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Messages - Pravus

#1
Help / Has Tynan Changed How Structures Render?
August 30, 2018, 05:18:55 PM
As the title states, I'm wondering if anyone has an insight into possible rendering changes with the release of B19. I have a fairly simplistic mod that I put together a couple of years ago that adds the option to build fences and a few alternative styles of flooring (https://ludeon.com/forums/index.php?topic=26964.0) that surprisingly has remained fairly popular since I posted it. I haven't actively played RimWorld for a while now but I do try to keep my mods updated for the benefit of the players that enjoy using them so much. With the release of B19, however, I've run into an unexpected problem.

While testing my work to update my mod for compatibility with B19, I noticed that individual tiles of fencing were being rendered from their atlas seemingly "blown up" slightly within the game engine. This was resulting in the outer edges of individual tiles being cut off from the image. There were also some strange alignment errors that started manifesting, particularly around the endpoints of a line of fencing. None of this has ever been a problem I've run into prior to B19. Any ideas as to what could be causing such strange behavior?
#2
Releases / Re: [A17] Fences And Floors v1.21
May 29, 2017, 09:48:11 PM
Quote from: Lethe on May 29, 2017, 08:50:20 PM
I have some A16 colonies I'd like to use this mod with. Do you by chance still have your a16 version around? I believe your latest is a17?

Or should it just be fine if I change the targetversion?

The A17 release should be fully compatible with A16 games as far as I'm aware.
#3
Outdated / Re: [A16] High Tech Laboratory Facilities
January 19, 2017, 04:24:22 PM
Quick update!  Several people asked for the ability to pick up and move the items in this mod so I added the minification def to all included assets.

Also a few have mentioned that the Laboratory Station and Research Terminal items don't count as Hi-Tech Research Benches when a technology specifically requires the Hi-Tech Research Bench in order to be researched.  I can't really fix that as any and all research definitions that reference the Hi-Tech Research Bench as a requisite would need to have some sort of code injected to tell RimWorld that the Laboratory Station and Research Terminals should be considered equivalent alternatives to the Hi-Tech Research Bench itself.  Doing so would require a time investment as well as the effort to research into how to accomplish such that I just can't spare at the moment.  In order to hopefully make up for that fact I made it so that the Hi-Tech Research Bench, Laboratory Station, Research Terminal and MultiAnalyzer can all link with one another providing a +10% bonus to research speed for each respectively.

Hope this addresses some of your major concerns but feel free to leave any feedback you wish!
#4
Releases / Re: [A15/16] Fences And Floors v1.21
January 19, 2017, 03:05:03 PM
Hotfixed to v1.21!  An observant Steam user alerted me to the fact that I overlooked a bit when adjusting values for the High Security Fences in the 1.2 update.  This made High Security Fences far too cheap to produce for the relative increase in durability they provide.  Thanks to their diligence I have taken another look at the values and adjusted them accordingly!
#5
Releases / Re: [A15/16] Fences And Floors v1.2
January 16, 2017, 11:09:13 PM
Quote from: Kaldreth on January 16, 2017, 10:39:32 PM
Glad to see an update. I was looking forward to trying this mod out, but I don't see the non-steam link as updated.

The Dropbox link does go to the updated file.  I may be breaching typical modder protocol doing this but if you upload a file to Dropbox with exactly the same filename and extension as a file already in storage it simply overwrites the older file with the new one without generating a new hyperlink.  I just started updating that way for convenience's sake but I can see how it might cause confusion.  Sorry for the miscommunication!
#6
Releases / Re: [A15/16] Fences And Floors v1.2
January 16, 2017, 10:30:39 PM
Now updated to v1.2!  After reviewing the overwhelming number of responses to this mod both here on the forums and on Steam I have taken the community's feedback into consideration and performed a balance pass on Fences and Floors!  This should hopefully bring my mod more in line with vanilla RimWorld assets and better define potential roles for certain additions without making other options obsolete.

As always I am humbled by the wave of positive response this mod has generated and future feedback will continue to be taken into consideration and appreciated!
#7
Releases / Re: [A15] Fences And Floors v1.1
January 13, 2017, 10:50:25 PM
Quote from: SteelRev on December 26, 2016, 06:35:05 PM
So is that research bench viable for download.  The  vanilla benches annoy me with how much space they take.
Quote from: joaonunes on December 26, 2016, 06:40:39 PM
Quote from: Pravus on November 01, 2016, 01:47:48 AM
...
ORIGINAL:                                                                  MY EDIT:
       
...

+1 vote for you to make a mod with that research table!

Sorry it took me so long to see this and respond.  I've been busy with other things as of late.  In penance here's a gift: High Tech Laboratory Facilities
#8
Outdated / [A18] High Tech Laboratory Facilities
January 13, 2017, 10:50:01 PM
High Tech Laboratory Facilities


This mod started out as a personal project for myself to use in my own game but due to requests I decided to release it publicly.  I made this mod due to feeling that the graphics for the "hi-tech research bench" and "comms console" were a bit too boring and plain for my liking so I decided to make my own graphics for them.  Following that I decided to continue modifying and adding research assets to fit the theme I was working toward.  Full disclosure, I didn't work on this mod to the point that I would normally consider fully finished and there are a few parts I never felt fully satisfied with (the ground-penetrating scanner graphic being one example as I never could come up with a fully realized design that I liked).  I am also currently playing other games and focusing on other matters in my life so I doubt I'll undertake any further updates anytime soon.  To make up for that however I included a little bonus:

  • tailor-made lab coats that slightly enhance research skills
  • a late game research project that unlocks plans for an advanced powered combat exoskeleton
  • custom graphics for both (exoskeleton artwork based upon the incomparable rooki1's work!)

Quick and dirty update!  Added native minification def to all items due to popular request.  All usable research items (Hi-Tech Research Bench, Laboratory Station, and Research Terminal) now link with the MultiAnalyzer and each other for a benefit of +10% research speed per link.  This hopefully makes up for the Laboratory Station and Research Terminal not counting as Hi-Tech Research Benches for the purpose of actively researching technologies with the bench specifically noted as a prerequisite.  Enjoy!

Download:
Dropbox
Steam Workshop

License:
Modders are welcome to utilize assets included in this mod as they see fit though attribution is always appreciated!
#9
Releases / Re: [A15] Fences And Floors v1.1
November 01, 2016, 01:47:48 AM
Quote from: Dingo on October 28, 2016, 03:51:37 PM
Just FYI Pravus, if people used those defNames previously and you changed them then you have corrupted people's saves. They can load them if they edit the save file itself and remove those items but I would be cautious about this in the future and let users know on Steam that the update will break existing saves.
Quote from: lc-soz on October 28, 2016, 04:01:51 PM
My lucky that I didn't use the second gate.

Would be better if the second gate, the simpler one, had different name, description, material, health [...] because it's a simpler gate compared to the normal one.

You should keep a "log" of versions on the post, it make things easy (or use gitHub). I noticed that you didn't edit the post today and was confused if you had updated the mod or not.

One BIG advantage of GitHub is keeping track of versions easily and other people help your project.

My sincerest apologies for that mistake!  I've only done a little dabbling in modding in the past and I generally learn everything I know from studying the work of others (alongside a lot of trial-and-error) so oversights like this are unfortunately an occasional inevitability for me.  I'll do my best to try to be more transparent in my documentation in the future and I'll look into learning how to set up and operate a GitHub repository when I have the time.

Quote from: Draegon on October 29, 2016, 07:37:33 PM
Pravus, would you be willing to assist our mod in making terrain, floor tiles, and possibly other things? Your work is quite impressive.

Thank you for the compliment!  I would be potentially willing to help depending on what type of assets you're interested in adding.  I find things like floor tiles/terrain to be fairly easy and straightforward to make but, due to my knowledge of Photoshop stemming entirely from personal experimentation, other more complicated projects can end up requiring a more significant contribution of personal time, energy, and (more often than not) frustration driven determination to produce something of worth.

Case-in-point, the art assets for each of the floor types in Fences And Floors took me no more than ~20 minutes per type.  Opposite that, I've been working on a personal mod project intended to replace some of the game's plainer looking electronic equipment with more intricate sci-fi inspired assets for use in my own playthroughs.  Many of those tiles have taken me upwards of 6-8 hours each to produce as I fumble and experiment my way around Photoshop, learning as I go.

Example: 

ORIGINAL:                                                                  MY EDIT:
       

As you can see, I'm certainly pleased with the result but getting there can prove exhausting, lol.  How about you shoot me a brief overview of the specific assets you anticipate needing for your project via PM.  I'll look over what you're wanting and we can discuss further plans from there. =)
#10
Releases / Re: [A15] Fences And Floors v1.1
October 28, 2016, 03:35:28 PM
Quote from: lc-soz on October 28, 2016, 12:10:20 AM
Awesome mod, really enjoying. But I've found an issue in the start of rimworld:


Config error in WoodFenceGate2: WoodFenceGate2 ends with a numerical digit, which is not allowed on ThingDefs.

Config error in ChainFenceGate2: ChainFenceGate2 ends with a numerical digit, which is not allowed on ThingDefs.

Config error in TechFenceGate2: TechFenceGate2 ends with a numerical digit, which is not allowed on ThingDefs.


Thanks for the heads up!  Those defNames have been changed in order to eliminate this error.  Uploads in first post and on Steam Workshop have been updated.
#11
Releases / Re: [A15] Fences And Floors
October 26, 2016, 05:48:24 AM
Just updated to v1.1!  Now featuring gates for wooden fences, chainlink fences, and high security fences!  Also a balance pass has been performed on fence HP, material cost, and construction time!
#12
Unfinished / Re: [WIP] Lavatory Facilities
October 24, 2016, 11:09:37 PM
Quote from: demeggy on October 21, 2016, 05:00:36 PM
Brilliant! I've been considering developing a water and pipes system myself with 'Natural Spring' resources that can be found around the map like Geysers, so maybe you could look into that?

I'll give this a go though and let you know my thoughts.

Quote from: Hydromancerx on October 21, 2016, 05:35:00 PM
Yay! I have been wanting a toilet in the game!

Could you possibly add decorative pipes for "fake" plumbing?


I honestly hadn't considered that as a possibility due to my assumptions about how much work such a system would take to implement.  Having read your comments and had a few interesting ideas pop up here and there however I'm willing to investigate its potential (no promises though!). 


Quote from: Tammabanana on October 22, 2016, 10:32:21 AM
Depending on how you implement the need to poop, you might need to add a couple of potty options when the colonists can't afford to build a real bathroom yet. Willingness to use a bush, or dig a latrine ditch, or build an outhouse.

I don't know how to do diseases yet, so I don't know how hard it might be to make unsanitary poo places a disease vector? That's really the primary reason for potties to exist at all.

Quote from: Hydromancerx on October 22, 2016, 05:02:53 PM
Yes please make an Outhouse item!


Oddly enough I actually already included a placeholder "outhouse bench" item in the portion of the mod I previously posted for download.  Your suggestions did give me a few new ideas on how to potentially expand the idea in a more eloquent manner.  I'll see what I can do!
#13
Releases / Re: [A15] Fences And Floors
October 24, 2016, 10:57:36 PM
Quote from: TOWC on October 21, 2016, 07:30:52 PM
You should tweak those sensor panels a bit. Change its cost somehow(components are priceless, you know) or increase bonus move speed. Just 18 extra percents looks like a joke, because of the cost and all that research thingy.

Sorry it took me a bit to respond (I was out of town and away from the internet over the weekend then had some computer problems after returning) but I took your suggestion into consideration and decided that you make a good point.

I have increased the sensor tile movement speed (now +62%) to better reflect the material investment and research cost.  I feel this is an appropriate change that adds value to the sensor tile flooring while maintaining my intended vision for game play balance (the benefit/cost balance for sensor tile flooring should make them desirable for specific situations and/or locations without cheapening their mechanic to the point of players effortlessly replacing their colony's entire floor space with sensor tiles.)

I have updated the Dropbox download link and the Steam Workshop page with the updated values.  Feedback on this change is appreciated!
#14
Releases / Re: [A15] Fences And Floors
October 21, 2016, 04:36:22 PM
Thanks so much to everyone for their compliments!  I am truly humbled to receive so much praise!

Quote from: fatm3l on October 20, 2016, 11:33:14 PM
is this fences able to attack from through?

Yes, all fences except the metal perimeter fence can be shot through while providing some amount of cover to defenders.

Quote from: chch88 on October 21, 2016, 04:05:45 PM
All your floors except Sensor Panels have walk speed 93%, is this intended?
Vanilla floors have 100% walk speed, so why would i build slower floors?

I deleted <pathCost>1</pathCost> from your Terrain_Floors.xml and walk speed became 100%

Thanks for notifying me of that oversight!  I have corrected the values and updated the files both on Dropbox and Steam!

----------------------------------------------------------------------------

I wanted to mention another project I've been playing around with if anyone is interested or wants to help out.  I started working on a mod that adds lavatory facilities to RimWorld but there are a few features I'd like to incorporate that are currently beyond my level of modding knowledge.

I created a work in progress thread for the project here.

Any modder interested in collaborating is welcome to provide advice and assistance.  Full credit will be provided to all contributors upon release.  Thanks everyone!
#15
Unfinished / [WIP] Lavatory Facilities
October 21, 2016, 04:18:15 PM
During a recent game I was struck by a realization that I'm shocked hadn't hit me sooner: RimWorld colonies never have access to lavatory facilities!

This is madness!  Doesn't Tynan realize that "everybody poops!" ;p

So I started working on a mod to rectify the situation!  So far I have completed the initial artwork and xml structure but I had a few ideas I have yet to implement.  I'm still an absolute novice at .DLL construction and it may be a bit yet before I have the available time to sit down and really dedicate my attention to it.  With that in mind, I thought I might post what I had so far as well as what I'm hoping to achieve in case any modder more capable than myself wants to take a crack at it.  Full credit will be attributed to any and all contributors to the finished package.

Here's a sample of a few art assets in game:



What I would like to add:
  • Toilets and showers used as source of comfort and joy (example: pawns could occasionally stand in a shower when joy and/or comfort is low much like how pawns engage in the "stargazing" activity.)
  • If the previous is made possible, usage of toilet facilities should be restricted when a pawn's food need is too low (starving pawns shouldn't need to regularly defecate)
  • If possible, pawns could temporarily display as nude when showering then display clothed normally when finished


Thanks in advance to anyone looking to help!


Download:
Dropbox