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Messages - confusedwings

#16
hi all,

I would like to edit some values of some objects.
I would love to schange the output of solar panels and change the value of storred energy of the battery.

Who could give me hand in this?

thx
#17
Mods / Re: [Mod Request] steel plant
August 03, 2015, 06:10:25 AM
First of all... thx for reacting.
Quote from: Jaxxa on August 02, 2015, 10:41:47 PM
I have an OmniGel module in my mod that will kind of do the same thing.

You grow the OmniGel plants, harvest them and then you refine them into what you want, with steel being one of the options.

could you please post the link to it? maybe i can figure it out myself. I would strip it down to just the metal/steel plant stuff... don't worry i won't post it on the web before asking you.
#18
Off-Topic / Re: Count to 1000 before Tynan posts!
August 02, 2015, 08:03:01 AM
878

darn it's warm here in belgium today... +25°C
#19
Mods / [Mod Request] steel plant
August 02, 2015, 07:28:50 AM
hi,

I would love to see a plant (Parsley) to grow steel/metal.
for game ballance it would take a while to grow and drop about 2 - 4 steel.
For the kind of plant: I know parsley has a lot of iron in so maybe that wil work.

i would be happy to see only this (simple) mod... but i guess i'm to simple myself to do it...

for those who would love a extra touch... make the plant only possible with Hydroponic and after a research to 'clone plants with metal/steel).

for those who would love a extra hard touch...next to add the hydroponic and research there is also a option to add a drying rack...
- drying rack: plants have to hang in this rack for a 2 days, stacks of 25.
If a drying rack is add it would be better that a full grown plant give some unusable steel/metal like thing that has to dry before real metal/steel show up that can be used.
- chopping table: this table is to cut all plants for better drying...
The stack of 25 unusable steel/metal stack would be changed in a 15 usable steel/metal after drying.
- temprature: if the drying rack is added, maybe it's possible to add to the game that it only dries whent i'ts 18 to 27 °C.
- humidity: if the stack of 25 is getting wet by rain only 50% of the final steel/metal is left.

(maybe it's possible to use a drying rack for other things...)

If any one is willing to take on the challenge, is it possible to give my name a little place for the idea/texture(s)... that's all i want... nothing more nothing less...

attachment contains a idea for the plant itself and the dried 'chopped' and a small schematic summary.

But i think this will be a other idea that will never see the daylight... or rimlight...

[attachment deleted due to age]
#20
Ideas / Re: Your Cheapest Ideas
April 19, 2014, 10:55:32 AM
don't know if this would be a 'cheap' idea but it's a idea:

The colony doesn't produce any trash for now maybe you can add this to the game.
- random trash creation around place where ppl 'contruct,make,harvest or use' objects (around tables or places where others eat, stonecutting, etc.)
- trash could be collected to go into a compressor
- comprest trash could be used to make 'compost' in a compost barrel (with make compost after X amount of time) or burned to gain power.
#21
Help / Re: 2 problems but 1 simple mod
April 19, 2014, 06:00:04 AM
ok... i feel so stupid right now...

i found out the problem... at the end of 'researchproject_testpalnt.xml'
it ended with "</ResearchProjectDefs"
and it has to be "</ResearchProjectDefs>"

i forgot a ">"
But everybody's help helped me learn a lot... really thx
#22
Help / Re: 2 problems but 1 simple mod
April 18, 2014, 07:17:30 PM
Quote from: Vendan on April 18, 2014, 05:50:31 PM
there's your problem, your research projects defname is just TestPlant, you are looking for ResearchProject_TestPlant. 

Quote from: iame6162013 on April 18, 2014, 05:36:32 PM
Quote from: Vendan on April 18, 2014, 05:34:31 PM
I notice that your first post had ResearchProjects_TestPlant, and you've changed it to ResearchProject_TestPlant.  Did you change the defName in the researchProjectDef as well?  And no, you shouldn't need to change anything in the dll, but I will get the source code up soon.  In the mean time, if anyone is interested in the source, ILSpy works fine :)

IlSpy? never heard about this one :)

it's a real handy .net decompiler, can pretty much open it up, drag and drop a .net assembly into it and see all the codes.  ALL THE CODES!

i won't start on those file... first this part :p ^^
#23
Help / Re: Workbenches?
April 18, 2014, 07:16:07 PM
- Next lesson... add new things for example mak a plant that grows metal, add a chair etc


i'm trying to make a metal plant but only after it has been researched.
#24
Help / Re: Workbenches?
April 18, 2014, 06:49:31 PM
good tips:
- download some mods that do the same thing (add plants for example) and learn from every different piece of mod.
- change a downloaded mod and watch the effects of it
- read topics about problems that other ppl have... or better look at the solutions of it :p
- never stop trying... and i you hit a 'roadblock' just ask around... they don't bite (much)
#25
Help / Re: 2 problems but 1 simple mod
April 18, 2014, 05:47:50 PM
Quote from: iame6162013 on April 18, 2014, 05:32:55 PM
NO don't give up do u have  a research def?
this is map layout
TestPlant
     |-> About (About.xml)
     |-> Assemblies (researchablePlant.dll) (downloaded from you)
     |-> Defs
          |-> ResearchProjectDefs (ResearchProject_TestPlant.xml)
          |-> ThingsDefs (TestPlant.xml; resources.xml)
     |-> Textures
          |-> Plant (TestPlant.png)

this code is my ResearchProject_TestPlant.xml
<?xml version="1.0" encoding="utf-8" ?>
<ResearchProjectDefs>

<ResearchProjectDef>
<defName>TestPlant</defName>
<label>Alien Test Plant</label>
<description>Research of a new plant. When finished this could will lead you to be able to grow silver plant... Yes sir really!!!</description>
<descriptionDiscovered>At last now you can grow silver stop trading for it and start growing it

NOTE: Don't eat this plant!</descriptionDiscovered>
<totalCost>40000</totalCost>
</ResearchProjectDef>

</ResearchProjectDefs>


I know i make little changes to my text... it's just i'm looking for the answer for it :p
#26
Help / Re: 2 problems but 1 simple mod
April 18, 2014, 05:27:13 PM
Quote from: iame6162013 on April 18, 2014, 05:06:16 PM
DLL changing is hard so i guess that u copy it but a source file woud be the best so u could change it in the future ;)

i just learned some of XML modding so pls don't go to hard on me... DLL... source file...
do you mean my resources file in ThingsDefs?
<?xml version="1.0" encoding="utf-8"?>
<Plants>


<ThingDef Name="PlantBase" Abstract="True">
<eType>Plant</eType>
<category>Plant</category>
<thingClass>Plant</thingClass>
<altitudeLayer>LowPlant</altitudeLayer>
<flammability>0.1</flammability>
<useStandardHealth>True</useStandardHealth>
<maxHealth>75</maxHealth>
<tickerType>Rare</tickerType>
<selectable>False</selectable>
<neverMultiSelect>True</neverMultiSelect>
<drawerType>MapMeshOnly</drawerType>
<baseMaterialType>PlantCutout</baseMaterialType>
<plant>
<minFertility>0.5</minFertility>
<fertilityFactorGrowthRate>0.2</fertilityFactorGrowthRate>
<topWindExposure>0.1</topWindExposure>
<growthPer20kTicks>0.18</growthPer20kTicks>
<lifeSpan>200000</lifeSpan>
<destroyOnHarvest>true</destroyOnHarvest>
<minGlowToGrow>Overlit</minGlowToGrow>
<seedShootMinGrowthPercent>0.6</seedShootMinGrowthPercent>
<visualSizeRange>
<min>0.3</min>
<max>1.00</max>
</visualSizeRange>
</plant>
</ThingDef>


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


<ThingDef ParentName="PlantBase" Class="ResearchablePlant.ResearchablePlantDef, ResearchablePlant">
<defName>TestPlant</defName>
<label>Test Plant</label>
<maxHealth>85</maxHealth>
<description>A cross breading that you researched. The core of this plant is pure Silver, to bad the rest is useless.</description>
<beauty>NiceTiny</beauty>
<textureFolderPath>Plant/TestPlant</textureFolderPath>
<selectable>true</selectable>
<pathCost>10</pathCost>
<plant>
<harvestedThingDef>Silver</harvestedThingDef>
<groundPlantable>true</groundPlantable>
<maxFoodYield>5.0</maxFoodYield>
<topWindExposure>0.1</topWindExposure>
<growthPer20kTicks>0.80</growthPer20kTicks>
<lifeSpan>2000000</lifeSpan>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<destroyOnHarvest>true</destroyOnHarvest>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
<researchPrerequisite>ResearchProject_TestPlant</researchPrerequisite>
</ThingDef>

</Plants>


That's it.

anyway this is the error that i got ingame:
10 Could not resolve cross-reference: No ResearchProjectDef named ResearchProject_TestPlant found to give to researchablePlant.researchablePlantDef TestPlant

i guess i beter stop trying
#27
Help / Re: 2 problems but 1 simple mod
April 18, 2014, 04:57:02 PM
Quote from: Vendan on April 18, 2014, 01:03:56 PM
Muahahahaha!

Just add an "Assemblies" folder to your mod, drop the attached dll into it, and add

Class="ResearchablePlant.ResearchablePlantDef, ResearchablePlant"

to your plant thingdef tag.  It should end up looking like

<ThingDef ParentName="PlantBase" Class="ResearchablePlant.ResearchablePlantDef, ResearchablePlant">

with the rest of the normal thingdef stuff after that.  Then just make sure it has a <researchPrerequisite> tag with a valid research project, and you should be good to go!

Note, not heavily tested, but it's a really simple mod, so should be good

should i adjust the DLL file in any way or just blindly copy paste it?
#28
Bugs / Re: [W:0.3.413] No Launch Pad?
April 17, 2014, 08:54:21 PM
Quote from: NiSSiX on April 17, 2014, 08:39:33 PM
Am i Missing something or just blind somehow , i can't seem to see the launch pad anywhere, should be in the buildings tab right?



Yeah your missing something... but not in the game :p
BRAINS

i don't mention the fact i asked the same question :p sssstt :p
#29
Help / Re: 2 problems but 1 simple mod
April 17, 2014, 07:11:43 PM
i keep on failing on letting my plant be grown after it researched...
#30
Help / Re: 2 problems but 1 simple mod
April 17, 2014, 05:55:34 PM
Quote from: iame6162013 on April 17, 2014, 05:16:04 PM
Quote from: confusedwings on April 17, 2014, 05:13:50 PM
Quote from: iame6162013 on April 17, 2014, 05:08:13 PM
do u have transparency (alpha colors)  instead of white?

do u have both "ResearchProjects_TestPlant" and "ResearchProjects_TestPlant" research?
what's in the log?

u have 2xtimes in "<researchPrerequisite>ResearchProjects_TestPlant</researchPrerequisite>" in your "Crops"

I used paint so i don't think there is 'transparent' color in paint :p

And yes i know i have 2 times
'ResearchProjects_TestPlant' it's just in the hope 1 would work :p

:) (i use gimp to add alpha colours)

THX for the help it worked like a charm...

now the problem is only the research thing :p