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Topics - Waka

#1
Help / XML Patch issue with sound pitch
October 22, 2018, 09:18:42 PM


I'm having an issue patching some values and I can't seem to figure it out. I'm attempting to change the min and max pitch ranges for a weapon sound.

Vanilla def:

<SoundDef>
    <defName>Bow_Small</defName> 
    <context>MapOnly</context>
    <eventNames /> 
    <subSounds>
      <li>
        <grains>
          <li Class="AudioGrain_Clip">
            <clipPath>Weapon/BowA</clipPath>
          </li>
        </grains>     
        <volumeRange>
          <min>56.09319</min>       
          <max>53.58423</max>
        </volumeRange>     
        <pitchRange>
          <min>1.153763</min>       
          <max>1.265591</max>
        </pitchRange>
      </li>
    </subSounds>
  </SoundDef>


The patches to change the min and max pitch:

<Operation Class="PatchOperationReplace">
        <xpath>*/SoundDef[defName="Bow_Small"]/subSounds/li/pitchRange/min</xpath>
        <value>
            <min>1.0</min>
        </value>
    </Operation>

    <Operation Class="PatchOperationReplace">
        <xpath>*/SoundDef[defName="Bow_Small"]/subSounds/li/pitchRange/max</xpath>
        <value>
            <max>1.1</max>
        </value>
    </Operation>

Any idea what could be going wrong? The sound doesn't change at all in-game.
#2
Waka's Mods

B18 Glitterworld Medicine Crafting 2.0


Adds craftable Glitterworld Medicine. It requires 1 Medicine, 3 Neutroamine and 10 Hyperweave. Level 10 medicine skill and level 5 crafting skill are necessary to craft.
Yes, I know there are quite a few mods out there that do this same thing, but typically they also add a bunch of other stuff. This is only a single recipe.

B18 Scoped Guns 2.0


Adds scoped, higher accuracy variants of 3 guns.
Adds two items and three guns to the game.
Scoped Rifles have an increased +10 Range and +10% Accuracy at short, medium and long range.
Lens: Used to craft the scope. Created at the smelter using 5 bricks.
Scope: Can be attached to a Bolt-action Rifle, Assault Rifle, or Charge Rifle to increase range and accuracy. Created at the machining table using 2 Lenses, 10 Steel and a single component.


B18 Mineral Extraction 1.0


Adds technology to extract minerals from metals, and formulate them back into other metals.
Includes:

Research: Mineral Extraction
Gives the ability to build the Mineral Extractor table.

Building: Mineral Extractor
A table that you can use to extract and formulate metals.

Item: Extract
A slurry of minerals which can be formulated into multiple substances.

You can extract six minerals (Gold, Silver, Steel, Plasteel, Uranium, and Jade) into Extract.
Extract can then be formulated back into those same minerals.

What this means is you can convert materials into one another at the cost of time and power.
This mod draws inspiration from Astroneer.

B18 Speedy Floors 1.0


Adds 5 tiers of force multipler superspeed tiles.
Tier 1: 108% movement speed, 3 Steel to build
Tier 2: 118% movement speed, 5 Steel to build
Tier 3: 130% movement speed, 8 Steel to build
Tier 4: 144% movement speed, 10 Steel to build
Tier 5: 162% movement speed, 12 Steel to build

Author
Waka

Download
B18 Mods:
https://www.dropbox.com/sh/8dtsz0rotm7dpw4/AADagh3sMcgUtHj7LT8CMDNOa?dl=0
A16 Mods:
https://www.dropbox.com/sh/r0vgeebdhuydp7m/AADL4vrLIA62-QXHOnVRKslya?dl=0

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

License
I have no problem with anyone modifying these mods or including them in a mod pack, but I would like credit if you choose to do so.
#3
Outdated / [A16] Waka's Mods (Updated 10/4/17)
March 06, 2017, 11:06:08 PM
Waka's Mods

Glitterworld Medicine Crafting
This is a mod that adds craftable Glitterworld Medicine. It requires 1 Medicine, 3 Neutroamine and 10 Hyperweave. Level 10 medicine skill and level 5 crafting skill are necessary to craft.

Military Medicine
This is a mod that adds craftable Military Medicine. Ordinary Medicine has a potency of 0.7, Glitterworld Medicine has  potency of 1.6. Military medicine fills the gap with a potency of 1.2. It requires 1 Medicine, 2 Neutroamine and 1 Synthread. Level 7 medicine skill and level 4 crafting skill are necessary to craft. Thanks JustTundra for the awesome texture.

Glitterworld and Military Medicine Crafting
This is a combination of the two mods mentioned above.

Scoped Guns
This mod adds two items and three guns to the game.
Scoped Rifles have an increased +10 Range and +10% Accuracy at short, medium and long range.
Lens: Used to craft the scope. Created at the smelter using 5 bricks.
Scope: Can be attached to a Survival Rifle, Assault Rifle, or Charge Rifle to increase range and accuracy. Created at the machining table using 2 Lenses, 10 Steel and a single component.
Scoped Survival Rifle: A Survival Rifle with a scope attached. Can be crafted at a machining table with a Scope and a Survival Rifle.
Scoped Assault Rifle: A Assault Rifle with a scope attached. Can be crafted at a machining table with a Scope and a Assault Rifle.
Scoped Charge Rifle: A Charge Rifle with a scope attached. Can be crafted at a machining table with a Scope and a Charge Rifle.

Smokeleaf Oil
Adds a consumable drug named Smokeleaf Oil to the game. Smokeleaf Oil reduces pain by 20%, but increases appatite by 30%. It is not addictive whatsoever. It can be crafted at the drug lab after the 'Smokeleaf Oil Production' research is complete. It requires 8 Smokeleaf Leaves, and takes x10 as long as Smokeleaf Joints to produce.
Credit to Rimrue for the idea, I just made it.

Author
Waka

Download
Link to folder with all my mods:
https://www.dropbox.com/sh/tj8wpuxtleam8bn/AADUIXXiOIb0eb47_SbqnsaEa?dl=0

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

License
I have no problem with anyone using these mods or including them in a mod pack, but I would like credit if you choose to do so.
#4
Help / Help with adding new medicine preference?
March 02, 2017, 03:27:11 PM
This is my first post on this forum, so if I mess something up, let me know. I just made a mod that adds a recipe for Glitterworld Medicine and adds a new medicine, called Military Medicine. I've noticed that ordinary medicine is nowhere near as effective as everyone would like it to be, and Glitterworld almost ensures success. Ordinary Medicine has a potency of 0.7, Glitterworld Medicine has  potency of 1.6. Military medicine fills the gap with a potency of 1.2. Military medicine has a different texture to help tell the difference between it and the others.

My problem is that I don't know how to add it to the bar that is in a pawn's health tab. The order should go: No medicine, Herbal medicine, Medicine, Military medicine, Glitterworld medicine. As of now, if I select normal medicine, doctors won't use military medicine, and if I select Glitterworld, they will only use military medicine if they are out of Glitterworld medicine.

I'm going to wait until I have fixed this problem to post the mods. I've got a mod for craftable Glitterworld Medicine, a mod for Military Medicine, and  mod with both.

If anyone knows how to add a new slot for military medicine, any help would be appreciated.