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Messages - squirrel gnut

#1
Quote from: Canute on February 11, 2017, 03:36:53 AM
Maybe just rename crystal into arcanid/bag of arcanid powder.

I believe that Arcanid is the name of a WoW spider mob, lol. But Arcand, Old High German for "precious", would definitely fit. I currently have two crystals in the mod, Basic and Power. Adding Bag of Arcand Power could definitely be used for elixir recipes. Thanks for the suggestion.
#2
Unfinished / Re: [A16][WIP] Alchemy+Herbalism - and more
February 10, 2017, 05:06:34 PM
Hey Vandris, just wanted give you a heads up and notify you of a project I uploaded today: Alchemy and Black Magic https://ludeon.com/forums/index.php?topic=30439.0

I didn't realize that you were in development of an Alchemy mod. I wouldn't mind having a chat with you regarding a collaboration. My direction may be a bit different in some areas, since I am not planning on Alchemy to be the sole theme of my mod.

I REALLY like your art work, and you seem to be a little further in development than my first phase roll-out in some areas. Medieval builds are starting to pick up in popularity and wanted to push something out to help fill in some of the gaps in Neolithic and non-electric play styles. I currently have A LOT of time on my hands and can put forth a lot of effort, as I am doing with my current mod. I do lack in .dll skills, but I am very cool with any .xml modding. Although, I am not against learning .dll from someone who understands it.

Give me a shout if you are interested. I don't want to contribute to the duplicate or similar mod fiasco that is happening with certain themes.
#3
Quote from: Techgenius on February 10, 2017, 12:26:58 PM
Maybe you and Vandris should work together

Yeah, I noticed he at a WIP Alchemy mod in Unfinished AFTER I uploaded this. Not against colab'ing, just don't want to stifle either of our creative visions. Definitely worth a chat with Vandris. Thanks for pointing this out. Worst case scenario, players have 2 Alchemy themes to play with. I don't think it will into the Warhammer cluster that is currently going on. Medieval builds aren't as popular as high tech.
#4
Turrets: To start, I would like to have a fire turret (effect similar to incendiary launcher) and a lightning turret (which will do concussive damage primarily, maiming / downing, but rarely lethal). As future updates plan to incorporate human organs into Elixirs and Potions.

Barriers: I have been toying with this idea. I have seen barrier mods in the past, but nothing magical. I would like to implement one as you said "holds back fire till depleted". If...and a big if...it is possible, I would like to affect any enemy melee units that pass within the radius of the magic shield to 1. Take a small amount of physical damage and 2. Have some type of major negative thought def. All while not negatively affecting or harming colony pawns.

Compatibility: The need for lead heavily outweighs the need for crystal as a mine-able resource, as crystals can already be discovered at stone cutters table. I may back off adding crystal as a new resource type. My early mods were dependent on materials from another mod, and the purpose of this mod was to make all my mods Stand-alone. So basically, will my mod be compatible with Cystalloids? Yes. Will it depend on any other mod to function? Most certainly not.

Thanks a bunch for your compliment, Therapist John. And the great feedback. Hope you enjoy the mod and let me know how the mod plays for you.
#5
I CANNOT PLAY RW WITHOUT THIS MOD!! LOVE IT!

Request: Can you create a mod that is focused on Medieval era music? This is very lacking for those of us who want an immersive medieval experience. Although, some of your current songs already fit well with Medieval themes. Just want More! lol
#6


Preamble

After narrowly escaping your home planet with your life, you are left deep in a cryogenic sleep, awaiting a new home. Even though your brain is frozen, you are still plagued with nightmares of the events that caused everyone but yourself and crew to either be murdered or enslaved. An apprentice Dark Mage, named Stumpy, who also had a severe stuttering problem, accidentally uttered errr....stuttered the forbidden rite that gave the entire planets feline species the ability to think logically, rationally, mathematically, grow to two meters in height, and god forbid...but yes...opposable thumbs. His original intent with the incantation was to toast a grilled cheese sandwich. Supposedly, Stumpy never got to enjoy his sandwich before his tragic end. Tired of a millennia of being viewed as "pets" and second to dogs, they lashed out at their "masters". Luckily you and your crew were doing maintenance to your ship when everything went south. A new future awaits. One with no cats would be your biggest wish.

Now that you have landed on this unknown RimWorld, your goal is to make it your own. You had heard of an invention called electricity, but your planet never needed it.The civilizations of your home planet used alchemy and dark magic to create all necessary power, fueled with the Essence of your dead enemies. The same shall be for you.

_____________________________________________________________________________

Phase 1

Adds Alchemy and Black Magic to RimWorld! Intended to be used in Medieval/Neolithic builds.This mod is a WIP. Currently is focused on Alchemy more than Black Magic, but that will change. A lot of updates and addons planned.

Currently in mod:

Magic Mending: Repair Apparel and Weapons without the need of electricity or repair kits in Magic Mending Bench. Powered with Corpse Essence. Recycle any unwanted apparel in Recycling Bench, gains some resources back. Requires research. (This is a modification to @Charlotte's Mending: Easy mod. Written permission has been provided to use this mod)

Magical Passive Cooling: Early game solution to perishables refridgerated. Requires research.

Magical Freezing: Late game magical freezing of perishables. Research satisfied under Magical Passive Cooling.

Magical Growing: Adds a Magical Growing Basin (hydroponics) and a Magical Growing Orb (sunlamp) to grow crops indoors. Growing Orb also pushes a lot of heat. Works well in colder environments. Mod adds Elm Trees, which are growable in soil AND Magical Growing Basin.

Alchemy Table: The current hub of the Alchemy and Black Magic mod. Most recipes and crafting for this mod is to be done here. Can make Jade, Gold, Elixir of Healing, Corpse Essence, and Power Crystals. Only exception is a new recipe added to the Stone Cutters Table. There you will be able to search Stone Chunks for Basic Crystals. Requires Research.

Medieval Mine: Introduces a Medieval Mine, similar function to the Vanilla Deep Drill. Current resources minable: Steel, Silver, Plasteel, and any Stone Chunk. Requires wood to refuel torches and build tunnel supports. Requires Research. (Have had reports that the mine is OP. Will tweak the settings and research to reduce output and increase research time)


_____________________________________________________________________________

Future Updates

- Adding Crystal and Lead as minable resources on map.
- Plants and herbs focused on Alchemy and Potion recipes.
- Adding the Sorcerer's Stone. Ability to completely heal pawn of any physical issue and reverse aging.
- Add more elixirs with varying effects.
- Either adding the ability to imbue weapons/armours with magical abilities or ability to create weapons/armours with magical abilities. (Balance is my goal on this)
- Hex Bags (Trap), acts similar to Vanilla IED's, possibly with different damage types/effects.
- Hex Bags (Throwable), acts similar to Vanilla Grenades, possibly with different damage types/effects.
- More Black Magic based content, Witchcraft, Sorcery, Witch Doctor, etc.
- Dark Magic Towers, tower defense system similar to Vanilla Turrents. Will do magical type damage.
- Hand of Death, a body part (like scyther blade) that can be surgically attached to do cold damage and add extreme pain in melee.
- Witches Broom, wearable item that would greatly increase pawns movement speed.
- Much, much more! Ideas are greatly welcome.

_____________________________________________________________________________

What can I fix?

- Have any issues/bugs you would like to report. Add them to the discussion.
- Balance issues? I am very open to improving balance. Let me know if something feels too easy or difficult and I will review.

What I can't fix

- Currently, A16 does not allow the use of a <thing> item to be added to a recipe that also includes a <category> item. I am not happy that some of the Alchemy recipes use Steel instead of simply Stone Chunks, but I cannot control that. I will be adding Lead as a minable resource. It will have the same coding attributes as Steel, so I will be replacing it in the future. Most likely when A17 drops, to minimize issues with current save games.

Things I can improve on

- I currently have no experience with Application coding (.dll). This does add quite a bit of limitation to some future improvements. The Sorcerer's Stone for example. Any help or knowledge base for such updates would be greatly appreciated. I would also like to see more Medieval type music added to forums. Would definitely improve immersion for Medieval builds.

_____________________________________________________________________________

I really hope everyone enjoys this mod!

Download Latest Version

Steam Workshop

Version 16.0.0

Known Error (Unresolved):

I am throwing the following error in dev mode, if anyone can help with this it would be greatly appreciated.
"MagicFreezer_Blueprint47137 gave an inspect string over six lines (some may be empty)"

This error does not seem to cause any negative effects/issues, just wanted to be up front about the known issue.

Here is the full output log, which may show additional slight errors from other mods:

https://gist.github.com/HugsLibRecordKeeper/e9b0ba08bed1ec7162a12cd64daed5fb

Permissions

A&BM contains original and borrowed works and are under their own licenses. Do not reupload or publicly modify them, unless you have author's permission or the license says so.
My mods can be used as you like, although it would be nice to mention who made them and contact me first.
Don't reupload the mod pack anywhere.
#7
Quote from: Rikiki on February 09, 2017, 01:56:37 PM
You must set the "blocksAdjacentPlanting" tag to false in your tree def.

This string threw errors, so I figured it had updated for A16.

The proper string for A16 is <blockAdjacentSow>false</blockAdjacentSow>

You definitely sent me on the RIGHT PATH, just needed to get the right string, which was easy. Thanks Again Rikiki!
#8
Quote from: Rikiki on February 09, 2017, 01:56:37 PM
Trees block planting in adjacent cells.
1) a grower plants the first tree in hydroponic basin.
2) he then logically decides to plant a tree in the adjacent free hydroponic cell.
3) he starts by cutting the first tree which is blocking! ;D

You must set the "blocksAdjacentPlanting" tag to false in your tree def.

Awesome! Thanks! Great explanation too!
#9
Quote from: Smexy_Vampire on February 08, 2017, 02:11:15 PM
did you try to call the stone type ? like slate chunk ?

My new table already has quite a large recipe list, calling out single stone types would further worsen the problem. Nice idea though. I have figured out a work-around using a secondary process.
#10
Hey Peeps. For the mod I am working on, I want to have the ability to grow trees hydroponically. I have created a new tree that when planted into my new growing basin, the grower automatically harvests . I have looked at the Core Plant Def and other growing mods to see if my code is wrong. I can't seem to find anything that would make growers do this prior to the tree being fully grown. Any help is GREATLY appreciated.

P.S. - I know I have been posting a lot lately, and Thanks to Everyone for all their help. I am in the final stages of releasing "Alchemy and Black Magic" mod...well first phase anyway. This mod is focused on pure Neolithic/Medieval builds. Thus the reason for ALL of my postings.

<?xml version="1.0" encoding="utf-8"?>
<Plants>
  <ThingDef ParentName="TreeBase">
    <defName>PlantElm</defName>
    <label>Elm Tree</label>
    <description>An-elm tree. tall and beautiful.</description>
    <statBases>
      <MaxHitPoints>150</MaxHitPoints>
      <Beauty>5</Beauty>
    </statBases>
    <graphicData>
      <texPath>Things/Plant/ElmTree</texPath>
      <graphicClass>Graphic_Random</graphicClass>
      <shadowData>
        <volume>(0.15, 0.3, 0.1)</volume>
      </shadowData>
    </graphicData>
    <selectable>true</selectable>
    <pathCost>10</pathCost>
     <plant>
      <fertilitySensitivity>1.0</fertilitySensitivity>
      <dieIfLeafless>false</dieIfLeafless>
      <reproduces>false</reproduces>
      <harvestTag>Standard</harvestTag>
      <harvestedThingDef>WoodLog</harvestedThingDef>
      <harvestDestroys>true</harvestDestroys>
      <harvestYield>30</harvestYield>
      <sowTags>
        <li>Ground</li>
        <li>Hydroponic</li>
        </sowTags>
      <topWindExposure>0.2</topWindExposure>
      <growDays>20.0</growDays>
          </plant>
  </ThingDef>
</Plants>
#11
I know that making a recipe that adds a <category> item, like stone chunks, with another item that is a <thingDefs> complicates the issue. I can make the new item using only stone chunks, but that negates the entire premise of my secondary item required to create Item #1, and makes Item #1 too easily produced. Not to mention the RP factor. I guess I could create a new <thingDefs> with stone chunks that would be a intermediary link. Not the extra step I wanted in my mod....
#12
Hi Peeps. I am interested in creating a new item, lets call it #1, by combining any stone chunk and another item I have created. Ingredients and recipe are showing up in the Table correctly, I just get the message that I need materials before crafting, even though I have plenty of stone chunks and other new item. Any help would be greatly appreciated. Code is below.
<RecipeDef>
<defName>MakeSomethingNew</defName>
<label>Something New using Stone Chunks</label>
<description>Help!</description>
<workerCounterClass>RecipeWorkerCounter_MakeStoneBlocks</workerCounterClass>
<ingredients>
<li>
<filter>
<categories>
<li>StoneChunks</li>
</categories>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ItemCreatedAlready</li>
</thingDefs>
</filter>
<count>5</count>
</li>
</ingredients>
<products>
<DesiredNewItem#1>1</DesiredNewItem#1>
</products>
<fixedIngredientFilter>
<categories>
<li>StoneChunks</li>
</categories>
</fixedIngredientFilter>
</RecipeDef>
#13
Help / Re: Having trouble with a Heatpusher
January 28, 2017, 11:18:30 AM
Just downloaded an .xml editor instead of using word pad, so this should help resolve my errors. Thanks again!
#14
Help / Re: Having trouble with a Heatpusher
January 28, 2017, 10:14:42 AM
I am also throwing the error: Duplicate Xml node. Does anyone see where this might be?
#15
Help / Re: Having trouble with a Heatpusher
January 28, 2017, 10:00:47 AM
Quote from: sulusdacor on January 28, 2017, 03:19:57 AM
you set a min temperatur of 50. have you tried heating up the room and testing if then your building starts pushing heat if the room reaches that temperature? my guess you wanted it to heat up to 50. so you would need <heatPushMaxTemperature>.

Wow...what an oversight on my part. I am still a huge noob to modding, so thanks a bunch for your help. It works!