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Messages - Machine

#1
Really loving this mod. I noticed that the Crematorius shouldn't target animals you hunt though.

Here's how you fix it.

JobGiver_GetCorpses.cs

using MechanicalDefence2.Util;
using RimWorld;
using System;
using Verse;
using Verse.AI;
namespace MechanicalDefence2.Droids
{
public class JobGiver_GetCorpses : ThinkNode_JobGiver
{
protected override Job TryGiveTerminalJob(Pawn pawn)
{
Job result;
if (pawn.GetType() == typeof(Crematorius))
{
Crematorius crematorius = (Crematorius)pawn;
if (crematorius.Active)
{
Corpse corpse = (Corpse)CorpseFinderUtility.FindClosestCorpse(crematorius);
if (corpse != null)
{
                        if (corpse.innerPawn.RaceProps.humanoid == true)
                        {
                            result = new Job(DroidJobDefs.CremateJob, corpse);
                            return result;
                        }
                        else if (corpse.innerPawn.RaceProps.IsAnimal)
                        {
                            CompRottable comp = corpse.GetComp<CompRottable>();
                            if (comp != null && comp.Stage != RotStage.Fresh)
                            {
                                result = new Job(DroidJobDefs.CremateJob, corpse);
                                return result;
                            }
                        }
}
}
}
            result = null;
return result;
}
}
}

#2
A8 port here

Make sure to start a new world before you play it. Report any errors and I'll do my best to fix em.
#3
A8 Port here

Edit: Made the research requirements change automatically if you have TTM installed.
#4
Here is the unofficial TTM A8 core. It doesn't have all the goodies that the 3.3 Full-package had. We will work on the addons and post them here when complete.

Edit: Fixed Ship Building Bugs
#5
Nice mod. I've been having fun with it.

I found one bug after peeking into the mod files, I noticed The Lupara (SavedOff) has the same def name as the normal one.
#6
General Discussion / Re: Fertilizer pump?
April 17, 2014, 04:37:03 PM
Here's a fix in the meantime. Just replace the original.

https://drive.google.com/file/d/0B3eKYijLPljYT1VnMTQ0ajluRjQ/edit?usp=sharing
#7
I really like this mod. The balance was ok considering the research investment and the actual cost of blastproof building parts. Maybe the HP can be lowered just a bit. However I felt like the sandbags and conduits were a little too much but that's just my opinion. I also noticed your blast door wasn't functioning (Alpha 3).

I corrected the blast door with this code. Feel free to implement it.

<ThingDef ParentName="BuildingBase" Name="BlastDoorBase" Abstract="True">
<eType>Door</eType>
<thingClass> Building_Door</thingClass>
<blueprintClass>Blueprint_Door</blueprintClass>
<category>Building</category>
<drawMat>null</drawMat>
<blueprintTexturePath>Things/Building/Door/Door_Blueprint</blueprintTexturePath>
<altitudeLayer>DoorMoveable</altitudeLayer>
<fillPercent>1</fillPercent>
<useStandardHealth>true</useStandardHealth>
<maxHealth>10000</maxHealth>
<flammability>0</flammability>
<selectable>true</selectable>
<tickerType>Normal</tickerType>
<size>(1,1)</size>
<roomBarrier>true</roomBarrier>
<rotatable>false</rotatable>
<bulletImpactSound>BulletImpactMetal</bulletImpactSound>
<surfaceNeeded>Heavy</surfaceNeeded>
<designationCategory>Structure</designationCategory>
<holdsRoof>true</holdsRoof>
<staticSunShadowHeight>1.0</staticSunShadowHeight>
<transmitsPower>true</transmitsPower>
<blockLight>true</blockLight>
<drawerType>RealtimeOnly</drawerType>
<building>
<doorOpenSoundPowered>DoorOpenPowered</doorOpenSoundPowered>
<doorCloseSoundPowered>DoorClosePowered</doorCloseSoundPowered>
<doorOpenSoundManual>DoorOpenManual</doorOpenSoundManual>
<doorCloseSoundManual>DoorCloseManual</doorCloseSoundManual>
      <ignoreNeedsPower>true</ignoreNeedsPower>
    </building>
</ThingDef>

<ThingDef ParentName="BlastDoorBase">
<defName>BlastDoor</defName>
<label>Blast Proof Door</label>
                <texturePath>Things/Building/Door/DoorPowered_Movable</texturePath>
                <menuIconPath>BlastDoors/MenuIcon</menuIconPath>
<description>Blast and fire proof door.</description>
<workToBuild>2000</workToBuild>
<costList>
<li>
<thingDef>Metal</thingDef>
<count>250</count>
</li>
</costList>
<comps>
<li>
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>150</basePowerConsumption>
</li>
</comps>
    <designationHotKey>O</designationHotKey>
<researchPrerequisite>BlastProtection</researchPrerequisite>
</ThingDef>
#8
You need to look at the silver in the resources.xml and copy exactly.
What was missing was stacklimit and resourcecountpriority. I put that in and I think its working again. Make sure to set stacklimit to 750.
#9
Ideas / Re: The many-guns problem
October 25, 2013, 01:37:12 AM
I like melting down for metal. That would work real nice.