphicData>
    <constructEffect>ConstructMetal</constructEffect>
    <costList>
      <Steel>250</Steel>
      <Component>3</Component>
    </costList>
    <altitudeLayer>Building</altitudeLayer>
    <fillPercent>0.5</fillPercent>
    <useHitPoints>True</useHitPoints>
    <statBases>
      <WorkToBuild>3500</WorkToBuild>
      <MaxHitPoints>180</MaxHitPoints>
      <Flammability>1.0</Flammability>
  <WorkTableWorkSpeedFactor>0.25</WorkTableWorkSpeedFactor>
    </statBases>
    <size>(3,1)</size>
    <designationCategory>Production</designationCategory>
    <passability>PassThroughOnly</passability>
    <pathCost>70</pathCost>
    <hasInteractionCell>True</hasInteractionCell>
    <interactionCellOffset>(0,0,-1)</interactionCellOffset>
    <surfaceType>Item</surfaceType>
    <inspectorTabs>
      <li>ITab_Bills</li>
    </inspectorTabs>
<recipes>
      <li>ConvertToWood</li>
    </recipes>
    <comps>
      <li Class="CompProperties_Glower">
        <glowRadius>6</glowRadius>
        <glowColor>(217,112,33,0)</glowColor>
      </li>
      <li Class="CompProperties_Breakdownable"/>
    </comps>
    <building>
      <spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
      <heatPerTickWhileWorking>0.62</heatPerTickWhileWorking>
    </building>
    <designationHotKey>Misc10</designationHotKey>
  </ThingDef>
#6
Help / Saving/loading array structures.
October 13, 2014, 02:26:00 PM
public override void ExposeData()
        {
            base.ExposeData();

            Scribe_Values.LookValue<GenState>(ref state, "GenState", GenState.prespool);
            Scribe_Values.LookValue<int>(ref faultDuration, "faultDuration", 0);
            Scribe_Values.LookValue<int>(ref level, "level", 0);
            Scribe_Values.LookValue<double>(ref storedHeat, "storedHeat", 0);
            Scribe_Values.LookValue<double>(ref minHeat, "startHeat", 0);

            if (turbineRPM == null)
                turbineRPM = new double[tTURBINE_COUNT[level]];

            for (int i = 0; i < turbineRPM.Length; i++)
                Scribe_Values.LookValue<double>(ref turbineRPM[i], "Turbine" + i + "RPM", 0);
        }


Saves fine, writes out the current values without issue... but when it loads, turbineRPM goes default.

Anyone have any experience on what could be happening here?
#7
Help / Can Rimworld do animations?
October 02, 2014, 01:06:50 AM
Like for buildings and such... is it possible to use an animated graphic?
#8
Help / Help deciphering these ID tags
September 30, 2014, 12:57:25 AM
As part of the pawn class, there are tags like the following:

<childhood>ShelterChildShelterkid1010373040</childhood>
<adulthood>DeepSpaceMinerMiner-196761392</adulthood>


I'm thinking about maybe writing a character creator/injector/editor, but before I can do that, I need to know what the tag parts mean:

Shelterkid1010373040
Miner-196761392


Can anyone share any insight on this?