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

Messages - smarrazzo

#1
Quote from: Canute on April 24, 2018, 04:59:40 PM
You can made Smoked meat at the Simple grill (wood fuel) and Cook stove (electrical).
But like the name said, you need smoke.
Sure you can burn the meat to get smoke (but that taste awful). At modern kitchen stoves, you just put a stick/log of aromatic wood into it and one side get mechanical or electrical burned to generate smoke.
I think 1 wood to 10 meat are ok.
Or you just remove the smoked meat recipes from cooked stoves and people need to keep the simple grill if they want keep it.
Well i think thats a too refined feature to add in a game like that, unless its a mod/game about cooking (and this is not the case).
I added the smoked meat to the stove for the sake of giving a sense of progression and gameplay smoothness, in which the player is being capable of making oblolete recipes even with the new hardware.
I did the same thing with the crafting table and the fueled smithy in which the player is capable of crafting all the obsolete melee weapons in the powered crafting table
having an improved effeicency without having to built the old buildings in order to craft them.
#2
Quote from: Canute on April 24, 2018, 01:59:54 PM
Or i add MealJerky below kibble at the <thingDefs> list, and move the mod below SC.

But it is ok to add the jerky to the rawfood.
You don't have any nutri gain from making jerky. Maybe you add some wood to the recipe list.
The electrical cook stove don't got any smoke anymore and need some extra source.
You mean adding some raw wood to the recipe list in the cook stove or both ?
Im not sure i'm getting your point...
#3
Quote from: Canute on April 24, 2018, 12:00:50 PM
smarrazzo,
thanks for looking into expanded storage, when i change the <thingCategories> into foodraw, doesn't it mean cook's will/can use it for meal recipes too ?
Yes thats the only possible way without altering the other mod, otherwise you can change Expanded storage code from

<fixedStorageSettings>
        <priority>Important</priority>
        <filter>
          <categories>
            <li>FoodRaw</li>
            <li>PlantMatter</li>
            <li>Drugs</li>
          </categories>
          <thingDefs>
            <li>HerbalMedicine</li>
            <li>Pemmican</li>
            <li>Kibble</li>
          </thingDefs>
        </filter>
      </fixedStorageSettings>

to:

<fixedStorageSettings>
        <priority>Important</priority>
        <filter>
          <categories>
            <li>Foods</li>
            <li>PlantMatter</li>
            <li>Drugs</li>
          </categories>
          <thingDefs>
            <li>HerbalMedicine</li>
            <li>Pemmican</li>
            <li>Kibble</li>
          </thingDefs>
        </filter>
      </fixedStorageSettings>

that will force the barrel to accept anykind of foods raw and cooked .
#4
Quote from: Canute on April 24, 2018, 04:35:49 AM
i got a little problem with Smoked meat and Expanded storage.
None of the containe can hold smoked meat, because it is a copy of pemmican and needed to be added seperated into the list of the container.
I know you wanted to have it stacked by 75, maybe you take a peek into Vegatable garden.
Their special meal's are stackable to 75, and you can store them into the meal container from Expanded storage.
Maybe you create a new meal_base with a stack count of 75, so the smoked meal can be a meal, instead a food.
I took a look at  it and the problem is that in the filter categories in Storage_Basket is set to

<fixedStorageSettings>
        <priority>Important</priority>
        <filter>
          <categories>
            <li>FoodRaw</li>
            <li>PlantMatter</li>
            <li>Drugs</li>
          </categories>
          <thingDefs>
            <li>HerbalMedicine</li>
            <li>Pemmican</li>
            <li>Kibble</li>
          </thingDefs>
        </filter>
      </fixedStorageSettings>

Thus salads and jerky dont get stacked because theyr category is set as plain Foods and don't match any filter criteria, i can't edit the jerky and salads type only for this mod but you can fix it yourself just setting salad and jerky food type to match the barrel criteria such as:

<thingCategories>
<li>FoodRaw</li>
</thingCategories>


Quote from: Bronthion on April 23, 2018, 08:17:37 PM
Question to the creator :) You wrote on the steam page its not compatible with any research tree mods. What do you mean exactly? Anything that adds someting to the research tree is not compatible? Vegetable Garden for example?
I mean that every mod that alter or adds researches in the tree could potentially ruin gameplay smoothness because the main research tree is massively overridden but the incompatibility is mostly true only for mods who alter research tree too and not for mods who simply adds some research branches to existing research nodes.
Ofc you can try to run both VG and SC but do it knowing that it could result in heterogeneous materials to build structure and crafting stuff  so do it on your own risk to messing with gameplay smoothness.
#5
Quote from: Canute on April 17, 2018, 06:41:17 AM
Some first feedback:

- It is awhile ago since superior crafting got released in the past, and many new modding technics got implemt since that.
To made this mod more compactible with other mods without extra patching, what do you think to patch the vanilla resources (wood -> wood planks, steel ore -> steel ingot).
And modify the mining/choping so they give ore/logs ?

Well for sure that will help compatibility a lot but, i didnt really like this idea because its true that it helps for compatibility but on the other hand it will shrink some gameplay depth, totally removing the basic idea of raw resources gathering and processing in order to putting them to good use.
Thus i'll leave that as it is, as i said earlier on steam i was thinking about writing an initializiation dll code  at some point(when rimworld version 1.0 comes out) to programmatically binding the required materials  in recipes  and stuff to the SC materials.
#6
Since someone asked me to release this for nonsteam users, here we go : http://www.mediafire.com/file/mfim8gwcrwc9w15/SCB18Core.rar
I hope you enjoy it !
I apologize for the poor presentation but i'm mainly handling the steam counterpart of it...

Ps. any bugs or gameplay imbalance reports will be highly appreciated
#7
I used :
   
<Operation Class="PatchOperationSetName">
        <xpath>*/ThingDef[defName = "Ship_Beam"]/costList/Steel</xpath>
        <name>SteelBar</name>
    </Operation>

and i discovered that this dosen't work for nodes containing straight values because in the class PatchOperationSetName we have the line:
element.InnerXml = current.InnerXml;
and  this is valid only for nodes with chidren  and thus generating an xml exception when parsing, for nodes containing strings and numbers or straight values in general...
Plz tynan fix it...
#8
yeah, but my class is not abstract and i need to access it only 1 time when the object is created, accessing a with  [HarmonyPatch(typeof(BuildableDef))]  is not the same because harmony will hook the class everytime the given variable is modified and it's not my case of need.
#9
After dozens of trials i noticed that harmony can't hook constructors,the standard harmony syntax just don't work:

[HarmonyPatch(typeof(Zone_Growing))]
[HarmonyPatch(".ctor")]
[HarmonyPatch(new Type[] { typeof(ZoneManager) })]
internal static class Patch_Zone_Growing_Default
{
   
static void Postfix(Zone_Growing __instance,ZoneManager z)
{
Log.Message("hooked");
}
}

or even
[HarmonyPatch(typeof(Zone_Growing), ".ctor", new Type[] { typeof(ZoneManager)})]
it keeps throwing method not found exception and its really frustrating.
Someone knows an alternative way to hook constructors with harmony ?
Btw this bug should be fixed or documented properly
#10
Quote from: Abrexus on February 25, 2016, 08:44:21 PM
I am back from the nether....stay tuned....something big is about to happen!
Very nice, i was waiting this moment for months...
#11
Help / Stackable Weapons/apparel
June 15, 2015, 04:18:44 PM
As in the title i was wondering if its possible to have weapons and apparel of the same type stackable  without removing the material element and the art/quality elements in the xml ?
#12
right best mod ever , this game is unplayable without this mod...
if i were tynan i would srsly consider integrate this mod in the game
#13
Hi guys i'm new to rimworld modding , i just want to ask how to associate items crafting bills with research tech .
Thx.
Ps. Modding documentation suck right now . I dont want to spend weeks studying  decompiled C# code and figuring out on my own what kind of children elements in every Defs xml have.