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Messages - brunayla

#1
Releases / Re: [1.0] Mod Announcements Thread
October 23, 2018, 11:09:12 AM
Brunayla's Security Co mods

Now 1.0 enjoy

https://ludeon.com/forums/index.php?topic=7179.0
#2
Releases / Re: [B19] Brunayla's Security Co (10/23/18)
October 23, 2018, 11:08:06 AM
Now updated to 1.0
#3
Releases / Re: [B19] Mod Announcements Thread
September 15, 2018, 11:19:37 PM
Brunayla's Security Co

    Embrasures- You know you love walls with holes to shoot through. You can research fire resistant, reinforced and fire resistant reinforced embrasures.
    Mannable Turrets- Now you can man a mounted Uzi, M16, L15 LMG , or with research a Mini gun.  (You will need a weapon of the type to make the mounted version)
    Medicine Kit Crafting- No more will your colones have to do without bandages.
    MIRV Artillery- Why shoot one projectile down range when you can shoot three? You will need to research this.
    Weapon Crafting- If you have the time, skill and resources you can build most of the firearms  in the game.
    Organ Replacement Production- If you have the time, skill and resources you can grow replacement organs  in the game.
    BionicReplacement Production- If you have the time, skill and resources you can build bionic replacements in the game.
    Neurotrainer Production- If you have the time, skill and resources you can build neurotrainer joywire painstopper and AI persona core in the game.
    Armor Production- If you have the time, skill and resources you can build Armor in the game.
    NonDecayingStorage- Do you dislike how untidy your stockpiles are?  Now you can add shelving (preconfigured).
    Training Rack- They say knowledge is power, but how do you get that knowledge?  With the training rack thats how.  Use scrap material to learn how to do thing or better yourself.
    Temperature Control- A fan to keep you colonists cool.
    Cyclone Wire- Cyclone wire, razor wire, trenches, and razor wire traps to keep you enemy a bay.
    Agriculture- Soil that you can place that has better fertility them basic soil.

https://ludeon.com/forums/index.php?topic=7179.0
#4
Releases / Re: [B19] Brunayla's Security Co (9/15/18)
September 15, 2018, 10:58:57 PM
Now Beta 19.
#5
Releases / Re: [A17] Brunayla's Security Co (11/19/17)
November 19, 2017, 09:59:04 PM
Updated to Alpha 18
#6
Quote from: Kairo on May 27, 2017, 04:59:48 AM
Thank you Brunayla  :)

You are most welcome.

brunayla
#7
Updates for Alpha 17

Brunayla
#8
Releases / Re: [A15] Brunayla's Security Co (12/28/16)
December 28, 2016, 02:16:27 AM
Alpha 16 up now.

Brunayla
#9
Try this

<ingredients>
      <li>
        <filter>
          <categories>
            <li>FoodRaw</li>
          </categories>
        </filter>
        <count>10</count>
      </li>
    </ingredients>
<fixedIngredientFilter>
  <thingDefs>
<li>RawCorn</li>
                <li>RawRice</li>
  </thingDefs>
    </fixedIngredientFilter>


Brunayla
#10
Releases / Re: [A15] Brunayla's Security Co (9/21/16)
September 21, 2016, 03:49:37 PM
updated training rack graphics and made separate ones for each skill.

Brunayla
#11
Releases / Re: [A15] Brunayla's Security Co (9/20/16)
September 20, 2016, 05:32:44 PM
added trenches to cyclone mod as requested by steam user

brunayla
#12
Releases / Re: [A15] Brunayla's Security Co (9/18/16)
September 20, 2016, 05:31:31 PM
Quote from: 14m1337 on September 19, 2016, 12:31:29 AM
Hello Brunayla,

I looked a bit deeper into the behavior that I described above, and found out that the colonists need to have "flicking" enabled in order to be able to use the training racks. If I set a skill limitation, it's taken into account correctly.
This also explains, why Bonzo prioritized training before doing his work: I usually set flicking to priority "2"

This even happens on a new started colony, with no other active mod besides "Training Racks".

Does anybody else have this problem ?
Is this behavior intended ?


//Edit:
I've looked up the XML code in the last hour, and I can understand the problems now, and why you chose flicking. best way to solve this seems to split up the one training rack to one for each training-necessary action.

I would have to copy and paste on for each skill.  The ability to do it is in the code with a little decoding. This is what it looks like on the workgiverdef side
<?xml version="1.0" encoding="utf-8" ?>
<WorkGivers>

   <WorkGiverDef>
      <defName>TrainingRack</defName>
      <label>training</label>
      <giverClass>WorkGiver_DoBill</giverClass>
      <workType>
         <li>Flicker</li>
         <!--<li>Art</li>
         <li>Cleaning</li>
         <li>Construction</li>
         <li>Cooking</li>
         <li>Crafting</li>
         <li>Doctor</li>
         <li>Firefighter</li>
         <li>Growing</li>
         <li>Handling</li>
         <li>Hauling</li>
         <li>Hunting</li>
         <li>Mining</li>
         <li>PlantCutting</li>
         <li>Research</li>
         <li>Repair</li>
         <li>Smithing</li>
         <li>Tailoring</li>
         <li>Warden</li>-->
      </workType>
      <verb>train</verb>
      <gerund>training</gerund>
      <requiredCapacities>
         <li>Consciousness</li>
         <li>Manipulation</li>
         <li>Sight</li>
      </requiredCapacities>
      <fixedBillGiverDefs>
         <li>TrainingRack</li>
      </fixedBillGiverDefs>
      <prioritizeSustains>true</prioritizeSustains>
   </WorkGiverDef>
 
</WorkGivers>

I chose flicker because people were complaining about is being set to doctor originally (I think).

I would also have to copy paste and change the code to the training rack to the specials.

  <ThingDef ParentName="BuildingBase">
      <DefName>TrainingRack</DefName>
      <label>Training rack</label>
      <ThingClass>Building_WorkTable</ThingClass>
      <Description>Training rack with books to learn skills.</Description>
      <graphicData>
         <texPath>Things/Building/Furniture/NonDecayingStorage</texPath>
         <graphicClass>Graphic_Single</graphicClass>
         <drawSize>(3,2)</drawSize>
      </graphicData>
      <AltitudeLayer>Building</AltitudeLayer>
      <passability>PassThroughOnly</passability>
      <fillPercent>0.4</fillPercent>
      <stuffCategories>
         <li>Metallic</li>
         <li>Woody</li>
         <li>Stony</li>
      </stuffCategories>
      <costStuffCount>50</costStuffCount>
      <!--<constructEffect>ConstructWood</constructEffect>-->
      <castEdgeShadows>true</castEdgeShadows>
      <useHitPoints>True</useHitPoints>
      <statBases>
         <WorkToMake>500</WorkToMake>
         <MaxHitPoints>350</MaxHitPoints>
         <Flammability>1.0</Flammability>
      </statBases>
      <Size>(2,1)</Size>
      <DesignationCategory>Production</DesignationCategory>
      <hasInteractionCell>True</hasInteractionCell>
      <interactionCellOffset>(0,0,1)</interactionCellOffset>
      <surfaceType>Item</surfaceType>
      <inspectorTabs>
         <li>ITab_Bills</li>
      </inspectorTabs>
  </ThingDef>

Tho if I did it might justify having a better workSkillLearnFactor on the single skill racks.  It is something to think about.

Brunayla
#13
Releases / Re: [A15] Brunayla's Security Co (9/18/16)
September 18, 2016, 03:31:21 PM
Added
Agriculture- Soil that you can place that has better fertility them basic soil.

Brunayla
#14
Releases / Re: [A15] Brunayla's Security Co (9/9/16)
September 09, 2016, 07:20:17 PM
1.59 added razor wire trap

Brunayla
#15
Releases / Re: [A15] Brunayla's Security Co (9/6/16)
September 07, 2016, 07:17:56 PM
1.58 fixed some graphical problems

Brunayla