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Messages - Igabod

#961
Mods / [Mod Request] Doors that prisoners can open.
October 28, 2014, 03:52:21 AM
I was wanting to build a jail where there is one central dining area with separate rooms around the outside of that. Problem is, the prisoners can't open the doors to their individual cells to get into the dining area. And if I don't put doors on the cells then it's basically the same as putting their beds in the same room. I know the penalty you suffer from that isn't a big deal, but for aesthetic reasons I still want my prisoners in individual cells and would rather not make them big enough to put a table in each room, nor would I like to spend all the resources on that. I'm pretty sure this is going to require some .dll work and I'm not confident in my programming skills enough to do that. If there is an easy way to do this using the xml files (doubt it) then I'll happily do the work myself if someone can point me in the right direction.
#962
General Discussion / Re: Your weirdest habits
October 27, 2014, 09:18:41 PM
Quote from: Stan-K on October 27, 2014, 08:39:28 PM
With 3/10th of a brain they can still board the ship when I build it.
Excellent news for Paris Hilton (or insert other famous idiot)!
#963
Quote from: Jaxxa on October 27, 2014, 08:05:59 PM
Quote from: Timber on October 25, 2014, 08:59:56 PM
A small suggestion for a quality of life improvement:
Make a circular default stockpile around trade beacon once it's built.

I found this annoying too, having to switch between the trade beacon and adding to the stockpile to get it right. I found a workaround that I am implementing in the next version of my mod, I added a toggle on the beacon to always show the radius even when not selected, so you can toggle it and then draw the stockpile exactly how you want to manually while still seeing the range.

Could you maybe also add that functionality to the sunlamps? It's not as big of a deal with those as it is with the trade beacon but it could be pretty useful anyway.
#964
well now you went and made me want to make a Tiki Torch for the game. And I already have several projects going. I'm going to go ahead and add in a tiki torch texture to my list of things to do when I get frustrated with my main project.
#965
Quote from: MisterLock on October 27, 2014, 07:10:30 PM
Guess you are right...but that's what you get when modding is a big part of a game and there is no proper mod order system in place.

It's possibly going to be fixed in alpha 8 with the Rimworld Launcher. I'm hoping anyway.
#966
Mods / Re: No Cave Ins. They're terrifying!
October 27, 2014, 07:12:04 PM
Quote from: skullywag on October 27, 2014, 01:43:09 PM
Im not sure you can disable the cave in itself without a dll mod overiding this functionality. You could however add a "support beam" wall def that has a transparent texture and is passable. You lose a building square but itd work.

Actually I've thought of designing a fancy looking support column that looks like an actual support column rather than just a piece of wall. I may look into doing that later. Should be far easier than doing an entire wall texture (which just looks super confusing to me).
#967
Quote from: JuliaEllie on October 27, 2014, 06:05:19 PM
Quote from: MisterLock on October 27, 2014, 06:00:51 PM
I feel a deja vu...Or some future incompatibility issues that recipie nurse had...Hmm...well see how this plays out!

Not going to point fingers but the incompatibilities didnt come from NewRecipeNurse ;)

So far the only compatibility issues I've seen with RecipeNurse are not compatibility issues at all but are user errors in load order or failure to restart the game after going into the mods screen.
#968
Help / Re: Outdated Tutorials?
October 27, 2014, 11:00:20 AM
Quote from: Clipz on October 27, 2014, 09:54:08 AM
It is pretty misleading to just leave them there. Anyway, I'll give what you said a try, thanks!

No problem. And if you need any help you can always message me. I'm no expert, but I am willing to provide any assistance I can. And if I can't help you I'll try and point you toward someone who can.
#969
Mods / Re: No Cave Ins. They're terrifying!
October 27, 2014, 10:39:59 AM
If it is possible to remove the collapsing roofs then the only thing I have found regarding it is in the mods>core>defs>roofdefs>BaseRoofs.xml file. One part says:
    <collapseLeavingThingDef>ChunkRock</collapseLeavingThingDef>
    <filthLeavings>
      <RockRubble>2</RockRubble>
    </filthLeavings>


I don't really care to mess with this myself but if you are willing to experiment then you might try deleting or commenting out that section (always backup the original files before editing them). If that doesn't work then I have no clue where to find it. I'll look a little more after posting this and if I see anything else that might be useful to you I'll edit this post and provide the info.

[edit to add]: Also in mods>core>defs>DamageTypeDefs>BaseDamageTypes.xml you will find the def for crush damage type. This might be useful if you plan on doing this mod yourself.

[edit again to add]: and that's all I could find in the XML files relating to collapsing roofs. If none of that does the job then you would need to mess with some actual coding and .dll files. I have no experience in this subject for this game so I can't help you at all there. Hopefully you can achieve your goal with the info I provided. Either that or someone with more knowledge on the subject and free time to devote to making the mod comes along.
#970
Help / Re: God mode's name
October 26, 2014, 10:13:03 PM
Green is my favorite color as well. It's the color of growth and life. To me that's the most creative color.
#971
Help / Re: Wall lights
October 26, 2014, 10:06:58 PM
Immersive Rim also has wall lights that work if you still need help.
#972
Help / Re: Outdated Tutorials?
October 26, 2014, 10:02:32 PM
I encountered the same problem when I went to make my first mod. Those tutorials should be taken down even if nobody is going to update them. What helped me most was looking at the simple mods on the forum and figuring out what they changed from the core mod files. It really is far more simple than it seems to be at first. Most of it is just copy-pasting stuff from the core mod and then changing the details a bit.
#973
If T wants to incorporate the speed boosting floors into his mod then I have no problem with it. All I did was add one line to each of the floor defs changing the pathcost to a -3 or -4 depending on which floor it was. The problem I encountered is you can't do decimal numbers and the whole numbers have odd effect values. -1 is 108% speed boost, -2 is 118%, -3 is 130% and -4 is 144%. -10 is 300% which was insane. Beyond those numbers I don't know what the effect values are. There doesn't seem to be a discernible pattern to it so it was really just a trial and error thing.
#974
Quote from: Igabod on October 26, 2014, 08:20:14 PM
I'll test it again tonight and see if I can replicate that. Eating dinner right now but then I'll test it afterward.

I tested again and could not replicate the issue with mined areas (rough hewn rock floors) and smoothed stone floors turning to sand. Are you using this with any other mods that might change the floors def files? Did you create a new world and a new colony to test this out or did you just apply it on an existing colony. If you loaded up an existing colony, that could be your problem. This changes the base game floor defs so it probably isn't old save compatible. If that is indeed the case here then let me know so I can put a warning on the OP that it doesn't work with old saves.
#975
An entire raiding party of cannibals wearing chef hats would be awesome.