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Topics - Sam_

#1
So my mod Tilled soil has an issue where ancient dangers spawn totally empty.

After some lengthy testing I found that if you add a floor with <designationCategory>X</designationCategory>, where X is any value, and the floor has either no <costList> or an empty cost like <costList><Steel>0</Steel></costList> then ancient dangers are totally empty.

They will spawn and give you the warning, but when you open them and the interior spawns there is nothing inside.
#2
Tools / [LIB]Animated textures
September 26, 2018, 05:42:16 AM
I've always hoped that the base game would have some kind of support for animated buildings, items and textures in general, but so far all we have is specific hard-coded animations for the windmill and waterwheel. These buildings use code rather then image data to animate, and they are not abstracted for modders to use, either by inheritance or XML. So, I went ahead and made it myself and decided to share since there didn't seem to be an easy to use utility on the forum.

The .dll adds a graphic class that any Thing should be able to use. For now it only behaves like Graphic_Single, but in future I could probably expand it to include animated Graphic_Multi functionality. In addition to the graphic class there's a CompProperties you can use to modify the frame speed and whether it's randomised. For now it's rather simple, and barely tested, but it works.

As for the actual texture, the mod below has a demonstration, it currently only uses a folder of .pngs, rather then a .gif or anything else, the same way that Graphic_StackCount does. Which probably limits it to 26 frames as each texture ends with a letter. The utility isn't really intended for complex animation anyway, and I haven't tested the impact that such an animation will have on performance, if any.

I've created a small mod with a useless building as a tutorial here.
You can also get the source code here.

Here is the building as it looks in game. (Note the animation speed differs, but you can change that in the XML easily)


If you're interested tear this apart and let me know what kind of bugs or problems you encounter.
#3
Help / JobGivers and animal taming
September 22, 2015, 10:11:58 AM
Hey guys,

I'm trying to make animals or at least tameable pawns that can do similar jobs to colonists, such as Grow, Build, Firefight and so on. I'm trying to avoid looking at any code and just using xmls (because I'm lazy), and I have found in SubTrees_Misc.xml you are able to define specific behaviours:


<ThinkTreeDef>
    <defName>InsertHookTest</defName>
    <insertTag>Humanlike_PostBroken</insertTag>
    <insertPriority>100</insertPriority>
    <thinkRoot Class="JobGiver_Berserk" />
</ThinkTreeDef>


Which just makes all humans go crazy, or do whatever I replace JobGiver_Berserk with. I have also created a custom think tree which has the additional section:



<li Class="ThinkNode_ConditionalHasFaction">
     <subNodes>
         <li Class="ThinkNode_ConditionalTrainableCompleted">
             <trainable>Grow</trainable>
             <subNodes>
                  <li Class="JobGiver_Berserk" />
             </subNodes>
         </li>
     </subNodes>
</li>


Which makes the pet attack everything when they are trained to "grow". What I'm having trouble doing is finding the JobGiver_ for specific jobs like Growing or Firefighting. In the Humanlike think tree the closest reference I could see was JobGiver_Work, which I assume contains the necessary code for choosing a job like the above and performing it.

Is there a specific JobGiver for each aforementioned task? if so, how do I reference them?
Is there a way without creating custom DLLs to break down the JobGiver_Work (or whichever is relevant) into each Job?
And lastly, if I have to create a custom DLL, where do I look to find the vanilla JobGivers?

Thanks for the help
#4
Help / Changing vanilla textures
August 06, 2015, 06:18:31 AM
As the title states I'm interested in changing the vanilla textures as you see in the core art assets. I want to be able to actually over ride them all, not just changing textures paths in the defs. For example the background on the title menu has no reference in any def.

To expand my question, where can I find the "Textures" folder for the core mod, or what is the overall structure of that folder.
#5
Outdated / [A15] Tilled Soil v1.2
February 28, 2015, 06:20:08 AM
[A15] Tilled Soil - v1.2

About:
Since the beginning of civilization humanity has been cultivating land and planting crops, now you can plant crops properly too.

Description:
This mod is a small addition to the game. It adds tilled soil, which is a constructable version of the rich soil found naturally spawning.
The fertility of tilled soil is set to 3 at this stage, but may be increased after testing. Currently the fertility is higher then rich soil, and will grow potatoes in 1 day, instead of 2 days using standard soil.

Pictures:


Changelog:


v1.2
Updated to Alpha 15

v1.2
Changed toiled soil texture

v1.1
Updated to Alpha 14

v1.06
Updated to Alpha 13
Tilled Soil is now removable

v1.05
Updated to Alpha 10
Changed texture to asset provided by Igabod

v1.0
Initial release

Download:




Additional Mods:
License:

  • You are hereby encouraged to tear my mod end from end. But, ask permission before uploading any of my content.
    If adding this to a modpack you are going to distribute please PM a link to the forum post.
#6
Releases / [1.1][MODLIST] Glitter Tech
August 16, 2014, 05:41:59 AM
[1.1] Glitter Tech - v1.65

Description:
Glitter tech adds a number of advanced buildings, items and resources to extend gameplay and difficulty in the late game beyond what the game already offers. It is recomended that you start a new world to play the full Glitter Tech experience.

This mod builds upon the existing information in the game that mentions glitter worlds. These worlds are presumably very high tech human societies with advanced production, communication and defense technologies. This mod adds the ability to produce and purchase more advanced items in almost every category. This technology attracts the attention of new factions hired to retrieve those advanced assets by glitter world corporations.



Changelog:

v1.65
Updated to Alpha 15.

v1.65
Orion Corp can no longer siege
Xeon-Ion generator placeworker is fixed and can no only be placed on a steam geyser.

v1.6
Computer components are now craftable by "sorting" components at the machining table.

v1.5
Titanium ore is now slightly more common
Commando factions now raid after 150 days, instead of 30

v1.45
Updated to Alpha 14.
Added to steam workshop.

v1.45
Bandages no longer used as medicine, just recipes
Tanks no longer spawn from Crashed Ship Parts
Tanks now bleed...

v1.44
Xenon-Ion placeworker re-removed...

v1.4
Xenon-Ion placeworker re-added
Mortars can now target again
Blackmarket Traders are now Orbital traders

v1.3
Updated to Alpha 13

v1.2
Updated to Alpha 12
Fixed minor bugs

v1.1
Updated to Alpha 11
Improved surgery compatibility. This mod should theoretically be compatible most mods now.

v1.0
Changed Xenon Ion Turbine so it can be placed anywhere, temporarily
Added Re-Ambulation Pod for some advanced and semi-automatic wound treatment
Added Dynamic Relaxation Chair for some high tier comfort
Added Flood light, for a more expensive, but better lighting

v0.91
Updated to Alpha 10
Increased the price of Nano-suits
Changed sound files of Orion Corp tanks
Re-implemented Orion Corp Tanks

v0.9
Added alpha and beta flooring
Added HC-1 shield and Orion Corp Defense Shield
Added melee weapon Orion Corp pacifier
Added new Orion Corp soldier; the peacekeeper
Added new building; EMPD-1 charge
Disabled Orion Corp Tanks
Disabled Replicator faction

v0.81
Updated to ALPHA 9

v0.8
Added: Two new factions
Orion Corporation: A mega corporation entirely focused on profit. They mine, experiment and consume rim worlds, outside of civil space to avoid laws and taxation. They sometimes start peaceful to the colony, and are rivals to commandos
Replicators: Originally designed to annihilate the Mechanoids, these machines have self-replicated and updated beyond the control of the humans that originally built them.
Added: New pawns
Orion Corp Soldier
Orion Corp Heavy
Orion Corp Tank
Small replicator
Added: Pharmaceutical table
Produces medicine
Added: New recipes
Bandages from cotton
Medicine
Serum
Ethanol
Plasteel from silicon and titanium
titanium from plasteel
glitterworld medicine
Added: Advanced bionics and cybernetics
Added: Six new turrets
Cannister turret
Auto mortar
Auto EMP mortar
Cluster Mortar
Missile launcher
Cruise missile launcher
Added: New weapons
Orion corp defense weapons, and launcher.
Orion corp exoskeleton: Worn by most Orion corp soldiers
Added: Titanium ore
It will require a new colony
Spawns a bit rarer then Plasteel
Changed: Commandos now use advanced bionics
Changed: Titanium shield is now made from stuff, and renamed Shield
Changed: Shield now has a graphic
Changed: Plasma reactor now has a graphic
Changed: EMRG Turret graphics are fixed
Changed: Pricing for items in traders is more balanced
Changed: Alpha and Beta Polys are no longer sold by traders
Changed: Black market trader is more balanced, and hopefully more common due to no longer selling slaves.

v0.7
Updated to ALPHA 8
Change: Nano suit apparel and advanced weapons are now more balanced, this change may revert based off of feedback
Change: Titanium wall lights, windows and blast door now use the new resource system, ie: they are build-able with any material
Added: Two new epic materials: Alpha Poly and Beta Poly, both are extremely expensive, hard to craft and are supposed to be near indestructable building materials.

Added: Silicon, and computer components. The later crafted off of the former, advanced buildings now require computer components
Added: Electrolyzer. A new crafting station to create silicon from stone
Added: Robotic assembler. A new crafting station to create computer components, magnetic coils, and any new products in future.
Added: Matter fabricator. A new crafting station to create very expensive materials, including the aforementioned Alpha and Beta polys.
Added: Plasma fusion reactor. Currently unfinished, and untextured. It functions correctly, but looks like an eye sore and isn't totally balanced
Added: Research for all of the added features above. Because just knowing quantum physics, Plasma spectrography and thermal dynamics doesn't make sense...
Note: This update is filled with untested and unfinished features in an effort to update to Alpha 8. GlitterTech version 0.8 will be the next major update, with planned features discussed below.

v0.65
Change: Rebalanced titanium lights and windows to match titanium materials
Change: Changed price ranges for weapons, to make them a tad harder to get
Change: Titanium price fixed, it's now more expensive then 60 cents a piece...
Change: Commando classes have been rebalanced, they now have enough money to actually buy armour
Note: This update, and v0.6 if you don't update, will require a faction reset. Details about how to are below in 0.4

v0.6
Added Titanium Lights
Added Impaction charge
Added reactive armor
Added Nano skin
Added Nano speed skin
Added commando classes

v0.5
Added EMRG Turrets
Added Advanced research
Added MRG Rifle
Added MRG Pistol
Added Titanium windows and blast doors
Added Titanium Shield
probably something else that I forgot

v0.4
Added Titanium walls, doors, and floors
Added new faction: Commandos
Added new resource: Titanium
Note: factions are created when the WORLD is created (not the colony) so new factions added will not exist in current saves. To experience the Commandos faction you need to either make a new world, or make the same world, using the same seed that your saves use, as this will over ride the factions in current saves and add any new factions. Credits go to Bodog999 for this solution.
Pirates and NPCs other then commandos no longer spawn with advanced gear

v0.3
Added Xenon-Ion Turbine
Added new resource: Magnetic Coil
Added new trader: Black Market Supplier

v0.2
Added APB-1 Pistol
Added APB-1 Rifle
Added APB-1 Projector
Changed a few minor things with EMRG-1

v0.1 First version uploaded


Notice:
After a long wait I have finally gotten the time to update this mod. I'm planning a complete overhaul for this mod and I should hopefully add a ton of new features and rework the crafting systems. The general concept and the weapons or factions will mostly stay the same. If you have any ideas that you want to see in this mod then make a post, I consider them all.

Downloads:
Dropbox | All releases | Steam

Glitter Tech (No surgery):
Dropbox | All releases | Steam

License:
You are hereby encouraged to tear my mod end from end for your own personal use. But, ask permission before uploading any of my content.
If adding this to a modpack you are going to distribute please ask permission and PM a link to the forum post.

____________________________________________________________

[1.1] Tilled Soil - v1.2

Description:
Since the beginning of civilisation the human race has been tilling soil to bring vital nutrients to the surface when planting crops. With this mod humanity in the year 5500 can too!

This mod adds a new flooring; tilled soil, which is a buildable version of fertile soil.

In addition it adds research for terrain rehabilitation allowing you to build dirt onto smooth stone and other natural floor types so you can build underground greenhouses.



Changelog:

v1.2
Updated to Alpha 15

v1.2
Changed toiled soil texture

v1.1
Updated to Alpha 14

v1.06
Updated to Alpha 13
Tilled Soil is now removable

v1.05
Updated to Alpha 10
Changed texture to asset provided by Igabod

v1.0
Initial release


Downloads:
Dropbox | All releases | Steam

License:
You are hereby encouraged to tear my mod end from end for your own personal use. But, ask permission before uploading any of my content.
If adding this to a modpack you are going to distribute please ask permission and PM a link to the forum post.

____________________________________________________________

[1.0] Dye Vat - v1.0

Description:
A simple mod that adds a dye vat to dye cloth into some bright colours.



Changelog:

v1.0
Updated to Alpha 15

v1.0
Initial release


Downloads:
Dropbox | All releases | Steam

License:
You are hereby encouraged to tear my mod end from end for your own personal use. But, ask permission before uploading any of my content.
If adding this to a modpack you are going to distribute please ask permission and PM a link to the forum post.

____________________________________________________________

[1.1] Furnace - v1.0

Description:
A simple mod that adds a furnace building to heat up rooms to extreme temperatures.

Good for disposing of many bodies, clothes, pests and prisoners...

You will have to be clever about allowed areas, doors and vents, it is very easy to accidently burn colonists and pets alive.



Changelog:

v1.0
Updated to Alpha 15

v1.0
Initial release


Downloads:
Dropbox | All releases | Steam

License:
You are hereby encouraged to tear my mod end from end for your own personal use. But, ask permission before uploading any of my content.
If adding this to a modpack you are going to distribute please ask permission and PM a link to the forum post.

____________________________________________________________

[1.0] Fishing Nets - v1.0

Description:
A simple mod that adds the ability to catch fish from rivers, lakes and oceans. There are several tiers of fishing nets that catch fish over time. Fishing nets also occasionally break, with basic wooden fishing nets only lasting a couple of days.

In addition there is an option to build a fishing net on ice, to reap the benefits of the ocean under the ice.



Changelog:

v1.0
Initial release


Downloads:
Dropbox | All releases | Steam

License:
You are hereby encouraged to tear my mod end from end for your own personal use. But, ask permission before uploading any of my content.
If adding this to a modpack you are going to distribute please ask permission and PM a link to the forum post.