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Messages - Paul.R

#1
Outdated / Re: [A15] Rich soil Designator
November 16, 2016, 06:28:25 AM
Quote from: kaptain_kavern on November 13, 2016, 04:29:10 PM
Hey Paul I just realized maybe what i've done (posting the link like that) could be interpreted as a "discredit" against yours.

It wasn't my inttention at all, friend  :-X

But it seems you haven't take it that way at all.

(idk if mine is worded correctly either, i'm French  ;D)
No worrys, you're fine :D

Quote from: Wishmaster on November 14, 2016, 04:49:15 PM
I was thinking about something similar: a brush that would draw a square shaped growing zone in the same soil you are clicking on.

But that's helpful anyway, , thanks.
So kinda like in Cities: Skylines?

Oh, and I added that:
Quote from: Rock5 on November 13, 2016, 11:05:30 AM
But that's a bit limited. How about maps where you are struggling to find soil among all the gravel? Having some way of selecting which soil type you want to target would be awesome.
#2
Well since this (I guess) was already an ongoing idea of Tynan, I will not continue to develope this mod. As already written above, the code is an absolute clusterfuck because this was my first proper c# project and I started with no experience at all. (His version also looks wayyyy better, lets be honest here)
#3
Outdated / Re: [A15] Rich soil Designator
November 13, 2016, 04:08:33 PM
Quote from: kaptain_kavern on November 13, 2016, 12:55:37 PM
Quote from: Rock5 on November 13, 2016, 11:05:30 AM
Excellent!

But that's a bit limited. How about maps where you are struggling to find soil among all the gravel? Having some way of selecting which soil type you want to target would be awesome.

Check there then https://ludeon.com/forums/index.php?topic=17094.0

Tbh thats an awesome tool. I'll just add a dropdown selector like the one for the structure tab. (idk if this is worded correctly)
#4
Outdated / [A15] EasierGrowingzones
November 13, 2016, 06:48:15 AM
Pretty self-explanatory, this mod adds a Designator(Zone tool, however you may call it) that creates a Growing zone on only the soil you selected.

License: MIT License

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=784123492

Direct DL: https://drive.google.com/open?id=0Bwk4-IZSd9QhQVVjRWVhREVlVTA

Source: https://github.com/PaulRitter/EasierGrowingzones
#5

Was planning on doing that too. Problem is, I will have to generate the battles which will be pretty complicated (at least to come up with how to do it). I also want to add death and injury to the rescue missions since you basically have to fight your way inside the enemy base to get the prisoner (or maybe the colonist got recruited, ohh the possibilitys ;D)
#6
Expeditions

Not doing this anymore since this is (kinda) being added to the game. The code was one hell of a mess anyway, since I started making this mod when I had 0 experience in C#/size]


Important:
This mod is far from finished or stable, the download is just an alpha so you can kinda play around with it.
DO NOT add this mod to your active games if you want to keep them

So yeah, as the title may suggest I was, like many other players, bored of just being able to interact with only one tile of this big map that gets generated (and I also wanted to get more into Modding for Rimworld). Since I pretty much started even reading about Rimworld Modding about 1 month ago, I didn't wanted to tackle the challenge of building outpost, so I came up with the idea of being able to start expeditions.




This is how it works:
- You can choose how long you want to explore one tile (default: one day) - the longer you stay, the more resources you'll get
- You can choose for what resources your pawn should look (one pawn can only carry 2000 items; nothing with weight so far, just units)
- The traveltime consists of two big factors: How long you want your Pawn to stay and explore AND how far the tile is away (your pawn will travel at 4tiles/day)
- After the expedition is done, the pawn will return with the items in his inventory, but will not drop it automatically(todo)
- The pawn will have a cooldown of 1 day until he can go on another expedition

You will be able to control your Expeditions over the "Expeditions"-tab found on the lower bar.




The Mechanics
What resources which come from mountains you will be able to gather depends on your colonists mining level[/size]




Mining Levels
Min lvl0145791213
ResourceStoneblocksSteelComponentsGoldSilverJadeUraniumPlasteel

Moving on to Berries and Wood, which doesn't depend on any skill levels, but still hast multipliers (Wood = 1, Berries = 5; Will explain now)

The amount of resources you get is calculated with this (short and) simple calculation:

Math.Floor(((defaultAmount * percentage / 100) * days / 2) * pawn.health.capacities.GetEfficiency(PawnCapacityDefOf.Manipulation) * pawn.health.capacities.GetEfficiency(PawnCapacityDefOf.Moving))

  • defaultAmount for Berries, Wood = 50
  • defaultAmount for any other resource = 200
  • percentage is the percentage you choose in the resourcedialog(will provide pic soon)
  • days = days you choose to let your colonist stay at the coords (/2 because you should only get the total amount by selecting two days, so basically to balance things)




ToDo
Low Priority
High Priority
- Add function to add animals to expedition to expand the maximum amount a colonist can bring back
- Let the manipulation/movement efficency affect how much your pawn can carry/will even find
- Let the movement efficency affect the travelspeed
- Add Rescues -> Rescue captured Pawns
- Add Raids (will do when everything else is done)
- Add Meat as a resource to gather
- Balance the general times/item amounts
- Add Trade Caravans
- Make squares depletable
- (Randomly?) generate rare ore locations

As I said, if I get more into modding I might try adding outposts, but I'll finish this first.

0.1
0.2
(source will be available on github soon, I'm just too lazy to upload it)




Patchnotes
Quote0.2

  • adjusted Mininglevels
  • adjusted Traveltime to 4 tiles/day
  • added Movement and Manipulation to calculations of Resourceamounts and Expeditiontimes
  • fixed saving problem - brought along new problem, cannot add new expeditions after save gets loaded




How to Install
1. Open .rar file
2. copy "Expeditions" folder in "yourpathtorimworld/Rimworld/Mods" (yourpathtorimworld is often C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods)

Let me know what you think and what I could improve, after all this I a WIP :)[/size]
#7
Help / Re: Mod Creator?
July 29, 2016, 06:39:46 AM
As far as I understand the whole .dll thingy, I would decompile the .dll and run a regex over it. The regex line would be the most difficult thing tho
#8
Help / Mod Creator [no doing that anymore]
July 28, 2016, 07:26:37 AM
Hello players/modders of Rimworld,
the last few days, I had some freetime, so I started developing a webapp (no link no mo) to create Rimworld mods(of course mods who do not need .dll's to work, that would be a big leap).
Since I cannot create the perfect System myself, and am still in doubt if this is actually a good webapp(idea), I created a demo, so everyone can try it out by themselves. Unfortunatly, since I didn't manage to make the forms assemble themselves (yet), I created the demo presenting the scenario of making a Survival Meal.

Now to the part on why am I posting this here?
I am posting this in this forum, to get your (modders, as well as players) feedback on if this idea is any good, how you like the way I created it and what you would change. I appreciate any form of feedback, negative or positive, so don't be gentle :) If you don't understand something, ask me, I will be happy to reply.

Sincerely,
Paul

Edit:
So yeah, not doing this anymore. Wasn't really doing it tbh, after a bit of thinking it seemed pretty useless.