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Messages - florisjan

#1
Releases / Re: [1.0] Mod Announcements Thread
April 19, 2019, 05:14:03 PM
Kindergarten weapons

I've made a silly little mod supplying you with toy weapons with 0 damage. It was based on the idea that I wanted to be able to make an animal farm without having to worry about raids killing all my animals. That was rather short-sighted, it turns out.

Now colonists have to face raiders and animals with their bare hands, which is harder than it sounds. This requires a completely different way of playing. So different that I enjoyed playing it. So I've shared the mod with the rest of the rim. It doesn't work with fancy xpathing and stuff, I just made plain dif edits and added textures. It will probably not work well together with mods that interface with the vanilla weapons system and/or the mechanoids. It's very simple though so it can't do any harm to saves. Drop your weapons and have fun.

https://steamcommunity.com/sharedfiles/filedetails/?id=1715840661
https://github.com/TheVillageGuy/KinderGarten/blob/master/README.md
#2
Releases / [1.0] Kindergarten weapons
April 19, 2019, 03:42:57 PM

I've made a silly little mod supplying you with toy weapons with 0 damage. It was based on the idea that I wanted to be able to make an animal farm without having to worry about raids killing all my animals. That was rather short-sighted, it turns out.

Now colonists have to face raiders and animals with their bare hands, which is harder than it sounds. This requires a completely different way of playing. So different that I enjoyed playing it. So I've shared the mod with the rest of the rim. It doesn't work with fancy xpathing and stuff, I just made plain dif edits and added textures. It will probably not work well together with mods that interface with the vanilla weapons system and/or the mechanoids. It's very simple though so it can't do any harm to saves. Drop your weapons and have fun.

https://steamcommunity.com/sharedfiles/filedetails/?id=1715840661
https://github.com/TheVillageGuy/KinderGarten/blob/master/README.md

Can modpack makers include your mod in their modpack? Yes
Can other modders make derivative mods based on yours? Yes
#3
Quote from: Mehni on April 15, 2019, 04:24:49 PM
The exception is because you are missing a thingClass entry in your def.

That was the problem. Thank you very much!
the <thingClass>LiquidFuel</thingClass> was missing.
#4
I am trying to use

<preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef> from <defName>Bullet_IncendiaryLauncher</defName> to add filth to other ranged weapons. I copy, paste and alter the def in Filth_Various.xml and turn it into:

<ThingDef ParentName="BaseFilth">
    <defName>Filth_Crumbles</defName>
    <label>Crumbles</label>
    <description>Crumbles.</description>
    <useHitPoints>true</useHitPoints>
    <tickerType>Normal</tickerType>
    <statBases>
      <Beauty>-12</Beauty>
      <Cleanliness>-15</Cleanliness>
    </statBases>
    <graphicData>
      <texPath>Things/Filth/Crumbles</texPath>
    </graphicData>
<pathCost>5</pathCost>
    <filth>
      <rainWashes>true</rainWashes>
      <cleaningWorkToReduceThickness>70</cleaningWorkToReduceThickness>
      <canFilthAttach>true</canFilthAttach>
    </filth>
  </ThingDef>



And add <preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef> to <defName>Proj_GrenadeFrag</defName> and <defName>Weapon_GrenadeEMP</defName>

When I just add <preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef> to the defs it works fine and puddles of fuel appear when firing the grenades.

However when I use my crumbles def, my texture appears as filth, but an exception is constantly thrown when the weapon is used. I assume I am doing something wrong in the directory/file naming. Which is basically:

\Textures\Things\Filth\Crumbles\CrumblesA.png
\Textures\Things\Filth\Crumbles\CrumblesB.png
\Textures\Things\Filth\Crumbles\CrumblesC.png

  Exception ticking Filth_Crumbles573312 (at (120, 0, 4)): System.NotImplementedException: The requested feature is not implemented.
  at Verse.Entity.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


As said the texture is being shown, so it's not a matter of the files not being found.

Thanks a lot!


#5
Releases / Re: [1.0] Multiplayer
December 18, 2018, 06:54:58 AM
It gives a MpInvalidUsernameAlreadyPlaying when I try to connect on the same machine.  It would be cool if it could be used to connect to a second rimworld instance, so you can keep eyes on two locations at the same time. Trying to connect directly gives a connection failed.
#6
Thank you, that solved it.

I completely forgot to mention there are scyters and lancers walking around the second ancient danger room on this map, attacking nobody. As in the lords section they are mentioned, I assume this may be linked?
#7
I've seen people posting about this before, events such as parties never ending. This game was modded, but is now loaded/saved without mods. No events are currently active. When a party is started, it will never end. (should traders arrive, they will never leave, and so on) It may well be caused by a remnant of one of the mods, but I would expect the program to pick up on the exceptions.

A party can not instantly be started, but give it a few in game hours and it will be possible.

Save and log:

https://app.box.com/s/al724n0fek494orm511hw5nf5on7gmyc
#8
Ideas / suggestion: battle log cap
October 26, 2018, 11:22:57 AM
When playing a scenario with a lot of raids, and setting pawns explode on death, I noticed that all the battle damage is logged. Under normal circumstances this is no problem, of course. The savegame in this situation grows to ridiculous sizes however due to the log lenght. Maybe it is an idea to cap the log lenght, I believe this will improve loading time in regular late games. Another factor is also the list of dead pawns. I understand they are stored for relations' sake, but maybe some sort of cleanup function might be a good idea, also for late game loading performance.
#9
Same here for these:

Western Anreuay Moral Coalition

White Spu
#10
Bugs / [1.0] Disappearing tree
June 18, 2018, 08:18:08 AM
I was just waiting for my pawns to do what they were supposed to do and then I noticed a tree just vanishing into thin air. Maybe it's because the savegame is build 1936, I am playing 1938. The tree is at 97% grown, walls are being built around it but none of that is actually happening when it disappears. No roofs are being constructed yet.

Just load the save and watch the tree in the middle of the construction site, after about 30 seconds it disappears.

https://app.box.com/s/tp24s29l4scyh7uzsf8n170af390kza3



#11
Ideas / Re: Your Cheapest Ideas
November 21, 2017, 07:16:07 PM
I'd like to always be able to see the ground info, so maybe move it when menus are open, so it always falls bottom left but visible?

Fj
#12
Ideas / Re: Your Cheapest Ideas
November 20, 2017, 12:38:21 PM
I would like the ctrl-left/right system available for all animal zones, as setting them to unrestricted/home makes them eat all my food. So Shift click on zone one, all animals are assigned to zone one.

Fj
#13
I am seeing no difference in tile movement speed on roads in tropical rain forest. I've searched but can't find a logical explanation. Is there one?

Fj