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 - EdB

#376
Help / Re: Help with creating a new Def type
January 08, 2015, 08:55:02 PM
Quote from: mipen on January 08, 2015, 01:25:57 AM
I was wondering if it is possible to define a new definition type? So instead of having a ThingDef or Building, I could have a Def of type SuperAwesomeDef. Does anyone know if that is possible? It would make adding information into the game much much easier, instead of creating a custom ThingDef. Thanks

I created a custom def for my Scenarios mod.  There's nothing to it, actually.  Just derive your Def class from Verse.Def, and you're done:

public class ScenarioDef: Verse.Def {
   // Fields should be public.  Their names will match the names of the XML elements
   // in the def file.  Look at some of the other def classes for reference.
   public string title;
   public string author;
   public string thumbnail;
   ...
}


I was surprised at how it easy it was and how well it works.  When loading data from mods, the game finds all classes derived from Verse.Def and tries to load definitions for all of them (see RimWorld.PlayDataLoader if you're curious).
#377
Quote from: ThaPear on January 08, 2015, 09:49:08 AM
is there a chance you could implement a way to decrease the size or spacing of the colonist status bar icons further?

Unfortunately, I can't make the colonist names smaller than they are, which limits how small I can make everything.  You can hide the colonist bar by right-clicking on it and selecting the option that appears.  This will shrink it down to a little icon in the upper-right corner of the screen that you can click to display the bar again.  I added that with the hope that you can quickly toggle the visibility of the bar when you need it.

It sounds like the fonts are changing a bit in Alpha 9, so it's possible that I can revisit this then.
#378
Quote from: john pretzel on January 07, 2015, 11:18:06 AM
I'm writing you here wondering if you are thinking any time soon to update your mod in order to work with the other races. You know, the tab order when picking pawns?

I probably will not be doing another update before Alpha 9, but I will try to find a fix for this problem with that release.
#379
Quote from: Flubberj on January 06, 2015, 04:15:55 AM
I believe I've found a bug. I'm loading a preset that I prepared with this version of your mod. I had the point system worked out to the last point and now it claims I'm 9000 points short exactly. This occurs even if I don't use a preset. Since downloading the mod, I've downloaded you're scenario mod and reinstalled the guns+ mod. Neither of which should have affected this mod. I run a ton of mods. Like 20+, however this bug just started happening and before everything worked together very well.

Edit: The mod does work well if you completely exit the game and re-enter. I went ahead and created an entire new world so I don't know if that had anything to do with it as well.

Thanks for the bug report.  It sounds like I'm not resetting something that I need to be.  I will be work on a fix.
#380
Quote from: Rock5 on January 07, 2015, 08:13:56 AM
Is there any chance you can make the colony bar resizable? I'm up to 24 colonist so far (my biggest colony so far) and the colony bar takes up too much space on the screen. I know there is an option to hide it but I like using it so would rather just have smaller images. Ideally it should auto adjust itself depending on the number of colonists.

There's an option for this.  Go to Menu -> Interface Options and click the "Use Smaller Icons" checkbox.  I decided not to auto-adjust the size just because I figured that everyone likely has their own opinion about how many is too many.
#381
Help / Re: Crash landing for starting colonists
January 05, 2015, 02:24:25 PM
Quote from: Katavrik on January 04, 2015, 09:56:57 PM
Another question: What tool did you recommend for decompilation?

I develop C# in MonoDevelop/Xamarin, and it has automatic decompilation of project dependencies.  It's very convenient.

For a standalone tool, JetBrains dotPeek works well.

Both tools get hung up a bit when decompiling certains types of code (closures, maybe), and from my experience, MonoDevelop/Xamarin handles some of these scenarios slightly better.
#382
Quote from: ItchyFlea on January 04, 2015, 09:51:31 PM
Would it be possible to have the scenario load a pre-made save file? While there definitely appears to be more than enough control available via .dll's, people like me may have trouble writing a .dll to create the world in the way we want.

I should add better support for that.  It is possible now to embed portions of a savefile into the scenario file and load those.  In other words, you can include the terrain and a list of things from a savefile in the scenario, but it's all a little experimental now and probably not friendly enough to use.
#383
Quote from: ItchyFlea on January 04, 2015, 09:21:35 PM
Does this allow for win conditions? Will win conditions be a definable thing in the future?

I have not explicitly added a win condition mechanism, but I have been thinking about how that would work.  It will be important to have that in there.   With some coding, you could add a custom win condition now, but it would be nice to have something a little more explicit.  I'd definitely be interested to hear how people would like to use something like that.
#384
A quick bugfix release, 1.0.2:

  • BUGFIX: Custom crashed ship parts no longer appear in the Ship build menu.
  • BUGFIX: Going back and forth from the Select World to the Select Landing Site pages should no longer throw up an error screen.
  • BUGFIX: The orientation of the crashed ship in the Amongst the Ruins scenario is now correctly randomized.
#385
Quote from: EdB on January 04, 2015, 08:03:42 PM
Quote from: Igabod on January 04, 2015, 08:01:17 PM
Awesome, even better. That means even more of your work is already done for you. I assume this mod would need to be activated first in the mod order list and then the standalone scenario mod.
Actually, I have a little trick that I do where I reload all of the scenario definitions when you land on the scenarios page.  This works around the mod order problem, so you don't even have to worry about it.  It seems to work--we'll have to see if it holds up in the real world.

Worth mentioning that there's potentially more complexity in these mod loading situations.  I am putting together an example scenario mod that will address questions around this.  If you're building a scenario with custom code, there's an emphasis on using reflection when you want to reference classes defined the Scenarios mod to avoid mod load order issues.  I will include code samples and utility classes to try to make this as easy as possible.

I would love to see an addition to the vanilla game that gives me some way to mark a DLL in a mod as a library and have it get loaded first.  You still wouldn't be able to have libraries depend on other libraries, but mods could make use of code in libraries.  It would make code-sharing much easier for more complex, code-based mods.
#386
Quote from: Igabod on January 04, 2015, 08:01:17 PM
Awesome, even better. That means even more of your work is already done for you. I assume this mod would need to be activated first in the mod order list and then the standalone scenario mod.
Actually, I have a little trick that I do where I reload all of the scenario definitions when you land on the scenarios page.  This works around the mod order problem, so you don't even have to worry about it.  It seems to work--we'll have to see if it holds up in the real world.
#387
Quote from: Igabod on January 04, 2015, 07:45:41 PM
Also, EdB, you mentioned that the scenarios are moddable right? I think a lot of people will be submitting several custom scenarios to you in the near future, so a lot of your work will be done for you with this mod. I plan on figuring out how to do it and sending you at least one scenario. Love this mod already and I haven't even downloaded it yet. I'm going to add it to the mod list and then download it and start playing. Working on my advanced lamps update can wait an hour.

Important clarification: you can create your own standalone scenario mods, and they will just show up in the list if both your mod and the Scenarios mod is active.  No need to send anything to me at all.

Lots of credit to Tynan for setting up the mod framework as he did.  It was much easier than I expected to define a brand new definition type and have the game just pick it up automatically.
#388
Quote from: Copeteles on January 04, 2015, 07:29:27 PM
To be honest, I would nerf (growth rate?) of SP* and buff SP.

It's way cheaper to just give them a better growth rate than giving them some SP, and to be honest; I prefer a faster growth rate. By decreasing the SP by one, you can almost give them person 2x growth rate.

You're probably right that it's something that needs tuning.

I actually don't adjust the skill point values at all from what I get from the vanilla game market value, but the vanilla game doesn't count passions at all towards that market value, so I need to add some additional points for them.  It would be nice if the vanilla game factored in passions to that overall colonist value, but I'll play around with it a little to see if I can find something more balanced.
#389
Quote from: MisterLock on January 04, 2015, 07:30:51 PM
...will you able to support all your current mods?I remember sometime back you mentioned something about not wanting to maintain more then 2(Prepare Carefully and UI).

I haven't really been putting a ton of new features into either Prepare Carefully or the Interface mod, so it's mostly just a matter of updating them when new alphas come out (painful for a few days, but not terrible).  I was definitely a little hesitant to add a third big mod.  We'll see how it goes, but it should be ok.

Quote from: MisterLock on January 04, 2015, 07:30:51 PM
If you can then it's awesome,just don't wan't you to dissapear like the original creator of the Prepare Carefully idea(I'm really sorry I can't remember the mods original name and author :( )

The CCM mod was created by Argain.
#390
Quote from: HBKRKO619 on January 04, 2015, 07:05:48 PM
I can suggest you to talk to EDB to incorporate your mod in his EDBScenario mod because ........ it's exactly what this mod is about xDDD

Yes, totally accidental that we were working on similar ideas at the same time.  I'll have to take a look at this one to compare.