Ludeon Forums

Ludeon Forums

  • November 26, 2022, 08:15:34 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - dnks

Pages: [1] 2 3
1
Releases / Re: [A17] SeedsPlease!
« on: June 03, 2017, 02:04:02 PM »
With the seeds please, i seem to have lost some fruit trees from the vegetable garden: With prepare carefully can't bring banana seeds (one example),i can bring banana fruit though. And in plant processing bench, none of the fruit trees can create seeds. (can't find traders with those seeds either).
Can confirm, Banana is not on the lists.
As for other fruit trees, I saw several of them but am not sure if all of them are there. Also, do bear in mind that for most of the VG garden things you need to do some research on the bench first, most require Agriculture II.

Btw, notfood, seeds are getting a x 0.01 item sell price multiplier, is this intended? I think getting 1% back for selling seeds is kinda low... The <SellPriceFactor>0.01</SellPriceFactor> on Items_Seed_Base really bugs me out, some seeds are worth a few bucks in the market, just for selling you get .50 and depending on difficulty it goes even lower than that, could you consider setting it somewhere between 0.70 and 0.30? :)

2
Releases / Re: [A16] Synthmeat: Space Tofu
« on: March 03, 2017, 06:49:33 AM »
Hey guys, I already added Synthmeat compatibility to SeedsPlease. Google Drive

Add the mod after Synthplease and SeedsPlease, requires 9 raw pieces of synthmeat to extract 4 seeds, a seed costs 5.44$ from merchants. Either add some seeds at the start of your game via prepare carefully or get my seedsplease rebalance and pray to the RNG god that the next seed trader will have it.

3
Help / Re: A question regarding seasons
« on: February 26, 2017, 09:45:08 AM »
Thank you zeidrich, that's great insight. By Source I meant the files inside the folder named like that.

And thanks for letting me know about the seasons just being abstract representations of clicks, a step in the right direction.

4
Help / Re: How do I use MFO in Bodies?
« on: February 23, 2017, 02:23:17 PM »
I'm unsure, I think EPOE doesn't mess with the body per se. If you really want to know, check their defs.
If EPOE doesn't mod the body, load your overwrite before EPOE, if EPOE does mess with it, load it afterwards as a patch.

5
Outdated / Re: [A16] SeedsPlease! Balance (for Vanilla & Vegetable Garden)
« on: February 22, 2017, 09:47:14 PM »
ah, must have missed the description line.

Yes, the traders are set to generate seeds, any seeds and all seeds are accounted for.

6
Help / Re: How do I use MFO in Bodies?
« on: February 22, 2017, 03:21:51 PM »
How do I reduce coverage of body parts?

Code: [Select]
<Override.Def Filter="Name" Type="Def" Target="LeftLeg">
  <coverage>0.7</coverage>
</Override.Def>

---


<Override.Def Filter="Name" Target="Human">
    <corePart>
          <def>RightShoulder</def>
          <coverage>0.1</coverage>
          <groups>
            <li>Shoulders</li>
          </groups>
    </corePart>
<corePartResolved>
          <def>RightShoulder</def>
          <coverage>0.7</coverage>
          <groups>
            <li>Shoulders</li>
          </groups>
    </corePartResolved>
</Override.Def>

This seems actually "work", it just make game unloadable though.

---


<Override.Def Filter="Name" Target="Human">
          <def>RightShoulder</def>
          <coverage>0.9</coverage>
          <groups>
            <li>Shoulders</li>
          </groups>
</Override.Def>

Nothing seems work, anyone?

Hey, I think you aren't using the mod correctly, you should check out the wiki in the github page.

Code: [Select]
<Override.Def Filter="Name" Target="Human">
    <corePart Mode="Replace">
    //Is this the only part that's inside this tag? If yes, consider Mode="Clear", if not, try Mode="Replace" and see if it works.
          <def>RightShoulder</def>
          <coverage>0.1</coverage>
          <groups>
            <li>Shoulders</li>
          </groups>
    </corePart>
<corePartResolved>
          <def>RightShoulder</def>
          <coverage>0.7</coverage>
          <groups>
            <li>Shoulders</li>
          </groups>
    </corePartResolved>
</Override.Def>
I can see how messing up the human parts could end up in the game not loading.


EDIT:
So, I've checked out the file, it seems fairly complicated to override this one. See how in the XML is placed, the shoulders have a lot of sub items that depend on it's existence and order. No tag just re-adds the shoulder code at the end and that's likely what's causing your probem.

If I'm not wrong, for what I understand you need try something like this
Code: [Select]
<Override.Def Filter="Name" Type="BodyDef" Target="Human">
   <corePart Mode="Replace" Replace="Override.StatModifierComparer">
      <parts>
         <li>
            <def>LeftShoulder</def>
            <coverage>0.1</coverage>
         </li>
         <li>
            <def>RightShoulder</def>
            <coverage>0.1</coverage>
         </li>
      </parts>
   </corePart>
</Override.Def>

If that doesn't work I'd recommend you, because of the complexity of the file, to just copy paste the whole human body definition and tweak as necessary, but leaving all the code in, even the parts you don't change.

7
Outdated / Re: [A16] SeedsPlease! Balance (for Vanilla & Vegetable Garden)
« on: February 22, 2017, 03:07:17 PM »
Oh, my bb code on that last post is broken, but, it's also on the first post anyway, get it from there.
I think the balance is okayish maybe even a bit on the hard side which is okay, don't think a hardcore version will be needed, I've played for a while and haven't encountered many mistakes or so other than the seed market value. The plant saver mode made it somewhat easy if you ask me, even if it's sometimes buggy and plants die for no reason, same goes for Pests, but it's a lot better than blight. Was playing on a 10 day growing tundra map, so it was hard alright. I think even in zones where you can grow all year it becomes a bit of a problem at higher game difficulties, which is the purpose of the mod.

I'll work on the compatibility patch for that, same as usual, won't test it so you have to let me know if it's working properly. Taking a look at the files and so, I'll make it so that only raw coffee beans can be used to extract seeds, that's how it should work in real life. You should probably but the hotcoffee mode after vg and before all the seed mods. It'll be ready in like 20mins or so.

BTW, I'm guessing you won't need to plant or extract seeds from the Vegetable Garden coffee beans, so it will replace the extraction bill for that.

EDIT: Here's the link

8
Outdated / Re: [A16] SeedsPlease! Balance (for Vanilla & Vegetable Garden)
« on: February 19, 2017, 08:45:13 PM »
It seems that I forgot about the fact that I had tweaked the original SeedsPlease so that you could sell seed prices at a better value. Default is that you can only sell them for 0.01% of the market value, since that doesn't make any sense, Fix the market value of seeds! - Without this patch you will sell seeds at 0.01% of their market value, just throw it in your mod folder and replace the file.
Download the, throw the contents inside your mod folder and replace the file in question.

EDIT: Fixed link here

9
Help / Re: A question regarding seasons
« on: February 18, 2017, 09:41:04 PM »
Not everything can be modified just by playing with xmls- most of the game's code is in packed up computer-readable-only compiled C#. This is a misconception commonly made about how RimWorld code works so I figure I'll elaborate.

RimWorld's 'code' is made up of two types: Compiled C# Classes and human readable XML files. The C# is what defines the game logic- it controls how everything works under the hood. Compiled C# must be decompiled using specials tools to read and modify. XML files on the other hand are like little dictionaries of variables which the C# reads the contents of and executes code based on what it says. XML files can't hold game logic unlike C#, but C# can hold game data like XML can. So not all the game data is held in the XMLs; much of it is hidden away in the compiled C# along with the game logic that uses it.

TL;DR
The values you're looking to modify are probably in the game's dlls, not xml files.
I also checked in Source but didn't see anything either, so I'm guessing it's in a .dll or .asset file or somewhere...
Has anyone made changes like this before?

Thanks for the heads up I guess

10
Outdated / Re: [A16] SeedsPlease! Balance (for Vanilla & Vegetable Garden)
« on: February 18, 2017, 08:03:42 PM »
Sorry I was just asking if there was compatibly with T's Mod since I don't use VG.
I'll need to upload the vanilla only version.

Edit: Download the vanilla version and the T's Crop patch. Remember to get HugsLib, MFO and the original SeedsPlease, ignore all Vegetable Garden related content, if there are any troubles, missing seeds or bills let me know.

11
Outdated / Re: [A16] Expanded Woodworking
« on: February 18, 2017, 07:04:54 PM »
I'll add it to the currently incompatible list, sort of.

I have a kinda-sorta patch on github, but I need to update for the latest version of EW and send it off to my helpful tester again. If you'd like to play with it as well, please feel free (after I update it that is).

Wow that would be great, will wait for you to work on it (no rush), also if you need more testers, feel free to PM me.

12
Outdated / Re: [A16] SeedsPlease! Balance (for Vanilla & Vegetable Garden)
« on: February 18, 2017, 06:50:06 PM »
Thanks, I'll try to test it, but it needs some time to find those seeds. I've also told sma342, that you have some problems with cannabis mod and I have a clue why.

One suggestion: mention that your patch is made for Qwynn's Extended Woodworking. There're two forks of the original itchyflea's EW: one is actively developing, another one – just an update for a16. We're dealing with the first one, despite of the fact, that they have the same grounds and mostly the same defs.
Thanks for the suggestion, I forgot about the other mod. Do let me know if anything happens, I put the same extraction rates and values as I did for VG Tobacco. I don't know if it will be balanced well enough, do let me know since I didn't get to test it.

Compatibility with T's more crops mod.
Hey man, next time ask for it politely, here you go. I also didn't have time to test it, do let me know if it doesn't work. If you are also using Vegetable Garden I recommend you to load VG before T's Crops and add this patch after all other SeedsPlease mods.

13
Outdated / Re: [A16] Expanded Woodworking
« on: February 18, 2017, 06:27:39 PM »
Could you make a patch for SeedsPlease? I guess, it's the great game changer – as great as VG.

I also play with SeedsPlease! and it is compatible out of the box. Load SeedsPlease after Expanded Woodworking. The load order should look like this:
  • Vegetable Garden
  • Expanded Woodworking
  • Expanded Woodworking for Vegetable Garden
  • SeedsPlease!
  • SeedsPlease! for Vegetable Garden

Oh you meant the bench isn't working because it asks for wood, I thought you asking for a patch for SeedsPlease was about trees and seeds. Here, I should've thought about that. Add it after all the SeedsPlease files.

I was confused for a minute myself! Unless you're pulling seeds out of wood there shouldn't be an issue! But I realize now they were asking for the plant working bench to be stuffed for all the wood types rather than be stuck with just the default woodlogs (which become mixed lumber in EW). Thanks for the quick patch, dnks!

No biggie. By the way, I'm playing with Minerals and Materials or something like that, and it's super difficult to get it to work with Expanded Woodworking, I loaded M&M first so that your EW would patch all the furniture (specially the one that needs being fueled) but it didn't quite work. Some of the furniture ended up being only available in Acacia Logs (the log walls and the light torch) and the fueling process became hell because they all wanted wood or they wanted many things and stated that I didn't have all the ingredients, I tried patching around it but couldn't make it work, it's probably too many things with the same names and all since the principal of both mods is almost the same and the fact that M&M is a buggy mess make it all worse. Maybe you have some insight on it, if not, might wanna say it wont work in the first post.

14
Outdated / Re: [A16] SeedsPlease! Balance (for Vanilla & Vegetable Garden)
« on: February 18, 2017, 04:19:03 PM »
Alright. Meanwhile sma342 gratefuly agreed to help with it, so probably it will require just a patch for your rebalance.
If you can get him to do the ZWCannaHerb I'd be happy, I speak german and still I don't understand anything related to this project, the order is confusing and there's a buch of symbols that make it long and hard to read, I couldn't even find the market values for 3 of the 7 plants products without having to install it, and I had to look into every single file which took way too much time, so I'm skipping it. Einer der dümmste mods ich gesehen habe, werde meine zeit nicht damit verschwenden.

About Jecrells Tobbaco, it's done. Try it and let me know if it works, add after rebalance (I didn't install Jecrells mod and I didn't test it).

15
Outdated / Re: [A16] SeedsPlease! Balance (for Vanilla & Vegetable Garden)
« on: February 18, 2017, 02:46:40 PM »
You're awesome, really. VG, SeedsPlease and Extended Woodworking improve the game in a dramatic way – your balance-mod seems to polish them perfectly (although I haven't tested the patch for now). The last thing I can ask is this, if you have time for it.
Sure, I can work on those, but I might get to that later, I'm fixing some incompatibilities of mods I have installed.

Pages: [1] 2 3