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Topics - skullywag

Pages: 1 2 [3] 4 5 ... 9
31
Ideas / Graphic_random and folder/file naming, possible refactor inside
« on: August 20, 2015, 05:31:17 AM »
This came up in the chat over on the modders slack. We can obviously work around it so this is in no way important, this is just to serve as a "if you want to fix it" type dealy.

When assigning graphic_random and you point to a folder, if you have a texture with the same starting string as the folder name in the same dir as the folder, the game will find the file and bomb out as its not a folder, for example textures/metal (folder) and textures/metalSomething (file) would error if the graphic_random texpath was set to textures/metal. A simple fix would be to check the attributes of the file to see if it is of type "Directory".

Code: [Select]
FileAttributes attr = File.GetAttributes(@"filename");

if ((attr & FileAttributes.Directory) == FileAttributes.Directory)
    // its a folder
else
    // its a file

(my c# isnt the best, the above may not be perfect)

And also Tynan are you happy for possible refactors to be passed this way in this forum or would you prefer them somewhere else.

32
Mods / Modders standard for definition naming
« on: August 19, 2015, 07:44:50 AM »
Hi all,

Ive seen a few conflicts starting to pop up in mods recently in regards to defnames, this is more of a query than me defining a rule but do people think its worth using something like moddername_defname when making new defs to avoid this in future especially with more and more modders joining the ranks.

I for one am gonna update all my mods to do it when A12 drops so all my mods will never conflict in terms of defname.

Thought?

33
Help / referencing a new brokenstate def in c#, no .Named() method
« on: August 03, 2015, 08:58:23 AM »
Anyone know how to do this, there is "BrokenStateDef.named("somename")" for it?

34
Help / Getting a list of doors to a room
« on: July 31, 2015, 12:27:47 PM »
Anyone know of a way of getting a list of all doors that a room has from the pawn in it. I have the room object no problem but struggling to get the doors from the room as im not sure they are "contained" within it.

This is probably very simple but ive gone code blind from staring at it.

Save me!

35
I want to tell an animal ive spawned to travel to a destination and then exit map, if its attacked or interupted in some way it should be have as normal in that situation and then exitmap after a certain number of ticks.

I know how to:

Code: [Select]
newThing.mindState.exitMapAfterTick = Find.TickManager.TicksGame + Rand.Range(10000, 12000);

so the last point is taken care of.
I tried something along the lines of:

Code: [Select]
List<Pawn> list = new List<Pawn>();
list.Add(newThing);
StateGraph stateGraph = GraphMaker.TravelAndExitGraph(travelDest);
BrainMaker.MakeNewBrain(newThing.Faction, stateGraph, list);

to no avail.
Anyone have any clues?

36
So i have some armour (my power armour mk2) it is red in the compcolorable as the only option, it is not made of stuff, infact it isnt craftable, when i return it as a product of a recipe I get white powerarmour (the same texture with no color overlay). Any ideas how i get this to use the ONLY color option ive allowed in the thingdef??? I would have thought it would be the same as spawning it into the world, which as per the dev option does indeed return a red suit of armour...

Granted i could just color the texture but thats not really what I want to do here.

37
Ideas / Alert_NeedBatteries - can it be updated
« on: July 09, 2015, 09:10:57 AM »
Can it look for colonist buildings that implement the battery comp instead (for better compat with mods) and also youre missing a certain power generator check in there ;)

38
Creative Rewards / Reward system with upcoming steam release
« on: July 01, 2015, 03:28:54 PM »
I have held off giving my "name in game" stuff as I always had a plan to upgrade to the pirate king (hoping Tynan would let me keep skullywag as a nickname, i mean it suits a pirate beautifully). I have a few questions:

1. Is the current "leader" the pirate king role?
2. If I am going to upgrade should I do it soonish, before steam release?
3. Is there a deadline on name in game stuff or will you add more after release?

39
Skullywags Misc Mods

Here are some mods that didnt really fit any particular category:

Click the images to download from my github.

[/url]
Ceiling, wall and path lamps that use less energy than vanilla (path lamp doesnt use power and is not complete yet).




Lattas coolers from RedistHeat mod, repackaged so they replace vanilla coolers, for those that wanted the nicer looking vents without the rest of the mod.
All thanks should be directed to Latta, I just repackaged it.



Lattas vents from RedistHeat mod, repackaged so they replace vanilla coolers, for those that wanted the nicer looking vents without the rest of the mod.
All thanks should be directed to Latta, I just repackaged it.


Makes cotton and devilstrand plants drop raw resource for processing, allows synthread and hyperweave to be crafted.

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Allows all medicine types to be crafted via new table.


[/url]
The ol roof bomb, allows removal of all roofs within a 3x3 radius, multiple may be required.


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A machine that allows the fixing of scars, right click with a colonist selected to send them here, warning takes time so make sure they are prepared for it.



Storage buildings that use a clever multistacking system (not merging like it used to), with the label and texture being updated to reflect actual stack contents (no more half stack image for a over fullstack stack), the input cell can still only ever hold 75 or 1 max stack. The clothing rack should also work now as well! You can thank DoctorVanGogh for this entirely, its all his work! Thanks buddy!
- Also contains a freezer chest that can freeze the items within it. Temporarily disabled.
Now has auto locking mechanism where it will accept only the 1st item type in the allowed list until its empty again, therefore stopping it gumming up and allowing the stacking mechanism to continue working. Thanks to Fluffy for this. Also Thanks to spdskatr for the 2.0 harmony release for A17. Also thanks to EldVarg for the texture overhaul.

[/url]
Moves frail and badback to spine and makes spines and other parts able to have surgery and be removed (pelvis eyes, ears, noes etc)and replaced.


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Adds a well for collecting water to allow the laying of water based "terrain", must be located near a natural water source, also adds composting bins that will take food and corpses and after a while produce compost, this allows laying most types of natural flooring.




Allows tailors to reclaim fabrics from apparel, amount of apparel reclaimed is based on degradation of the apparel and tailor skill.

I need to do another pass over some of the textures as they are a little off, but they are usable for now.

Thanks to mrofa for the Dermal Regenerator textures.

Please test the hell out of the Dermal Regenerator, i need to know if its too OP, or if ive got the time/sickness levels right?

Credit to Mipen for his deep storage code, ive used it in the storage buildings.

Thanks to Marnador for his awesome Rimworld font

License - You may do whatever you want with the code in my mods, except for straight updating it (leave that to me please) as long as you dont use it to make money in any way shape or form. This includes taking donations. Modpack owners I require a PM to request inclusion. Art within my mods may not be used without consent, some of the art was not done by me so PM me first.

40
Skullywags Power Mods

Here are some power based mods:

Click the images to download from my github.


Batteries made from stuff, materials define capacity and efficiency, plasteel and uranium batteries do not explode. Beauty and hitpoints should be effected in the normal stuff based way.


Conduits made from stuff, same as above, uranium is fireproof.


Multisized solars made from stuff, same as above.


Normal solars made from stuff, same as above.


Thermals made from stuff, same as above.


Turbines made from stuff, same as above.



Adds a power cell dropped by the crash shipped part, can be used to build a power generation building that produces 2000 power at the cost of some heat.

Feedback on the numbers appreciated!

Thanks to Marnador for his awesome Rimworld font

License - You may do whatever you want with the code in my mods, except for straight updating it (leave that to me please) as long as you dont use it to make money in any way shape or form. This includes taking donations. Modpack owners I require a PM to request inclusion. Art within my mods may not be used without consent, some of the art was not done by me so PM me first.

41
Skullywags Defensive Mods

Here are some defensive themed mods, click the images to download from my github:


Adds defence emplacements that use personal shields to produce a larger shield that can stop incoming projectiles, changes size as power levels change.


Simple walls you can fire from within.


Craftable shields that have a chance based on melee skill to stop damage at the cost of their hitpoints, kite shield has more hitpoints but slows pawns down more than the buckler. Currently allows firing if youre carrying a valid sidearm. Melee works as well. To add a mod weapon to be used as a valid sidearm just add a weapon tag as so:
Code: [Select]
<weaponTags>
      <li>MedievalShields_ValidSidearm</li>
    </weaponTags>


A personal shield that allows firing from within, slightly slower to charge and less capacity than a normal shield. Can be repaired at the machinist table at the cost of uranium (this actually just creates a new one so you can reroll quality, this may need balancing).


Power armour that is just slightly better than the vanilla one, repairable for plasteel as per the shield above.


Allows you to repair power armour and personal shields, repairing is a reroll of quality using the item as an ingredient (its a little tricky to manage this i know), costs plasteel for the armour and uranium for the shield.

I need feedback, especially on the MedievalShields. Theres a lot I can do with them, I wont explain the algorithm just yet I want to see what people think first.

License - You may do whatever you want with the code in my mods, except for straight updating it (leave that to me please) as long as you dont use it to make money in any way shape or form. This includes taking donations. Modpack owners I require a PM to request inclusion. Art within my mods may not be used without consent, some of the art was not done by me so PM me first.

42
Outdated / [A17] Skullywags Weapon Packs - Laser and Gauss updated!
« on: June 24, 2015, 03:22:26 PM »
Skullywags Weapon Packs

Click the images to get the download from my github.


Long range weapons that can randomly stun enemies. Includes a turret. You need to buy laser capacitors from traders to build.


Weapons firing insanely fast projectiles that can randomly emp enemies, great against mechs. Includes a turret. You need to buy gauss magnets from traders to build.

Thanks to Marnador for his awesome Rimworld font

Thanks to the guys over at Goldhawk Interactive and Rmory Studios for making Xenonauts and creating such awesome art from which the weapons are derived from.

Thanks to Rikiki for writing awesome laser projectile code, without it my lasers would be meh.

License - You may do whatever you want with the code in my mods, except for straight updating it (leave that to me please) as long as you dont use it to make money in any way shape or form. This includes taking donations. Modpack owners I require a PM to request inclusion. Art within my mods may not be used without consent, some of the art was not done by me so PM me first.

43
Ideas / Sandcastles
« on: June 15, 2015, 12:32:45 PM »
Like the snowman but can only be built on sand cells.

But if raiders kick it over....so help me void gods....

44
Mods / Skullywags mods
« on: June 15, 2015, 03:56:54 AM »
Just a quick post to advise everyone that i am currently updating all my toys to A11. Im part way through and shouldnt be much longer.

I am however moving away from the model I changed to of lumping everything into 1 large pack of mods, i tried it to see if it would work for me and the forums and it didnt. I garnered very little feedback and there was a lot of confusuon.

So ive decided to revert that and go back to small single function modular mods. Im going very generalistic in naming (no fancy names just what the mod does in a nut shell).

Im hoping this will keep feedback directed to the individual mods, reduce confusion and above all make it easier for me because A10 was my worst time modding simply due to the way I was handling organisation of my mods.

Anyways thats it. Ill crack on with the updating. Keep eyes on my github if youre interested, a few more repos will start appearing over the next few days.

45
Ideas / Modder Quality of life change
« on: June 13, 2015, 08:48:10 AM »
only a little suggestion, can we have the about.xml text be scrollable when too long for the mod page area ingame, as it is now it just cuts off the text. Would help with ingame instructions or listing stats for items in the mod.

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