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Topics - JuliaEllie

#21
Step aside peasants

I saw this Post and decided to find out how we can make our own motes. I did this live on stream so thank you to everyone who was there


DOWNLOAD ME



NOW USEABLE OUT OF THE BOX WHATS IN THE BOOX?!?!?!?


Have fun

PS: I thought about making an easier integration but since you have to play around with the .dll anyways to throw the Mote its easier this way.

Added a Splatter Mote with blood and guts and all that fine stuff :) - Life on stream in over 6 hours thanks to everyone who was there :)

Call it from MoteThrower.Splatter(IntVec3 position).
Example Mote can now be called from MoteThrower.Example(IntVec3 position). Dont forget "using MotesTest;"
Also a mood diamond was added.

New PAWN CLASS: The motes are now useable out of the box!

Now available for Alpha 8!!
#22


Hey everybody,

this is Eugenics my new mod. It adds colonist genetics and colonist breeding as well as genetic engineering.

Features:

Genomes - a whole new system - you can extract your colonists Genomes and alter them with a few machines. All those machines need some (500) power to operate and you need to man them (like turrets) to make them work. I added this to get some direct control over all this micro management. All Genomes spawn forbidden to add more control. If you want to forbid a machine (for now) you have to use the storage settings to toggle if a machine can take Genomes or not. I am currently looking for a way to make management easier.
Currently there is no research requirement for all this but I might add some requirements later.

Genome Extractor - extracts Genomes from colonists.

Genome Resequencer - copies a Genome.

Genome Splicer - recombines two Genomes to become a new Genome.

Genome Marker - marks random Genes in the Genome to become dominant (marked with an *) so when recombining Genomes this Gene will be prefered over the not dominant Gene. If both Genes are dominant no Gene is dominant.

Genome Incubator - breeds a Pawn from a Genome - at the moment this machine needs a corpse next to it in addition - a Pawn for a Pawn. This might change into a more sophisticated system later.


I understand that you need to get used to the micro management but Im working on a more direct command system for processing the Genomes but for now you need to micro manage with forbidding and storage settings. Please tell me what you think about it - all feedback is appreciated.

Have fun breeding your own Super Colonist.

Thank you very much Jabbamonkey for all those wonderful textures - you da real MVP

DOWNLOAD ME!!

Oh and.. the backstory thing is a bit broken because the bodyType is read from the backstory so I had to make it "unsaveable"
#23
Help / this.Position and buildings
November 14, 2014, 01:21:32 PM
Hey guys,

I have a quick question: I need to read out the contents of a storage building which is 2x1. At the moment I use

public IntVec3 slot1
        {
            get
            {
                return this.Position;
            }
        }

        public IntVec3 slot2
        {
            get
            {
                IntVec3 toreturn = this.Position;
                toreturn.x += 1;
                return toreturn;
            }
        }

        public bool slot1Full
        {
            get
            {
                foreach (Thing thing in Find.ThingGrid.ThingsAt(this.slot1))
                {
                    if (thing.def.defName.Equals("genome"))
                    {

                        this.genome1 = (genome)thing;


                        return true;


                    }
                }
                return false;
            }
       
       
        }


        public bool slot2Full
        {
            get
            {
                foreach (Thing thing in Find.ThingGrid.ThingsAt(this.slot2))
                {
                    if (thing.def.defName.Equals("genome"))
                    {

                        this.genome2 = (genome)thing;


                        return true;


                    }
                }
                return false;
            }


        }     


but then I noticed that this might be a problem if someone rotates the building :D Is there a way to return a List<IntVec3> of all cells occupied by that building no matter what rotation or do I have to write it myself using the rotation property of the building?
#24



Hey everybody,

this is my new mod made in one sitting over almost 13 hours live on stream. Thanks to all my viewers who helped designing it. It adds alcohol (dont you say??). You can cook the drinks or drink them - both gives happy thoughts. They will drink when they are close to a mental break.

Features:

Sugar cane - new plant. 

Alcohol Production - learn to build the following.

Dwarven Still - worktable to make the following.

Juice - press juice from berries, potatoes, agave or sugar.
Wine - make wine from juice.
Spirits - make liquor from wine.


ATTENTION: IF you happen to use Wonka Corp please delete the "planterinos" and "resourcerinos" files from RumWorld.

DOWNLOAD!!
#25
--DISCONTINUED--
Thanks for your support - I love you




Hey everyone this is my (presumably) full list of mods I released:

UP TO DATE - ALPHA 11

Apothecarius
GG-Button
Canned Food
VeinMiner - mine all the veins!!

******************************
Alpha 10:
Flamethrower
Cryptohax Cryo Charges - hack all the Crypto Caskets!
Battle Stations - RTS Squads - Ctrl + ANYKEY

******************************
Alpha 9:

The Inspection - Spike Traps
Rainbow Road - colored floor lights
Hobo Stove
Nu Metals - Natural Steel?? Pls... Adds metal ores and smelting
Holy Hand Grenade of Antioch
Void Hopper

*******************
Alpha 8:

Wolflovers - Werewolves
Deep Strike - For teh Emprah! Warhammer 40k project
Your own motes! - WITH TEXTURES!

*******************
Alpha 7:

Pants Free Colony
Wonka Corp (chocolate!!)
SilverNose - Nose replacements
RumWorld - Rum for the RimWorld

*******************

Abandoned/Proof of Concept:

Blood Pact - Proof of Concept - died during the Port from Alpha 6 to 7
Pforzheim - Jewelry - Proof of Concept - many items with one ThingDef
Texture Nurse - Proof of Concept - Texture Pack injection.
Eug.. Genetics - Eugenics Simulator 2014 - dieded from private methods :(
New Recipe Nurse - obsolete
Quality Labels - see all qualities at a glance - OBSOLETE
Better Beacons - auto Stockpiles! - OBSOLETE
Bluestone - RimGate 2014 - Redstone but in blue :D - Proof of Concept - self made networks

*******************

Have fun with my mods - feel free to use them in your mod packs, lets plays, streams, etc or draw your "inspiration" from them. Please credit and leave me a message on the forum and/or in the corresponding mod thread.
#26


Hey everybody,

this is my new mod. Its called Rainbow Road and it adds colored floor lights which light up on pressure. They come in different colors as well as random colors.

This is another mod made live on my stream in about 4 hours - so thank you for your ideas and suggestions.  Love you <3

UPDATE

-changed power consumption to 1 (if you want more you can change it back;))
-added white floor light

DOWNLOAD!!
#27
[
UPDATE BY Neocryptorian!!

Unfortunately I didnt have the time to update this mod and so somebody else took over :D Thank you very much for taking some work off my shoulders. Its amazing to see that people love my stuff enough to improve it.

Good luck and have fun my friends!
LOOK HERE!
#28


Hey everybody this is my small Wolflover mod. Made on stream within 4 hrs. The Wolflover trait can be gained with EdB Prepare Carefully or with the Wolfring which can be bought from the exotic goods trader. During the night your colonists turn into Werewolves.

All textures by Shinzy - thank you very much :)

UPDATED TO ALPHA 8 DUE TO POPULAR DEMAND!

This mod is dedicted to Gammofly. WolfLover and all the awesome guys and gals there.

DOWNLOAD!!
#29
So I have seen this on Tynans Twitter and played a bit with Google Trends:



These are the web searches over the last year and we see a correlation. I would assume that those games have the same target audience (surprise :D) and that the fanbases of those two games overlap. Dwarf Fortress is in the lead by about double the search queries. This could result from a higher popularity of Dwarf Fortress but we will look at the details a bit later.




These are the YouTube searches over the last year. We see a completely different thing. On YouTube queries Dwarf Fortress and RimWorld are on par and since August-September RimWorld is in the lead. People rather want to watch RimWorld than Dwarf Fortress. I assume RimWorld is more fun to watch than Dwarf Fortress.




Detailed queries for RimWorld. The top queries are "gaining general information" and "getting the game". While "wiki - how to play" and "I want more fun - mods" are a little bit behind. The relative high amount of mod queries makes me assume that there is a high "searching -> playing -> modding" conversion rate which might show a high consumer binding to the game. People want to keep playing after the base content is done. Also the high amount of "torrent - pirating" queries could lead to the assumtion that people want this game no matter how. "Its worth to be pirated" - which could be taken as a compliment.



Detailed queries for Dwarf Fortress. The absolute top query is wiki! You absolutely need the wiki to play this game. Far behind are mod queries and also the "Lazy Newbs Pack" which eases the handling and tweaking of the game a lot. The lack of "torrent" queries is because Dwarf Fortress is free and the lack of evidence isnt an evidence for its non existance so no assumptions about the quality/demand can be made because of this. Not much else to see here.



Detailed YouTube queries for RimWorld. Virtually all queries are on "general information" or "general gameplay". This makes me assume that people want to see the game because they want to judge its quality before they purchase or because they want to see other people playing it. This is simmilar to the overall web searches.




Detailed YouTube queries for Dwarf Fortress. The two top queries are "tutorials" and "gameplay". Similar to the web searches - people generally dont understant the game and NEED tutorials.


RimWorld queries - general information and modding. Dwarf Fortress - how the f do I play this??

Lets have a look at the nature of those queries. Wiki queries are made because there is a problem or a lack of knowledge during gameplay. This can happen more than once or twice or even more than 100 times so every other problem people engage during the gameplay results in a query. General information queries are made because people want to know the game in general and I would say after one or a few queries this problem is solved. Mod queries act in a similar way because once people downloaded what they were looking for or found a good source for mods the mod problem is solved as well and will unlikely result in more queries.

Wiki searchers produce a significantly higher amount of queries per user than general information or mod searchers.

CONCLUSION: The fact that Dwarf Fortress has double the web search queries than RimWorld but on a topic (wiki) which produces a lot more queries per user and taking the assumption that the fanbases overlap I would assume that RimWorld despite of the smaller amount of total queries has a larger fanbase and consumer attention/popularity (in Google and Youtube searches) than Dwarf Fortress. Looking at the total amount of YouTube queries especially since August-September supports this. RimWorld is gaining popularity faster than Dwarf Fortress.


TL;DR - RimWorld is more popular than Dwarf Fortress in Google and YouTube searches.

 
#30
Hello everybody,

I made a funny little tool which allows us to create Texture Packs as easy as drawing textures. You ever wanted to create a Texture Pack but didnt know how? - No problem! The only thing you have to do is to make your textures and throw them in the TextureNurse "Textures" folder - TextureNurse will do the rest. No need to change any Core files or special folder structure. To customize the name or description of your Texture Pack just change the About.xml.

The TextureNurse comes with a few default textures made by jabbamonkey

UPDATE:

TextureNurse now works on ALL things that use singleTexturePath. It now supports uiIconPath and bluePrintGraphicPath. So it should work on ALL single sprite texture buildings and buildings which use different textures for icons and blueprints.
Multi textures now supported: ANIMALS WOHOO!! Should work on all multiGraphicPath things but didnt test too much.
ResourceReadout now uses the proper textures of the resources.


TextureNurse still doesnt work on Humans because I cant figure out how the textures are processed by the Verse engine. Also multisprited textures (ie. walls) dont work because of the same reason. (they MIGHT work but I couldnt test them due to the lack of latest texture format so I left them out)

>>>>>DOWNLOAD<<<<<





#31


Hey guys I just made a Silver Nose mod in 27 minutes for the awesome streamer TimSoulSurfer. It adds prosthetic noses or a "silver peg nose" :D

Have fun
You need NewRecipeNurse for this!
RECIPE NURSE
SILVER NOSE
#32
Quote from: skullywag on October 18, 2014, 09:48:45 AM

Killing the rock will net you 300 Metal, to kill the plants, fire is your friend.




Well I made a small flamethrower - nothing special
Now in Alpha 10

DOWNLOAD
#33



Hey everybody,

my new mod adds jewelry to the game. You can craft your own jewelry from Plasteel, Gold, Silver and Metal in different qualities for trade. I planed to make the jewelry wearable but had to postpone it because of "technical difficulties" with the job drivers. I might or might not add it later. (ThoughtDefs and Predictates are already done so its rather likely).

This mod is a proof of concept to add quality, different materials and kinds of Things with only a few ThingDefs and Textures - which were as always "borrowed" from the internet. If there is any need or demand for quality of items in the game I could try to expand the system to the whole game. Urist McLawyer told me that I should insist that no copyright shenanigans were intended :D

DOWNLOAD NOW FOR FREE!!
#34
Help / FloatMenuOption
October 15, 2014, 07:42:21 PM
Hey guys I need some more help -.- Looks like the equpment class was a failure and I need to make my own jobDriver now.. The problem is that I cannot make any FloatMenuOptions. Im using this little snippet stolen from the Comms_Console class as a test
class jewelclass : Thing

    {
        public override IEnumerable<FloatMenuOption> GetFloatMenuOptionsFor(Pawn myPawn)
       
        {
            FloatMenuOption item = new FloatMenuOption("y u no work??", null);
            return new List<FloatMenuOption>
{
item
};
       
        }
   
   
    }
but it doesnt show me a FloatMenu on right click. Do I have to specify something like overDraw or drawOnGUI or anything else in the thingDef?
#35
Help / SOLVED ThingClass via .dll
October 15, 2014, 11:53:44 AM
I need to define a Thing on runtime which works great but I have the problem that it wont take the thingClass. Im trying    tospawn.def.thingClass = typeof(Equipment);
tospawn.def.eType = EntityType.Equipment;
tospawn.def.equipmentType = EquipmentType.Secondary;


and if I Log.Error those fields I get the correct contents but my thing is not equipable by my pawns :( What am I doing wrong? It doesnt seem to be the equipmentType because I tried it with Primary as well.
#36


In the grim darkness of the future there is CHOCOLATE!!

Hello everybody,

my new mod adds CHOCOLATE! With Wonka Corp you can build your own chocolate factory and sell your chocolate to all traders.

Features:

sugar cane plants - harvest for sugar cane
cocoa plants - harvest for cocoa fruit
---
sugar cane - refine into sugar
cocoa fruit - refine into cocoa
---
chocolate - made from sugar and cocoa
chocolate crates - crated chocolate ready for shipping
---
Sweet Refinery - to refine raw sugar cane and cocoa fruit into their refined forms
Chocolatier - makes chocolate!
Packager - packs the chocolate into crates for shipping

This is another proof of concept mod and a very short preview on a mod idea about trading goods, their production and distribution. Also CHOCOLATE!!

DOWNLOAD
#37


Hey guys,

this is a small fun mod which makes your colony a Pants Free happy place :)

I therefore declare this colony to be Pants Free!


Adds the Trait Pants Free! and gives your naked colonists a happy thought!

DOWNLOAD FREEDOM!

-Free the beavers!

This mod is dedicated to the great YouTuber/Streamer Christonian!
#38
Hey guys,

I recently saw some mods overwriting Core Definitions to add Recipes. This can be "dangerous" for other mods and break them if they use Core data and should be avoided. So I wrote this small "mod"/tool.  You can integrate it into your own mod if you like (credit provided of course ;) ).



NEW RECIPE NURSE!!

UPDATE: Finally Alpha 8 is out - red debug messages removed btw :D



Hey listen - theres an UPDATE!

The new version of Recipe Nurse completely rules out the need to add medical recipes to the Human definition! You only have to define your RecipeDef as usual and the New Recipe Nurse will collect all medical recipes (for now recipes that use the <workSpeedStat>MedicalOperationSpeed</workSpeedStat> which should be used by all medical recipes anyways) and inject them to the Human definition. This should be easier to use and implement than the old Recipe Nurse. 




Technic stuff:
This mod creates a UnityGameObject through an ITab injection (thanks to EdB btw) which calls recipe injection on Start() - this is to make sure all Defs were loaded before the injection.
Feedback is very appreciated.


DOWNLOAD!

FAQ - Fing Annoying Questions:



Q: I cant do any operations.
A: First of all - do you meet all requirements (medicine, part, pawnwith doctoring skill, etc)?? Try to restart the game and deactivate conflicting mods. I guarantee that NewRecipeNurse is perfectly working so the error source is either the user (usually), other mods (sometimes) or the core game (the restart issue/ALWAYS RESTART!).

Also I wont give support if you wont give a proper error log, description of the error, complete mod list and description of what you did before the error occured anymore. If I can not reproduce your "error" its not an error.
#39


Hello everyone,

this is Blood Pact - my new mod. Its built around the Blood Pact which is some abstract chaotic power based on blood and death. You can severe dead bodies for blood and skulls and sacrifice them to the Blood Pact.

Sacrifice system: give sacrifices to the Blood Pact and strengthen your bond with the chaotic powers. You can sacrifice blood, skulls, Blood Leaf and corpses to gain Pact Strength. The more Blood Sigils, Skull Piles and Blood Ivy (only grows on Blood Fields) you have the stronger your bond gets -> more Pact Strength per sacrifice. Pact Strength can be used to pray for gifts like XP in a random skill or even a steam geysir which needs a LOT of Pact Strength and a Ritual of the Geysir. More to come.

The Blood Sigil: followers dedicated to the Blood Pact wear a Blood Sigil which grants them special traits but there is no return. Pacta sunt servanda!
PORTED TO ALPHA 7!
I didnt test anything though because I was too upset

UPDATE:
Armor, weapons and factions as well as a dynamic alignment system based on the buildings and Blood Ivy on your base. Unfortunately you have to create a new world to register the factions. Im sorry about this :(



New Buildings:
The Chop Block - low tier worktable which allows your colonists to chop off heads from corpses.
The Skull Altar - the main building of the mod. Your colonists can severe bodies for skulls and blood, sacrifice and pray for gifts.
Skull Pile - a pile of skulls also acts as storage for skulls.
Blood Sigil Painting - the Blood Sigil painted with blood.
Skull on a Pole - self explanatory.
Pact Forge - craft your armor and weapon there.
---
new Items:
Jar of Blood - human blood from corpses.
Human Skull - a human skull.
Blood Sigil - the mark of the followers of the Blood Pact.
Blood Leaf - the leaves of the Blood Ivy
Blood Pact Powerarmor - a powerful armor for your cultists.
Nailer - a powerful rapid fire weapon.
---
Stuff:
Blood Ivy - only grows on Blood Fields
Blood Fields - soak the earth with the blood of your enemies. This cursed land is very fertile.
Rim Marines and Blood Pact Rim Marines - the soldiers of "good" and "evil" whoever defines what those are.


Although I put a lot of work into this mod it is more or less a proof of concept and is not performance optimated. I never had any problems but the mod uses "some" foreach loops and "not so elegant" Unity Engine tick updates. So please report any problems you may experience especially on huge maps - I will work on the tick time some time soon(tm).

DOWNLOAD!
#40
Help / some thoughts on thoughts.
September 21, 2014, 01:25:49 AM
Hey everybody

Im trying to make a furniture which gives thoughts to pawns around and Im horribly failing. I tried a few approaches but none worked.

1st I tried to hijack the ThoughtGiver with public Thought GiveObservedThought() - I copied it from the Gibbet_Cage AND from the Corpse class but none of them seem to work for me.

2nd I tried to add thoughts via pawn.psychology.thoughts.TryGainThought() - works fine for other classes but doesnt do anything at all in my building also I cant find any override like: Observed() or something.

3rd I tried to implement it in my global observer class and defined IntVec3s via GenRadial.RadialCellsAround() but I couldnt find a (memory saving) way to get Pawns in those IntVec3s or the cells within the IntVec3s.

4th I tried <InspectedDirectThought> out of desperation. Guess what happened.. Nothing.

Share your thoughts. Maybe Im just stupid and dont see the solution.