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Messages - Master Bucketsmith

#16
Mods / Re: [Suggestion/Request] Playable canine faction
September 24, 2016, 04:07:34 AM
Quote from: Thirite on September 23, 2016, 01:01:13 PM
We really don't need any more furry mods than there already are.
That's the second time I've seen you reply to something with hostility and a shitton of assumptions.
What the hell are you thinking? That it's a good idea to be an asshole and stomp on creativity?

No one's forcing you to use specific mods, so if you disagree with their content, you can opt to not use it.
#17
Mods / Re: sandbag - a gunshot cover ??
September 24, 2016, 03:49:41 AM
Quote from: Dingo on September 23, 2016, 09:51:06 AM
Like MB said, I think that's it. Here is the code snippet for projectiles' interception chance:

private const float InterceptChanceOnRandomObjectPerFillPercent = 0.07f;
*cough*MBS*cough*
#18
Quote from: BlueWinds on September 23, 2016, 11:42:13 AM
Take a look in Mods/Core/Defs/StorytellerDefs/Storytellers.xml:

  <StorytellerDef>
    <defName>Cassandra</defName>
      ...
      <li Class="StorytellerCompProperties_ThreatCycle">
        <minDaysPassed>5</minDaysPassed>
        <mtbDaysThreatSmall>3.75</mtbDaysThreatSmall>
        <mtbDaysThreatBig>1.25</mtbDaysThreatBig>
        <threatCycleLength>9.2</threatCycleLength>
        <minDaysBetweenThreatBigs>2.1</minDaysBetweenThreatBigs>
      </li>
    </comps>
  </StorytellerDef>
  <StorytellerDef>
    <defName>Phoebe</defName>
    ...
      <li Class="StorytellerCompProperties_ThreatCycle">
        <minDaysPassed>5</minDaysPassed>
        <mtbDaysThreatSmall>8</mtbDaysThreatSmall>
        <mtbDaysThreatBig>1.25</mtbDaysThreatBig>
        <threatCycleLength>17</threatCycleLength>
        <minDaysBetweenThreatBigs>12.5</minDaysBetweenThreatBigs>
      </li>
    ...


Someone with a better understanding than I would should confirm - but I read this as "After each big threat, Casandra waits 2.1 days (minDaysBetweenThreatBigs), and then waits an average of an additional 1.25 days (mtbDaysThreatBig) before sending the next threat."

Colony wealth + difficulty + some other things are used to determine the size of the threats - how many raiders, mechanoids, manhunter animals, insects - but whether or not an incident occurs is determined by the storyteller + rng only (plus mods, of course).

While XML is a good starting point, there might be many mechanics and values 'hidden' in the C# code that are not defined by XML.
I'm not saying you're wrong, I'm saying I'm careful interpreting XML files as the complete package. :)

If the XML defines all values that define how often a raid should happen then I guess you're right! Thanks for sharing!
#19
Mods / Re: Mod Request for sellable high quality furniture
September 24, 2016, 03:40:09 AM
If you minify it through the use of Miniaturisation Overloaded and store it in range of a trade beacon, you can sell it.

In fact, I'm not sure if this accounts to all] furniture, but I was able to sell luxury chairs by juist building them within my storage vault. (Which has trade beacons in it by my default design.)
#20
Mods / Re: sandbag - a gunshot cover ??
September 23, 2016, 09:32:05 AM
I believe so, yes.
#21
This, right?
public IEnumerable<FiringIncident> MakeIncidentsForInterval()
{
for (int i = 0; i < this.storytellerComps.Count; i++)
{
StorytellerComp storytellerComp = this.storytellerComps[i];
if (GenDate.DaysPassedFloat > storytellerComp.props.minDaysPassed)
{
IEnumerator<FiringIncident> enumerator = this.storytellerComps[i].MakeIntervalIncidents().GetEnumerator();
while (enumerator.MoveNext())
{
FiringIncident current = enumerator.Current;
yield return current;
}
}
}
yield break;
}
#22
Unfinished / Re: Mechs for Rimworld
September 22, 2016, 05:55:49 PM
Quote from: Thirite on September 22, 2016, 04:24:00 PM
Quote from: Master Bucketsmith on September 22, 2016, 03:09:22 PM
Right, let's bitch to the people who are creating content free of charge! That will surely motivate the modding community to make more!
Fucking asshats have the reasoning abilities of a teddy bear.
Please watch your language sir, there are children reading this.
Right, because it is not the intent that matters, but superficial stuff like choice of words... ::)
If you don't like replies like that, don't provoke them.
If you want a constructive discussion, then build one. ;)
#23
That XML looks fine to me. Is it the only XML stuff in that mod? Maybe there's a conflict elsewhere?
#24
Quote from: BlueWinds on September 22, 2016, 03:17:30 PM
Quote from: Master Bucketsmith on September 22, 2016, 06:42:08 AM
The two tiny mods you have from me do not alter anything in regards to colony wealth. Both have no value.
Just putting that out there. :D

The issue here isn't raid size, it's raid frequency (which colony wealth doesn't affect). Like, 15 raids in 15 days frequency. Pretty sure it's hospitality at this point (especially since the dev has confirmed it does affect event frequency) - I'll verify for myself when I get home tonight.
Really? I thought colony wealth was factored into how often the vanilla three storytellers would send raids to 'balance out' having high wealth.
#25
Help / Re: Quick Map
September 22, 2016, 03:45:50 PM
Quote from: kaptain_kavern on September 22, 2016, 03:41:14 PM
It's in the readme folks ;-)

At least it was last time I checked
Heh. I must have looked over reading that or simply forgotten. :)
#26
Unfinished / Re: Mechs for Rimworld
September 22, 2016, 03:09:22 PM
Right, let's bitch to the people who are creating content free of charge! That will surely motivate the modding community to make more!
Fucking asshats have the reasoning abilities of a teddy bear.
#27
Help / Re: Modified Version of DeepDrill advice?
September 22, 2016, 08:49:54 AM
Quote from: Kilroy232 on September 22, 2016, 08:45:07 AM
Its actually good to get some feed back because I have been trying to decide whether I wanted to make it a long process (I love games like factorio) or more like I had original planned to make oil a useful resource from the beginning

Here is the xml code:

<ThingDef ParentName="BuildingBase">
    <defName>ManualOilDrill</defName>
    <label>manual oil drill</label>
    <description>A deep-crust drilling rig for extracting minerals from deep under the surface. Use a ground-penetrating scanner to detect the resources.</description>
    <size>(1,1)</size>
    <altitudeLayer>Building</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <pathCost>70</pathCost>
    <fillPercent>0.5</fillPercent>
    <interactionCellOffset>(0,0,-1)</interactionCellOffset>
    <hasInteractionCell>true</hasInteractionCell>
    <designationCategory>Production</designationCategory>
    <designationHotKey>Misc12</designationHotKey>
    <specialDisplayRadius>1.5</specialDisplayRadius>
    <rotatable>true</rotatable>
    <costList>
      <Steel>100</Steel>
      <Component>3</Component>
    </costList>
    <placeWorkers>
      <li>PlaceWorker_ShowDeepResources</li>
    </placeWorkers>
    <drawPlaceWorkersWhileSelected>true</drawPlaceWorkersWhileSelected>
    <researchPrerequisites>
      <li>DeepDrilling</li>
    </researchPrerequisites>
    <statBases>
      <MaxHitPoints>140</MaxHitPoints>
      <WorkToMake>5000</WorkToMake>
      <Flammability>1.0</Flammability>
      <Beauty>-25</Beauty>
    </statBases>
    <comps>
      <li Class="CompProperties_Forbiddable"/>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>250</basePowerConsumption>
        <startElectricalFires>true</startElectricalFires>
        <shortCircuitInRain>false</shortCircuitInRain>
      </li>
      <li>
        <compClass>DeepOilDrill</compClass> <!-- This is my custom compClass -->
      </li>
    </comps>
    <graphicData>
      <graphicClass>Graphic_Single</graphicClass>
      <texPath>Things/Building/Production/DeepDrill</texPath>
      <drawSize>(2,2)</drawSize>
      <drawRotated>false</drawRotated>
    </graphicData>
  </ThingDef>

Ah don't get me wrong, although I've not played Factorio yet, I do like complexity and puzzling all that out.
But I want my game to adhere to a single.. by lack of a better word, theme throughout. RimWorld obviously takes a lot of that artistic liberty in how you handle things as a player, so for this game, I prefer to have mods that run along that same path.

As for your XML, as I suspected, you have forgotten the <thingClass> tag! :)
Making it <thingClass>Building</thingClass> should do the trick, I think.
#28
Mods / Re: need help whith mods
September 22, 2016, 07:42:40 AM
Oh yeah, you should use the GlitterTech (No Surgery) version when you want to use EPOE with it!
#29
Tools / Re: [TOOL] (A15) Mod Full Debugger
September 22, 2016, 07:40:29 AM
This looks fantastic, but as a newbie I have gotten into Visual Studio 2015 CE.
I absolutely hate having multiple programs that do the same thing just for a bunch of different tools/options/settings/etc.
Is there any chance you could set up a similar tutorial for users who use Visual Studio?
#30
Help / Re: Modified Version of DeepDrill advice?
September 22, 2016, 07:36:34 AM
Quote from: Kilroy232 on September 21, 2016, 07:04:08 PM
Actually I would love if you could tell me what you think but so far my plan is to make it so you can produce crude oil from mining drills and then refine it into petroleum and other products from crude oil like kerosene.
From there you can build gas powered generators which have significant benefits, kerosene lamps and some other things I am working on as well as sell the resources you have collected.
Right now I am working on getting the mining function and making the mining requirements and the oils value balanced
I noticed someone else was working on a similar concept. But like I wrote in a reply on that thread; Either way, don't stop working on stuff just because someone else is making a mod that has a similar goal!
Variety and alternatives are what keeps a modding community going! :D

Myself, I prefer things kept simple and have some 'artistic liberty/leeway' in how realistic the end result is. Just to keep it in the setting/theme RimWorld vanilla has. You know, electricity for example. :P
So, I personally don't like long production chains with multiple stages, unless the oil is a base resource and from there on the different resources made of it have their own use, maybe. :)
I would love to be able to build storage tanks and be able to trade in those resources though!

Quote from: Kilroy232 on September 21, 2016, 11:04:04 PM
Just wanted to update but when I tried my code I got a few errors i wanted to share and possibly get some feedback on


Looks like you made a mistake with setting the thingClass or the compClass in the XML file.
If you share the thingDef for this building I might be able to pick it out.