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Messages - unifex

#31
You need this one:

    <drawerType>MapMeshAndRealTime</drawerType>

Think that's all I changed and it appears to work fine. I'm tempted to add transmitsPower to all the light's CompPowerTrader block, I don't like having to route wiring around those.
#32
Mods / Re: [mod request] Item deletion
January 03, 2015, 07:55:33 PM
I was thinking it'd need to be core as it might involve adding an attribute to one of the base classes (Thing I suppose). Didn't realize you could shoot things, I guess if that's too slow one thing that might be worth looking at is a new verb based on Verb_MeleeAttack that Destroy'ed the item it hit (perhaps after a sufficient delay and cool sound), and attach that to a MobileAtomicShredder weapon or something (that did no damage to Pawn's). Or perhaps recycled things into constituent parts if you wanted.
#33
Mods / Re: [Request/Idea]Tofu
January 03, 2015, 07:45:09 PM
No worries :) I watched The Babadook last night (your username's son), creepy stuff hehe.
#34
Help / Re: Recipes precise cost
January 03, 2015, 08:33:29 AM
There's a volume calculation in there somewhere I think, so I suspect the volume of those goods is causing that.
#35
Mods / Re: [Mod Request] Different Races For Colonists
January 03, 2015, 06:11:13 AM
Been fiddling around with new humanoid types and new SkillDefs... adding SkillDefs doesn't look that easy with the interaction with the backstory. I don't think you'd need to be a c# "wizard" by any stretch of the imagination for this kind of stuff, more just learning the API as it stands, and what's available. The actual code you need to write is generally going to be pretty trivial (unless you embark on something really worthwhile like a new military system or something of that scale, then I guess you'll want a good grounding).
#36
Mods / Re: [mod request] Item deletion
January 03, 2015, 06:00:19 AM
Yeah I like the idea of this, but I think its a definite candidate for something that needs to go in the core code.
#37
Help / Re: Glowing plants
January 03, 2015, 05:53:11 AM
Tried and failed to get any kind of glow on my fungi. Perhaps an addition might be a PlantWithComps that supported the CompGlower and integrated with the GlowerGrid stuff. I tried to hack around it all but ended up not getting anywhere (well, I made some fungi that wave in the wind).
#38
Help / Re: Recipes precise cost
January 03, 2015, 05:50:44 AM
Afaik there's the "old" way and the "new" way (or what I call). The old way of using a RecipeDef still works i.e.

<ingredients>
         <li>
            <filter>
               <thingDefs>
                  <li>RawPotatoes</li>
               </thingDefs>
            </filter>
            <count>5</count>
         </li>
            <li>
                <filter>
                    <thingDefs>
                        <li>RawLeeks</li>
                    </thingDefs>
                </filter>
                <count>5</count>
            </li>
      </ingredients>

but I think with the new way of having the material defined in the Thing with stuffCategories and costStuffCount you can only specify the broad types and numbers. I prefer being able to specify it like the former too, but I see where its going with the latter. Kind of want both of those merged into one.

#39
Help / Re: ThoughtDef
January 03, 2015, 05:46:28 AM
Afaik it'd need a bit of code to add the thought. I'm thinking a custom JobDef (could extend the DoBill one) with a driverClass that adds the thought.

I think you could also create a new Soap class that implemented the Usable interface, and add the thought in the UsedBy() method.
#40
Mods / Re: [Request/Idea]Tofu
January 02, 2015, 10:10:10 PM
https://github.com/calmhorizons/innerworlds/blob/master/release/Innerworlds-Plant-Soybean-0.1.0-SNAPSHOT.zip

Not much imagination was harmed in the making of that, as there are no new graphics and not a great deal of thought put into the food values etc. Easy enough to tweak though. This adds a soybean plant, raw soybeans and a tofu recipe to the CookStove. Tofu falls under the RawMeat category.
#41
Been thinking about an overseer type thing, would also like the ability to define uniforms on squads.

I've had a little crack at restricting the jobs for a table:

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

or you can see the source at:

https://github.com/calmhorizons/innerworlds/tree/master/iw-workgiver-overseer/assembly/Innerworlds-WorkGiver-Overseer

I've only done a basic one, so the worktable can only have one skill defined with a minimum and maximum level. I'll take a look at adding some GUI widgets so it can be viewed and tweaked at runtime (per-table hopefully otherwise it'll be a bit painful).

The steps to using it are:

i. Change the WorkGiverDef in Core\WorkGiverDefs to use <giverClass>Innerworlds.WorkGiver_DoBillOverseer</giverClass> wherever you want the functionality (I find/replaced all WorkGiver_DoBill instances) if you use my version. Otherwise I'd encourage grabbing SharpDevelop and fiddling around with rebuilding from source etc.
ii. Any building that is a ThingWithComps can add:


        <comps>
            <li Class="Innerworlds.CompProperties_OverseerRequirement">
                <compClass>Innerworlds.CompOverseerRequirement</compClass>
                <skill>Medicine</skill>
                <minLevel>5</minLevel>
                <maxLevel>7</maxLevel>
            </li>
        </comps>


Think that's about it (pretty basic, no visual feedback of requirements etc yet). The workGiver will check each pawn's skills before allowing the job through. It'll be nicer as a list of requirements, and done at runtime ie. not fixed in the xml. As it stands I guess you could add a series of new buildings using the XML e.g. BasicStonecutter, MidStoneCutter, AdvancedStoneCutter and fiddle with the levels.
#42
Mods / Re: New Graphics For The Game
January 01, 2015, 04:46:43 PM
Extremely well done artwork! Be warned though, if this world ever goes rimworld I'm going to add an Operation to Jabbamonkey to extract the artwork gland.
#43
Unfinished / Re: [WIP] Innerworlds
January 01, 2015, 06:11:33 AM
Made some changes:

* Removed the iw-armoury-mines mod now the bits have been integrated back into JuEl's mod
* Added aether vent and hell vent - like steam geysers, with slightly different emitters and use cases. Not much implemented.
* Added green and blue slimes with their own bodies. Fairly basic, just like a snake, but the blue leather should be good for cold climates. Modified the biomes to spawn these.
* Added three tiers of turrets and mannable turrets based on research into military
* Added the black stika fungi for poison meals
* Added two skill defs for Daedalic and Xenite research. Not much behind those yet.
* Added three mycomedicines
* Fungi pot
* Dark shroud event - should resurrect any dead colonists to deadly shades
* Aether event - should spawn an aether vent. There is an Aethercap that can built on it, but it doesn't do anything yet. They will eventually spawn different beasts, or can be harnessed for two different types of energy.
* Padded leather variants of the leather armour for cold climates
* Mineable gallanium (hard to mine, little yield)
* Vishysoire (definitely the wrong spelling lol. the french potato and leek soup)
* Mushroom soup
* Changed license to a CC non-commercial attribution one
#44
Good stuff!
#45
Help / Re: Improper Texture Scaling
December 31, 2014, 06:38:59 PM
I ran into some of these shennanigans (and have no understanding of Unity's rendering), I think I settled on just not supplying a menuIcon image in most cases. For everything else I stick to using 64x64 pixels to represent one square and build on that (128x128 for 4 squares etc) and things behave (with graphicOverdraw=false and Graphic_Single as the graphicClass).