Ludeon Forums

Ludeon Forums

  • September 27, 2022, 06:22:11 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

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.

Topics - mipen

Pages: [1] 2 3
Mods / Desperately need a texture artist
« on: July 23, 2015, 05:39:40 AM »
So I desperately need a texture artist to do some items/buildings for MD2. Anything I do looks utterly disgusting :( If anyone is willing to give me a hand with this, you will be fully credited and earn my eternal gratitude :)

Help / Easier way to do UI?
« on: July 22, 2015, 05:28:47 AM »
Is there an easier way to do UI features, like windows/ITabs? Trying to work through it in code is so difficult and time consuming :(

I'm not sure how it would affect the drawing code for linked things, but I would make it much easier to have many different things that are linked together without being limited by the small number of options available inside the enum

Help / Question about overwrite defs
« on: July 01, 2015, 02:17:35 AM »
I was wondering how using the same defName for two defs of the same type works. For example, say I have def1 and def2, both with the same defName. If def1 is loaded first, then def2 is loaded, does it overwrite the values which differ between def1 and def2 and leave the others the same? Or does it scrap def1 and build an entirely new def, def2?

As the title says, have a way to add comps during run time, or something that works like comps t,hat are independent of the Def and specific to that instance. So, for lack of a better example, you could make a bullet that adds a comp to any pawn that it hits, this comp counts down ten seconds then makes the pawn explode, like a living bomb. Not the best example, but something like this would be great for a bigger variety of different things to happen without them being tied to the target's def

Help / What does fillPercent actually do?
« on: June 28, 2015, 05:53:15 AM »
I've never actually been able to figure out what it actually does. Does it affect the amount of light that can get through the cell? Or the shadow height of the building? O.o

Help / Heal a gunshot hediff through code?
« on: June 20, 2015, 04:44:34 AM »
I am having trouble finding a way of healing or removing a gunshot hediff from a pawn. They require treatment first to be curable, but treating it then using the direct heal ends in an exception. Anyone know of a way to do this? Tynan? Please help? :)

Having colony members that do not have a Need_Mood causes a null reference exception when the Psychic Soothe event fires. This happens here:

Code: [Select]
protected override bool StorytellerCanUseNowSub()
if (!base.StorytellerCanUseNowSub())
return false;
float num = 0f;
List<Pawn> list = Find.ListerPawns.PawnsInFaction(Faction.OfColony);
for (int i = 0; i < list.Count; i++)
num += list[i].needs.mood.CurLevel; <---Here!
float num2 = num / (float)list.Count;
return num2 < 0.36f;

Proposed solution: Add null checks to check whether the pawn has a Need_Mood

Ideas / Adding comps to already existing things
« on: May 30, 2015, 10:01:27 PM »
It would be great to be able to adds comps to already existing things or defs without editing that def. just like you have recipeUsers in recipedefs, it would be nice to have a compdef that has compUsers tag to allow adding comps to vanilla defs without breaking compatibility. Also it would be nice to be able to add comps to specific things that have been spawned into the game already, and have those things save/load those comps. This would allow for more variable and unique items as each things function could be changed independently through comps

Help / Need help with new BodyDef
« on: May 24, 2015, 07:21:34 AM »
So I've just finished writing my new BodyDef for my droids, but it isn't working at all like I would have thought. The biggest issue I have at the moment is that when the mod is active, any amount of damage causes any pawn to die instantly ( I have centipedes being one-shot by a pistol ) I have tested this with and without the mod active and it only happens when it is active. As it didn't happen before I added the BodyDef I am 100% sure that something that something from the BodyDef is causing this; either a Capacity, BodyPart, BodyPartGroup or the BodyDef itself although I don't see how these would influence anything. The second issue is that the droids are now incredibly fast, like three times the speed of a normal colonist. I haven't changed the movement speed stat, so it is still the same as normal humans. If anyone has experience with new BodyDefs, could you please lend me a hand? :D

EDIT: I've found the insta-death thing was caused by the new capacity defs I have added. My problem now is that it seems I can't add pawn capacities for my droids without having them also added to every other pawn :( Does anyone have any experience with this?

EDIT 2: So I've fixed the problems by completely removing my pawn capacity defs and using vanilla ones in their place. But this isn't ideal and I was looking forward to having robot related capacities for the droids. Does anyone know how to add them without them affecting other pawns?

Bugs / SelectionDrawer uses incorrect position for Things
« on: May 09, 2015, 07:38:21 AM »
Not sure if this is the appropriate place to post this, but the SelectionDrawer class uses the wrong position to draw the selection bracket around things in method DrawSelectionBracketFor:

Code: [Select]
Vector3 vector = thing.TrueCenter();
Pawn pawn = thing as Pawn;
if (pawn != null)
vector = pawn.drawer.DrawPos;

I believe this should instead look like:

Code: [Select]
Vector3 vector = thing.DrawPos;
Pawn pawn = thing as Pawn;
if (pawn != null)
vector = pawn.drawer.DrawPos;

because DrawPos returns the thing's TrueCentre, but it is also overridable, which would allow for moving selection brackets on things other than just pawns.

The reason I am bringing this up is that I am making a moving thing, but the selection brackets are drawn at each IntVec3 instead of the calculated Vector3

It could even omit the pawn section completely, as Pawn.DrawPos returns drawer.DrawPos anyway

Help / {SOLVED] What draws the selection brackets?
« on: May 09, 2015, 06:45:51 AM »
I have been searching for what draws the little brackets around things that are selected. I want to draw something that moves, however the brackets around it when it moves only draw inside the IntVec3 that it is in, instead of using the DrawPos Vector3 that I have set. I have been trying to use the pawn class as a base, however I can't find anywhere that draws the selection brackets. If anyone knows where these are drawn or could point me in the right direction, it would be greatly appreciated :)

EDIT: I have just found it, the selection brackets are drawn by the SelectionDrawer class, unfortunately how it draws the brackets is hardcoded to use the objects IntVec3 TrueCentre if it isn't a pawn, so drawing a moving selection bracket isn't possible at the moment :(

Setting the diet tag in raceprops to NeverEats for a pawn which becomes a colonist causes a null reference exception.

How to replicate:
Change the diet of the HumanLike pawn racedef to NeverEats and start a new game

Proposed solution:
Add null checks to Alert_Starvation

Ideas / Some requests to aid modding
« on: April 11, 2015, 06:33:44 AM »
This sort of thing likely isn't high priority, but I have a couple of suggestions/requests which would make modding and mod intercompatibility a bit easier.

The first is a 'startup' class which would let modders run some initial functions as soon as the game loads. This would remove the need for using itabs to doththe same thing and just make it easier.
Second, having some sort of (and taking key from minecraft mods here) 'forge dictionary' to assign a category to an item. For example, if a mod added copper, it could use the oreCopper category. Recipes that need copper would search for anything which is in the oreCopper category and use that. This would allow for use of resources from different mods in your own mod. Having some way to define your own category for things would also be good, for example if I added an item "Silicon" I could register a new category "resourceSilicon" in the dictionary, then tell any recipes I have that want silicon to look for anything with "resourceSilicon".

And finally, please, if there is any way, could you please deobfuscate methods which return an Ienumerable? It is so hard to figure these out! :(

Outdated / [A12] BackstoriesCore Update 10
« on: March 26, 2015, 05:58:39 AM »
This mod adds a new def type - BackstoryDefs! These let you write your own backstories which are then added into the game! The mod itself is just a framework to add the new backstories, but I will post download links to backstories written by others and myself for you to add to your game. Also added by this mod are NameDefs, which let you add custom names to the game, and PawnBioDefs, which let you add custom unique bios for pawns, which means that you can group two backstories together and they will only appear on one pawn in a game, letting you create unique stories for pawns.

How to:
To create your own backstory, install the mod, then open the .zip file inside the defs folder, called Templates. Extract the BackstoryDefTemplate.xml into the BackstoryDefs folder, then open it. I have detailed how to go about making your own backstory inside this template file, so just follow through that :) If you need some points of reference, then open the CoreBackstoryDefs.xml and look at the backstories I have written. To add your own in-game name, extract the NameDefTemplate to the NameDefs folder. I have written how to make your own name inside this file, so just follow the hints.

A basic understanding of xml coding will be greatly beneficial for doing this, so if you don't know anything at all about xml, I would suggest doing some basic tutorials on the internet to get yourself familiar with it. It would also help you with other mods :D

If you write a really good backstory and want to submit it to me to be in a backstory package, feel free to do so! :)

You can download the mod from GitHub here.

Backstory Downloads:
Linked here are some backstory packages written by others and myself:
Yogscast Names
Backstories by Andouce
Backstories by Igabod
Backstories by Mokona

No screenshots here, as there isn't really anything to show.

Thank you to Tynan for giving permission for backstories to be modded in :D

Code: [Select]
>>Update 10
--Updated to A12
--Changed versioning to something better (Alpha.Update.Fixes)
>>Update 9
--Fixed bug caused by PawnBioDefs
>>Update 7
--Changed how defs are added, the game should now no longer require a restart after mods are changed.
>>Update 6
--Updated to alpha 11
--Misc changes and fixes
--Changing mods now does not require you to restart the game.
--Added Yogscast names package
--Restructuring of the mod, now is just a framework
--Added pawn bios
--Released some backstory packages
--This release is not backward compatible
--Updated to A10f
--Added name defs - you can now make your own names.
--Added templates and hints on how to make your own backstory and name

Pages: [1] 2 3