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Topics - Kirid

#1
Mods / [Request] Invisible Blueprint Toggle
March 17, 2019, 10:16:16 PM
An option to toggle blueprint visibility.
During combat it can get confusing if you've designated a lot of future construction, I'd like the option to make it disappear.

I've wanted this for years (and petitioned Tynan during dev). If it exists or someone is able to create, fantastic! Otherwise advice on how I might create it is appreciated.
#2
Ideas / Toggle view construction
June 01, 2017, 03:01:33 AM
Please make a toggle to view construction plans. This issue has plagued me since early alphas. I would like to see what is actually there, currently we have to always see what plans have been made. Many situations get very confusing, specifically during raids; partially built structures and plans intersecting the battlefield.
#3
Mods / Mod Request: Make everyone a psychopath.
April 23, 2016, 12:20:54 AM
I wonder if it possible to make the chance of having the psychopath trait 100%?
It may be simple or super complex, not sure how it would be done.

I want to make the kind of anarchic raider colony, and I think this would be one way to make that happen.
Sure, ideally I would want to selectively choose psychopaths; that however entails a lot of patience and micromanaging.
#4
If a colonist has serious heatstroke, they will wait in any safe temperature below 108°.
They also will not eat or sleep until they lessen their heatstroke below serious.

I think the problem is they consider a safe temperature anything that will not worsen their heatstroke (under 108°), rather than searching for the best temperature for lowering it.

e.g. If they receive serious heatstroke near the end of the day, and it cools to below 108° outside, they will stand the entire night.
      They collapse from exhaustion, have a mental break, or the temp goes back above 108° in the morning they will seek safer temperatures.

Replicate:
Daytime, Heat Wave, outside temp is above 108°, colonist out working, drafted, or otherwise forbidden to enter cool area
Colonists gets serious heatstroke. Do not allow them to seek safe temperature, draft or prioritize a task.
After sun sets and temp goes below 108°, allow colonist access to cool area, they will freeze in place.
#5
Mods / [Mod Idea] Tribal Colony
April 26, 2015, 12:22:54 PM
You would play as tribals/indians instead of a high tech colony. I know some mods like the neolithic mod approached the idea, but it wasn't quite what I had in mind.

It would require removing about half the content. No steel or stone walls, no turrets, no comms or trading. Only tribal weapon crafting, gun crafting would be removed; though you can trade to get guns. Trading for guns and other high tech gear would need to be super expensive to prevent outfitting the tribe with more than a couple guns. Remove half the backstories and traits, and replace them with ones that fit within a tribal setting. I don't think they would use tables and chairs, or mind sitting on the floor to eat. Freezers and heaters wouldn't make sense. Campfires and animal hides might keep them warm, but heat is different. Not many ways to cool off naturally, perhaps being indoors or in the shade should give heat reduction. I'm undecided what would become of mining, the tribe should have no use for steel.

New content: Animal leather walls for teepees. Travelling traders would need to be the only way to trade. Salt and drying racks for preserving food.
Keep: Butcher table, wood walls, herbal medicine.

This isn't supposed to be an equally viable option for gameplay, it's should be a challenge. With the restrictions I've said already it would be incredibly difficult.
Going to continue to think about this, too busy with rl and working on other mods to start a new project now. I'd love some other opinions and ideas.
#6
Bugs / 0.10.783 Telescope installs rotated
April 20, 2015, 10:48:38 PM
Telescope installs sideways or upside down, keeping rotation of television.
Replication: -Install minified television, rotating it first. Install minified telescope-


Not about bug:
The whole objects is weird. It should be rotatable, maybe lacking front/back art?
I find it strange they prefer to stand above the telescope instead of facing the end with the eyepiece.
#7
Unfinished / [WIP](Alpha 10) Pooping mod!
April 17, 2015, 07:50:20 PM

I thought this joy system might be the perfect way to introduce toilets.
Not many like the idea of bladder system, colonists having a need to go to the bathroom, too simlish and I agree. At least they can get some joy out of it though.
The current JoyGiver dll I wrote is a bit of a hack job, but it works. As you can see, I didn't put in anything for getting them to face the correct direction yet. They just pick a random direction.
I tried using other JoyGivers but none of them seemed to work for 'Stand on top of object and get joy'. They are all coded for standing around something, at a certain distance, or finding a spot.

Plans:
More textures for side/back toilet
Peeing interaction
Sinks for washing hands
"Poop Hole" for an outhouse

[attachment deleted due to age]
#8
Ideas / Start: Are you Sure?
March 19, 2015, 09:29:16 PM
A little popup to ask "Are You Sure?" after pressing start when selecting colonists.

Prevent general misclicks when selecting colonists.
If you accidentally double-click on the screen before, it skips being able to choose colonists at all.
It could also prevent cases where you click start before really thinking about the colonists you're taking.
It might seem an annoying extra step in getting started, but it way more annoying to have to restart because you forgot something (like renaming) then head-desking.
Gives the player a chance to think and make sure they are ready.
#9
Off-Topic / WTF McDonalds!?
March 07, 2015, 05:36:15 PM
I wanted to get other peoples opinions on McDonalds.. posting here because quite frankly its the only forum/social media I use.

They have started saying "Welcome Back" when you drive up. I think it would just remind people how often they eat there. I barely ever eat there, so I just find it creepy and off putting. I can't think of any good marketing reason they would say that. Some people might find it personable, but it wouldn't help their sales at all, would it? Surely they are driving more people away than they are convincing to come back. Their marketing department seems to be terrible, it's like they use any idea that comes into their heads without thinking how it will be perceived.

Combined with burgers that taste like salted dog-food and fries that never rot, I'm never going back again.
Can anyone think of how saying "Welcome Back" might help their sales?
I made a meme using their new mascot just for the occasion.
#10
Unfinished / [WIP] (Alpha 9) Blood Biome
February 24, 2015, 10:34:00 PM

I would love some feedback for this one, as it is still very much a work in progress. I started with an idea just to make a reddish landscape, then decided I would rather have a landscape that seeps blood.

Current issues:
    Cannot add biome to world gen. Currently overwriting desert.
    Redstone cannot be set to biome-specific, will spawn anywhere. 
    I could change the base color of the ores to be red, but again would not be biome specific.
    Too much red? (Impossible :p) Some colors might be a bit too bright.
Planned features:
    Still changing landscape features to red (Gravel, Water, Rain)
    Different tree varieties
    Ponds of blood
    Bloodfruit?
    Bloody mobs?

It's not really worth downloading, the screenshot pretty much sums it up. But it's here if you really want to try it.
BloodBiome_0.1.rar
#11
Unfinished / [WIP] (Alpha 9) ALKYHOL
February 24, 2015, 02:45:59 PM
Adds drinks to the brewery: vodka from potatoes, wine from strawberries, and sake from rice.
My favorite feature: Wine/Vodka bottle as the stack, and a vodka shot or wine glass for single.



This could be considered done, but I dont want to fully release it for reasons..

I've been working on it awhile, and other people have been working on alcohol mods so I don't want to seem like I stole ideas. The art is good, but somewhat off. I also am not going to develop it immediately, I have other mod ideas to work on before I finish this.
Due to the nature of the forums, I don't care to release many mods anymore, I usually just keep them to myself.


[attachment deleted due to age]
#12
Ideas / Fix the Wind
February 20, 2015, 11:57:47 PM
I was showing my brother Rimworld and the first thing he asked was  "Why is the screen shaking?"
He said it looks like all the plants are breathing, because they just pulse and dance.


When the wind picks up it shouldn't shake all the plants equally.
In high winds a tree might be shaking, but the tree next to it could be completely still.
A situation where all the plants are shaking usually only comes about in heavy storms.
There could be a max wind speed based on the current wind conditions and plants can be shaking anywhere from 0 to max.

I wonder if different plant shaking patterns couldn't also be possible.
The way plants move now is like the kind of wind that comes from all directions, so they pulse and dance.
Of course in reality the wind usually blows in one general direction, an effect totally missing from rimworld.


Slightly off topic, Trees getting knocked over in high winds would be an excellent effect.
Not going to attempt to explain how that or any other thing I mentioned might be implemented, it wouldn't be more than a rough guess.
#13

Wallfix 1.0

Description:
Simply changes so walls don't connect with stone.

This hasn't been done yet?
A matter of preference I think; I build outdoor colonies and this has always bothered me. Doesn't look so great if building underground colonies.
How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

[attachment deleted due to age]
#14
NOT compatible with biodiversity! (Has its own biome def)
Biome Def includes data for Alphalo, but does not include Race data for Alphalo. That mod must be enabled first.
(This is for merging with biodiversity, I've changed Alphalo spawn rate because they were much too common.)




[attachment deleted due to age]
#15
All my mods are giving "404 - Attachment Not Found"   
But when I try to reupload I get the error "Cannot access attachments upload path!"

Is something wrong with the forum attachments?
File was in a folder but I moved it to my desktop.
#16
Help / Doctor study table
October 21, 2014, 11:25:18 PM
I'm trying to make a table for the doctor similar to the research bench.
This way he can study medicine for a slight skill gain when noone is injured.

Any help is appreciated, I'm not very good at programming, but I think I've given it a good shot.

I don't really understand JobDrivers and WorkGivers, I think they work together.. but they don't seem to overlap anywhere. I have the proper JobDefs and WorkGiverDefs already made.

Right now I'm not sure how to make them actually stand there and study as the toil action.
Not sure how to write this hasPatients bool. If anyone is injured, the job cancels.

JobDriver
using RimWorld;
using System;
using System.Collections.Generic;
using Verse;
using Verse.AI;

namespace SkillTables
{
    class JobDriver_MedicalResearch
    {
        private bool hasPatients = new bool();

        public JobDriver_MedicalResearch(Pawn pawn) : base(pawn) {}

        protected override IEnumerable<Toil> MakeNewToils()
        {
            yield return Toils_Reserve.Reserve(TargetIndex.A, ReservationType.Total);
            yield return Toils_Goto.GotoThing(TargetIndex.A, PathMode.ClosestTouch)
                .FailOnDestroyed(TargetIndex.A);

            Toil toilStudy = new Toil();
            toilStudy.initAction = () =>
            {
                //Stand Still 
            };
            toilStudy.defaultDuration = GenTime.SecondsToTicks(400f);
            toilStudy.defaultCompleteMode = ToilCompleteMode.Delay;
            toilStudy.AddFailCondition(() => { return this.hasPatients; });
            yield return toilStudy;
        }
       
        private void learnsMedicine
        {
            Pawn pawn = this.toilStudy.actor;
            pawn.skills.Learn(SkillDefOf.Doctor, 0.22f);
        }

        private void findInjured()
        {
            // Find any injured colonists or prisoners needing help
            //if
            //{
            //     
            //}
        }
    }
}


WorkGiver
using System;
using System.Collections.Generic;
using RimWorld;
using UnityEngine;
using Verse;     
using VerseBase;
using Verse.AI;

namespace SkillTables
{
   
    class WorkGiver_MedicalResearch : WorkGiver
    {
        private JobDef medicalResearchJobDef = DefDatabase<JobDef>.GetNamed("Research Medicine", true);
        private enum EntityType
        {
            Building_MedicalResearchBench
        }

        public override ThingRequest PotentialWorkThingRequest
        {
            get
            {
                return ThingRequest.ForGroup(ThingRequestGroup.BuildingArtificial);
            }
        }

        public override PathMode PathMode
        {
            get
            {
                return PathMode.Touch;
            }
        }

        public WorkGiver_MedicalResearch(WorkGiverDef giverDef)
            : base(giverDef)
        {
        }

        public override Job StartingJobForOn(Pawn pawn, Thing t)
        {
            Building_MedicalResearchBench medtable = t as Building_MedicalResearchBench;
            if (medtable == null)
                return (Job) null;
            if (!ReservationUtility.CanReserve(pawn, (TargetPack) medtable, ReservationType.Use))
                return (Job) null;
            else
                return new Job(this.medicalResearchJobDef, new TargetPack(medtable));
        }
    }
}
#17
Small Nutrient Paste Dispensers

                FRONT                            SIDE                              MINI

Important Notes:
Thanks to 1000101 for CCL conversion.
Community Core Library required

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in game.

Change Log:
1.1- Update for Alpha 9
1.2- Update for Alpha 10
1.3- Update for Alpha 11
       1.3 Still works for Alpha 12
1.4- Update for Alpha 13
1.5- CCL version

[attachment deleted by admin - too old]
#18
Unfinished / [Alpha 7] Smaller Paste Dispensers
October 12, 2014, 05:28:15 AM
I saw someone talking about this and have always wanted it. Just another one of my "Replace vanilla, Make it smaller!" mods..
Just wanted to get some thoughts if anyone bothers trying it. There is a 1x1 and 2 -1x3 versions for different interaction slots.

Not Working! Does not produce meals, colonists eat raw food.

Currently uses textures from my research tables so <user beware!> works as intended otherwise.
Updated with art! Isn't spectacular, but it's something. I'd like to add some flashy panels and things later.

I'm concerned with the balance.  Stat wise they are identical to a big paste dispenser. 
That compact one probably needs to be researched, but it could function better somehwow?

Spent awhile staring at some code. Everything in Building_NutrientPasteDispenser seems to work well enough, they are functioning like normal NPDs except not producing meals.
I think the problem may be in FoodUtility, or some other class concerning AI and meals choice.

[attachment deleted by admin: too old]
#19
Help / Modding different materials with stuff
October 02, 2014, 05:03:51 PM
Wondering how to get <madeFromStuff>true</madeFromStuff> to work..
I'm trying to update my half walls mod. Do I need to create multiple new textures for each material?
I've got the mod working, you can select different materials,  but when built the half wall textures are pink and distorted.
I noticed the def for walls has <graphicPathFolderAppearances>Things/Building/Linked/Wall</graphicPathFolderAppearances> (instead of the usual <graphicPathSingle>)
Are they titled something like Wall_Metal, Wall_Stone, Wall_Gold? Or how does this actually work?
#20
Mods / Modding tips
August 18, 2014, 07:15:20 PM
As a mod maker and user, there are several things that encourage or discourage me from using mods.
I can't speak for everyone, and by no means are my mods the most popular, but hopefully I can provide tips that might help newer modders decide how to design theirs.
Some of these points may seem redundant, but they all blur together at some point.
I hope noone is insulted, I've avoided naming any specific mods. I would love some feedback and perhaps more tips along these lines.

Keep it simple. All my mods are small and separate. I think this has helped me to be able to update my mods easily, and it limits confusion people using it may have. The larger your mod is, the longer it takes to update, and the more bugs you'll have. Some mods are so large they don't get updated until the next alpha has already been released. They also have constant issues. The progress of the mod will become entirely halted, someone will notice an issue and by the time it is fixed, more issues have come to light, leaving no time to add new content.

Consider separating mods. Some modders like to lump everything into one mod, which puts people into an all-or-none situation. There are several mods I don't use because I don't like the complete package. I may like one item in the mod, but I don't want to add 20 items I don't like just for that one. If you do post your mods together, it is a good idea to make separate download links, one with the full package, and downloads for the individual features.

Don't overwork yourself to make a complete overhaul unless you need to. Rimworld is still very new, and it is constantly changing. I don't see the need in changing the entire game when we still haven't seen everything yet, nor am I bored with the vanilla game enough to warrant an overhaul. Your mod is also more likely to become obsolete or outdated with so much content. You may spend a month working on a complex new system, only to find out the next Alpha makes it useless.

Only so many people will download your mod. Not everyone in the ludeon community uses mods, and of those, not all are going to download and use your mod. There is no sense in creating something that takes you weeks to perfect, when a simple mod would get the same effect, and you get the same number of downloads.

Collaborate. This one can be difficult, working with other people isn't easy, and sometimes can lead to the failure of a mod because coordinating multiple modders can be problematic. Yet my most positive experiences come from working with other modders. While I am a decent artist and coder, both the modders and the users of the mod will be happier if you let someone who is more qualified handle it.