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Messages - Haplo

#1591
Quote from: Greaterix on May 07, 2014, 06:26:54 AM
...
I can't spend much time planning/building/repairing defences due to having to juggle mental breaks I can only assume is due to raw food & darkness.

You can take a look into their thoughts to find out about their reason for breaking apart.
But my guess would be, that a combination of dead bodies, no light, ugly and cramped environment,... could most likely be the cause of it.
And I agree, solar flares, eclipse raids are really, really bad for your health. ;)
#1592
That's the reason, why I didn't add any research to my workplaces, too.
I'm hoping alpha 4 supports the researches for receipts, but until then I leave the workplaces as they are and only have the skills set to compensate that a bit :)
#1593
Help / Re: Building produces something by itself
May 06, 2014, 03:14:02 AM
You can use the Ticker or TickerRare to do so.
In principle the Ticker is, when activated, a function that is called 60 times per second.
So you can do some program, that updates an internal counter every tick.
If the counter is done, call your SpawnItem-function and you have your result.
The TickerRare (or RareTicker? don't remember right now.) is called every 250 ticks.
Normally prefer this one as it doesn't need a faster counter and it will be better for the performance.
With this you can make it so that lets say coal is produced every x seconds.
And you can integrate a random counter target and don't have a fixed time :)
#1594
Right now the german may not be complete. I've made only a quick update from 420 to the 430 version yet.
Didn't have much time to do an in depth look through, so it may be that there is still something missing. :)
#1595
Releases / Re: [MOD] (Alpha 3) PowerSwitch
May 03, 2014, 05:13:14 PM
The full replacement is a replacement for the normal power switch and the vanilla power circuits. I can't integrate the BetterPower+ variant, because it wouldn't work without BP+.
So, yes. You need the BP+ variant too :)
#1596
Releases / Re: [MOD] (Alpha 3) PowerSwitch
May 02, 2014, 10:27:09 AM
The idea comes from there, yes. Take a look into the credits.
I've build the wires on the idea. The work is 100% mine.
And.. It's done with permission.
So.. Anymore questions?  :)
#1597
Quote from: DAOWAce on May 02, 2014, 03:50:03 AM
...
So yeah, in summary, get it on Early Access and speed up development and either drop the price by $10 or put it on an extended sale.  Look for YTers as a secondary objective.

That is the gamer side speaking: Bring it out as fast as possible, with as little cost to me as possible.
For a firm who wants to seriously make games for a longer time it is better to release it a bit later, when there is more content and you can sell it for a higher price. You only have a release hype once. And if it is in the early access part you miss out on the bigger mass who want to play finished games and may pay a higher price for them. Don't think that you'll get a big sell plus, once you declare it to be finished.
#1598
Mods / Re: Everybodys Mod
May 02, 2014, 03:42:36 AM
When you find a free spot next week, give it to me :)
#1599
I think the other mod was broken a short time after it's release too. Don't know if it was fixed. Didn't really looked out for it.
If you want to have it in the helps section, that's fine with me. But I've honestly always thought of this section as a place to look into, if I have a specific problem and want some help with it.
I'd like it to be in a tutorial folder, but don't know where such could be placed. So, if you think it's best to place it here, I have no problem with it.
Just wanted to let you know, why I selected the release in the first place and not the help topic.
 
#1600
I'm not really sure it fits into the help thread, as I've always seen this as a call-for-help thread and not a tutorial thread.
And as it repairs the fertilizer pump (indirectly the user has to do it himself and learns some basics about coding, even if it wasn't his intention, ;) ) I thought it would be good to place it in the release section.
Maybe a tutorial section would be a good place, but as it isn't there right now, I thought about motivating some users who normally don't do this, to try it out by placing it in the release thread..

But that is just my oppinion :)
#1601
Thank you for the offer, but I need to figure it out myself sometime. So why not yet ;)
First things first.. where to create a new page.. hmm..
#1602
Yes I know, I've spoken with him.
My only problem is, that I have no experience with wikis, so the link there will take a while until I figured it out :)
#1603
How to make an .dll-mod



Description
This is a small demonstration about how you can make a mod that's using an assembly (.dll).
With this little project you learn about the assembly and it's program. Additionally you'll build your own small dark matter generator and an animated wind turbine. :)
Note, that this is Windows only, as I have no experience with Linux or Mac. Sorry..


Needed Tools
You need the following tools:
- Microsoft Visual Studio 2017 Community Edition (free, download here)
- A basic understanding of C#
- RimWorld


Download
Download the project from Git-Hub.


Preparations
Before you start the project, you need to make the following preparations:
-Extract the file to a folder of your choice
-Go into your RimWorld-Folder:
    - Copy ..\RimWorld000Win\RimWorld000Win_Data\Managed\Assembly-CSharp.dll
      to ..\YourProjectFolder\RimWorld_ExampleProjectDLL\Source-DLLs\
    - Copy ..\RimWorld000Win\RimWorld000Win_Data\Managed\UnityEngine.dll
      to ..\YourProjectFolder\RimWorld_ExampleProjectDLL\Source-DLLs\


Enter The Project
Now that you've prepared everything, it is time to enter the project and take a look into what makes the pump do, what it does and where the problem is..
So open the project by starting <YourExtractionFolder>\RimWorld_ExampleProjectDLL.sln
If everything is installed correctly, Visual Studio should startup, opening your project.
Everything else is described inside.
And once you're finished, you have created your very own dark matter generator and maybe an animated wind turbine.

With this in mind.. Have fun exploring the secrets of the RimWorld code.  8)
See you on the other side,
Haplo
#1604
Releases / Re: [MOD] (Alpha 3) PowerSwitch
May 01, 2014, 08:33:03 AM
No problem, have fun ;)
#1605
Releases / Re: [MOD] (Alpha 3) PowerSwitch
May 01, 2014, 05:13:25 AM
Which button do you mean? The buttons for enemy, friend and timers? You need to research them first :)
If you mean the power switch icons in the Architect, they should be under Structures, where you can find the power conduits too.