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Messages - Project 06

#61
Yea and im still getting the error.
#62
Help / Could Not Find Type Named Building_SVent Error
October 08, 2016, 12:34:03 AM
Im trying to link a custom made class file to a building with <thingclass>. However, upon startup i get "Could Not Find Type Named Building_SVent" error. I dont know why this issue is persisting.
#63
Help / Re: How do Vents work?
October 07, 2016, 11:23:07 PM
Oh okay thanks alot for the help!
#64
Help / How do Vents work?
October 07, 2016, 10:21:05 PM
I was trying to create a "close-able" vent, but i quickly realized there arent really any definitions in the xml file that point to how it equalizes temperature. Can someone educate me on how they work?
#65
Unfinished / [WIP] Project Extras
October 03, 2016, 03:07:07 PM
I am currently working on a mod that adds a little bit of everything to the game, from furniture to batteries. The mod will likely have compatibility issues but once I'm done creating this mod ill upload it anyways just because there Isn't really any harm to doing it. Keep in mind I'm not exactly artistic so most of my textures are just modified vanilla textures stitched parts of other textures put together, not pretty but functional. Here are some of the things I've been working on:


New Production Tables:
- Chemical Lab: Capable of producing base-game drugs in batches of 5, resulting in very long uninterruptible crafting times, however it is 20% faster and cheaper.

- Concrete Mixer: Sole purpose of this table is to make Concrete Mix.

New Resources:
- Concrete: New manufactured ingredient used for as you may have guessed concrete-based buildings. It is crafted using a Concrete Mixer.

- Sulfur: New natural ingredient used for crafting Gunpowder, can be find in rocks similar to other mine-able resources.

- Gunpowder: New manufactured ingredient produced by two methods, breaking down Artillery Shells and crafting it via a Chemical Lab with Sulfur.

Security/Defense:
- External Walls: High health-for-cost walls, however they cause severe beauty penalties.

- Barbed Wire: Primary purpose of this defensive structure is to slow down enemies, used preferably in combination with sandbags or other barriers.

- Proximity Mines: Overall improvements from IED traps but are a good bit more expensive, also a new variant "Vertical" that is high damage but a very small damage radius.

- Concrete Barrier: Upgrades from Sandbags, they are more durable and provide slightly more cover from gunfire.

New Power Related Buildings:
- High Capacity Battery: Over twice the capacity of standard batteries, but it less efficient.

- High Efficiency Battery: Reduced capacity but highly efficient batteries.

- Advanced Battery: Overall superior and safer compared to standard batteries, but are expensive and take a long time to build.

- Plasteel Conduits: Far more durable and appealing compared to standard cables. They also passively emit a low light.


Artificial Terrain:
- Turf: Grass-looking floor to give that natural look to concrete-heavy areas.

- Artificial Soil: Less fertile compared to most other terrain that can host crops, but can be built over the top of land such as rock or other terrain that cant host crops at all.



#66
Help / Re: Is it possible to create new link flags?
October 02, 2016, 04:40:26 PM
Alright ill get reading on those, in the mean time, can anyone still answer my question? When i was messing around with the linkflags file, i found out that the linkflags are "sealed", i looked this up and it said that sealed classes cannot be modified. So from this it sounds like its impossible to add new linkflags. I'm still going to read up on the basics of C# but I'd like to know if the main thing im currently trying to change is even possible.
#67
Help / Re: Is it possible to create new link flags?
October 01, 2016, 10:23:02 PM
It appears that the only way to add Link Flags is through creating a class file defining new link flags, I've tried to do this but now I'm stuck at an error, i based how to create a new link flag on the current link flags you can view in the decompiled files. I probably got the code horribly wrong but I'm flying blind here. Ill attach a screenshot of the code and error it gives.(I followed the first couple of basic C# modding tutorials form the wiki)

[attachment deleted by admin - too old]
#68
Help / Re: Cannot get textures right on Walls.
October 01, 2016, 09:21:19 PM
Alright ill be sure to keep that in mind next time i make wall textures, and with these walls i've reworked the textures so there arent any issues with those squares.
#69
Help / Is it possible to create new link flags?
October 01, 2016, 09:14:59 PM
The question is pretty direct, I've looked around the Core XML files and i cant find where the link flags come from, so i cant find out the terms used for creating new link flags, so I'd like to know where this information is if its accessible.
#70
Help / Re: Cannot get textures right on Walls.
October 01, 2016, 04:47:17 PM
Ah i see, that makes alot of sense, although i wish there was a way to disable that behavior. Ill try to rework the textures so it blends properly. Thanks alot for showing that!
#71
I feel like i asked a stupid question, but due my lack of experience with C# i cant really browse through the assets and find what im looking for fast. I know where the XML Defs are, im curious if those XML Defs are also within the  C# assets files, but in C# format of course.
#72
Help / Re: Cannot get textures right on Walls.
October 01, 2016, 03:53:59 PM
Yea vanilla walls still work perfectly fine, there arent any errors either when i build these new walls..
#73
Help / Re: Cannot get textures right on Walls.
October 01, 2016, 03:20:12 PM
I've attached the atlas file im using, i doubt however that its not complete considering that i copied the file form the default wall texture, and just added some differently colored pixels to it.

[attachment deleted by admin - too old]
#74
Im curious if the same resources(such as ThingDefsBuildings), are in the decompiled assets folder.
#75
Help / Re: Cannot get textures right on Walls.
October 01, 2016, 03:13:10 PM
Quote from: skullywag on September 30, 2016, 04:11:44 PM
Appearance uses a folder, so name a folder after the last part of the texpath you have and have the textures in there. Single points to a file. Make sense?

The not linking together however is to do with linkflags, check the core walls for examples.


Appearance is the thing that makes walls have a brick or plank appearance btw.

Wow thanks for clarifying that for me, i thought appearances had something to do with the atlas texture. However, now im getting a problem with the wall textures when they are in clusters. The screenshot of the problem is attached.

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