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Messages - skullywag

#5386
I've fixed all that in my local copy. It makes no difference. If I have no trader and just make the weapons tradeable they will appear in the combat trader and work fine but my own traderdef wont work. I might just remove the trader until I get a response from Tynan/someone who knows if custom trading is bugged.

edit - Just had confirmation weapons cannot be sold as resources they can only be mixed in with other weapons currently and sold via traders which have trades weapons set to true. Ill upload a new version shortly with the custom trader removed, itll have to be luck based for now. But after using my mod for 3 hours I have a few stunguns and a couple of flamethrowers so its not too bad.
#5387
Quote from: Dr. Z on September 16, 2014, 11:36:11 AM
You have to add a line to every new weapon you make to make it tradeable, something like <tradeable>true</tradeable>.
Check the vanilla weapons to check how it's spelled correctly.

If you mean:

<tradersCarry>True</tradersCarry>
<basePrice>150</basePrice>


they do have this. Weapons will show up in vanilla combat traders and work ok, but error as above with my own trader def.
#5388
Another of my small tweaky kind of mods.

This adds 3 lights, a ceiling light which is basically the standing lamp with an almost transparent texture to simulate it being in the ceiling. (something about floor lamps erks me). I do need to remove the linking wire but its not an issue for now.

A wall light, simple little half dome (rotatable) lights slightly less than a normal lamp but uses less power as well.

And a (for now) OP Outdoor Path Lamp which illuminates only to 5 but can not be placed under roofs and requires no power and works in eclipses, ill be changing this eventually to have its own battery and solar gen which will keep it running for most of the night and will obviously not work all through an eclipse, and it uses a lovely shade of blue/purple.

Also added grass to growable plots so you can have nice lawns now.

Made thick roofs not thick so they can be removed now. 
Made a "ThermiteBomb", this allows you to make 9 cells roof thin (or sky if they already thin) at a cos of 50 metal for the bomb, just plant it where you want a thin roof and detonate. (thanks to Rikiki for the nudge on this one)

Made walls link to rocks like in pre A7. - fixed in Alpha 8

Also added a simple fence, uses logs, joins together like sandbags, no gate yet, but ill add one eventually.

Added the ability to plant berry bushes, little OP but not hard to just plant a field of potatoes and get the same amount of food. - removed, too cheaty.

Also for those that want the thermite bomb on its own: - split out, ill add a link here once ive updated it.

Thermite bomb is now "shapedCharge" in my weapons and trinkets thread.

Download MoreDeco

Also adding a way to build over mud and stuff (not water just yet im working on it).

Download WaterBoarding

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#5389
DOWNLOAD FROM MY GITHUB:

https://github.com/Skullywag/Rimworld-Mods (download zip and grab the mod you need)

Me again with another small mod, this adds 3 new solar panels, 3x3, 2,2 and 1x1 all using Tynans original art for the larger solar panel and all have their own classes to allow the power meter to still work at the smaller sizes. They are slightly less efficient than the vanilla solar panel (basically they are 100w per tile as opposed to the 106.25w of the large one.)

I was a bit miffed at the size of the solar panels ingame in that I had to reserve special areas for them, so I made this to counter that problem.

REMOVED FOR NOW - Added a pressurised wood burner to produce Synthetic Gas (Syngas) which can be used in a combustion engine to produce power, as Synthetic Gas can be burned at higher temps than the wood used to produce it, its a renewable energy. So something like needing 50w over 30 seconds to burn 5 wood logs produces a cannister of Syngas, this can burn in a Gas Engine for 2 mins at 300w. (number are off the top of my head but you get the point).

NOW IN - Wind power - Turbines, like solars would be passive power production but it would fluctuate and chance of damage in storms. Credit mrofa for the art on this.

Ive also added an improved Thermal Generator, built using plasteel this thing doubles the output of the standard one.

And to compliment the MK2 Genny, ive added a mk2 battery made from plasteel, 75% efficiency and double capacity.

Other people have done nuclear/atomic so not sure i want to go there, at least not yet)

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#5390
General Discussion / Re: Accel-Potatoes?
September 16, 2014, 04:54:51 AM
That last one about the dispenser is a bug i believe Tynan is aware of.
#5391
Bugs / Re: [W|0.6.532] Can't trade survival meals
September 16, 2014, 04:48:29 AM
Would this effect new weapons added to traders as well, im getting this with custom guns added to a new trader def.
#5392
ok ive come back to this, updated the injury defs to contain bleed (which is wrong btw, not everything causes bleed or that needs renaming..but meh) the trader def is the only thing im having issues with, no matter what i do get an error when the trader shows up, the UI is all fine but I cannot trade the guns, ive bumped my help thread in the help section on this matter. If I dont get any help soon ill put a version with no traders up so you can at least get the guns.

That other stungun aint mine, think thats the standalone stungun mod.

I also took Reapers notes on the stats onboard and changed them as follows:

<accuracyTouch>0.85</accuracyTouch>
<accuracyShort>0.70</accuracyShort>
<accuracyMedium>0.60</accuracyMedium>
<accuracyLong>0.50</accuracyLong>
<warmupTicks>600</warmupTicks>
<range>18</range>

Set it to 10secs cooldown, 20 was painful....play with it let me know...once i upload it. lol
#5393
Anyone have an example mod with guns being traded or is this just not possible?
#5394
Ideas / Re: Mining Floors and Stone Walls
September 15, 2014, 04:03:46 AM
Deconstruct stonewalls dont mine. If you dojt own them use the claim tool first.
#5395
Ideas / Re: Enemy mortars having preferred targets
September 15, 2014, 03:51:33 AM
I would actually like the mortars to be more accurate but only if someone has line of sight, a spotter if you will. Would add a neat mechanic to sieges.
#5396
Ideas / Rimworld population
September 15, 2014, 03:28:15 AM
Ill start by saying that i understand Tynan is addressing the endgame numbers of raiders and whatnot to not go over a certain number, however i have an issue with the current gamr and the proposed limit (i think i read 100).

This is a rimworld, i feel the factions and colonies most valued asset are the people they have but that isnt really the case when there are thousands of people seemingly living on this world.

Id like to see droids and other such automatons doing menial tasks and pull back on the amount of actual people on the Rimworld. Otherwise the lore just doesnt match up..
#5397
oh also just to say i think you can just delete the trader def and itll fix the issue, you wont be able to buy the guns but raiders will still use em.
#5398
Help / Re: Help with Pawns
September 14, 2014, 02:18:27 PM
ok im getting somewhere, this is due to me setting the default faction to Colony, anything else works fine. Im guessing I have to extend the colonist pawnkind def but im sure ive tried that before. Giving it another go.

Ok can spawn colonists of my pawndef, now I think ive hit on the real problem, using
<standardBodyGraphicPath>Things/Pawns/Dude</standardBodyGraphicPath>

does nothing so am i able in pure XML to change the look of a colonist, or do I need to define a new type of Pawn in a C# which uses this?
#5399
Help / Re: Help with Pawns
September 14, 2014, 06:11:01 AM
ok, heres my defs, nothing more added just this.

<PawnKindDefs>

<PawnKindDef>
<defName>MyNewPawn</defName>
    <label>Some pawn i made</label>
    <race>New_Race</race>
    <pointsCost>290</pointsCost>
<defaultFactionType>Colony</defaultFactionType>
<aiAvoidCover>true</aiAvoidCover>
    <isFighter>true</isFighter>
    <standardBodyGraphicPath>Things/Pawn/Dude</standardBodyGraphicPath>
    <moneyForWeapons>
      <min>1200</min>
      <max>1200</max>
    </moneyForWeapons>
    <weaponTags>
      <li>MechanoidGunHeavy</li>
    </weaponTags>
  </PawnKindDef>

</PawnKindDefs>


<ThingDefs>

  <ThingDef Name="BasePawn" Abstract="True">
<eType>Pawn </eType>
<thingClass>Pawn</thingClass>
<category>Pawn</category>
<selectable>true</selectable>
<tickerType>Normal</tickerType>
<altitudeLayer>Pawn</altitudeLayer>
<useStandardHealth>false</useStandardHealth>
<flammability>1.0</flammability>
<hasTooltip>true</hasTooltip>
<soundBulletHit>BulletImpactFlesh</soundBulletHit>
<inspectorTabs>
      <li>ITab_Pawn_Thoughts</li>
  <li>ITab_Pawn_Prisoner</li>
  <li>ITab_Pawn_Gear</li>
  <li>ITab_Pawn_Character</li>
      <li>ITab_Pawn_Health</li>
</inspectorTabs>
<drawGUIOverlay>true</drawGUIOverlay>
  </ThingDef>





  <!-- ============================ Mechanoids ========================== -->
 
  <ThingDef ParentName="BasePawn" Name="BaseMechanoid" Abstract="True">
    <soundBulletHit>BulletImpactMetal</soundBulletHit>
    <flammability>0</flammability>
    <race>
      <mechanoid>true</mechanoid>
      <hasStory>false</hasStory>
      <needsRest>false</needsRest>
      <hasGenders>false</hasGenders>
      <isFlesh>false</isFlesh>
      <diet>NeverEats</diet>
    </race>
  </ThingDef>

 
 
  <!-- Centipede -->
  <ThingDef ParentName="BaseMechanoid">
<defName>New_Race</defName>
<label>New Race</label>
    <description>Some desc text.</description>
    <maxHealth>100</maxHealth>
<overdraw>true</overdraw>
    <targetHitChanceFactor>1.0</targetHitChanceFactor>
  <meleeAttacks>
  <li>
  <damageDef>Bludgeon</damageDef>
  <damageAmount>50</damageAmount>
  </li>
  </meleeAttacks>
    <race>
<thinkTree>Mechanoid</thinkTree>
      <walkSpeed>0.29</walkSpeed>
    <body>MechanicalCentipede</body>
      <bodySize>2.0</bodySize>
    <healthScale>2.0</healthScale>
      <meatAmountMultiplier>0.3</meatAmountMultiplier>
      <soundWounded>Pawn_Mech_Centipede_Wounded</soundWounded>
      <soundDeath>Pawn_Mech_Centipede_Death</soundDeath>
      <soundCall>Pawn_Mech_Centipede_Call</soundCall>
      <soundCallIntervalRange>
        <min>1000</min>
        <max>2000</max>
      </soundCallIntervalRange>
      <soundAngry>Pawn_Mech_Centipede_Angry</soundAngry>
      <soundMeleeHitPawn>Pawn_Melee_MechanoidBash_HitPawn</soundMeleeHitPawn>
      <soundMeleeHitBuilding>Pawn_Melee_MechanoidBash_HitBuilding</soundMeleeHitBuilding>
      <soundMeleeMiss>Pawn_Melee_MechanoidBash_Miss</soundMeleeMiss>
    </race>
    <killedLeavings>
      <li>
        <thingDef>Metal</thingDef>
        <count>50</count>
      </li>
    </killedLeavings>
    <sunShadowInfo>
      <baseWidth>0.6</baseWidth>
      <baseHeight>0.6</baseHeight>
      <tallness>0.8</tallness>
    </sunShadowInfo>
</ThingDef>

</ThingDefs>


As you can see ive done nothing more than copy the mechanoid ones and change some details, trying to spawn them ingame results in the error i posted. I would expect this to result in a pawn acting like a mechanoid but looking like my "dude" textures. What am i doing wrong?
#5400
Help / Re: Help with Pawns
September 14, 2014, 04:39:22 AM
I thought it might be a "gotcha" that someones had before. As an example I've copied the race and pawnkind defs into a mod removed all bar 1 in each changed the def name and labeks and stuff and I still get the above when spawning, no dll or anything. Ill put my xml up later when I'm home.

I'm wondering if my game dir is a bit screwey as well. I might remove and reinstall as I cant turn off some mods without the game erroring (the "T" mods for example).