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Topics - unifex

#1
General Discussion / Interrupted digsites
July 20, 2015, 10:23:34 AM
I'm a tad too lazy to search for it, but one thing that I find very frustrating is digging into a mountain and having my complex plans interrupted with a newly discovered 'area'.

I don't know the answer to it, but it's annoying to me, after you spend a bit of time setting up the chambers you want etc, and then have it pulled out from under your feet with an internal lake or gap etc.

And more z-levels. C'mon, its not that hard.
#2
Help / Custom persisted properties
January 07, 2015, 06:03:55 PM
I was wondering if its possible, or a possible enhancement to discuss, to add custom properties to things like Pawns, or the base Thing class.

Basically just a map or dictionary or key/value pair holder in the base class, that is persisted when the game is saved.

It'd look fairly basic, I guess (I'm not sure the ideomatic c# way to do maps/hashes):

    pawn.GetProperties().Put("RadiationExposure", 100);
    thing.GetProperties().Put("MyCustomAttributes", someMap);

I guess all the values would have to be serializable. I think the inheritance/OO thing can fall down a bit at times e.g. I'd like to be able to extend on the base Thing class, but I can't do that currently. With a properties blob it would open up the flexibility a bit.
#3
Unfinished / [WIP] Shower
January 04, 2015, 06:19:47 PM
I put together a shower building:

https://github.com/calmhorizons/innerworlds/blob/master/release/Innerworlds-Shower-0.1.0-SNAPSHOT.zip

There are a few rough edges, but once built, your colonists can add a Have Shower bill to the building (uses soap made from gel slime, but you can tweak that in the RecipeDef). This adds a HealthDiff and thought to them (ranges from 1-10 depending on how showered they are).

Some of its functionality is a bit klunky in terms of where the code lives or wasn't where I wanted to add it, but I had trouble getting the WorkGiver to specify a particular JobDef. I think you also have to have at least 1 product from the Bill functionality, so its uses 2 soaps and returns 1 atm.
#4
Help / Autorecipes versus recipes
December 22, 2014, 08:01:28 AM
I'm a bit stuck between using a recipeMaker and recipes and adding them manually to the workbenches.

The recipeMaker element doesn't seem to be able to let me be specific about ingredients, but I prefer it over manually adding a recipe for every item I make, and it feels like the way things are going.

I think you get:


        <costStuffCount>100</costStuffCount>


and:


        <stuffCategories>
            <li>Metallic</li>
        </stuffCategories>


to determine the materials, but can it get more specific? I can manually create a RecipeDef for each and every item, but I prefer where the former approach is going.
#5
Unfinished / [WIP] Innerworlds
December 18, 2014, 06:59:27 AM
Hi all,

Firstly, its close to my first post, so thankyou to Ty the developer for a great codebase and great game. Very impressive for an alpha release and shows a distinct focus on quality, which is awesome. The deliberate focus on being able to mod the game is awesome too, very nice move, and its been done well.

The game impressed me so much I've embarked on a tragic and retro embark back into c# and vector graphics, both of which I love and am bad at.

Here's some initial screenshots:



I'm hoping to make a story teller that tells my story, and I can control events. At the moment, its just a graphics overlay on the classic one.



The start of a herbal system, I've played around with the StarSapphire orchid and some new fungi. The new Fungi class only grows in the dark.



Still working on the factions and backstory. The Golmaki and Grimlock are added at the moment, but very rough. Defining a new BodyType made me cower in the corner for 42 minutes.



My new research tree requires I overwrite the Core mod.



Some Daedalus initial buildings.



The mycology centre and some plassfoam bunkers. Fiddlings. Torn between fantasy and sci-fi.



The aether vent and hell vent are the red and blue things respectively, similar to steam geysers. Not of much use yet, though you can put an Aethercap on the aether vent (there is a map condition for the aethervent to make it appear). There are black stika mushrooms now that can make a poisonous meal. A Randy-level shitburger. I figured there was not enough support out there for the sadomasochistic community (always left out!), or it might be used to kill prisoners kindly (with hands-off stabby damage). Its really just an experiment in food.

Also the green and blue slimes (the latter are better adapted for cold environments, and their leather should be better for that), and the three tiers of sentry gun and manned sentry gun.