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Messages - Spdskatr

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Releases / Re: [B18] Spdskatr's mods | We Factorio now? (11 Jan)
« on: March 22, 2018, 09:54:39 PM »
Do the products rot in these industrial storages? Or these work like fridge also?
The industrial storage unit does not function like a fridge.

Help / Re: Making InspirationHandler less random
« on: March 08, 2018, 08:38:02 PM »
There's been a complication.

Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for NinjaMode.NinjaModeInit ---> System.ArgumentException: No target method specified for class NinjaMode.Pawn_DraftController_Drafted_Patch

This, despite the fact I've clearly denoted the Drafted accessor in Pawn_DraftController.

    [HarmonyPatch(typeof(Pawn_DraftController), "Drafted")]
    public static class Pawn_DraftController_Drafted_Patch
        static void Postfix(Pawn_DraftController __instance)
                "NinjaMode_TestMessage".Translate(new object[] { __instance.pawn.NameStringShort }),

Does this mean accessors are off the table as targets of Harmony?

Try use get_Drafted.

Getters have method signature get_PropertyName. Guess what signature setters have.

Releases / Re: No More Random Skills
« on: March 04, 2018, 12:26:32 AM »


Releases / Re: [B18] Spdskatr's mods | Tornado stoppers (11 Jan)
« on: March 01, 2018, 08:27:26 PM »
I finally completed the research to unlock the universal autoassembler! I love the recipe downloading.

In A17, back when SAL assemblers were attached to workbenches,  I often preprocessed food ingredients for Vegetable Garden recipes, making cheese, flour, and the like en masse night and day. That's why I was rather disappointed the self-cooker has such a limited repertoire. Obviously I could build an autoassembler in place of a self-cooker, but before I do that, is there a way to expand the functionality of the self-cooker, perhaps through XML tweaks?

The recipe is actually defined through the <recipes> tag. You can actually add/remove any recipe you want.

Releases / Re: [B18] Spdskatr's mods | Tornado stoppers (11 Jan)
« on: February 18, 2018, 04:53:12 AM »
About Damage Indicators, What the colors means?

The colors are just a small visual indicator of the damage. Yellow for 10 to 29, Orange for 30 to 49, then red, then magenta, then cyan

Releases / Re: [B18] Spdskatr's mods | Tornado stoppers (11 Jan)
« on: January 18, 2018, 06:33:58 PM »
I think RW has a problem recognizing that you have the supplies required for making whatever if they exist in this kind of "pocket dimension" which you get with Quantum Storage and Mass Storage.

Ratys's QS works completely fine. I'm actually halfway through creating a storage solution that can hopefully replace the functionality of Mass Storage, as well as be tradeable if you place an orbital trade beacon nearby. It'll be part of Project RimFactory

Releases / Re: [A17-B18] Spdskatr's mods | Tornado stoppers (11 Jan)
« on: January 16, 2018, 11:55:47 PM »
Ok, I think I'm getting it. So if there were multiple <li></li>s within the verbs for the thingdef, I would use index to designate which one I'm making the modification to?

I definitely appreciate the help you are giving me. Sorry if I'm not knowledgeable about all of these terms and stuff, this is all new to me. If I keep asking silly things, though, you don't worry about having to keep helping me ::)

Another question, say if I want a single research to make the turret shoot 4 bullets AND increase range, would I have it like this?

Code: [Select]
            <li Class="ResearchableStatUpgrades.ResearchMod_EditVerbProperties">
    <li Class="ResearchableStatUpgrades.ResearchMod_EditVerbProperties">
I don't see anything wrong with it, the only way to know for certain is to try it though.

Releases / Re: [A17-B18] Spdskatr's mods | Tornado stoppers (11 Jan)
« on: January 15, 2018, 10:43:58 PM »
I'm sorry friend, but I still don't understand this one part, "index: the index of the <li> you want to change in <verbs>" what is this "index?" I apologize but I'm not a programmer. Could I just leave that as 0? Say I want to make an upgrade to change chemfuel generators to make their fuel consumption lower, would the index still be 0 for that researchdef?

This class is made especially for editing things inside <verbs><li>. This includes weapon properties.
The index is basically the order something is in a list, where the first item would have index 0, second item 1, third item 2 etc.

If you wanted to change the fuel consumption for a chemfuel generator, the information is inside <comps><li>, which means you have to use Class="ResearchableStatUpgrades.ResearchMod_EditCompProperties". You can see how I used it in the ScannerEfficiency def.

Releases / Re: [A17-B18] Spdskatr's mods | Tornado stoppers (11 Jan)
« on: January 15, 2018, 07:36:48 PM »
Hey I think I've got some dumb questions for you, I hope you don't mind :) I want to customize Researchable Stat Upgrades for myself. I was looking at the one that makes turrets shoot 4 instead of 3 bullets. It has this under the research project def:
Code: [Select]
            <li Class="ResearchableStatUpgrades.ResearchMod_EditVerbProperties">
I was wondering if I could use that same class with some new research project defs, and then I can use the lines below it to identify whatever def I want to modify, with the modification being fieldName and value, correct? What does index do? I know I would need to add them into this mod, because that class is contained within the assemblies, yeah?
I'll give you a quick guide:
def: the defName of the ThingDef you want to change
index: the index of the <li> you want to change in <verbs>
fieldName: the name of the field
value: the value you want to change it to

Releases / Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
« on: January 13, 2018, 11:25:06 PM »
Hi Spdskatr, I was curious if there might be something up with Researchable Stat Upgrades. I ask because, every time I get a error like the following, it is where someone forgot to put a <thingClass>Building</thingClass> in their defs.
Code: [Select]
Exception editing stack counts for ThingDef "SRV_StumpChair": System.NullReferenceException: Object reference not set to an instance of an object
  at ResearchableStatUpgrades.RSUUtil.IsInst (System.Type t, System.Type a) [0x00000] in <filename unknown>:0
  at ResearchableStatUpgrades.RSUUtil+<>c__DisplayClass9_0.<IsInst>b__0 (System.Type t2) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Any[Type] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at ResearchableStatUpgrades.RSUUtil.IsInst (System.Type t, System.Type[] types) [0x00000] in <filename unknown>:0
  at ResearchableStatUpgrades.WorldComponent_StackCountEditManager.RefreshStackCountEdits () [0x00000] in <filename unknown>:0

However, I had this issue with Albion's Sparkling Worlds items. I posted there and asked him, and he was able to properly diagnose the problem. However he told me, "I'm 99% confident it is because the Research stat upgrade mod doesn't catch some exceptions." I figured I would post here as well so you could see this, I don't know if it is actually anything broken with your mod or not, because I don't know what that means ::) I was also just curious as to why your mod name shows up whenever someone else's mod is messing up.

I know where the exception happened, but this kind of problem almost never arises in game as thingClass is almost always included :P

Expect a fix on github and steam in the next hour or so

Releases / Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
« on: January 11, 2018, 12:06:49 AM »
Weather Disruptor

The weather disruptor is very easy to unlock in research (microelectronics basics), but is quite expensive to build. It takes 500 steel, 1 orbital power beam targeter and 15 components.

It takes 15 days at 2000W full power to charge up. It can also break down, but this will not affect the charge progress.

The "activate" button causes the weather disruptor to strike any random tornado on the map. This strike does not cause fires or harm colonists.

Nobody knows how power beams can stop tornadoes.They just do. This violates all known laws of meteorology and physics. Ancient artifacts really like doing that don't they?

Does this require a new colony to work? No.
Can I remove this off existing saves? Remove all weather disruptors off the map.

Art for weather disruptor by Storm
Japanese translation: Proxyer

Download - GitHub(A18) - Steam

Releases / Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
« on: January 04, 2018, 12:20:15 AM »
Hi Speedskater, I love your mods, thanks for all of the hard work! I just have a couple of quick things:

1-In the OP you have MassStorage as A17, but the post for it says there is a B18 version. Just thought you might like to know as I never bothered to check to see if you had a B18 version until I checked the actual post for that mod.

2-Will ResearchableStatUpgrades for B18 ever be posted on GitHub or anywhere besides Steam? I saw on Steam it is updated to B18, but I would rather get the official version from you than what someone else posted on here.

3-In MassStorage, how many different types of items can each device hold? Or is it just 1 type of item per device? Also, is there a distance limit on how far it can reach in the storage zone to pull items into itself? Hypothetically, could you just have a 1 cell wide storage zone stretching from the MassStorage unit to say a far off mine on the other side of the map, and it could still pull the resources automatically? Or say you had a storage zone just covering the whole map for 1 type of resource, would 1 storage device then be able to pull all of that resource scattered throughout the map to itself? I understand the potential for abuse, but was curious if there was an sort of arbitrary limit to the pull distance.

Sorry about all of the questions, but MassStorage is looking like it's right up my alley, especially since the author of Quantum Storage said there aren't even plans for a B18 release. :'(
1- Fixed.
2- Fixed.
3- It only holds 1 type of item. Be warned that items stored internally can't be traded

Stories / Re: RimWorld Succession Game B18 - World #2 Story Thread
« on: November 30, 2017, 11:22:29 PM »

Day 1
We've got some pretty good foundations here at the second colony. Let's continue to build the walls, but FOR GOODNESS SAKE NOT IN WOOD!
We'll keep the already built wood walls. I think we need to put all these stone chunks to good use...
...BUT WAIT! A manhunter pack! Oh no... What is it this time? Wargs? Elephants!??!?


Stupid feral rabbits. We only sustained minor injuries, all is fine.

An infection. Dangit Cass! Why!
You know what, maybe we should just build it out of wood for the time being. This will be annoying...
Day 2
Oh, this place doesn't have food either. Welp
Hah, short circuit on the other map. Watch the world burn...

Nothing much happened today, except for food.
Day 3
Oh, a good thing for once. Phew.

Henriette the master chef


Day 4

Oh dang it, not you again. Ignore her. We still have 8 hours of sleep to get.
Ok, fine. Let's deal with it.

Body got completely shot off. Serves you right, bunny.

Day 5
Restarting our growing. Cass has given us a silent period it seems.

I jinxed it. Should we get an extra colonist? Hell yeah!

... You have no weapons, and you're naked. Why Cass? Why?

Seems to have a pretty god set of traits though. We'll take it! You'll be our fearsome wood-log-wielder.
Day 6
Here they come!

Oh you son of a... They took the refugee. I hope those cowards don't come back.


Day 7
We've been staying up all night to put out these flames. Raiders ruined our rice patch :(

Oops, I forgot to build a roof over my battery. Now that's gone too.
Day 8
Nothing much happened today either.

Start of day

End of day
Day 9
All the cats are dying LOL

Day 10
Oh phew, friendly people! They're coming to trade, it seems.

Chicken eggs are a good source of nutrition. We also need a few components for our nutrient paste.

We now have a working cooler system.

In goes the nutrient paste!

Solar flare... Not like we have anything useful running. :P

Day 11
Hopefully we can continue work on the nutrient paste dispenser if no one raids us firs-

I swear Cass, you're literally just trolling me right now.

There. All dead.
5 seconds later...

We got 3 shots on the buck. Hopefully we can camp here until he dies.

Buck is dead. Phew, that was close!
Day 12

Day 13
Cargo pods! oh, how bri-

Oh well, some you win...
Meanwhile, in the cat side of things...

Yipee! Our nutrient paste dispenser is done!

LOL, manhunting cats just appeared in the other map.

Day 14
Now we've got our food shortage sorted, let's get some smokeleaf plantations going.

Speaking of plantations, our rice patch has finally started yielding food!


Day 15
Alright, last day of my run.

At 3 a.m. in the morning, a wild boar decides to go mad.

They made the wrong decision.
The last thing I'm going to do for the colony is start building the outer perimeter.

Also, I've made an area called "ores" highlighting all the ores I could see on the map.


Suggestions / Re: Killing killboxes.
« on: November 30, 2017, 07:34:09 PM »
Great idea actually.

Perhaps this way decrease the raid size as well so non-killbox players can play properly without being outnumbered 3 to 1.

Releases / Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
« on: November 19, 2017, 08:04:04 PM »
Project RimFactory

This mod is a combination of my 3 A17 automation mods: Animal Stations, Cultivator Tools and S.A.L.

This is a rather extensive mod; Here are the basics:

Animal Stations
  • 3 buildings:
    • Shearer: Harvests the wool of animals in the area.
    • Milker: Harvests the milk of the animals in the area.
    • Generic animal harvester: Harvests e v e r y t h i n g from the animals.
  • All buildings can store feed, which will attract the animals
  • Only works on your animals

Cultivator Tools
  • 3 buildings:
    • Sprinkler: Slightly increases the growth rate of plants. The effects stack!
    • Cultivator: Plants and harvests crops autonomously. Pick a direction for it to spit out its harvest.
    • Cultivator with sun lamp: Like the cultivator but has a strong sun lamp on it. Beware of electrical fires!

  • 5 buildings:
    • Smart hopper: Pulls items from nearby stockpile zones according to its storage settings.
    • Self cooker: A machine that can cook meals all by itself. Just look at it go!
    • Recipe database: Stores recipes for use by smart assemblers, and imports recipes from adjacent work tables. I wonder what all the buttons do...
    • Universal assembler: An auto-crafter controlled by a computer. Needs a recipe database to give it recipes.
    • Machine learning assembler: Slowly gets better at recipes the more it completes them. However, it also gets worse slowly over time.
  • 1 item:
    • Recipe data disk: A roll of magnetic tape. Used to craft the recipe database.

  • 4 buildings:
    • Stockpile crate: A giant crate that can store 10 items. Items stored in the crate do not deteriorate.
    • Reinforced stockpile crate: A giant crate that can store 25 items. Items stored in the crate do not deteriorate.
    • Industrial storage unit: This device stores virtually infinite amounts of items inside it. The power consumption increases the more stacks you put in. When your colony loses power, items will be safely stored inside, but colonists cannot access them.
    • Storage unit I/O port: A redesigned smart hopper that can pull items remotely from industrial storage units.

  • 1 building:
    • Deep quarry: An automated quarry that continuously extracts resources from the ground, including rock chunks, materials and resources. Produces a random resource roughly once every 6 hours.

  • Does this require a new save to work? No

  • Coding:
    • spdskatr
    • bradleykins: Smart hopper min/max feature.
  • Art:
    • totobrother: Recipe database and data tape texture.

Development discord:

Download - GitHub - Steam

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