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#91
Unfinished / Re: [MOD] A2B: Conveyor belts & co. mod
August 07, 2014, 02:11:38 AM
Alright, so, here is the source code as it stands. As I said, it's been borrowed from the DarkMatterGenerator example mod, and messed up with. It is commented quite a lot - mostly so that I remember what I did. Not that there is *a lot* of repetition in it (lots of classes with lots of similar stuff). I have no doubt that it could be condensed ... but I have focused on getting stuff working for now, rather than a pretty code. Lots of stuff is also unusuful, and could be removed eventually I am sure ...

My last big bug lies with the belt loader, which should be like a universal hopper + pushing material away. You'll see my orginal 'belt loader' class in there, and my latest attempt at recreating a more simple hopper class (both failed). All the rest works fine (for me).

Anyone should feel free to use this as they wish - and I certainly would not mind bug reports/suggestions/fix solutions ;)

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#92
Unfinished / Re: [MOD] A2B: Conveyor belts & co. mod
August 06, 2014, 05:59:10 PM
Quote from: Cala13er on August 06, 2014, 11:11:05 AM
Probably mediafire, then link over pm? Or anything like mediafire?

I'll see what I can do.

Quote from: Gu1l7y5p4rk on August 06, 2014, 04:02:20 PM
Looks great, know when it'll be available? I could use this immensely.

I need to make my belt loader/hopper get recognised by colonists as a storage zone. After that, it should be releasable. Should not be a hard fix - but I have no clue on what is wrong ... so I won't give an ETA ;)
#93
Unfinished / Re: [MOD] A2B: Conveyor belts & co. mod
August 06, 2014, 07:43:25 AM
Quote from: mrofa on August 05, 2014, 08:17:30 PM

Hologram Holoimg = current as Hologram;   


Ha, brilliant - exactly what I was missing. My universal belt curves work like a charm, now. Thanks for that !

Quote from: Cala13er on August 06, 2014, 02:17:18 AM
Not bad, any chance of a source share? Could help towards a performance fix in my conveyor belts, and may help towards my new conveyor belt system I'm working on.

Sure, I'd be happy to share the source with you. What'd be the best way ?
#94
Unfinished / [MOD] A2B: Conveyor belts & co. mod
August 05, 2014, 08:00:06 PM
I've made some good progress on this first mod of mine, and I thought I would share it here. First, to see if this mod might be of interest to anyone, and second, in the hope that any good soul may have some hints regarding the last two (major) bugs I am facing ...  ;)

This mod was inspired and motivated by the conveyor belts available in the Industrial Rim and BetterPower+ mods. I just love these. However, I was always annoyed but little things which I thought could be fine-tuned. The A2B mod is my answer to these fine-tuning issues.

A couple of features of the A2B mod:

- it is dedicated to the transport of goods (any goods) - and nothing else. I like simple mods that do one thing and one thing only. Don't expect any production/transformation tools in here.
- so far, it contains only a standard conveyor belt system. I have some ideas about long distance teleportation of goods which could represent a fancy alternative, but that's for later.
- the spirit of the mod was inspired by the Industrial Rim and BetterPower+ mods, but the algorithm is my own. I started with the DarkMatterGenerator example mod and tinkered with it until it worked. I borrowed stuff from different source codes I could find here and there (nothing secret, and I'll list them all eventually).
- for good or for bad, I did design all the conveyor belt parts myself ... there are some beautiful 'Vanilla-style' designs out there, and I really want my mod to look as decent as possible.

So, what does it do ?

Well, after some research, you unlock 5 conveyor belt parts. You have a standard belt 'loader' and 'unloader', a 'straight' belt, a 'curved' belt and a 'selector' belt. Aside of the basic behavior that you would expect from a conveyor belt (i.e. move stuff one step further), these pieces allow you to do a few fun things:

- the belt loader is like a hopper, only you can set it to accept anything you want.
- the belt curve is universal ! No more left turn or right turn: the universal belt turn detects where the material came from, and where to send it on its own (ahem, almost on its own...) !
- when powered up, the different belt elements emit a faint glow (from all the 'warning' lamps around...). Darkness be gone !
- when powered up, the belt automatically forbid items they carry (so your colonist don't get their fingers stuck in the rollers trying to grab potatoes...). When the power is off however, all items get set to "Unforbidden" - no more starving to death during a power outage with a belt loaded with "Forbidden" potatoes !
- the belt 'selector' let's you sort items at will ! No more duplicating belt lines : just carry both your guns and potatoes together, and sort them later on !
- with 2 intakes and 2 outakes, the belt 'selector' also let's you build complex sorting system, intersections, etc ... to turn your colony potato farm into a real potato factory !
- finally, the belt 'unloader' will automatically un-forbid objects before throwing them on the floor.

The last 2 bugs:

So, I am facing two large issues right now which prevent me from releasing anything just yet. First, my 'belt hoppers' are not recognized as 'storage zones'. They seem to work fine, but the colonist just don't see them ... I tried many things, looked closely at the NanoStorage mod source code and others, tried to reproduce such examples as closely as possible, but to no avail ...
Second, my 'Universal curves' don't quite work yet. They will, as soon as I figure out how to access some of their public variables from the outside. I guess I need something like a public function, but all my attempts failed so far ... [EDIT] All Fixed ! Belt curves are now truly universal, and smart enough to ship material in the good direction.
Beyond that, there'll be some minor fine tuning required, but it should be releasable ... and the colonists see the belt loaders !

I happy to share my source code with anyone interested, or willing to help me with it. I'm planning on making everything public anyway once it's ready (and if there's interest) - I could have never done anything if it wasn't for people making the source code available of their mods available. Thanks to them !





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#95
Help / Re: Modding on Mac (and Linux)
July 20, 2014, 08:32:08 PM
Quote from: mrofa on July 20, 2014, 08:05:42 PM
There are some tourtials on help forum thrugh like the dark matter by haplo you mentioned and thers one by minami26 a bit more complicated, altleast for me :D
For teleportation check out haplo nanostorage and its item storage method.

Will do. Thanks for the pointers !
#96
Help / Re: Modding on Mac (and Linux)
July 20, 2014, 06:57:42 PM
It's exactly what I had in mind. The conveyor belts of these two mods are my favorite feature by a long shot of either package, and what gave me 'mod-ivation' to create a stand-alone 'goods transport' mod (a.k.a. advanced conveyor belt systems with all sorts of bell and whistles, perhaps also a teleportation system (for goods only), etc ...).

I haven't had much time to try things yet, but I'll most likely pm the respective mod authors to see if they want to share some tips with me ... The algorithmic part of my ideas is rather clear in my head - the problem is that I have no real clue where I could find a list of useful RimWorld functions available (other than looking at the source code released by Tynan and some other mods, which I am doing).


#97
Help / Re: Modding on Mac (and Linux)
July 19, 2014, 11:03:29 PM
Alright, after some tinkering, I managed to get it to work under Mac OS X 10.6.8. Here's my solution for completeness :

I first installed Mono 2.10.11, and then MonoDevelop 3.0.6. I both found them nicely packaged (separately), and did not need to install anything from source. These are NOT the latest version (for either) - I am running under Snow Leopard, and apparently this is now 'so old' that it is not supported by the most recent versions of Mono (3.x).

In any case, with this setup I was able to successfully open the Dark Matter Generator Mod tutorial on the wiki, fool a bit around, compile it, and load it to RimWorld.

I am yet to implement deeper modifications to the tutorial mod, and eventually write my own mod, but it all seems to work fine so far. I shall report back later, shall I encounter unexpected turbulences that are Mac related.

Now onwards to try to move potatoes from one square to the other without human intervention ... ???



 

#98
Help / Modding on Mac (and Linux)
July 15, 2014, 07:58:44 PM
Hi everyone,

Like many, I have "this brilliant modding idea that must come true". However, I'm on a Mac, and apparently, that might be somewhat of an issue to deal with dll's ...

The aim of this post is simple: is there anyone out there on Mac/Linux systems creating some dll magic for Rimworld ? If yes, then I have some operating-system-dependant questions for you, e.g. is 'Mono' the right way to go ?

I failed to find any tips/suggestions/questions dedicated to modding with these operating systems - so either no one is currently modding under Mac/Linux, or they've just figured it all out by themselves.

Either way, I'm very keen to find out !