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Topics - Kubouch

#1
Dry Leaves


Reimplements Jecrell's tobacco mod and adds a drying rack building for drying tobacco and smokeleaf leaves before they can be rolled and smoked.

NOTE! Universal Fermenter is required to run this mod.

Features

  • New tobacco plant and possibility to craft cigarettes, cigars and chocolate cigars (made by Jecrell)
  • Smokeleaf and tobacco leaves need to be dried before they can be rolled
  • New drying rack building for drying the leaves

Instructions
1. Download and install Universal Fermenter (provides C# stuff for this mod)
2. Download and install Dry Leaves (load order does not matter)
3. You can choose which leaves to dry (tobacco or smokeleaf) using an in-game button when you select the drying rack building
4. Leaves get dried faster in hot weather, under the sun and in a wind. Rain and snow slows and stops the drying process.

Downloads and links

Beta 18 (0.18.1722):
    Dry Leaves (b18.1.0)
    Universal Fermenter (b18.1.0)

All versions:
    Dry Leaves
    Universal Fermenter

Repository links:
    Master branch

Issues and bugs

If you find a bug or something that bothers you, you can create a new issue in my repository (possible to log in via GitHub or Google). Or you can just post it here.

Version

    b18: The current RimWorld beta
    first number: The main version number. I increment this when I introduce a new feature or a significant change.
    second number: Incremented whenever I fix something or add a small improvement of an existing feature.

Authors
Jecrell - He made the whole tobacco content! Support him on Patreon.
Me - the rest

Permissions
This mod is licensed under CC BY-SA 4.0. You can use, modify and share it as long as you provide a credit and redistribute under the same license.

Changelog


## [b18.1.0] - 2017-11-18
* Official beta 18 (0.18.1722) release (no changes from previous version)

## [a18.0.1] - 2017-11-13
* First release: Alpha 18 (0.8.1719, unstable)
* Contains full Jecrell's tobacco mod.
* Smokeleaf and tobacco leaves need to be dried before rolling them.
* Requires Universal Fermenter

#2
When running RimWorld with -quicktest option set in Steam, a NullReferenceException appear on the startup page. In the actual game in the debug window there are no errors. I include an output log. I am loading two (non-active) mods but the error appears also on clean install without any mods (I did Steam uninstall and installed again).

EDIT: Tested on Windows version



[attachment deleted by admin: too old]
#3
Bugs / [0.18.1704] Typo in machine collector backstory
October 28, 2017, 05:15:56 PM
The second paragraph should start with a capital letter.

#4
Support / Possible to reset Steam key?
September 13, 2017, 02:08:27 PM
My story in short: I have two Steam accounts (for whatever reason, I don't even remember): kubouch and kubouchz, both associated with the same email. I have all my games on kubouchz, kubouch is empty. I bought the game from Ludeon (I think it was even in the late days of the Kickstarter campaign) and have an access to the DRM-free copies.
For whatever reason I accidentally activated RimWorld on kubouch. Now I wanted to upload my mod to the Steam Workshop and found out I don't have enough transaction history (since I never used kubouch for anything) and therefore can not make the mod public.
So I was thinking... no big deal, I can activate it on kubouchz account and upload the mod there. However, when I try to redeem RimWorld there, after logging into kubouchz it says: "This email is already associated with a different Steam account, or the Steam account is associated with another email."
So I was thinking... no big deal, I can delete RimWorld from kubouch and it should be OK to activate it on kubouchz. So I went to the Steam help tab and deleted the game from the library. However, when trying to redeem the game on kubouchz it still says the same message. And I can not even activate the game back on kubouch because it says that it has already been claimed there.
So I am thinking... is there any way to get my Steam key restarted and possible to activate on kubouchz? I am a Steam noob since I don't particularly like it and I use it only when I absolutely have to.

Thanks for any help.

Edit: I used https://ludeon.com/rimworld/getmygame to redeem the game on Steam.
#5
Help / Extract ThingFilter's contents
July 06, 2017, 10:23:20 AM
Let's assume I have this:

<ingredientFilter>
    <categories>
        <li>MeatRaw</li>
    </categories>
    <thingDefs>
        <li>Wort</li>
        <li>Kibble</li>
    </thingDefs>
</ingredientFilter>

where ingredientFilter is my instance of ThingFilter. The filter works correctly in game.

Now I want to extract a string like this: "Ingredients: meat, wort, kibble". Just list what I put into the XML: one category and two thingDefs. Unfortunately ThingFilter.categories and ThingFilter.thingDefs are private.

ThingFilter.Summary (or ToString()) just lists "ingredients" in this kind of example. I could iterate over AllowedThingDefs but that lists all the ThingDefs within the category ("alpaca meat", "alphabeaver meat", etc.), thus creating a huge list. It might be possible to use DisplayRootCategory but I haven't found a way how to check whether a ThingDef belongs to a category. I also tried subclassing ThingFilter with public categories and thingDefs which worked for listing things but broke the ThingFilter functionality. Then I ran out of ideas  :D.

Any ideas?

EDIT: Some context: lines 201-216.
#6
Outdated / [B18] Universal Fermenter (2017-11-18)
June 07, 2017, 08:09:22 PM
Universal Fermenter


Universal Fermenter is a mod which allows you to create a custom "waiting" production buildings in a style of the vanilla fermenting barrel. The mod adds the possibility customize the building's parameters such as input ingredients, output product, temperature ranges, fermentation speed and an influence of weather on the speed. It is possible to assign multiple products to a single building and cycle through them in game. Adding a new fermenter building is simple and does not require any C# skills.

Information on how to use and what to set up is on the Wiki.

Comments and tips about the code or anything else are welcome and appreciated!

Downloads and links

Beta 18 (0.18.1722):
    Universal Fermenter (b18.1.0)

All versions:
    Universal Fermenter

Wiki:
    Wiki

Repository links:
    Master branch (stable)
    Development branch (cutting edge)

Issues and bugs

If you find a bug or something that bothers you, you can create a new issue in my repository (possible to log in via GitHub or Google). Or you can just post it here.

Version

    b18: The current RimWorld beta
    first number: The main version number. I increment this when I introduce a new feature or a significant change.
    second number: Incremented whenever I fix something or add a small improvement of an existing feature.

Co-authors
cuproPanda: I used his Cupro's Drinks which served as a base for this mod.

Permissions
You are encouraged to include this mod in your mod because that's why it was created in the first place. It is licensed under the MIT license. That means you can use this mod for any purpose and release it under any license, just give me a credit.

Changelog


## [b18.1.0] - 2017-11-18
* Official update to Beta 18 (0.18.1722), no other changes

## [a18.0.1] - 2017-11-13
* Possible to set up different graphics for empty/non-emty fermenter.
* Update to Alpha 18 (0.18.1719, unstable)


## [a17.6.0] - 2017-09-10
* It is possible to use both Normal and Rare CompTick.
* Compatible with CompRefuelable, CompPowerTrader and CompFlickable. They can
switch the building on/off
* Weather can influence production speed (namely sunshine, rain, snow and wind).
It does not cause ingredients to rot, just changes the speed.
* Add a button in dev mode for printing current weather speed factors and roofed
factor.
* Fix: Incorrect bar display when partially filled.

## [a17.5.0] - 2017-07-17
* All functionality in CompUniversalFermenter (no building class needed).
* Better inspection string (max. 5 lines).

## [a17.4.1] - 2017-07-16
* Added ingredients summary now trims vowels when max. line length is exceeded.
* Using static class instead of [StaticConstructorOnStartup].

## [a17.4.0] - 2017-07-09
* More readable XML format.
* Ingredients are set up by ThingFilter allowing multiple ingredients per
product.

## [a17.3.0] - 2017-06-12
* All vanilla fermenting barrel's parameters are now settable in XML (for each
product).

## [a17.2.0] - 2017-06-09
* Possible to set up more ingredient-product pairs.
* New ingame button for cycling through the products.
   
## [a17.1.0] - 2017-06-07
* First release: New building class and a component property based on a
fermenting barrel.
* Possible to set up a product to be made from one ingredient ThingDef.
#7
A skill requirement of a stonecutting table is Construction instead of Crafting. The job itself is Crafting (a guy with no Crafting can't cut blocks) but the allowed skill range is applied to Construction instead (a guy with whatever Crafting can cut blocks as long as his Construction is within the range). Screenshot in an attachment. Noticed in the A17.1543 testing build but appears also in 1546 (on the same save).


[attachment deleted by admin due to age]
#8
Bugs / Inappropriate locations for joy activities
May 24, 2016, 10:08:59 AM
I had a group of visitors hanging around my base recently. One of them decided to lay down and watch sunrise in a shallow water and the other one went for a walk in a march. Not a gamebreaking issue but is seems really odd (especially the first guy).

I didn't post it in the Bugs forum since it is probably not a real bug and it comes from modded game (the only one which could probably affect this is Hospitality). I didn't have time to test this in vanilla and whether my colonists do it too but I believe this is not caused by mods and applies for my colonists as well. I think it's worth mentioning, though.



#9
General Discussion / Bad will
June 03, 2015, 08:12:16 AM
I had some raiders attacking me. I moved my colonists to defensive positions and activated turrets. However, just in front of my defense line a group of visitors decided to take a nap. Approaching raiders start attacking the sleepers while my turrets and gunsmen fire at the intruders. What inevitably happens is that some of the stray bullets from my gunfire hits one of the visitors making the faction inevitably hostile for the rest of your life and results in a sudden redoubling of enemies you have to face.

Similar story happens every time I have visitors and raiders meeting near my base and I'm sure I'm not the only one. Basically, I can't effectively defend my colony without triggering the "Bad will" event. A "stop shooting" command for colonists and turrets would really help but more in-depth faction interaction is needed as well.

How do you handle it?
#10
Help / Different fabric temperature multiplier?
January 09, 2015, 03:08:44 PM
Hi,
is it possible to have different temperature multipliers for different fabric materials (devilstrand/hyperweave/cloth/synthread)? Kinda the same thing as different leather types have:


Races_Animals.xml

<leatherEquippedStatFactors>
        <ComfyTemperatureMin>2.0</ComfyTemperatureMin>
        <ComfyTemperatureMax>1.0</ComfyTemperatureMax>
</leatherEquippedStatFactors>


I'd like to add the multiplier to different cloth materials but no xml trickery I performed worked.
I found no such modifier in Items_Resources.xml.

Thanks,
Kubouch
#11
So here comes the time I can't resist and dive myself into modding. My goal is to revive and expand this outdated and probably dead mod, Campfire: https://ludeon.com/forums/index.php?topic=3983.0. I sort of managed to cope with xml (I did the Smelter tutorial on Wiki) and now challenging myself with C#. Object programming is good to know and might come handy at some time, anyway :-). At least I know a bit of C++ and understand basic programming principles (variables, cycles, conditions, ...) so I'm not completely lost.

The idea of the mod is to add 2 buildings (Campfire and Fireplace) + 1 support building (Wood pile). You can cook on them but they consume wood. No wood => no fire. The wood is stored in a Wood pile which acts as a Hopper in the original game. Additionally the buildings emit light (when firing) and colonists get a happy thought when nearby. It adds a possibility to cook and see without electricity and also adds some beauty to prevent psychically unstable colonists from getting mad. On the other hand the cooking speed is much lower than of a cooking stove and you need wood to power it constantly.

Now I'm creating only Campfire. Fireplace is just a upgraded Campfire (after research) so I won't bother with it for now. I'd be glad for any help or insight you might have - especially in the [working on it] part.

This is how it looks now.

Here is a detailed list of features:
[done] [working on it] [planned] [not going to be implemented]


  • Basic xml setup:

    • Costs 5 wood to build but requires 1300 work to build - that's the same as Machining table (you know it takes a lot of time to haul the rocks...).
    • Has 100 health, inflammable.
    • You can cook only simple meals. No power needed
    • Currently impassable (maybe change that).
    • Doubled the time needed for cooking (480 work instead of 240).
    • Skill requirement for simple meal (5 - it's harder to cook on fire, I can tell) and more food needed for one meal (12). You gain more experience, though (80 vs 60 default).
    • Possible changes: change passability and altitude layer (you can walk over a campfire irl - might be wierd when burning, though), higher health

  • Emits light: Emits light permanently without using power. The light has more reddish vibe and its lighting radius is 2/3 of a standing lamp (9 vs 12).

  • Toggle to turn on/off light emitting and cooking capability: You can pick a colonist and right-click the Campfire. Two options available: "Start a fire", "Douse the flames" - toggles it light & cooking on/off.
    Another approach is to use bills system. Possible usage of resources.

  • Add a Wood pile: Acts as a Hopper. You can put wood (and other flammable materials) in it. Must be next to Campfire. When Campfire is toggled on, it slowly consumes the wood in a Wood pile. When cooking, it burns away faster. When Campfire is off, no wood is consumed. (optional: different burning length of different materials)

  • Happy thoughts: 2 ways to do it. 1: passive morale boost to a colonist near Campfire. 2: pick a colonist, right-click on Campfire -> "Sit by the fire" => Colonist is in idle state near the Campfire getting a morale boost - no other activities allowed. This is probably too complicated - requires interrupts if colonist is hungry, tired, wounded, etc. But it's more balanced the 2nd way, imho. I.e. when you have a mental break soon, you order your colonist to chill by the fire.

  • Campfire only placeable outdoors: You don't want to have a burning pile inside your room, do you? (On the other hand Fireplace would be placeable only indoors (ignoring chimneys...).)

  • Stop a fire when raining: When it rains, it toggles Campfire off.

  • Add Fireplace: Adds a brick fireplace which is basically an indoors version of Campfire with better stats (higher cooking speed, bigger morale boost, more beauty, ...). Available after research.

  • Art:

    • Texture for Campfire. (Just for now...)
    • Change the color of the fire to the vanilla one.
    • Textures for Fireplace and Wood pile.
    • Textures for Campfire and Fireplace in both "on" and "off" state.

  • A8: Melts snow + provides warmth (Looking forward!)

  • Maybe sounds?

Thanks and Credits:
Cala13er for providing me a dll to add lighting without power.

Changelog:

0.01: Placeholder xml setup: constructable building, doesn't use power, colonists can cook on it. No real graphics and stats.
0.02: Refined stats, light emitting implemented (thanks Cala13er for providing me his dll!)
-- Campfire emits light permanently without using power. The light has more reddish vibe and its lighting radius is 9.
-- Costs 5 wood to build but requires 1300 work to build.
-- You can cook only simple meals. No power needed.
-- Currently impassable (maybe change that).
-- 480 work needed for cooking.
-- Skill requirement for simple meal (5), more food needed for one meal (12), more xp gain (80). (BUG: overrides vanilla recipes, to be fixed soon)
0.02a: Corrected the bug above. Added description of Campfire and made About.xml into something meaningful. Reduced health to 100.
0.03: Added simple graphics for Campfire. Changed About.xml accordingly.
0.03a: Stopped Campfire from rotating and looking silly. I added the same texture for front/back/side.


Cheers,
Kubouch

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#12
Support / Change forum timezone
June 05, 2014, 03:23:10 PM
Is there any way how to change forum timezone so it displays current time in my country? I know it's possible on some forums but I can't find it here.
#13
Ideas / Quicksave
June 05, 2014, 04:56:19 AM
It seems to me as an obvious feature but I haven't found it anywhere. If it was discussed already, I apologize.

The game interface is nicely designed to start playing the game within a few mouse clicks. I think this could be expanded more with an addition of a quick save button (i.e. F5). Which would be basically a forced autosave. Just for laziness purposes because manual saving through menu is hard :-P.

An advanced version of this might be multiple rolling quicksaves with their number customizable in menu options (say from 1 to 10).

For complete slothfulness these quicksaves might bear the name of the current colony so we won't overwrite a quicksave from different colony. After this stage there would be no need to save manually through menu - we would have a customizable number of rolling saves for each colony - just by hitting one button!

Of course, a quickload function would be nice as well. It would just load the last quicksave with the name of the current colony.
#14
General Discussion / Your favourite storyteller
January 28, 2014, 03:05:23 PM
Pretty self-explanatory. What storyteller do you prefer most and why?

I haven't played the game that much but for me, as a Dwarf Fortress-grown player, Randy all the way! Last time I got a buffalo herd mass-charge followed by two simultaneous raider attacks (each worth about 10-15 men). After a glorious battle I ended up with demolished base and three badly hurt survivors (out of ten initial population). And mysterious blight. Fun enough for me :-D.

Right now I'm testing stuff with Callie.

(If similar topic was already there I apologize - haven't found anything in Search.)
#15
Ideas / Traffic jam musings
January 24, 2014, 07:27:34 AM
I've played the game a bit and liked it so far. But there is too much people wandering around: random passengers passing by, guys crashing nearby and tons of pirates (which means tons of corpses to deal with which takes far too much time). Even the trader ships seems quite frequent. It doesn't feel like discovering an unknown world in the rim of a galaxy but rather like planned establishment of a base in a spotlight of the whole galaxy.

Here are some thoughts on how to improve the survivor/pioneer feeling:

1. Simply reduce the frequency of people appearing around.

"Where we would get new people then?"
2. Add more pirate raid mechanics (plenty of suggestions across the forum - factions, kidnapping, friendly visitors, ...). I thought about negotiations when you can convince some of the pirates to join you instead. They are probably as stranded as you are, anyway. Melee attacks should lead to incapacitation only instead of death which means more chances of catching prisoners during a raid.

"This would make raids much easier. What would be the main challenge then?"
3. There are many possibilities but now I'm thinking about deeper world interaction. More particularly having some sort of native intelligent inhabitants to interact with (like Fremens from Dune: http://en.wikipedia.org/wiki/Fremen). They could just pass by or even camp on the map. They may trade with a player, demand something or attack right away. If the player tends to attack their camps for resources, they'll be more likely to attack the base instead of peaceful approach. Inversely, if the player has good relations with them, they'll be less likely to attack. Maybe they could be dispersed into, let's say, three factions (tribes) randomly allied and in war with each other. Good relations with tribe A will upset tribe B (enemy of A) and it would be much more difficult to negotiate a peaceful solution during an encounter with tribe B. This is just an example that crossed my mind - the natives aspect can be viewed from many different angles and has so much possibilities but, honestly, I think every newly discovered world needs its inhabitants. Ultimately this would allow to reduce the number of 'outside' people you come across. These encounters should be much more scarce, imho.

These suggestions may not be viable but what I'm aiming at is the feeling of loneliness, uncertainty, insecurity, mystery about discovering a whole new environment (imagine Spanish colonists discovering America for example) and also getting attached closer to the colonist.

Cheers,
Kubouch