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Messages - Krzarb

#1
Quote from: UlysseG on March 30, 2020, 05:34:58 AM
miniguns owner must be where shown in picture cause ucan shoot above shoulder of mate up to 2 tiles. if you place them further behind (where assault rifles are) they ll destroy ur front walls.

Thanks for showing the killbox design you use. Can I ask, do you ever run into friendly fire issues with the centre group of your pawns (The ones positioned 5-6 tiles back)? It looks to me like they could potentially be a cause of friendly fire as they are shooting from more than two tiles away from other pawns.
#2
Outdated / Re: [A16] A1000 (v1.0) Gun mod.
March 29, 2017, 05:28:11 AM
Thanks for the mod, it's working well so far and fun to use. I don't find the clutter to be too bad, seeing as the mod has its own worktable. The gun is probably a bit OP though, a high quality and fully upgraded A1000 can shoot four 20 damage bullets in quick succession at a range that surpasses a sniper rifle. Although a fully upgraded gun does have a substantial component cost, somewhere in the order of 20 components I think.
#3
Ideas / Re: Single Stack Rack
March 28, 2017, 07:47:31 PM
I've used kitchen counter myself, it uses single tile storage units. The demo pictures are just two of the units side by side
#4
Ideas / Re: Single Stack Rack
March 28, 2017, 07:06:08 AM
It would be nice as a base game functionality. There is a very good mod for A16 called "kitchen counters" that provides a number of single tile racks to store almost anything in the game. You can find it at this link: https://ludeon.com/forums/index.php?topic=28381.0
#5
I would love to see an A16 version of Extended Power Armor. It was a very fun mod to use :)
#6
Mods / Re: [Mod Request] Repair doors while drafted
March 25, 2017, 07:16:05 AM
It's not necessarily cheesy to fight from a doorway. They provide good cover and an area to retreat too if you are charged at. At least it's no more cheesy than trying to funnel every type of raid into a killbox, which is quite a popular strategy. Doorway fighting can also be especially useful for taking pot shots at manhunter attacks. After which you are going to need to repair the door once the animal has headbutted it a few times. All I'm doing is making a suggestion for a way to reduce micromanagement in such situations and seeing if anyone wants to pick the idea up. 
#7
Mods / [Mod Request] Repair doors while drafted
March 24, 2017, 10:02:17 PM
I would personally find a mod very useful where a pawn can either automatically repair adjacent walls and doors while drafted, or be given a command to. One of the most frustrating aspects of fighting from doorways and then ducking behind them for cover is having to undraft a pawn to make any repairs. If you're not careful or get distracted, the undrafted pawn will (after they've finished repairing the door) wander away to perform other tasks rather than sticking around to engage in further combat, which is ideally what you'd want. Cheers :)
#8
Quote from: Granitecosmos on March 23, 2017, 10:53:06 PM
Quote from: RawCode on March 23, 2017, 09:53:05 PM
you will not develop any skills as long as not ever trying to do something self.

downloading dnspy and extracting sources of game do not need any skills
just like downloading notepad++ and running search over filesystem

just try and you will notice, that path already beaten by other people and you just need to follow yellow bricks.

There isn't any truly proper tutorial/introduction to C# modding for Rimworld that actually tells about the basics. I've tried, can't blame me for not knowing there's an "Analyze" option in ILSpy/dnSpy. How should I know that off the bat, huh?

You're just being an ass at this point. You know that, right? No spoonfeeding is one thing. I've done what you told me to, found nothing of value, because you actually didn't properly tell me what to do, unlike Rikiki. You can't expect me to know how to use a program I have no experience with, you can't expect anyone trying to get into modding to be a skilled programmer. I have the source code extraced on my hard drive, doesn't make it any easier.

Any help thread you pop in, you give some vague advice that only helps people that already know enough about C# programming that they actually understand these references. You scare off potential new modders with your attitude. Oh look, that guy wants to do some easy xml editing and asks for help! Let's throw C# at him, it surely will encourage him to continue.

I'm not asking you to write code for me, I'm asking you to point me in the right direction, preferably served in a format that can be understood by non-programmers like myself. Jeez.

Sorry for the rant, that was contained in me for some time. You really should try to be a bit more beginner-friendly.

I agree, I found the advice entirely unhelpful and a little off-putting. This is the first time I've asked for advice on this forum, and I don't really appreciate the condescension
#9
Help / Re: Problem changing product amount for drugs
March 23, 2017, 11:14:54 PM
If you want to add products nested under <RecipeMaker>, it should be in this form:

<RecipeMaker>
    <productCount>x</productCount>
</RecipeMaker>

Which is slightly different than just adding <products>. I'm not sure why the difference, just what I've observed from tinkering with xml editing. It does conveniently allow you to put a default product amount in the def that is greater than 1. Hope this helps
#10
Quote from: RawCode on March 23, 2017, 09:53:05 PM
you will not develop any skills as long as not ever trying to do something self.

downloading dnspy and extracting sources of game do not need any skills
just like downloading notepad++ and running search over filesystem

just try and you will notice, that path already beaten by other people and you just need to follow yellow bricks.

Thanks Rawcode, but Rikiki already provided the help needed. If you'll read further back in the thread (reply #5), both myself and Granitecosmos did both actually extract the files and attempt to look at them, we just didn't realise that you could use the analyse function on the definition. I am inexperienced with c#, but did the best I could.
#11
Thanks heaps for clarigying Rikiki :)
#12
Quote from: RawCode on March 23, 2017, 03:47:59 AM
1) extract sources of game (dnspy)
2) run search over source with targetCountAdjustment as keyword
3) ???
4) profit!

and this value is absolutely completely unrelated to damage area

Thanks. I'll preface by saying that I have zero experience with looking at this sort of code. I've only dabbled so far with looking at and modifying xml's. However, I downloaded Dnspy and ran the search as you suggested, and could only find one line mentioning targetCountAdjustment, and I couldn't make anything useful out of it. Thanks for the suggestion though :)
#13
Thanks for the help Granitecosmos. I've tested mortar shell production in game, and you definitely don't get five mortar shells each time you complete the recipe, just one. So I'm kinda stumped as to what targetCountAdjustment actually does. I've basically made a recipe def for bulk production of mortar shells, listing the machining table as the recipe user, and it works fine. I can input 100 steel and it'll produce 10 mortar shells. I just left the line about targetCountAdjustment in the recipe and it doesn't seem to do any harm, but I'd still like to know what it does! Also, thanks for your mod that adds sunrise, I'm enjoying using it at the moment.
#14
I'm making a mod for my own personal use that allows me to craft mortar shells in a bulk amount. The only line in the def for the mortar shell that confuses me is <targetCountAdjustment>5</targetCountAdjustment>. Can anyone shed some light on the function that this line performs? Cheers! 
#15
Thanks for a great collection of mods :)