em rottable is the same in A11 and A12 - this mod just sets the rotProgress value of a Thing to 0 every tick. It's basically cheating since the correct way to control the rotProgress value is with temperature of the cell the Thing is stored in.
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#1
Outdated / Re: [A11] BeanTek Mods (Refrigerated Food Storage/Blast Door)
January 16, 2016, 11:22:34 AM #2
Outdated / Re: [MOD](A11) Bulk Meals v2.4 updated for A11 June 20, 2015
June 21, 2015, 09:42:45 PM
Hi all,
Sorry I missed the launch of A11 and thanks dismar for updating the DLL.
However there is no need for the DLL anymore, Tynan changed his code to make it mod friendly. Simple add one line to the XML:
<building>
<isMealSource>true</isMealSource>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
<heatPerTickWhileWorking>0.25</heatPerTickWhileWorking>
</building>
His code checks if there is one object on the map with the isMealSource tag set to true. If there is then you don't get the tutorial message.
Sorry I missed the launch of A11 and thanks dismar for updating the DLL.
However there is no need for the DLL anymore, Tynan changed his code to make it mod friendly. Simple add one line to the XML:
<building>
<isMealSource>true</isMealSource>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
<heatPerTickWhileWorking>0.25</heatPerTickWhileWorking>
</building>
His code checks if there is one object on the map with the isMealSource tag set to true. If there is then you don't get the tutorial message.
#3
Outdated / Re: [MOD] (Alpha 10) BeanTek Mods (Refrigerated Food Storage/Blast Door)
June 21, 2015, 09:26:29 PM
Sorry for the delay, missed the A11 launch email
#4
Outdated / Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
April 19, 2015, 02:35:05 PM
I've seen this happen when hauling only stone chunks. If it's a full load of 6 stone chunks then at full speed the game starts jerking/stuttering.
[attachment deleted due to age]
[attachment deleted due to age]
#5
Outdated / Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
April 19, 2015, 01:35:40 PM
EdB has patched Prepare Carefully to make it work with mods like this one, you need 1.8.2 not the original alpha 10 release 1.8.1
#6
Outdated / Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
April 18, 2015, 10:28:26 PM
Here is the error:
[attachment deleted due to age]
[attachment deleted due to age]
#7
Outdated / Re: [MOD](A10) Bulk Meals v2.2 Updated for A10 April 15, 2015
April 18, 2015, 10:14:31 PM
Hey Igabod,
Here is a dll that overrides the alert and adds a check for your def CookStove_Pro. You are welcome to rename the DLL, I just used that name as it's my standard naming setup in Visual Studio.
[attachment deleted due to age]
Here is a dll that overrides the alert and adds a check for your def CookStove_Pro. You are welcome to rename the DLL, I just used that name as it's my standard naming setup in Visual Studio.
Code Select
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Verse;
namespace RimWorld {
public class Alert_NeedMealSource_BeanTek : Alert_NeedMealSource {
public override AlertReport Report {
get {
if (GenDate.DaysPassed < 2) {
return (AlertReport)false;
}
if (Enumerable.Any<Building>((IEnumerable<Building>)Find.ListerBuildings.allBuildingsColonist, (Func<Building, bool>)(b => {
if (b.def != ThingDefOf.NutrientPasteDispenser && b.def != ThingDefOf.CookStove && b.def.ToString() != "CookStove_Pro") {
return b.def == ThingDefOf.Campfire;
}
return true;
}))) {
return (AlertReport)false;
}
return (AlertReport)true;
}
}
}
}
[attachment deleted due to age]
#8
Outdated / Re: [MOD] (Alpha 10) BeanTek Mods (Refrigerated Food Storage/Blast Door)
April 17, 2015, 05:23:10 PM
I've added it back but watch out since when the door is open it turns the inside to the "outdoors" status and the weather is allowed in. I'm adding a "force field" to leak heat at the same rate as a closed door normally would.
#9
Mods / Re: [Looking for] Blast Doors
April 17, 2015, 04:00:17 PM
For now I've ported the Blast Door from TTM to a standalone Alpha 10 mod
https://ludeon.com/forums/index.php?topic=12243.0
https://ludeon.com/forums/index.php?topic=12243.0
#10
Outdated / Re: [MOD] (Alpha 10) BeanTek Mods (Refrigerated Food Storage/Blast Door)
April 17, 2015, 03:58:49 PM
Added the blast door v1 mod
#11
Mods / Re: [Request] No Crazy Animals
April 16, 2015, 11:54:45 PM
Hi ijm,
Open up Mods\Core\Defs\IncidentDefs\Incidents_Bad_ThreatsSmall.xml and change this section:
to
You are setting:
<chance>0</chance>
Open up Mods\Core\Defs\IncidentDefs\Incidents_Bad_ThreatsSmall.xml and change this section:
Code Select
<IncidentDef>
<defName>AnimalInsanitySingle</defName>
<workerClass>IncidentWorker_AnimalInsanitySingle</workerClass>
<chance>5</chance>
<minRefireDays>3</minRefireDays>
<favorability>Bad</favorability>
<category>ThreatSmall</category>
</IncidentDef>
to
Code Select
<IncidentDef>
<defName>AnimalInsanitySingle</defName>
<workerClass>IncidentWorker_AnimalInsanitySingle</workerClass>
<chance>0</chance>
<minRefireDays>3</minRefireDays>
<favorability>Bad</favorability>
<category>ThreatSmall</category>
</IncidentDef>
You are setting:
<chance>0</chance>
#12
Mods / Re: [Looking for] Blast Doors
April 16, 2015, 05:56:32 PM
What's your dream exactly?
A door 2x1, 3x1, or is 1x1 ok?
Powered?
Tougher?
Remote switch?
A door 2x1, 3x1, or is 1x1 ok?
Powered?
Tougher?
Remote switch?
#13
Outdated / Re: [MOD] (Alpha 10) BeanTek Mods (Refrigerated Food Storage)
April 16, 2015, 05:54:36 PM
easy come... easy go...
#14
Mods / Re: [Request] Planting trees again.
April 16, 2015, 05:48:39 PM #15
Mods / Re: [Request] Planting trees again.
April 16, 2015, 05:30:38 PM
Haha, this one bugged me too, trees are plantable in real life....
It just need this bit of XML added to the Plants_Wild_xxxx files:
It just need this bit of XML added to the Plants_Wild_xxxx files:
Code Select
<sowTags>
<li>Ground</li>
</sowTags>
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