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Messages - sparda666

#1
Quote from: Devon_v on June 23, 2015, 09:19:14 AM
Quote from: TLHeartNo mine just blindly mines every block to extract the oar, they only mine the blocks needed. 

Now there's a funny mental image.

Im honestly imagining people with blindfolds digging through the mountain uncovering wooden paddles
#2
My body is ready.
#3
Ideas / Re: Your Cheapest Ideas
June 12, 2015, 01:19:09 AM
Please allow something like shift click or ctrl click when you are setting allowed zones to flood-fill a room. This would make it much easier and convenient (this code is already used to draw rooms or cooler/heater/vent areas).
#4
Shinzy, I have a request that may or may not be difficult to implement. I noticed that you have an "Apparello headgear" category definition. is it possible to also create a category for each equipment slot? that way we can make outfits where we can have uniforms for our squads  and assign a preferred item per slot and not allow them to wear anything else (or is this already what the role based categories does? i.e. chef, soldier, constuctor etc).
#5
Quote from: Adamiks on June 09, 2015, 10:54:58 AM
This tool don't works for me. I used both Chrome and Firefox, in Firefox i get this error
NS_ERROR_DOM_BAD_URI: Access to restricted URI denied

In chrome i get nothing.
did you put both the renderer and transform files in your thingdefs folder?
Open the renderer.html in a text editor and you should see this somewhere in the file:
      var xmlArray =
    [
      "Appasrel_Accessorello.xml",
      "Apparel_Glitter.xml",
      "Apparel_Hightech.xml",
      "Apparel_Industrial.xml",
      "Apparel_Raider.xml",
      "Apparel_Specialty.xml",
      "Apparel_Tribal.xml",
      "Apparel_Urbz.xml",
      "Apparel_Western.xml",
      "Apparel_Wrecked.xml",
      "Hats_Apparello.xml",
      "Hats_ByViperlolello.xml",
      "Hats_Famousello.xml",
      "Hats_FurEyes.xml",
      "Hats_Specialty.xml",
      "Items_Apparello.xml",
      "Production_Apparello.xml",
      "Trinkets_Tinkyslinkies.xml",
      "Weapon_MDK.xml"
    ];


the Access Denied error you are getting usually happens when you try to open a file that you either dont have permissions to access or if the file you are looking for doesnt exist.

if you see that message repeated over and over, it is because I am expecting the above list of xml files in the same directory that the html file is run from. If those xml files are not in the same folder as the renderer and transform, it will not be able to find them
#6
Ideas / Re: Emergency/override priorities
June 10, 2015, 05:25:00 PM
Quote from: Jimyoda on June 10, 2015, 04:42:30 PM
Quote from: sparda666 on June 10, 2015, 04:23:37 PM
what would be great is a row of checkboxes above the list of colonists that is an override list.

first, they will all be red Xs signifying that no overrides are active, but you can set any column to any priority level and it will override all pawns to accept whatever prioritization value you set.

when you change that override back to a red X, pawns will revert to their default priorties

+1
Oh mai gawd yesssss! This looks exactly like what I pictured - well, actually, I think a red X should mean override, while the default state is just nothing or a blank box. Anyway, I will plead until we have this!
my original intent was that a blank box would be an override. it would set all colonists priorities for that task to be a blank box (do not do this task)
or you could set that to 1-4 and temporarily force all colonists to use that priority for that task
#7
Ideas / Emergency/override priorities
June 10, 2015, 04:23:37 PM
Normally, when playing, I have a default set of priorites that I set my colonists based on what skills they are good at. Pawns with high skills in some areas will have high priorities in that skill.

but sometimes, certain situations occur that require me to override this default behavior

-I want to mine deep into a mountain
--now I gotta go down my list and prioritize everyone to mine

-oh my god there are rock chunks all over my mountain base
--now I gotta go down my list and prioritize hauling

-toxic fallout just happened.
--I need to make stop all my colonists from hunting


what would be great is a row of checkboxes above the list of colonists that is an override list.

first, they will all be red Xs signifying that no overrides are active, but you can set any column to any priority level and it will override all pawns to accept whatever prioritization value you set.

when you change that override back to a red X, pawns will revert to their default priorties

screenshot example:

#8
You do a great job though. I understand the structure better now and I think I'm starting to get it.
#9
Okay so  it looks like the non-stuff craftables dont have the ApparelMakeableBase tag either. Those recipes are stored elsewhere?
#10
Quote from: Shinzy on June 06, 2015, 11:41:09 AM
No there is no way to really tell what stuffs the mod contains =P



Hey Shinzy, Im making a tool to use JavaScript and XSL on an html page to read the Apparello ThingDef files and generate tables containing apparel specific information).

I am attaching it to this post.

Put this in Mods\Apparello\Defs\ThingDefs and then open the Renderer.html in anything other than Internet Explorer (because interet explorer for some reason has different javascript code for inserting text into an html element and right now Im too lazy to figure out how to make it work (also ActiveX is a PoS  :( )).

You can also use this for any other mod.
Put the Transform and Renderer in the ThingDefs folder of another mod
Go in the html file and youll find an xmlArray containing a list of xml files to be transformed. Replace those filenames with the filenames of the other ThingDefs
If you want other types of data in the table, look at the Transform.xsl file and modify (if you can undertand how to read a ThingDef file, modifying this should be easier, but if you have any questions feel free to ask).

Here is a screenshot as a preview of what I get when I run it


Note: It looks like although some items have cost numbers, they dont have a "Work To Make" time value. I am assuming all craftable items have this "Work To Make" tag.


[attachment deleted due to age]
#11
Quote from: nmid on June 06, 2015, 01:54:46 AM
No, I changed ApparelBase  to ApparelMakeableBase
and commented out
ApparelBase  using
<!-- -->
which is the equivalent of  // in xml

Check my next post / (previous post). We posted around the same time :)
haha yeah I didnt notice the change in the ParentName attribute. I thought it somehow was taking comments into account.
Okay I see what you did there. This helps me a lot. Now that I understand the structure of these files I think I can make anything craftable now (and probably make certain things that I probably wont build uncraftable so that list of stuff isnt so gosh darn long lol). Thanks again!
#12
Quote from: nmid on June 06, 2015, 01:37:35 AM

For eg, I made
<ThingDef ParentName="ApparelMakeableBase"> <!-- ApparelBase -->
    <defName>Apparello_Suspender</defName>

which basically turned the stablehand trousers into a tailorable item for me :p

It was earlier

<ThingDef ParentName="ApparelBase">
    <defName>Apparello_Suspender</defName>

wait, just adding that <!-- ApparelBase --> tag to the thingdef makes it available on the tailoring bench? what defines the crafting materials?
#13
Quote from: Chonchon on May 29, 2015, 12:46:48 PM
man, those berets are pretty awesome...

Hey Chonchon your army is amazing. Im trying to use hats to organize my army as well. I just got apparello but the crafting is really confusing. I looked in the recipe defs and I cant seem to find a def for berets. are a lot of the hats in apparello not craftable?
#14
XSLT is a language that is used to trasform xml (most commonly into html to render in a browser).
Im not that familiar with the thingdef structure but I did make a very simple proof of concept in a couple minutes before figuring out that it doesnt quite solve my problem.

With this, you can probably make a table with names and stats, but I want to know what the item looks like, and what is needed to craft it. the crafting defs are in a different file and it looks like a good amount of items in Apparello (namely all the cool hats that I want) dont seem to be craftable. I cant find them in the recipe defs

Im attaching a simple XSLT proof of concept here. For this, I added a single line to one of the XML files that references the XSL file, which contains the "code" to render the XML (I highly suggest copying the Apparello folder somewhere else when experimenting so you dont mess up your mod). Below is that one line.

<?xml version="1.0" encoding="utf-8" ?>
<?xml-stylesheet type="text/xsl" href="Transform.xsl"?>
<ThingDefs>


You should be able to save both files in the same directory and then open the XMLfile with any web browser. Open the XSL file with notepad or wordpad or sublime or whatever to check out how it works. Its pretty simple. You are just for-each-ing to loop through all the thingdefs and grabbing inner tags. Mess around with it if you want.



[attachment deleted due to age]
#15
Ive just started using this and I think its amazing, but there are so many apparel items that I have no idea what any of them are or how to craft them. Is there some kind of guide or document showing the stats for each item?

Im hoping there is something easier than writing XSLT to render the xml files from the mod. I'm loving the items, but its just so overwhelming to figure out how or what to make