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#181
Woo, update! Haven't found any issues myself.

Yet to try the 6beta, but: I did some poking around regarding MapComponent injection into existing games (using it for my Mad Skills mod), and documented one of the solutions here.
#182
Quote from: skullywag on March 08, 2015, 04:24:18 AM
Do items still register as available to colonists when in the stockpile? is it literally stacking on top of each other in a cell?

Correct! They even show up in that resource side bar.
#183
Quote from: Fox on March 08, 2015, 12:32:19 AM
https://ludeon.com/forums/index.php?board=13.0

It IS functional in the state it's right now. That notice is there to explain my versioning, and will go away after today's update.
#184
RT Mods


RT Fuse
Researchable (RT Mods research tab) electric fuses to mitigate short circuits. When placed anywhere on a power network, each fuse will safely discharge up to three of network's batteries, mitigating or preventing the explosion.

Does not require a new colony to add or remove (might throw a one-time error).

Download: RT Fuse 1.5-1.7.0, old versions, Workshop, source, license (GPLv3)




RT Solar Flare Shield
Researchable (RT Mods research tab) magnetic shield to protect colony electronics from EMI and solar flares. The device heats up considerably while engaged, so plan accordingly!

Does not require a new colony to add or remove (might throw a one-time error).

Texture by LastXsile.

Download: RT Solar Flare Shield 1.5-1.8.0, old versions, Workshop, source, license (GPLv3)




RT Power Switch
A new researchable (RT Mods research tab) function for the power switch: when enabled, a new settings tab will become available on the power switch, allowing precise configuration of how should the switch react to changes in stored energy levels in an adjacent power network.

Does not require a new colony to add or remove (might throw a one-time error).

Download: RT Power Switch 1.5-1.6.0, old versions, Workshop, source, license (GPLv3)




How to install
  • Unzip the contents and place them in your RimWorld/Mods folder.
  • Activate in the mod menu in the game.

Translations
If you want to translate one of my mods, please create a translation mod.

Modpacks
Consider this note my explicit permission to include any of my mods to non-commercially distributed packs, and to modify whatever files you may need to. As long as proper attribution is maintained, of course.
Also, it would be courteous if you notified me and other players of such an inclusion via this thread, however that's entirely up to you.
I will not provide technical support to packs, unless it strikes my fancy, but if there's a variable in my mod that should be exposed to configs yet for some reason isn't - it's entirely possible to convince me to fix that.

Changelog

Buy me a coffee!
#185
Mods / Re: [Mod Request] Power Options
March 06, 2015, 05:14:00 AM
Solar roofs sound awesome and doable, I'll check it out.
#186
Mods / Re: Mod request: Shrink
March 06, 2015, 05:13:39 AM
A shrink, huh?.. Sounds doable. I'll check it out, will report here if anything comes of it.
#187
Well, a sure-fire check if the mod is working would be mousing over a skill with level higher than 9 and accelerating time; normally even at level 10 you would see experience to next level slowly go down, higher levels are quite fast; if the mod is active nothing of the sort happens.

Then you could load up your game, open up the console (tilda key, above tab; just in case) and check if there are lines saying "MapComponentInjector: map already has RTMadSkills.MapComponent_RTSkillIncreaser" or "MapComponentInjector: adding RTMadSkills.MapComponent_RTSkillIncreaser" and "MapComponentInjector: success!", both of which mean the mod should be working now.

It's of course possible there's some other way their experience went down, but I haven't encountered any such mechanisms, and they likely wouldn't be the "natural degradation" the mod aims to disable.

Hmm... Are you sure they didn't go up a level? Character screen displays experience needed to next level, which naturally starts from zero after leveling up.

EDIT:

The injector update is recent, so just in case: check the version you have.
#188
Quote from: daveboy2000 on March 05, 2015, 02:57:39 PM
The mod doesn't seem to work for me, skill still degrades.

That's... weird. I've downloaded my own latest release and chucked it into a fresh install, both versions work just fine.

Could you list exact actions you took installing it and your desired outcome?
#189
Quote from: TimTumm on March 05, 2015, 12:53:20 PM
Thank you.  the fact that it did not yet exist had made think it was impossible (hardcoded).  Well done.

It is indeed hard-coded, I'm simply doing the same things that ticks skills down, but in reverse. It's simple, it's stupid, but it works :P
#190
I've been tinkering with exact same thing earlier :D  It's not released yet as it's part of a "generics" library I'm working on (to power a few of my hopefully future mods), but you can take a look at it here; there are a few example building thrown into new "automatics" building category. Download the "Distrib" folder and use as a normal mod.

Right now I have two versions of storage:
  Deep Storage that goes through items adjacent to it (in order of increasing storage priority, meaning unstored items get gobbled up first) and if there's that kind of item already on top of it - fuses the stacks, going above normal limit up to configurableValue*maxStackSize;
  Quantum Stockpile that, again, goes through adjacent items and simply moves items on top of it, fusing stacks if needed (up to normal limit), with up to a configurable amount of stacks/items on a single spot; perfect for storing guns and armor.

Both versions display stacks plainly in the world, so they count in that resources list, and are components - meaning you can attach them to any Building_Storage, or even something like a power conduit sitting under a stockpile zone.
#191
Help / Re: MapComponent injection
March 05, 2015, 02:15:50 AM
Quote from: mipen on March 05, 2015, 01:09:27 AM
Once the building has been placed and has started the MapComponent, you could have a method inside the MapComponent which Despawns the building and then changes the def of the building to be menu hidden and have no category. That way, it wouldn't show up in the menu.
...

I tried doing that from within the ThingComponent itself by running  this.parent.def.designationCategory = null  prior to  this.parent.Destroy(), but that didn't do anything; I assumed that's because I'm missing something that would rebuild the menus, and then proceeded to not find it for an hour... So I guess I'd like more info on that, please :)  Also, does having the MapComponent run the "get-out-of-menus" code really make a difference?

EDIT:
There is another way! I took a close look at Pawn State Icons source, it's... quite ingenious, really, abusing def loader like that. I even had a similar idea at some point, but (for shame) didn't have a clue how to go about it.

I've stripped down PSI injector and it's working just fine, inoculating a map with my MapComponent and then lying low, zero input from user needed (save for installing and enabling the mod, naturally). I'll tinker with it some more and link my solution in first post.
#192
Quote from: Blazergong on March 04, 2015, 03:08:02 PM
...
well i tried multiple things now but cant get both mods to wrok when i activate MD2 the prep carefully option doesnt show up.

Look earlier in the thread, I posted a temporary fix for what's likely causing your problem.
#193
Help / MapComponent injection (with solution!)
March 04, 2015, 02:56:37 PM
Since I've stumbled upon a solution I'll leave it here for posterity.

What I'm using in my Mad Skills mod (and probably any future mods, should they require the functionality) is MonoBehavior and defloader sorcery: basically there's an ITab class that gets loaded by the game, but instead of doing what the game assumes it will (be a tab, duh) it's constructor creates a MonoBehavior that checks if a map is loaded and then if it needs inoculation.

So, here are the classes and the def that make it happen. I've marked the places one would need to change in order to hook this injector to their MapComponent.


ORIGINAL POST:
I've been tinkering with various ways to inoculate games-in-progress with MapComponents... It's surprisingly easy, actually: Find.Map.components.Add(mapComponent);

The tricky part is making the injector dissolve, so to speak: right now I have this thingComponent perform the injection, but can't get the building it's attached to (a copy of trade beacon stripped down to bare building) to vanish from the game, ie menus, after it's done. So the end user would install the mod, plop down the building, and then pout whenever they see it hanging out there, useless.

Any ideas how to make it happen? Or a different injection point altogether, like an incident that happens immidiately on loading the save?
#194
Quote from: Feirfec on March 03, 2015, 07:41:02 PM
can you make it so that skills reduce to the next stage of expertise?
thinking 3,6,9,12,15,18 as once your awesome at social not talking to anyone for a week shouldn't be a problem

Well, skill degradation doesn't happen until level 10, but that's an interesting idea nonetheless. Maybe just make it so that skills can't degrade into previous level, but can lose progress to next level. I'll look into it and probably release a "flavor" somewhen today.
#195
Help / Re: Turn Off Skill Degradation
March 03, 2015, 06:08:11 PM
Delivering, in case there's still interest. And thanks for showing where to look :)