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Messages - Kilroy232

#31
Help / Re: Modified Version of DeepDrill advice?
September 21, 2016, 11:04:04 PM
Just wanted to update but when I tried my code I got a few errors i wanted to share and possibly get some feedback on

#32
Help / Re: Modified Version of DeepDrill advice?
September 21, 2016, 07:05:44 PM
Quote from: Haplo on September 21, 2016, 12:42:54 AM
I think both aproaches are still valid.
I've tried myself on the comp-stuff with my bees and have to say that it isn't that much different to the normal building stuff.
Some function names are slightly different, but if you have something to take as a base, it is rather easy to figure out.
In the end it is just personal preference and how much you want to use a template :)

Thats good to know, that means I don't have to start over or anything with the C# I have been working on. Does however mean I need to figure out just what it is I am doing :P (this is the first time I have taken C# coding this seriously)
#33
Help / Re: Modified Version of DeepDrill advice?
September 21, 2016, 07:04:08 PM
Quote from: Master Bucketsmith on September 21, 2016, 06:40:10 AM
Ooooooooooooh! :O

I like that idea, Kilroy. What's the oil going to be used for? :)

Actually I would love if you could tell me what you think but so far my plan is to make it so you can produce crude oil from mining drills and then refine it into petroleum and other products from crude oil like kerosene.
From there you can build gas powered generators which have significant benefits, kerosene lamps and some other things I am working on as well as sell the resources you have collected.
Right now I am working on getting the mining function and making the mining requirements and the oils value balanced
#34
Help / Modified Version of DeepDrill advice?
September 20, 2016, 03:28:34 PM
So having had a good look the DeepDrill building doesn't have a thingClass tag in the XML code, it has <compClass>CompDeepDrill</compClass> and I am not quite sure how that difference effects the building.

I am looking to make a building similar to the DeepDrill where this new drill would not look for resources below the surface at all but instead would just constantly produce a new resource I am working on, oil. The new Drill would still track progress and spit out s produce after so much progress but instead of then looking for a new Resource Lump in would just skip that step and start on more of the infinite oil supply.

This leads to my question, should I just create a building that has a thing class that does what I want or should I continue using the compClass and modify that?
#35
Mods / 'ship cracker' C# possibility?
September 11, 2016, 09:19:33 PM
despite my knowledge in C# I know how to program human machine interfaces not games.

Right now I am just looking to ask how hard it would be to write code to make it so that structure can only be built on top of another structure. I want to make a 'ship cracker', an IED that would destroy a fallen ship piece in one quick blow so that the mechs would be free to ambush at base.

The other way that I could implement this idea if the first is too hard is to make the 'ship cracker' a function that would be available when you selected the ship piece (after the necessary research) just like deconstruction and an explosive would be constructed and detonated.
#36
Quote from: Drakeir on September 05, 2016, 10:35:59 PM
Thanks for making this mod. After some initial testing in dev mode, it seems far more balanced than More Vanilla Turrets.

Can you possibly post the turret stats as well? I'd like to compare the turret damage, burst count, fire rates, etc.

Ya if that is something you would like to see I can post that as well
#37
Quote from: TuefelHundenIV on September 01, 2016, 06:05:42 AM
Since I didn't see any new feed back I can confirm it seems you have fixed the issue and the costs in general appear to be back where they should be.

If you are looking for input of any sort maybe some sort of direct fire artillery that uses shells like mortars or lighter auto-fire slow rate of fire auto-cannon turret.

Thanks for the effort.

Thank you for taking the time to let others know that this is infact working properly.

As for direct fire artillery I have been looking for something new to do :)
#38
Quote from: mmokhem on August 30, 2016, 03:01:29 PM
Hello,
your Mod is causing a Bug where every Building in the Game costs 25 Wood

Quote from: rdz1122 on August 30, 2016, 04:59:39 PM
I agree; your mod is causing ingredient issues on everything; depends on what you select first it looks like.  Wood, nothing, granite, etc.

I am very sorry to everyone that had any trouble because of my oversight. I am happy to say though that I have removed the source of the error completely and that this mod works just as intended now.
As always I am happy to get suggests, ideas and any problems people are having. Thank you for your continued interest!
#39
Quote from: Jaxxa on August 30, 2016, 12:48:50 AM
Cool, Glad you got it working.
So you were able to fix it by just Removing the Assembly / that Class from the Assembly?

Jaxxa all I had to do to fix all the problems was to remove the entire assembly. I got ride of the whole thing because I wasn't using any of it.

Quote from: 1000101 on August 30, 2016, 01:15:05 AM
Glad you got it working.  :)

And I'm not so much excited for other peoples mods as working as hard as I can to not work on updating CCL.  :D

LOL, 1000101 I would love to learn more about the C# side of making mods if you ever want a hand :P (your reason is a good reason to take interest in my opinion though)
#40
Quote from: Jaxxa on August 29, 2016, 10:54:36 PM
Quote from: 1000101 on August 29, 2016, 10:26:35 PM
FIX YER MOD!  :P

Thats what I am trying to do. :)

Kilroy, do you have any C# classes that inherit from ThingDef in your mod?

OMG IT WAS AN OLD ASSEMBLY FROM PROJECT ARMORY I HAVEN'T USED IN AGES!!!!!!!!!!
... I went all through my xml with a fine tooth comb and almost drove myself nuts and it was an old assembly...

Well thank you so much Jaxxa, I actually think you saved my sanity because I was busy doing just what 1000101 was saying (well before he suggested it, I am no noob)

I will get this all back together and give everyone a version of my mod that actually works and 1000101 I will just assume you are excited to play with my mod again :p
#41
Quote from: 1000101 on August 29, 2016, 05:34:23 PM
The drop-pod and hash issues are likely the result of a cascade error.  Something else is causing errors in other parts of the game engine.  It is quite common for errors to cascade in RimWorld.  You will likely have to enable mods one-by-one and restart each time to check for validity to find the culprit.

Unfortunately my mod is the only thing I am running besides the core game files, just not sure where to even begin for that reason
#42
Quote from: Jaxxa on August 29, 2016, 04:35:39 PM
The first message looks to be informing you you need a Static constructor on startup to load your images.

The second one looks to be the same as Hatti and I am having:
https://ludeon.com/forums/index.php?topic=25076.0

Hatti seams to have a fix for it in that thread, but I have not managed to fix it in my mod yet.

I hate to seem like I am new to this but what is a static constructor? And or how do I implement something of the sort?

As for a solution to a cascade error I think I will have to start by cleaning up my code
#43
This is the error message I am getting, if anyone understands this I would love a little help on this one. Thank you!




UPDATE - trying to load a game anyway results in these errors.
There is something in my mod (the current version available for download if you feel like looking through it) that is making it so all items have the same value as wood... literally making every item in the game wood.

If I deconstruct metal, stone or anything I get wood.

#44
Quote from: MerlosTheMad on August 29, 2016, 12:38:10 PM
Quote from: Kilroy232 on August 28, 2016, 11:01:16 PM
Just wanted to remind everyone that is mod as been updated for Alpha 15 and that it is now on steam for easy access and more streamlined updates!

P.S. I have added an anti-personal "s-mine" and I am looking for feedback on the new content

Tried loading this one, but I don't think it worked? I was getting some strange errors with it. I did notice it's down from the workshop now so I'm guessing youre already aware. ^^

OH YA! Not sure if there was an alpha 15 patch that messed with it or something but one minute its great and the next minute its game breaking! I am working on it as we speak
#45
Just wanted to remind everyone that is mod as been updated for Alpha 15 and that it is now on steam for easy access and more streamlined updates!

P.S. I have added an anti-personal "s-mine" and I am looking for feedback on the new content