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

Messages - kahlzun

#1
Hi all,

I'm mucking around with expanding the function of this mod from 1.0 (https://ludeon.com/forums/index.php?topic=46378.30), adding a cheaper 'short range' pod to allow for travel within the same map.

Similar to the issue that Sandy reported in the final post, trying to add another pod using the same Classes as the "Building_Helicopter" causes the pod to morph upon launch to the mods original "Building_Helicopter" and land in this new configuration.

I dont have much coding experience (any really) but i can see that J.Bear made several hard-coded references in the dll to ensure that the launched vehicle is always "Building_Helicopter":

          Thing thing = ThingMaker.MakeThing(ThingDef.Named("Building_Helicopter"), (ThingDef) null);

What i want to do is to add a reference where it checks for the thingdef name of the pod being launched and replace this hardcoded reference with a generic reference, allowing more flexibility. As i mentioned, this coding is well outside of my experience (i dont even know where to begin looking, or even if im asking the question wrong) and so any help to find the information needed would be helpful.

For the moment, i am still trying to keep everything 1.0 friendly before complicating anything further.

Thanks much for any help,
Sam
#2
Hi there,

I noticed that the Lancers in my game have a body parts "Left Shoulder" and "Right Mechanical Shoulder".
Scythers do not possess this alternate naming system, simply having "Left Shoulder" and "Right Shoulder".

I am unsure if this was intentional or a mistake, and it certainly does not affect the game in any measurable way, but thought i'd mention it in case someone wanted to clear it up.
#3
Ideas / Auto-screenshots showing progress
July 09, 2017, 06:09:04 AM
I have an idea for a feature or mod, where the system automatically takes a screenshot or similar of your base at a certain time every day, allowing you to see an animation of the bases progress as time passes.

Obviously doing the whole map would be a bit much, so maybe just the Home area? I am curious to see what my successful bases looked like as they developed...
#4
15c is out! No pressure ;)
#5
I am also anxiously awaiting the a15 release.
#6
Outdated / Re: [A15] Tilled Soil v1.2
August 29, 2016, 10:15:12 AM
Don't know why this is in Outdated..
#7
Outdated / Re: [A14] Enhanced Development - 2016-08-27
August 29, 2016, 10:13:22 AM
Sorry to be That Guy, but here's a nod to many of these for Alpha 15!
#8
Help / Re: Neutering animals
May 21, 2016, 07:35:26 AM
+1 for interest
#9
+1 for being exactly what i needed!
#10
Having a bit of trouble making the GardenerBot able to plant.
I've added <li>Growing</li> to the AiRobot_Races.xml, and that didn't help. I took out PlantCutting and it is still just Wandering.

Is there something i need to do to 'tick the box' and get it to run? It appears to harvest trees just fine.

EDIT: Apparantly i needed to buy a new one in order for the changes to 'take'. Weird.
#11
General Discussion / Re: Where Are the Traders?
September 16, 2015, 08:42:00 AM
Yes, anything outside of the orbital beacon can't be used for the trader.
Note that, despite the description, it works fine under the roof, and you can place as many of them as you need.
#12
It's a rabbit. How can you tell normally?
#13
why didn't you just sell the parka?
#14
These are all descriptions from the actual game.
#15
ongoing progression would get boring without those spikes though..