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Topics - Darker

#1
Help / Where are Motes defined?
March 29, 2014, 12:07:01 PM
There's a special thingy in the game called Mote, reponsible for effects like smoke, lightning glow or sleep "zzz" bubbles.

I can't find where these are defined. Can anyone please help me?
#2
Mods / How do you make sounds?
March 26, 2014, 07:46:44 PM
I was always bad with graphics, however, I can at least approximate what I want using pencil and paper.
However, though my head is full of sounds I'd like to add to my mods, I have no idea how does one turn these ideas to reality.

I could think of games that contain similar sounds... that's all.

So, is there anyone who knows how to make new sound? Ideally somebody willing to co-operate with me?
#3
Outdated / [MOD] Shields!
March 25, 2014, 09:06:53 PM
So, because some aspects of the game (metal and energy being main resources) reminded me of Supreme Commander and it's ancestor Total Annihilation, I couldn't resist adding forcefield shields to the game. Here they come:

Shields
Shields prevent any projectiles from getting through from the outside.

Behaviour
Once the shield is connected to power, it will need 17 seconds to prepare before deploying the shield field.
When the warm-up is over, the shield gains 100 shield power and continues charging up to 1000 points.
When hit, the shield will re-charge just as fast as it charged when it went first online. If the shield field is destroyed, the shield will automatically start the warm-up phase again.

Power consumption
The requirements are following:





Warm-up1000 W/d
Charge the field2750 W/d
Hold the field1820 W/d
Build costs
The shields does only require 80 metal, however, you'll need 500 silver to assemble the complicated electronics inside. And it takes long to build.



500
80
0
Silver

Screenshots
All images can be seen here.




Test with turrets
Last stand
It's magic proof!
... except for lightings.

Planned features


  • Create nicer shield field visualisation
  • Change ShieldField class into ThingComp implementation to allow easy use
  • Better graphics. (Yes, the shield building IS modified blasting charge)
  • Research project for the shield.
  • ...? There was more, but I can't recall anything


Download - Alpha 4 update by Haplo
Alpha 3 version

#4
Mods / What makes thing targetable?
March 11, 2014, 05:57:03 PM
Some things can be shot by gun. Others can't. Why? (I'm asking about the XML and how to arrange things to be targetable or not)
#5
Mods / How long is one tick?
March 09, 2014, 07:24:07 PM
I wonder - how long does one tick take of real-time (provided there are no lags and the speed is normal).
How long does one tick take of game time?

If electric network element takes 1W/d from network, how much charge (W/d's) did he consume per tick?
Will 1000W/d charged battery last 1000days with 1W/d device?

Can I get total number of ticks from the game start to calculate time differences?
#6
Mods / How to export graphics from RimWorld?
March 08, 2014, 05:16:33 PM
I'm sure many mods are based of original game graphics. And myself, I have big problems drawing anything on my own, so I'd too prefer modifying original textures.

Did anyone figure out how to do that?
#7
Not sure how fast would they fill, but I'd really appretiate if there was subforum about Graphics, XML modding and C# modding that is upcoming with alpha 3.
However, it's true that there's a big shared part between C# and XML modding as C# can not happen without XML.
#8
Ideas / Plant health is ridiculous
March 08, 2014, 01:57:41 PM
Human has 100 health. Grass has 85 health.

When some damage is happening, this results in quite unrealistic behavior. I think plant's shouldn't go above 30 health.
#9
And so are lightnings!

Did you destroy something beautiful? Post it here!

#10
Hello,
it's nice to pick more people to moderate the community. However, some may be inexperienced in the normal forum manners.
I have been using this forum to announce my Rim world editor. I have made a nice post and I've been updating it frequently. Suddenly someone has changed it completely so that it matched his idea of how it should look. Ruined my way of doing it.

This all was done without me being asked or warned (I'd do a backup if I knew rage-moderation happens here).

I've also noticed that this moderator tends to delete posts without noticing that there are replies to them - after the replies suddenly make no sense.

I understand everyone must learn, yet it's hard to accept I'm the one to be harmed due to someone's lack of manners.

Just a general quotation that explains moderation being done right:

Good moderator is never noticed.
#11
Support / What's wrong with this pawn
January 08, 2014, 04:28:15 PM
If you insert following pawn to any map, his Food and Rest stats won't get changed (never gets tired and hungry). However also, clicking "Needs" button for him will break the game.

I tried to compare it with regular pawn using XML compare tool, but that didn't help...

Map with that guy is in the attachment.

Here is the pawn XML: (copy it in your map to see) - this board really needs SPOILER tag
Quote      <Thing Class="Pawn">
         <Def>Pawn</Def>
         <ID>Pawn4710017</ID>
         <Pos>(24, 0, 183)</Pos>
         <Rot>2</Rot>
         <Team>Colonist</Team>
         <Kind>Colonist</Kind>
         <CharacterName>Human</CharacterName>
         <Age>39</Age>
         <CarriedThing IsNull="True" />
         <Drawer>
            <Renderer>
               <BodyName>Dennis</BodyName>
               <HeadName>Bob</HeadName>
            </Renderer>
         </Drawer>
         <HealthTracker>
            <PawnHealth>100</PawnHealth>
            <TicksToNextHeal>552</TicksToNextHeal>
         </HealthTracker>
         <Mind Class="Pawn_MindHuman">
            <MindState>
               <LastJobTag>Idle</LastJobTag>
               <EnemyTarget>null</EnemyTarget>
            </MindState>
            <WorkSettings>
               <WorkPriorities>
                  <KeyList>
                     <WorkType>Firefighter</WorkType>
                     <WorkType>Construction</WorkType>
                     <WorkType>Repair</WorkType>
                     <WorkType>Growing</WorkType>
                     <WorkType>Mining</WorkType>
                     <WorkType>PlantCutting</WorkType>
                     <WorkType>Hauling</WorkType>
                     <WorkType>Cleaning</WorkType>
                  </KeyList>
                  <ValueList>
                     <Int32>4</Int32>
                     <Int32>4</Int32>
                     <Int32>4</Int32>
                     <Int32>4</Int32>
                     <Int32>4</Int32>
                     <Int32>4</Int32>
                     <Int32>4</Int32>
                     <Int32>4</Int32>
                  </ValueList>
               </WorkPriorities>
            </WorkSettings>
         </Mind>
         <Jobs>
            <CurJob>
               <JType>Goto</JType>
               <TargetA>
                  <TargetThing>null</TargetThing>
                  <TargetLoc>(24, 0, 181)</TargetLoc>
               </TargetA>
               <TargetB IsNull="True" />
            </CurJob>
            <CurJobDriver Class="JobDriver_Goto" />
         </Jobs>
         <Pather>
            <Moving>True</Moving>
            <NextSquare>(24, 0, 182)</NextSquare>
            <TicksUntilMove>34</TicksUntilMove>
            <TotalMoveDuration>42</TotalMoveDuration>
            <Destination>
               <TargetThing>null</TargetThing>
               <TargetLoc>(24, 0, 181)</TargetLoc>
            </Destination>
         </Pather>
         <Equipment>
            <Primary IsNull="True" />
            <Secondaries />
         </Equipment>
         <Inventory>
            <InventoryList />
         </Inventory>
         <Filth>
            <CarriedFilth>
               <Filth Class="Filth">
                  <Def>FilthDirt</Def>
                  <ID>FilthDirt4722784</ID>
                  <Thickness>1</Thickness>
                  <Sources />
               </Filth>
            </CarriedFilth>
         </Filth>
         <Food>
            <PieceFood>
               <CurLevel>50.0101</CurLevel>
               <TicksToNextStarveDamage > 2804 </TicksToNextStarveDamage>
            </PieceFood>
         </Food>
         <Rest>
            <PieceRest>
               <CurLevel>39.74253</CurLevel>
            </PieceRest>
         </Rest>
         <Psychology>
            <LoyaltyBase>
               <CurLevel>40.26126</CurLevel>
            </LoyaltyBase>
            <PieceHappiness>
               <CurLevel>40.25983</CurLevel>
            </PieceHappiness>
            <PieceFear>
               <CurLevel>33.20939</CurLevel>
            </PieceFear>
            <PieceEnvironment>
               <CurLevel>62</CurLevel>
            </PieceEnvironment>
            <PieceOpenness>
               <CurLevel>41.5</CurLevel>
            </PieceOpenness>
            <ThoughtHandler>
               <ThoughtList>
                  <Thought Class="Thought">
                     <ThoughtType>EnvironmentBeautiful</ThoughtType>
                     <Age>0</Age>
                  </Thought>
                  <Thought Class="Thought">
                     <ThoughtType>EnvironmentPretty</ThoughtType>
                     <Age>0</Age>
                  </Thought>
               </ThoughtList>
            </ThoughtHandler>
         </Psychology>
         <Prisoner IsNull="True" />
         <Ownership IsNull="True" />
         <Talker>
            <LastTalkTime>5243560</LastTalkTime>
         </Talker>
         <Skills>
            <Level_Construction>5</Level_Construction>
            <XpSinceLastLevel_Construction>0</XpSinceLastLevel_Construction>
            <Level_Growing>10</Level_Growing>
            <XpSinceLastLevel_Growing>0</XpSinceLastLevel_Growing>
            <Level_Research>5</Level_Research>
            <XpSinceLastLevel_Research>0</XpSinceLastLevel_Research>
            <Level_Mining>5</Level_Mining>
            <XpSinceLastLevel_Mining>0</XpSinceLastLevel_Mining>
            <Level_Shooting>5</Level_Shooting>
            <XpSinceLastLevel_Shooting>0</XpSinceLastLevel_Shooting>
            <Level_Melee>5</Level_Melee>
            <XpSinceLastLevel_Melee>0</XpSinceLastLevel_Melee>
            <Level_Social>5</Level_Social>
            <XpSinceLastLevel_Social>0</XpSinceLastLevel_Social>
            <Level_Cooking>5</Level_Cooking>
            <XpSinceLastLevel_Cooking>0</XpSinceLastLevel_Cooking>
            <Level_Medicine>5</Level_Medicine>
            <XpSinceLastLevel_Medicine>0</XpSinceLastLevel_Medicine>
            <Level_Artistic>5</Level_Artistic>
            <XpSinceLastLevel_Artistic>0</XpSinceLastLevel_Artistic>
            <Level_Crafting>5</Level_Crafting>
            <XpSinceLastLevel_Crafting>0</XpSinceLastLevel_Crafting>
         </Skills>
         <Story>
            <StoryItems>
               <Int32>4</Int32>
               <Int32>5</Int32>
            </StoryItems>
         </Story>
         <Traits>
            <TraitList>
               <Trait Class="Trait">
                  <DefName>Leader</DefName>
               </Trait>
               <Trait Class="Trait">
                  <DefName>Tough</DefName>
               </Trait>
            </TraitList>
         </Traits>
     </Thing>



[attachment deleted by admin: too old]
#12
Support / Does PM work?
January 08, 2014, 12:33:49 PM
I've just sent a PM message here on forums, but nothing appeared in my "Sent" list. Is that OK?
#13
Help / Usefull REGular EXPressions
January 06, 2014, 02:51:25 PM
Not sure if I'm not the only one, so here I'm asking:

Do you have any usefull regular expressuins to change things on map quickly?
An example:

<Thing Class="Filth">([\S\s]*?)</Thing>
Matches (and replaces) all the filth - replacing with nothing will clear the map...

<Level_([A-Z][a-z]+)>\s*([0-9]+)\s*</Level_[A-Z][a-z]+>
Matches all level stats. Replace with <Level_$1>19</Level_$1> to get level 19 to everything.





For those who have no idea what's going on: Regular Expressions are rules to match a text. Many of you may know how to use * wildcard. RegExps are a little bit more complicated than that and allow to match absolutelly anything provided you're smart enough.
I'm not aware of any online tool that performs regular expressions on a text file. I can do this in PsPad editor that I use. You'll need multiline search extension for this one however.
#14
Tools / [TOOL] RimEdit (v.2.1)
January 05, 2014, 06:48:42 PM

The RimEdit
Warning:


  • Due to a bug in google chrome, you might not be able to save games. In some maps, Google chrome tab CRASHES! (and displays an error). Please try Mozilla Firefox, it's a good browser.
  • Please press CTRL+F5 when you have problems with editor and try again. Sometimes, even if I update the scripts, the wrong ones are cached in your browser.
  • If a map does not work, pack ut using 7zip and upload it here!

Introduction
I'd like to present you an independent, JavaScript based web editor for RimWorld maps. This editor focuses on terrain editing - edit fog of war, roofs, tiles and rock. The fact that is Javascript based means, that it runs in web browsers - no installing needed, no executables in your PC.

This is a new version of the preview, since the original one was destoyed by one of the forum moderators. Since now, I'm making backups of every modifications.

Try it now in your browser! or Edit it on github!


Features:
Overview:
The most important feature that the editor provides, and the feature I'm focusing on is the ability to edit the terrain, roofs, rock and the fog of war. I'm using plain colours to render the terrain:

Using the Visibility tool, various layers can be displayed (click links to view screenshots):
Roofs - Rock


Saving:

When you're done editing, you can save the map by pressing S. The dialog will appear after a while (the browser may needs a few moments to get the virtual download ready):


Don't worry about the strange code in the file name - this happens because it's a virtual file. It's not being downloaded in fact and everything happens in your PC. This also means you can download the editor using Ctrl+S in your browser and run it offline. As well, you can edit it if you want.

The command line:
With the recent version 2.1 (not that the number meant anything) I've introduced command line. The command line allows you to do quick changes in the map - so far it's mostly useful for removing things in areas or whole map. The console can be controlled just like any other console. 
Be sure to read help and help-syntax.

The Pawn editor:
Though this is not my primary goal, my editor also provides basic means of pawn editing. For this purpose, I made a pawn editor:

You can edit only the very basics of the pawns, however you can clone them. The reason for this feature being so poorly developed is the inconsistency of Rim map format regarding pawns. I'll focus on this more when the things will stop changing so fast.

Change log:
Here's the full changelog. It used to be more well-arranged before AcDie interfered with this post.

version 2.1.1 - Fixing bugs that mysteriously appeared in the code.
  • Fixed bug where pressing s in the console would initiate saving

version 2.1 - In this update, new feature was added - the editor command line. The command line allwos you to do quick changes in the map - so far it's mostly useful for removing things in areas or whole map. The console can be controlled just like any other console. Only there's a difference that if you press tab, the auto-completed command will require you to press -> to confirm. Otherwise it dissapears.
Be sure to read help and help-syntax.
  • Added cls command to the command line
  • Fixed the random rule-lines appearing in editor upon zooming
  • Fixed the problem with invisible tiles at the corner of the screen (rounding issue)
  • Added some of the 363 tiles to the editor
  • Changed tools so that parent toolbuttons can be selected, when they are, their child is selected. Quicker tool switching.

version 2.0 - This new update does not implement any new features. Instead, I made whole application way faster. Lot's of lag was removed by using <canvas> to render the map. I can't test the editor however, so I released a public beta version to see whether it works or not

version 1.5 - So a new feature was added to the editor: pawn editor. It's still unfinished, but allows you to do the following:
  • Turn any pawn (human or animal) incapacited.
  • Remove any pawn from the game permanently
  • Edit skill levels for humans (both colonists and raiders)
  • Turn animals mad
  • Change team of any pawn (turn raiders to colonists)

version 1.0 - I have played around a lot, so now the editor supports following stuff:
  • Edit all tiles
  • Remove or change roofs
  • Add debris and rock, including minerals
  • Change fog of war (VERY usefull for making custom scenarios)
  • Hide or show separate layers of scenery