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Topics - TomaszA2

#1
Help / Few features I'd like to know how to make
October 12, 2019, 04:02:48 PM
I was making just for myself some modded items and buildings and some ideas needed more information than I posess.

The first thing that I wanted to ask for is if it is possible to make item stat change triggered on it's user death with xml, because as I am able to do that with C# I would like to know first whether easier way exists or not.

Second problem: I've been trying to make weapon that damages it's user with each shot while also the projectile goes and do damage to enemy as well. It looked to me like there are only ways to damage your target with weapon, so I am asking here. Can I do that with usage of xml(which I think I should be able) or I need to go for C#?

I wanted one building to produce massive heat as it's downside, so, is that possible to make it less efficient(energy storing/battery) while it's outside? I've been trying to make it immediately exploding if rain touches it but as I saw I couldn't make explosion faster than it is on normal batteries or other machines in rain.

And the last one. Can I somehow limit spawn/creation of an item to one per save or one exist at a time on that world square/colony?

That's all for now. I'll appreciate any help or tips.
#2
Help / Translating defs
April 29, 2018, 11:59:49 AM
Hey, I have problem with translating my mod defs.
It looks fine but game didn't even notice DefInjected translation files.

├───Defs
│   ├───Cond
│   │       Game conditions.xml
│   │
│   └───Evs
│           Events.xml

├───Languages
│   ├───English
│   │   └───Keyed
│   │           Text_interface.xml
│   │
│   └───Polish
│       ├───DefInjected
│       │   ├───Cond
│       │   │       Game conditions.xml
│       │   │
│       │   └───Evs                          <- here is problem too
│       │           Events.xml
│       │
│       └───Keyed
│               Text_interface.xml

Original Game conditions.xml:
<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <GameConditionDef>
    <defName>HeatApoCon</defName>
<conditionClass>Apocalypse.GameCondition_OverHeatWave</conditionClass>
    <label>Heat Apocalypse</label>
    <description>Apocalypse: Heat.</description>
    <endMessage>You survived the Apocalypse: Heat.</endMessage>
    <canBePermanent>true</canBePermanent>
  </GameConditionDef>

</Defs>

Translated:
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<HeatApoCon.label>Piekielna apokalipsa</HeatApoCon.label>
<HeatApoCon.description>Cała ludzkość jest zagrożona spaleniem żywcem, upewnij się że twoja kolonia jest chłodzona na tyle mocno aby to przetrwać.</HeatApoCon.description>
<HeatApoCon.endMessage>Przeżyliście apokalipsę! Teraz tylko musicie się upewnić że jesteście gotowi na następne wyzwania.</HeatApoCon.endMessage>
</LanguageData>


I'll be grateful for any help. It looks for me very fine and I really dont know what's not ok with this. I've tried all my ideas, everyone fail.
#3
Outdated / [B18] Apocalyptic events
April 27, 2018, 02:26:07 PM
Hey.
This mod will add many(actually: 1 - Heat Apocalypse) apocalyptic events for players who's looking for an insane climatic conditions and extreme danger events.

I will slowly update more events in future.
It's temporally without translating option. (english only)

Yes, that's all.

Download:
http://www.mediafire.com/file/3a7kzde3llu9sad/Apocalypse.zip

Heat Apocalypse stats:

Global:
Duration time: minimum 15, maximum 35
Base chance: 0.15 (like toxic fallout)
Earliest possible day: 60
Days beetwen next chance for this type of event: 150

Light mode:
Temperature: actual map temperature + 120-320 taken randomly

Medium mode:
Temperature: actual map temperature + 240-480 taken randomly

,,You will die" mode:
Temperature: actual map temperature + 520-940 taken randomly

Debug mode:
Temperature: actual map temperature + 0-2000 taken by user in mod options

Soonest future update info:
- Translating option
- Balance based on feedback
- Maybe new event, Apocalyptic Winter (first two events which im making are temperature events)
- Maybe some colors for event/events

If you have some nice idea for this type of event, tell me.
If you can help me with translations or descriptions, tell me too.
#4
Help / Helping with understanding events code
April 05, 2018, 03:26:05 PM
Hey.
Fast note before ask: If you're moderator, delete my last thread in ,,help" please.
I want to make much stronger vanilla events. (and longer, for example half year 200C heatwave)
That's all what I've found (2x dll, 1x def):


First of all, I dont know what exactly here is making that temperature rise.
Second, I have problems with connecting my def to dll.
My def code: (those texts are temporally, im using it for testing, later I'll make it sensibly)
<?xml version="1.0" encoding="utf-8"?>
<Defs>

<IncidentDef>
<defName>UltimateHeatWave</defName>
<label>ultimate heat wave</label>
<category>Misc</category>
<targetTypes>
  <li>MapPlayerHome</li>
</targetTypes>
<workerClass>IncidentWorker_HeatWave</workerClass>
<gameCondition>Apocalypse.OverHeatWave</gameCondition>
<letterLabel>Heat apocalypse</letterLabel>
<letterText>hello world</letterText>
<letterDef>ThreatSmall</letterDef>
<baseChance>100</baseChance>
<minRefireDays>0</minRefireDays>
<durationDays>
<min>15</min>
<max>35</max>
</durationDays>
</IncidentDef>

</Defs>


My dll code: (it's nearly the same like first dll from image)

using System;
using RimWorld;

namespace Apocalypse
{
public class OverHeatWave : GameCondition
{
private const int LerpTicks = 12000;

private const float MaxTempOffset = 17f;

public override float TemperatureOffset()
{
return GameConditionUtility.LerpInOutValue(this, 48000f, 68f);
}
}
}





It's something like adding some temperature per tick or something with speed descripted in LerpInOutValue()? If yes, nice, I know what's doing it, but still I don't know how and what is third parameter of this.

Actually I have made only crash of every other event by a mistake.
#5
Support / Site bug
April 05, 2018, 08:01:12 AM
Do it should look like that?
#6
Outdated / [B18] Tame0 - lower skill cap for tame
April 02, 2018, 07:36:59 PM
Description:
That's just decreasing level needed for tame to 1 or 2. (your choice)

How exactly it works?
Setting wildness for every animal at 41/49%.

Author/Mod Team
Just me.

Download
https://github.com/TomaszA2/Tame0/archive/master.zip

How to install:
- Unzip the contents, open Tame0-master, pick version with 1 or 2 level of skill required to tame and place folder with this version in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.




Note: If you want other numbers used by mod, just change it in files. (Mods/[this mod]/Patches/Animals.xml --> do it)