Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - AngleWyrm

#181
Quote from: AtomicRavioli on July 08, 2017, 12:23:23 PM
Dud pills are always a possibility due to the way how the mutagens are placed on a pawn. Every mutation in the pool for each mutagen rolls their own low chance to appear during the active stage of the mutagen, and that can result with none of them appearing.

Another way to do it is throw them all into a hat and draw names out of the hat. And they could be written on different sized slips of paper.

hat container class
#182
Outdated / Re: [A17] Mines - balanced mining
July 08, 2017, 11:41:21 AM
After playing the game for a while with the graphic set to 3x3, it seems still too small. So here's two images to choose between:



5x57x7

Which seems the better fit?
#183

On the subject of using a PatchOperationFindMod function in patch sequences as a test: I made that into a mod (attached, with source), which works just like any other PatchOperationXXX.

The impetus behind making it was that it would enable modders to write patches without the need for C# coding, and in as far as that was the goal it has been met. But there's significant problems with this approach that make it inadvisable: The active mods list in the config file is made of folder names.

Many mods attach version numbers to their mod folder, or go through modder fidgeting to get a better name. They also get renamed by users where those folder names fail to clearly convey their contents. Thus any patch mod that relies on folder names is apt to break, early and often. It's a maintenance nightmare waiting to happen.

BTW, is (mods)/*/About/About.xml/ModMetaData/name visible in xpath space?

[attachment deleted by admin due to age]
#184
Honey is a kind of insect jelly, and it's great in tea...
#185
I'd like the ability to move the dice monument to another location; it's a rather attractive piece of sculpture.
#186
Quote from: XenGrimm on July 06, 2017, 08:58:20 PM
Might just need to update the alien framework?

No mention of the Alien Framework mod in first post; is this a requirement?
#187
Outdated / Re: [A17] Mines - balanced mining
July 07, 2017, 04:32:01 AM
The priority referenced above is an under-the-hood part of the way pawns think about stuff; it's one input hint from the mod developer to the pawn about how to choose their next task.

Players also have a priority system to give input to the pawn's thinking about what to do next, the Work Tab.


Here's a video of Fluffy's Work Tab.
#188
Outdated / Re: [A17] Mines - balanced mining
July 06, 2017, 10:46:55 PM

Quote from: GngBngBus on July 06, 2017, 10:57:53 AM
For some reason my colonist will always prefer to go across the map to mine steel rather then going to the mine behind their homes pls help
Today's update
When pawns think about doing a mining job they'll consider going to the mines with a higher priority.

Quote from: Lerin on July 06, 2017, 11:19:33 AM
Can you use sprites for mines from you first post, and do mine size 5x4 or something like that ?
Incorporated clipart from first post as the in-game image for the mines, and increased the size to occupy a 3x3 space.

Quote from: leeadriancatfox on July 06, 2017, 09:55:14 PM
Does it mine cupro's alloys?
Added as feature request, so that mining can extract the base resources Copper, Lead, Tin and Aluminum.
#189
Outdated / Re: [A17] Mines - balanced mining
July 06, 2017, 02:38:18 AM

Picture added, and yes they're place-able buildings with a spot for someone to work at.

Also updated the mod to include mining compacted machinery from the depths of Rimworld's ancient history.
#190
There's been some talk about using wildcards and how they generally increase game load time through unnecessarily long searches. There hasn't been any objective tools or tests measuring that difference, but that's another story.

There has also been some demonstrations of how the in-game version of xpath is a partial implementation with some unexpected behaviors.

The following expression works as intended in my patch operation:
<xpath>//ThingDef[DefName="Mineshaft"]/recipes</xpath>

This works as a replacement:
<xpath>*/ThingDef[DefName="Mineshaft"]/recipes</xpath>

Can I replace the wildcard ("//" or "*/") with something specific?
(further info on patch file)

#191
Ideas / Re: Searchable landing site criteria?
July 05, 2017, 09:29:37 PM
What search criteria do you use?
* temperature &  fertility
* stone types
* flat/small hills/large hills/mountains
* seashore/river/road
* range to nearby villages
#192
Outdated / Re: [A17] Mines - balanced mining
July 05, 2017, 08:54:26 PM
Update
Corrected an error in the price of uranium ~ set to 3.40 silver/unit. Pawns mining uranium take the appropriate amount of time to dig it up, about half an hour (0:28).

Also, the Rimworld mechanics treat compacted machinery as a mine-able resource in a way that creates a lore similar to Oblivion, Fallout and Borderlands. At $21 silver/unit, components would be the most expensive mine-able resource, taking 2.8hr (2:50) to extract one.
#193
Outdated / [A17] Mines - balanced mining
July 05, 2017, 09:35:32 AM

Mines ~ A balanced approach


Pawns working at these mines collect $7.523 silver/hour in resources.
You pick the resource, and the pawn will work for enough time to earn it.
Build as many as you like for all your miners.

Downloads
Mines on github

Incompatibilities
Interactions with Help tab and Improved Work Bench produce errors when used with Mines mod

License
Public Domain - do with it as you please
Mod packs and alternate download sites are welcome.
#194
The github link given for straightjackets leads instead to the cults mod.
#195
Help / Re: Need examples to emulate for new mod
July 05, 2017, 12:51:31 AM
It could be done by abstracting the events into social interactions.