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Messages - pawnstorm

#151
Releases / Re: [MOD] (Alpha 3) PowerSwitch
April 26, 2014, 06:20:52 PM
Awesome work! By the way, Tynan posted something about command actions here which you might find useful.
#152
It's at the bottom of the first post. I updated the first post yesterday by the way, also added a section about plans for the next release which I could use some feedback on. Mainly what the threat response structure should look like.

Edit: I'll go add a download section I guess
#153
Help / Re: Many Dll Questions
April 26, 2014, 04:47:15 AM
QuoteFirst question: What does my 'using' header need to contain?
You should try to only add namespaces you actually use because it's good practice and on large projects it will make compilation slower since it has to run through a lot more namespaces. But it won't make a difference in your application or dll if you add using directives you don't actually use, it just tells the compiler where to look so it doesn't add anything. If you forget one, the compiler will fail to compile your project.

QuoteSecond: When exactly do I overwrite/reitterate existing code, or should I only include what code I want to add?
If you override things, you should include the code you want to keep. So in your example it's the first option.
#154
By the way, if anybody does a "Lets play Rimworld" vid on youtube featuring my mod, please do let me know! I'd love to watch people actually use it. Bonus points if you also use my favourite mod setup, which is Haplo's PowerSwitch, Psyckosama's Cremation Chamber and Silvermane's Clothes mod.
#155
Quote from: Haplo on April 25, 2014, 02:12:28 PM
Your mod is really good. I've just tested it and it does work perfectly on my side.
The only thing I would change is that right now you overwrite every pawn in your Races.xml.
As your mod right now is only for colonists, you should maybe delete everything not human out of the file, so that you only have to watch out for changes in the human definitions and not if someone changes the animal definitions.
But else it really works good!
Also I'm glad that my mod could provide some help for you to create this. :)
Good work.. ;D
Thanks for the feedback! Yeah, I'll change it in the next release. It does seem more sensible that way.
#156
Quote from: Architect on April 25, 2014, 01:42:51 PM
Pawnstorm, I've sent you a PM requesting your assistance?
I sent you a reply :). I'm also in #rimworld on quakenet if you need further assistance
#157
Quote from: Architect on April 25, 2014, 12:36:24 PM
I only just realised, you've completely over written the defs for pawns to make them use an entirely custom thingDef for their behaviour... I didn't even realise you could do that! XD
I didn't know I could do that either! :P
#158
Quote from: Blackjack1000K on April 25, 2014, 04:01:01 AM
BTW pawnstorm if you want me to make icons for your mod, tell me.
i good mod requires good textures ;)

Thanks for the offer! I think the icons I used look nice enough, but if you have any ideas how to make something that looks better I'd definitely appreciate it!
#159
I expect that's how it works, yes. I considered only changing the class of human pawns, but I figured someone might add tamable pets some day and I want my mod to be ready for it :P. Like dogs that can haul and melee attack or something.
#160
Glad you're enjoying it :). On a sidenote, if you really want to use this mod in one of your existing savegames you could in theory open up the savegame in notepad and replace every instance of 'Class="Pawn"' with 'Class="BattleFormations.XPawn"' (remove the single quotes). You could probably also do the opposite to disable the mod, but you'd still have some saved positions in your savegame (which is probably harmless, but I haven't tested that).
#161
Thanks! Let me know if you run into any bugs or if you have any suggestions on how to improve it. I'd love to get some feedback on this, especially how people use it.
The way I intended it to work is when raiders are staging you can select all your colonists and click the eat or sleep button to make all colonists with food or rest levels below 50% fulfill their needs.
Saving positions and ordering your colonists to move to their respective positions should also work with all your colonists selected.
#162
Outdated / [MOD] (Alpha 3F) Battle Formations (v1.0)
April 24, 2014, 10:57:27 PM

Battle Formations
Now with lasers, banana bombs and exploding sheep!
(not really)
Description:
Allows you to save the positions of all your drafted colonists so you can make them all return to the exact same positions at a later time.
I also added the ability to manually order your colonists to eat or sleep, so while the raiders are staging you can make sure all your colonists are well fed and rested.

Download:
The download link is at the bottom of this post or here.

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

Important:
You can't use this mod on an existing savegame. You have to start a new game with this mod enabled and you can't disable the mod for that savegame afterwards.
Savegames started with Battle Formations v0.1 also won't work with the new version. If you really want to use this mod in one of your existing savegames you can easily fix this using the awesome XML manipulation tool XmlStarlet which you can download here.

To fix your Battle Formations 0.1 savegame to work with Battle Formations 1.0:
xml ed -P -u "//thing[@Class='BattleFormations.XPawn'][def/text()='Human']/@Class" -v "BF.PawnX" -u "//thing[@Class='BattleFormations.XPawn'][def/text()!='Human']/@Class" -v "Pawn" input.rim >output.rim

To add Battle Formations 1.0 to your vanilla savegame:
xml ed -P -u "//thing[@Class='Pawn'][def/text()='Human']/@Class" -v "BF.PawnX" input.rim >output.rim

To remove Battle Formations 1.0 from your savegame:
xml ed -P -d "//thing[@Class='BF.PawnX']/savedpos" -u "//thing[@Class='BF.PawnX']/@Class" -v "Pawn" input.rim >output.rim

If all this command line stuff scares you, just download XmlStarlet, get this batch file, make sure xml.exe and the batch file are in the same directory and drag and drop your savegame on the batch file. I do advise to keep the backup file, at least until some people have reported it all works as intended.

Notes:
- The easiest way to set up positions for your colonists is to just move them all into position once, select them all and click the "Save positions" button. The other new button in draft mode will make them all return to these positions.
- The options to manually order your colonists to eat or sleep become available when either food or rest drops below 50%. The way I intended it to work is when raiders are staging you can select all your colonists and click the eat or sleep button to make all colonists with food or rest levels below 50% fulfill their needs.

Credits:
Clker.com is where I got the images I used for the buttons
Haplo for his awesome PowerSwitch mod which I used as a template

Changelog:
0.1- Released
1.0- Changed it so it only affects human pawns, the eat and sleep buttons will be disabled if pawns are already eating or sleeping and tidied up the code a bit.

P.S. There won't be anymore updates for Battle Formations. If you're still using this, consider getting Vanilla+ instead.

[attachment deleted by admin: too old]
#163
You mean like multiple formations for your colonists? That sounds pretty awesome actually!

So I figured I'd take a stab at this myself and I've managed to throw something together that seems to do what I want it to do. I didn't add the multiple formations thingy since it would've made the whole thing a lot more complicated. But I did add some buttons to force your colonists to eat or sleep, so you can make sure they're all fit for duty when the raiders finish staging.

Anyway, expect this in the Releases section later today :). I'll upload it when I finish ironing out the kinks.
#164
Mods / [Request] save drafted colonist positions
April 22, 2014, 07:26:31 PM
I think it would be really useful if there was some way to save the exact positions of all your drafted colonists during a raid, and then to be able to make them return to those positions on consequent raids. Kinda like the "Save your current crew positions" and "Return crew to saved positions" buttons in FTL.

The most elegant way to implement this would probably be to have 2 extra icons available next to the undraft and fire buttons when you have one or more drafted colonists selected. One to save their positions and one to make them go to their designated position if they have one.

This would probably also be a nice standard feature to add to alpha 4, but I figured I'd post it in the mod section first since it'd be awesome to have this feature sooner, if possible.