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Topics - Nommy

#1
This simple mod adds multiple versions of each floor type with varying speed, beauty and cost.

(Screenshot taken while using EdB Interface UI Mod. Without this the buttons are a little too small for the labels.)

Speed Options
   Slow      57%
   Steady    100%
   Swift     118%
   Fast      144%

Beauty Options
   Ugly       0
   Nice       3
   Beautiful  5

The costs are based purely on the speed, beauty and type of material the floor is built from.
So 'nice swift' concrete floors will cost the same as 'nice swift' stone tile floors and they will be statistically identical.
The idea is to remove arbitrary variations in cost, beauty and speed so you can choose floor styles based entirely on cosmetic appearance, selecting whatever speed and beauty you need and can afford.

Floor Costs:
Prices:          Wood/Stone/Metal  Cloth/Carpet
Slow   Ugly         1             3
Slow   Nice         1             3
Slow   Beautiful    2             4

Steady Ugly         1             3
Steady Nice         2             4
Steady Beautiful    4             6

Swift  Ugly         1             3
Swift  Nice         4             6
Swift  Beautiful    5             7

Fast   Ugly         2             4
Fast   Nice         4             6
Fast   Beautiful    8             10

Exceptions:
Smooth stone       always free, work to build is 100x cloth floor cost


Comments and criticism is always welcome.

Download
Attached to this post, or:
Floor Function Options v0.8.0  (27-11-2014).zip (sendspace)


How to install
[MOD HELP] (Alpha 7) How to install and update all types of mods.


Compatibility
Existing saves: No, I don't think so, sorry, you'll probably need to start a new game.

Other mods: Depends on whether they modify the vanilla floors or Floors DesignationCategoryDef. If so the mod which is activated last will take precedence I believe. I doubt there'll be any big dramas though, but IDK for sure.

Id suggest you also use EdB Interface UI Mod so the buttons are larger, and also because that mod is awesome!


License
Do what ever you like with it, just give credit where appropriate. Feel free to use it in mod packs without asking, I'd like to know if you do though (post here or PM, thanks).



Why make/use this?
I don't know how much practical difference the beauty makes, but it always kinda bugged me that carpet was less beautiful than the free smooth stone yet harder to come by. Also, I wanted to try using floors of varying speed in different places to try and influence the pathing. Like using more expensive fast floors along walkways, and slower floors in stockpiles to discourage colonists from walking over the items. The only way I could think of doing it so I wasn't limited to using a specific floor for a specific speed was to add category for each speed & beauty containing all the floors.

I'm going to be using it with the feelgood modpack when I've added those floors too, but since I had a seemingly working vanilla version I thought I'd upload it in case anyone else wanted something like this.

Design notes
It's fairly easy to add floors as there's a template to copy and paste which has 5 terms to find/replace with the info it needs.

I did look briefly to see if it might be possible to use the stuff system to do this, but I'm not sure it is in this version of rimworld. I think you'd need a separate stuff category so that 'nice steady' didn't come up in the list when you're building walls. There was an empty folder which looked like it was intended for that, but I'm not sure if it's implemented or what. Also, the stuff would need to specify the amount of other resources to use, like 'fast ugly floor' is 5 wood or 5 stone or 8 cloth or whatever depending on which floor was being built and IDK how you'd do that.

Also, about XML entities which I only just found out about. It seems that you can use the SYSTEM ones to 'include' another file, which was how I did the abstract base classes (are they called that in xml?). But he parser throws a wobbly if you try and use string entities to substitute stuff, e.g putting <!ENTITY FloorLabel "wood floor"> at the top and using <label>&FloorLabel; (ugly, slow)</label> in the defs caused the game to hang. Anyway FYI. If anyone knows a way to do this, please do tell.

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#2
Attached is an excel 2010 spreadsheet listing all the childhood and adulthood backstories. There's 2 versions, one with a macro to import this data from the relavent xml file and the other without macros.

I've also put the backstory data for alpha 7 below for anyone who doesn't use excel (from the rimworld_creations_20140919.xml file).

Childhoods

Name Construction Growing Research Mining Shooting Melee Social Cooking Crafting Medicine Artistic Social Hauling Mining Caring Firefighting ManualDumb Crafting PlantWork Artistic Scary Intellectual Cooking ManualSkilled Violent Cleaning
Fallen prodigy 2 2 5 -3 2 3 No
Farmer boy 1 4 1 -3 2 No No No
Urbworld criminal 2 3 1
Optimistic child 4
Aristocrat 2 2 No No
Urbworld hooligan 2 3 -3 No
Tragic twin 1 3 -3 2 1 2
Indworld urchin 1 1 2 No
Mechanoid nerd 2 3 -2 2
Shunned girl 2 -2
Coliseum cleaner 4 2 1 No No No No
Officer cadet 1 -3 3 3 1 1 -3 No No
War refugee -3 5 6 5 -3 -3 -3 No No No
Toxic child 5 -5 4
Work camp slave 2 2 -3 2 -2 No
Disciplined farmer 2 3 -1 2 No No
Dreamer 1 3 2
Voyager child 4 -3 No No
Vatgrown medic 3 3 No No No No
Core dilettante 2 2 2 No No
Aspiring pop idol -2 -4 -4 4 4 No No No No No
Farm boy 2 3 4 -3 -2
Station whelp 3 5 -2 No No
Construction grunt 4 1 2 No No
Student engineer 2 4 -2 -2 4 -2 No
Street kid 3 3 No
Frontier marshal 4 3
Mercenary recruit 3 1 3
Abandoned child 1 1 1 1 No No No
Traders' child -2 -1 1 1
Corp student 3 3 -2 -3 No
VR addict 2 1 1 1 1 No
Nerd 1 4 -2 2 2 No
Rebel slave 1 1 -2 2 2 2 No No
Son of a huntress 2 2 2 1 1 No
Student socialite 6 No No No No
Awkward nerd 5 -2 -2 4 No
Cat herder 2 3 No No
Vatgrown assassin 2 4 1 No No No No
Hive world child 1 1 3 1 1 No
Starforce cadet 2 -3 2 1
Stableboy 2 2 -2 1 2 No
Artful dodger 1 2 3 No No No No No No
Pickpocket 2 2 2 No No
History student 2 2 2
Noble ward 4 -1 -2 3 No No No No
Feral child 2 4 1 No No
Spoiled child -2 2 -2 2 2 2 No
Amateur engineer 2 2 1 1 No No
Wild child 4 6 -2 -3 No No No No
Hacker prodigy 7 4 No No
Youth delinquent 3 1 -1 4 No No No
Hillbilly prodigy 2 2 -2 2 No No No
Midworld sketcher 2 1 3
Core world student 2 -1 -2 4 4 No No No
Medieval squire -1 -1 -1 3 5 No No
Drug mule 1 2 3 -2 No No No No No No
Artisan farmer 7 -2 -2 2 No
Pampered 2 -3 3 3 No
Military child 2 3 1 2 -3
Gang member -2 2 5 No No
Test subject 2 2 1 No No No
Fire-scarred child 1 1 -2 No No
Winerunner 2 2 2 2
Street child 3
Slave farmer 4 2 -3 No
Medieval slave 2 3 -3 1 2 -2 No
Foundry apprentice 3 1 3 -2
Privileged prodigy 2 1 2 No No No No No No
Child prodigy 6 -3 -3 6
Bone collector 2 2 -3 -3 -3 2 2 2
G-nome sculptor 2 2 -5 2 4 No No
Circus performer 3 2 No
Vatgrown slavegirl 5 -2 No No
Gun kid 3 3 -3
Feudal farm boy 4 2 No
Glitterworld nerd 5 2 -2 No No
War child 5 3 No No
Upper urbworlder -3 3 -3 2
Amateur botanist 4 2 No
Child slave 2 3 -2 No
Adventuring child 2 3
Video gamer 3 3 No
Tinkerer 2 4 No
Displaced noble 1 3 2 No
Chess master 2 4
Orphan 4 2 No
Straggler -3 2 2 2 No No
Brutal thief -2 2 4 -2 2 No No
Apocalypse child 2 3 2 No
Orphan of war 3 -3 3 3 No


Adulthoods

Name Construction Growing Research Mining Shooting Melee Social Cooking Crafting Medicine Artistic Social Hauling Mining Caring Firefighting ManualDumb Crafting PlantWork Artistic Scary Intellectual Cooking ManualSkilled Violent Cleaning
Mad scientist 5 -3 5 2 4 No No
Army cook 2 -2 2 2 3 1 -2 No No No
Urbworld politican 8 No No
Graphic designer 1 7
Wasteland ruffian 4 2 2 No No
Space technician 5 1 2 1 No
Space traveler -2 3 -3 5 4 -1 1 2 3
Doomsday pariah 2 3 2 2 2 No No
Military engineer 3 3 1 4
Art student -2 -1 -1 2 1 8 No
Coliseum fighter 2 5 -1 3 No No No No
Fighter controller -3 5 5 2 1 3 -3 No No
Vengeful explorer 4 6 5 No
Criminal tinker 3 4 4 No
Banished soldier 7
Stalwart farmer 3 3 -2 2 5 2 No
Pirate surveyor 2 4 7 2
Space researcher 2 6 -1 3 No No
Genetic scientist 4 2 3 No No No No
Reporter 2 4 3
Pop idol -4 -4 -4 8 8 No No No No No
Unstable butcher 4 -4 3 6 2 -3
Pirate king 7 5 -2 -2 No No
Military inventor 3 3 1 2 3 No
Engineered pilot 5 2 -2 2
Bandit leader 5 5 2 No No
Colonial governor 3 1 6
Mercenary chef -3 -3 4 5 5 No
Cargo pilot 2 1 4 2 1 No No No
Space humanitarian 2 -2 4 2 No
Executive officer 3 4 2 7 No
Rugby player 4 3 5 No
State engineer 2 4 -1 5
Combat negotiator 4 3 3
Space hunter 5 1 1 3 2
Political assassin 8 8 No No No No
AI researcher 6 -2 -2 4 1 No
Feline scientist 4 2 3
Mercenary 3 2 4 3
Microbiologist 5 3
Ace fighter pilot 2 -3 3 2 3 3
Brigand 2 2 3 2 1 1
Assassin 7 4 No No No No No No
Business gangster 2 3 5 1 No No No
Storyteller 2 4 2 2 No No
Information broker 4 -1 -2 5
Versatile worker 1 4 5 2 -1 No No No
Test subject -8 6 8 -4 No
Aerospace engineer 2 4 2 2 2 No No
Alcoholic trucker 4 2 2 No No No No No
Intelligence agent 7 4 8 No
Involuntary hermit 1 3 4 3 No No No
Medical scientist 4 2
Midworld sailor 3 4 3 4 No
Core world jeweler 3 -1 -3 7 5 No
Medieval knight 2 6 No
Test subject 4 4 -2 No No No No No No
Genetic engineer 1 6 2 No
Ninja assassin 4 3 2 2 No
Lazy programmer -3 8 No No
Mindwiped assassin 5 2 -2 4 No No
Test subject 4 4 1 3 No No No No
Spaceship salesman 2 1 2 2 8 -1 -1 -1 -2
Vinho king 3 3 7 No
Slave chemist -1 4 -2 -1 5 No
Rocket engineer 4 5 3 -1 -4 -2
Space marine 5 4 -2 -2 2 -3 No No
Combat engineer 2 5 3
Planetary diplomat -2 3 8 2 No No No No No No
Renegade engineer 3 3 3 3
Osteologist 7 -3 3 3 No
Gnomebiologist 4 4 -5 4 7 No No No
Criminal kingpin 2 2 5 No No
Urbworld sex slave 6 2 -2 No No
Urbworld sergeant 4 2 3
Hunter of the king -2 6 4 -3 3 -2 No No
Energy researcher 8 -2 2 -1 No
Bounty hunter 5 3 2 2
Missionary 6 4 2 No
Undertaker 3 -2 6 2 No
Mercenary 3 2 5 -2
Hired assassin 4 5 3
Spaceship chef 7 5 No
Engineer 2 1 2 -2 8
Minister 3 2 4 3 No
Pirate 4 2 8 No
Bounty hunter 6 4 2 No
Spiceminer 2 -2 8 2 -2 No
Crime lord 2 6 2 3 2 No No No
Mob henchman 3 7 -2 2 2 -2 No No
Mech war veteran 7 4 No No

NB: If you're trying to paste this into a spreadsheet or something and it's not formatting correctly, try pasting into a plain text editor like notepad first then copying it from there. That trick works for excel.

This was done to make it easier to choose backstories when setting up colonists using EdB Prepare Carefully.

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#3

Hi, this is a very simple mod which adds a support column structure to hold up the roof.

  • Can be walked through and stood in
  • Does not provide any cover
  • Displays supported roof area
Uses include open underground bases or kill zones.

AFAIK it works as intended, but I've not used it much in this version or done much modding so please let me know any problems or thoughts. Cheers.

Credits
Igabod, Minus, Shinzy, Vas and everyone else who contributed ideas for the column graphics. Thanks, you guys are awesome!

Download
RoofSupport v0.8.3 (21-12-2014).zip (Sendspace)
also attached to this post

How to install
[MOD HELP] (Alpha 8) How to install and update all types of mods.

Compatibility
Existing Saves: Yes     AFAIK it's fine to add to existing games.
Other Mods: Yes         AFAIK there should be no conflicts with other mods as this does not modify existing objects. It adds completely new buildings.

Known Issues
The black border changes width as you pan the view about. This appears to be a limitation of the game because the stools do it too.

Changelog
v0.8.3  Updated to Alpha 8 by Vas. Removed redundant power conduit version.
v0.8.2  Changed to use column texture made by Minus & Shinzy thanks guys!
v0.8.1  Changed to use side on fluted column texture made by Igabod, thanks man!
v0.8     Original texture (more top down and lame)

Old versions
Rimworld Alpha 7:
RoofSupport v0.8.2 (27-11-2014).zip (sendspace)
RoofSupport v0.8 (16-11-14).zip (sendspace)
RoofSupport v0.8.1 (19-11-2014).zip (sendspace)

License
Do what ever you like with it, just give credit where appropriate. Feel free to use it in mod packs without asking, I'd like to know if you do though (post here or PM, thanks).

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