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Messages - fanatictentacle

#1
Help / Turret missing top
February 16, 2023, 06:45:35 AM
Hi!
I am trying to add a new turret to the Science never stops mods (SNS). I am adding the turret through a new mod with a dependency to SNS. The turret becomes available after the correct research, it is buildable and it works as intended. During the blueprint phase (building) the complete turret is visible, but after completing the work only the base of the turret is visible. The top (gun) disappears. It can shoot, it seems that only the graphic is gone.

I have a copy of the gun graphic in my modfolder, I tried using the original gun from SNS.

This is the Def xml of the new turret:
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- Perdition Stellar Turret -->

<ThingDef ParentName="BaseWeaponTurret">
<defName>SNS_Gun_Turret_EternalPerditionStellar</defName>
<label>eternal perdition stellar turret gun</label>
<description>The gun of an eternal perdition stellar turret.</description>
<graphicData>
<texPath>Things/Building/Security/SNS/turrets/SNSGunTurretEternalLight</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<AccuracyTouch>0.85</AccuracyTouch>
<AccuracyShort>0.85</AccuracyShort>
<AccuracyMedium>0.75</AccuracyMedium>
<AccuracyLong>0.65</AccuracyLong>
<RangedWeapon_Cooldown>0.17</RangedWeapon_Cooldown>
<DeteriorationRate>0</DeteriorationRate>
<Mass>1.5</Mass>
<Flammability>0</Flammability>
</statBases>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<defaultProjectile>SNS_Gun_Turret_Bullet_LightCosmic</defaultProjectile>
<warmupTime>0</warmupTime>
<range>40</range>
<ticksBetweenBurstShots>0</ticksBetweenBurstShots>
<burstShotCount>1</burstShotCount>
<soundCast>Shot_ChargeRifle</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>10</muzzleFlashScale>
</li>
</verbs>
</ThingDef>

<ThingDef ParentName="BuildingBase">
<defName>SNS_Turret_EternalPerditionStellar</defName>
<label>eternal perdition stellar turret</label>
<description>A light automatic turret. Fires like at a rapid pace, spewing its reserves at whatever crosses its path without remorse or cooldown. It does not require refurbishment or refueling, ever, nor can it break down.</description>
<thingClass>Building_TurretGun</thingClass>
<graphicData>
<texPath>Things/Building/Security/SNS/bases/SNSTurretBaseSmall</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(2.5,2.5)</drawSize>

<damageData>
<rect>(0.2,0.2,0.6,0.6)</rect>
</damageData>

<shadowData>
<volume>(0.27,0.25,0.27)</volume>
<offset>(0,0,0)</offset>
</shadowData>
</graphicData>

<uiIconPath>Things/Building/Security/SNS/icons/SNSBuildingIcon_02PerditionLightTurret</uiIconPath>
<uiIconScale>0.90</uiIconScale>
<minifiedDef>MinifiedThing</minifiedDef>
<altitudeLayer>Building</altitudeLayer>
<stealable>false</stealable>
<rotatable>false</rotatable>

<thingCategories>
<li>BuildingsSecurity</li>
</thingCategories>

<statBases>
<MaxHitPoints>1500</MaxHitPoints>
<Flammability>0</Flammability>
<WorkToBuild>2800</WorkToBuild>
<Mass>1.5</Mass>
<Beauty>10</Beauty>
<ShootingAccuracyTurret>0.96</ShootingAccuracyTurret>
</statBases>

<tickerType>Normal</tickerType>

<comps>
<li Class="CompProperties_Forbiddable"/>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>500</basePowerConsumption>
</li>
<li Class="CompProperties_Flickable"/>
</comps>

<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<fillPercent>0.4</fillPercent>
<hasTooltip>true</hasTooltip>

<costList>
<SNS_Unobtainium>100</SNS_Unobtainium>
<SNS_CosmicMatter>50</SNS_CosmicMatter>
<Plasteel>50</Plasteel>
<ComponentIndustrial>4</ComponentIndustrial>
</costList>

<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<designationCategory>Security</designationCategory>
<constructionSkillPrerequisite>7</constructionSkillPrerequisite>

<building>
<combatPower>200</combatPower>
<ai_combatDangerous>false</ai_combatDangerous>
<turretGunDef>SNS_Gun_Turret_EternalPerditionStellar</turretGunDef>
<turretBurstCooldownTime>0.17</turretBurstCooldownTime>
</building>

<placeWorkers>
<li>PlaceWorker_TurretTop</li>
<li>PlaceWorker_ShowTurretRadius</li>
</placeWorkers>

    <researchPrerequisites>
      <li>SNS_Research_IV_cosmicturrets_III</li>
    </researchPrerequisites>
</ThingDef>

</Defs>

Whats wrong here?
#2
Hi sumghai!

I really like your mod. However I encountered something that is bothering me:
I am using your mod together with dubs hygiene mod. Naturally I use the sewage processor to generate food from shit. But here lies the problem: the conversion rate seems to be wrong. The normal toilet produces 14L sewage per shit. But those 14L of sewage generate 2,5L of feedstock, which is equivalent to 6 lavish meals. This makes the use of the sewage processor like a cheat. My colonists produce more meals through shit, than they actually even eat!
I think the nutritional value of shit-water (tm) should be less than raw food. It should be like a little bonus but not able to provide for the whole colony. Maybe something like 14L sewage -> 0,2L feestock (which would be 1 shit for half a meal) at best. Realistically even lower.

btw: I am using rimworld 1.3-latest