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Topics - gertvv

#1
In the Droids mod I had an issue where Droids were mysteriously taking damage. This can be fixed by putting <diet>NeverEats</diet> in the RaceDef. However, when I do this the PawnGenerator won't create a food tracker:


if (pawn.RaceDef.EatsFood)
{
pawn.food = new Pawn_FoodTracker (pawn);
}


This is fine, unless the pawn goes below max health, in which case the following check (done twice) in Pawn_HealthTracker.HealthTick() dereferences the null pointer pawn.food:


if (!this.pawn.food.Food.Starving)


Which seems to stop it from functioning altogether. I'm working on a work around but seems like a null check would be in order.
#2
Outdated / [MOD] (Alpha 5) Droids v0.5
June 08, 2014, 12:02:58 PM
Droids v0.5:

Mid to late game you start needing to haul stuff over large distances and this becomes a bottleneck. An advanced transport droid helps you fix this, but it is expensive and requires very high crafting skill to build. (Feedback on costs, level requirements, experience gained, etc. welcome!)



Adds the ability to build autonomous support droids to RimWorld. Currently a transport (hauling) droid only. To build the transport droid, you need to do the following:


  • Research Machining
  • Research Droid Manufacturing
  • Build a Droid Assembly Table
  • Craft Droid Parts x4; costs 75 metal, requires crafting 7
  • Craft Transport Droid; costs 4 droid parts, requires crafting 8
  • Build a Droid Charging Station to charge and activate the Droid

Note: colonists will currently only repair droids when they are inactive (they de-activate automatically when below 25 health), and only when they are in the home zone. If you need one repaired, add a home zone at its current location, or haul it to a storage in the home zone.

Now compatible with alpha 5!
Warning: game breaking bug! It seems that due to some changes in Alpha 5 the Droids will ignore reservations made by colonists and this causes them to take away meals that they are eating, or resources that are being used for crafting. This makes them pretty much useless! Also, if the resource is consumed before the Droid hauls it away, this causes the game to crash... For now, it is probably better to use the 0.4 version for Alpha 4.

Credits

Code and definitions by Gert van Valkenhoef gertvv@ludeon; gertvv@github.
Droid graphics by Psyckosama.
Portuguese translation by decomg.
Everything licensed CC-BY-SA 3.0. C# source code included.
The source is also on GitHub: https://github.com/gertvv/rimworld-droids.

Wishlist


  • I would have liked to have the Droids built at the Machining table, but then I couldn't add the research requirement.
  • Different types of Droids, e.g. Harvesting Droid. The WorkType they do is already configurable, but droids can currently only perform unskilled labor because they don't have a proper Skill/Learning tracker attached.
  • Active Droids should be able to request repairs.
  • Droids should be disabled during a solar flare.
  • Researchable "super charger" station that charges Droids extra fast for higher energy usage. Perhaps also researchable "efficient charging" that boosts efficiency.

Changelog and source:

Available from https://github.com/gertvv/rimworld-droids.

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