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Messages - dburgdorf

#1231
Quote from: SpaceDorf on April 21, 2017, 02:17:52 AMFor the easy way .. two different designations come to mind ?

That's almost certainly what I'll end up doing. I briefly thought about making it a configuration option of some sort, whether or not the decorative drawings might show up, but that's really more trouble than it's worth, especially given that even those who want the drawings might not want them showing up everywhere. So what I'm figuring is just to have two etching options on the architect menu, one that produces only brick patterning, and another that produces brick patterns interspersed with randomly-chosen artwork.

Now, as to the artwork....

If you happen to have anything to contribute, I wouldn't complain. I need tiny (22x22 pixel) black & white line drawings, or drawings that are at least small enough that reducing them to that size won't blur them beyond recognition. The more pictures I can find, the more variety your walls will have.  ;)


EDIT: It wasn't hard to find a source of line art icons that provided a nice set of "wall art" pictures. If you happen to have something specific you'd like me to use, I'll be happy to add it to the collection, but I'm no longer in dire need of material. :D

Also, I've decided that while basic etching -- that is, etching that simply makes smoothed walls look like constructed walls -- will utilize a pawn's constructing skill, the artistic etching will instead utilize artistic skill. It just makes sense. I'm not going to worry about trying to set up different "quality" walls, but pawns will have to be assigned to do artistic work in order to create wall art, and their skill level in art will effect their speed.
#1232
Wow. That was quick! And at first glance, they look pretty good.

Well, I guess I know what I'm updating next. ;)

Thanks!
#1233
Quote from: minimurgle on April 20, 2017, 02:52:38 PMI'm not an amazing artist but I'm kinda okay so I think I'll give it a go. It's not like I have other more important things like a DnD campaign and overhaul mod to work on :p

Hey, "kinda okay" beats "kindergarten scribble." I'll look forward to seeing what you come up with. :D

After all, who am I to tell you not to take time off from your own projects?  ;)
#1234
My "Rascally Rabbits" mod adds rabbits. Yeah. Surprising, right?

They were easy. I just modified the default graphics for hares.

I'd like to expand the mod. Continuing with its implied "Warner Brothers cartoons" theme, I'd like to add ducks. And also coyotes and road runners, though ducks are my top priority.

But there's a problem. I'm pretty good with Photoshop when it comes to modifying and editing preexisting graphic images. But I'm absolutely worthless when asked to create brand-new pictures. My artistic abilities are roughly on a par with those of typical kindergarten students.

So I figured, what the hell, I'll ask here and see if anyone with the talent I lack is bored enough to want to draw a few critters. ;)

Despite the cartoon inspiration, of course, I'd want the animals to have the "realistic" (albeit legless) look that other RimWorld creatures have.

So, anyway, if you have the ability and inclination to help an artistically-challenged modder bring daffy ducks, wily coyotes and/or rapid road runners out to the rim, let me know! Thanks! :D
#1235
Quote from: SpaceDorf on April 19, 2017, 10:55:55 PMWhy are you so cruel ?

Because I *can* be.

Muahahahaha!

Seriously, though, I'd absolutely *love* it if it was possible, instead of just saying "thing X uses graphic Y," to say "thing X uses either graphic A, graphic B, or graphic C," with the further ability to assign varied likelihoods.  I think it would be hilarious to have random wall tiles display pictures other than the default brick pattern.  :D

EDIT:

I hate when my brain won't let an idea go.  :P

Long story short, it occurred to me that since etched walls are only ever placed on the map by my own code, there's no reason why I *couldn't* write the code to randomize selection between several walls with different graphics. So while *most* etched wall tiles would have simple brick patterns, some *could* randomly have pictures.

The code's already done. It was easy. Now I just need to come up with a few more alternate wall graphics.

And no, the picture etching's not actually tied to a pawn's artistic skill. I'm not sure how to do that, and I don't really think it's all that important, anyway.

(But yeah. That was my productive evening. Figuring out how to put pictures of cheese on walls in a game.)

Of course, I also need to make sure it'll be easy for those who *don't* want their walls scattered with pictures to have only conventional walls.
#1236
Smooth Stone Walls has been updated:

- Added the ability to "etch" smoothed stone walls to give them the same brick pattern that constructed walls have, if you prefer that all of your wall tiles look the same.

(There are currently no plans to ever allow pawns to etch pictures of cheese into walls.)

- You should now be able to smooth any type of natural stone wall, added by any mod, rather than just those added by specific mods I happen to be aware of.
#1237
Outdated / Re: [A16] Rainbeau's Fertile Fields
April 19, 2017, 04:01:18 PM
Quote from: SpaceDorf on April 19, 2017, 03:28:36 PMSo if I don't get the stone I want .. rinse and repeat :)

Yeah, technically, the system could be exploited to generate chunks of "rare" stone types. But I can't really see how it'd be worth the effort.

Quote from: SpaceDorf on April 19, 2017, 03:28:36 PMAnd more Reasonable than having different types of crushed rock.

Crushed rocks were actually tossed into the update toward the very end. I'd realized that I'd inadvertently set up an "infinite supply" of stone chunks, since turning rough stone to rocky dirt could yield chunks, but turning rocky dirt into rough stone as I originally coded it, had no cost. But stone chunks can't be used as building components, and in any event, I didn't want to deal with the nightmare that would have resulted had I tried to figure out a way to require the "right" type of stone chunk to convert a tile to rough stone. But then I remembered that I had talked about adding a way to convert stone chunks to dirt, anyway, and using an intermediate step in that process as a "roundabout" way of requiring stone chunks to make rough stone just seemed like an easy solution.
#1238
Outdated / Re: [A16] Rainbeau's Fertile Fields
April 19, 2017, 02:55:31 PM
Quote from: SpaceDorf on April 19, 2017, 02:19:02 PMAnd I just wondered .. how do you decide which rough rock is placed on rocky dirt ?

I've been wondering if/when someone would get around to asking that.  :D

I was hoping to be able to just reference the tile's base stone type from the original map grid, but unfortunately, it seems that that info's not stored after map generation is complete. (And to be fair, within the context of the vanilla game, there's no reason why it *should* be stored.)

What I ended up doing is pretty simple. When you convert a rocky dirt tile to rough stone, the code checks to see if there's already stone nearby (within a 3-tile radius). If there's stone of only one type in close proximity, that stone type is used. If multiple stone types are equally close, one of those types is chosen randomly. If *no* stone tiles are close, a stone type is randomly selected from the full list of stone types used on the map.

So the end result is that while what you end up with won't necessarily match the originally-generated map grid, it'll still be something reasonable.
#1239
Outdated / Re: [A16] Rainbeau's Fertile Fields
April 19, 2017, 12:57:08 PM
I'm reviewing the terrain transformations currently possible.

==========

List #1: If you have the terrain on the left, you can turn it into any of the terrains on the right:

Deep Water -> Impassable Water, Shallow Water

Fertilized Topsoil -> Smooth Stone (via "remove floor")

Gravel -> Rocky Dirt, Soil

Impassable Water -> Deep Water

Lichen-Covered Dirt -> Gravel, Marsh, Rich Soil, Rocky Dirt, Sand

Marsh -> Marshy Soil, Shallow Water

Marshy Soil -> Rocky Dirt, Soil

Mud -> Marsh, Marshy Soil

Plowed Soil -> Rich Soil (via "remove floor")

Rich Soil -> Gravel, Marsh, Plowed Soil, Rocky Dirt, Sand

Rocky Dirt -> Gravel, Rough Stone

Rough Stone -> Rocky Dirt, Smooth Stone (via "smooth floor")

Sand -> Gravel

Shallow Water -> Deep Water, Marsh

Smooth Stone -> Rocky Dirt, Topsoil

Soil -> Gravel, Marsh, Rich Soil, Rocky Dirt, Sand

Topsoil -> Fertilized Topsoil, Smooth Stone (via "remove floor")

==========

List #2: If you want the terrain on the left, you can create it from any of the terrains on the right:

Deep Water <- Impassable Water, Shallow Water

Fertilized Topsoil <- Topsoil

Gravel <- Lichen-Covered Dirt, Rich Soil, Rocky Dirt, Sand, Soil

Impassable Water <- Deep Water

Marsh <- Lichen-Covered Dirt, Mud, Rich Soil, Shallow Water, Soil

Marshy Soil <- Marsh, Mud

Plowed Soil <- Rich Soil

Rich Soil <- Lichen-Covered Dirt, Plowed Soil (via "remove floor") Soil

Rocky Dirt <- Gravel, Lichen-Covered Dirt, Marshy Soil, Rich Soil, Rough Stone, Smooth Stone, Soil

Rough Stone <- Rocky Dirt

Sand <- Lichen-Covered Dirt, Rich Soil, Soil

Shallow Water<- Deep Water, Marsh

Smooth Stone <- Fertilized Topsoil (via "remove floor"), Topsoil (via "remove floor"), Rough Stone (via "smooth floor")

Soil <- Gravel, Marshy Soil

Topsoil <- Smooth Stone

==========

A few things have sort of called themselves to my attention.

First, it's impossible to create either lichen-covered dirt or mud. I don't really think either of those are big deals, though. Lichen-covered dirt is functionally identical to regular soil, and mud.... Well, I can't really see any advantage to being able to create mud tiles.

Many of the transformations aren't directly reciprocal, and that's by design. But a few that aren't, probably should be. Marsh can be converted to marshy soil, but marshy soil can't be made into marsh. Similarly, sand can be made into gravel, but gravel can't be converted to sand. Those are both options I probably ought to add.

On another note, I recently noticed that since I'd only really thought of sand in the context of deserts, I never added a way to convert sand directly to shallow water, or vice versa, which would be really handy if you want to modify beaches. So I may add those conversions, though I might limit the sand to water conversion so that it's only possible if the sand tile is already adjacent to water tiles.

Any thoughts regarding these or other terraforming options that you'd like to see added?
#1240
Outdated / Re: [A16] Rainbeau's Fertile Fields
April 17, 2017, 11:47:28 AM
Quote from: SpaceDorf on April 17, 2017, 09:29:10 AMWith the Shovel you allready show that terrain gets changed into something less fertile.

Well, technically, the shovel's supposed to show which options give you dirt, but it amounts to the same thing. ;)

The only problem I can think of with your suggestion is that it doesn't easily allow for the cases where a particular terrain can be made from several different terrain types. For example, one of the "soil" icons is attached to an upgrade which can be used to turn either marshy soil or gravel into standard soil. The "before and after" imagery would be difficult to implement when there are multiple "before" options. :D
#1241
Outdated / Re: [A16] Rainbeau's Fertile Fields
April 17, 2017, 09:13:05 AM
Quote from: SpaceDorf on April 17, 2017, 07:57:08 AMMay I ask what was the solution with the rough-hewn floor ?

I just had to fix an oversight in the coding. In the previous version, the code allowed placement of rocky dirt only if the existing terrain's defName was "xxx_Smooth" or "xxx_Rough," where "xxx" was the name of a stone type. It was unnecessarily clumsy, since it ran through the entire list of stone types, and it also disallowed "xxx_RoughHewn," which I hadn't noticed was a separate terrain. In the update, the code simply checks to see if the terrain's defName includes "_Smooth" or "_Rough," and if it does, allows creation of rocky dirt.


#1242
Outdated / Re: [A16] Rainbeau's Fertile Fields
April 16, 2017, 11:55:44 PM
UPDATE:

- Rough-hewn stone can now be converted to rocky soil without needing to be smoothed first.

- Stone chunks can now be broken up at a stonecutter's table into crushed rocks, which can be used to create piles of dirt or to recreate rough stone floor from rocky dirt.

- Yes, rocky dirt can now be converted back into rough stone flooring. (Don't ask how. Maybe you're gluing all the stones back together?)

- Converting soil to sand now yields two piles of dirt.

- Soil has been recolored slightly to better differentiate it from gravel and also to make the difference between regular and rich soil not quite so glaring.

- The recipe to make compost solely from rotted matter no longer cares what sort of rotted material you're using. (The regular compost recipe still requires both meat and vegetable matter.)

- I've added recipes allowing you to make five compost at the same time, to speed up bulk compost creation.

- Fresh and salt water are now defined separately. This is a completely invisible change if you're using "Fertile Fields" by itself, but will allow other mods that care about water types to know whether a water tile should be treated as ocean (salt) or lake (fresh) water.
#1243
Mods / Re: weird request
April 16, 2017, 10:31:33 AM
Quote from: beeeboop on April 16, 2017, 07:58:22 AM
Could someone with access PLEASE upload these two mods to this post or through google drive?

I didn't bother to look at the second one, but the license statement for the first mod you asked for ("Medieval Times") clearly states, "This work should not be distributed or reproduced without my express written consent. please do not include my work in modpacks or upload to other locations without first contacting me and receiving my written consent."

So anyone doing what you're asking for, would be violating the mod's license.

I'd suggest contacting the mod's author directly, or just figuring out your Nexus problem or downloading the mod from Steam. (You can always copy it after you've downloaded it from the Workshop directory to your regular mods directory.)

#1244
Outdated / Re: [A16] Rainbeau's Fertile Fields
April 15, 2017, 08:03:30 PM
Quote from: faltonico on April 15, 2017, 05:56:57 PMI like the idea of this mod very much, seems to be more in depth than vegetable garden, but because i am already using the later i don't dare to install your mod, simply to avoid any trouble (i am worried about the description in the OP on the matter xD).

Yeah, it's both good and bad when two mods have so much conceptual overlap. Options are always good, but if you want both the terraforming that "Fertile Fields" offers *and* the food options that "Vegetable Garden" offers, well, you're kind of stuck. Yes, they'll technically work together, but as they do similar things in rather different ways, they don't mesh as well as a user might like. ;)

Quote from: faltonico on April 15, 2017, 05:56:57 PMSome sort of soil degradation the more crops you harvest from them that needs to be restored by pouring fertilizer on them.

This is something that's been discussed already, and is on my "to do" list. I just have to get around to figuring out how I want to implement it.  ;)
#1245
I'm probably missing something incredibly obvious, especially since nobody else seems to have reported this, but.... Whenever I load the game with any mods utilizing Harmony in the mod list, I end up with a "harmony.log.txt" file on my desktop. How do I stop that from happening?