In previous version blueprints were not pathable. It may be easy to mod. I'll check if it's easy as I think
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#151
Mods / Re: [Mod Request] Colonists avoid stepping on buildings being constructed
November 30, 2017, 01:20:22 AM #152
Outdated / Re: [B18] Textile Comfort Furniture
November 29, 2017, 03:30:04 PM
Interesting concept!
Thank you for the mod
Thank you for the mod
#153
Mods / Re: [Mod Request] Steel wool sheep
November 29, 2017, 03:28:28 PM
If you look into Vanilla Core code, you'll find that "shearable" animal are using something like that:
<comps>
<li Class="CompProperties_Shearable">
<woolDef>Insert_defName_here</woolDef>
<shearIntervalDays>5</shearIntervalDays>
<woolAmount>3</woolAmount>
</li>
</comps>
You can use any ThingDef defName for <woolDef> AFAIK. If you want to make a modded sheep with special wool, you'll need to create modded wool and put it's defName in here in the animal code.
- An example of wool in vanilla can be found in Core/Defs/ThingDefs_Items/Items_Resource_Stuff.xml line 540
- An example of "shearable" animal in vanilla can be found in Core/Defs/ThingDefs_Races/Races_Animal_Farm.xml line 505 for Alpacas for instance.
The mod I was talking about is not completely released - Only a WIP version - here. It also has spiders that can be sheared for synthread and things like that if you want to look at the code.
<comps>
<li Class="CompProperties_Shearable">
<woolDef>Insert_defName_here</woolDef>
<shearIntervalDays>5</shearIntervalDays>
<woolAmount>3</woolAmount>
</li>
</comps>
You can use any ThingDef defName for <woolDef> AFAIK. If you want to make a modded sheep with special wool, you'll need to create modded wool and put it's defName in here in the animal code.
- An example of wool in vanilla can be found in Core/Defs/ThingDefs_Items/Items_Resource_Stuff.xml line 540
- An example of "shearable" animal in vanilla can be found in Core/Defs/ThingDefs_Races/Races_Animal_Farm.xml line 505 for Alpacas for instance.
The mod I was talking about is not completely released - Only a WIP version - here. It also has spiders that can be sheared for synthread and things like that if you want to look at the code.
#154
Outdated / Re: [B18] RimWorld of the Apes Mod 2.0 - Now Updated to B18!!!
November 29, 2017, 03:05:51 PM
Wait, just to be sure we are talking about the same things:
I'm talking about "empty" animal pack. Traders that sell "able-to-be-used-as-pack-modded-animal" bring them when caravaning to your base but you can't buy them, without Animal Logic mod.
Something I discovered while making my Vanilla Animal Overhaul mod
I'm talking about "empty" animal pack. Traders that sell "able-to-be-used-as-pack-modded-animal" bring them when caravaning to your base but you can't buy them, without Animal Logic mod.
Something I discovered while making my Vanilla Animal Overhaul mod
#155
Releases / Re: [B18] Antaios's Mods - Mod Medicine Patch & Table Diner Configurable
November 29, 2017, 02:46:29 PM
Thank you sooooooooo much!
I was waiting for those ones.
Nice seeing you back BTW
I was waiting for those ones.
Nice seeing you back BTW
#156
Mods / Re: [Mod Request] Steel wool sheep
November 29, 2017, 02:43:55 PM
I recently made an animal that you can shear for vanilla metal slag :p
#157
Outdated / Re: [B18] RimWorld of the Apes Mod 2.0 - Now Updated to B18!!!
November 29, 2017, 02:34:07 PM
Animal Logic mod can solve that :p
#158
Releases / Re: [B18] Apparello v2.1.1 Totally didn't forget to upload here edition [28/11/2017]
November 28, 2017, 12:46:02 PM
Nice to see you back :-D
#159
Releases / Re: [B18] A Dog Said... Animal Surgery
November 28, 2017, 11:30:48 AM
Indeed Tails do not have the attack <tools>, formerly <verb>, but the added ScytherBlade is an Hediff with those attack <tools>, so I'm pretty sure it should use the blade to attack using parameters defined in the Hediff <tools>, hence the DPS increase.
With the new combat log, it shouldn't be hard to verify I guess :p
With the new combat log, it shouldn't be hard to verify I guess :p
#161
Help / Re: [Modders Talk]Need external advices on mod update process with SteamWorkshop
November 27, 2017, 08:09:20 PM
Thanks to both of you!
@dburgdorf
The empty designationCategory tag trick was the kind of magical trick I was missing yo ordering the idea I had. I'm glad I read someone else having the same idea.
@Nightingale
Thanks for finding it my came from Tables+, after reading a bit in the comments I find that the author have just ripped off Modular Tables code to implement it verbatim in his own (rather useless without that, now) mod. Classy... But at least now I'm aware of it.
Now I think I will just post a "Not compatible with:" statement in description. But I find it cool knowing I can count on a friendly and knowledgeable community!
Plus both solution worth being written somewhere waiting for someone else to have the exact same problem. It could even be me in 6 month ;-)
Anyhow, thanks again
o7
@dburgdorf
The empty designationCategory tag trick was the kind of magical trick I was missing yo ordering the idea I had. I'm glad I read someone else having the same idea.
@Nightingale
Thanks for finding it my came from Tables+, after reading a bit in the comments I find that the author have just ripped off Modular Tables code to implement it verbatim in his own (rather useless without that, now) mod. Classy... But at least now I'm aware of it.
Now I think I will just post a "Not compatible with:" statement in description. But I find it cool knowing I can count on a friendly and knowledgeable community!
Plus both solution worth being written somewhere waiting for someone else to have the exact same problem. It could even be me in 6 month ;-)
Anyhow, thanks again
o7
#162
Help / Re: A quick tutorial of xpathing and patching
November 27, 2017, 03:56:31 PM
When the game uses abstract it "constructs" "normal" thingDef from the abstracted ones and then "discards" the abstract defs. That's what I've been told I really don't know how it works precisely but it works if you use PatchOperationAdd on a Def without it originally, because you then "just" overwrites tags in the "recreated" def, which were inherited from the Abstract
In this patch, I added tags to Spacer faction def (4th patch operation), for instance.
https://github.com/kaptain-kavern/Gun-Tech-Removal/blob/master/Patches/patches.xml
I'm lacking precise words (I'm not a native English speaker) and knowledge to explain better. Hope someone else will do ;-)
In this patch, I added tags to Spacer faction def (4th patch operation), for instance.
https://github.com/kaptain-kavern/Gun-Tech-Removal/blob/master/Patches/patches.xml
I'm lacking precise words (I'm not a native English speaker) and knowledge to explain better. Hope someone else will do ;-)
#163
Help / [Modders Talk]Need external advices on mod update process with SteamWorkshop
November 27, 2017, 03:06:50 PM
Ok, so here is the deal:
I released Modular Table mod on Steam (as Itchyflea asked me to take care of his mods). Got some reports and I suspect bad mods interaction. Indeed one of the modded item defName is just "StoolLinkable" so maybe another mod has something called the same.
Now after some tests, I find out that if I bluntly rename my defName and updates the mod on Steam I will make all already-placed modded building to vanished with an error message. As the mod already has nearly 5k user I'm reluctant to break things like that just for renaming a defName.
So I need help on how I could deal with that if anyone has ideas or already dealt with something similar. I only know XML modding, BTW
At first, I thought about introducing a renamed variant alongside the old one and keep it until I remove it in several months later, hoping by then everybody has built new renamed ones but I'm not sure it's the smartest things to do.
Thank you all in advance
I released Modular Table mod on Steam (as Itchyflea asked me to take care of his mods). Got some reports and I suspect bad mods interaction. Indeed one of the modded item defName is just "StoolLinkable" so maybe another mod has something called the same.
Now after some tests, I find out that if I bluntly rename my defName and updates the mod on Steam I will make all already-placed modded building to vanished with an error message. As the mod already has nearly 5k user I'm reluctant to break things like that just for renaming a defName.
So I need help on how I could deal with that if anyone has ideas or already dealt with something similar. I only know XML modding, BTW
At first, I thought about introducing a renamed variant alongside the old one and keep it until I remove it in several months later, hoping by then everybody has built new renamed ones but I'm not sure it's the smartest things to do.
Thank you all in advance
#164
Outdated / Re: [B18] StoveTech (27th Nov 2017)
November 27, 2017, 02:21:14 PM
Yep, I very like it! Even though it can be considered as a "small" idea. Like the mod that removes radio-contact-involving-events while you haven't build a comm. station.
Those kinds of little improvements, when "dosed" correctly, can greatly improve feeling towards the game for maniacs like myself that can be triggered by small details ;-D
Plus: #Please-Master-Make-My-Game-Harder hype
- Mehni, if you read this ...
Tl; dr: Thank you for the mod!
Those kinds of little improvements, when "dosed" correctly, can greatly improve feeling towards the game for maniacs like myself that can be triggered by small details ;-D
Plus: #Please-Master-Make-My-Game-Harder hype
- Mehni, if you read this ...Tl; dr: Thank you for the mod!
#165
Help / Re: A quick tutorial of xpathing and patching
November 27, 2017, 02:12:49 PM
I too notice something like this lately as well.
Can't seems to be able to target an Abstract with the use of "@". I worked around this by targeting each child ThingDef by defName each time. In your case all the standing lamps: normal and each color version. But it's far than optimum IMHO.
By then I was just thinking I derped and moved on something else, but it was this exact same case as you described.
Can't seems to be able to target an Abstract with the use of "@". I worked around this by targeting each child ThingDef by defName each time. In your case all the standing lamps: normal and each color version. But it's far than optimum IMHO.
By then I was just thinking I derped and moved on something else, but it was this exact same case as you described.