Yep I got mine reuploaded. Thanks for the help.
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#136
Help / Re: Uploading mod error - Cannot access attachments upload path!
November 25, 2014, 12:31:44 AM #137
Help / Uploading mod error - Cannot access attachments upload path!
November 22, 2014, 08:23:59 AM
All my mods are giving "404 - Attachment Not Found"
But when I try to reupload I get the error "Cannot access attachments upload path!"
Is something wrong with the forum attachments?
File was in a folder but I moved it to my desktop.
But when I try to reupload I get the error "Cannot access attachments upload path!"
Is something wrong with the forum attachments?
File was in a folder but I moved it to my desktop.
#138
Help / Doctor study table
October 21, 2014, 11:25:18 PM
I'm trying to make a table for the doctor similar to the research bench.
This way he can study medicine for a slight skill gain when noone is injured.
Any help is appreciated, I'm not very good at programming, but I think I've given it a good shot.
I don't really understand JobDrivers and WorkGivers, I think they work together.. but they don't seem to overlap anywhere. I have the proper JobDefs and WorkGiverDefs already made.
Right now I'm not sure how to make them actually stand there and study as the toil action.
Not sure how to write this hasPatients bool. If anyone is injured, the job cancels.
JobDriver
WorkGiver
This way he can study medicine for a slight skill gain when noone is injured.
Any help is appreciated, I'm not very good at programming, but I think I've given it a good shot.
I don't really understand JobDrivers and WorkGivers, I think they work together.. but they don't seem to overlap anywhere. I have the proper JobDefs and WorkGiverDefs already made.
Right now I'm not sure how to make them actually stand there and study as the toil action.
Not sure how to write this hasPatients bool. If anyone is injured, the job cancels.
JobDriver
Code Select
using RimWorld;
using System;
using System.Collections.Generic;
using Verse;
using Verse.AI;
namespace SkillTables
{
class JobDriver_MedicalResearch
{
private bool hasPatients = new bool();
public JobDriver_MedicalResearch(Pawn pawn) : base(pawn) {}
protected override IEnumerable<Toil> MakeNewToils()
{
yield return Toils_Reserve.Reserve(TargetIndex.A, ReservationType.Total);
yield return Toils_Goto.GotoThing(TargetIndex.A, PathMode.ClosestTouch)
.FailOnDestroyed(TargetIndex.A);
Toil toilStudy = new Toil();
toilStudy.initAction = () =>
{
//Stand Still
};
toilStudy.defaultDuration = GenTime.SecondsToTicks(400f);
toilStudy.defaultCompleteMode = ToilCompleteMode.Delay;
toilStudy.AddFailCondition(() => { return this.hasPatients; });
yield return toilStudy;
}
private void learnsMedicine
{
Pawn pawn = this.toilStudy.actor;
pawn.skills.Learn(SkillDefOf.Doctor, 0.22f);
}
private void findInjured()
{
// Find any injured colonists or prisoners needing help
//if
//{
//
//}
}
}
}WorkGiver
Code Select
using System;
using System.Collections.Generic;
using RimWorld;
using UnityEngine;
using Verse;
using VerseBase;
using Verse.AI;
namespace SkillTables
{
class WorkGiver_MedicalResearch : WorkGiver
{
private JobDef medicalResearchJobDef = DefDatabase<JobDef>.GetNamed("Research Medicine", true);
private enum EntityType
{
Building_MedicalResearchBench
}
public override ThingRequest PotentialWorkThingRequest
{
get
{
return ThingRequest.ForGroup(ThingRequestGroup.BuildingArtificial);
}
}
public override PathMode PathMode
{
get
{
return PathMode.Touch;
}
}
public WorkGiver_MedicalResearch(WorkGiverDef giverDef)
: base(giverDef)
{
}
public override Job StartingJobForOn(Pawn pawn, Thing t)
{
Building_MedicalResearchBench medtable = t as Building_MedicalResearchBench;
if (medtable == null)
return (Job) null;
if (!ReservationUtility.CanReserve(pawn, (TargetPack) medtable, ReservationType.Use))
return (Job) null;
else
return new Job(this.medicalResearchJobDef, new TargetPack(medtable));
}
}
}
#139
Mods / Re: Art Modifications - Resources
October 17, 2014, 09:44:08 PMQuote from: mrofa on October 13, 2014, 11:27:43 AMNice turret! It's like a magic trick! I'm dying to know how it was done...
Secretly learning art of Shinzy-tsu
You've got me inspired. I need to work on drawing techy-looking panels on stuff.
#140
Outdated / Re: [MOD] (Alpha 7) Miniature Dispensers 1.0
October 16, 2014, 10:52:12 PMQuote from: JuliaEllie on October 16, 2014, 08:56:15 PM
Hey I like your mod - especially the texturesI really love the concept of small mods adding only one or two applications so people can make their own "tool box" of mods. Was it a design decision to only let one dispenser exist at a time?
Quote from: Igabod on October 16, 2014, 09:28:57 PM
I suggest settling on one design and then put them behind a research topic and don't replace the vanilla ones.
If you could possibly remove or reduce that negative thought along with the smaller size then I'd be all over this.
Thanks! It's not a design choice, they don't work unless they overwrite the original. I tried adding all 3 as one mod so you could chose once in-game, but I think there is code that controls pawn's geting meals from it. Simply naming an objects as Building_NutrientPasteDispenser didn't work, it has to steal the defname too.
Replacing the vanilla ones doesn't matter much imo. If you want vanilla, dont download them mod; once you've downloaded the mod, why would you use the vanilla?
This mod is best used if you just imagine that the vanilla texture isn't a huge honking machine.
It's not supposed to make it more OP, just more manageable. That tiny one does feel cheaty without research, but I haven't gotten that far..
#141
Outdated / Re: [MOD] (Alpha 7) Miniature Dispensers 1.0
October 16, 2014, 08:13:27 PM
Thanks to sanya02 for tuning me into a way to get them working.
I tested them for awhile, they should be working fine. If anyone notices any problems let me know.
I tested them for awhile, they should be working fine. If anyone notices any problems let me know.
#142
Outdated / [A13] Small Nutrient Paste Dispensers (1.5)(CCL)
October 16, 2014, 08:09:10 PM
Small Nutrient Paste Dispensers

FRONT SIDE MINI
Important Notes:
Thanks to 1000101 for CCL conversion.
Community Core Library required
How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in game.
Change Log:
1.1- Update for Alpha 9
1.2- Update for Alpha 10
1.3- Update for Alpha 11
1.3 Still works for Alpha 12
1.4- Update for Alpha 13
1.5- CCL version
[attachment deleted by admin - too old]

FRONT SIDE MINI
Important Notes:
Thanks to 1000101 for CCL conversion.
Community Core Library required
How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in game.
Change Log:
1.1- Update for Alpha 9
1.2- Update for Alpha 10
1.3- Update for Alpha 11
1.3 Still works for Alpha 12
1.4- Update for Alpha 13
1.5- CCL version
[attachment deleted by admin - too old]
#143
Unfinished / Re: [Alpha 7] Smaller Paste Dispensers
October 16, 2014, 07:48:57 PMQuote from: sanya02 on October 16, 2014, 04:59:57 PMThat solved it, Thank you! Just changing the defname to the vanilla dispenser. I don't like the idea of overwriting/replacing much, but it will have to do. I was hoping to find a solution in the code somewhere.
replaces the main dispenser!
#144
Unfinished / [Alpha 7] Smaller Paste Dispensers
October 12, 2014, 05:28:15 AM
I saw someone talking about this and have always wanted it. Just another one of my "Replace vanilla, Make it smaller!" mods..
Just wanted to get some thoughts if anyone bothers trying it. There is a 1x1 and 2 -1x3 versions for different interaction slots.
Not Working! Does not produce meals, colonists eat raw food.
Currently uses textures from my research tables so <user beware!> works as intended otherwise.
Updated with art! Isn't spectacular, but it's something. I'd like to add some flashy panels and things later.

I'm concerned with the balance. Stat wise they are identical to a big paste dispenser.
That compact one probably needs to be researched, but it could function better somehwow?
Spent awhile staring at some code. Everything in Building_NutrientPasteDispenser seems to work well enough, they are functioning like normal NPDs except not producing meals.
I think the problem may be in FoodUtility, or some other class concerning AI and meals choice.
[attachment deleted by admin: too old]
Just wanted to get some thoughts if anyone bothers trying it. There is a 1x1 and 2 -1x3 versions for different interaction slots.
Not Working! Does not produce meals, colonists eat raw food.
Updated with art! Isn't spectacular, but it's something. I'd like to add some flashy panels and things later.

I'm concerned with the balance. Stat wise they are identical to a big paste dispenser.
That compact one probably needs to be researched, but it could function better somehwow?
Spent awhile staring at some code. Everything in Building_NutrientPasteDispenser seems to work well enough, they are functioning like normal NPDs except not producing meals.
I think the problem may be in FoodUtility, or some other class concerning AI and meals choice.
[attachment deleted by admin: too old]
#145
Outdated / Re: [MOD] (Alpha 7) Modular Solar Panels 1.6
October 11, 2014, 06:42:42 PM
Just reuploaded, if anyone was getting corrupt file
#146
Outdated / Re: [MOD] (Alpha 7) Extra Research Tables 1.3
October 10, 2014, 07:37:38 PM
reuploaded, hopefully it works now
#147
Outdated / Re: [MOD] (Alpha 7) Alpha Muffalo 1.4
October 10, 2014, 07:34:55 AMQuote from: skullywag on October 10, 2014, 07:13:47 AMUpdated. Heh, hopefully it works now? I haven't done any testing on it.
I mayhave made a mistake and forgot to upload the biome defs, so nothing will spawn, illadd it now and reupload to this post.
Edit - done!
#148
Ideas / Re: Fog Of War
October 09, 2014, 09:26:53 PM
Tynan has said it's already programmed into the game, or was. I think it's inactive and incomplete.
Right now he's working on more manageable things instead of spending a month getting it to work.
But we can hope for it as an option or as a mod someday! Keep pushing for it
I think it sounds fun.
Right now he's working on more manageable things instead of spending a month getting it to work.
But we can hope for it as an option or as a mod someday! Keep pushing for it
I think it sounds fun.
#149
Outdated / Re: [MOD] (Alpha 6) Embrasures v2.0.5
October 09, 2014, 09:08:40 PMQuote from: Jaxxa on October 09, 2014, 08:58:24 PMOh awesome, might update it with that info. Though I don't see a need to research walls -with- holes..
I have stuff using embrasures in my enhanced defence mod. Although no research yet.
#150
Outdated / Re: [MOD] (Alpha 6) Glassworks V.I
October 09, 2014, 08:43:57 PM
Any plans to update this?

I really love the concept of small mods adding only one or two applications so people can make their own "tool box" of mods. Was it a design decision to only let one dispenser exist at a time?