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Messages - Spar10Tech

#1
Help / Re: [A17] Experience gain
November 02, 2017, 04:54:09 PM
If you had both of the edits in one xml it probably wouldn't work in A17.  The smokeleaf thingdef is in a root def <Smokeleaf> while the new recipe def should be inside a root def <RecipeDefs>.

If you want help with the XPath stuff just ask.  I just finished converting some of my personal mods to use xpath patches.  Here is a link that was helpful for me to learn the patch operations.
https://gist.github.com/MatchSG/13c82aae25262bcb70554fbec16973d7
You'll probably need to use the <Operation Class="PatchOperationRemove"> to delete the <recipeMaker> node.
#2
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

#3
Help / Re: [A17] Experience gain
November 01, 2017, 11:31:26 AM
So did you just do a new xml to overwrite the original smokeleaf drug properties to not include <recipeMaker> section?  You might want to try an xpath patch to remove the section.

It doesn't really matter what you name the XML file but it is good practice to give it a prefix for your mod or author.  I tend to make all my custom xml files like ST_smokeleaf.xml.

Out of curiosity what is your mod? and what all is it going to do?  I might know of some other mods to use for examples that might help you. 

#4
Help / Re: [A17] Experience gain
October 31, 2017, 04:00:14 PM
you could try adding a new recipe def that can be used at the crafting spot.  It wouldn't replace the existing one but might accomplish what you want.  Below is a code snip-it from another mod that adds the ability to craft several joints at once.

<?xml version="1.0" encoding="utf-8" ?>
<RecipeDefs>
<RecipeDef>
<defName>FiveSmokeleafJoint</defName>
<label>make (5) smokeleafjoint</label>
<description>Make five smokeleafjoint.</description>
<jobString>Crafting smokeleafjoint.</jobString>
<workAmount>2000</workAmount>
<workSpeedStat>DrugProductionSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<workSkillLearnFactor>0.3</workSkillLearnFactor>
<ingredients>
<li>
<filter>
<thingDefs>
<li>SmokeleafLeaves</li>
</thingDefs>
</filter>
<count>20</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>SmokeleafLeaves</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<SmokeleafJoint>5</SmokeleafJoint>
</products>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>6</minLevel>
</li>
</skillRequirements>
<recipeUsers>
<li>CraftingSpot</li>
<li>DrugLab</li>
</recipeUsers>
</RecipeDef>
</RecipeDefs>
#5
Help / Re: [A17] Experience gain
October 30, 2017, 09:10:01 PM
Right after your workSkill def try adding something like below.  This is the stats from making stone blocks in the 'Recipes_Production.xml'


<workSkill>Crafting</workSkill>
<workSkillLearnFactor>0.3</workSkillLearnFactor>
#6
Help / Re: What is a verb?
October 27, 2017, 03:50:49 PM
Pretty much as you have figured it out it is used with weapons.  They are kind of the action words and stats for the damage type of the weapon.  For example on a club you might see this in the xml def of the weapon.

<verbs>
<li>
<verbClass>Verb_MeleeAttack</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<meleeDamageDef>Blunt</meleeDamageDef>
</li>
</verbs>


You can also find it in save game files within an equipped weapon's def that includes the verb class type (melee,ranged,projectile) and a target and unique verb ID for the weapon.  This is used so the game can track data like PawnX hit PawnY for melee blunt damage with unique weapon ID.  Then if you inspected PawnY with damage in another save you would see a HEDiff of type blunt damage caused by PawnX with unique weapon ID.

I'm not sure if there are any lists for the verb classes and the sub items that can be included. 
#7
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
};


#8
Mods / Re: [Mod Request] Funeral Mod
October 25, 2017, 10:23:08 AM
I found this thread looking for mods that mention funeral.  I don't think there is anything that does this currently and thought I would try and make one myself.  I've been tweaking other Mods to my liking since A15 and really started diving into more code/xml with A17.

To do a proper funeral there would need to be a possible player started event.  I'm not sure there is a current mode that does this but the Cult sermon from the Cthulu Cults mod might be close.  I'm going to start a Mod plan and probably start a new post in Mods -> Unfinished.  Other burial types might be interesting to add to this as well (i.e. funeral pyre, viking funeral, space launch\pod launcher).
#9
Maybe instead of removing drugs just rename them and their interactions.  Might even be able to do a localization mod and change the wording of drugs to "Toys".  Have "Toy use policies" and make some items like 'puzzle cubes' and 'lego blocks' as the different drugs.  There would be several things to rename from the growing plants, recipes, and moodlets. Would have to get creative on how to handle addiction, but I think you could make the actual drug game mechanic family friendly.