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Topics - ethouiche

#1

If I create many recipes for a single product, like bulk production or alternative recipes, I will get as many benches in the "created at" section. If you could apply a unique on the returned benches field when you retrieve the recipes, it would be cleaner.

Thank you.
#2
Help / How do you damage bionics ?
May 17, 2020, 10:25:06 PM
I am working on a healing mod, and I cant test everything because I dont know how to damage pawn bionics.
I feel I have tried every kind of damage in the 'apply damage' submenu, and the best thing I can get is waking up the pawn. The bionic remains intact though.
#3
Releases / [1.1] Blood and Stains
May 06, 2020, 07:36:28 PM





A mod that adds puddles when a pawn is bleeding and footprints when a pawn stepped in filth.

Today's update:

Upgraded:
- Regular footprint colors when walking in insect blood/vomit. They now have the exact color of the filth. I need to do the same for the new footprints.
Added :
- Pegleg footprints
- Wooden foot footprints
- Missing foot footprints
- Missing leg footprints (it actually displays nothing on the missing leg side)
- A safe mod removal method. Check the mod settings for instructions.

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2075683887
Git: https://github.com/goudaQuiche/BloodAndStains

There are compatible mods with this one :
If someone wants to make a compatibility mod for his race, I would be happy to help.
#4
1. What the circumstances were.
Doing tests during mod creation

2. What happened.
Using Dev mode, to injure and kill a pawn

3. What you expected to happen.
Regular behavior

The debug option gives this result almost every time.
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.HealthUtility.DamageUntilDead (Verse.Pawn p) [0x00000] in <032d0428bd3b4871b44e7cd832eb5c58>:0
  at Verse.DebugToolsPawns.CarriedDamageToDeath (Verse.Pawn p) [0x0000b] in <032d0428bd3b4871b44e7cd832eb5c58>:0


Also when using other options to injure a pawn, you often get no result. It feels like you are miss clicking over and over. But the error log spams errors :
part is BodyPartRecord(Nose parts.Count=0)
It should be possible for the debug option to always find a bodypart record that is not destroyed already.
#5
Hello,

I have a clone bay mod that used to be compatible with my lighter than fast mod(aka LTF), back in 1.0.
The LTF has an hediff that allows to change the faction of a pawn. That's why I wanted to handle an exception/compatibility special case when players try to register a mind controlled pawn in the clone bay.

In 1.0, if LTF was not loaded, the clone bay would not care, and keep working.

Now that 1.1 is out, if the player does not have LTF loaded with the clone bay, it throws an ugly error that prevents opening the dev mode.
https://gist.github.com/HugsLibRecordKeeper/a5d49cdcbe07688cb5944f3294c11af5
https://www.reddit.com/r/RimWorld/comments/fmu23w/mods_have_disabled_dev_mode/
Exception filling window for Verse.ImmediateWindow: System.TypeLoadException: Could not resolve type

I have checked my target framework, it's 4.7.2 for both mods. I have removed and added the references dll again, recompiled. The same error keeps on poping.

It seems other people have had this problem :
https://steamcommunity.com/app/294100/discussions/0/1750149787517909015/
https://ludeon.com/forums/index.php?topic=50383.0

I am clueless on what to do.
Please send help  :)

#6
Releases / Stony campfire
April 22, 2018, 11:25:45 AM
Stony campfire


Adds a stone camp fire.

  • can be extinguished(no fuel will be used, but you cant cook, heat, nor light the room)
  • wont disappear when out of fuel.
  • shows fire overlay accordingly (no fire when extinguished).
  • glows accordingly.
  • heats accordingly.
  • toggles gather spot accordingly.

Git : https://github.com/goudaQuiche/StoneCampFire
Steam : https://steamcommunity.com/sharedfiles/filedetails/?id=1367897185
#7
Hello,

I made an artificial part that is also a weapon made of stuff.
Everything works fine until i add stuff to the recipe.

<!--
<stuffCategories>
<li>Metallic</li>
<li>Woody</li>
<li>Stony</li>
</stuffCategories>

<costStuffCount>60</costStuffCount>
<surfaceType>Item</surfaceType>
-->


- I can order a pawn to haul to a stockpile. The item is listed twice in the stockpile since it belongs 2 cateogries. The pawn will haul it, then the stockpile tile will dissapear  :-\
- I am not allowed to create a stockpile under the item.

#8
Hello,

When i combine randomness and shadows, the shadows cant shade properly.
<randomizeRotationOnSpawn>true</randomizeRotationOnSpawn>
    <graphicData>
<texPath>Things/Building/Art/Block</texPath>
<graphicClass>Graphic_Random</graphicClass>

<flipExtraRotation>2</flipExtraRotation>
<!-- <drawSize>(1.5, 1.8)</drawSize> -->
<drawSize>(1.5, 1.8)</drawSize>


<shadowData>
<volume>(.5, 0.7, .3)</volume>
<offset>(0, 0, -.65)</offset>
</shadowData>

    </graphicData>

#9
Hello,

I have a problem when i want to combine random graphics with masks, because the game considers my masks as regular graphics.

#10
Help / List<Custom> IExposable and PostExposeData
February 11, 2018, 07:11:09 PM
Hello,

I have a comp class that uses another class as a list. I cant manage to save properly the list generated in the comp class. I have used many ExposeData before but never with a list. I need this list.

public class LTF_PawnSnapshot : IExposable
{
        // should send a signal to bench when dies instead of benchscan
        public Pawn original;

        public string pawnThingId;
        public string name;

        public float ageBiological;
        public Gender sex;

        //long ageChronological;
        public List<Hediff> hediffs;
        public List<SkillRecord> skills;


        //Race though
        public int cloneNum;
        public int AAA;

        public Building drillDep;

        public float buildProgress;
        public float buildAmount;

        public void ExposeData()
        {
            Scribe_References.Look<Pawn>(ref original, "LTF_snapOriginal");

            Scribe_Values.Look<string>(ref pawnThingId, "LTF_cloneOriginalId");
            Scribe_Values.Look<string>(ref name, "LTF_cloneOriginalName");

            Scribe_Values.Look< float>(ref ageBiological, "LTFOriginalAge");
            Scribe_Values.Look<Gender>(ref sex, "LTFOriginalSex");

            Scribe_Collections.Look<Hediff>(ref hediffs, "LTFOriginalHediff");
            //Scribe_Collections.LookList<Hediff>(ref hediffs, "LTFOriginalHediff");
            Scribe_Collections.Look<SkillRecord>(ref skills, "LTFOriginalSkill");
           
            Scribe_Values.Look<int>(ref cloneNum, "LTFcloneNum");
            Scribe_Values.Look<int>(ref AAA, "LTFcloneAAA");

            Scribe_References.Look<Building>(ref drillDep, "LTF_drillDep");

            Scribe_Values.Look<float>(ref buildProgress, "LTF_cloneWProgress");
            Scribe_Values.Look<float>(ref buildAmount, "LTF_cloneWAmount");
        }
    }


The comp Class with the list;
        // Scanned
        List<LTF_PawnSnapshot> RegisteredPawns = new List<LTF_PawnSnapshot>();
[...]

        public override void PostExposeData()
        {
            base.PostExposeData();

            //Scribe_Collections.Look(ref RegisteredPawns, "LTF_snaps", LookMode.Undefined, new object[0]);

            //Scribe_Deep.Look(ref RegisteredPawns, "LTF_snaps");
            //Scribe_Collections.Look(ref RegisteredPawns, "LTF_snaps",LookMode.Reference);
            //Scribe_Collections.Look(ref RegisteredPawns, "LTF_snaps", LookMode.Deep);
            //Scribe_Collections.Look<LTF_PawnSnapshot>(ref RegisteredPawns, "LTF_snaps", LookMode.Deep);
            //update

        }


I have tried many options without success. I really feel i have no idea what i am doing. I have cast errors either when i load or when i save.

Please be my savior.
Good day.
#11
Ideas / Solar flare affects bionics wearers
January 23, 2018, 10:44:24 AM
Today there is no downside to have bionics. You have better statistics, better immunity (does a bionic ever infect ?), better everything, nothing to be worried about.

Solar flares should make each bionics 1/4 efficient. That would teach them.

Some meteorites could also have strange properties like a magnet. As long as the meteorite is not harvested, bionics wearer are attracted by it and it lowers their movement speed if they are trying to go astray.
#12
Hello,

I added two raw ressources which walls can be made of.
Everytime i start a game the ancient danger is made of one them. I dont want these ressources to overlap iron or stone walls in the map generation as it seems to do too often.

I have found 2 properties called commonality and deepCommonality. I have tried to tweak them without any relevant result. I must be missing something.

Help please  :)
#13
Hello,

I want to create a bench with a targeter ui button and register the selected pawn.
I have a building with :
- CompProperties_Usable
- CompProperties_UseEffect

The ui displays the target button, but i dont know how to reach the data from there.

I tried to get the comps from the bench, but the target data is not available.
CompUsable compUsable = building.GetComp<CompUsable>();
CompUsable compeffect = building.GetComp<Comp_UseEffect>();

I am wondering if i must make the bench manable and equipable, with a verb.
I still dont know how to get the the data about the target.

Thank you.
#14
Help / How to make a vanilla building an ingredient ?
December 29, 2017, 01:47:03 PM
Hello,

I want the stool to be an ingredient.
<li Class="CompProperties_Ingredients" />
How can i surcharge the original without breaking anything ?

Thank you.
#15
Hello,

-snip-
2nd post

Thank you.
#16

Lighter than fast
a Faster than light phagocytosis attempt


Download
Main mod - Steam : http://steamcommunity.com/sharedfiles/filedetails/?id=1240656304 / Github : https://github.com/goudaQuiche/LighterThanFast
Clone bay - Steam :  http://steamcommunity.com/sharedfiles/filedetails/?id=1304432145 / Github : https://github.com/goudaQuiche/LTF_CloneBay
Teleporters - Steam : https://steamcommunity.com/sharedfiles/filedetails/?id=1507132557 / Github : https://github.com/goudaQuiche/LTF_Teleporter
Crystals - Steam : http://steamcommunity.com/sharedfiles/filedetails/?id=1338611415 / Github : https://github.com/goudaQuiche/LTF_Crystals
Engi race - Steam : https://steamcommunity.com/sharedfiles/filedetails/?id=2036348893 / Github : https://github.com/goudaQuiche/LTF_Engi
Lanius - Steam : https://steamcommunity.com/sharedfiles/filedetails/?id=1543164737 / Github : https://github.com/goudaQuiche/LTF_Lanius
Mantis - Steam : https://steamcommunity.com/sharedfiles/filedetails/?id=2025343753 / GitHub : https://github.com/goudaQuiche/LTF_Mantis
Rockmen - Steam : https://steamcommunity.com/sharedfiles/filedetails/?id=2027296393 / Github : https://github.com/goudaQuiche/LTF_Rockmen
Zoltan - Steam : https://steamcommunity.com/sharedfiles/filedetails/?id=2032477436 / Github : https://github.com/goudaQuiche/LTF_Zoltan

Dependencies
* Alien framework 2.0 : https://github.com/erdelf/AlienRaces
* JecsTools : https://github.com/jecrell/JecsTools
Requires new game for the factions to spawn unless you have Faction Discovery by Orion.

Description :
This mod adds 5 races :



Engie
- 125% construction
- 90% social
- 75% melee hit chance / 80% shooting accuracy
- 130% Immunity
- 4x sockets(1x cpu 1x rom)

Mantis
- 115% Speed
- 130% Melee hit chance / 125% Shooting hit chance
- 120% sharp damage / 105% Melee evasion
- 75% Construction / 75% Drug production
- 85% Mining / 90% Smelting Smithing Tailoring
- Claws

Rockman

- 150% hp
- 133% carrying capacity
- Natural armor : Blunt 30% / Sharp 55%
- Fireproof / resists temp over 9k
- 90% speed
- Cant wear cloths (needs tweaking)
- Vulnerable to frost
- 105% psychich sensitivity to depict religious inclination

Slug
- 10% psychic sensivity / 110% toxic sensivity
- 110% Social
- Drools : colonist will generate raw ressources from time to time.
- Xenophobic trait : social debuff with non slug beings
- Xenophobic diplomacy : siblings tolerance at most

Zoltan
- 110% Research
- 120% Recruit prisonner chance / Diplomacy power
- 85% Health
- Explodes upon death
- Glows in the dark
- Lays eggs that pop power pods


- Engie bench to craft roms / claws / shieldmet
- Rockman bench to use chemfuel as temperature source.
- Slug yarn maker to create a tailorable ressource from slug dew
- Shieldmet : prevents melee attacks, has a bad recharge without a Shield bench.
- slug dew and kraptyl (2 new raw ressources and related walls/floors)
- Eggs + new ress = magic. Equipable too.
- Boarding drones (it's a reskin for now :/)
- Synt claws for mantis (unfinished)
- Unbalanced drugs (unfinished)

- Backstories, village names, colonist names
- Many faces for Engi, Mantis, Rock
- Corpses
- Races playable from regular tribal start

Todo
- Mindcontrol bench
- Clone bay
- Drones
- Crashlanding vessels
- Research depencies
- Kestrel scenario aka 1 colonist per LTF race, with some advanced research unlocked, maybe a big crash to begin with.
- imagine finishing a rimworld game to start with a ftl game with the same crew and a vessel you have actually built :madness:
- balance

Screenshots
LTF family photo
LTF holliday photo album
LTF 2017 winter photo album
LTF 2018 All races scenarios
LTF hats

Videos
peta please
Poker player fails his colony

Reviews
Spanish 01/01/2018

Thanks :
- Sera, Apini mod creator, for allowing me to use her sprites.
- Erdelf, Humanoid framework creator
- Ludeon Forums for the feedback and discussions
















#17
Help / get a property from another custom class
December 26, 2017, 10:31:38 AM
In my shield class, i have :

        public float Energy
        {
            get
            {
                return this.energy;
            }
        }

I want to be able to get this value from another class.

energy belongs to

namespace myspace
{

    [StaticConstructorOnStartup]
    public class myshield : Apparel

In the xml file, i link my apparel with a <thingClass> to the apparel class

My problem comes when i want to get the energy value from a bench to which i have attached a comp. It should detect people wearing a shield. I know how to parse the tiles. I can say if i have a pawn, if he wears my shield, but now i want to go further and check the energy hold by the apparel.

maybeHelm.def.thingClass ... I dont know how to reach my energy there.

Thank you.
#18
Help / Create a stat and have a statdefof to rely on
December 23, 2017, 10:17:39 AM
Hello,

I am working on a mod : http://steamcommunity.com/sharedfiles/filedetails/?id=1240656304

I want to create a stat for my shield that is not the vanilla one. ( StatDefOf.EnergyShieldEnergyMax / StatDefOf.EnergyShieldRechargeRat )

Therefor i need to declare something like that : https://github.com/josh-m/RW-Decompile/blob/3a7cd955b574c183405cc8065b15f1c231c7da08/RimWorld/StatDefOf.cs

But when i declare my own thing i end up overwriting the vanilla declarations which is bad(!)
I guess that's when i should use something like patching. Is that it ? I am a poo OOP coder ???, i could need some help.

Thank you.