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Messages - unifex

#16
Mods / Re: [TEXTURE REQUEST] Warhammer 40k
January 08, 2015, 03:57:41 AM
Its a tough one with OP space marines, unless they have some serious competition too (warpspawn, pugs, chaos marines etc) I reckon. It should be rare and hard to attain where you can install the geneseed into a Pawn (for the emperor), and once you have one, the harder spawns start to appear. If you have one though, there are corruption events that can kick in if you're dodgy.

Just sat for a while musing that some company owns the copyright etc on it and how much scope they'll give it if it gets popular. Not a real fan of how the world is setup atm.
#17
Help / Re: Is there any way to mod in new backstories?
January 08, 2015, 03:44:21 AM
I got snagged on some SkillDefs I was adding and why they were disabled, and looked into the backstories bit. Its fairly straight-forward to add them to the adult/child lists (harder to fiddle with the WorkTags enumeration!), but I guess if its a kickstarter thing it'd be frowned upon to fiddle too much with it.
#18
Help / Re: Custom persisted properties
January 07, 2015, 07:22:20 PM
Good point, thanks, can achieve much the same I guess. I'll check out that post.

Edit: One difference is being tied to the lifecycle of the thing or pawn (with the map component you'd have to do your own cleaning up etc but that's not a showstopper).
#19
Help / Re: Animal biome spawn
January 07, 2015, 06:14:56 PM
I just grab an entire copy of Biomes.xml from the Core mod and modify that in my mod to add new beasts. I don't think its set to be selectively added to or modified at this stage.
#20
Help / Custom persisted properties
January 07, 2015, 06:03:55 PM
I was wondering if its possible, or a possible enhancement to discuss, to add custom properties to things like Pawns, or the base Thing class.

Basically just a map or dictionary or key/value pair holder in the base class, that is persisted when the game is saved.

It'd look fairly basic, I guess (I'm not sure the ideomatic c# way to do maps/hashes):

    pawn.GetProperties().Put("RadiationExposure", 100);
    thing.GetProperties().Put("MyCustomAttributes", someMap);

I guess all the values would have to be serializable. I think the inheritance/OO thing can fall down a bit at times e.g. I'd like to be able to extend on the base Thing class, but I can't do that currently. With a properties blob it would open up the flexibility a bit.
#21
Help / Re: Glowing plants
January 05, 2015, 05:42:31 PM
Did the trick thanks (I thought that might make the code start to look for body parts and healthdiffs so I haven't played with that).
#22
Help / Re: Is there a way to set biome temperatures?
January 05, 2015, 04:11:21 PM
Ah OK thanks.
#23
Help / Re: Glowing plants
January 05, 2015, 04:10:31 PM
Quote from: Rikiki on January 05, 2015, 07:12:07 AM
I used the same principle but with a custom glower component which does not need power.
Have you tried to plant your fungi away from a power net? ;)

Yep seems to work fine, I think a CompGlower will default to 'Lit' in the absence of a CompPower thing. I haven't tried lobbing a grenade on it though to see if the invisible glowers can be destroyed.
#24
Help / Re: Glowing plants
January 05, 2015, 06:21:05 AM
I've gone with a little kludge for now:


public class GlowingFungi : Fungi {

    protected Thing blankGlower;

    public override void SpawnSetup()
    {
    base.SpawnSetup();
    blankGlower = GenSpawn.Spawn(ThingDef.Named("BlankGlower"), this.Position);
    }
   
public override void DeSpawn()
{
base.DeSpawn();
if (blankGlower != null) {
blankGlower.Destroy(DestroyMode.Vanish);
}
}
}


and the blank glower looks like:


    <ThingDef>
        <defName>BlankGlower</defName>
        <category>Ethereal</category>
        <selectable>false</selectable>
        <drawerType>MapMeshAndRealTime</drawerType>
        <eType>BuildingComplex</eType>
        <label></label>
        <description></description>
        <thingClass>Building</thingClass>
        <graphicPath>Items/Blank</graphicPath>
        <graphicClass>Graphic_Single</graphicClass>
        <altitudeLayer>Floor</altitudeLayer>
        <statBases>
            <MaxHealth>50</MaxHealth>
        </statBases>
        <graphicOverdraw>false</graphicOverdraw>
        <menuHidden>True</menuHidden>
        <passability>Standable</passability>
        <hasInteractionCell>False</hasInteractionCell>
        <itemSurface>False</itemSurface>
        <rotatable>False</rotatable>
        <comps>
            <li>
                <compClass>CompGlower</compClass>
                <glowRadius>2</glowRadius>
                <glowColor>(64,64,64,0)</glowColor>
            </li>
        </comps>
    </ThingDef>


I might just go with defining different blank glowers and using as needed. Mine's got the particular side effect atm that the fungi won't grow now as its no longer in darkness, but the little fungi bud still provides light.

[attachment deleted due to age]
#25
Looks awesome.
#26
Unfinished / Re: [WIP] Shower
January 04, 2015, 08:15:54 PM
Added a new artesian well and water cannister now (think I might use that for the shower). Screenshot attached.

[attachment deleted due to age]
#27
Help / Re: Is there a way to set biome temperatures?
January 04, 2015, 06:35:01 PM
The little I've looked at it, I think all you can tweak are the weather definitions under WeatherDefs:

    ...
    <temperatureRange>
      <min>0</min>
      <max>999</max>
    </temperatureRange>

Afaict any behaviour on top of that is hardcoded.
#28
Unfinished / [WIP] Shower
January 04, 2015, 06:19:47 PM
I put together a shower building:

https://github.com/calmhorizons/innerworlds/blob/master/release/Innerworlds-Shower-0.1.0-SNAPSHOT.zip

There are a few rough edges, but once built, your colonists can add a Have Shower bill to the building (uses soap made from gel slime, but you can tweak that in the RecipeDef). This adds a HealthDiff and thought to them (ranges from 1-10 depending on how showered they are).

Some of its functionality is a bit klunky in terms of where the code lives or wasn't where I wanted to add it, but I had trouble getting the WorkGiver to specify a particular JobDef. I think you also have to have at least 1 product from the Bill functionality, so its uses 2 soaps and returns 1 atm.
#29
Looks like something going wrong with Unity's shaders or something, not sure sorry (definitely got the right drawerType?). It does however "work on my machine" :) I've got a fair few mods installed though.
#30
Ack, something else going on there I think (at least, it works fine for me with that change, I also changed the Texture but I doubt that'd be it).

I'd try with a vanilla install.