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Messages - larSyn

#46
Tools / Re: [A17] CompFX (Tool for Modders)
March 19, 2018, 01:53:25 PM
Probably a stupid question...but, does this require us to have the whole mod installed or just have the .dll's in the assemblies folder?  Having a bit of trouble getting started with this tool.
#47
Help / Re: destroyOnNoFuel and fire overlays
March 15, 2018, 09:29:11 AM
Thanks!  I'll try and figure out the C# method.  New to coding, so, I'm gonna stay away from Harmony until I have more experience.
#48
Help / destroyOnNoFuel and fire overlays
March 14, 2018, 01:26:44 PM
I'm trying to add a torch-like object and the flame appears both when it is first built and there is no fuel in it and when it runs out of fuel.  It also doesn't light up when first built.   I basically copied the Core Torch file directly over and changed some stuff around for my object, so I'm at a loss for why it's not working.

Is it possible to have the fire overlay disappear when the "destroyOnNoFuel" tag is set to false?  And have the fire only appear once it is fueled or have it fueled upon construction? 
#49
Releases / Re: [B18] larSyn's Mini-Mods
March 14, 2018, 01:14:52 PM
Quote from: Kori on March 13, 2018, 10:10:47 PM
I'm playing with RimTweaks since you've released it and really like it.
I am already curious about the other mini mods. :)

Thanks Kori!  It's been downloaded a bunch, but I've never gotten any feedback on it.  I suppose no news is good news.  :)  The next mini-mod should be up today or tomorrow.

Quote from: Vlad0mi3r on March 14, 2018, 12:00:39 AM
Any chance of breaking the tweaks down or giving us tick and flick options similar to Avoid Friendly Fire or Run and Gun?
I investigated doing a Mod Settings Menu for RimTweaks and as far as I understand, you can't easily make settings for something that uses xpaths, which everything in this mod does.  It could probably be done using C#, but that's still beyond me.  I did try and make the patches as compartmentalized as I could, so people could delete parts they don't want.  As for a list of the tweaks, they would take up a whole post themselves.  Check the Github link and click the Releases button. They're listed in the Changelog for the first release.  There's a lot and the formatting got all screwed up, but it should give you a good idea.  Or download it and look in the About folder for the Changelog there.

And btw, I didn't forget about the trees.  Couldn't get it working, but I'll keep looking into it.  :)
#50
Help / Re: Modcheck xpath help
March 14, 2018, 12:58:17 PM
In this case, you wouldn't need to use ".isModLoaded", ".FindFile" works better.

Here's a (untested) working version of the ModCheck code:

<?xml version="1.0" encoding="utf-8" ?>
<Patch>

<Operation Class="PatchOperationSequence">
    <success>Always</success>
    <operations>
    <li Class="ModCheck.FindFile">
                    <modName>Core</modName>
                    <file>Weapons_Guns.xml</file>
               </li>
       <li Class="PatchOperationReplace">
               <xpath>Defs/ThingDef[defName = "Gun_Autopistol"]/verbs/li/warmupTime</xpath>
               <value>
                <warmupTime>6</warmupTime>
               </value>
               </li>
            </operations>
        </Operation>

</Patch>


If you want to see a bunch of practical examples, check out my mod (Smokeleaf Industry).  I make use of almost all of the awesomeness ModCheck offers.  Once you figure it out, it's really much better (and faster) than the vanilla way.
#51
Releases / Re: [B18] larSyn's Mini-Mods
March 13, 2018, 08:15:52 PM
Thanks Harry.  :)  I got a few more mini mods almost ready.  I'm cannibalizing a few mods I made and never released/finished.
#52
Releases / Re: [B18] larSyn's Mini-Mods
March 12, 2018, 06:54:40 PM
[Reserved]
#54
[1.0] larSyn's Mini-Mods

A place for my smaller mods.




Flak Fabrics v1.1


Allows Flak Vests, Jackets, and Pants to be made with your chosen fabric/leather/color. The quality ot the leather/fabric affects the stats of the gear.

Not compatible with Stuffed Flaks or any other mod affecting the Flak gear.

Thanks to marnador for the Rimworld font.
And thanks to step on me and call me a worm for the idea/request.

Changelog



Update to v1.1

-added Stuff Effect Multipliers

Downloads

[1.0] v_1.1




[1.0] Ancient Structures v1.2a


Build structures from ancient times.

Ancient Stuctures adds ancient buildable items to Rimworld.

Ancient Concrete Barriers

Freestanding concrete barriers, that make a good obstacle, but also provide cover from fire.

Ancient Barricades

A wall version of the barrier. Provides good cover from incoming fire.

Ancient Lampposts

An exterior lamp post that can be refueled.

Stone Fire Pits

Like a campfire, but doesn't disappear when it runs out of fuel.

Stone Walls

Ancient walls made from piles of rocks. Make great field dividers.

Ancient Roads

Build Broken Asphalt and Packed Dirt roads.

Changelog

-1.0 update
-Buffed Beauty on most things
-Added build-able ancient roads (broken asphalt and packed dirt)

Updated to v1.2a

-fixed Firepits
-removed assembly/used new vanilla fire overlay

Downloads

[1.0] v_1.2a

Thanks to jamaicancastle for all the help.




Better Sandbags v1.1


Added to Vanilla!

Adds a new texture for sandbags.

Downloads

[B18] v_1.1




RimTweaks v1.0


RimTweaks is a collection of quality of life patches and additions.  The goal was to reduce some of the mod clutter that was piling up in my list.  I started with a few quality of life changes and, as I read through more of the code and played the game more, I started to make changes here and there.  Bulk recipes were added for stone blocks and smelting slag.  Research and a recipe was added for Glitterworld Medicine.  Cutting Stone blocks skill was returned to Crafting.  Power use was reduced in a lot of things after I got sick of spamming solar panels and batteries everywhere.  Facilities were altered.  Recipes changed.  Things that didn't make sense were fixed (for example, eating human meat was more traumatizing then eating a corpse...not sure about you, but I'd freak out more gnawing on a leg than eating a slice of one).  Raids are increased a bit, as are manhunter packs.

Nothing was removed from the game. All of the annoying things are still there, but some of them are made less annoying.  Other things were made more challenging, and others just fix things I felt weren't right with the game (another example: the penalties for living in a hot environment were more severe than those for living in a cold one. I made them even.).

See the changelog on Github or in the About folder for a full list of changes.

Downloads

[B18] v_1.0a




More Coming Soon...




Thanks to Nightinggale for ModCheck.
And thanks to Marnador for the Rimworld font.

License
#55
Releases / Re: [B18] Smokeleaf Industry v1.10a
March 11, 2018, 04:47:02 PM
Smokeleaf Industry
Updated to B18-v1.10a
See OP for changelog.

Thanks Harry, Graphic_Random definitely works for variants.
#56
Releases / Re: [B18] Smokeleaf Industry v1.9b
March 09, 2018, 04:46:44 PM
Quote from: Harry_Dicks on March 09, 2018, 04:02:38 PM
The different tiers of smokeleaf plants could all still give smokeleaf as their final product, just in varying amounts, not actually different final products from the different tiers or "brands" of the smokeleaf plants.

I am working on something that will have similar results in the long run right now, just through a different method.  I think it will work nicely.

Quote from: Harry_Dicks on March 09, 2018, 04:02:38 PMAlso, I am fairly confident that you can have various, random graphics. I'm on mobile so I can't look for reference, but I know I've seen something similar elsewhere. It might have just been for different trees or something. I'll try to see when I get home, but I think it was something as simple as changing the graphicType to something else.

I think that's what the previous poster was referring to.

It's possible that "Graphic_Random" might do it...but, in all the core files, everything that uses that has a single image for it.  I'll give it a shot and see what happens.
#57
Releases / Re: [B18] Smokeleaf Industry v1.9b
March 09, 2018, 02:12:26 PM
Quote from: Harry_Dicks on March 06, 2018, 11:18:29 AM
Would you ever consider giving the smokeleaf plants some random variety for their graphics? Since people could virtually keep their whole colony running off of just smokeleaf, then they will have fields of the stuff. Is that something that is even possible, and if so, would you ever have some random variation among the plants as they grow, just to give them some variety?

I don't believe there is any way to have variant graphics.  I did add the mature plant with the buds, and I'm 99% sure that's the best that can be done for now.  It would be nice if we could add variants.


Quote from: Harry_Dicks on March 06, 2018, 11:18:29 AM
Random, probably shitty idea: special, more beautiful plant vases/bases or whatever that you could build as decoration around your colony, in bedrooms, wherever. But you could grow a more beautiful smokeleaf plant? Maybe this new smokeleaf  plant takes awhile to grow, gives less smokeleaf, but has a high beauty, making it great for spicing up a room.

That was basically what I was going for with the space bucket.  I thought people would use it in various locations that were already heated, but it appears I never added any "Beauty" to it...  I'll add that in the next update. 

Quote from: Madman666 on March 06, 2018, 02:45:55 PM
Actually would be nice to have tiers of smokeleaf itself, yeah. Maybe some genetically enhanced versions of it, that can be unlocked by highest tier research. One that has even more fertility sensitivity, so you can grow it faster (or just with increased harvest yields) and one that nearly doesn't care about the soil, grows way slower but yields a lot more like corn. Could be really versatile addition depending on the biome you play with.

I don't really want to have tiers of smokeleaf, mainly because it would affect the drugs and edibles as well.  Adding more tiers would result in having to add drugs and edibles that are on par with the tiers, and I don't think having 3 different types of joint/hash/brownies/etc would be a good idea.  But I like the idea overall, and you have given me an idea for something new...growing techniques.  That would cover the faster grow/less yield and longer grow/more yield rather nicely I think. 
#58
Releases / Re: [B18] Smokeleaf Industry v1.9b
March 06, 2018, 11:14:12 AM
Ok.  I'll add them as stuff in the next update.  I'll try and make it a little unique amongst the other options.  Biocomposite will probably see a little tweak, too, since there will be a higher tier material to use.  Thanks for the feedback everyone!

I've been a bit busy lately, so I wouldn't expect to see an update until the weekend.  So with that said, any other requests/tweaks can be made before I get going on it.  I prefer updates to have some meat to them.
#59
Releases / Re: [B18] Smokeleaf Industry v1.9b
March 03, 2018, 08:22:40 AM
Quote from: Canute on March 02, 2018, 04:54:12 PM
Can anyone tell me a good use for the Hemp nanosheet.
I though with the high production cost it should be a real good stuff.
Kind disapointed it only got 85% blunt 55% sharp.
Not even worth to use it for club weapons.

As of now, those multipliers don't do anything.  I was a little sloppy and forgot to erase them.  The nanosheet is only used for building the new battery, solar generator, and the conduit.  It's also fairly valuable, so you could make some money off of any extra.  If people would prefer it was made into "stuff", I could make it that way and have it be stronger than the biocomposite.  Let me know what you guys think.
#60
Releases / Re: [B18] Smokeleaf Industry v1.9b
February 26, 2018, 06:45:22 PM
Smokeleaf Industry
Updated to B18-v1.9b
See OP for changelog.

Nothing major...just a bunch of bug fixes.

After the new update if you have a hempoline bill at the refinery you will have to destroy and rebuild the refinery. It's because of the new combined hempoline recipe. Thanks to commiekiller for figuring this out.