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Messages - Rokiyo

#1
I was thinking that some sort of Tickable interface would be useful here...

i.e. Something along these lines:
public interface Tickable
{
TickerType tickerType;
void Tick();
void TickRare();
}


Not so sure on the next steps... Would it be possible for you to find all static classes that implement the Tickable interface via reflection and automatically register them with the tick manager?

Essentially we'd be hooking into a component of the map instead of directly into the map itself.
#2
General Discussion / Re: Humanoid vs Human?
March 29, 2014, 07:56:28 AM
Quote from: Sion on March 29, 2014, 06:32:42 AM
Quote from: Tynan on March 28, 2014, 09:04:22 PM
Sion, this is hypothetical fusion technology in a sci-fi universe, not a fission reactor from the 60's.
Well ok, they might have found a solution that makes the nuclear fuel burn out faster witch would reduce the half-life of the fuel in the future.

My understanding is that idea behind nuclear fusion (creating energy by combining atoms, like our sun does), instead of nuclear fission (creating energy by splitting atoms, like a modern day nuclear power plant does), is that the fuels used generally come from stable elements like helium and hydrogen. No half-lifes to worry about.

I hear that the act of fusing atoms together is still likely to irradiate the actual structure of the reaction chamber (so we won't be completely free of the radioactive waste issue), but I believe the actual fuels and by-products won't be nearly as dangerous as the ones needed for nuclear fission.
#3
Help / Re: Writing custom code
March 27, 2014, 05:38:10 AM
At this stage it's looking like we'll need to develop that documentation as we go, as a community project (hopefully on a wiki or something similar).

There's no need to feel bad about using ILSpy: Tynan has given us his blessing to decompile, read through and discuss the dlls, and none of the mod testing that has been done so far for Alpha 3 would have been possible without doing that. We have not been given source files or API documentation or anything like that (which is understandable, considering the development team of one that is building this game!).

In short: Go for it, and keep some notes so that you can share your learnings with us later. :)
#4
Mods / Re: [REQUEST] auto Timer/complex power Mod
March 27, 2014, 01:05:36 AM
Hold out hope, as Alpha 3 will indeed make these things possible with mods.

A couple of us in the test group have been frantically developing mods like these over the past month, and the ideas in this thread are extremely well aligned with what I've been working on.

Please don't let this slow down the debate: I'm very keen to see what people are interested in, as that will help me set my priorities in terms of what I need to have ready before Alpha 3 hits.
#5
I don't think you'll need to write any code at all... Just a bit of XML reading to figure our folder and file names should be enough.

To begin with, I would recommend installing Notepad++ and using it to open the XML files located in RimWorld\Mods\Core\Defs.

For example, in RimWorld\Mods\Core\Defs\TerrainDefs\BaseTerrains.xml, you'll see some text that looks like this:
<TerrainDef>
<defName>Soil</defName>
<Label>Soil</Label>
<TexturePath>Terrain/Surfaces/Soil</TexturePath>
<EdgeType>Fade</EdgeType>
<RenderPrecedence>340</RenderPrecedence>
<PathCost>2</PathCost>
<Beauty>Neutral</Beauty>
<ScatterType>Rocky</ScatterType>
<SurfacesSupported>
<li>Light</li>
<li>Heavy</li>
<li>GrowSoil</li>
<li>Diggable</li>
</SurfacesSupported>
<ConstructionEffect>ConstructDig</ConstructionEffect>
<TerrainFilthDef>FilthDirt</TerrainFilthDef>
<Fertility>1.0</Fertility>
<TakeFootprints>True</TakeFootprints>
</TerrainDef>


What you're after is the <TexturePath> tag, which tells you where the game will go looking for that texture.

I believe if you were to create a file called Soil.png, and placed it in your RimWorld\Mods\Core\Textures\Terrain\Surfaces\Soil folder, then the game should automatically start using that new texture.

The next step from there would be to bundle those textures into a self-contained mod, which is where I am a little less clear on what is required. Hopefully, the game will just let you dump the your entire Texture folder into a mod by itself and it'll work without any further effort from you. If that doesn't work, then you may need to also copy over all of the XML that refers to those Textures, which could result in compatibility issues with other mods... I'll wait for someone with more knowledge on the matter to comment on this, as I haven't tested a pure textures-only mod myself.
#6
Outdated / Re: [MOD] Shields!
March 26, 2014, 08:02:04 AM
Agreed, this is really cool.

I especially like the particle effects, and how the power requirements vary depending on the state of the shield.
#7
Quote from: Tynan on March 23, 2014, 12:24:43 PM
As for Randy - it was an experiment, really. I put lots of stuff in the game without a good idea of how it'll be received. Randy has demonstrated that there is a big push for larger late-game populations. Perhaps this means I should prioritize up the sub-human characters/robot workers concept.
I suspect the push for larger late-game populations by players is driven by current game mechanics rather than what sort of game they are seeking to play. I.e. It's not that they necessarily WANT more colonists, it's that they may think they NEED more colonists to achieve whatever their goals are (be it keeping up with cleaning & hauling workloads, or being able to defend against extremely large raiding parties).

I think the biggest driver is late-game raiding parties: Turrets are relatively weak, so players really don't have much choice except to maximise their population in order to survive.

If you're wanting this game to be about small-population colonies, then I think the major endgame challenges should come more from interpersonal conflict between colonists than external threats. The Walking Dead is an example of this, where the story is more about how the survivors interact with each other than it is about killing zombies.
#8
Ideas / Re: Your Cheapest Ideas
March 18, 2014, 11:41:25 AM
Quote from: Tynan on March 17, 2014, 12:11:55 PM
Quote from: idgarad on March 17, 2014, 08:49:40 AM
Cramped quarters size needs to be reduced. If each square is roughly 5 square feet apparently you are cramped if your room is less then 30x30 feet! Apparently a person feels cramped if their bedroom is the same size as an entire apartment. Even 5x6 @ 5 feet per square is 25x30 feet! A typical master bedroom in the USA for example is 10x12 and most common bedrooms are 10x10 or 8x9 (not counting closets).

I imagine them as closer to 3 feet (e.g. doorway width, or the with of one person with a bit of personal space) than 5 feet.

That's still 18 square feet, which is still quite big for a bedroom. :P
#9
Ideas / Re: Circuit Breaker structure object
March 14, 2014, 12:02:27 AM
Loving this thread, lots of good ideas in here.

I especially like the ideas about having colonists maintaining the power network, I hadn't considered that myself... Though I wonder about how the response times will feel with low numbers of colonists...

I've been quietly tinkering away in the background on some of this stuff, and this thread is very motivating. :)
#10
Outdated / Re: [MOD] (Alpha 2) Wall Lights v1.0
March 07, 2014, 08:52:35 PM
Wow, I really like this.

Good job.
#11
I saw his post specifying how mod releases should be formatted before he fixed mine, so I already knew ahead of time that I wasn't compliant.

I really don't mind having a bit of consistency forced upon us for mod releases, though the template could stand to be a bit more flexible... Yeah I lose some personal freedom, but it certainly makes reading other people's mod posts a heck of a lot easier.

EDIT: I just saw your RimEdit mod post Darker, and I must say I quite like how you have formatted it. The important thing for me is that it is readable and contains clear section headings, not that it is coloured in a specific way.
#12
While I was personally happy for my own mod releases being tidied up, I do agree with several of your other points.

I believe that posts generally should not be outright deleted. Even in cases of extreme profanity or abuse, the strongest response should be to clear out the contents of post and replace them with a note from the moderator as to why the edit occurred.

Likewise, threads should only be locked where they are likely to incite other users into posting profanely or abusively. Off topic posts should be moved, not locked.
#13
Outdated / Re: [MOD] (Alpha 2) Synthmeat
March 05, 2014, 07:45:30 AM
This makes me think of gourmet tofu cuisine.

As an avid meat eater, the very thought terrifies me.
#14
Personally I'm talking about the ability writing a library that does things along the same lines as the OreDictionary from the Minecraft Forge mod:

So...

  • UserA made a mod that handles resource registrations from other mods.
  • UserB made a mod that registers an oil resource and uses it to fuel a power generator
  • UserC made a mod that registers an oil resource and uses it as fuel a flame-thrower
Because both UserB & UserC registered the same resource with UserA's mod, the oils from both mods are automatically merged into one single oil resource, and is freely usable between both mods.

As long as we can ensure that UserA's mod always loads first, the rest should be technically feasible.
#15
Help / Re: Where's the Beef?
March 03, 2014, 08:23:15 PM
Sounds... Uh... Delicious?

Don't get me wrong, I like the idea, but I pity the colonist who has to eat what essentially is going to be high-tech spam in a can. :P