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Messages - Horizon

#1
Help / Re: What have I done wrong? [Help]
July 28, 2014, 02:06:35 AM
Quote from: ItchyFlea on July 27, 2014, 08:54:34 PM
Quote from: Horizon on July 27, 2014, 09:20:43 AM
As a side note, is resizing the geothermal generator into a 1x1 the wrong way of going about things if I plan to make an indoor small generator?
Also, is there a reason that I can't use food as a resource cost?
I've never made a generator, so I don't know. Try it and see what happens. :)
Don't know about the food one. The game might currently not accept food as a building material.

The generator failed quite badly, but the food one works now.
I'll try to get a file from the generator out soon.
#2
An honest question here:

Are you asking people to make a mod for you?
Sprites and coding are basically all there is...
#3
Hey people!
I've begun work on a new mod known as The Horizon Initiative!
The mod is based on the idea of making an alternative building material.

The material replacing Metal is known as Horinzium.
Currently it can be used to make a light and some walls.

But of course, more is sure to come!

Attached below the post is the very first working version.
The issues with the resource, textures, and the MEaRS system were
neatly ironed out by ItchyFlea.

Below is the changes made by ItchyFlea that I noticed, and appended to the back his comments.

QuoteChangelog for future reference and for anyone possibly facing future issues.

Horizon Mod A.1 Revised [Fixed by Itchy]
------------------------------------------

Plantdef was reverted back to the Core standard.
Plant was properly tagged as such in XML name. (Possibly for better reference?) I find doing so helps me to remember what is what.
Texture paths ignored addition of texture file in the path. (Game read it as Textures/Textures/....)
Plant added to Defname. (Confused the game about the resource and the plant.) Not exactly. Just did that as a personal preference.
Raw added to resource. (Confused the game about the resource and the plant.) Again, mostly for personal preference. In this case though both the plant and the resource initially had the same name. This would have caused issues.
Lifespan reverted back to 200000. (Unknown reason for change.) The lifespan you had initially was far too high, and was causing problems. Specifically this: Exception parsing <lifeSpan>20000000000000</lifeSpan> to type System.Int32: Exception parsing System.Int32 from "20000000000000"
Traderscarry true was added to resource def. (For compatability with game?) You initially had <purchasable>true</purchasable>. That tag no longer exists in this version of RimWorld, and was replaced with <tradersCarry>. A few other tags were also replaced with their A5 equivalent. IE: <MenuUIIcon> changed to <uiIconPath>.
Sound paths added to define sound. (Weird I didn't notice that before.)
Food paths added to define food. (Weird I didn't notice that before.)

Total changes: Many
Change Severity: Major

All that said and done, i'd like to make sure that everything added in is working for everyone
else, therefore the reason for this very very very alpha release.

How the mod works:

Uses a modified hydroponics table to produce Horinzium.
Horinzium gives negative nutrition when consumed and is never cookable.

Known Problems:

Wall texture does not render right.
Flooring texture did not work right. (Didn't scale to a single block.)[Removed]
Horinzium is very quick to produce and may need a balance nerf.

What will be in the next version:

Fixes to all above problems if possible.
Addition of basic furniture such as tables and chairs.
Addition of more lights.

What is planned:

A way to make a table that generates horinzium without a hydroponics base.
The whole hydroponics table generation leads to problems like horinzium having
to be a food, and needing a light source, growers etc.

Any feedback, help, comments or complaints are appreciated!

[Sorry for the format of this post, I usually make good effort but its 1:25 AM]

[attachment deleted by admin: too old]
#4
Help / Re: What have I done wrong? [Help]
July 27, 2014, 09:20:43 AM
As a side note, is resizing the geothermal generator into a 1x1 the wrong way of going about things if I plan to make an indoor small generator?
Also, is there a reason that I can't use food as a resource cost?
#5
Help / Re: What have I done wrong? [Help]
July 27, 2014, 09:13:58 AM
Quote from: ItchyFlea on July 27, 2014, 08:40:30 AM
I'll write my answers in red in the quote below:

Quote from: Horizon on July 27, 2014, 07:48:38 AM
Changelog for future reference and for anyone possibly facing future issues.

Horizon Mod A.1 Revised [Fixed by Itchy]
------------------------------------------

Plantdef was reverted back to the Core standard.
Plant was properly tagged as such in XML name. (Possibly for better reference?) I find doing so helps me to remember what is what.
Texture paths ignored addition of texture file in the path. (Game read it as Textures/Textures/....)
Plant added to Defname. (Confused the game about the resource and the plant.) Not exactly. Just did that as a personal preference.
Raw added to resource. (Confused the game about the resource and the plant.) Again, mostly for personal preference. In this case though both the plant and the resource initially had the same name. This would have caused issues.
Lifespan reverted back to 200000. (Unknown reason for change.) The lifespan you had initially was far too high, and was causing problems. Specifically this: Exception parsing <lifeSpan>20000000000000</lifeSpan> to type System.Int32: Exception parsing System.Int32 from "20000000000000"
Traderscarry true was added to resource def. (For compatability with game?) You initially had <purchasable>true</purchasable>. That tag no longer exists in this version of RimWorld, and was replaced with <tradersCarry>. A few other tags were also replaced with their A5 equivalent. IE: <MenuUIIcon> changed to <uiIconPath>.
Sound paths added to define sound. (Weird I didn't notice that before.)
Food paths added to define food. (Weird I didn't notice that before.)

Total changes: Many
Change Severity: Major

Questions to fixer: Can nutrition be set to a negative value? I don't know, I've never tried it. I set it to a positive value while trying to find the cause of a bug that was occurring.

While there probably wouldn't have been too much of a noticeable effect if the small xml errors had been left in the mod, it's best to not have any errors at all. Makes it easier to find the cause of a problem that way. :) The game doesn't pop up the dev console if these errors exist. To find out if they do, when you've activated your mod in-game (or have started the game with it already active) hit the tilde key (~) and see if there is anything written in yellow. If there is, it'll tell you what it's found and usually why it thinks it's a problem.

Thanks for all the help! I used quite a bit of code referenced from other mods to edit to my usage, perhaps causing the outdated code.
Thanks again!
#6
Help / Re: What have I done wrong? [Help]
July 27, 2014, 07:48:38 AM
Changelog for future reference and for anyone possibly facing future issues.

Horizon Mod A.1 Revised [Fixed by Itchy]
------------------------------------------

Plantdef was reverted back to the Core standard.
Plant was properly tagged as such in XML name. (Possibly for better reference?)
Texture paths ignored addition of texture file in the path. (Game read it as Textures/Textures/....)
Plant added to Defname. (Confused the game about the resource and the plant.)
Raw added to resource. (Confused the game about the resource and the plant.)
Lifespan reverted back to 200000. (Unknown reason for change.)
Traderscarry true was added to resource def. (For compatability with game?)
Sound paths added to define sound. (Weird I didn't notice that before.)
Food paths added to define food. (Weird I didn't notice that before.)

Total changes: Many
Change Severity: Major

Questions to fixer: Can nutrition be set to a negative value?
#7
Help / Re: What have I done wrong? [Help]
July 27, 2014, 04:10:37 AM
Quote from: Horizon on July 27, 2014, 03:41:49 AM
Quote from: ItchyFlea on July 26, 2014, 06:52:36 PM
A couple of def's are missing the thingdef parent's. You've left that part out for both your plant and your building. There's also a few old def names being used. While these aren't too much of an issue, you should fix them. The game will tell you what they are when you activate your mod in-game. (If it doesn't, hit the tilde key (~))

Also, most of the texture paths you've got are wrong. Be especially careful with the texture path for the plantdef. For some reason the game absolutely shits itself if that's wrong. (Definitely a bug which has been reported.)

Any hints on where to start? The debug menu doesn't help much.

So far the errors that I can't fix try as I might are the lighting levels for growth and the image path files.
Updated: https://www.mediafire.com/?3pivmij8kblx19b
#8
Help / Re: What have I done wrong? [Help]
July 27, 2014, 03:41:49 AM
Quote from: ItchyFlea on July 26, 2014, 06:52:36 PM
A couple of def's are missing the thingdef parent's. You've left that part out for both your plant and your building. There's also a few old def names being used. While these aren't too much of an issue, you should fix them. The game will tell you what they are when you activate your mod in-game. (If it doesn't, hit the tilde key (~))

Also, most of the texture paths you've got are wrong. Be especially careful with the texture path for the plantdef. For some reason the game absolutely shits itself if that's wrong. (Definitely a bug which has been reported.)

Any hints on where to start? The debug menu doesn't help much.
#9
Help / What have I done wrong? [Help]
July 25, 2014, 06:26:47 PM
The basis of the idea I have for this mod is to create a retextured hydroponics table that grows only a custom resource, which in turn is then usable to build structures. (Those come later.)

Currently what I have done is to the best of my abilities, following the wiki and studying the core mods folder.

Included is my attempt at the above, complete with a test block to be used.
I have looked at the dev menu but I don't understand it. Anyone kind enough
please have a look and help me troubleshoot?

https://www.mediafire.com/?3pivmij8kblx19b
#10
Help / Requiring Help for mod.
July 24, 2014, 02:33:47 PM
Upon attempting three very nonsensical methods, I have utterly failed to
create what I am attempting. Allow me to elaborate.

I have followed the outdated wiki which has caused me nought but pain and
the misfortune of self-screwing up my saves.

I have copied another mods files and edited them, which has also led to failure.

I have then tried to make it on my own from a combination of the wiki, checking
other mods, and pure dumb stupidity.

Guess if that failed.

It did. Which leads to this desperate cry for help.

I can't do a lick of C++, so .dll is out. I need to make
some XML stuff. Any help would be lovely.

What i'm trying to make is a compact indoor generator.