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Topics - Dr. Z

#61
General Discussion / Problem with deers
August 21, 2014, 01:42:09 PM
So deers are the first creature in RimWorld where you can actually see the legs. That leads to the problem, that when they move, it's like they where on rails, which was fine with everything else because you couldn't see the legs, but the deers look like puppys that way and I really can't tale them serious.
#62
Help / Floors and zones
August 20, 2014, 01:53:14 PM
Where are they defined? Do they actually have defenitions? How can I mod them? Ididn't find anything under buildings.
#63
Although I do like the new health system very much because of reasons already mentioned in many other threads, I just got two absolutly ridiculous old wounded starting colonists.



I plan to name this colony "Hohle-in-toe".
#64
General Discussion / Colony on starting screen
August 15, 2014, 07:11:30 PM
Although this is nothing new (just looked at starting screen of Alpha 5) and some of you may know I just discovered that there is actually a build colony on the starting screen, so I thought I have to show this.



It's right in the middle of the picture, forgot to highlight it but I think it's clear.
Sorry to those of you already knowing this but I was just really fascinated of this right now^^
#65
Tools / Structured xml Files
August 14, 2014, 07:15:35 AM
Somexmlfilesinthegameareterriblyunstructured. Workingwiththemislikereadingatextwithoutspaces.

So I decided to take those files and give it a proper structure.
This upload is both to save you from having to do this and a backup for myself if I e.g. install a new version and delete the old withput copy-paste.

A BIG thanks to Neurotoxin because he told me about the Free Online XML Formatter which did just what I needed without me even running it...
Although this post is a bit unnecessary because it takes like five seconds to structure an xml with this tool I just decided to upload them anyway.

If you know of other xml files which are unstructured, jut post it and I will add them to the list.

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#66
Outdated / [Mod] (Alpha 6) Trader Tweaks
August 14, 2014, 06:52:44 AM
In past Alphas, I always had a difficult time taking the traders serious because all I was reading was "cheap, cheap, cheap, very cheap". And although this is much better in Alpha 6, I think there are still a few things which need change.

First things first: Industrial traders can trade stone. In past colonies, I had stockpiles with over 3000 stone blocks and I think it's mandatory to be able to sell them. This mod is also included seperately in the download file if you don't like the other changes I've made.

For the main mod, I changed just a few Drop Price Modifiers (DPMs) to make some wares more expensive because I think it reflects their worth for the colony better (I know that uranium and rockets aren't used in vanilla, but maybe there are mods out there using it, also, I don't do half things).
In detail:
- Changed DPM for Metal (industrial trader) from cheap to non (normal)
- Changed DPM for Uranium (industrial trader) from cheap to expensive
- Changed DPM for rockets (combat supplier) from cheap to non (normal)

It's not as much as I've planned back in Alpha 5, but this worked out good for me and I want to share it and hear your opinion whether this are good or bad changes. Trading stones is also included in the main mod.

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#67
Bugs / [W|0.6.532] Can't trade survival meals
August 14, 2014, 06:21:13 AM
When I open the trading interface with a food trader I get the error message "Requested amount buying for non-trading ThingDef MealSurvivalPack" (in devMode).

Whe I try to buy some of them, the screen gets colored till I relaese the mouse button.
It's the same problem I had in Alpha 5 when I tried to make a clothing trader. Afaik it says that the item is hardcoded not to be tradeable.
#68
Bugs / Visitors can go through doors
August 09, 2014, 08:31:45 AM
So I thought doors would just open for colonists because only they have a key, but neutral visitors can still go through my doors wich is quite bad because I store my food indoors so they don't eat it, cause when something like 20 visitors come by you can watch my food disappearing (didn't happened to me jet, but I'm afraid of it).
#69
Whenever I want to add a new recipe and add the ingredients to <ingredients>, they aren't displayed in the recipie menu until I add them a second time as a <fixedIngredientFilter>, so why do I need to write the same thing twice and what is the difference?
#70
General Discussion / A big "thank you" to unknown
July 21, 2014, 01:19:47 PM
Whoever created Fracois "Zeiph" Schmitt, I just want to say thank you. He's the one and only character I can rely on being awesome during character creation. The game needs more of his kind.
#71
General Discussion / How does "saw corpse" work?
July 21, 2014, 11:16:52 AM
So I always depoly all corpses in a far away stockpile till I get Mollos or crematorium. At first I was concerned about my colonists getting instant mental break by seeing 20 bodies at once, but there weren't any issues, so I thought that a corpse would trigger the "saw corpse" thought just one time.

But then one of my colonists got killed and the other one (yes it where only two at this moment) got the "saw corpse" thought several times for seeing it.

So could someone just explain me just exactly how this works. Has it to do with a corpse being a colonist or a stranger, or with the stadium whether it's dessicated or not? I can only guess.
#72
Off-Topic / GERMANYYYYYYYYYYYYYYY
July 14, 2014, 08:24:37 AM
Need I say more?
#73
While I was adding a new trader with a mod, I discovered that the amount of silver and items the traders carry doesn't follow the mins and maxs in the Defs. I hope this is not because I changed something accidentally while modding so this might need further testing.
#74
Help / [Solved] Need help with error message
July 10, 2014, 06:24:52 AM
So jet another problem with the error log.
I try to add a new trader for clothing via mod, but I get this error message:
"Requested amount buying for non-trading ThingDef Apparel_[Clothing]"

This message appears for every peace of clothing and numerus times, which was the reason for my last question regarding the error log. Could someone just explain what this message means?
#75
Help / Need help with error log
July 10, 2014, 05:25:13 AM
So imagine you are working on a mod, and if you try to run the feature you added, you get three different kinds of error messages. But the last one appears often enough, so that you can't see the other two messages anymore because when the the error log stops, the first two aren't displayed anymore. Is there a way to tell the log to stop after a certain amount of messages or any other option to see the first two messages?
#76
General Discussion / Batterie Efficency
July 09, 2014, 05:25:06 PM
What does 50% Efficency with Batteries actually mean?
#77
Outdated / [Mod] (Alpha 5/6) The Pyromaniac Modpack
July 09, 2014, 04:42:35 PM
Description
The first mod I made in my life. I'm so exited :D

The developement of this mod gets a little confusing by now, even for me, so I will recap it in chronological order:
- At first I wanted to make a mod to "Get rid of Clothing", adding a bill to burn it at a crematorium and a trader to sell it.
- It turned out that clothing isn't tradeable in Alpha 5, so you could just "Burn Clothing".
- Then a few people asked for another bill to burn tribal weapons, so I added it alongside with the option to burn wood itself, becasue I don't do half things. Now you were able to "Burn Clothing and Wood".
- With Alpha 6, burn clothing is included in Vanilla, but considering that there where people asking for it, I seperated the bill to burn Wood and reuploaded it alongside the old mod for those of you still finishing Alpha 5 colonies (and a more catchier title ;)). Trading clothing is still not possible, I'm afraid.

You are always welcome to suggest more things you would like to be able to burn.

Features
- (Alpha 6) Burn Wood, short bows, long bows and pila at a crematorium
- (Alpha 5) In addition: Burn clothing at a crematorium (included in vanilla Alpha 6)
- German translation is included in both download files

Known Issues
- (only assumed, needs testing) This mod actually replaces the original Crematorium with a new one able to burn those things, so if you're already running mods changing the crematorium they might cause trouble. If that's the case just text me and I will contact the developer, because a compability mod wouldn't be a problem at all.
- At the moment you have to burn wood one by one, because I can only set one fixed count for burnable stacks. Example: If I set count to 20, you're only able to burn a stack of 20 of any allowed ingredient. This means a) you can't burn wood if you have less then 20 of it and b) you can't burn the weapons at all because their stack is limited to one. If someone knows how to code this smarter, please tell me.

How to install
- Unzip the content in [YouRimWorldFolder]\Mods
- Activate the version you would like to use in the Mod Menu and delete the other one
- I don't know what happens when you activate both versions at the same time but I guess it has to do with error messages, so I suggest you don't try it out
- For the record: You don't need to start a new colony when installing/activating/deactivating this mod

Legal Notice
You are allowed to use this mod in your own mod or modpack, but I require a message and credit.

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#78
So there ar three letters which can't be displayed at some points, in my case namely in the mod description and the recipe description, but they are displayed at other locations, for example in the building menu. I'm talking about the letters ä, ö and ü (I hope the forum can display them).

Why can't they be displayed at some points? It's really challenging to leave them out completly, and it doesen't sound very good.
#79
Help / [Solved] Help a modding newbe
July 09, 2014, 12:22:26 PM
So I'm working on my very first mod: A bill added to the Crematorium to burn Clothes.
Because I have no clue how to actually create a bill, I copied the Recipes_Cremation.xml from the core mod, put it into my mod and edited it. This it how it looks right now:

<?xml version="1.0" encoding="utf-8" ?>
<RecipeDefs>

  <RecipeDef>
    <defName>CremateCloth</defName>
    <label>Verbrenne Kleidung</label>
    <description>Verbrenne ein Kleidungsstück um es loszuwerden</description>
    <jobString>Cremating.</jobString>
    <workAmount>100</workAmount>
    <workEffect>CremateCorpse</workEffect>
    <sustainerSoundDef>Recipe_CremateCorpse</sustainerSoundDef>
    <ingredients>
      <li>
        <filter>
          <categories>
            <li>Apparel</li>
          </categories>
        </filter>
        <count>1</count>
      </li>
    </ingredients>
   
  </RecipeDef>



</RecipeDefs>


So here are my problems:
1.: Right now the game doesen't recognice the bill because it doesen't know <defName>CremateCloth</defName>, so nothing changes. But if I change it to<defName>CremateCorpse</defName> it replaces the original bill, so how do I tell the game that there are now two different bills?

2.: Even if I replace the Bill, the ingrediens tab is empty. But I haven't thought about this jet, I'm still at step one.

I really know almost nothing about modding, just started 2 hours ago and I've done the Basic Wiki tutorial for adding a simple object (and failed because of a spelling mistake I couldn't track down), but the recipie page on the Wiki doesen't provide the information I need, so it would also be nice if someone would know a better and more extensive modding tutorial.
#80
Help / Cleaning up the release board
July 08, 2014, 07:51:30 AM
So now that there is a seperate board for outdated versions, would it be possible to actually put the outdated mods there? Because with mods for three different Alphas it becomes really confusing if you search for new mods.