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Messages - Lord Fappington

#31
Quote from: Kolljak on January 26, 2015, 12:07:03 AM
after seeing your mod i can think of the many reasons as to why you want this :D i know its similar to the Depressive and Sanguine only triggered by an event such as sowing .... there is someone who has a mod i think its in one of the food mods Where a person is happy for eating a certain food and it uses the same code as that only wired to eating a specific item. could you not rework that to your needs.

Unfortunately no, I can't tie easily into the eating system for triggering moods.  If I am wrong, I'd love for someone to correct me, and show me how ;)

My source code is freely available with my mod, so anyone is welcome to tinker with it to help :)
#32
Quote from: Kolljak on January 26, 2015, 12:09:09 AM
I ran into a slave ship called Hyper Lubricants .... poor guys.

how'd the update work for you?
#34
Quote from: Feirfec on January 25, 2015, 09:08:10 PM
wait "green thumb" doesn't just give +2 growing?

If they sow plants it gives a moodlet that increases their mood.  +1 per plant up to 20 stack.
#35
Quote from: Igabod on January 25, 2015, 08:53:40 PM

Do you mean like the one for green thumb that triggers a positive mood thought after the pawn completes a planting task? I don't know enough about the C# side of modding to help you more than suggest you look at green thumb for help. I know it's not possible in just XML unfortunately.

Igabod, you read my mind.  Unfortunately when I try to decompile the core assembly for the jobdrivers related to sowing/planting I get an error; therefore, I can't see how Tynan did it :(
#36
General Discussion / Re: Thanks Tynan
January 25, 2015, 07:50:11 PM
a big thanks Tynan and much admiration.

Quote
Especially since trade vessels don't make too much sense on a Rimworld. I suspect that Tynan would like/will introduce trade caravans later on, that would be grand !

Rant aside, I have sympathies for this part and don't play with the comms console.  If I can trade with a spaceship, why can't they haul me off the RimWorld?

Luckily Haplo has made a sexy trade caravan mod! :)
#37
Mods / Re: Mod Complete: Distilled Xerigium 1.1
January 25, 2015, 07:15:48 PM
This is great should put a post in releases so most ppl looking will find it
#38
As the title says. 

I'm trying to trigger a thought when a workgivers conditions are met, or better yet when a job driver is complete.
#39
Not exactly sure but if it could draw off a class that effective counts them.  I'd try looking at the overview tab to see where it points for that information.  I'd give a more specific example but I'm away from the comp
#40
Quote from: Haplo on January 25, 2015, 12:24:46 PM
Maybe you could do this:

if (!Find.Selector.IsSelected(myPawn))
    return null;

That worked like a charm!

Thank you both Mipen & Haplo :)
#41
Quote from: mipen on January 25, 2015, 06:26:38 AM
In the workgiver you could put a line at the top to test if the potential pawn is selected. If it is, carry on. If it isn't, return null.
The function you want is in Find.Selector, either SingleSelectedThing or SelectedObjects. Just check if the pawn is in one of those and you should be good :)
Thanks for the advice mate, I'll give that a go today and let us know how it turns out.

Would it be something like:


If (mypawn = find.selector.selectedobjects)
//Or
If (mypawn = find.selector.selectedobjects(obj))
#42
As the title says.  Aside from a floatmenu approach, I'd like to know if there was a way in RimWorld c# to specify only the pawn actively selected by the game's player.

I looked at the selector class but didn't have any luck implementing it.

Basically in my lovemaking mod it's working great, the only caveat is without player direction everyone does there own thing, with idlers tending to go on fapping binges.

Jokes aside, this method instead of floatmenus wil allow me to have a lot more easier flexibility in updating the code down the road
#43
Help / Re: Mod Request MULTIPLAYER
January 24, 2015, 10:15:55 PM
for a prescient example see Don't Starve & Don't Starve Together.  It is a big undertaking.
#44
Ideas / On walls and crops
January 21, 2015, 11:15:07 PM
I'd consider making stone buildings much more time consuming to build and stronger, or conversely, wood less time consuming and weaker.  The idea is that the choices and investments in one over another should be more stark.

Another idea, consider water (precipitation or terrain) being a factor for crops in addition to soil quality.  I know this is more difficult to code, but at present I wish there was more competing incentives for choosing a colony site on the world and site maps.
#45
Ideas / Re: Your Cheapest Ideas
January 21, 2015, 11:13:59 PM
I'd consider making stone buildings much more time consuming to build and stronger, or conversely, wood less time consuming and weaker.  The idea is that the choices and investments in one over another should be more stark.

Another idea, consider water (precipitation or terrain) being a factor for crops in addition to soil quality.  I know this is more difficult to code, but at present I wish there was more competing incentives for choosing a colony site on the world and site maps.