Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - pablo603

#1
I have absolutely no clue what's wrong with the workbench .xml file. Even if I just copy and paste the original machining table and only change the defName it just stops working completely with no errors in the console whatsoever. I can't do any recipes on it.

In case it's needed, here's the .xml file for my custom workbench (99% copied and pasted from the machining table with edits here and there). Any help is very greatly appreciated!
<?xml version="1.0" encoding="utf-8" ?>
<Defs>

  <ThingDef ParentName="BenchBase">
    <defName>TableRevival</defName>
    <label>revival table</label>
    <description>A high tech work station for reviving skeletons. Consumes a lot of power and needs additional power cells for it to work.</description>
    <thingClass>Building_WorkTable</thingClass>
    <graphicData>
      <texPath>Things/Building/Production/TableRevival</texPath>
      <graphicClass>Graphic_Multi</graphicClass>
      <drawSize>(3.5,1.5)</drawSize>
      <damageData>
        <cornerTL>Damage/Corner</cornerTL>
        <cornerTR>Damage/Corner</cornerTR>
        <cornerBL>Damage/Corner</cornerBL>
        <cornerBR>Damage/Corner</cornerBR>
      </damageData>
    </graphicData>
    <castEdgeShadows>true</castEdgeShadows>
    <staticSunShadowHeight>0.20</staticSunShadowHeight>
    <costList>
      <Steel>300</Steel>
      <ComponentIndustrial>10</ComponentIndustrial>
    </costList>
    <altitudeLayer>Building</altitudeLayer>
    <fillPercent>0.5</fillPercent>
    <useHitPoints>True</useHitPoints>
    <statBases>
      <WorkToBuild>6000</WorkToBuild>
      <MaxHitPoints>360</MaxHitPoints>
      <Flammability>0.2</Flammability>
      <Cleanliness>-5</Cleanliness>
    </statBases>
<recipes>
      <li>MakeUnwokenSkeleton</li>
    </recipes>
    <size>(3,1)</size>
    <designationCategory>Production</designationCategory>
    <passability>PassThroughOnly</passability>
    <pathCost>50</pathCost>
    <hasInteractionCell>True</hasInteractionCell>
    <interactionCellOffset>(0,0,-1)</interactionCellOffset>
    <surfaceType>Item</surfaceType>
    <constructionSkillPrerequisite>4</constructionSkillPrerequisite>
    <inspectorTabs>
      <li>ITab_Bills</li>
    </inspectorTabs>
    <comps>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <shortCircuitInRain>true</shortCircuitInRain>
        <basePowerConsumption>800</basePowerConsumption>
      </li>
      <li Class="CompProperties_Flickable"/>
      <li Class="CompProperties_Glower">
        <glowRadius>5</glowRadius>
        <glowColor>(120,120,120,0)</glowColor>
      </li>
      <li Class="CompProperties_AffectedByFacilities">
        <linkableFacilities>
          <li>ToolCabinet</li>
        </linkableFacilities>
      </li>
      <li Class="CompProperties_Breakdownable"/>
 
       <li Class="CompProperties_Refuelable">
        <fuelConsumptionRate>50.0</fuelConsumptionRate>
        <fuelCapacity>5.0</fuelCapacity>
        <fuelFilter>
          <thingDefs>
            <li>SF_PowerCell</li>
          </thingDefs>
        </fuelFilter>
        <consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
        <showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
      </li>
</comps>
    <building>
      <spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
    </building>
    <constructEffect>ConstructMetal</constructEffect>
    <researchPrerequisites>
      <li>SkeletonRevival</li>
    </researchPrerequisites>
    <designationHotKey>Misc7</designationHotKey>
    <placeWorkers>
      <li>PlaceWorker_ShowFacilitiesConnections</li>
      <li>PlaceWorker_PreventInteractionSpotOverlap</li>
    </placeWorkers>
  </ThingDef>
</Defs>




Edit: I solved it. I lacked a WorkGiverDef. I feel stupid now lol.
#2
A user of my mod made a translation of it to German language but it's not in the usual "Languages" format so I had to do it myself. Research translations work, but for some reason research tab is not translated, building and items labels and descriptions aren't translated as well. I don't know what's going on. Here's one def from my mod:
  <ThingDef ParentName="ResourceBase">
    <defName>RefinedUranium</defName>
    <label>refined uranium</label>
    <description>Refined uranium. Can be used to create energy.</description>
    <graphicData>
      <texPath>Things/Item/Resource/UR</texPath>
      <graphicClass>Graphic_StackCount</graphicClass>
      <drawSize>1</drawSize>
    </graphicData>
<soundInteract>Metal_Drop</soundInteract>
    <soundDrop>Standard_Drop</soundDrop>
    <stackLimit>4</stackLimit>
<techLevel>Industrial</techLevel>
<statBases>
      <MarketValue>100</MarketValue>
      <Mass>0.50</Mass>
      <Flammability>0.2</Flammability>
  <DeteriorationRate>1.0</DeteriorationRate>
      <WorkToMake>1500</WorkToMake>
    </statBases>
    <costList>
      <Uranium>25</Uranium>
      <Steel>20</Steel>
      <Silver>4</Silver>
    </costList>
<comps>
<li Class="CompProperties_Glower">
        <glowRadius>2</glowRadius>
        <glowColor>(0, 223, 0)</glowColor>
    </li>
</comps>
    <recipeMaker>
      <recipeUsers>
        <li>BiofuelRefinery</li>
      </recipeUsers>
      <researchPrerequisite>UraniumProcessing</researchPrerequisite>
      <skillRequirements>
        <Intellectual>8</Intellectual>
      </skillRequirements>
    </recipeMaker>
<thingCategories>
      <li>Manufactured</li>
    </thingCategories>
  </ThingDef>



And here's the translation made for it:

<LanguageData>

  <RefinedUranium.label>Raffiniertes Uran</RefinedUranium.label>
  <RefinedUranium.description>Raffiniertes Uran zur erzeugung von Enerie.</RefinedUranium.description>


And it doesn't work ingame. I don't know what's wrong. The translation folder path resembles the one in the mod. Languages > German > DefInjected > ThingDefs_Items
Any help would be greatly appreciated
#3
Help / How can I replace enemy's mortars with cannons?
August 05, 2019, 07:17:59 AM
I have created a cannon with all the textures and stuff. I don't want to delete mortars entirely. I just want to change the build scheme during their sieges so they build those cannons instead of mortars. Is it even possible at all? Any help is appreciated!
#4
I'm trying to make a 17th century faction that uses old blackpowder guns as their only firearms. The problem is their soldiers have this:
    <weaponTags>
      <li>Gun</li>
    </weaponTags>

And I don't know how to make a custom tag. There's nothing about it in my musket def file. Any help would be greatly appreciated!

Edit: Adding musket xml file in case it is needed
<?xml version="1.0" encoding="utf-8" ?>
<Defs>


  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>Gun_Musket</defName>
    <label>musket</label>
    <description>An ancient musket used from 16th to 19th century. Powerful, but slow. Has a bayonet attached.</description>
    <graphicData>
      <texPath>Things/Item/Equipment/WeaponRanged/Musket</texPath>
      <graphicClass>Graphic_Single</graphicClass>
  <drawSize>2</drawSize>
    </graphicData>
    <soundInteract>Interact_Rifle</soundInteract>
    <statBases>
      <WorkToMake>12000</WorkToMake>
      <Mass>3.5</Mass>
      <AccuracyTouch>0.70</AccuracyTouch>
      <AccuracyShort>0.90</AccuracyShort>
      <AccuracyMedium>1</AccuracyMedium>
      <AccuracyLong>1</AccuracyLong>
      <RangedWeapon_Cooldown>8</RangedWeapon_Cooldown>
    </statBases>
    <costList>
      <Steel>60</Steel>
      <ComponentIndustrial>3</ComponentIndustrial>
    </costList>
    <recipeMaker>
      <skillRequirements>
        <Crafting>5</Crafting>
      </skillRequirements>
    </recipeMaker>
    <verbs>
      <li>
        <verbClass>Verb_Shoot</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_BoltActionRifle</defaultProjectile>
        <warmupTime>2.5</warmupTime>
        <range>36.9</range>
        <soundCast>Shot_Musket</soundCast>
        <soundCastTail>GunTail_Heavy</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
      </li>
    </verbs>
    <tools>
      <li>
        <label>stock</label>
        <capacities>
          <li>Blunt</li>
        </capacities>
        <power>9</power>
        <cooldownTime>2</cooldownTime>
      </li>
      <li>
        <label>bayonet</label>
        <capacities>
  <li>Cut</li>
          <li>Poke</li>
        </capacities>
        <power>9</power>
        <cooldownTime>2</cooldownTime>
      </li>
    </tools>
  </ThingDef>
  <ThingDef ParentName="BaseBullet">
    <defName>Bullet_Musket</defName>
    <label>musket bullet</label>
    <projectile>
      <damageDef>Bullet</damageDef>
      <damageAmountBase>23</damageAmountBase>
      <stoppingPower>1.5</stoppingPower>
      <speed>70</speed>
    </projectile>
    <graphicData>
      <texPath>Things/Projectile/Bullet_big</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
  </ThingDef>



 
</Defs>



Edit 2: Nevermind. Figured it out. Just had to add
    <weaponTags>
      <li>CustomTagHere</li>
    </weaponTags>

in the weapon xml file.
#5
Help / Mod patch notes?
February 23, 2019, 06:45:17 PM
I want to notify every subscriber of my mod because I'll make a change that'll require a separate mod. Would it be possible to do something like a letter coming in with a notification? And most importantly: would it require coding in C#? If it does require C# I can just create a temporary buildable telling people about the changes but many people have a lot of mods, thus their building list is very long so this method isn't perfect.
#6
Releases / [1.0/1.1/1.2] Nuclear Energy v1.2.1
January 12, 2019, 06:34:11 PM
Features
Containment chamber doors and walls with a stronger variation
Uranium Refining
Cooling Systems
Custom Research Tree
Three Reactors - each with different efficiency and fuel consumption. (Small Reactor - Produces 6750W of energy, Normal-Sized reactor produces 25500W of energy, and finally, Giant reactor that produces 50000W of energy.)
Remember to keep those reactors out of any damage. If their health gets lower than 10 % they WILL explode!

Reactors can't overheat (yet). Cooling systems are only used to build them.
Same goes with radiation. It's not added (yet)


Planned Features
(All of those features *were* planned but at the moment I just completely gave up on learning C# as I'm learning C++, JavaScript and PHP at the same time at school and it's quite overwhelming. Maybe sometime in the future I'll try and pick it up again)

-Reactor overheating
-Radiation upon explosion
- Some other stuff

Compatibility
Should be compatible with existing saves, but I don't think it would be safe to remove it in a existing save. Maybe after deleting every refined uranium, cooling system parts, components and reactors it would work.


Why use this mod?
For simplicity. If you are a more vanilla focused player and don't want very advanced and heavy mods then this mod is for you. If, however you like advanced things I suggest you get the mod called "Rimatomics" by Dubwise


Download


Installation
Go to your Rimworld folder and then go into Mods
Unpack my mod to that folder by using 7-Zip or WinRar




This is one of my first mods so feedback is much appreciated. Thanks in advance!


F.A.Q Regarding modpacks
Q:Can modpack makers include this mod in their modpack?
A: Of course!
Q: Can other modders make derivative mods based on this mod?
A: Yes, as long as I'm credited
#7
Mods / [Mod Request] Mothman
December 02, 2018, 05:26:07 PM
I think this mod would be a nice addition for anyone who likes urban legends. Maybe even put other popular legends too?

The general idea I had was that the mothman would appear and wander on the edge of the map for a few hours, and then as it disappears a bad event is forced. A raid or something.

The mothman appearamce event would be hidden - no letter, no notification, no anything.

Players who are really paying attention would get more time to prepare for somehing  bad.

If a colonist approached the mothman within a 25 tile radius (configurable), mothman would quickly wander off the map and then a bad event happens a couple seconds after.

If a mothman gets shot by a colonist then it reflects the damage like a shield belt does.
Or you could just kill him, I don't know.


Anyways, I think this would be anice addition to RW
#8
Mods / [Mod Idea] Solution to Z levels! Well... sort of.
December 02, 2018, 05:15:47 PM
People have been asking for Z levels for a long time. I have come up with a doable solution (atleast for the underground Z levels)

How about creating a new structure called "hatch"
When used by colonist for the first time it creates a second map kinda like creating a new colony works, but that map would be filled all with rock walls and occasional caves.

The only problem would be AI pathing from the hatch to underground, but even without that I think the addition of the undeground would by itself be great!
#9
All I can do is make it use stuff with a tag "leathery" "metallic" etc.
How can I make the recipe use certain items (e.g plasteel and muffalo wool)?

Another question: Would it be possible to use both? (e.g steel and "leathery" stuff)
#10
I want to make a certain building require two different items at the same time to be operational. I don't know if it is possible with XML, but maybe it is?

Edit: So, I copied the <li Class="CompProperties_Refuelable"> and pasted it right under the original. I have 2 fuel "bars" now, but the building will work with only one filled up and my colonist won't even fill up the second one.
#11
Help / Trigger an event after building destroyed?
August 18, 2018, 10:19:35 AM
I'm making a mod that makes uranium more usable (nuclear reactors etc.). I already made the reactor explode after being damaged to 10% of its health. Now the only thing I want to do is to trigger "Toxic Fallout" after it explodes, but i have no idea how to do it.
Thanks in advance for any help.
#12
The item works fine, but other resources have different textures when they are stacked. For example wood, uranium, metal. Medicine and meals look like stacked on top of each other. How can I do the same with modded items?

EDIT: SOLVED
I figured it out by putting multiple textures and naming them A , B and C
#13
Help / Stuck at creating a new thought.
August 06, 2018, 06:52:21 AM
Hello
I wanted to create a custom thought based on the ThoughtDef "WitnessedDeathBloodlust" but without the "bloodlust" requirement trait.
I've done that, but with the same ThoughtDef it cancels out the vanilla bloodlust, thus making the trait useless. I've looked into Rimworld's AssemblyCSharp.dll with ILSpy and all I've found is this :

And this is where I'm stuck, because I don't know what should I copy to make a new ThoughtDef based on "WitnessedDeathBloodlust"
There's nothing inside of this def about when the thought triggers.
#14
Ideas / Bayonets for guns
August 01, 2018, 07:55:52 AM
Adding bayonets to guns like Bolt Action Rifle would actually make our snipers have a chance of survival in melee combat when an enemy comes close.
#15
Ideas / Idea to make spears more usable
August 01, 2018, 07:52:09 AM
Spears feel abandoned. Most people use long swords over spears.

I got an idea to make them more used
Since the unstable 1.0 buffs melee and made guns not able to shoot at point blank it encourages to build a two person "wall" (melee in front of the shooter)
Maybe when a melee guy has a spear and is in front of another colonist he could put his spear towards the enemy like in a phalanx formation. It would increase his range of attack (Maybe half a tile longer so he can kill when enemy is trying to climb the sandbags) and would deal damage to enemies with high speed like spears do to horses.
#16
Help / I was wondering
July 27, 2018, 10:17:32 AM
Is it hard to create a custom biome for the world to generate?
#17
Off-Topic / Have you seen the best trailer ever?
July 26, 2018, 06:27:43 PM
#18
Help / Question about custom animals
July 24, 2018, 01:49:32 PM
Do I need to do something so they can show up in friendly caravans/trading ships?
As far as I know I didn't need to do anything in order to sell it.

If I have to do something to make them appear in trade screens, how can I do it?
#19
Ideas / A new event, biome and an event for it.
July 23, 2018, 05:38:26 AM
Since 1.0 gave us the ability to build bridges and watermill generators I have an idea for a new event. Flood. Appears only on rivers and bigger. The bigger the water source, the more flood there is.

When the event comes, it floods bridges and structures near the river. They are damaged by flood overtime and can't be used until they dry out after flood. If structures are electrical then some can break and need to be repaired with new components. I suggest making a researchable thing for us to be able to waterproof those structures, maybe a waterproof wall or something.

New biome: Volcanic biome with lava rivers and occasional volcanoes. There is an event about a volcano exploding, but there are no volcanoes on the map. Now it will exist. When a volcano is on the map when it explodes fiery rocks will be thrown into the sky and land on the map much like a meteor does, but they will be immediately destroyed (or leave rock chunks). You're probably wondering "but how are we going to get over the lava river with wooden bridges?" Well, here's the answer. Stone bridges! Fireproof and take long to build. On a volcanic biome wood can be very scarce and most of the trees will be just burned stumps. It will be like sea ice, but I think it will be harder. 
#20
I've followed this guide:
https://rimworldwiki.com/wiki/Modding_Tutorials/Sounds

And it won't work. I changed the sound directory of Shot_BoltActionRifle SoundDef and when I click the button to play the sounds it says "No grains resolved" or something like that, but it works with the default sound path. Could anyone help me? I don't know what am I doing wrong.

[attachment deleted due to age]