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Messages - Mmgfrcs

#1
Help / Re: A lot of questions
November 13, 2015, 09:55:43 PM
Right... I tried it and immediately scrapped it as all non-inventory objects are then no longer haulable
The code? exactly the same as the Core but a tag is added: <canBeSpawningInventory> (XML)
In C# i found a member called PutCarriedThingInInventory, but I don't think this is the solution
public static Toil PutCarriedThingInInventory()
{
Toil toil = new Toil();
toil.initAction = delegate
{
Pawn actor = toil.GetActor();
if (actor.carrier.CarriedThing != null)
{
if (actor.inventory.container.TryAdd(actor.carrier.CarriedThing))
{
actor.carrier.container.Clear();
}
else
{
Thing thing;
actor.carrier.TryDropCarriedThing(actor.Position, actor.carrier.CarriedThing.stackCount, ThingPlaceMode.Near, out thing);
}
}
};
return toil;
}


I learned by doing; never in this post I mentioned for you to do this for me. That's why it's in Help, not Suggestions
What I'm asking for is a clue to the solution like

  • XML-Only or C# override required?
  • If C# override required, what C# class governed this?
  • Can all types of objects behave the same with the same code?
  • Is there any additional functionalities I needed to code for this to work?
When I got permanently stuck in coding, that's the time I'll link this into Suggestions
Before that time arrived, no
For the DIY and 'make it work yourself' part, I'll try to do that, but I begged for clues right now
#2
Help / Re: A lot of questions
November 12, 2015, 09:20:31 AM
Quote from: RawCode on November 11, 2015, 10:40:40 AM
#1 provide your medicine def, cos proper def should be picked by internal routine without any issues.

Code for new Medicine
<ThingDef ParentName="ResourceBase">
    <defName>IntensiveMedKit</defName>
    <label>Intensive medical kit</label>
    <description>A medicine with a greater potency than a regular medicine, made by combining herbal medicine with ordinary medicine.</description>
    <graphicData>
      <texPath>Things/Item/Resource/IMK</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>Silver_Drop</soundInteract>
    <soundDrop>Silver_Drop</soundDrop>
    <statBases>
      <MaxHitPoints>180</MaxHitPoints>
      <MarketValue>115</MarketValue>
      <MedicalPotency>1.15</MedicalPotency>
    </statBases>
    <stackLimit>10</stackLimit>
    <thingCategories>
      <li>Manufactured</li>
      <li>Medicine</li>
    </thingCategories>
  </ThingDef>


The medicine was regarded successfully as means of healing, but colonists are just standing when they just heal wounds, without healing the wounds itself

Quote from: RawCode on November 11, 2015, 10:40:40 AM
3\4\5# there is NO limits, you can make anything, ever first person shooter, sadly you can't make it by flipping single boolean inside XML file, you must write custom implementation self.

This question have same level as "how to drive car?" -
"read carefully local state traffic rules (read c# book),
read auto manual (unity3d manual),
decide you destination (draw some plan),
check area map (read RimWorld source) ,
use wheel and pedals carefully and drive to your destination (write your code).

If you hit something (or someone), call 911 (post on forum with source code included and issue explained).

I asked the question because I'm stuck already on starting, how could I provide source codes? I don't even know what code should I put in
Manuals are technical and there's no manual for RimWorld C# (unless if you can provide one)
Nothing in the Defs said about Inventory and C# only provide means of detecting inventory items
#3
Help / Re: A lot of questions
November 11, 2015, 06:42:06 AM
That's awesome! Problem solved for #2!
#4
Help / Another Issue
November 07, 2015, 02:09:25 AM
Thanks Rikiki, I'll look into more depth of that
EDIT Just found something interesting: The target object is custom, so it didn't have a ThingDefOf to change with
#5
First off, It's quite internal. You would need to break the game's main DLL to do such thing
Even if you do managed to create the code, the game would call the old method instead. This will be a tough process to go

Second off, you will render the game unplayable. The world grid needs to be available first before factions could be placed properly: This is a C# and Unity base rules to programmers.

I don't have enough C# capabilities for this, but calling the delegate is not enough: it's just injecting your code
#6
Map size, any advantage/disadvantage besides the obvious? More resources?
Nope. I prefer a decent map size, not too big and not too small so I have enough resource and battle preparations

Dedicated soldier, are they that useful and how would I go about training them effectively in firearms?
Yes, to bolster your defences. High shooting/melee skills are a great value. Train them with hunting or attacking something, at least. It's one of the easiest skill to train

High end turrets made of plasteel, how useful are they really?
Endurance. Plasteel turrets are hardest to destroy than any other turrets. For combat power, It didn't matter.

Mortars worth it at all?
Used correctly then yes. Regulars and Incendiaries are useful against hordes, EMPs are good against mechs and shield users. Make sure to stock on the Artillery bullet

Preferred ''industrialization'' path for trade? I find myself trading excess food and primary resources like stone blocks and cloth/leathers.
Just as starters. You should be selling normal-legendary arts and uninstalled, constructed items by the time you have your 15th raid

Good way of getting new colonists? I now realize now it's much better to get a young colonist with passion in the trade (trait?) you want than an old experienced one.
Capture raiders or Spacer colonists (the one you rescued during Escape pod event). Not recommended for endurance play, however

MODS!  I'm guessing they require a new game to take effect. Not looking for a RimWorld 2.0, just mods that add shit to craft like furniture, new power sources, weapons and armor etc.
Look at the Mods section of this forum for that. Some mods don't require a new game to be played, just using old saves. I myself has a mod (unfinished) to be played with, so have fun playing
#7
General Discussion / Re: New Toolbar sucks.
November 05, 2015, 06:15:33 AM
This game is still Alpha, means that the game hasn't been finished yet. Complaining about the UI would be a waste of time, but suggesting a good change is more useful than blabbing about the flaws and just saying that it sucks

Personally I don't mind the menu. WSAD can be configured to move the camera like screen edge do and since I used the keyboard often, camera scroll was easier to do. Still being stubborn? Use EdB interface to hide the tabs you don't need

I guess before people started blabbing about the hard times for newbies, learn to do that and any games like this would be easier to handle
#8
It also depends on the difficulty you're playing on, as I recall when I'm making my mod
My last game has 3 out of 17 legendary beds from my level 18 constructor, more on normal and superior
That's on Basebuilder
#9
Quote from: mokonasakura on October 30, 2015, 04:49:08 PM
May you first colony be given a quick painless death. Big kill boxes are minatory in this game if you don't have it modded about after the 5th raid you will be visited by about 30 tribals, or 100 squirrels.

This depends on the difficulty
Playing on extreme and you will get 100 tribals instead. Playing on basebuilder (I usually play at this level) will only yield 4-10, at max if you stayed at 4 colonists
Killboxes are not mandatory for winning (or so I thought?), just keep your wealth proportional to  your offensive and defensive power

I have this experience while playing on Extreme Randy. By year 2 the maximum number of raiders (in a wave, cause RR just throw more waves) was 19. At this time I have 10 colonists and 3000+ resources (mostly ingredients for meals and steel)

One tip I found out: When assigning jobs, make sure to see the character's passion also as the job can be their source of joy :)
#10
Help / Re: PlaceWorker Issue
November 01, 2015, 07:49:24 AM
CCL wouldn't be an option for my independent mod (where all useful mod were packed together at a cost of functionality) except if it can be extracted independently
I don't get the code either as there's no call of the source ThingDef and target ThingDef
#11
C#, that's the way
If you asked where, it's in the colonist generation part (RimWorld.GenStep_Colonists)
#12
Help / A lot of questions
October 31, 2015, 11:42:11 PM
EDIT
By the way I have more questions

  • How did you create a new medicine? I created mine and it won't heal wounds
  • (C#) How to refer to a ThingDef in XML with C# and used it to refer to that object?
  • Is there a secondary weapon slot? If there is, how to set a weapon as one? If not, how to make this system?
  • How to make a food which can only be stored in the inventory? (Cannot be stored in a stockpile)
  • How to make an inventory object that can only be taken by one colonist?
Be patient with me guys...
#13
Unfinished / Re: [A12d] Extended RimWorld Alpha v0.03
October 31, 2015, 09:13:07 PM
I'm also needing help in texturing, as described above
I will release some modular mods to be optionally included in the large mod
#14
Mods / Re: Art Modifications - Resources
October 31, 2015, 05:46:28 AM
Oh my god, all of this is awesome!
By the way, can someone tell me about the license (and whether I must ask for permission) of ALL these?
Literally, ALL of it. I wanted to use only SOME of it for my mod though, undecided of which one

Mod Link (Extended RimWorld): https://ludeon.com/forums/index.php?topic=16715.0
#15
Amazing idea!
Still waiting for Alpha 12 release though, since I'm playing and modding Alpha 12
Could be useful for my mod, but I'll think first before asking
(I just spoiled that, didn't I?)