![]() | Why are there many computer languages? Because each one makes it easy and natural to see solutions present in a given domain, a paintbrush for each kind of job. Due to the way xpath is written, it's simple for one mod to make edits to another mod, but not simple to make edits to itself based on the existence of another mod. So including a patch file that edits Mines to add new resources (rather than a separate patch mod) is best done from the perspective of the mod adding those resources. Pretty much a copy/paste from the Cupro's Alloys patch. |
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#166
Outdated / Re: [A17] Mines - balanced mining
July 11, 2017, 11:45:49 PM #167
Stories / Re: whats your most pathetic colonist death?.
July 11, 2017, 03:51:09 PM
Zombies? Yeah I'm not worried. I'mma just go out there an pull up that steel flooring 'cuz we need it.
nom nom nom.
Mmmm brainnnnnzzz
nom nom nom.
Mmmm brainnnnnzzz
#168
Mods / Re: [Mod Request] RPG-Like Perk System
July 11, 2017, 03:19:23 PMQuote from: helsar on July 11, 2017, 05:37:44 AMLinear processes already do that:
I'm thinking that XP requirements should increase the more perks you get.
- start
- half of the new value
- 1/3 gain
- 1/4 more
- 1/5 more
What about 101 tanks instead of 100?
#170
Outdated / Re: [A17] Vegetable Garden [7/3/17]
July 11, 2017, 10:49:41 AM![]() | Quote from: stigma on July 11, 2017, 10:30:44 AMQuote from: Canute on July 11, 2017, 06:30:30 AM The way I heard it, It's only cheating if it's good for you. If it's bad for you then it's a challenge. |
#171
Quote from: TrashMan on July 11, 2017, 07:17:00 AMThe same way they know about which stage coach, train or bank truck to rob. Probably evil witchcraft
But how would raider know the value of the cargo?
#172
Outdated / Re: [A17] Mines - balanced mining
July 11, 2017, 07:19:28 AM![]() | Cupro's Alloys patch A previous post made mention of an issue that seems to have clarified itself as what might best be described as "beauty is in the eye of the beholder." There is a mapping between compacted machinery and components that is to some an increase of detail, but to others an unnecessary layer of indirection. To address this issue requires some compromise from both camps. I've added the mapping to the work bills so that the detail remains but can be ignored by those who find it cumbersome. |
#173
Outdated / Re: [A17] Mines - balanced mining
July 11, 2017, 03:45:26 AM![]() | Quote from: Nanao-kun on July 10, 2017, 06:37:16 PM Yes, at our present place in the IRL tech research tree it will need a manual patch file. I'll put something together for including Cupro's Alloys tomorrow. |
#174
Outdated / Re: [A17] Mod List Backup (v1.5.1) (Search/Install/Colors)
July 11, 2017, 03:22:13 AM
Ever download the latest version from github, with a folder name that includes "*-master"?
For your dependency checker, a good predicate would be to inspect Mods/*/About/About.xml for the ModMetaData/name.
The config data that uses folder names has renaming issues; In my current mod set are folder names that contain author name, game version, mod version, game fiction flavor text, and various forms of acronyms that carry meaning for only the smallest possible audience. Since folder names are generated by a population, which includes modders, players and even automated tools, there's no consistency and the names are subject to change without notice.
The mod name stored in the about.xml is far more stable.
For your dependency checker, a good predicate would be to inspect Mods/*/About/About.xml for the ModMetaData/name.
The config data that uses folder names has renaming issues; In my current mod set are folder names that contain author name, game version, mod version, game fiction flavor text, and various forms of acronyms that carry meaning for only the smallest possible audience. Since folder names are generated by a population, which includes modders, players and even automated tools, there's no consistency and the names are subject to change without notice.
The mod name stored in the about.xml is far more stable.
#175
Help / Re: XPATH surgery - Need help with xpath? post here.
July 11, 2017, 12:54:44 AM
The xpath union operator '|' that combines multiple searches seems to work (doesn't throw a red error log message), so that it's theoretically possible to generate a node-set result like this:
/somewhere/deeper[Characteristic="whatever"]/recipe | /somewhereElse/depth/is/irrelevant[defName="stuff"]
My understanding of this implementation of xpath (please correct me if I'm wrong) is that it handles it's work on a per-file basis that maintains a concept of current file. If that is a reasonable approximation of the code, then what happens when an xpath with multiple searches ("|") is applied?
/somewhere/deeper[Characteristic="whatever"]/recipe | /somewhereElse/depth/is/irrelevant[defName="stuff"]
My understanding of this implementation of xpath (please correct me if I'm wrong) is that it handles it's work on a per-file basis that maintains a concept of current file. If that is a reasonable approximation of the code, then what happens when an xpath with multiple searches ("|") is applied?
#176
Releases / Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
July 10, 2017, 08:39:16 AMQuote from: Canute on July 10, 2017, 05:25:04 AM
what do you think about a call for sermon range option for the altars ?
I think the altar need a range selector like for workbench and only pawn&friends will come to the sermon inside the range !
+1 for a range check.
![]() | Real life Indianna Jones stuff: An ancient temple door that was operated by making a burnt offering at the alter. Heat from the alter expanded air in a water-filled chamber below, and the water was pressed out into a pully weight that turned a spindle to open the doors. After the alter cooled the air in the chamber shrunk, drawing water back out of the pulley-weight. Then the counter-weight swung the doors closed. |
#177
Outdated / Re: [A17] Mines - balanced mining
July 09, 2017, 01:39:55 PM![]() | Quote from: GngBngBus on July 09, 2017, 12:56:30 PM Working fine for me. The question appears to have two possible interpretations, only one of which has any meaning for maintaining this mod. Are you seeing something different from the image at the left?
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#178
Outdated / Re: [A17] Mines - balanced mining
July 09, 2017, 06:54:46 AMQuote from: Canute on July 08, 2017, 01:10:53 PMI think that limiting where a player may put the mine would create filtering problems when selecting a biome, such as a desert or a swamp, or something yet to be invented.
What do you think about another alternative a 3x2 mineshaft only placeable on mineable stones.
Quote from: Canute on July 09, 2017, 03:08:00 AMThat could be an interesting mechanic, useful for vehicles, riding beasts, ships, working inside pods and other chamber types. Maybe have a face overlay for seeing the pawns 'using' a given thing, and for selection/navigation. It seems like a worthy project, something that will require dedicated coding effort that is somewhat outside of this mod's field of endeavor.
Currently the pawn working at the mine like a workbench, it is possible that they disappear during work, because they are somewhere in the underground to mine.
Quote from: platypus on July 08, 2017, 04:09:34 PMYes it would, and I'll add that to the feature requests. I'd like to implement it as digging up rock chunks that can then be further processed into blocks through other game mechanics and mods.
Would it be possible to add the ability to mine the different types of stones? Or maybe just the ones present on the map?
#179
Releases / Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
July 09, 2017, 06:44:19 AMQuote from: TREH on July 06, 2017, 02:02:20 PM
Removing the production tab kind of makes the "manager" skill much less useful, if the manager is solely updating stockpiles of very basic resources.
Maybe with the recent changes in A17 ('Research' to the more general 'Intellectual') the work toils performed could eventually transition to using the intellectual skill?
#180
Outdated / Re: [A17] Mines - balanced mining
July 09, 2017, 12:05:36 AM![]() | Art update
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