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Messages - Kirid

#241
My favorites are probably Diablo and Katamari Damacy  ;D
#242
Help / Re: Many Dll Questions
April 27, 2014, 12:10:20 PM
I can't seem to compile this code from Visual Studios. I keep getting the error:
Error   1   Program 'C:\Users\Kirid\AppData\Local\Temporary Projects\NewSurface\obj\x86\Release\NewSurface.exe' does not contain a static 'Main' method suitable for an entry point   NewSurface
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

using UnityEngine;
using AI;
using Sound;
using UI;

// namespace
// class
// public static void Main(string[] args)

public enum SurfaceType
{
    Any,
    Light,
    Heavy,
    GrowSoil,
    Diggable,
    SmoothHard,
    SmoothableStone,
    New
}

I've written up this code based on answers to the first 2 question, only including what I know is need.
I commented out what I'm not sure is needed or don't know how to type up.
Questions:
  What type of file is SurfaceType (in Cassembly)? Is it just an enumerator like it says?
  Is the error I'm getting due to something I need to change in Visual Studios, or a problem with my code?
  What namespace/class/staticvoidMain or other Method do I need to include to make this a dll that will edit the existing file?
#243
Help / Re: HELP PLEASE Restricting building areas
April 26, 2014, 11:09:10 AM
Not unless you define a new Surface Type.  Any, Light, Heavy, GrowSoil, Diggable, SmoothHard, SmoothableStone are the only types currently.
I'm looking at the SurfaceType dll right now trying to figure out how define a new one  ;) I'm not sure how to build class files into a dll.
#244
Help / Re: Many Dll Questions
April 26, 2014, 04:46:06 AM
Quote from: Cala13er on April 26, 2014, 04:35:52 AM
Every class file in my industrial RIM mod uses this even though I don't use them all
(code)
Cool, that's what I thought. Question 1 answered thank you  ;)
#245
Help / Many Dll Questions
April 26, 2014, 04:06:49 AM
I have a lot of questions about dlls, I'm going to post them all here as opposed to separate threads or within another discussions. Other people are welcome to ask questions, and hopefully no question is too dumb. I've done up to step 5 of writing custom code and I have CAssembly pulled up in ILSpy. Maybe this will help create a few simple FAQ on dlls for the modding page.

First question: What does my 'using' header need to contain?
Most of the CAssembly dlls are only using System;. Only using others only when needed.
Does my modded code need to contain all of these, or just what it uses?   Is it bad to include them if not used, or is it good to include them all in case the code needs it?
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

using UnityEngine;
//using AI;      //if needed
//using Sound         
//using UI;


Second: When exactly do I overwrite/reitterate existing code, or should I only include what code I want to add? This is an example of trying to make a new SurfaceType.
Original:using System;
public enum SurfaceType
{
Any,
Light,
Heavy,
GrowSoil,
Diggable,
SmoothHard,
SmoothableStone
}


New Surface Type:using System;
public enum SurfaceType
{
Any,
Light,
Heavy,
GrowSoil,
Diggable,
SmoothHard,
SmoothableStone,
        NewSurface
}

ORusing System;
public enum SurfaceType
{
        NewSurface
}

Or would something like this work at all?
#246
Help / Re: HELP PLEASE Restricting building areas
April 26, 2014, 02:27:05 AM
I think your best bet would be <SurfaceNeeded> <li>Diggable</li> </SurfaceNeeded> That includes only sand, soil, rich soil, and gravel. Light includes alot more things like floors and stone.
I'm pretty nooby at dll editing atm also, but this idea doesn't seem too hard.
#247
Outdated / Re: [MOD] (Alpha 3) Extra Research Tables
April 25, 2014, 02:05:47 PM
Quote from: Plasmatic on April 25, 2014, 01:43:17 PM
Do they work at the same time? :) as in can you have one colonist at each table and research would go faster? (assuming they all have equal skill)
3x as fast would be OP..
Yeah, I'm pretty sure multiple researchers at different tables stack, like you could have 6 of the little computer consoles, and they would all work if you had colonist assigned(x6 the research speed). I may be wrong, but I thought the vanilla research tables function that way too.
#248
Unfinished / Re: [MOD] (Alpha 3) Heavy Door
April 25, 2014, 12:55:23 PM
Eventually I want this to work so raiders only attack it with explosives or if given no other choice.
I found the Building_Door.class section of the CAssembly.dll
Several things refering to timing and will open for.
It all seems pretty straightforward, but I'm not exactly sure how to mod it, not that great of a programmer.
#249
Help / Robot faction help
April 25, 2014, 09:11:28 AM
I'm really close to having a robot faction:P
I started with a version that made them as an animal, It worked fine. I added them as a faction, that worked except they don't move then.
My problem is that I don't know how to define their backstory.
<hasStory>true</hasStory> makes them not spawn at all.
<hasStory>false</hasStory>makes them spawn but they won't move because they have no skills(from backstory).
They have an identical ThinkTree as normal Humanoids, I just copied it and renamed it.
I also don't know how to make them able to be arrested and added to colony. Currently they can only be attacked.
If you load the mod, spawn them in with godmode, or use a comms console with godmode to increase your relation then request aid. This will show what the act like at the moment.
It might be going nowhere, But I feel like I'm really close.

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#250
Unfinished / Re: [MOD] (Alpha 3) Heavy Door
April 25, 2014, 08:19:38 AM
Hehe good idea, I dont think I can do that through xml though.
#251
Unfinished / [Unfinished Mod] (Alpha 3) Heavy Door
April 25, 2014, 07:30:37 AM


The menu texture and blueprints are misleading, the door still builds the same size as a regular door, which is why it is unfinished.
I like it enough, I'll try to solve making it build like the picture, unless someone else knows how.
It has 800 Health, cost 150 metal, fireproof, transmits power, but doesn't require it.
I Think it doesn't let them "move through quickly" like a powered door, it only transmits for convenience sake.
I'm not sure how raiders react to it or if it is useful/balanced.
Let me know what you think.

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#252
I plopped it into a rimworld folder with 30 other mods, no problems so far. No conflicts with the AlphaMuffalo mod, my only pawn-adding mod. Since your xml just changes the <thingClass> of "BasePawn", I think anything loaded before may automatically get written over as a BattleFormations.XPawn?
#253
Oh my gosh this is awesome ;D just what I was wishing for. I thought it was too good to be true at first. I started a new game and played around with it in godmode for a bit, no errors and works as intended so far. I'm going to start testing out mods with it, then play a full colony.
#254
Outdated / Re: [MOD] (Alpha 3) Extra Research Tables
April 25, 2014, 12:16:03 AM
Updated! An awesome new texture by mrofa! The chemistry table is now more top-down rather than 2.5d, to better fit rimworld.
#255
Outdated / Re: [MOD] (Alpha 3) MedBed
April 24, 2014, 09:35:43 AM
Yeah they don't work very well at the moment. I'll make it work someday. People seem to like using them for decor anyways.
I find they work well as prisoner beds. If you get your prisoners incapacitated from raids, they will heal a lot faster and warden will start working on them sooner.