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Topics - Spar10Tech

#1
Unfinished / [A18] Which Soil?
November 02, 2017, 04:32:59 PM

Description:
Have you ever had trouble creating a growing zone but you can't really see which soil your selecting? 
This mod aims to make the default terrain textures look more natural while at the same time easier to distinguish the different terrains.

Current Textures
Right now only a few textures have been changed or modified, but they are the primary two that I think most people want replaced.

  • Gravel - This texture is very different than the original, but it looks more like a gravel area and has been balanced to look good next to all the various stone terrains
  • Rich Soil - This texture is an edit to the original reducing saturation and exposure just slightly.  If you want even more contrast an alternate darker version is included.

WIP Textures

  • Marsh - Not sure, but will probably be full custom texture
  • Mossy Terrain - Might only tweak original to have a more vibrant green, or add custom moss bits to a modified soil texture
  • Mud - I've made some slight tweaks to the original, but I think I'm going to make a new texture from scratch that has more of a water texture to it

Author/Mod Team
Spar10Tech

Download
Git Hub https://github.com/Spar10Tech/ST_WhichSoil.git

#2
I'm in the early stages of making a Funeral mod.  Right now I'm working with a basic crafting spot copy for a funeral spot with a job position for the leader/preacher of the funeral.  I'm going to have it work similar to maybe a marriage ceremony with spectate event for other pawns.

My question:  Is there any example or recommendations for the funeral ceremony JobDriver where at the end of the ceremony I'd like the preacher to bury the corpse at the nearest grave?

My current thoughts are the funeral event job would call the BuryCorpse job similar to the code below from the "WorkGiver_BuryCorpses" class. I'm still early in my overall design of the funeral job process and digging through RimWorld with ILSpy so any comments are welcome.

return new Job(JobDefOf.BuryCorpse, t, building_Grave)
{
count = corpse.stackCount
};