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 - nmid

#1
General Discussion / Stone Chunk Processing
June 23, 2015, 08:12:39 AM
So I just see the simple stonecutter's table to make stone blocks out of chunks.

Is there an electric table that increases efficiency + work speed time or a mod that does the same?
I can't seem to find one.
#2
I'm sure this has been thought of 10 times already.. and I know the outdated mod sub forums was working so far, there will be people who want to continue playing A10 and have A11 as well.

Having child-boards would help us new converts and keep a10/a11 threads separate too.
#3
General Discussion / hard cap on pop? (Alpha 10)
June 04, 2015, 12:00:39 PM
Tried searching using the forum search, couldn't find it.
I know I read something about this, so probably my search term wasn't accurate or ... something.
Just adding the query as a new topic, so it get's searched easily.

What is the hard cap on population on a non-randy mode game? (after which you don't get slaver traders, can't recruit new colonists easily).

Follow up question, If I kill off some colonists (or hopefully sell off some slaves - which I don't know how I can do if the slave trader doesn't visit anymore...), then I'm assuming that I can recruit again?
#4
I am willing to learn and research.
Is there any place where I can read on what certain xml strings mean? How they affect the game?
Or is there any way I can figure it out myself (without playing the game obviously, looking at the code :p )

For eg

What does _______ mean
<costStuffCount>500</costStuffCount>       = (Not same as build cost)
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate> = (Higher number means more effect of fertility)
<pathCost> = (Higher means takes longer to walk through?) (cactus = 130, other crops are 10-20)

QuoteEdit - I also found a bit of help so adding this to this page here. Hope no one minds.
http://www.reddit.com/r/RimWorld/comments/2budmq/megaskull100s_help_page_i_can_help_you_mod/

https://ludeon.com/forums/index.php?topic=3408.0 [Tutorial] (Alpha 9) How to make a .dll-mod (Power Generation) (Read 7936 times)
https://ludeon.com/forums/index.php?topic=4626.0 Topic: [Tutorial] Creating Ticker-Based Events  (Read 2077 times)
https://ludeon.com/forums/index.php?topic=3283.0 Topic: Mod-making Tutorials on the Wiki  (Read 5548 times)
ludeon.com/forums/index.php?topic=10074.0 Topic: WTL Programming Language  (Read 591 times)

http://rimworldwiki.com/wiki/Modding_Tutorials/Weapons
http://rimworldwiki.com/wiki/Modding_Tutorials/Items
http://rimworldwiki.com/wiki/ThingDef
#5
General Discussion / Can we heal scratch scars?
May 23, 2015, 06:10:17 AM
I hope so.
Researching medicine atm...but the description only says it allows for growing of xerigium (which I can already do o.0?).
#6
Hmmm.....
http://ludeon.com/forums/index.php?action=profile;area=forumprofile;updated#
[urlhttp://ludeon.com/forums/index.php?action=profile;area=forumprofile;updated#]ludeon.com/forumprofile (snip)[/url]
Quote
ICQ
This is your ICQ number.
AIM
This is your AOL Instant Messenger nickname.
MSN
Your MSN messenger email address
YIM
This is your Yahoo! Instant Messenger nickname.

Where's Gtalk?!?
Does anyone even use AOL or ICQ anymore?
#7
When I play a game, I generally have a notepad txt file with my suggestions, questions and feedback. Ofcourse, I rarely get around to posting them as I don't know how useful they will be.
(Endless Space for one, Banished for another.. anyway).

This time, I'll just post it on the forums here.. hoping to get some answers as well as hopefully find a better way to do something that's bugging me.

I am using - [MODPACK] (Alpha 10) Ultimate Overhaul Modpack Complete (Perfected 18/05/15)
& am on Alpha 0.10.785.
0. (Probably mod pack related, asked on that thread too.. - How do I change the hotkey for the architect tab away from right click. At the moment, I am unable to clear messages using the regular way of right clicking the message).

1. How do I know what food is best? Potato/strawberry nutrition details should be detailed in the selection tab? (edit - i.e. the information tab would be helpful here.)

2. How do I hotkey the information button?
(I want to see the detailed info about the floors, before I build them. As it's shown based on the hover button, the moment I remove my mouse from the floor and move towards the "i" button, the floor tab along with the "i" button vanishes.)

Will add more questions here as I keep playing.
Thanks in advance to anyone who answers and helps me out.

#8
Help / Walking Speed / PathCost
June 19, 2014, 01:40:21 PM
I'm trying to make the floors a bit more unique and give it more life.
I don't want to make changes to pawn walking speed...
If I want to make paved tiles (for eg) that help colonists walk faster, what setting do I change?

Edit - Ok, messing around with pathcost, I observed this:

    <PathCost>-1</PathCost>   108% walk speed
    <PathCost>-2</PathCost>   117% walk speed
    <PathCost>-3</PathCost>   127% walk speed
    <PathCost>-4</PathCost>   140% walk speed
    <PathCost>-5</PathCost>   156% walk speed

Any idea, how the calculations scale up?
#9
So I was thinking of making
1. A shooting range
2. which would let you gain extra shooting exp than the regular shooting

So far I have found these factors that should be relevant..
I'm trying to use the shooting range to increase the shooting exp and this is what I have so far..

<skillGains>
<li>
<skill>Shooting</skill>
<xp>5</xp>
</li>
</skillGains>

I was trying to add it to the shooting action directly, but that didn't work.
Try 1 - failed when info added to verb in weapons_gun didn't work..
Try 2 - failed when info added to BaseJobDefs? AttackStatic
(------------------)

so I decided to build a shooting range (table) with a bill with a "Shooting Practice" Recipe that would do the job.

I came up with this.
  Recipe
  <!--Shooting practice-->
<RecipeDefs>
  <RecipeDef>
    <defName>ShootingPractice</defName>
    <label>Shooting Practice (WIP)</label>
    <description>Become proficient in shooting</description>
    <jobString>Shooting Practice</jobString>
    <workTimeSkillNeed>Shooting</workTimeSkillNeed>
    <efficiencySkillNeed>ShootingEfficiency</efficiencySkillNeed>
    <workEffect>Shooting</workEffect>
    <alwaysShowWeapon>true</alwaysShowWeapon>
    <!--A low amount for just testing-->
    <workAmount>10</workAmount>
    <!--<sustainerSoundDef> Want to add any shooting sound? </sustainerSoundDef>-->
    <ingredients>
      <li>
        <filter>
          <thingDefs>
            <li>Metal</li>
          </thingDefs>
        </filter>
        <count>10</count>
      </li>
    </ingredients>
    <products>
      <li>
        <thingDef>DebrisSlag</thingDef>
        <count>1</count>
      </li>
    </products>
    <fixedIngredientFilter>
      <thingDefs>
        <li>Metal</li>
      </thingDefs>
    </fixedIngredientFilter>
    <skillGains>
      <li>
        <skill>Shooting</skill>
        <xp>5000</xp>
      </li>
    </skillGains>
  </RecipeDef>
</RecipeDefs>
    <!--What about this string?--><!--
    <driverClass>AI.JobDriver_AttackStatic</driverClass>-->



ThingDefs ThingDefs\Shooting_Range.xml
<?xml version="1.0" encoding="utf-8" ?>
<Buildings>

<ThingDef Name="BuildingBase" Abstract="True">
<category>Building</category>
<soundBulletHit>BulletImpactMetal</soundBulletHit>
<selectable>true</selectable>
<drawerType>MapMeshAndRealTime</drawerType>
<surfaceNeeded>Light</surfaceNeeded>
<constructionEffect>ConstructMetal</constructionEffect>
<repairEffect>Repair</repairEffect>
</ThingDef>

<ThingDef ParentName="BuildingBase">
<DefName>ShootingRange</DefName>
<EType>Building_WorkTable</EType>
<Label>Shooting Range</Label>
<ThingClass>Building_WorkTable</ThingClass>
<Description>A range to practice your shooting and increase your proficiency.</Description>
<TexturePath>Things/Building/TableShooting</TexturePath>
<CostList>
  <li>
<thingDef>Metal</thingDef>
<count>75</count>
</li>
      <li>
        <thingDef>Stone</thingDef>
        <count>75</count>
      </li>
    </CostList>
<AltitudeLayer>Waist</AltitudeLayer>
<WorkToBuild>250</WorkToBuild>
<UseStandardHealth>True</UseStandardHealth>
<maxHealth>250</maxHealth>
<Size>(3,1)</Size>
<Overdraw>False</Overdraw>
<DesignationCategory>Production</DesignationCategory>
<Passability>Impassable</Passability>
<hasInteractionSquare>True</hasInteractionSquare>
<!--Going to change this to make the seat at the horizontal edge for a more realistic view-->
    <interactionSquareOffset>(0,0,-1)</interactionSquareOffset>
<itemSurface>True</itemSurface>
<recipes>
<li>ShootingPractice</li>
    </recipes>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
</ThingDef>

</Buildings>


I also added a texture in the correct folder.

The problem is that neither code seems to have worked...
1. For the building code, though I can see the table in the production build menu (going to change it to security later), when I click on it, it doesn't get selected for building.
It just clicks through..

2. For the recipe code, I did check separately by adding the recipe to a stone cutting table but that didn't work either...

Any ideas what I'm missing?
#10
I wanted to make some tweaks to the exp gain but I can't find the files.. is it hardcoded?

(I'm not looking at the exp table in Mods\Core\Defs\SkillNeedDefs\SkillNeedsGeneral.xml\<defName>ShootingAccuracy</defName>)

#11
I'm trying to adjust the growth rate of flowers, wild plants, regular crops and oak trees.. and I was just a bit confused about the <fertilityFactorGrowthRate>.

Is there anywhere I can see the complete formula of everything that affects the growth rate?