I looked at all the statdefs that you can put in xml, and theres not one that you can put in for joy from what i can see.
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#47
Help / Re: Is it possible to have apparel give a mood boost?
October 15, 2016, 02:32:04 PM
I know the code is in "ThoughtWorker_ApparelDamaged", the issue is this class doesnt specify certain apparel, it just checks all apparel so i have no idea how to make something like it look for a certain piece of apparel.
#48
Help / Is it possible to have apparel give a mood boost?(SOLVED)
October 15, 2016, 04:06:28 AM
Im curious if its possible to have a specific piece of apparel give a mood boost, i thought maybe the tattered clothing effect would be a good baseline to work off of but it doesnt specify apparel, and im not sure how to do that.
#49
Help / Re: Is there a simple way of creating new fermenting barrels?
October 14, 2016, 08:28:38 PM
Another snippet i forgot to include in the error mentioned above, it seems that the jobDriver its still trying to use is the old one. I think this has something to do with the [DebuggerHidden] segment of the original jobDriver class, but there are always errors in this section that i cannot resolve so i remove the section, I tried looking at how the <MakeNewToils> part is written but its locked in ILSpy and cannot be viewed as far as i know.
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#50
Help / Re: Is there a simple way of creating new fermenting barrels?
October 14, 2016, 01:58:56 PM
Well in my attempts to make this new fermenting barrel, i managed to get no errors on startup, but upon loading the new fermenting barrel(Fermenting Vat) i get this new error, ill attach a screenshot of it below. The yellow error does appear in the main menu but i've been ignoring it since it seems to not be critical.
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#51
Help / Is there a simple way of creating new fermenting barrels?(SOLVED)
October 14, 2016, 02:26:02 AM
I've been trying to create a new object based off of the Fermenting Barrel, but i've been having problem after problem trying to create "jobdriver" classes or at least trying to get them to work. Im not even sure if i have to create new ones. Im at a dead end and im just curious if im doing way more work than i need to for this.
#52
Help / Re: Strange "squeezed" textures on grenade-based weapon.
October 10, 2016, 06:26:53 PM
Alright, i decided to check out the vanilla grenades more and i found out it does have to do with the range at which the projectile is thrown. I totally forgot that when you fire a gun at point blank the rounds are also squished. I dont see how this would simulate height or anything but when a vanilla grenade is thrown at the same range the custom grenades are, they too are warped. It seems to have something to do with velocity because when a weapon is used in very close range the velocity is very slow, and at longer ranges the projectile moves at a faster speed. I kind of wish that wasnt a thing but i suppose thats good to know now. The grenade weapon i had in mind was supposed to be a short range "deploy" kind of weapon. I guess ill have to make some changes or just live with it.
#53
Help / Re: Strange "squeezed" textures on grenade-based weapon.
October 09, 2016, 09:10:17 PM
I created new bases for the projectile and weapon, still getting same results. In case someone is curious what this issue looks like, ill attach an image of the projectile in-game, and the actual image(i put a white background on the projectile image to better show it).
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#54
Help / Re: Strange "squeezed" textures on grenade-based weapon.
October 09, 2016, 09:03:30 PM
No i used the original bases that the vanilla grenades used, ill create new bases and see if that fixes it. As for the canvas size, yes its 64x64, its just the image size thats 19x24.
#55
Help / Strange "squeezed" textures on grenade-based weapon.
October 09, 2016, 07:28:51 PM
I created a new weapon based off of the grenade weapon and projectile. I created a new projectile graphic for this weapon, when i used it in-game to test balance and appearance, the projectile that gets thrown seems to be a extremely thinned version of the original graphic. The projectile image is about 19x24 pixels(this is a squared size but the actual image is similar in shape to a grenade), and the thrown projectile's texture looks more like 3x24. I thought maybe there was some random variance on the texture to maybe simulate a thrown angle, but this shrunken down texture is always the one shown. I tried just replacing the texture with the vanilla grenade texture, and it too was shrunk down. I dont know what can be causing this from the XML file. Ill quote the information for the projectile and weapon below:
Code Select
<ThingDef ParentName="BaseGrenadeProjectile">
<defName>Proj_ShatterCharge</defName>
<label>Shatter Charge</label>
<thingClass>Projectile_Explosive</thingClass>
<graphicData>
<texPath>Things/Item/ShatterCharge</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile>
<explosionRadius >1.9</explosionRadius >
<damageDef>ShatterCharge</damageDef>
<damageAmountBase>25</damageAmountBase>
<explosionDelay>250</explosionDelay>
<speed>18</speed>
</projectile>
</ThingDef>
<ThingDef ParentName="BaseEquipment">
<defName>Weapon_ShatterCharge</defName>
<equipmentType>Primary</equipmentType>
<label>Shatter Charges</label>
<description>Explosive charges designed for destruction instead of anti-personnel.</description>
<graphicData>
<texPath>Things/Item/ShatterCharges</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>InteractGrenade</soundInteract>
<techLevel>Industrial</techLevel>
<statBases>
<MarketValue>550</MarketValue>
<RangedWeapon_Cooldown>0.25</RangedWeapon_Cooldown>
</statBases>
<weaponTags>
<li>GrenadeDestructive</li>
</weaponTags>
<thingCategories>
<li>Grenades</li>
</thingCategories>
<verbs>
<li>
<label>throw frag grenade</label>
<verbClass>Verb_LaunchProjectile</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<range>1.9</range>
<forcedMissRadius>0.25</forcedMissRadius>
<warmupTicks>180</warmupTicks>
<noiseRadius>4</noiseRadius>
<ai_IsBuildingDestroyer>true</ai_IsBuildingDestroyer>
<soundCast>ThrowGrenade</soundCast>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
<projectileDef>Proj_ShatterCharge</projectileDef>
</li>
</verbs>
<smeltProducts>
<Steel>10</Steel>
</smeltProducts>
</ThingDef>
#56
Help / Re: Is it possible to give floor/terrain comps?
October 09, 2016, 12:00:07 AM
How would I go about doing that? There isnt a "nothing" altitude layer.
#57
Help / Is it possible to give floor/terrain comps?
October 08, 2016, 07:25:25 PM
Ive been trying to create a floor that gives off light, through digging around i learned that since floors are a type of terrain, and terrain doesnt have comps(or at least the "CompProperties_Glower" comp), they actually are incapable of giving off light. However, i decided that i would try making a new TerrainDef named "LTerrainDef", essentially its the code from TerrainDef but with code that I think add comps to this new type of terrain.
My class file has no errors, except for the [DebuggerHidden] segment which had errors i could not resolve. I removed this [DebuggerHidden] section just to see if i could compile what i have and boot up RimWorld, it boots up without errors(although i assume [DebuggerHidden] lets me SEE the errors). However the few floors i created under this new LTerrainDef dont show up anywhere, as though the game cant find them. Now this made me think RimWorld wasnt finding any information in my XML file labeled PELTerrainDefs, but in my experience if it cant find any information it will say in the debug(which it didnt). So im kind of stuck here, maybe if i can get the [DebuggerHidden] part fixed it will show me why this isnt working. Im pretty sure adding a new variant of TerrainDef is not something the game is supposed to handle, but since i get no errors i cant know for sure.
My class file has no errors, except for the [DebuggerHidden] segment which had errors i could not resolve. I removed this [DebuggerHidden] section just to see if i could compile what i have and boot up RimWorld, it boots up without errors(although i assume [DebuggerHidden] lets me SEE the errors). However the few floors i created under this new LTerrainDef dont show up anywhere, as though the game cant find them. Now this made me think RimWorld wasnt finding any information in my XML file labeled PELTerrainDefs, but in my experience if it cant find any information it will say in the debug(which it didnt). So im kind of stuck here, maybe if i can get the [DebuggerHidden] part fixed it will show me why this isnt working. Im pretty sure adding a new variant of TerrainDef is not something the game is supposed to handle, but since i get no errors i cant know for sure.
#58
Help / Re: Adding Heat Damage to an item? Is it possible?
October 08, 2016, 02:43:49 PM
I dont know how you would go about doing this but im almost certain that you cannot do this using ONLY xml.
#59
Help / Re: Could Not Find Type Named Building_SVent Error
October 08, 2016, 03:55:15 AM
Yes that fixed it! Also yes i put .Building_SVent after the PEMod namespace while i was taking guesses at what the issue was, it was causing problems and i removed it. Thanks you so much for the help. This whole time i was trying to make a Vent that can be turned on and off, so glad it works now.
#60
Help / Re: Could Not Find Type Named Building_SVent Error
October 08, 2016, 03:19:33 AM
Okay I've attached them below.
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