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Messages - pawnstorm

#1
It seems legit. It doesn't seem to load my save files but that's because it's heavily outdated and probably only works with some pre-alpha version.
If it's not running at all for you, it's probably because it targets .NET Framework v4.5.1 or you forgot to install the dependencies. Though it also seems to load pretty slow when it does work, probably due to a combination of VB.NET, being compiled non-natively and using a lot of custom GUI components.
#2
Quote from: mrofa on July 01, 2014, 10:57:11 AM
There is <baseMaterialType>Transparent</baseMaterialType> thingy in xml, but it dont really change anything much just make stuff abit darker, and transparency on textures still have only 3 levels.
Then again the code thing might be better :)
Oh, interesting... what do you mean with "only 3 levels" though? With "the code thing", you can just use the full range of the alpha channel in the image.
#3
Quote from: ItchyFlea on July 01, 2014, 02:25:47 AM
I've been thinking about adding fish to the coastal terrain generator, but don't know how to restrict them to the water tiles. Anybody know of a way, or willing to create a .dll that does this?
I've looked into this a while back, I think the only way to do it properly is to write a custom A* pathfinder.
If I recall correctly, in alpha 3 it keeps a bool grid of all the passable tiles. Maybe you can work around creating a whole new pathfinding class if you store a custom passability bool grid somewhere and swap them when needed. Though I have a feeling the new region system in alpha 4 might make this alot harder.

On a sidenote, I did find a neat trick to make animal textures semi transparent. I haven't looked at alpha 4 much yet, but here's some code that works fine in alpha 3:

namespace Shai
{
    public class Hulud : Pawn
    {
        static Graphic naked = new Graphic(PawnKindDef.Named("Shai-Hulud").standardBodyGraphicPath, Color.white, MatBases.Transparent);

        public override void DrawAt(Vector3 drawLoc)
        {
            PawnGraphics graphics = drawer.renderer.graphics;

            if (!graphics.Resolved)
                graphics.nakedGraphic = naked;

            this.drawer.renderer.RenderPawnAt(drawLoc);
            this.stances.StanceTrackerDraw();
            this.pather.PatherDraw();
        }
    }
}


Quote from: StorymasterQ on July 01, 2014, 05:20:36 AM
Did the Sand Lizard do this? I forget. Maybe it only spawns on desert but can move anywhere...
Sand Lizards can move anywhere.

Quote from: mrofa on July 01, 2014, 05:50:44 AM
You could look on vanillia ++ mod it have a zone that can contain colonist doing jobs only in it.
The Vanilla+ "Stay inside during threats" option only changes the behaviour of AI.JobGiver.WorkRoot.TryGiveTerminalJob(Pawn pawn) so it skips destinations outside of the home region when there are enemies on the map.
#4
Quote from: PunisheR007 on June 29, 2014, 04:26:19 AM
What about the people who don't wish to use vanilla+ and want to use the battle formations?, isn't that forcing them to use your other mod/s to get the battle formations mod they wished to use in the first place?. I Hope you change your mind, cause battle formations is an awesome mod, but thats the only part of vanilla+ that i would be wanting to use, and then i would get a whole lot of stuff i don't wish to have.
If there's more interest in seeing Battle Formations updated to A4, I'll consider it after I update Vanilla+ if it's not too much work. Right now, Vanilla+ has priority though.
#5
Quote from: Encode on May 29, 2014, 11:51:22 PM
Would it be possible to tie this option to the <eType>Building_Turret</eType> instead? Thanks!
Nope, it's tied to the class because, well, it uses a different class.

Quote from: WolfgangPolska on June 15, 2014, 10:41:14 AM
There is bug with Animal rugs mod. Mod changes butchering table (autohunt option), so "skin creature" bill isn't available. Is there way to fix this ? Or make compatiblity patch?
For alpha 3F you mean? There won't be anymore updates compatible with 3F. I'll see if I can come up with something that's not too much work to make it compatible in alpha 4.

Quote from: harpo99999 on June 23, 2014, 07:03:13 PM
personally, I would KILL if this mod was NOT updated
Hmm, tempting, who would you kill?

Anyway, I'm back but I've been a bit preoccupied with other things. Perhaps I'll have time for it this weekend.
#6
Quote from: PunisheR007 on June 04, 2014, 10:30:09 AM
Has anyone tried this mod for alpha 4? i would love to keep using this mod, has helped so much.
Im gonna give it a go in my next colony.
This mod won't be updated for alpha 4, but Vanilla+ has the same functionality and will be updated eventually when I get back from my holidays.
#7
I'm currently on a holiday and don't have access to my home computer. I'll update it when I get back home around the 14th.
#8
Mods / Re: [Request] - Bulk Transportation
May 27, 2014, 06:50:11 AM
Quote from: JorDash on May 26, 2014, 08:49:06 PM
How much can a hopper hold? If it's the same as what a colonist can hold maybe it could be used as the base for the wheelbarrow. I'm fairly clueless about this kind of stuff so I have no idea if this is a good or bad idea.  :D
1 stack, but putting things in the wheelbarrow isn't a problem, that's the easy part.

Quote from: SSS on May 27, 2014, 01:58:48 AM
They aren't? If not, there's a bug in my game. This happens all the time with me. o_o
Yeah, it happens sometimes. But they're not supposed to, if they were you wouldn't need storage areas, you could just dump everything on a single square.
#9
Mods / Re: [Request] - Bulk Transportation
May 26, 2014, 03:35:18 PM
Maybe you can, but it's easier to just put multiple stacks in the wheelbarrow.

Edit: I would consider making a mod for this if I can find an elegant solution to these two problems:

1. How do I draw the wheelbarrow in the right location without making it look silly?
Consider a colonist moving around a corner with the wheelbarrow, if the wheelbarrow is one square ahead of the colonist and facing in the same direction, he'll push it into the wall.
Or imagine the colonist has to go through a door first. He'll push the wheelbarrow onto the closed door square, then open the door, and then continue on his way.
I suppose I could solve this by making a little cart which they drag behind them and which follows the same path, but I'd prefer wheelbarrows and this still leaves me with problem number 2:

2. How do I handle storage reservations when a colonist gets interrupted while hauling things with the wheelbarrow?
Before colonists haul things, they reserve a storage location for it. Suppose a colonist is carrying some stacks of potatoes in his wheelbarrow, but something happens that makes him stop his job (simplest example, he gets drafted), all the storage reservations will be lost and there's no guarantee there will still be enough storage locations available when another colonist picks up the job again. What should happen to the stacks of potatoes that are in the wheelbarrow? If they stay in the wheelbarrow, the wheelbarrow can't be used for anything else. Should they be thrown out of the wheelbarrow? There's no guarantee that there will be enough empty squares around the wheelbarrow to hold those potatoes. I could drop them all in the same square below the wheelbarrow, but squares aren't supposed to hold multiple stacks.
#10
Quote from: jaredis1 on May 26, 2014, 02:12:31 PM
Can I see your source code so I know how you added the ui to the game?
Architect+ comes with source, and here is another way to add things to the UI which won't create compatibility issues with other mods that extend the incidentmaker classes.
#11
Ideas / Re: Your Cheapest Ideas
May 26, 2014, 12:59:41 PM
Quote from: SSS on May 25, 2014, 08:15:57 PM
Well, if you don't own the creative rights to start with, that's obviously a different story. Beyond that, I doubt many users here have registered copyrights for... well, anything. Many of the things implemented are abstract, anyway, which makes a copyright claim strained in the first place. (I'm referring to things like trees, steam power, etc. A unique alien or gun design could be copyrighted, of course.)
If you create something new, it has a copyright by default even without notice, you don't have to register it.
#12
Quote from: murlocdummy on May 26, 2014, 05:02:55 AM
Quote from: pawnstorm on May 26, 2014, 03:20:35 AM
There doesn't seem to be anything out of the ordinary in your output_log.txt file, except the inventory panel dll doesn't even seem to be loaded. Which explains why it's not showing up, now the question is why isn't it loading the dll.
It only seems to load dlls for BetterPower+, PowerSwitch, PowerSwitch_AddOn_BetterPower and Wood 0.94.1.
Unfortunately, I don't know, either.  Nor do I know why a dll wouldn't load.  I'm assuming that the issue is with the .dll file itself, but I don't know enough about how to fix .dll files to try anything.
I don't think the issue is with the dll file, it doesn't even try to load it. If there was an issue with the dll file, it would probably at least throw an error. My guess is it's in the wrong location (maybe you got the wrong archive, first there was one that had 2 nested InventoryPanel directories, try redownloading it. There should be one InventoryPanel subdirectory in your Mods folder, and in it you should have an About, Assemblies, Defs and Textures folder).
#13
There doesn't seem to be anything out of the ordinary in your output_log.txt file, except the inventory panel dll doesn't even seem to be loaded. Which explains why it's not showing up, now the question is why isn't it loading the dll.
It only seems to load dlls for BetterPower+, PowerSwitch, PowerSwitch_AddOn_BetterPower and Wood 0.94.1.
#14
Quote from: murlocdummy on May 26, 2014, 12:08:24 AM
Wait, how do I use this?  I load up the mod, and I see absolutely nothing different.  There isn't a new Inventory button, and I certainly don't see any kind of new building that I have to build.  None of the menus have changed, either.

As far as I can tell, it didn't do anything.  Is there something I'm missing here?
Below the time controls, there should be a little chest icon for the inventory panel and a red time control for ultraspeed. If it's not showing up, could you provide some more info? Like which mods are you using or are there any errors in the output_log.txt file?
#15
Mods / Re: [Request] - Bulk Transportation
May 25, 2014, 04:57:20 PM
Quote from: Austupaio on May 25, 2014, 04:28:30 PM
Quote from: pawnstorm on May 25, 2014, 03:18:40 PM
I think they just haul one stack of anything.
Yes, but they'll make an effort to stack together things until it reaches 75. This is especially apparent when you tell them to pick up several small stacks, such as from fallen pods.
Until it reaches the max stack count, which happens to be 75 for a lot of items. Try hauling silver, they'll carry a lot more of that than 75. They carry one stack, and the amount of items that go in a stack is defined elsewhere.