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Messages - balketh

#1
Quote from: eatKenny on August 03, 2016, 01:48:17 PM
yes i will make coolant craftble after i add water to the mod. may take some time though.

Yay, -another- copied resource. Guess I'll add it to Cupro's Unifier. Might just replace it outright in my copy with water that already exists. Hate seeing five different types of X or Y in my game, but ah well, every mod wants to be self sufficient I guess!
#2
Quote from: Andy_Dandy on July 30, 2016, 02:26:37 PM
Quote from: eatKenny on July 27, 2016, 04:02:27 PM
im thinking adding water into this mod, which can be collected near steam geyser or near lake/sea. water can be used in concrete production,  cooling deep mine, or even cooking meals.

I'd love to see water in concrete production, making it more challenging to get this precious building material. Also a great way to represent good use of water other then for drinking and showering. :) Perhaps also make ways for saving up rain very slowly?

It's really easy to add water to the game if another mod you have provides it, like CuproPanda's mods, which add a 'bucket of fresh water'. I janked up my copy of Industrialisation's concrete to require a bucket of water with its stone.

I'm no great modder, all I've learned has been from trial and error debugging mods and making them more compatible with my load order, but if you wanted to do as I've done, it's fairly simple.

In your Industralisation mod folder, go into Defs, and then into RecipeDefs, and open up Recipes_Ind.xml (in Notepad++ if you have it).

Right at the top is the recipe for concrete, which has this as its only ingredient:

<ingredients>
<li>
<filter>
<categories>
<li>StoneChunks</li>
</categories>
</filter>
<count>1</count>
</li>
</ingredients>


This means it requires 1 of any kind of item from the StoneChunks category. We want to add 'CP_FreshWaterBucket' as an ingredient (the name of the Bucket of Fresh Water from CuproPanda's mods). Took me a bit of digging, but if you copy and paste the StoneChunks code block there, and put it under itself, you can then change 'categories' to 'thingDefs', and 'StoneChunks' to 'CP_FreshWaterBucket', and as far as I've seen, it works! Like so:

<ingredients>
<li>
<filter>
<categories>
<li>StoneChunks</li>
</categories>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>CP_FreshWaterBucket</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>


This will, if I understand it correctly, mean that Industrialization will be dependent on CuproPanda's mods, and thus need to be loaded after them, of course.

Wish I knew how to turn this kind of thing into an overriding compatibility patch, rather than direct edits to the mods. I'd love to make myself, at least, an item and recipe compatibility patch, so I stop getting doubleups of things like 'raw coffee' and 'coffee beans' from Cupro's/Vege Garden mods, etc.

Anyway, love the mod, hope this helps.