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Topics - superpirson

#1
Ideas / Improving the ThingComp code
September 10, 2014, 11:28:46 AM
Hi!

I'm requesting that thing comp "def"s become actual defs, containing PostLoad() functions.

long story on this thread:  http://ludeon.com/forums/index.php?topic=5939.0 short story to follow:

Basically, I wanted to make a library for animating things using frames. The best way I've found in the code to do this is through use of a ThingComp, however the "def" field in ThingComp is just a class, not an actual def. Consequently, I am unable to write functions like PostLoad() for the thing comp, which is troubling seeing as I need to make a hash table for the textures so that I can Identify and load them quickly by a string. (I can explain why I settled on this implementation if you want, just ask!)

This could be done from the PostLoad() of ThingDef, just simply foreach-ing through the CompProperties and running their PostLoad().
#2
Help / The Thing Component code.
September 03, 2014, 08:15:20 PM
A few weeks ago I set out to make an animated thing library. While what I have works, it requires the creation of a new class of object just to add the animation effect. what would be much more preferable would be to add that functionality in a component, however it seems like as of right now that is not possible given my current design.
components do not seem to have a def structure with Post Load and resolve reference functions, even though they seem to have a CompProperties object called def.
is there something I am missing? Are we unable to extend the ThingComponent class yet?
#3
General Discussion / Who is ison?
September 03, 2014, 03:21:19 PM
I've seen that name many times, but I am curious who this person is! The search function of these forums is no help here, so could anybody enlighten me?
#4
First off, I was playing around in the toils and jobs code, and I am wondering if my attempts to add toils would be in vain. Can we modify that part of the game? Is it obfuscated? Any information would be helpful.

I've also been tinkering around with animation, and for conveince sake I decided to make a animated thing class. Iinitilly I wantd to do this as a componet you coud just add on to any thingWithComponents, but I ran into some classes that looked like they had been hardcoded. Is there a way to add new components to the game?
#5
Trap Pack

This mod adds some simple little booby traps to the game.
Download:
http://www.mediafire.com/download/2qf0v4ls9339dt2/RimWorld-Mod-TrapPack-.zip
Also get Apparello, Highly recommended and fully compatible:
http://ludeon.com/forums/index.php?topic=5085.0
What It Adds:

  • Pit Traps - they can be dug into soil but not sand, that trap and severely injures animals and pawns stupid enough to walk over them. They can be deconstructed in order to remove them once they are tripped.
  • FireBombs - crude improvised explosives which rarely produce a lethal explosion. They sometimes start fires, so they can help if you place enough of them!
  • Basic Contact Mines - they explode violently when stepped on. they start out disarmed, so you don't kill yourself building them.
  • Smart Mines - they explode violently when stepped on by anyone who isn't a colonist. quite expensive and hard to build.
  • Incendiary mines - They set fires on top of mildly injuring any passers by!
  • Electrified Floor - they emit painful zaps, while briefly stunning victims in order to assure further painful zaps.
  • throwable caltrops - pick up the bag just like you would pick up a belt of grenades, and throw them in the same way!
  • Armored and sunken power conduits - you'll never worry about blackouts mid-battle again!
  • Kindling - just assorted dry wood, spread upon the ground. Great for creating sudden violent fires to block off enemies.
  • Trap Making Table - Used to build Electronics and assemble mines, as well as make caltrop bags for throwing caltrops
  • Electronics - Electronics are now required for almost all traps, they cost 20 silver and 5 metal to manufacture at the Trap Making Table
  • Explosives Refinery - table used to make Explosives out of Fire fruit.
  • Fire Fruit - a new toxic fruit that is inedible. it can be grown like berries or any other plant. used to make explosives at the Explosives Refinery.
  • Explosives - you have to manufacture explosives at an Explosives Refinery to be able to assemble mines at the trap making table. They cost 5 Fire Fruit to make.
  • Poison - using large quantities of berries, a powerful poison can be produced. it can be used in gas bombs.
  • Poison Gas Bomb - gas your enemies! Also try to not gas your colonists!
  • Nitrogen Gas Bomb - this device dissipates non-toxic gas, which can be used to put out fires.
  • Shaped Charge Fragmentation Bomb - a powerful explosive that shoots deadly metal in one direction, useful for breaching walls and killing protected foes.
  • Claymore Mine - this ancient bomb fires deadly shrapnel at anyone unlucky enough to approach it's activation area two tiles in front of it.
  • Gas Mask - a simple peace of head-ware that protects the lungs from toxic gas.  Get Apparello, these gas masks are will remain in to try to not break compatibility, but will be removed later.
And that's it for now. I have a lot of ideas on what I want to add, but I want to know what you guys want first. Please share your ideas and feed back. See below for the to-do list.

Todo:

  • Arrow traps that shoot from walls
  • Primitive, easy to build traps
  • what ever else you guys ask for! Make a suggestion


Please just say if you have problems, I will try to help as much as possible.
Known Issues:

  • Fire effect sometimes gets really huge after being extinguished by nitrogen gas. (nitrogen gas may have accidentally been replaced by hydrogen) please report it here if you get this!


Credits:

  • Superpirson: code, xml, other textures
  • Somz: claymore, refinery, electronics, FireFruit, shaped charge frag, gas bomb, firebomb, and explosives texture, as well as may others in the works! Huge thanks to him.
License
this mod is released under the zlib License, meaning you can basically modify anything you want. The restrictions are: (according to wikipedia)
The authorship of the original software must not be misrepresented,
Altered source versions must not be misrepresented as being the original software, and
The license notice must not be removed from source distributions.

Testimonials
        "It's a trap!" -Admiral Ackbar
        "I have never had my limbs blown off so cleanly, TrapPack gets a thumbs up!" -Popular Mine Critic

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#6
Help / destroying a projectile
June 07, 2014, 09:15:10 PM
for some reason, using the shield mod sometimes projectiles sort of "get stuck" in the shield, they stop moving after their destroy() function is called, and they do not cease to exist. I tried using thinggrid.deregester() instead of the projectile's destroy(), but that function gave me different problems, so I assume that is for something else.
clearly I have a total misunderstanding of how one should delete something from the thinggrid, but I can't find any way to do it. does anyone know what I am doing wrong?