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Messages - Reize81

#1
Unfinished / Re: [1.0] uncraftable weapons
October 05, 2019, 08:06:24 AM
for some reason that I don't understand the weapons are added to the machining table. There seems to be a default at work. My guess is it has something to do with the weapon tags. Is there a way to remove the recipes from the machining table ?
#2
Unfinished / [1.0] uncraftable weapons
October 05, 2019, 08:04:34 AM
For now this is a personal mod in progress. My goal is to add a bunch of slightly unbalanced weapons with special abilities that cannot be crafted. Raiders should be able to spawn with them and traders should be able to sell them. This means to get them you have to loot them or trade them.

For now I made these 4 weapons:
- Recurve bow with fire arrows. Has a 0.5 chance to ignite the target
- Hellfire pistol. A pistol damage-wise between revolver and autopistol but with a chance to ignite it's target due to incendiary ammunition
- BlastGun. A shotgun-style weapon with an explosion radius on impact.
- MultiBlaster. A minigun-style weapon with an explosion radius on impact.

Planned: Poison arrows, Tranquilizers, satellite gun, a gun that spawns a swarm of hungry bots .... and so on.

I guess most of it has been done already but I am having fun making it work. Because I am old, occupied, got a family and no programming background expect the progress to be slow. For anyone who cares, feel free to download the status quo
#3
I am working on a personal mod which adds a variety of guns with special abilities. One of them is a pistol which fires incendiary rounds that have a chance to set the pawn which got hit on fire. I made this part work.
White phosphorus is a substance which ignites when it dries and which was used in WWII phosphor bombs. To simulate this behavior I would like to add a chance for spontaneous self-combustion which is acquired when the pawn is hit by the bullet and which leads to self-combustion a day or so after the battle. I want to simulate bits of white phosphorous which cling to the pawns clothes and ignite when they dry, for example during surgery/treatment when the bullet is removed.
Basically I want to add a randomly applied timer for spontaneous combustion. I thought something like a hediff which is given like carcinoma or dementia during toxic buildup.

          <li Class="HediffGiver_Random">
            <hediff>Carcinoma</hediff>
            <mtbDays>438</mtbDays>
            <canAffectAnyLivePart>true</canAffectAnyLivePart>
          </li>

Then I would have to create a hediff which results in spontaneous combustion. Can I somehow make a hediff apply a damageDef like "Flame" ?
I could use <becomeVisible>false</becomeVisible> to hide the acquired hediff and <severityPerDay>1.0</severityPerDay> to reach a severity of 1.0 after one day and then the stage of severity 1.0 would have to apply the damageDef "Flame". Could this work?
I thought of rewriting the damageDef with a radius restricted to one tile and without any sound. If a mote is required, I could use a transparent one and I could set the damage to be really small. The desired result would be spontaneous combustion. Any ideas how this could work?
Another question about the <mtbDays> - is it correct to assume that smaller numbers represent a higher chance of acquiring the hediff?
Because I couldn't figure out a working way with the damageDef I thought maybe I could create a mental state which leads to spontaneous combustion. Like Fire Starting Spree but with the pawn itself as the only target. Unfortunately, I guess the behavior of the Fire Starting Spree isn't controlled by .xml code and requires more programming than I am able to do.
In Job_Misc.xml there is an Ignite JobDef - so maybe I could somehow make the pawn ignite itself? Any ideas?
#4
Help / Re: How to make an item untradeable?
May 07, 2019, 01:23:06 PM
thx ! I searched for "untradeable" and "nontradeable" and "remove trader list" - but I did not think of "tradability"  ;D
#5
Help / How to make an item untradeable?
May 06, 2019, 03:15:14 AM
Hi everyone,

I've got a little mod which works fine. However I need to make an item untradeable for balancing. It would be even better if traders would buy it but never have any quantity with them . Either solution would be fine.

Can anyone teach me? ;D
#6
I used the Universal Fermenter for my mod (and included credits & thx) and it works fine. Unfortunately if my mod is run along the 1.0 cigarettes mod I get a mod conflict because both mods use the Universal Fermenter.

Which raises the two questions:

- How to solve the conflict ?
- How to have more than one type of universal fermenter active ?

Here is a link to my mod: https://ludeon.com/forums/index.php?topic=48298.0

Can anyone help ?


Update:The user Automatic on steam suggested to rename the universal fermenter assembly using dnspy. I did and it works. So this should solve my conflict and my problems.
#7
This is the error log of someone who downloaded via steam:

error log
Here's what it says:

Could not find a type named Kubouch.JobDriver_FillUniversalFermenter

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Could not find a type named Kubouch.JobDriver_TakeProductOutOfUniversalFermenter

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Could not find type named Kubouch.CompProperties_UniversalFermenter from node <li Class="Kubouch.CompProperties_UniversalFermenter"><products><li><thingDef>Fermented_Beer</thingDef><ingredientFilter><thingDefs><li>Wort</li></thingDefs></ingredientFilter></li><li><thingDef>Fermented_Mash</thingDef><ingredientFilter><thingDefs><li>Mash</li></thingDefs></ingredientFilter><baseFermentationDuration>150000</baseFermentationDuration></li></products></li>

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

XML error: <products><li><thingDef>Fermented_Beer</thingDef><ingredientFilter><thingDefs><li>Wort</li></thingDefs></ingredientFilter></li><li><thingDef>Fermented_Mash</thingDef><ingredientFilter><thingDefs><li>Mash</li></thingDefs></ingredientFilter><baseFermentationDuration>150000</baseFermentationDuration></li></products> doesn't correspond to any field in type CompProperties. Context: <li Class="Kubouch.CompProperties_UniversalFermenter"><products><li><thingDef>Fermented_Beer</thingDef><ingredientFilter><thingDefs><li>Wort</li></thingDefs></ingredientFilter></li><li><thingDef>Fermented_Mash</thingDef><ingredientFilter><thingDefs><li>Mash</li></thingDefs></ingredientFilter><baseFermentationDuration>150000</baseFermentationDuration></li></products></li>

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Could not find a type named Kubouch.WorkGiver_TakeProductOutOfUniversalFermenter

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Could not find a type named Kubouch.WorkGiver_FillUniversalFermenter


.... so obviously it failed to find the universal fermenter. Since it works fine for me i guess we are looking at mod incompatibilities. Is it possible that it conflicts with another mod that uses the universal fermenter ? Anyone got an idea?
#8
Help / Re: How do fermenting barrels work ?
March 21, 2019, 04:28:53 AM
Thank you, this is exactly what I need ;D. I will incorporate it in my mod and I will credit Kubouch, of course.
#9
Thanks for the tip. As I said I am totally new to this. So I will add a link  8)
#10
Help / How do fermenting barrels work ?
March 20, 2019, 04:00:51 PM
I am working on a mod that makes the production of beer more complicated and that adds hard liquor to the game.

The hard liquor is distilled from mash. It would be great if said mash could be fermented first but I cannot figure out, how fermentning barrels work.

Here is the link to my mod: https://ludeon.com/forums/index.php?topic=48298.msg455761#msg455761

I think that a fermenting barrel works like a stockpile. A stack of wort has as max size of 25 as is the storage size of the fermenting barrel. So this fits.
This entry in Buildings_Production.xml seems to set the acceptable temperature and the speed of the fermenting:

    <comps>
      <li Class="CompProperties_TemperatureRuinable">
        <minSafeTemperature>-1</minSafeTemperature>
        <maxSafeTemperature>32</maxSafeTemperature>
        <progressPerDegreePerTick>0.00001</progressPerDegreePerTick>
      </li>
    </comps>


...and I found the job that fills the barrel and that empties the barrel but I don't understand how especially "wort" is set as the accepted item.

For my mod I would like to fill fermenting barrels with "wort" and with "mash". Does anyone know how this can be achieved? I don't want mixed stacks. Each barrel should contain either wort or mash and no mixture. Once emptied it can be filled with the other, no problem. Or would I need two different barrels ? This would be ok, too but less optimal.
I figured out how to create the items "mash" and "fermented mash". That's no problem. I just can't get colonists to load fermenting barrels with mash.
#11
Unfinished / [1.0] Beer brewing and alcohol expanded
March 20, 2019, 03:36:35 PM


This is my very first mod that finally has reached a playable state  :). Please note that english is my second language. Please do also note that I am very new to modding and that I have no clue about incompatibilities.

What does this mod aim to do?

The goal of this mod is to make the production chain for beer more complicated and to change beer in a way that it is based on a starch containing plant suitable for brewing (corn, rice) and hops. Furthermore the mod introduces the production of empty bottles (by pottery) at the sculpting table and it introduces hard liquor, which is more potent than beer and more valuable.

What has been achieved?

There is a new workbench named "mash tub", which can convert sugar containing vegetables (corn, rice, potatoes and agave) into mash. Additionally the mash tub can be used to make wort out of corn/hops or rice/hops. The brewery can no longer be used to make wort and has a different purpose now.
Mash can be distilled to pure alcohol in the biofuel refinery. Pure alcohol is as unstable as chemfuel so don't store it above power conduits or you might blow your base up.
Wort still is stored in fermenting barrels but the barrels no longer yield ready-to-drink bottled beer but fermented beer which has to be further processed before it can be consumed (with delight).
The sculpting table can be used to make stoneware bottles "stein" out of stoneblocks by a sort of pottery style attempt. Since there is no glass in Rimworld this seemed to be the next best thing (I am not 100 % happy with this one).
Pure alcohol and fermented beer can be processed into bottles at the brewery. Here all the necessary steps like filtration, dillution, carbonizing, bottling, sealing and labeling are done.
Update March 21: The "universal fermenter" mod by Kubouch has been incorporated (thx to Mehni for the tip) and now fermenting barrels accept mash and wort. You can switch between what the barrel is supposed to ferment by clicking on the barrel and then on a button. Mash ferments much faster than beer but has to be distilled afterwards. Works like a charm!  8)
Update march 22: Added a primitive mash tub that does no require electricity. That way tribals can at least brew beer again. It works slower and is less efficient than the powered version.

What is planned?

Right now I cannot figure out what makes fermenting barrels accept wort. I would like to make fermenting barrels accept mash as well because mash has to be fermented before it can be actually distilled. Right now it takes a shortcut. Maybe someone can point me in the right direction ? Help is definitely appreciated. - that's done now.
I want to introduce a second type of hard liquor: A herbal medicine elixir like cough syrup that boosts immunity gain speed by a tiny amount and which of course can be consumed just for the fun and buzz all at the risk of becomeing addicted ("I got hooked on this in the service." - Moe, trying to hide the secret ingredient of the Flaming Moe).
Consuming fermented beer right now gives the negative thought related to the indigestion of raw food. This is on purpose but I plan to add an appropiate text/thought to match the consumption of unprocessed beer.


Links:

Steam workshop upload:https://steamcommunity.com/sharedfiles/filedetails/?id=1688530219

Dropbox:https://www.dropbox.com/s/qz3b0anqi255esy/TR-BrewingAndAlcoholExpanded.rar?dl=0
#12
I looked at the buildings_structure.xml and tried to figure out what "doors" and "walls" have in common. Because if i make a square out of walls i obviously get a room inside that square. But the same is true for doors. If I built a 5x5 room out of only doors it's still a room. The 9 tiles in the middle of that "Door-Room" are a room. Which line is responsible for that ?
#13
Help / What makes a wall capable of defining a room ?
January 10, 2019, 03:35:44 AM
I recently started modding. And I figured out how to make walls with custom graphics and how the wall_atlas works.

Now I want to make thin walls like drywalls which cannot be done usesing the wall_atlas. So they need to be separate rotateable objects (straight, corner, "T") that form a room when arranged correctly. So what makes a room a room ? Which parameter is responsible ?
#14
Mods / Re: Help me with my very frst mod
January 09, 2019, 03:25:32 AM
thx for the replies, Razuhl and Canute  :D

I seem to have copied enough of the original wall to make vents and coolers work. I just tested. Next step is to actually create custom graphics for a chiseled wall and to figure out how this wall atlas is supposed to work :)

Can I set a color to not to be drawn ? As far as I understanf rimworld just copies and pastes a 64x64 image from the Wall_Atlas to the game and then it adds color with a overlay mask. I would like to give my wall some structure - a chiseled pillar for example. This would mean that one can see a tiny bit of the floor underneath the wall because where the chisel was applied to chisel the pillar out of the wall wall-material would be missing. And for the missing part I would have to have a color that rimworld does not copy. Does anyone know ?

Update: I just figured out that .png files support transparency. Who thought it would be so easy ?
#15
Mods / Re: Help me with my very frst mod
January 08, 2019, 03:41:01 PM
maybe this helps someone so I will post some progress I made...

... I figured out that I apparently don't get to choose the name of my wall atlas (I read the defs of other mods, this is just guesswork). So I guess my Wall Atlas will have to be named Wall_Atlas_Bricks.png and Wall_Atlas_Planks.png and Wall_Atlas_Smooth.png

I will test this.

...and apparently i had my texture not linked correctly. Now everything works. I attached the working .xml file

Please note that I even managed to give the wall a beauty. I added <beauty>1</Beauty> under <statBases>

so for now all problems solved.


[attachment deleted due to age]