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Messages - BBream

#121
I have uploaded for Alpha 10.
#122
Quote from: Playbahnosh on April 21, 2015, 03:45:56 PM
-snip

Quote from: pestilenz on April 21, 2015, 07:00:33 PM
-snip

Still flooding ideas! This is good idea. I hope I can implement so fast. I'll remember this idea.
#123
Quote from: Probe1 on April 22, 2015, 07:04:10 PM
I really like this mod but it needs an exemption for items being built on worktables.  My haulers waste everyones time by taking unfinished shirts, statues, and other similar objects to a storage pile.

Ok, I fix it next version. Thanks!
#124
Help / Re: (Help)Stuck in doors
April 22, 2015, 08:36:48 PM
I found some code in RimWorld dll. If you want to make room with custom door class, I think you should make region manually.

In RegionMaker:

    private static bool CheckRegionableAndProcessNeighbor(IntVec3 c, Rot4 processingDirection)
    {
      if (!GenGrid.InBounds(c))
      {
        RegionMaker.newReg.touchesMapEdge = true;
        return false;
      }
      if (!GenGrid.Walkable(c))
        return false;
      Thing regionBarrier = GridsUtility.GetRegionBarrier(c);
      if (regionBarrier == null)
        return true;
      if (regionBarrier.def.thingClass == typeof (Building_Door))
        RegionMaker.TryMakePortalSpan(c, processingDirection);
      return false;
    }



NONONONO!!!

I found simple way! just add this line in xml code. Wow! I didn't know it is simple. It can be used refrigerator or other thing!

    <regionBarrier>true</regionBarrier>
#125
Help / Re: (Help)Stuck in doors
April 22, 2015, 08:06:34 PM
I'm sure it is C# code problem. If it is changed thingClass to "Building_Door", then it works. I'm still finding.
#126
Help / Re: (Help)Stuck in doors
April 22, 2015, 06:06:26 PM
Did you check "WallLinkerDefName"? I think it spawned door position so it makes door always open. Or it override door so door consider as wall. It just guess.


        //Wall Linker Spawn and Destroy
        public void WallLinker()
        {


            if ((childWallLinker == null || childWallLinker.Destroyed) && FrameActive)
            {
                childWallLinker = GenSpawn.Spawn(ThingDef.Named(WallLinkerDefName), Position);
            }

            if (childWallLinker != null && !childWallLinker.Destroyed && !FrameActive)
            {
                childWallLinker.Destroy(DestroyMode.Deconstruct);
            }


        }

#127
Outdated / Re: [MOD] (Alpha 10) Laser Weapons V1
April 22, 2015, 07:42:40 AM
I have made laser beam projectile. I hope you like it.
But I don't have idea for plasma gun's projectile.



[attachment deleted due to age]
#128
Outdated / Re: [MOD] (Alpha 10) Laser Weapons V1
April 21, 2015, 11:52:28 PM
I have just tested your mod. I think you need new projectile. I'll make for you.
And I want Laser Cannon or Plasma Cannon. Its projectile is thick.
The projectile looks like:



It will be awesome if the cannon is added!
#129
I have fixed bugs but it's not added new contents. If you engage in bugs or trouble, then you can avoid it by making forbidden cargo.
#130
I have checked compatability with this mod. It works and teleportation can teleport cargo.
#131
Quote from: Bucketsmith on April 21, 2015, 08:22:15 AM
Quote from: Riftmaster on April 17, 2015, 01:18:03 PM
Mad idea generated.

*cough* https://ludeon.com/forums/index.php?topic=11367
I never got much feedback on that thread. :(

Congrats on the 'gold release' for your mod, BBream!
You could ask Shinzy or jabbamonkey for help with the graphics, they do some awesome work!

I'm glad to release mod. I hope you enjoy it.
#132
Quote from: Canute on April 21, 2015, 07:53:09 AM
Why not combine both mod's ?
A mobile transporter plattform that replace/enhance the Cargo !

I'll check it has compatability with cargo mod. Then someone who want to use both can combine. If I'm done, I will notify
#133
You should add </HediffDefs> In end of Hediffs_Injuries.XML like:


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

  <HediffDef Name="InjuryBase" Abstract="True">
    <hediffClass>Hediff_Injury</hediffClass>
    <displayWound>true</displayWound>
  </HediffDef>

 
  <HediffDef ParentName="InjuryBase">
<defName>Cytoboil</defName>
<label>cytoboil wound</label>
<naturallyHealed>true</naturallyHealed>
<painPerSeverity>1</painPerSeverity>
    <painPerSeverityOld>0.5</painPerSeverityOld>
    <comps>
      <li>
        <compClass>HediffComp_Treatable</compClass>
        <labelTreatedWell>Restored</labelTreatedWell>
        <labelTreated>Poorly restored</labelTreated>
        <labelTreatedWellInner>Restored</labelTreatedWellInner>
        <labelTreatedInner>Poorly restored</labelTreatedInner>
        <labelSolidTreatedWell>If you see this. I fucked up</labelSolidTreatedWell>
        <labelSolidTreated>If you see this. I fucked up</labelSolidTreated>
      </li>
      <li>
        <compClass>HediffComp_Infecter</compClass>
        <infectionChance>0.0</infectionChance>
      </li>
      <li>
        <compClass>HediffComp_GetsOld</compClass>
        <oldLabel>Old cytoboil wound</oldLabel>
      </li>
    </comps>
<injuryProps>
<bleeding>0.92</bleeding>
<canMerge>false</canMerge>
<fullyHealableOnlyByTreatment>true</fullyHealableOnlyByTreatment>
<destroyedLabel>Vapourized</destroyedLabel>
<destroyedOutLabel>Vapourized</destroyedOutLabel>
</injuryProps>
</HediffDef>
 
</HediffDefs>


I mean cytoboil's english meaning.
#134
Quote from: cy-one on April 21, 2015, 03:50:09 AM
-snip
Thanks! I didn't know who love old tech. But still Haplo's teleportation is good idea. This mod inspire me.
#135
I think this is better mod than my mod. I wonder why I make some old tech item like cargo and why I fix bug. *sigh* After finishing it, I try to do this mod.