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Messages - QuantumX

#31
Help / Custom Faction Leaders, How to Name them?
November 22, 2017, 05:32:02 PM
Hi,

So the Generated Faction Leader names seems to be generated different to standard pawns.

In the Faction Def the code

<pawnNameMaker>NAMERFILES</pawnNameMaker>

This only seems to apply to other Pawns generated but not the Faction leader? is there a way to control the faction leader name in Custom factions?
#32
Help / Re: Question, Please explain 4 digit color code?
November 20, 2017, 08:17:42 AM
So when i was looking into the orbital strike feature found this in the "ethereal_orbitstrikes.xml" file saw the colour code and was surprised by it, though i would ask the question on what it is doing.
#33
Help / Question, Please explain 4 digit color code?
November 20, 2017, 05:04:26 AM
Hello,

Could someone explain this four digit color code?

<color>(255, 77, 77, 242)</color>

I understand the 3 digit ones as RGB decimal, but i don't understand what the four decimal digit above come from? Sorry bit of a newbie where color codes are concerned?

Could someone point me to an online tool for this perhaps?
#34
Updated for B18 and fixed links..
#35
Is it possible to increase the capacity of the Transport Pod in XML?

So i cannot see anything in the XML to do this, and i assume this is a DLL type thing?

Anybody know? Thanks in Advance...
#36
Worked Perfectly... Thanks.
#37
Mrofa... Thank you... will give it a try.
#38
So i have a small issue, i have created some custom items as floor decorations that can be made using any leather/material.

However when the items are created they seem to have a shader over the top of them altering the colours slightly, and i cannot fathom why, as i want them to look just like the texture being used without any colour overlay..

How can i stop this?

Here is my code incase you need to see..
<ThingDef ParentName="BuildingBase" Name="IGFloorArtMaterial" Abstract="True">
<thingClass>Building_Art</thingClass>
<altitudeLayer>FloorEmplacement</altitudeLayer>
<passability>Standable</passability>
<!-- <pathCost>0</pathCost> -->
<castEdgeShadows>false</castEdgeShadows>
<useHitPoints>true</useHitPoints>
<statBases>
<Flammability>3.0</Flammability>
<SellPriceFactor>1.50</SellPriceFactor>
</statBases>
<comps>
<li>
<compClass>CompQuality</compClass>
</li>
<li Class="CompProperties_Art">
<nameMaker>ArtName_IGSculptures</nameMaker>
<descriptionMaker>ArtDescription_IGSculptures</descriptionMaker>
<minQualityForArtistic>Excellent</minQualityForArtistic>
<canBeEnjoyedAsArt>true</canBeEnjoyedAsArt>
</li>
</comps>
<inspectorTabs>
<li>ITab_Art</li>
</inspectorTabs>
<recipeMaker>
<workSpeedStat>TailoringSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Tailor</effectWorking>
<soundWorking>Recipe_Tailor</soundWorking>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<recipeUsers>
<li>ElectricTailoringBench</li>
<li>HandTailoringBench</li>
<li>ImperialFabricator</li>
</recipeUsers>
</recipeMaker>
</ThingDef>


<ThingDef ParentName="IGFloorArtMaterial">
<defName>IGFL_2x3_Skull</defName>
<label>Floor Skull Rug 2x3</label>
<Description>Imperial Floor Art of Aquila, sized 2x3.</Description>
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
<texPath>Things/IGCore/Building/Decorations/2x4FloorRugMk1</texPath>
<drawSize>(2,4)</drawSize>
</graphicData>
<minifiedDef>MinifiedSculpture</minifiedDef>
<size>(2,3)</size>
<fillPercent>0.25</fillPercent>
<rotatable>true</rotatable>
<canOverlapZones>false</canOverlapZones>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<Beauty>80</Beauty>
<Mass>15</Mass>
<WorkToMake>35000</WorkToMake>
</statBases>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<costStuffCount>350</costStuffCount>
</ThingDef>


#39
Can anybody tell me how i can force a pawn to use a new joy item i created to test its function?

I'm creating a few of them and have used the -20 joy tool but they never use the Joy items usually go stargaze or something, if there a way to force them to use a particular joy item in the debug mode?
#40
ok thought so..

I might look into this in C# to use to learn, anywhere you would suggest to start?
#41
So wondered if there is a way to create damage by passing through an object? say something like barb / razer wire using standard xml editing?
#42
A17 Updated for all my Mods...

A few changes please see the change log.

I have also left links to the Legacy A16 mod for those that want them.

I don't usually monitor this thread that much, but feel free to post bugs here as i will actively check at least one a day for a week to squish any A17 bugs in my mods.
#43
Help / Re: [A16] Tech Tree Scrolling
December 23, 2016, 11:49:09 AM
Thanks for the Info, and personally i prefer the A16 release as is rather than not..

As for my own mod which has alot of research options, I just offset my research to start on x-20 onward which made it a little more tidy. Mods with little or not research should be fine auto placing within the first 20 X columns.

For Y though the limit is basically 5 because there is not scroll down feature, though in reality just having a scroll down feature to say 50-Y would likely allow auto-placement to be fine for people running quote a few mods. Unfortunately adding a scroll down to the window is beyond my expertise as i assume it need assemblies?
#44
Help / Re: [A16] Tech Tree Scrolling
December 23, 2016, 04:06:57 AM
@Skallywag, there is def an issue, not sure if a bug or a feature. If a person has enough Mods and those mods dont use the X,Y co-ords or too many use the same X-Y co-ords then eventually some items in the research tree will push off the bottom of the research screen.
#45
Help / Re: Research tech help
December 23, 2016, 04:04:59 AM
As a work around you could use the DEV mode and click the complete all research button, this would at least give you all research, and let you play your current game?