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Messages - Spdskatr

#136
Quote from: PhantomR on March 14, 2017, 03:24:40 PM
According to all known laws o f modification there should be no way to make a bee mod in Rimworld.
the XML would be too much to create. Of course the modders make it anyways.
WRONG ;D

Making a race mod is not a pure xml project, you need C# for some things.

Modders: Aww

*Enter Erdelf*

Erdelf: Here use this ^^

Modders: Yay!

And so begins the golden age of Orassans, Crystalloids and of course, bees.
#137
Hey

I'm here to share how Thrumbos can be cheesed using little resources; a door, a few chunks and walls. I'm just here to raise awareness for it and possibly share some laughs. Yes, it's worse than a killbox.

I know I posted this a month or 2 ago on "Exploit strategies" but I feel like it will gain more attention here.

Enjoy :)



P.S. There are still quite a few flaws:

  • Colonists might go on a mental break because they're too tired/hungry.
  • Don't let random colonists wander around the nearby area to "clean blood"
I've also seen that the thrumbo will sometimes lose interest after a 7-8 hours of going back and forth. I guess that's a plus, it will bleed to death by itself and you can let your colonist get some sleep
#138
This mod has the most commitment (apart from VG) I've ever seen from any other xml-focused mod. (I know there are assemblies, I said FOCUSED, also erdelf's framework doesn't count) ;D

//There used to be stuff here

Thx ^_^
#139
After finding this post linked on my mod page, I think I know what OP really means.

core - mod + mod design pattern I think meant to have an "intermediate mod" needed for other mods to work. For example, Haplo's Miscellaneous "CORE" mod. I guess Haplo can get away with it by including a few new items here or there :P

Follow the conversation here.

#140
The funny thing is, my intermediate mod references very little to the Verse namespace. Only two classes without any mention of their methods or fields. Further, the entire C# file is only 2 kb! I've known the pandora's box I may have opened for a while so I've tried to make the mod as simple as possible on my side while retaining its use. Also, I doubt those classes I referenced are ever gonna change name.

P.S. Guess what the maintainability index is. (Hint: Higher than 99.99) I've also attached an image of Visual Studio's code metrics breakdown. I'd say it would be pretty easy to fix anything wrong. :P

EDIT: Changed in newest version, patches a resource readout bug
#141
Quote from: AngleWyrm on March 10, 2017, 05:39:07 PM
Quote from: AngleWyrm on January 03, 2017, 01:00:05 AM
Please don't use Core+Mod design pattern

  • It creates version incompatibilities.
  • It creates installation headaches.
  • It creates leftover garbage from uninstalled mods.
It was a bad idea, let Minecraft mod community be a lesson learned.
Heh, the only reason I made this framework is for this mod and my future mods to be compatible with each other and to work together more smoothly. I see Haplo using it file, but I guess that doesn't mean I will do it well...

The RW modding system has differences from Minecraft though, such as there actually being official modding support (none of that Minecraft Forge nonsense) and therefore version incompatibilities can be solved just a few days after a new release, without needing Minecraft Forge to update first and change all the definitions.

As with installation headaches, I guess...? It's just one mod and if you put it at the top of the list like everyone puts HugsLib (Right?) there shouldn't be a problem.

And here's the trick - Factory Framework is only and will only be a file full of tools and interfaces, and there probably won't be any definitions inside it. This makes the mod incredibly tiny and compact.

If problems come up in the future (or the present) I will deal with them.
#142
SS Animal Stations

A.K.A Ramsi's Wishlist #9



Adds 2 different machines:

Milker: A 2x2 feeding box for your farm animals, but underneath the box is a complicated set of robotic arms and collecting machinery that harvest animals' milk with minimal invasiveness. Works on any tamed animal(can be from another faction). Can only collect milk.
Milker has an internal refrigeration device which can store 200 units of milk at below zero. Milk will not go bad if machine loses power.

Shearer: A 2x2 feeding box for your farm animals, but underneath the box is a set of robotic arms and shears to shear wool with minimal invasiveness. Drops wool where the animal is standing. Works on any tamed animal(can be from another faction).
Shearer just drops wool on the ground beneath the pawn.

Generic animal harvester: A generic animal harvester, I guess? It can harvest from any animal that has a gatherable body resource. I added it at the request of everyone.

Info for modders:
There should be no mod conflicts (duh it's just a machine).
Also, for A16 users, the mod version stored in the release has the wrong target version label on it (silly me). It's nothing, load the mod everything works

Download - Github(A17) - Steam -
Github(All earlier releases)
#143
Quote from: Canute on January 25, 2017, 04:07:52 AM
- Once i deconst. my last 1k vanilla battery, i got the warning "Need batteries"

Fixed. There are a bunch of quirks Tynan added when dealing with power and batteries. It's annoying fixing them :P
#144
Hmm... does this mod have source code? I decompiled it with ILSpy and took a peek at the amazingness of the code... Now I want more :P

...And while I'm here, Do you mind if I extend on some of your code in MovingFloor.RailLogicHelper.TryPlaceItemInStockpile for a part of my own mod? Mainly so I can then credit you for making such a fantastic mod ;)
#145
SS Factory Framework



Framework mod to pull my factory machinery mods together with respect to compatibility. Does not add any new items. Repeat: DOES NOT ADD NEW ITEMS.

This mod is meant to be a dependency for some of my other mods.

Download - Github - Steam
#146
Releases / [A16] SS Clocks
February 25, 2017, 08:37:24 PM
SS Clocks



SUMMARY:

Adds 2 types of clocks: AI Clock and Wall Clock

AI Clock:
Displays time in 12h format
Can tell time to the nearest second and tick
Unlocked with shipbuilding basics research

Wall Clock:
Displays time in 12h format
Can tell time to the nearest minute
Unlocked with microelectronics basics research

Also adds 1 item: AI Timekeeper
AI Timekeeper is crafted at the machining table with 50 steel, 25 plasteel, 20 gold and 10 components
Used to make the AI clock

MOD CONFLICTS(For modders):
This mod uses Harmony 1.0.8 prefix on RimWorld.DateReadout.DateOnGUI. The nature of this patch is "destructive" if there are clocks on the map, meaning any other mod that patches the same method probably won't work if there are clocks on the map.

Download - Github(A18) - Steam - Github(All earlier releases)
#147
So uh... hey
This will be where I will release all my future mods, as well as showcase some of the mods I made already. So without further ado
Spdskatr's Mods


















Project RimFactory
Project RimFactoryAutomation, yes.B18 (B19 public beta is out!)
Quality of Life
Damage IndicatorsDamage indicators! They show damage taken.B19
Power
Bigger BatteriesA simple xml mod that adds some compact but harder to build batteries in the game.B19
Bigger FusesAn extension mod of RT Fuse that accommodates for the massive explosion you get when 256000 watt days of power collapse on top of a single conduit. Requires RT Fuse to be loaded before this mod.B19
Lightning RodHarness the power of lightning! Also acts as a counter to thunderstorms, flashstorms and mechanoid bosses that shoot lightning bolts out of nowhere :DB19
Other
Weather DisruptorBuilding that can use orbital beams to stop tornadoes. The tornado incident has been disabled in B19 - the mod will be discontinued in B19.B18
ClocksJust a little mod that adds clocks to display time in 12h format - as well as being more accurateB18
No Rogue RobotsJust a fix to stop pawns with mechanoid flesh type that aren't even from the mechanoid faction spawning in ancient dangers. Useful for the Raiderpede mod!B19
Raiders Can SwimWith this mod, raiders can swim through deep water! But that means your colonists can as well...B18
Researchable Stat UpgradesAdds stat upgrades that can be researched.B19
(WIP) PlasticA long term project to add a variety of plastics to the game. More content coming soon! maybe?A16
Deprecated
Mass StorageAn endgame storage solution for storing up to 2147483647 items of the same kind.B18
Factory FrameworkFramework mod to pull my factory machinery mods together with respect to compatibility. I'm planning on deprecating this in A17.A16
Animal StationsAdds animal stations that can take care of your animals by automatically shearing wool / harvesting milk. Double as feeding boxes.A17
S.A.L.: Station Automation and LogisticsS.A.L, formerly Project S.A.L, adds a building that can automatically craft items at any workbench. It takes the bills from the workbench in front of it and produces the products.A17
Cultivator ToolsAutomatic crop cultivation! Plant growth enhancement solutions!A17




I'll probably be checking this thread most often, so it would be best to put your bug reports, requests, community chest cards etc. here so that I can reply as soon as possible.
#148
Tools / Harmony is the best lib that will ever exist
February 22, 2017, 05:10:56 AM
I think I'm getting the hang of this. Those documentations were superb  :D

*waves rainbows in the air*

If only more modders would see this post. There are still mods out there that use Hooks when it would have been much easier with a simple prefix/postfix.

Anyway, better not interrupt you discussion too much. I'm out O/
#149
Quote from: Shinzy on February 18, 2017, 07:07:01 AM
Quote from: gustavoghe on February 17, 2017, 10:21:57 AM
Boy, I wish I was a modder...

yooouuu couuuld beeee if you triiiieeeed hard enough boo-ooOOOoo-ooo-OOoo-oohh!

Can confirm this. XD
#150
Um... what are you talking about? the chess table or the def errors? because I have already found the cause for the def errors.

Of course go ahead if you were talking about the chess table, but what OP really wants is to find out which mod caused the error. (pls no hate I beg you ;D)

Also yes, I am a believer of resolving completely unrelated errors in hope that the other error will resolve itself