Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - soulkata

#181
Help / Re: Where to store pawn custom information
February 16, 2015, 01:15:59 PM
Thanks Haplo,

MapComponent really handles my needs! I had to create a Saveable object to handle the custom information anexed to the pawns... Below how my code began...


    public class AnthillMapComponent : MapComponent
    {
        public List<AntQueenTick> antQueenData = new List<AntQueenTick>();

        public override void ExposeData()
        {
            base.ExposeData();

            Scribe_Collections.LookList(ref this.antQueenData, "AntQueen", LookMode.Deep);
        }
    }

    public class AntQueenTick : Saveable
    {
        public int count;
        public int nextTick;
        public Pawn pawn;

        public void ExposeData()
        {
            Scribe_References.LookReference(ref this.pawn, "pawn");
            Scribe_Values.LookValue(ref this.count, "count");
            Scribe_Values.LookValue(ref this.nextTick, "nextTick");
        }
    }
#182
Help / Re: Where to store pawn custom information
February 16, 2015, 08:21:30 AM
Thanks mrofa!

Your ansfer guide me to right direction, but, I still need some advice! The 'LookReference' method Persists only local information... For example, the 'JobDriver' is a 'Saveable', if I call 'LookReference' inside it, I will be getting information about the current Job, not about the previous, that is waht I need...

In my case, its a litle more complicated, since I need to do a custom 'ThinkNode_ConditionalFunc', that isnt even a 'Saveable'!

In short, what I need is: In a 'ThinkNode_ConditionalFunc' get how many Ticks passed since last sucess result, if is great than a constant, it will store the current game time and return true, otherwise, return false (Every ant queen shoud have his 'LastSucessSpawnTick')...
#183
Help / Re: Debug Mod with VS 2013
February 15, 2015, 07:48:41 PM
Thanks everyone!
:)
#184
Help / Where to store pawn custom information
February 15, 2015, 07:47:38 PM
Hi, I am making my first Dll mod, It will be a new enemy faction of Ants. Right now, I am working on a 'Ant Queen' unit, their have a special hability, in time to time, they will spawn a new 'Ant Warrior' to attack the colony!

I allready completed the task of creating a new Ant, my problem is: I need to store in some place the gametime of the last spawed ant (Handling Save and Load), to give some time until de next spawn action!

I allready read the post about save structure, but I cannot understand how to save custom mod information in these files!
#185
Help / Debug Mod with VS 2013
February 13, 2015, 09:17:13 PM
Hi,

Its my first 'Dll mod', so I am asking dumb things! :)

I am using VS2013, I have created a custom 'ThinkNode', thowing a 'Hello World' exception.
I put a Breakpoint on the exception Line, then changed the output folder to the mod 'Assemblies' directory and I set the external program to be the Rimworld...

The game starts, find my class, bud dont stop at Breakpoint... :(

I missed somenthing? Or cannot debug mods?
#186
General Discussion / Re: Call for public testers!
February 09, 2015, 11:50:41 AM
Sure, I can Test!
#187
Quote from: Rikiki on February 02, 2015, 07:03:58 PM
Nice example of a simple yet efficient mod. :)
But... you may have missed this mod released the first day of Alpha 8. ;)
Constructive criticism: I prefer ItchyFlea's mod as the recipes are added to the existing stonecutter table (it uses <recipeUsers>).

Yup, I searched for a mod like Stonecutting Tweak, for a while, and didnt find it!

Thanks for the tip, I am deprecating my mod!
#188
Hi, this is a simple mods that add a new 'Selective stone cutter'. The Bills of this stonecutter allow only one stone type, and then, the option for "Make until you have X" works properly!

[attachment deleted due to age]
#189
Ideas / Custom Difficulty Gauge
January 28, 2015, 09:44:53 AM
Hi, The game offers fixed Dificulties (Builder mode (5%), Casual (30%), Rough (60%), Challenge (100%), Serious Challenge (130%), Extreme Challenge (160%))... It will be nice have a Input to the user specify the dificulty...

Some sample cenarios:
* The game in 60% is too Easy, and at 100% is too Hard, the user can ajust to 80%!!!
* Some very experined players want to play at 300% normal difficulty!!
* Some mods unbalance the game, a custom difficulty can retake de challenge!!
#190
Ideas / Restart Game
January 26, 2015, 07:27:43 PM
Hi!

It would be great if I can restart the game, in same map, with same colonists! :)
#191
Quote from: JuliaEllie on January 26, 2015, 05:11:39 AM
Made live on stream - thanks guys for watching <3

Where I can watch the vídeo?
#192
Until Alpha 8, the stonecutting has a option to make blocks until have a desired number... Its really annoing micromanage that! It would be great a mod to correct this!!

Thanks!
#193
Quote from: Justin C on January 22, 2015, 02:29:21 AM
Hey guys, just popping in to say I'm sorry for not getting this updated yet.

Updating the mod has been at the top of my to-do list for the last month, but the idea of spending 20-30 hours updating and testing it is pretty daunting. Every time I set down to do it this month I realized I just didn't have the motivation. This project was something I originally started for fun, but every time I think about it I just get a feeling of dread because of the amount of work it will take to update it (and then again almost immediately afterwards, for Alpha 9), and guilt because I have kept you guys waiting for so long already. I'm not saying this because I wish to end the project or anything. I just want to give a bit of perspective to those who are rightfully annoyed with me right now.

I'm planning on working on the mod this weekend, and hopefully I will have it done for you guys in the middle of next week. And I promise I will have the Alpha 9 version done much more quickly.

Well, I think that making it OpenSurce is the answer! Then, instead of complaining about the release, the people can do-it themselves!
#194
Great!
Should be at Vanilla!!!
:)
#195
Bugs / Re: "Do until you have X" not working. Alpha 8b
December 18, 2014, 01:09:40 PM
Quote from: Cimanyd on December 14, 2014, 02:19:05 PM
The game explains why you can't:

"(This recipe cannot have a target count because it has multiple or unpredictable products.)"

That applies to many of the benches. Tailoring, smithing, and sculpting use the new system with unfinished things, authors, and quality (though apparel doesn't have quality yet, but it will in A9). Butchering produces multiple, unpredictable products (many kinds of leather, many kinds of meat). Stonecutting produces different kinds of stone blocks.

In Butchering, I agree with you, but in Stonecutting is really anoying! The game should count the materials allowed... If I just selected "Slate" the game should stop when the "Slate" blocks matchs the desired ammount... If I allowed all stone types, the game should stop when the sum of all blocks matchs the desired ammount...