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Messages - Sion

#1
Ideas / [Request] Medical Lamp
June 23, 2021, 12:52:33 PM
I have discovered that a Sun Lamp gives better medical-success-chance because it emits 100% light instead of 50% as Standing Lamps & Torches do.
However, the Sun Lamp turns off at night and there is no way whatsoever to turn it on again at night.

This "Medical Lamp" would work a bit like a Vitals Monitor, that it stands close to a medical bed(s), and when someone is in that/those bed(s) it is turned on automatically (and turns off when not needed, because the bed is empty).
And of course, it emits 100% light.

It would be a nice medical addition to the base Rimworld game.
#2
Ideas / Build improvements (Hotbar, rmb = remove,...)
October 28, 2020, 04:18:12 PM
(I would like to see this in the real game, but some good mod-maker could probably do this already *hint hint*.)

I think building in Rimworld in way too finicky, flipping through different menus & searching for wherever menu that thing I want to build is, and so on...

Instead I would like a "hotbar" (like Minecraft or Factorio), where I set up like a "custom menu" so I have instant access to whatever I need, between 1 to 9 (or 1 to zero?).

So for example, I want to build a kitchen setup:
[1=(granite)Walls] [2=(wood)Door] [3=Chair] [4=Stove] [5=ButcherTable] [6=(Food)Stockpile] [...] [...] [...]

You could even set up more than 1 hotbar (up to 9 or 10?) (like Factorio)
Then use like Shift+Number to switch to the corresponding hotbar, for a total of 81 or 90 different hotbar slots.
-----
I would also want the RMB(Right Mouse Button) to be bound to Cancel and Shift+RMB to be Deconstruct, or something like that (basically the Right mouse is bound to cancel whatever is bound to the left mouse button, being  it a: building, stockpile, planning tool, allowed area, roof area, ...)
-----
I hope I can see these features soon.
#3
Help / The Vent's in/out-field. Where is it defined?
March 21, 2020, 10:43:26 AM
I'm trying to make a simple mod that changes the Vent to move the heat in an "L-shape" instead of as currently in an "I-shape".

But I can't find any data about where the "in/out-put" of the vent is located in the files.

I have searched in this file:
...\myRimworldCopyFolder\Data\Core\Defs\ThingDefs_Buildings\Buildings_Temperature.xml
I have also searched the whole file-structure for words that seamed promising, but so far I found nothing.

I assume that those areas are not defined in this .xml-file, but probably in some .cs-file (hopefully) or some .dll-file (hopefully not)?



I = In, V = Vent, O = Out

Currently:
(I)(V)(O)

My vent:
(I) <---- Problem: Can't find this field thingy in the code.
(V)(O)
#4
This could work as a battle music, but it might also be distracting when you try to focus on the next action to not get the colonists killed, but that depends on the type of player.

For some reason my mind is drawn to Red Alert 2 when I'm listening to this song.
#5
Is that really necessary?

Don't they all fall under the <li>1.1</li> tag?
#6
Mods / Re: About.xml how to choose: <packageId> ?
March 06, 2020, 06:35:52 AM
Thank you!
I didn't know about that file.



If anyone is wondering, the rules for <packageId> are:

- <packageId> (string, required)
  A unique identifier by which other mods and the game will refer to a mod.
  <packageId> must follow a specific format:
     * Alphanumeric characters and dot only.
     * No spaces.
     * At least one dot.
     * No repeated dots in a row, or starting or ending with a dot.
     * 60 characters or less.
     * Cannot contain word "Ludeon".
   
  Examples:
  <packageId>AuthorName.ModName</packageId>
  <packageId>AuthorName.ModSeriesName.ModName</packageId>.

  For backwards compatibility, if no packageId is defined, it will be auto-generated from "Author" and "Name" fields.
  Game won't load two mods with the same packageId. The only exception is if one of them is a workshop mod and the other one is local, then you can have both of them installed and one of them active.


There are also about 24 other mentions of "packageId" in the file, I suggest you read it yourself, use your text editors search function ( usually: Ctrl + F ) to find the texts.
#7
I see almost all mods have a <packageId> tag in their About.xml file, but I can't find any documentation about how to get/choose the ID.

Is it just chosen "randomly" like "I think I will call my ID this ...", or is it supposed to have some structure & logic behind it?

Thanks!
#8
I couldn't find any good explanation about the About.xml, so I created a Wiki about it & put in what I know, the article is in a desperate need for further refining & development, so any help & information you can provide is very helpful.

https://rimworldwiki.com/wiki/About.xml
Thank you!
#9
I couldn't find any good explanation about the About.xml, so I created a Wiki about it & put in what I know, the article is in a desperate need for further refining & development, so any help & information you can provide is very helpfull.

https://rimworldwiki.com/wiki/About.xml
Thank you!
#10
For anyone else looking to do the same, here are the code, so you don't have to write this whole damn thing yourself (this should last us some decades)


<supportedVersions>
<li>0.0</li><li>0.1</li><li>0.2</li><li>0.3</li><li>0.4</li><li>0.5</li><li>0.6</li><li>0.7</li><li>0.8</li><li>0.9</li>
<li>1.0</li><li>1.1</li><li>1.2</li><li>1.3</li><li>1.4</li><li>1.5</li><li>1.6</li><li>1.7</li><li>1.8</li><li>1.9</li>
<li>2.0</li><li>2.1</li><li>2.2</li><li>2.3</li><li>2.4</li><li>2.5</li><li>2.6</li><li>2.7</li><li>2.8</li><li>2.9</li>
<li>3.0</li><li>3.1</li><li>3.2</li><li>3.3</li><li>3.4</li><li>3.5</li><li>3.6</li><li>3.7</li><li>3.8</li><li>3.9</li>
<li>4.0</li><li>4.1</li><li>4.2</li><li>4.3</li><li>4.4</li><li>4.5</li><li>4.6</li><li>4.7</li><li>4.8</li><li>4.9</li>
<li>5.0</li><li>5.1</li><li>5.2</li><li>5.3</li><li>5.4</li><li>5.5</li><li>5.6</li><li>5.7</li><li>5.8</li><li>5.9</li>
<li>6.0</li><li>6.1</li><li>6.2</li><li>6.3</li><li>6.4</li><li>6.5</li><li>6.6</li><li>6.7</li><li>6.8</li><li>6.9</li>
<li>7.0</li><li>7.1</li><li>7.2</li><li>7.3</li><li>7.4</li><li>7.5</li><li>7.6</li><li>7.7</li><li>7.8</li><li>7.9</li>
<li>8.0</li><li>8.1</li><li>8.2</li><li>8.3</li><li>8.4</li><li>8.5</li><li>8.6</li><li>8.7</li><li>8.8</li><li>8.9</li>
<li>9.0</li><li>9.1</li><li>9.2</li><li>9.3</li><li>9.4</li><li>9.5</li><li>9.6</li><li>9.7</li><li>9.8</li><li>9.9</li>
</supportedVersions>


Put it in your About.xml inside this tag <ModMetaData> put it here </ModMetaData> with the rest of the data, like author name & such.
#11
Ok, thanks.

I will add a list, going from 0.0 to like 9.9 or something.

I just wish there were a more "elegant" way to do this.

Like marking it as version *.* where the * represents "wildcards" that can represent any number or it would be enough if the * represents the current version.

Because it's just so silly that the list of version numbers will be like at least 10 times larger than the mod itself.
#12
Is it possible to remove the version requirement for a mod?
I have a super simple mod that probably will NEVER break ever, because it ONLY changes ONE number to another number.

So it feels enormously pointless to have the mod "break" because the version is wrong & I have to "update" the mod by just changing the version number every time Rimworld updates, is there some way to mark the mod as "always compatible" or like "compatible from version 0.1 to 9999.9" or something like that?
#13
Ok, thanks!
#14
If I register Rimworld on Steam, do i still get those e-mails with a download link when a new Rimworld version is released?

I bought the game a long time ago, before it existed on Steam & I really like the options of getting the files, but I would like some of the automatons that Steam provides (auto updates & mod workshop), but I really don't want to loose the e-mail downloads, that's why I still haven't registers on Steam.

I haven't found a clear answer to this in the FAQ or in the forum.
#15
Are you annoyed by stupid/suicidal colonists that casually stroll into the firing line of your "death squad" of 10+ colonists with mini-guns?

With this (theoretical) mod (idea) this will be a thing of the past.



The theory of this mod is this:
When a colonist is firing, the mod could automatically lay down a "danger zone" that is forbidden to walk in by all other colonists, so they stay out of harms way.

The shape of the zone (an inverted Allowed Area) would ideally be cone shaped (possibly with a round end (like an ice cream cone)) (alternatively, it can just be a square), the angle of the cone is determined by the inaccuracy of the weapon & colonists skill, the length of the cone would be determined by the distance to the target.

I assume this needs some manual setup too: (depending on how much can be done programmatically)
* A zone, possibly requiring a specific name, so it can be found & used by the mod.
* The colonists need to be setup to actually use the area.
* I assume it's possible to get the colonists held weapon & weapon skill, from that it should be possible to calculate the inaccuracy.

What's your thought about this?
Is this possible to do?

Ps. This mod request was inspired by this moment: https://youtu.be/oTarIK2KEIk?t=1331