Menu

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.

Show posts Menu

Messages - Waka

#1
Help / XML Patch issue with sound pitch
October 22, 2018, 09:18:42 PM


I'm having an issue patching some values and I can't seem to figure it out. I'm attempting to change the min and max pitch ranges for a weapon sound.

Vanilla def:

<SoundDef>
    <defName>Bow_Small</defName> 
    <context>MapOnly</context>
    <eventNames /> 
    <subSounds>
      <li>
        <grains>
          <li Class="AudioGrain_Clip">
            <clipPath>Weapon/BowA</clipPath>
          </li>
        </grains>     
        <volumeRange>
          <min>56.09319</min>       
          <max>53.58423</max>
        </volumeRange>     
        <pitchRange>
          <min>1.153763</min>       
          <max>1.265591</max>
        </pitchRange>
      </li>
    </subSounds>
  </SoundDef>


The patches to change the min and max pitch:

<Operation Class="PatchOperationReplace">
        <xpath>*/SoundDef[defName="Bow_Small"]/subSounds/li/pitchRange/min</xpath>
        <value>
            <min>1.0</min>
        </value>
    </Operation>

    <Operation Class="PatchOperationReplace">
        <xpath>*/SoundDef[defName="Bow_Small"]/subSounds/li/pitchRange/max</xpath>
        <value>
            <max>1.1</max>
        </value>
    </Operation>

Any idea what could be going wrong? The sound doesn't change at all in-game.
#2
Mods / Re: Floor mod faster walking speed?
October 10, 2018, 11:49:32 AM
I made a mod for B18 named Speedy Floors. https://ludeon.com/forums/index.php?topic=40950.0
It adds tiers of floors, increasing speed and cost at each tier. It doesn't look great, but I plan on updating it for 1.0. Actually, I might as well get a B19 version out anyway.
#3
I actually played around with that exact idea. The only problem is I have no idea how it would work. I can make the tile require power to run, but I don't know how to take away the speed if it isn't on.
#4
I had no idea what to do for the textures, so they look like road pavement. They have dotted lines around the edges, and each tier corresponds to the dots. I'm trying to think up a new look for them, I want to match RimWorld's color scheme.
#5
Waka's Mods

B18 Glitterworld Medicine Crafting 2.0


Adds craftable Glitterworld Medicine. It requires 1 Medicine, 3 Neutroamine and 10 Hyperweave. Level 10 medicine skill and level 5 crafting skill are necessary to craft.
Yes, I know there are quite a few mods out there that do this same thing, but typically they also add a bunch of other stuff. This is only a single recipe.

B18 Scoped Guns 2.0


Adds scoped, higher accuracy variants of 3 guns.
Adds two items and three guns to the game.
Scoped Rifles have an increased +10 Range and +10% Accuracy at short, medium and long range.
Lens: Used to craft the scope. Created at the smelter using 5 bricks.
Scope: Can be attached to a Bolt-action Rifle, Assault Rifle, or Charge Rifle to increase range and accuracy. Created at the machining table using 2 Lenses, 10 Steel and a single component.


B18 Mineral Extraction 1.0


Adds technology to extract minerals from metals, and formulate them back into other metals.
Includes:

Research: Mineral Extraction
Gives the ability to build the Mineral Extractor table.

Building: Mineral Extractor
A table that you can use to extract and formulate metals.

Item: Extract
A slurry of minerals which can be formulated into multiple substances.

You can extract six minerals (Gold, Silver, Steel, Plasteel, Uranium, and Jade) into Extract.
Extract can then be formulated back into those same minerals.

What this means is you can convert materials into one another at the cost of time and power.
This mod draws inspiration from Astroneer.

B18 Speedy Floors 1.0


Adds 5 tiers of force multipler superspeed tiles.
Tier 1: 108% movement speed, 3 Steel to build
Tier 2: 118% movement speed, 5 Steel to build
Tier 3: 130% movement speed, 8 Steel to build
Tier 4: 144% movement speed, 10 Steel to build
Tier 5: 162% movement speed, 12 Steel to build

Author
Waka

Download
B18 Mods:
https://www.dropbox.com/sh/8dtsz0rotm7dpw4/AADagh3sMcgUtHj7LT8CMDNOa?dl=0
A16 Mods:
https://www.dropbox.com/sh/r0vgeebdhuydp7m/AADL4vrLIA62-QXHOnVRKslya?dl=0

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

License
I have no problem with anyone modifying these mods or including them in a mod pack, but I would like credit if you choose to do so.
#6
Mods / Re: [Mod request] Hide wires
April 13, 2017, 03:43:46 PM
There is a mod by Haplo that includes invisible wires. Check it out https://ludeon.com/forums/index.php?topic=2890.0
#7
Mods / Re: [Mod Request] Smokeleaf oil
April 10, 2017, 01:41:11 PM
The mod has been updated, visual and audio effects are gone when consuming. I actually didn't even know how to get rid of that when I first made the mod. Value has also been reduced to $20.
Thanks for the feedback, sorry I missed this conversation until this morning. If you need to contact me, post on this thread https://ludeon.com/forums/index.php?topic=30959.0 , I check this one daily.
#8
Outdated / Re: [A16] Waka's Mods (Updated 9/3/17)
March 31, 2017, 12:53:34 PM
Thanks JustTundra! I will gladly use that texture, making textures is always the hardest part for me. Zips have been updated, and credit has been given for the texture.
#9
Mods / Re: [Mod Request] Smokeleaf oil
March 09, 2017, 11:21:10 PM
Also I credited you in the mod description.
#10
Mods / Re: [Mod Request] Smokeleaf oil
March 09, 2017, 11:20:30 PM
I can reduce the work down to 10. I'm actually not sure what will happen when I turn off the mood buff, I'll experiment with it a little. If all else fails, I'll set it at +1 because their pain is under control.
#12
Mods / Re: [Mod Request] Smokeleaf oil
March 09, 2017, 02:26:42 AM
I've never tried making a custom research project before, but this sounds fun to try out. I'll give it a go, assuming I can figure out how drugs induce the painkilling effect, it should be pretty quick. This will be my fourth mod though, so I can't guarantee it will be perfect.
#13
Outdated / Re: [A16] Medicine Mods
March 07, 2017, 04:37:20 PM
Glad I could help. It certainly is easier to get a hold of hyperweave than all the different medicines introduced in glittertech. If you have EPOE, it adds textile traders that carry quite a bit of hyperweave in their inventory.
#14
Outdated / Re: [A16] Medicine Mods
March 07, 2017, 06:28:48 AM
New .zips have been posted. My bad, guys. Everything should be working now.
#15
Outdated / [A16] Waka's Mods (Updated 10/4/17)
March 06, 2017, 11:06:08 PM
Waka's Mods

Glitterworld Medicine Crafting
This is a mod that adds craftable Glitterworld Medicine. It requires 1 Medicine, 3 Neutroamine and 10 Hyperweave. Level 10 medicine skill and level 5 crafting skill are necessary to craft.

Military Medicine
This is a mod that adds craftable Military Medicine. Ordinary Medicine has a potency of 0.7, Glitterworld Medicine has  potency of 1.6. Military medicine fills the gap with a potency of 1.2. It requires 1 Medicine, 2 Neutroamine and 1 Synthread. Level 7 medicine skill and level 4 crafting skill are necessary to craft. Thanks JustTundra for the awesome texture.

Glitterworld and Military Medicine Crafting
This is a combination of the two mods mentioned above.

Scoped Guns
This mod adds two items and three guns to the game.
Scoped Rifles have an increased +10 Range and +10% Accuracy at short, medium and long range.
Lens: Used to craft the scope. Created at the smelter using 5 bricks.
Scope: Can be attached to a Survival Rifle, Assault Rifle, or Charge Rifle to increase range and accuracy. Created at the machining table using 2 Lenses, 10 Steel and a single component.
Scoped Survival Rifle: A Survival Rifle with a scope attached. Can be crafted at a machining table with a Scope and a Survival Rifle.
Scoped Assault Rifle: A Assault Rifle with a scope attached. Can be crafted at a machining table with a Scope and a Assault Rifle.
Scoped Charge Rifle: A Charge Rifle with a scope attached. Can be crafted at a machining table with a Scope and a Charge Rifle.

Smokeleaf Oil
Adds a consumable drug named Smokeleaf Oil to the game. Smokeleaf Oil reduces pain by 20%, but increases appatite by 30%. It is not addictive whatsoever. It can be crafted at the drug lab after the 'Smokeleaf Oil Production' research is complete. It requires 8 Smokeleaf Leaves, and takes x10 as long as Smokeleaf Joints to produce.
Credit to Rimrue for the idea, I just made it.

Author
Waka

Download
Link to folder with all my mods:
https://www.dropbox.com/sh/tj8wpuxtleam8bn/AADUIXXiOIb0eb47_SbqnsaEa?dl=0

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

License
I have no problem with anyone using these mods or including them in a mod pack, but I would like credit if you choose to do so.