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Messages - hawkwing

#1
Ah, I see. I'm not really surprised that's the case, not having found it. Someone on the forums here was making alternate textures for the meat food pieces, and I was having a look to see if I could figure out where the assets could be swapped out.

Is there any plan to add the various types of meat to the XML defs, or more fully flesh out the butchery recipe in the future? (for example, muffalo corpse -> muffalo meat x75, large bones x10, small bones x5)

Obviously that sort of recipe would be part of a mod that added bones, and certain... uses for those bones.
#2
Different types of lightbulb types is a cool thing in my book. As a future addition, it would be awesome if some types of lights occasionally flickered, but alas, alpha 3 is not yet released. Personally, I think the LED growlight could probably use a better texture.
#3
Mods / Re: Community mods pack
March 26, 2014, 01:40:31 PM
I think most of the disagreement here is from people who like the idea of "community mod packs", but don't like the idea of a "community mods pack". Where you place that S makes a world of difference. A single mod pack that contains just about all of the modding community's mods would generally be a bad idea. A specific mod pack with a few mods is pretty much unobjectionable.
#4
Mods / Re: [REQUEST] auto Timer/complex power Mod
March 26, 2014, 01:30:52 PM
I can say for certain that it's not possible right now. The next update is said to add a lot of proper code-based modding support to allow things like this, however.

As for myself, I'm more interested in a "switch" that could be opened or closed manually than a timer. I'd like to do a lot of this power related stuff, perhaps even go as far as to implement a logic system similar to minecraft's redstone out of the power conduits, but no promises there.

In short: not yet, but hopefully in a few weeks such a thing will exist.
#5
Help / Re: (Not) Working with Traders
March 20, 2014, 11:09:40 AM
 ::) That's a nice texture pack you've got there... Loving the high-contrast.
#6
I can't seem to find an xml definition for the various types of meats. Has anyone else been able to find it, and if so, where? I expected to find them under "Raw Foods" inside of resources.xml, but that only has raw plant based foods.

(or maybe they're still just hard-coded for now...)
#7
I don't know if me coming in here and saying "look at implementation X from this other game" is welcome, but as I think it is a VERY directly applicable example, I think I'll go ahead and bring it up.

There is a plugin for Kerbal Space Program, called  Module Manager, which is designed to handle XML-like mod overloading and dependencies (technically ksp mods are not XML, but it works the same way and is functionally identical, if not syntactically).

And it does so quite well, I might add, having made or modified a number of mods for it myself. It's mostly just a minor syntax change for mods looking to change or remove values instead of declare new ones.

Anyways, go ahead and check out the link above, it's got implementation examples on the first post. Given how well it is already proven to work in the KSP modding scene, I'd strongly suggest adapting it, hopefully by getting Tynan to implement the feature inside the xml parser.

Strictly speaking, mods wouldn't be pure xml anymore. It's basically a marked-up xml format that is easily readable and looks, to the casual observer, like xml. You can think of them a little like precompiler directives, I suppose.

TLDR: to edit an thingdef, you'd write "@" before opening the node.
@<ThingDef Name="BasePawn" Abstract="True">
@<eType>ModdedPawn</eType>
</ThingDef>
#8
Mods / Re: Community mods pack
March 18, 2014, 01:45:47 PM
I think the bigger advantage to a modpack is the convenience of not having to go and hunt down and install each individual mod one after another. Typically, mod packs wouldn't be a "add all the mods" sort of sollution, but a collection of mods that share some theme, such as a "Community Weapons Pack" that would contain all new weapons, but exclude all other mods.

It's a simplification of a process that can often take hours of browsing forums or mod sites, and if anyone is ever making an "annoyances-be-gone!" pack or something similar, then it would make a lot more sense for a mod like mine (a simple one-liner that changes explosive range of dead turrets) to be bundled into said mod instead of people having to hunt down and install my mod just to add such a minor tweak.

Of course, these things are going to be subjective, and people won't always like all the things in a mod pack. That's ok. The point isn't to produce a "satisfy everyone!" solution, but a general "here, try these mods out" suggestion and a link to the mods themselves if people decide to pick and choose on their own.
#9
Mods / Re: [REQUEST] Muffalo farm
March 18, 2014, 12:41:56 PM
Unrelated, but this got me thinking about making a muffalo stampede event. Where a large group of muffalo spawns on one side of the map and runs to another, attacking things in their way.

Could be a great way for ol' Randy to have a laugh, throwing raiders at you and then killing them off with a stampede as they came to attack.

Also, trained boomrats, attack dogs, and ridable muffalo would be amazing.

Back on topic, though, some sort of "fence" object would be useful for this. Something that didn't block light, had minimal bullet resistance, didn't create roofs, and couldn't be walked through. Of course, you'd need a gate... Sounds like the sort of thing Wood Economy might add / have already.
#10
Help / Re: Uploading to forum
March 18, 2014, 09:37:12 AM
Hmmm... A basic mod submission template wouldn't be a bad idea, to be honest. As for what to do with the files for your mod, I'd recommend 3rd party hosting for the files, mainly due to the forum's attachment size limit. If you mod is small enough that you aren't affected by that, then feel free to keep it simple and post it as an attachment. If you are looking for 3rd party hosting for your mod *and* images of your mod, I'd recommend taking a look at the link in my signature. If you're just looking for image hosting, I'd suggest using imgur.

Lastly, if you're wondering how people are doing fancy things with images that contain direct download links, what you're looking at is BBCode or "bulletin board code". Here's a quick reference page: Link (remember to look at the BBCode examples, not the html, because they're different) What they're doing is explained in the third example on the page. Basically, they're hosting on nexus mods, moddb, or modsaholic and the download banner is a simple stock image that they're using bbcode to turn into a link that matches the link to download from whatever site they're hosting externally on.
#11
Outdated / Re: [MOD] (Alpha 2) Wall Lights v1.0
March 18, 2014, 09:10:15 AM
Dropbox can't seem to find the image files you linked to anymore...
#12
If the forums attachment size limit is getting in your way, you could always try 3rd party hosting sites for your mod. Nexus Mods is probably the best option, though others exist, of course.

Or, if you just want the image hosted by a third party and not your whole mod, Imgur is a good option and will allow you upload images without the need to create an account.
#13
Outdated / Re: [MOD] (Alpha 2) Cremation Chamber
March 10, 2014, 03:16:22 PM
@Kirid: look two posts above your own.  ;)
#14
Outdated / Re: [MOD] (Alpha 2) Energy Turret
March 10, 2014, 03:12:35 PM
(previous poster's image, for users too lazy to click on links)
#15
I was in fact able to fix the save by opening up the debug menu and causing a few explosions opening up new paths from the rest of the map into the newly exposed (bugged) area. This seemed to recalculate whatever data it got wrong initially. Game is fully playable again, and events have even started spawning over on the newly exposed side of the map.

And yeah, it was quite an exceptional map seed.