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Messages - Igabod

#151
A new update has been released. It is still savegame compatible. Be sure you delete the old Bulk_Meals folder before installing the new version.

I figured out how to increase the cook time on the recipes. I may have gone overboard with how long it takes so please leave feedback.
#152
Quote from: maser4 on March 14, 2015, 06:50:03 PM
I installed this mod into my mod folder but the mod did not work (as in it was like the mod wasn't even downloaded.)I did check to make sure it was activated. If someone could post a guide on how to download this awesome mod that would be great.

Be sure you have the latest version of the game, or at least version 9d. And follow the instructions HERE. You will need 7zip to unpackage the file provided in the download link, then move the contents of the download into the mods folder.


Quote from: MsMeiriona on March 14, 2015, 11:02:39 PM
Ok, now I'm confused. I know at one point the traders would carry olives and sunflower seeds, but it's not happening at all recently. WTF? Getting enough cooking oil is tough. In fact, they only seem to reliably sell grape seeds. Just bad luck or something I can tweak in code?

It's probably just bad luck since I haven't changed anything regarding their trade-ability, but growing sunflowers is most likely going to be your easiest source for the cooking oil. Just plant a 5x5 or 6x6 patch of sunflowers and you should have enough seeds for a small to medium sized colony.
#153
Help / Re: RimWorld core art source
March 14, 2015, 05:11:36 PM
Quote from: skullywag on March 14, 2015, 04:28:33 PM
Thought id do everyone a favour and upload all images in png and flipped vertically, obviously not as good as the psds but itll do until Tynan decides to upload those.

Download

Thanks Skully! I had planned to do this as soon as my life settled down a bit and I had free time to spare for it, but you saved me all the effort.
#154
Help / Re: Research for Recipes
March 12, 2015, 03:22:19 AM
Quote from: Famous Shoes on March 11, 2015, 09:05:27 PM
Saw some old threads saying this couldn't be done long ago. Seems like that may still be the case. If not, perhaps one can dynamically add recipes to tables on research completion. But, even there I'm not seeing way to hook into the research system, e.g., register a callback, or how recipes are assigned to work tables. And ideas?

That's still not possible without some intensive .dll work. But to answer your question about how recipes are assigned to work tables, check out This Post I made on that very subject.
#155
Here's some basic info for new modders that they might not know yet. You can create new recipes for vanilla work tables simply by adding in the following bit of XML.


<recipeUsers>
<li>CookStove</li>
</recipeUsers>


The part that says CookStove is where you put the DefName of the table. For an example of it from one of my mods see below.


<RecipeDef>
<defName>CookMealSimple_Bulk</defName>
<label>cook four simple meals</label>
<description>Cooks a straightforward meal from one ingredient. Makes enough for 4 meals.</description>
<jobString>Cooking four simple meals.</jobString>
<workSpeedStat>CookSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_CookMeal</soundWorking>
<allowMixingIngredients>true</allowMixingIngredients>
<ingredients>
<li>
<filter>
<categories>
<li>FoodRaw</li>
</categories>
</filter>
<count>40</count>
</li>
</ingredients>
<products>
<MealSimple>4</MealSimple>
</products>
<fixedIngredientFilter>
<categories>
<li>FoodRaw</li>
</categories>
</fixedIngredientFilter>
<defaultIngredientFilter>
<categories>
<li>FoodRaw</li>
</categories>
<exceptedThingDefs>
<li>Human_Meat</li>
</exceptedThingDefs>
</defaultIngredientFilter>
<skillRequirements>
<li>
<skill>Cooking</skill>
<minLevel>4</minLevel>
</li>
</skillRequirements>
<workSkill>Cooking</workSkill>
<recipeUsers>
<li>CookStove</li>
</recipeUsers>
</RecipeDef>


And for an example of a different type of recipe on a different table...


<RecipeDef>
<defName>MakeHighQualityWine</defName>
<label>make high quality wine</label>
<description>Produces a bottle of high quality wine.</description>
<jobString>Pressing grapes.</jobString>
<workAmount>240</workAmount>
<workSpeedStat>CookSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_CookMeal</soundWorking>
<ingredients>
<li>
<filter>
<thingDefs>
<li>SeedlessGrapes</li>
</thingDefs>
</filter>
<count>50</count>
</li>
</ingredients>
<products>
<HighQualityWine>1</HighQualityWine>
</products>
<fixedIngredientFilter>
<thingDefs>
<li>SeedlessGrapes</li>
</thingDefs>
</fixedIngredientFilter>
<workSkill>Cooking</workSkill>
<recipeUsers>
<li>WinePress</li>
</recipeUsers>
</RecipeDef>


Also, you are able to place the recipe directly on a created work table. The previously mentioned method is useful for adding recipes to vanilla tables so you don't have to overwrite the vanilla definition. But if you create your own table then there is no compatibility issue, so you can just put the recipes on it directly. See the example below of a new cook stove I made to see how it is done.


  <ThingDef ParentName="BuildingBase">
    <defName>CookStove_Pro</defName>
    <EType>BuildingComplex</EType>
    <label>professional cook stove</label>
    <ThingClass>Building_WorkTable_HeatPush</ThingClass>
    <Description>A professional quality stove and attached countertop for preparing meals.</Description>
    <graphicPath>Things/Building/Production/TableCookStove_ProXL</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <constructEffect>ConstructMetal</constructEffect>
    <CostList>
      <Steel>160</Steel>
    </CostList>
    <AltitudeLayer>Waist</AltitudeLayer>
    <fillPercent>0.5</fillPercent>
    <UseStandardHealth>True</UseStandardHealth>
    <statBases>
      <WorkToMake>3000</WorkToMake>
      <MaxHealth>280</MaxHealth>
      <Flammability>1.0</Flammability>
    </statBases>
    <Size>(4,1)</Size>
    <graphicOverdraw>False</graphicOverdraw>
    <DesignationCategory>Production</DesignationCategory>
    <researchPrerequisite>BulkCooking</researchPrerequisite>
    <Passability>PassThroughOnly</Passability>
    <pathCost>70</pathCost>
    <hasInteractionCell>True</hasInteractionCell>
    <interactionSquareOffset>(0,0,-1)</interactionSquareOffset>
    <itemSurface>True</itemSurface>
    <recipes>
      <li>CookMealSimple</li>
      <li>CookMealFine</li>
      <li>CookMealLavish</li>
      <li>CookMealSimple_Bulk</li>
      <li>CookMealFine_Bulk</li>
      <li>CookMealLavish_Bulk</li>
      <li>CookMealSimple_Eight</li>
      <li>CookMealFine_Eight</li>
      <li>CookMealLavish_Eight</li>
    </recipes>
    <inspectorTabs>
      <li>ITab_Bills</li>
    </inspectorTabs>
    <comps>
      <li>
        <compClass>CompPowerTrader</compClass>
        <startElectricalFires>true</startElectricalFires>
        <basePowerConsumption>375</basePowerConsumption>
        <soundPowerOn>PowerOnSmall</soundPowerOn>
        <soundPowerOff>PowerOffSmall</soundPowerOff>
      </li>
    </comps>
    <building>
      <spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
      <heatPerTickWhileWorking>0.25</heatPerTickWhileWorking>
    </building>
  </ThingDef>


The important part is this:


    <recipes>
      <li>CookMealSimple</li>
      <li>CookMealFine</li>
      <li>CookMealLavish</li>
      <li>CookMealSimple_Bulk</li>
      <li>CookMealFine_Bulk</li>
      <li>CookMealLavish_Bulk</li>
      <li>CookMealSimple_Eight</li>
      <li>CookMealFine_Eight</li>
      <li>CookMealLavish_Eight</li>
    </recipes>


As you see, you can put multiple recipes on one table using the <li> tags. The same can be done if you want to put one recipe on multiple tables. See below for an example of that.


<recipeUsers>
<li>CookStove</li>
<li>CookStove_Pro</li>
<li>CampFire</li>
</recipeUsers>


That sets the recipe so that it can be cooked on the CookStove, the newly made stove (don't put the recipe on the stove item def if you have the stove item listed in the recipe, use one method or the other), and also the vanilla CampFire.

My personal thoughts on this are that the table def shouldn't even have the recipes listed and instead all recipes should have the table listed within their defs. But that is a fairly new thing so Tynan probably just hasn't gotten around to converting everything over just yet.

[edit to add] And yes, I realize ItchyFlea mentioned this previously, I just figured I'd go into a little more detail about it.
#156
Quote from: Vaperius on March 12, 2015, 01:55:30 AM
On the subject of Cactus; eh; reality is unrealistic.

Saguaro cacti have been used for wood for centuries. When it dies and dries out it becomes just as hard as any other wood. It is easy to process into long boards before it dries and has been used as both fire wood and building materials by Native Americans.
#157
Quote from: kelwyn2 on March 10, 2015, 01:10:17 AM
Some progress:

Looks nice. Can't wait to see more. :)
#158
I say yes to leaving tree planting in. But make it so that trees need two empty spaces instead of 1. Also, reduce wood quantity from harvesting dramatically to the 5 logs per tree range on oak trees and scaled equally down for the other trees. Another idea is to have a chance to fail to grow to maturity for all trees in general, and for planted trees specifically based upon the growing skill level of the colonist that planted it. I also like the suggestion of forest fire events that occasionally trigger when humidity levels are down or if there hasn't been rain in a while or if the temperatures get too high. Also, you could add in another event similar to the alpha beavers but it is illegal forestry done by an enemy faction. The foresters would cut down all the trees in an area and send the logs to their colony until they are killed or scared off. They would stop chopping and start shooting if your colonists got too close of course. All of these suggestions together would solve the whole issue with wood I think.

[edit to add] Also, you should only be able to plant trees that are native to the biome you are in. No teak trees in the tundra and no non-desert trees in the desert.

As for fert pumps, I think they should be replaced rather than removed. Instead of building a stationary item that magically turns sand into soil, make a compost heap where rotten organic material is placed and over time turns into fertilizer which can then be used to "build" a fertile soil tile. This would require a person to sacrifice some of their food by leaving it outside to rot. It would require time and would therefore not be OP. And then it would require work for a colonist to spread the fertilizer. The amount of time, work, and food could all be tweaked to balance this mechanism. You would have to research composting to get the compost heap too. And then you could leave the fert pumps in and have them require research which would require the composting research first. And as someone else suggested you should need a hopper full of fertilizer for it to actually work. It would then save you from having to make a colonist stand in one spot spreading fertilizer when they could be off doing other jobs. But you would still need to spend the time to create the fertilizer so it would still be much less OP than the original fert pumps.
#159
okay, that sounds like maybe a corrupted download or a problem with the unzipping process. Try re-downloading the file (after deleting the folder from your mods folder) and doing it again. The file and folder structure is definitely not messed up in the .7z file I uploaded.
#160
Quote from: Canute on March 10, 2015, 07:57:47 AM
I think you should increase the work amount for the 4 and 8 meals recipes alot.
I suggest 80% of 8x the original recipt.
The cooks are still alot faster then he would cook them all one by one, because he don't need to run that much to gather the incredience.

But the cook geting more exp.

As I said earlier in this thread, I am unable to alter the amount of time it takes to cook the meals as of Alpha 9. In earlier alpha versions I would have easily been able to do that, but in this Alpha, Tynan has removed that XML tag and it appears that the cook time is a fixed variable. So unless you can provide me with the correct XML tag to accomplish this, I can't do anything about it.


Quote from: nuschler22 on March 10, 2015, 10:36:40 AM
I loaded this into a save.

I don't see anything regarding research topics of how to unlock the stoves, and I don't notice any new stoves looking through my architect thingee. 

What's the name of the research topic??


You may have to deconstruct and reconstruct the research bench to fix this. Either that or save once you open the game up with the new mod and then quit to OS and restart the game then load the save file. I don't have much experience with adding mods onto existing saves. I usually just start a new game any time I add a new mod.
#161
Quote from: Jaxter on March 10, 2015, 08:09:52 AM
Thats odd, whenever I tick the mark for the both of them and hit ok it just closes...

Not sure what is causing that, I've never seen any mod cause that to happen. It's unlikely that it is caused by my mod though since I only alter XML.

Quote from: Jaxter on March 10, 2015, 09:47:30 AM
I may just need to search for any imperections in my local data, thanks for telling me it works for you guys.

EDIT: It appears that your mods have to have their peices-parts put in the correct folders, your XML files arent in their correct designations and dont work from just a file extract of the source you offer.


I don't know what you're talking about here. XML files don't have to follow any folder structure beyond being put into the Defs folder. Everything works exactly the way I packaged it. If you're still having troubles then I am going to need more info to be able to help you fix the problem. Could you possibly walk me through every step you take to cause the error to  occur?
#162
Quote from: apljee on March 09, 2015, 07:43:31 PM
would be acceptable? (Don't mean to turn this into a help topic... just trying to work out my kinks.)

I don't mind people asking for or giving clarification on topics discussed here. Just don't post a comment asking for how to do something that hasn't already been brought up here. Post a new thread for that and when you have your answer please post your findings on this thread so other people can learn from it.
#163
I have just been informed that the compatibility patch for Harsher Tundra is still working in it's current form.
#164
Quote from: Jaxter on March 09, 2015, 02:58:51 PM
I feel that the mod needs vents you should see if there is a way you could make a patch to work with Redist Heat [https://ludeon.com/forums/index.php?topic=11056.0]

I don't know what you want me to do... it already works as is with that mod. I just tested it by building a large room with an industrial heater from this mod and two smaller rooms with vents into that room and then bumped the temperature up to 88 on the heater and the temp in all 3 rooms raised equally. That was using the basic vent and not the active vent, but I'm sure it still works. Unless you can provide me with specific things that aren't working I can't do anything to make the mods any more compatible than they already are.
#165
Quote from: Demonlord091 on March 09, 2015, 02:56:01 AM
Those frackin Demonic hogs, man. o.O Those things kill half the people that enter through whatever corner of the map they're living in. XD

We love this mod.  Keep up the good work.

Really? The Quadhogs usually only play a minor role in the war between animals and humans on my games. It's usually the wolves that end up dominating the map for me. Glad you're enjoying it. In my last actual game (before this update) I almost got taken out as soon as my colonists landed because they were surrounded by wolves. The fact that I had the Darkness mod on didn't help me at all either, couldn't see the wolves and couldn't do anything except put all my people right next to each other after taking out the one that incapacitated the dude that bumped into it first. This mod and Darkness combined makes for some very challenging starts sometimes.