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 - Compo

#1
Help / Help. Adding new skill.
August 21, 2017, 06:31:15 AM
Hi.
Is it possible to add a new "relevant" skill to the game, using only XML?

Ive managed to add the skill, and incorporate it with two core ones (social+intellectual), to make a average for the new skill.
However the game will not recognise this new skill. I want to add it to a item, as a minimum requirement, to make at a workbench. The game spits out errors saying cannot find skill def etc.

I just dont get it. Ive made a skilldef, browsed through the core files to find anything skill related, and added the new skills parameters etc, to my mods folder. Is it possible?

If it is..what core folder/XML's should i be looking at, to add a new relevant skill.

Thanks to anyone who can help :)
#2
Outdated / [A16] ACME CORP (V1.0)
April 07, 2017, 02:12:12 AM
ACME CORP


Description:
This mod adds more content for the mid/late game, as it stands.

Things included:

TRAVEL:
Hoverboard - Floating board, that pawns can travel on. Speed increase.
Segway - Two wheeled transport vehicle. More speed increase.
Jet-Pack - Powered flying object. Very fast.

APPAREL:
Surgical Top/Hat - Increases surgical ability.
Karate Gi/Bandana - Increased melee ability.
Combat Suit/Beret - Increased ranged ability.

COOKING:
Electric Grill - Adds more meals, each with different buffs.
BBQ Grill - As above, but fueled version.

TRAPS:
Floor Spike
Snake Pit
Wall Spike

FLOOR:
Hyper-Floor - Zoooom. Very expensive, and takes long time to build.

MATERIAL:
Ion Pulse Cell - Used to power alot of the content in this mod.

COMPATABILITY:
It should be fine running with other mods,and is fine with old saves too. To safely remove it, you will most likely need to destroy all things added to your map(s) from this mod.
It is advised, if you are already running either Baconbits's Grill-Tech or/and Trap Defense, to disable them whilst running this mod.

BUGS:
-There is a known bug, where pawns fitted with travel gear, sometimes do not like to travel on hyperflooring.
Im working on a fix, but in the mean time, you may want to leave space for them to travel on other flooring too.
-There is still a few graphical things to be fixed/updated. Some things were a little rushed.


CREDIT:
Baconbits - For his awesome GrillTech mod, unreleased on steam. Also his Trap Defense mod, also unreleased on steam.
Here are links to the mods on the Ludeon forums:

https://ludeon.com/forums/index.php?topic=25846.0
https://ludeon.com/forums/index.php?topic=25708.0

Also id like to thank my good friend Shockpads, for his ideas, time & help with graphics.

NOTE:
If anyone can think of anything (no matter how outrageous) that would fit into this mod (ideas welcome), or even better a mod unpreviously uploaded to steam. Please let me know, credit will be given.
Feedback welcome.

Hope you have fun :)

Sub Topic
....

Author
Compo

Download
https://www.dropbox.com/sh/7f1g0tf8alihewk/AABCs7el0B9M5rFqNeTBZFnia?dl=0
http://steamcommunity.com/sharedfiles/filedetails/?id=899895922

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
#3
Man..they look really good!
#4
Outdated / Re: [A16] A1000 (v1.0) Gun mod.
March 29, 2017, 11:45:18 AM
Quote from: skullywag on March 29, 2017, 10:02:31 AM
Nah its a private half finished mod, I have tonnes of em. I have a todo list 170 ish items long all modding related, only about 50 relate to mods ive released....thats kinda scary....

:o
lol...170!? Bogged down much? haha.

--------------------------------------------------------------

Anyways, ive had a good look at the ranges of the weapon. After looking at the vanilla ones (esp sniper rifle), and toned it down alot! Theres no-way I wanted it to have an edge over a sniper rifle at range. Its just the ones i was comparing the A1000 to, were from a mod that I really like...and some of them have range of 50 or more.

So ive made it "more" vanilla friendly.
The gun still can have a good range advantage over the vanilla assault rifle, but has slower aiming time+cool down. Tho its still got that power, which you pay for.

Im now about to update to 1.1, well probs in about 30mins.
Thanks for feedback guys, keep it coming if you feel somethings wrong ;)
#5
Outdated / Re: [A16] A1000 (v1.0) Gun mod.
March 29, 2017, 11:31:44 AM
Quote from: Canute on March 29, 2017, 09:46:16 AM
Quote from: skullywag on March 29, 2017, 06:22:12 AM
Quote from: Compo on March 29, 2017, 04:29:52 AM
Yes mate, LOTS of recipes and graphic for each combo lol.
Which in turn has left the workbench cluttered pretty bad.
I was hoping for a way to make it more organised, but it seems you need to use something more than xml.

Haha no worries, I have a very similar mod for all the vanilla weapons with LOADS of attachments (hence I was hoping youd found a nice way of handling this), as youve found there is no way to really handle this, i have a TODO to make c# mod that would allow this in a nicer way but have yet to find A, the time and B, a nice way of handling it. One day.....

I think everyone know Infusion mod, which add pre/suffix to items.
When it is possible to modify existing items to add these kind to an item.
Maybe all these attachments are right click activateable item which add an effect to the wielded weapon.
Then you got at the end a A1000 with 5(?) prefix.

Maybe this is a solution.
Ah..i was very close to adding that mod a whiles back. Cant remember exactly why i didnt?
But thanks for the tip, i'll have a look at it mate :)
#6
Help / Re: Me again..help needed.
March 29, 2017, 09:18:04 AM
Ah mate ure a stud! Thanks again..and probs again for the next one lol.

Im gonna get on this right away, i didnt know anything about the abstract thing.
Haha..you wouldnt believe the amount of times ive been through each xml, fiddling, cocking up mainly! Then reverting back. I have no probs with tedius work..just wish my brain could keep up.
One more time? im very glad for that :D

Yeeees! Finally got it to work!
Yooooo adrian, we did it (after about 15 knockdowns)!
#7
Outdated / Re: [A16] A1000 (v1.0) Gun mod.
March 29, 2017, 09:05:35 AM
Quote from: skullywag on March 29, 2017, 06:22:12 AM

Haha no worries, I have a very similar mod for all the vanilla weapons with LOADS of attachments (hence I was hoping youd found a nice way of handling this), as youve found there is no way to really handle this, i have a TODO to make c# mod that would allow this in a nicer way but have yet to find A, the time and B, a nice way of handling it. One day.....

Very cool mate. If you do get around to it, and remember could you let me know pls ;)
Is your vanilla mod on steam? Someone asked in my comments last night for such a thing.
#8
Outdated / Re: [A16] A1000 (v1.0) Gun mod.
March 29, 2017, 09:03:08 AM
Quote from: Krzarb on March 29, 2017, 05:28:11 AM
Thanks for the mod, it's working well so far and fun to use. I don't find the clutter to be too bad, seeing as the mod has its own worktable. The gun is probably a bit OP though, a high quality and fully upgraded A1000 can shoot four 20 damage bullets in quick succession at a range that surpasses a sniper rifle. Although a fully upgraded gun does have a substantial component cost, somewhere in the order of 20 components I think.

No probs & thx buddy :) Did you use the dropbox link? I have no idea if it works or not lol.

Maybe i should tweak the range abit/alot?
The guns with a 3xscope on it, should drop to 3 burst shots, and rate of fire (even the fully loaded option). Maybe i missed something, i'll check a little later. Cheers for the heads up!
#9
Outdated / Re: [A16] A1000 (v1.0) Gun mod.
March 29, 2017, 04:29:52 AM
Yes mate, LOTS of recipes and graphic for each combo lol.
Which in turn has left the workbench cluttered pretty bad.
I was hoping for a way to make it more organised, but it seems you need to use something more than xml.
#10
Outdated / Re: [A16] A1000 (v1.0) Gun mod.
March 29, 2017, 03:15:19 AM
Sorry bud, i only just saw youre reply!
Yes it would be perfect to be able to just add/remove parts.

I dont use vanilla weapons, well not for a long time. It kinda bugged me how accurate they were.
So i was kinda measuring it up against the weapons i use (mainly other assault rifles). I wanted to even out the power, with accuracy. The gun isnt very accurate. And, i think its impossible to get touch to 100%. This left room for the attachments.
Actually even with all attachments, I think it needs to be masterwork to get 100% across the boards.
As for the price, yes i'll have to look into that :)

But overall..yes ive always been a wee bit concerned it maybe OP.
Ive got a friend using on a playthrough, and he hasnt said its OP, but then i dont think hes made a legendary, fully loaded one yet.
Thanks for the suggestions mate, appreciated, and your help :)
#11
Help / Re: Me again..help needed.
March 29, 2017, 02:56:20 AM
Im sorry Shinzy (by now im guessing youre thinking silly TW?T), but I think ive tried the ways you said, and its just not working.
Im not the brightest tool, when it comes to this stuff lol.
I understand whats wrong, but cant seem to fix.

I do not suppose you could just look through my mod folder for me, and show me with pics of code, what needs to be changed?
If you look at the way jimthenoob & Granitecosmos, explained things (above), like to a simpleton..that works lol.

Heres my steam link:
http://steamcommunity.com/sharedfiles/filedetails/?id=892234587
Heres my dropbox link:
https://www.dropbox.com/sh/cxn8cces1x3bf4x/AABOmD4SEegEp0zy7lmJx2kca?dl=0

Anyways, thanks for your time, i really do appreciate it mate.
#12
Help / Re: Me again..help needed.
March 28, 2017, 04:05:56 PM
umm

Im now getting errors that the guns have a "null thing class"

Ive updated to steam too..
weird thing is it seems to be ok on mates laptop, but on my PC i cant get game to load  :(

Im not entirely sure i updated the mod correctly.
Any pointers to actually do that as well?
I have two mod folders (mine), on my mod list, but could only update the non-steam one. Did that update the steam one?
Some simple directions on how to fix mod, and update it on steam would be so helpful. Cheers

Edit:
Actually mate is getting errors also.

Ive now updated steam to revert it back, so at least its working again  :D

So how would i go about making a new parentgun?
Do i need a new folder somewhere?
Or just paste the parentgun above existing xml, an edit it to something else?

Thanks
#13
Help / Re: Me again..help needed.
March 28, 2017, 02:53:29 PM
Legend! Thanks mate, just deleted parent an worked ace :)
#14
Help / Re: Me again..help needed.
March 28, 2017, 11:20:16 AM
This is the code that im using. Not exactly sure still what to do. Sorry and thanks.


<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>
<ThingDef ParentName="BaseBullet">
    <defName>Bullet_A1000P</defName>
    <label>A1000 Bullet</label>
    <projectile>
      <damageDef>Bullet</damageDef>
      <damageAmountBase>20</damageAmountBase>
      <speed>80</speed>
    </projectile>
    <graphicData>
      <texPath>Things/Projectile/Bullet_big</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
  </ThingDef>
  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>A1000P</defName>
    <label>A1000</label>
    <description>The A1000.A very powerful weapon, when equiped with certain accesories.</description>
    <graphicData>
    <texPath>Things/A1000P</texPath>
    <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
   <soundInteract>InteractRifle</soundInteract>
   <statBases>
      <MarketValue>500</MarketValue>
     <WorkToMake>30000</WorkToMake>
      <Mass>3.5</Mass>
      <AccuracyTouch>0.30</AccuracyTouch>
      <AccuracyShort>0.60</AccuracyShort>
      <AccuracyMedium>0.60</AccuracyMedium>
      <AccuracyLong>0.60</AccuracyLong>
      <RangedWeapon_Cooldown>1.40</RangedWeapon_Cooldown>
    </statBases>
   <recipeMaker>
      <workSpeedStat>SmithingSpeed</workSpeedStat>
      <skillRequirements>
         <li>
            <skill>Crafting</skill>
            <minLevel>5</minLevel>
         </li>
      </skillRequirements>
      <workSkill>Crafting</workSkill>
      <effectWorking>Smith</effectWorking>
      <soundWorking>Recipe_Smith</soundWorking>
      <recipeUsers>
         <li>A1000_WorkBench</li>
         <!-- This tells the game what worktable the recipe is for. -->
      </recipeUsers>
      <unfinishedThingDef>UnfinishedGun</unfinishedThingDef>
      <!-- This unfinishedThingDef will spawn an unfinished item until you
      complete crafting. Exactly like for guns! -->
   </recipeMaker>
   <costList>
      <Steel>100</Steel>
      <Component>10</Component>
    </costList>
    <verbs>
      <li>
        <verbClass>Verb_Shoot</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <projectileDef>Bullet_A1000P</projectileDef>
        <warmupTime>1.1</warmupTime>
        <range>44</range>
        <burstShotCount>4</burstShotCount>
       <ticksBetweenBurstShots>5</ticksBetweenBurstShots>
      <soundCast>ShotSurvivalRifle</soundCast>
        <soundCastTail>GunTail_Heavy</soundCastTail>
        <muzzleFlashScale>10</muzzleFlashScale>
      </li>
    </verbs>
   <weaponTags>
      <li>Gun</li>
      </weaponTags>
  </ThingDef>
</ThingDefs>
#15
Help / Re: Me again..help needed.
March 28, 2017, 10:43:07 AM
Thx Shinzy, i'll give that a go!