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Messages - johnakers

#1
General Discussion / Re: New Build?
December 15, 2014, 10:08:42 PM
Same download link from when you originally purchased the game.
#2
I have been working on a mod that adds water to the game.

I've got it working for getting water from a cacti and using the water in cooking recipes.

Now I want to collect water when it rains.  My idea is to have colonist build a water collection point, aka bucket.

To make this work I believe it has to be like the potatoes.  They only grow in the sun so I would have to make the water "grow" during rainy weather.

I've been looking at the core xmls but I am a first time modder and drawing a blank here as far as it being done by xml alone.

Thanks in advance for your help
#3
Mods / Re: [Request] no Skill Decay
July 21, 2014, 07:11:49 PM
Quote from: Oather on July 21, 2014, 11:58:10 AM
can i edit xp income  :P

Open up the Core/Def/RecipeDefs folder.  In recipe_meals you'll see this below.  Just increase the number between <xp> </xp>.  Other files have something similar for each job.

<skillGains>
         <li>
            <skill>Cooking</skill>
            <xp>60</xp>
         </li>
      </skillGains>
#4
Help / Re: New cooking recipes question
July 20, 2014, 11:11:14 PM
I defined the water as a category (see below).  Strangely though when I reloaded the game, the cook started making the soup when it was the only recipe (pawn had cooking at 1, disabled everything else).

Of course now I have a new problem in that anyone who eats this causes an error.  I assume because the water is an ingredient but I thought that didn't matter as it would use the core settings for the simple meal?

<ThingCategoryDefs>

    <ThingCategoryDef>
      <defName>Water</defName>
      <label>Water resources</label>
      <parent>Resources</parent>
    </ThingCategoryDef>

</ThingCategoryDefs>
#5
Help / Re: New cooking recipes question
July 20, 2014, 08:45:37 PM
Here it is.  My mod is adding water to the game that is needed for cooking.  That way it forces you to use the paste early game.  I'm going to add some stuff to research so you can build wells and other things for water collection.

<RecipeDef>
      <defName>CookWaterMealSimple</defName>
      <label>Cook simple soup</label>
      <description>Simple soup meal.</description>
      <jobString>Cooking simple soup.</jobString>
      <workAmount>400</workAmount>
      <workTimeSkillNeed>CookTime</workTimeSkillNeed>
      <workEffect>Cook</workEffect>
    <sustainerSoundDef>Recipe_CookMeal</sustainerSoundDef>
    <ingredients>
         <li>
            <filter>
               <categories>
                  <li>FoodRaw</li>
               </categories>
            </filter>
            <count>10</count>
         </li>
         <li>
            <filter>
               <categories>
                  <li>Water</li>
               </categories>
            </filter>
            <count>1</count>
         </li>
      </ingredients>
      <products>
         <li>
            <thingDef>MealSimple</thingDef>
            <count>1</count>
         </li>
      </products>
      <fixedIngredientFilter>
         <categories>
            <li>FoodRaw</li>
            <li>Water</li>
         </categories>
      </fixedIngredientFilter>
      <defaultIngredientFilter>
         <categories>
            <li>FoodRaw</li>
            <li>Water</li>
         </categories>
         <exceptedThingDefs>
            <li>Human_Meat</li>
         </exceptedThingDefs>
      </defaultIngredientFilter>   
      <skillGains>
         <li>
            <skill>Cooking</skill>
            <xp>60</xp>
         </li>
      </skillGains>
   </RecipeDef>
#6
Help / New cooking recipes question
July 20, 2014, 07:59:25 PM
I made a new cooking recipe but the pawns won't make it when I have it the only one qued up.  If I have a core recipe underneath then they go about and make the new recipe.

What I am I missing to have the pawn cook when only the new recipe is qued on the stove?
#7
Help / Re: How to change core mod items in my mod?
July 19, 2014, 06:42:40 PM
Quote from: mrofa on July 19, 2014, 06:04:46 PM
If you make a mod with a object that have the same thingdef name as object in core mod, you mods thinkg def will replace the core mod thingkdef in game.

Sounds simple enough then.  Thanks!
#8
Help / How to change core mod items in my mod?
July 19, 2014, 06:01:11 PM
Let's just say I want the cacti to generate both a little wood and food.

I don't want to touch the core mod.

I have 2 separate definitions for the cacti (core then the one I made).  I load up both, the core mod and food cacti.

Is there a way for me to set the food cacti definition to always be used?
Can I set up the mod so it redefines the already defined cacti?
#9
Mods / How to spawn mod made items?
July 17, 2014, 04:01:35 PM
I enter god mode, my mod does not have any errors, but I don't see the item that I added to be spawned in god mode.

Or does god mode does not included any mod items?

I just want to spawn it so I know it's actually working in the game so I can begin adding it to recipes and such...

#10
General Discussion / Re: Rock Chunks vs. Sandbags
July 11, 2014, 10:15:05 PM
How do you move the rock chunks?  None of my haulers will move them and they make for slow travel when they block pathways in the mountain...
#11
Ideas / Re: Power Smarts / Light switches
July 08, 2014, 08:15:06 AM
Perhaps just adding a new light to the game which uses very little power and very short light range, just enough for a bed...  That way no micromanagement, no code needed for colonist to work switches.  Regular lights can be used in other areas that require more lighting.
#12
Ideas / Re: Destroyed colonies
July 08, 2014, 08:08:45 AM
Quote from: Headshotkill on July 08, 2014, 05:44:54 AM
The colony should be randomly damaged though, walls missing, parts collapsed, ...

I like that, like a 100 years or so decay from the time the last colonist were there.
#13
Ideas / Re: Your Cheapest Ideas
July 07, 2014, 04:24:58 PM
How about challenge maps?  There would be a preset 3 colonist and map for everyone.  Goal can be to accumulate this of a good, kill # raiders, build escape ship, etc...

Perhaps reward with in-game rewards for completing them or just achievements.

Could be monthly or so.  I like what Anno 2070 does with those timed scenarios it has and they inspired this idea.
#14
Ideas / Destroyed colonies
July 07, 2014, 12:12:31 PM
I just got destroyed by some droids, killed everyone.  That gave me an idea though.

How about whenever we are defeated, we get an option to upload that map to the game server?  That way there's another option for people to play on a map that contains a defeated colony?

Any remaining structures though that require research cannot be used until the new colony researches it.
#15
Ideas / Re: Observed corpse is too OP
July 06, 2014, 03:29:24 PM
Quote from: Rennegade on July 05, 2014, 11:32:33 PM
Or, an easier way to fix this is to give you the option to incapacitate them rather than kill them, since capturing has no peanalty.

If stun guns are added that would work.  You have to get extremely close though and probably eat a few bullets...