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Topics - skullywag

#61
Help / natural "buildings" and deconstruction
April 02, 2015, 01:10:33 PM
I had read that to have a building be deconstructable iy needs to be given a faction. Is this still the case? I have natural buildings that are always deconstructable even though they have no faction that ive set. How do i stop something being deconstructable but still be mineable? Im going nuts tryimg to work this out, it must be somethimg im missing...right?
#62
Help / plant harvest ready sound
March 31, 2015, 05:13:07 PM
anyone know of a way of disabling this on a plant without making a new plant class, ive looked at when it fires and from what I can tell theres nothing I can do bar make a new class but want to be sure.
#63
Help / Rough hewn terrain
March 31, 2015, 02:59:43 PM
am i going nuts or are these not in terrain def form?
#64
Help / A10 modders stuff
March 27, 2015, 08:28:44 AM
Might as well start this as ive updated all my mods but only found 1 major change to hediffs.

To set an injury as treated with medicine you have to do something like:


private static readonly ThingDef medicine = ThingDef.Named("Medicine");
HediffComp_Treatable hediffComp_Treatable = current.TryGetComp<HediffComp_Treatable>();
hediffComp_Treatable.NewlyTreated(0.8f, (medicine == null) ? null : medicine);


little bit more to it but thats the general gist.

Some other minor bits:

Etypes have been removed so remove them from all your defs. You may need a new category as some of these have changed for example I used to use ethereal for anything droppod related (meteors and razorrain for example) i now use "skyfaller".

powerOutput on CompPowerTraders is now capitalised, as are some other methods and stuff, just keep this in mind when updating.

GetFloatMenuOptionsFor is now FloatMenuOptions.

InteractionSquareOffset is now InteractionCellOffset in your xml defs.

Thats all ive hit so far.
#65
Help / Creating and assigning a comp in code
March 26, 2015, 07:40:32 PM
Anyone know how to do it, ive looked at initializecomps in ThingComp but its not very clear what the activator takes, I cant seem to get a working thingclass to use here.

Im trying to create a glowComp in a building on the fly when a method is called from a ui button. I have all the ui stuff I just cant create the comp, end result is to change the colour of the glowcomp on button press.
Anyone have any hints?
#66
Hey, im trying to do some programmatical stockgenerators (as I dont want my traders in the normal pile of traders) and have hit an issue that im dealing with in the help forum, but came across another issue in that i cannot set a tradetag on a stockgenerator_tag (im guessing the issue exists with the category one as well). Any chance we can make this settable in code?

Or thinking about it further add a flag to the traderkind defs so they dont go in the pool with the rest but can then be used in our private TradeShip TryGenerateNewTrader() shizzle.
#67
Help / Custom trader, Haplo I need help!
March 22, 2015, 04:20:46 PM
Hey all (and Haplo if you reading)

im trying to get a custom trader that isnt you normal trader, very much like Haplos wandering traders but using a different mechanism, ive been looking into the misc mods source and trying to put something together and have everything working except one bit, the trade screen, it errors everytime with:

Exception filling window for RimWorld.Dialog_Trade: System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.TradeDeal.UpdateCurrencyCount () [0x00000] in <filename unknown>:0

  at RimWorld.Dialog_Trade.FillWindow (Rect inRect) [0x00000] in <filename unknown>:0

  at Verse.Layer.DoWindowContents () [0x00000] in <filename unknown>:0


I cant see what it is im missing. Does anyone know what I could have missed, ill happily put my code up but am wanting to keep it semi to my chest until I release....
#68
Help / Guns and Gizmos
March 17, 2015, 04:05:37 PM
Does anyone know if a gun (equipment) can have a gizmo appear when a colonist has it equipped, I tried to do something similar to the apparels getworngizmos but couldnt get it to work.
#69
Help / GlowGrid woes
March 16, 2015, 05:14:10 PM
Hey all,

does anyone know how I can change a things def to another things def and have the glower update. i did it once but for some reason the same exact code wont work again (really its weird). So im simple doing:

this.def = ThingDef.named("Myotherthing");
Find.GlowGrid.MarkGlowGridDirty(Position);

but the glowgrid does not update and the glow is the same colour, im simply changing between 2 defs both with compglowers of differing colours. I can destroy and spawn to switch no problem, but ever since i got it to work once i dont want to do that. I just need the glow grid to update itself.
#70
Bugs / Vomit not washed away by rain
March 13, 2015, 05:22:01 AM
As i mentioned it in marvins thread thought id raise it properly. Blood gets washed away by rain/snow. Vomit should also. For added niceness can we make this a bool on the filth def?
#71
Mods / A Modders website
March 09, 2015, 07:01:58 PM
Hi all,

I recently had a small discussion in the "mod release rules" thread regarding the issue of too many mods for this forum. I had already decided that being a professional web dev I was going to build myself a home for my mods.

I have begun that process, this is 1 hour in:


Drupal is my CMF (content management framework) of choice as I have 8+ years experience developing with it. Theres obviously no theme (skin) yet as im busy getting the ground work of categories, entities, media, links all sorted, so it looks a little dull but what is there is already html5 ready and mobile responsive (due to the awsomeness that is Adaptive theme). Im hoping to expand this beyond what you see here and rather quickly i might add. Everything that is added to this site will be available on a RESTful api by default so other sites/applications can consume the data if they so wish. Everything that ive added so far (and everything that will be added) is available to a search mechanism as well .

This thread will serve as a discussion, suggestion, feedback thread of sorts. Im planning to get articles on modding and help placed on here as well.

Im very aware of things like the nexus and other mod repos existing, personally im not a fan as they end up taking the user away from the "home" site in question and break the community. That IS NOT what this is, discussion of my mods will continue on here, they will just be categorisable/searchable in a better way than a forum can provide.

The plan is get all my stuff up on this and if the community thinks its good enough ill make it open for people to add their stuff. There is no money making intent behind this, no advertising will be used, this is purely because I have the skills and the want of it.

So if anything here has grabbed your interest, you want to help in any way (cant promise anything) or you think its a bad idea, let me know, im interested to hear peoples ideas/feedback.
#72
Help / ResearchMod help needed
March 01, 2015, 04:54:43 PM
Hey guys,

Can someone help me get a working ResearchMod for my omniturrets mod, currently im doing it in a not to nice way and it seems to have some strange effect sometimes of turning all my turrets into miniguns (pistol shoots at a silly rate).

So to what im after, I want to loop over the def database and pick out all ranged weapons that have the <building><turretBurstCooldownTicks> (customly added by me in this mod) and then reduce it somewhat. Any help would be massively appreciated.
#73
Help / an offer of help
February 24, 2015, 04:21:35 AM
To all modders who are updating a mod or dont have the time to update. Im offering my services to help in this regard. Feel free to post questions in this thread or simply send me your mod (whatever the state) and ill have a go at updating it. No hidden agendas, the mod is yours, all source code will be provided. Just trying to help with the process. Only modders need reply I dont want any "please update this old mod but its not mine" posts. I want to help active modders to help them (and myself) improve.
#74
Ideas / Lock camera to colonist
February 15, 2015, 02:20:31 PM
I would really love to have this and im not sure its that difficult to actually implement technically, ui could be a simple eyeball icon in the lower left panel. Im sure ive added tracking cameras in unity when messing about before. Thoughts?
#75
Help / Sound sustainer on a rare tick?
February 15, 2015, 06:19:33 AM
Is it possible?

I dont think core can currently do this but surely its just another maintenance type and some logic in the maintain and sustainer update methods.

Anyone know otherwise?
#76
Hi all, im back with what I think is another stinker that I havent seen anyone do yet

As per title, can you add a bill to a worktable that has ingredients but no output and in the class for that worktable up an Int by 1 (for example) everytime a bill job is completed.

I can see that the bill will obviously notifiy when the bill is complete but I want when 1 individual recipe is completed. Ive looked at Rikikis driller but it uses an internal bill system thats not really what I want, I want the player to add the bill (wont be able to use anything bar "forever" or "do x times" as no output).

Whos gonna be my obi wan today?
#77
Is it possible to see this method in a decompiler? ive tried the usual ilspy and dotpeek, dotpeek gives me slightly more to work with but still not enough. Im trying to get the options code out of the cryptosleep casket to no avail....cant complete my autoheal casket without it really.
#78
Help / I seem to have broken my game
February 11, 2015, 10:11:09 AM
Hi all,

Just wondering if anyone can shed some light on an issue im having with my heavily modded game on A8.

My issue is simple, ALL events have stopped, the only notifications i get are birthdays, no traders, no blights, not even raids by anyone, its been 3 months ingame and nothing.

Other weirdness that might just be the behaviour of the mod, im not sure. MD2 droids when exploding are still on the ground they dont disappear and need cremating like any other colonist.

Ive tried switching storyteller to no avail. Any ideas?
#79
Hey Tynan, could I get the CalculateWindCells code from the wind turbine. Its not visible to outside sources and I cant stuffify it without it. No rush and if you dont wanna I totally understand.
#80
Hi all,

You may remember this mod from A6:

https://ludeon.com/forums/index.php?topic=4180.0

I personally loved it and had a A7 update i forgot to give to the maintainer (Jerethi50). I was playing today and really wanted a stone type that wasnt on the map and traders were letting me down, then i remembered this mod...2 hours later and here we are.

Its basically exactly the same with all updated code, the only thing I havent figured out is the funky animation of the blurry meteorite as its inflight, but it looks fine as is to be honest. Ive added the new stone types to replace the old single stone type, however I havent added new coloured textures so for now click on em to find out what type of rock it is, ill add some coloured ones in the next update to this (yes I have plans).

If Jerethi50 is watching I will hand this back over to you if you so desire, or even colab on it with you if you want to get back into modding but need some help keeping it updated.

Anyways:

Download Meteorites

Ive also added another mod here based on the above called RazorRain, makes rather large meteor showers that cause explosions on impact, they each drop 1 steel. Debating adding other materials but its steel only for now.

Download RazorRain

Enjoy!