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Messages - cheetah2003

#16
Ideas / Re: Prepare Carefully integration
July 29, 2016, 08:11:45 PM
Quote from: kpsychopath on July 28, 2016, 04:02:06 PM
I must say. if the PrepCare isnt inplemented into A15 and no one has picked up the mantle to port it over. i might just leave Rimworld entirely.

What i like about RimWorld is not sitting staring at a screen, hitting "randomize" 50 gazillion times. Its to take a crew that i put some effort into making sure they'd last atleast a week. And then to see how far i can take them, how good of a conlony i can make with the 3 preset characters and the ragtag bunch of other misfits that end up joining my Town.
This is about my feelings toward Prepare Carefully.  It's become essential to me.  I like making my colonists.  Especially on the 'single rich person' scenario.  Without this mod, I don't think I'd even be interested in playing RimWorld anymore.
#17
Thanks so much for getting this updated so quickly!  BEST MOD EVER! <3
#18
Quote from: Justin C on June 15, 2015, 04:02:37 PM
I'm considering making it so that zombies just ignore doors and only chase targets they can see. But I'm not sure if that will make them too easy to deal with.
If my 2 silver matters, if it were possible, to make zombies most 'in character', they'd have to be able to see someone go through a door, perhaps give them limited 'vision range' for this, like within 10 tiles of seeing someone go through a door.

Additionally, if a zombie 'hears' human activity with say.. 5 tiles, even on the other side of walls and doors, they'll try to get to it (attacking doors in the way.)

Those ranges may need tweaking, not sure.

Not sure if Tynan's new AI stuff regarding sappers would be helpful for this, or whatever available, but if Zombie behavior could be as I've described, that'd be pretty awesome and realistic.

For Raids, I'd keep that as it used to be, some members of the 'raiding force' attack the base directly, relentlessly, while some would go into 'mill around' mode with limits described above.  Newly risen zombies should 'mill around' too.

Needless to say, this is one of my fave mods.  RimWorld without Zombies just isn't nearly as fun.
#19
Yay!  Glad to see this mod updated to A10, this is one of my favorite ones.  Thank you!
#20
Quote from: Ninefinger on April 19, 2015, 03:19:30 PM
ok so after further testing i found that no research ulocks the new crops here is a fixed version of the Plants_Cultivated.xml for you to look over i made it so that you can only grow potatoes at first then after unlocking AgricultureI you can grow the rest of the Crops. just added this code <researchPrerequisite>AgricultureI</researchPrerequisite> as well as adding the <sowTags>
            <li>Ground</li>
            <li>Hydroponic</li>
         </sowTags>

<?xml version="1.0" encoding="utf-8" ?>
<Plants>


<ThingDef Name="PlantBase" Abstract="True">
<category>Plant</category>
<thingClass>Plant</thingClass>
<altitudeLayer>LowPlant</altitudeLayer>
<useHitPoints>True</useHitPoints>
<statBases>
<Flammability>0.8</Flammability>
</statBases>
<tickerType>Rare</tickerType>
<selectable>False</selectable>
<neverMultiSelect>True</neverMultiSelect>
<drawerType>MapMeshOnly</drawerType>
<graphicShaderType>CutoutPlant</graphicShaderType>
<plant>
<harvestDestroys>true</harvestDestroys>
<soundHarvesting>Harvest_Standard</soundHarvesting>
<soundHarvestFinish>Harvest_Standard_Finish</soundHarvestFinish>
<sowWork>150</sowWork>
<fertilityMin>0.5</fertilityMin>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<topWindExposure>0.1</topWindExposure>
<visualSizeRange>
<min>0.3</min>
<max>1.00</max>
</visualSizeRange>
</plant>
</ThingDef>

<!--=========================== Crops ==============================-->

<ThingDef ParentName="PlantBase">
<defName>PlantPotato</defName>
<label>potato plant</label>
<description>A simple, highly nutritious tuber. Grows well even in somewhat poor soil. Harvests quickly. A strong, versatile crop.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/PotatoPlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawPotatoes</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>8</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<topWindExposure>0.1</topWindExposure>
<growDays>4.76</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantCorn</defName>
<label>corn plant</label>
<description>A large grain plant which produces ears of delicious yellow seeds. Takes a relatively long time to grow, but yields lots of food, takes a long time to spoil, and can be happily eaten raw. Needs fertile soil to grow well.</description>
<statBases>
<MaxHitPoints>150</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/CornPlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>12</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.80</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawCorn</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>8</min>
<max>18</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.35</topWindExposure>
<growDays>10.52</growDays>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.4</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>
 
<ThingDef ParentName="PlantBase">
<defName>PlantRice</defName>
<label>rice plant</label>
<description>A low grain plant that thrives in rich soil and yields food fast, but is not nice to eat uncooked.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/RicePlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<maxMeshCount>4</maxMeshCount>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawRice</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>6</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>3.76</growDays>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>0.8</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>
 
<ThingDef ParentName="PlantBase">
<defName>PlantStrawberry</defName>
<label>strawberry plant</label>
<description>A fragile but tasty fruit. Delicious even when raw.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/StrawberryPlant</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawBerries</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>6</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>4.08</growDays>
<fertilityFactorGrowthRate>0.6</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantCotton</defName>
<label>cotton plant</label>
<description>Yields cotton, a fine plant fiber used to make cloth.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/CottonPlant</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawCotton</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>2</min>
<max>5</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>4.16</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantDevilstrand</defName>
<label>devilstrand</label>
<description>This fragile mushroom was genetically engineered to produce a silk net of the highest grade. Long rumored to have mystical properties, it owes its name to the greed it inspires in people.</description>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Beauty>-1</Beauty>
</statBases>
<graphicPath>Things/Plant/Devilstrand</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.05</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawDevilstrand</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>1</min>
<max>3</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>45</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.0</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantXerigium</defName>
<label>xerigium</label>
<description>This plant was selectively bred for centuries by settlers. It is sometimes also called &quot;healer's hand&quot; by tribespeople - a nickname it owes to its five major medicinal virtues.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/Xerigium</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.20</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>HerbalMedicine</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>1</min>
<max>1</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>10</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.0</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantHops</defName>
<label>hop plant</label>
<description>A flowering plant that yields hops, and essential ingredient in beer.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/HopsPlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawHops</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>8</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>4.16</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>


</Plants>


In previous release of this mod, the DLL adds in the proper data to allow crops to grow after the appropriate research is completed.  You won't find the magic to make this happen in the XMLs.
#21
I noticed in the latest release, you've declined to put the source code for the DLL in the distribution.  Is that intensional?  I was hoping to get the source code for the latest release to learn from?

In previous releases you had included the source code.
#22
Quote from: Abrexus on April 07, 2015, 05:38:12 AM
Quote from: cheetah2003 on April 07, 2015, 12:31:58 AM
Quote from: Abrexus on April 07, 2015, 12:16:10 AM
You have to write a .dll file to unlock the recipes on research
Know of any examples of this?

something like this would be the code

        public static void AddRecipeGrill()
        {
            DefDatabase<ThingDef>.GetNamed("TableGrill").recipes.Add(DefDatabase<RecipeDef>.GetNamed("GroundBeef"));
        }

then you would make a call to it in the ResearchProjects.xml file.  That's how I also unlock crops  through research.
Fantastic!  Thanks for the info!  ^.^
#23
Quote from: Abrexus on April 07, 2015, 12:16:10 AM
You have to write a .dll file to unlock the recipes on research
Know of any examples of this?
#24
So Abrexus.. I've noticed one mildly annoying thing going on with your mod since the beginning.

I has to do with the way <recipeMaker> is behaving within ThingDefs.  Basically what I'm seeing, is when recipes are generated in this manner, directly inside the definition of things, when you go to the crafting station and add the bill, the right side of the window, it shows things like:

10 Ingredients
60 Ingredients

While the filtering in the center is accurate to which ingredients needed, the actual readout on the right is ambiguous.  It's probably a flaw of some kind in the game's engine I guess.

However, I've worked out a work around to get the right side to properly read out like thus:

10 Plasteel bars
60 Steel bars

Basically, instead of shoving recipes into the thingdefs with <recipeMaker>, make a seperate recipe.xml and do the definitions in here in the format it desires.  You can bind the recipes to a specific crafting station here, I've found, which is nice, cuz this gives us a way to add recipes to existing crafting stations without redefining the crafting station's recipe list.  I can give you some of the mods to your files I've been working on to redo all the recipe definitions in this manner, if you want 'em.

One thing I haven't discovered is any sort of way to restrict a recipe to a technology development which would be really nice, since this could open up the ability of a research topic to add more recipes to an existing crafting station.  If anyone here knows a way of doing that, please let me know.  I've tried <researchPrerequisites> inside recipedefs, but it just throws an error on load.
#25
Quote from: Savagedingo on April 02, 2015, 08:59:29 PM
I've noticed that my jogger, instead of being faster than everyone else, is slower than everyone else.  Anyone else had this problem?
It's possible your jogger has other injuries that are affecting its movement.  Did you check that?
#26
I think there may be a conflict with Zombies afterall.  I crafted an advanced prosthetic leg, but there was no bill to install it onto a colonist.

Looking at the XML's for both, seems both are redefining "BasePawn" and "Human" which is breaking things.
#27
For those interested, I have integrated some other mods into Superior Crafting.

I'm just adding this to this mod's thread rather than starting a new one.  Abrexus is welcomed to do whatever with these files I guess?  Anyway, this brings in the mine, lathe, concrete mixer and nuke plant from Industrialization, along with the high-powered power plants from glittertech and the enhanced battery.  All of these use resources from Superior Crafting, with the exception of Titanium from glittertech.  I removed copper and aluminium from Industrialization, adding titanium and plasteel to the mining bills.  Also I added in the fuseboxes and quantum storage stuff from RT's mods.  again these will need resources from superior crafting (electronics.)  Research has been adjusted for these as well, they're there, just unlock most of the power and construction trees to open up research for the items.  High-grade steel is also present (from industrialization) along with associated smelters.  I have not resolved producing Magnetic Coils, Alpha Poly and Beta Poly.  So you will have to buy those from the Black Market trader (included in More Superior Crafting.)

All of this works fine with Zombies as well, been playing with this for a few days now, just thought I'd share my tweaks.

Recommended load order:  Prepare Carefully, Enhanced Interface, Superior Crafting, More Superior Crafting, Zombies.  Not using any other mods.

Mod found here:  https://www.pkunk.net/rimworld/MoreSuperiorCrafting.2015.04.02.7z

Edit: Almost forgot, I also put in the ceiling lights (and adjusted their cost), and a couple of the resource storage tables from Clutter.
One more edit:  The power switch mod is in this as well.
#28
This is definitely one of my favorite mods.  Thanks so much for making this.

I was wondering if you could make a 3rd version, 'Ultra lite' which just adds concrete, high-grade steel, the mine (and related items/traders) and nuke plant.  I really don't care for all the extra useless metals in my game, especially when using other mods that add resources.
#29
Awesome mod.  Sadly it doesn't really co-exist with other mods very well due to it redoing a lot of things.  But I still love it.

Might look into the Glittertech and Industrialisation mods for more source material to grow this mod some more.

Also if you're feeling upto it, look into the zombie apocolypse mod too, it doesn't seem to work with this mod (i'm not getting any zombie spawns), and I do miss my zombies.

Seems zombies are working.  I load them after your mod now.  Hope nothing else breaks.  :D

One other thing I just noticed:  The game complains you have no meal source when all you have is a grill.  Might wanna check into that. 

Keep up the great work Abrexus!
#30
Quote from: Zoimos on March 14, 2015, 01:26:00 AM
I noticed that in my current game and was wondering if it needs a buff or just unlucky, I'll give it a buff in my next update
Just mentioning I haven't had much trouble with copper.  But I usually choose the 300x300 map size and mountains.  I'd rate it 'uncommon' in occurrence.