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Messages - Loconeko73

#1
Mods / Re: [mod idea] Worldmap road building
February 11, 2019, 04:34:46 AM
Sorry I've been mostly on Discord, not on the forum.

The error above has been corrected, and the mod is now out of Beta. Still being actively developed, though !

Anyone who tries it, please feel free to report issues, bugs or ideas. And if you feel like it, support me on ko-fi!
#2
Mods / Re: [mod idea] Worldmap road building
January 10, 2019, 02:39:51 AM
Quote from: Canute on January 09, 2019, 09:47:46 AM
Ok, i just took a first look at the road construction.
Basicly it is nice, but the resource need is heavy.
I want to build a stone road and need 1800 stones.
The regular map size is 300x300 tiles. So a road need to be 300 tiles long and 3 tile's wide.
300 * 3 * 4 stone blocks = 4800 blocks, so 1800 isn't that bad ! :-)

But when you want to build a longer road, your map will be abundand of stone sooner or later.

So my idea are, when the caravan run out of resources they should gather them from the local map and need 2-3 times the workamount.
Except Chemfuel, since this need to be manufactured.

Canute, I like the way you think !

From the beginning, it was clear to me that costs are too high to be very practical (hence the 10% to 100% slider in the settings) but too low to be realistic.

There are 2 solutions that I can see : the first one is to get help from ally factions (already working on it)

The second one is to gather resources from your surroundings as you suggest, a la Syrchalis' "setupcamp" but only for roads. The idea then would be to implement the following (optional) feature:

- The ability to build stone & asphalt roads now requires research. (I think making dirt roads & path should be technology independent)
- Those technologies allow the player to craft construction kits & advanced construction kits that can be put into caravans. Those are heavy machines, requiring all the valuable stuff we Rimworlders love to hate (components, maybe advanced components, steel, etc)
- The kits provide resources in situ when used by caravans on construction sites. The amount of resources available can be based on the biome, the best miner in the caravan, etc. A kit is operated by one pawn (can't have more kits than pawns). Even chemfuel can be obtained, but just to make asphalt (in other words, the kits never give resources usable for any other purpose than road building)
- When this feature is enabled, resource costs become massive (in the tens of thousands) but because the kits provide resources and scale up with the number of pawns in the caravan, it just becomes a matter of time, which in turn can be offset by having many pawns in the caravan (road building is, after all, a team effort !)

This would achieve higher & more realistic material costs, as well as longer build time but would end up potentially quicker as long as the player properly invests in the construction kits & crews.

I have the feeling this could work, and pretty well !
#3
Mods / Re: [mod idea] Worldmap road building
January 08, 2019, 03:15:18 AM
Quote from: Mehni on January 07, 2019, 04:43:41 AM
I'm just wondering why you'd use those stats. As far as I can see, both the ConstructionSpeed and ConstructionSuccessChance return 1 for pawns without a SkillTracker. Such as animals. Maybe I'm wrong though.

It's a nice touch -- but maybe you're better off using manipulation/sight instead :)

Thanks, Mehni. I really appreciate your feedback. To be honest, I just picked the first value that seemed to work, and made sure animals would never do more than double the work provided (sorry, no trowel-yielding muffalo!) I'll take a closer look at pack animals to see if I can find a value that makes more sense.

But construction for humans gives results I'm happy with.
#4
Mods / Re: [mod idea] Worldmap road building
January 08, 2019, 03:11:24 AM
Quote from: NazarDoe on January 07, 2019, 03:35:10 PM
Could you add a mapping of the required amount of resources without a caravan?

It's on my roadmap!
#5
Mods / Re: Error on Upload
January 08, 2019, 03:10:41 AM
Quote from: Comrade Corwin on January 07, 2019, 09:31:35 AM
I'm getting this error on upload:

XML error:

....

I don't understand enough about coding in RimWorld to have any idea of the problem. Just thought I'd let you know what's up!

Thanks for the bug report!

This error was fixed in the latest version of the mod (uploaded about 18 hours ago). Could you try uninstalling & reinstalling and let me know if you still get this?

Thanks!
#6
Mods / Re: [mod idea] Worldmap road building
January 07, 2019, 03:03:13 AM
Thanks for the feedback, Mehni!

About the pack animals, if you look a bit further, you'll see they only help, but don't work on their own.
#7
Mods / Re: [mod idea] Worldmap road building
January 04, 2019, 09:04:22 PM
Quote from: Canute on January 04, 2019, 03:08:27 AM
Feedback: What is Steam, don't know such thing ! :-)

Steam ? Best thing that ever happened to PC gaming ;-)

You can also get the mod on GitHub : https://github.com/LocoNeko/RoadsOfTheRim
#8
Mods / Re: [mod idea] Worldmap road building
January 03, 2019, 11:22:09 PM
Roads of the Rim has been released on Steam. Feedback welcome !
#9
Mods / Re: [mod idea] Worldmap road building
December 15, 2018, 07:44:23 AM
Hi again.

This is it. I have a working proof of concept : buildable roads that survive saving & loading ! There are still many more hours ahead to iron out the details, but I'm now confident I will release this mod.

Thanks everyone for the amazing support & patience !
#10
Mods / Re: [mod idea] Worldmap road building
December 14, 2018, 08:30:06 PM
Thanks to you both. You're awesome  :)

I will check the mods you mentioned and hopefully that will put me on the right track.
#11
Mods / Re: [mod idea] Worldmap road building
December 13, 2018, 09:10:57 PM
Greetings fellow Rimworlders,

As part of my attempt at a first mod, I have stumbled into a problem that boils down to lack of code toblatantly copy  get inspiration from.

It has to do with WorldObjectComp. ThingComp are well covered in Roxx Ploxx document here in the wiki and this knowledge can quickly be tested by checking the many existing mods that use comps.

However, I've been unable to find any mod that uses a WorldObjectComp, and find it difficult to navigate through that class without a working example.

By any chance, does any of you know of such a mod ?

Thanks in advance
#12
Off-Topic / Re: Count to 9000 before Tynan posts!
December 10, 2018, 08:04:02 AM


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#13
Mods / Re: [mod idea] Worldmap road building
December 10, 2018, 07:53:34 AM
Thanks, Albion !

I think I was way out of my league to try making custom comps from the get go. My issue was much more basic : I didn't understand what needed to go into the ExposeData() method in order to save properties of my custom WorldObjectDef. Now I have & I can save all the information I need about construction sites in the save file.

Comps will still be needed though, for exactly what you describe below : tick to allow me to complete the road once work is done.

In any case, thanks a bunch for taking the time to help a complete noob !  ;D
#14
Mods / Re: [mod idea] Worldmap road building
December 09, 2018, 08:52:12 PM

Hello everyone,

For those who have an interest in this project, and are willing to help, here is a quick update & a request :

I now have the ability to create & remove road construction sites on the world map, but I'm struggling to add content to them beyond what's already available in a default WorldObject. I assume I need to use a comp, but the tutorial on the topic is missing the part on how to use them ! If any modder out there reads this and can point me to some code that extends a WorldObject, that would be great. I have checked "Setup camp" already (interesting mod !) but it uses existing comp properties like timeout, not a custom one like what I want to do.

Any help appreciated.

For info, here is my goal to release the first beta :

- Give a caravan the ability to create a road construction site of a certain type (dirt road, stone road, asphalt road) [DONE]
- Give a caravan the ability to remove a road construction site [DONE]
- In the construction site, indicate to which neighbouring tile the road will go to [TO DO]
- In the construction site, save time & materials needed & already spent to complete the road (e.g. 2000 stones , 500 wood , 500 steel , 50 chemfuel , 6000 work) [TO DO]
- Give a caravan the ability to work on a construction site [TO DO]
- Create the road once work is complete [TO DO]

At the moment, my mod would not do a multi-tile road like what RimRoads does. I could add this later but it would involve picking more than just a neighbouring tile, as well as automatically moving the caravan when construction of one tile is done, which is harder. For a Beta, I think it's fine to build roads tile by tile.

Would love to hear some feedback.

Cheers !
#15
Mods / Re: [mod idea] Worldmap road building
December 08, 2018, 09:39:17 AM
Quick update : I am actually slowly making progress, and finding the whole modding thing quite exciting  ;)

Let's see if I can get this done !