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Messages - Spdskatr

#31
Ideas / Re: Killing killboxes.
November 30, 2017, 07:34:09 PM
Great idea actually.

Perhaps this way decrease the raid size as well so non-killbox players can play properly without being outnumbered 3 to 1.
#32
Project RimFactory

This mod is a combination of my 3 A17 automation mods: Animal Stations, Cultivator Tools and S.A.L.

This is a rather extensive mod; Here are the basics:

Animal Stations

     
  • 3 buildings:
       

           
    • Shearer: Harvests the wool of animals in the area.
    • Milker: Harvests the milk of the animals in the area.
    • Generic animal harvester: Harvests e v e r y t h i n g from the animals.
     
  • All buildings can store feed, which will attract the animals
  • Only works on your animals

Cultivator Tools

     
  • 3 buildings:
       

           
    • Sprinkler: Slightly increases the growth rate of plants. The effects stack!
    • Cultivator: Plants and harvests crops autonomously. Pick a direction for it to spit out its harvest.
    • Cultivator with sun lamp: Like the cultivator but has a strong sun lamp on it. Beware of electrical fires!
     

Auto-Assemblers

     
  • 5 buildings:
       

           
    • Smart hopper: Pulls items from nearby stockpile zones according to its storage settings.
    • Self cooker: A machine that can cook meals all by itself. Just look at it go!
    • Recipe database: Stores recipes for use by smart assemblers, and imports recipes from adjacent work tables. I wonder what all the buttons do...
    • Universal assembler: An auto-crafter controlled by a computer. Needs a recipe database to give it recipes.
    • Machine learning assembler: Slowly gets better at recipes the more it completes them. However, it also gets worse slowly over time.
     
  • 1 item:
       

          
    • Recipe data disk: A roll of magnetic tape. Used to craft the recipe database.
     

Storage

     
  • 4 buildings:
       

           
    • Stockpile crate: A giant crate that can store 10 items. Items stored in the crate do not deteriorate.
    • Reinforced stockpile crate: A giant crate that can store 25 items. Items stored in the crate do not deteriorate.
    • Industrial storage unit: This device stores virtually infinite amounts of items inside it. The power consumption increases the more stacks you put in. When your colony loses power, items will be safely stored inside, but colonists cannot access them.
    • Storage unit I/O port: A redesigned smart hopper that can pull items remotely from industrial storage units.
     

Mining

     
  • 1 building:
       

           
    • Deep quarry: An automated quarry that continuously extracts resources from the ground, including rock chunks, materials and resources. Produces a random resource roughly once every 6 hours.
     

FAQ

     
  • Does this require a new save to work? No

Credits

     
  • Coding:

          
    • spdskatr
    • bradleykins: Smart hopper min/max feature.
  • Art:
       

          
    • totobrother: Recipe database and data tape texture.
     

Development discord: https://discord.gg/6MHVepE

Download - GitHub - GitHub (previous releases) - Steam
#33
This page is also very useful for modders for making their preview images :P

My last proper vanilla game was back in a16. :(
#34
Quote from: kamuii on November 10, 2017, 05:27:20 AM
Will you be doing a version of mass storage for A18?
Yes.
#35
Off-Topic / Re: Count to 9000 before Tynan posts!
October 28, 2017, 11:39:53 PM
7386

Hi
#36
Off-Topic / Re: tynan plz... [for the lulz]
October 24, 2017, 08:52:27 PM
Funnily enough, Xml def parsers got updated to be case sensitive in A18. tynan plz
#37
Off-Topic / Re: tynan plz... [for the lulz]
October 18, 2017, 04:48:06 AM
Yuor xml def parsers arr skrwd up thay shoold be cais sensityv tyan pls
P.S. i foud 3 tyos ib ur cod ad 2 faktul erroes
  P.p.S whu yu no let ua mak mor special producr tupes plss
    P.l.P.s yws i an moder an normao peopke my nt unserstand antthing 8 am sauing
      P.=.NP.s why am i indenting
         (n!)/((n-r)!) luv u
#38
Quote from: faltonico on September 02, 2017, 01:05:45 PM
Regarding the issue with the "SS Researchable Stat Upgrades" mod, for what i have read so far, i just have NOT to research the stack upgrade to be able to use this mod with other stack modifying mods of the other mods with incompatibilities,
Is that correct?

Thank you in advance!

Not researching it shouldn't trigger any bugs, no.
#39
Unfinished / Re: [A17] SteamCorp - Coder required
August 27, 2017, 07:32:45 AM
Hello from Discord! :D

Nice mod
#40
Unfinished / Re: [A17][2 mods now] Project RimFactory
August 27, 2017, 04:14:16 AM
Quote from: LiteEmUp on August 27, 2017, 03:46:00 AM
not sure how to restrict your pawns from using tables that has autocrafters on it...

only thing i could think of is changing the restrictions for a level that none of my pawns are at....
The buildings are meant to reserve the table (given that there is no previous reservation).
#41
Tools / Re: modding in linux
August 19, 2017, 04:55:23 AM
Here, have a look at this post: https://ludeon.com/forums/index.php?topic=21877.0

That's all I could find tho
#42
Quote from: RawCode on August 01, 2017, 10:00:10 AM
calling base virtual method is not mandatory, implementation methods may call only override.
in such case unspecific code injection put on base method will not fire, because base method will not fire.
Since the base method looks like its code size is small, another possibility is that in lower grade code the method got inlined as a compiler optimization, therefore losing its instance. Though virtual methods should not be affected by compile time optimization, only runtime...
#43
Help / Re: Having problem with workbench mod!
August 19, 2017, 04:38:01 AM
By the way, that tutorial's outdated, which is probably the reason it's failing.


(cur | prev) 06:06, 26 April 2017‎ Exploding Potato (Talk | contribs)‎ m . . (18,566 bytes) (+98)‎ . . (Added an "out of date" message.)
(cur | prev) 20:08, 12 July 2015‎ Alistaire (Talk | contribs)‎ . . (18,468 bytes) (-19)‎ . . (BackToTutorials added)
(cur | prev) 17:24, 11 July 2015‎ Alistaire (Talk | contribs)‎ . . (18,487 bytes) (+32)‎ . . (Categorized)
(cur | prev) 21:54, 21 August 2014‎ Mirzero (Talk | contribs)‎ . . (18,455 bytes) (0)‎ . . (More tweaks to make it Alpha 6 - Missed something in the last edit)
(cur | prev) 18:35, 21 August 2014‎ Mirzero (Talk | contribs)‎ . . (18,455 bytes) (+26)‎ . . (Updated a few things to match Alpha 6)
(cur | prev) 18:27, 3 July 2014‎ 108.162.231.218 (Talk)‎ . . (18,429 bytes) (-3)‎ . . (→‎Create the Building Definition)
(cur | prev) 05:44, 30 April 2014‎ Jpwrunyan (Talk | contribs)‎ m . . (18,432 bytes) (+5)‎ . . (→‎Create the Building Definition)
(cur | prev) 05:43, 30 April 2014‎ Jpwrunyan (Talk | contribs)‎ m . . (18,427 bytes) (-36)‎ . . (→‎Troubleshooting)


Btw the RimWorld discord is full of helpful veteran modders that could assist you with the issue, although I think we would need to see your xml source.
#44
Quote from: Eck on August 06, 2017, 03:06:36 PM
Awesome tutorial, but I think there are some unnecessary steps. You don't need to (and I don't think you should) include all the parent base items in your custom RangedWeapon_PlagueGun.xml file. Those entries will already included from the Core game files so the copied entries aren't necessary (and might cause conflicts). Basically skip step 11, and remove every ThingDef in the RangedWeapon_PlagueGun.xml file after the BASES comment.

Always add the abstracts in. When I was developing my plastics mod (rip that mod) I had a weird conflict with Numbers (that I only discovered during casual play and probably wasn't the fault of the mod author) that meant the game wasn't recognizing the abstracts from other mod folders, causing errors like "ThingDef __ has null ThingClass". It disappeared only when I added the building and resource base abstracts.

The abstracts thing was supposedly meant to start inheriting from previous mods in A14, but I developed the mod in A16.

Moral of the story: Always add them in. You may get unexpected and obscure bugs.

P.S. If it works for you then you really don't need to read any of this. it's just a warning in case you encounter null ThingClass errors in the future :P
#45
I've been at constant work on that on the Steam Workshop, but I'll upload my latest version to GitHub too. Hope this fixes it :)