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Topics - mipen

#21
As the title says. Does anyone know? I have been trying to figure it out for a while now :(
#22
So I've been trying to make a building where you can set a target, and when the building is selected a big red circular target will show up underneath/over the targeted building/pawn/thing/cell. I have managed to get the game to draw the texture but it is massive and the right half of it is clipped off. Also, when a pawn is selected and that pawn is moving, instead of following the exact position of the pawn, the texture will jump to the cell the pawn is standing in.

If anyone is willing to help me I would very much appreciate it :)
#23
Help / Help with Scribe_Collections and Dictionaries
January 14, 2015, 11:50:09 PM
I was trying to use Scribe_Collections.LookDictionary<K, V>() to record a dictionary value, but I don't know how to enter the values correctly. Could anyone tell me how to use this function? Thanks
#24
Help / On the topic of MapComponents...
January 09, 2015, 12:27:14 AM
I was wondering if anyone could give an explanation on MapComponents and how they work/how to use them? Thanks :)
#25
Help / Help with creating a new Def type
January 08, 2015, 01:25:57 AM
I was wondering if it is possible to define a new definition type? So instead of having a ThingDef or Building, I could have a Def of type SuperAwesomeDef. Does anyone know if that is possible? It would make adding information into the game much much easier, instead of creating a custom ThingDef. Thanks
#26
Help / How to find all the IntVec3s in a given area?
November 26, 2014, 05:55:21 AM
How would I go about building a list containing all the IntVec3s, given a centre position and a radius? Say I want to build a list of all the cells in a 5 cell radius around a pawns position, what would be the best way to go about doing this? Thanks
#27
It would be really nice to be able to define new mote textures :) I went looking for a workaround on how to do this, but since I can't see the def for motes that are created by the MoteDefGenerator, I couldn't make a new one
#28
Help / Does anyone know how to write a WorkGiver?
November 20, 2014, 08:53:40 PM
I was wondering if anyone has managed to write a WorkGiver. The IEnumerable PotentialWorkLocsGlobal is hidden so I cannot see how it works. Does anyone know who could explain it to me? Thanks for any help
#29
I was hoping someone might be kind enough to do some nice looking textures for some things I have in my mod Mechanical Defense 2.
I do realise it is quite a long list and a big ask for somebody to do, but you would be fully credited and anything done would be greatly, immensely appreciated :)
What I would need is:

- A 2x1 'chest', which has two sort of mechanical 'mouths' or openings in the centre of each half. My attempted drawing is shown below.


- A 3x3 building called a fissure generator which is a machine that digs holes in the ground. Not many ideas on how this could look, but the current texture is shown below


- A 1x1 'fissure' which is basically a crack in the ground. Preferably would blend into the floor, kind of like the steam geyser does. My attempt is below


- A 2x3 oil derrick (As reference: https://www.google.co.nz/search?q=oil+derrick&client=firefox-a&hs=M8L&rls=org.mozilla:en-GB:official&channel=fflb&source=lnms&tbm=isch&sa=X&ei=_w5rVMDcCKXXmAWJ6IL4Aw&ved=0CAgQ_AUoAQ&biw=1920&bih=969)

- A 2x1 machine that takes oil in and outputs barrels of oil. Not many ideas for this one, but maybe some sort of control panel, and it would need to be dirty and worn, maybe with oil spattered over it

- A 1x1 barrel of oil. Maybe just a simple barrel with some rust on it and an oil droplet on the front as a sort of logo.

- A 1x1 ruby. Just a nice looking ruby that would fit the aesthetics of rimworld. My attempt is below

#30
Help / How to remove colonists from the overview tab?
November 16, 2014, 09:58:08 PM
Does anyone know of a way to remove or stop certain colonists from showing in the overview tab?
#31
Help / Best way to define information in an xml?
November 11, 2014, 12:44:59 AM
If I wanted to define some properties for a class I made in an xml, how would I go about doing this in a way that the game would read them and store them for later use? Can I make a thingDef using a custom ThingDef class, and only assign the defName and the properties I want to use?
#32


Description:
This mod aims to add new and wonderful technologies for your colony to utilise. From autonomous droids to do your every bidding to coal-burning power generators, you'll find all your technological thirsts satiated here! This mod incorporates a modular structure, meaning there are many different independent modules that you can choose from, so that you can play with the features that you want and leave out the ones you don't. Just remember that all modules require MD2Base to be installed and loaded before them in order to work.

Features:
>>Mechanical Walls - walls that be raised or lowered to allow access. (Idea courtesy of this post)
>>Ore extractor - Machine that digs precious metals from the earth. Has a small chance to find rubies which can sell for a good amount  ;)
>>Fissure generator - Machine capable of creating fissure in the earth for the ore extractor to reach the metals buried deep within.
>>Deep Storage Unit - A storage unit that is used to store a large quantity of a type of item.
>>Coal Power - This building burns coal to produce power; simple and effective.
>>Offworld Manufacturing Plant - this system is used to produce goods:
     This is a powerful system which can be used to craft any craftable item in the game. It is very costly to make and takes time to finish construction. First you must build the Manufacturing Control Console, located in the production menu. This building requires power based on the amount of work the manufacturing plant is doing. This building has a command button which will open the main UI for the manufacturing plant. In this menu, click on the "Construct new Assembly Line" button and confirm the dialog. You will need to place the needed resources near a trade-beacon, just as if you were going to trade them. The manufacturing plant will take what it needs from trade-beacons. Once it has acquired the needed materials, it will spend some time finishing the construction of the Assembly Line. This amount of time can be configured in the settings def. While the UI is open, the game is paused. Select the assembly line once it has been built and then click the add recipe button. Search for the recipe you want to complete and then set up the completion mode and number of times you want it completed, then press add. The plant will finish the recipes and then send them down in drop pods to a trade-beacon.
>>Droids:
     -Build your own droids to help in the colony.
     -Droids require power to run. Build droid Charge Pads, and they will go to them when they need to recharge
     -If droids run out of power, their energy cores go critical and they explode! This also happens when the are critically damaged (killed).
     -Most droids are specialised to a specific task; mining, crafting, building, cleaning and hauling.
     - Now includes the crematorius! This hulking monster will roam blasted battlefields and strip the dead - before going on to incinerate the corpses.
     -They can be built at the Droid Assembly - the recipes are unlocked as they are researched.
Big credit goes to Shinzy and jabbamonkey for their awesome jobs on the droids' textures! :D

How to build droids:
To build droids, you must first do the research requirements. The research tree diagram provided with the mod shows what unlocks what. You will also need access to some vanilla work tables: the Electric Smelter, the Stonecutters Table and the Machining Table. Droids require you to produce some circuitry. To make circuitry, you need silicon, which comes from sand. Build a Stonecutters Table and set up a bill to crush rock chunks down into sand. Once you have some sand, build an Electric Smelter and set up a bill to melt down sand into silicon. Build a Machining Table, and set up a bill to combine metal, silver and silicon into some circuitry. The most basic droid requires 20 circuitry, so make a bit of it. When you are ready to build your first droid, construct a Droid Assembly. The recipes for each droid are unlocked after completing the associated research. So researching logistics droids will unlock the recipe in the Droid Assembly. To build a droid, just set up the bill and have the required materials ready! :D

Downloads:

Mechanical Defence 2 now requires Community Core Library to be loaded before it!

You can download the modules from GitHub:
Remember to only grab the latest release and not the master branch.

IMPORTANT:
! Make sure that the load order is correct, or you will experience issues! All modules require MD2Base to be loaded first. MD2 droids requires BackstoriesCore to be loaded before it in addition to MD2Base. If you are having troubles with getting the correct load order, I heavily recommend EdB's Mod Order mod. This is an extremely useful mod to help loading other mods (and in my opinion should be part of the vanilla game).

When updating from a previous version, make sure to delete the old version first. Do not simply overwrite with the new version as this will cause problems!

Licence information:

This mod is licensed under the Creative Commons Attribution-ShareAlike 4.0 International license.

Powered By


A Request:
To anyone willing to give me a hand with textures. Mine are awful and I would greatly appreciate some good-looking work.

Bugs/Suggestions
If you find a bug, please open a new issue on GitHub with [bug] in the title to report it. This will make it much easier for me to track bugs and remember what needs fixing.
Likewise, if you have a suggestion or idea, please open a new issue on GitHub with [suggestion] in the title. This will make it much easier for me to collect everyone's ideas. Thanks!

Credits:
>>Haplo for his great help with crushing some major bugs and his general assistance.
>>Jaxxa and PunisheR007 for the 'Embrasures' code and texture.
>>Shinzy for his work on the droids' textures.
>>mrofa for his textures of the Fissure Generator and Extractor, and the Manufacturing Control Console
>>jabbamonkey for his textures of most buildings and items :D
>>bigmap001 for their work on a Chinese translation
>>Leucetius for updating the mod to A11B, plus some useful additions :D

I will be working continuously to update and add to the mod. If you have any questions, or find any bugs/problems, feel free to let me know in the comments. Any and all feedback is welcome!


Modules mentioned in the changelog require redownloading and updating. If a module isn't mentioned in the changelog for an update, then you don't need to update it! :)
Changelog:

>>Update 23
--MD2Base:
-Quick fix to enable the designators for collecting sand/clay
>>Update 22
--All modules apart from droids:
-Updated to Alpha 12C
-Changed version system to proper semantic versioning (All have now started at 12.0.0)
-All modules now require Community Core Library
>>Update 21
--MD2Droids:
-Merged Leucetius' addition to allow droids to interrupt their current job if they are about to run out of power
>>Update 20
-All modules kindly updated to a11B by leucetius, a massive thanks! :D
>>Update 19
--MD2Base:
-Misc changes.
-Sand is now a buildable floor.
--MD2Droids:
-Fixed bug with droids repairing.
-Medic droids can now rescue and capture people.
-Droids spawn with a numbered name for easier identification.
-A message pops up when a droid is destroyed.
>>Update 18
--All modules:
-Updated to Alpha 11.
--MD2Droids:
-Droids can once again be told to equip weapons.
-Droids can now arrest people.
-Droids can now man things.
-Droids will not equip clothing now.
-Big changes and improvements to the crematorius. It can now be set to butcher or cremate any kind of corpse using a new ITab.
>>Update 17
--MD2Droids:
-Fixed research prerequisite for the droid charger and repair station supplier.
>>Update 16
--MD2Base:
-Misc fixes and changes.
--MD2Droids:
-Changed how backstories are handled. This module now requires BackstoriesCore to be installed.
- Changed intelligence, now droids don't count towards colony count and don't show alerts.
- New droid work settings OTab.
- Added droid power critically low alert.
- Combat droids temporarily broken :(
- Increased droid power usage.
- Decreased droid power storage.
- Added new cleaning droid - small and fast, does nothing but clean.
- Droids now disabled by solar flares, research to protect them against it.
- Droid power usage set in def.
- Droids now have no needs.
- Finished and incorporated droid body def.
- Added droid repair station, accompanying workgiver,  worktype, jobdriver.
- Droids now repaired at repair station.
- Added repair station supplier; to fix missing droid body parts, takes steel.
- Droids now never auto-undraft.
- Added research for repair station.
- Added repair station graphic.
>>Update 15
--MD2Base:
-New coal and charcoal texture.
-Coal now generates naturally, like steel and silver.
-Included bigmap001's Chinese translation.
--MD2Industry:
-Fixed fissure generator save/load issue.
-Fix to fissure generator inspect panel.
--MD2Fortifications:
-Removed research defs that shouldn't have been there.
-Included bigmap001's Chinese translation.
>>Update 14
-MD2Manufacturing:
--Fixed error when trying to create new line
-MD2Droids:
--Fixed droids not doing smithing
--Fixed droids not generating
>>Update 13
-MD2Base:
--Misc changes and fixes
-MD2Droids
--Fixed droids timetables causing bugs. They now spawn with a timetable fully set for work and nothing else. Poor guys!
--Re-enabled the Disable button on droids and changed how it works. Shouldn't cause any bugs now
--Misc changes
>>Update 12
--Updated droids to Alpha 10. May contain bugs, but hopefully not!
>>Update 11
--All modules updated to Alpha 10 except for MD2Droids.
>>Update 10
-MD2Base:
--Sand is now tradeable
-MD2Manufacturing:
--Changed how plant finds recipes to use. By default, it will use any recipe who's work skill is Crafting, Cooking or Artistic. Specific recipes can be blacklisted in the defs
-MD2Industry:
--Added clay collector texture from mrofa
--Extractors now output at different times
--Extractors don't through as many dust puffs
>>Update 9
-MD2Base:
--Misc fixes and adjustments
--Added order to change mud and shallow water terrain to sand terrain
-MD2Industry:
--Moved some things to MD2Base
-MD2Manufacturing:
--Fixed bug when saving caused by assembly lines
>>Update 8
-MD2Storage:
--Changed how Deep Storage buildings work - they now properly show the number of stored items and allow for small volume items (so can store 20x the amount of silver)
>>Update 7
-MD2Base:
--Added clay as a new resource
--Added a designator in 'Orders' to collect clay from mud and shallow water terrains
--Added support for easily adding new designators
--Change most strings in the mod to use keyed language data to allow for translation
-MD2Manufacturing:
--Finished development!
--Added upgrades for assembly lines
--Fixed sculptures not generating a tale
--Increased building cost of control console
--Added research requirement for control console
-MD2Industry:
--Added clay collector, automatic clay collecting machine
>>Update 6
--Many, many fixes for droids
--Added charcoal, which can be made at the Electric Smelter and used for fuel for the coal burner
--Added a designator in the Orders menu which can be used to collect sand from sand terrain
--Manufacturing plant help buttons on most ui pages
--Added texture for manufacturing control console, courtesy of mrofa
--Lots of fixes and changes
>>Update 5
--Droids will now fight fires if they are set to do so.
--Droids AI fixed so that disabling a work type in the overview will disable them from doing it.
--Began implementing settings def for easy customisation of parts of the mod.
--Fixed droid renaming. They will now save their names.
--Various other updates and fixes.
>>Update 4
--Finally managed to update to Alpha 9 after much headache
>>Update 3.0.4
--Added more graphics from jabbamonkey
>>Update 3.0.3
--Added some unique textures for combat droid, medic droid and building droid
--Changed textures of fissure gen and extractor to mrofa's awesome ones
--Fixed crematorius burning animal bodies
--Coal generator now produces heat
--Extractor finding rubies is disabled for now
>>Update 3.0.2
--some small fixes
>>Update 3.0.1
--Fixed some recipes up - droids now require plasteel.
>>Update 3
--Updated the mod to Alpha 8! (Finally).
--Added a Coal Power Generator
--Various tweaks and adjustments
>>Update 2.2.5
--Fixed droids priorities - they will now prioritise the correct jobs in the correct order.
--Increased the amount of metals the extractor produces.
--Decreased the amount of time required to produce a steam geyser - it now takes 5-7 days.
>>Update 2.2.4.1
-- Fixed download.
>>Update 2.2.4
-- Added embrasure option to mechanical walls.
>>Update 2.2.3
-- Extractor is no longer an addon.
-- Extractor now has an interaction square, which is where the materials it produces will be placed.
-- Added support for conveyor mod. Building a conveyor loader next to the Extractor will cause the extractor to output its produce onto the loader instead of the interaction square.
-- Droids can now be renamed and will keep their individual renames.
>>Update 2.2.2
-- Crematorius now has its own texture.
-- Cleaned up droid race def.
>>Update 2.2.1
-- Fixed the ore extractor not saving the selected resource.
>>Update 2.2
-- Added the crematorius - a droid that cremates corpses and can strip them if you so desire. To unlock it, you must have completed the cremation research(vanilla research)
and also the appropriate droid research.
-- Fixed the bug where Mechanical Walls couldn't be deconstructed after having been toggled.
-- Reduced the energy requirement of Mechanical Walls.
>>Update 2.1
-- Added in combat capable droids
-- Increased droid costs
-- New research option required to research droids.
>>Update 2.0.4
-- Fixed droids not consuming power after reloading the game
-- Added ability to be able to set the droids' priorities on tasks
>>Update 2.0.1
-- Fixed some research defs
-- Added in cooking droid
-- Updated research diagram
>>Update 2
-- Added in droids
>>Update 1.2:
-- Ore extractor is now optional and disabled by default. Check the readme on how to install it if you wish to use it.
-- The ore extractor has been nerfed, it now produces much less metal.
-- Added a new way to define what the ore extractor can mine. Check the 'ResourceInfo.xml' file. You can also add materials from other mods using this.
-- Fixed the ore extractor not showing the power controls.
-- Fissure Generator now requires more metal and some plasteel to build, and requires much more work to finish.
--Fissure Generator has a small chance to be damaged while it is operating, also has a miniscule chance to uncover a buried mechanoid centipede while operating.
>>Initial release:
-- Uploaded the first release of the mod.
#33
I was wondering how to system changes the texture for things made from the stuff system. Is there an art resource for the wall atlas? Would it de possible to make my own buildings and things using 'stuff'?
#34
Help / Easiest way to create a random chance in a tick?
November 06, 2014, 06:36:11 AM
If I had an object with a normal ticker type, what would be the easiest way to make a random chance of something happening? Say for example I want there to be a 5% chance of the object exploding every day. What would be the best way to achieve this? Is there a UnityEngine method that does a "dice roll", so to speak?
#35
Help / How to create new particle effects?
November 04, 2014, 08:23:20 AM
I was wondering if anyone has done this before, or knows how to do this? What I mean by particle effects is, for example, the little sparkle that shows when a colonist is mining. If anyone could give me some tips on this, I would greatly appreciate it :)
#36
Help / Help with dll modding
October 07, 2014, 06:17:23 PM
I have been wanting to create a mod which adds abilities to pawns. It would work similar to the attack button that colonists have when drafted. You click it, and it comes up with a target option on the mouse cursor. You click the target, whether it be the ground or a pawn, and it sends that information to the colonist as a job, which it then goes and completes. The trouble I am having is that I can't figure out how to make a click on a command enter a sort of 'targeting' state like the attack button dies, and from there have one left click be accepted as the target. If anyone could help or has done something like this before, I would greatly appreciate it if you could help me to understand how it is done :)
#37
MechaniRim
Description:
MechaniRim aims to add many new ways of automation and production. From automated production of the building material clay, to producing power from hydrogen, to storing large amounts of items in trunks. Many research options and late game tech to use.

Features:
>>Automated building resource production
>>Automatic miners for a reliable source of minerals
>>Hydrogen and oxygen production
>>Hydrogen power generation
>>Storage trunks for storing a large amount of a single item
And other minor additions

How to:
>>Do lots of research to unlock things, most research options are unlocked from vanilla research (like the fertiliser pump)
>>Place buildings, most will have a small indication of what they need in their description

Download:
https://www.dropbox.com/s/af0w5rqwpjgf83z/MechaniRim%20v0.5.rar

Please let me know if there is anything you would like me to add, or if you have any problems with the mod.

Changelog:

[v0.5]
>>First release
#38
Tools / [TOOL] RimWorld Modder's Assembly Aid v1
July 31, 2014, 03:38:25 AM
This is a simple little application I wrote (idea from RealINandOUT's tool http://ludeon.com/forums/index.php?topic=4664.0) that makes it a little easier for modders when writing an assembly file. Basically, you point it to the assembly debug location, and to where your mod Assemblies folder is. When you hit Move Files it will copy the assembly file to the mod Assemblies folder. You can also point it to the RimWorld exe and move the files and run RimWorld with the Move and Run button. It saves these paths when you exit it, so next time you run it the settings will be all set up already.



I just wrote this for myself and thought I may as well share it if anyone else wants to use it. The source is included, use at your own free will, it is provided strings free, so copy it, sell it, burn it, whatever you wish =]

n.b It probably has some bugs but I can't be bothered fishing them out.

[attachment deleted by admin: too old]
#39
I was wondering if I could, for example add to the Verse.MapUpdate() method, or override it to include some of my own things? I am trying to make a water system similar to the power system, but in order for it to function, I need to call some methods from the MapUpdate method. Or would there be a better way of doing this?
#40
Outdated / [MOD] (Alpha 5) The Clay Mod v0.4
July 19, 2014, 08:59:24 AM
The Clay Mod


Description:
The Clay Mod adds a new resource to the game called clay (get it?). Clay is acquired by first making a pool of water on the ground using a new machine called a terraformer. Then you can place a Clay Extractor over the water and it automatically extracts clay. You need to bake this soft clay into bricks using the Clay Oven. These can be used to build upgradeable walls, which are faster to construct than stone walls, and when fully upgraded can transmit power and will have nearly as much health. To store the large amounts of clay you may end up with, you can build a Clay Compressor. This will store up to 5000 clay inside it. Colonists haul clay to the machine for it to be stored. If you want to get clay out of it, press the Dispense Clay button (located on the Clay Compressor UI) and the Clay Compressor will spit out up to a stack at a time. Once it has dispensed some clay, it will not be able to store any clay for 30 seconds. Placing an automatic clay oven next to a clay compressor will produce clay bricks automatically. The auto clay oven takes clay directly from the clay compressor (this is the only way to feed it clay) and bakes it into bricks, hands free.

Features:
>>Automated production of a new resource 'clay'
>>New upgradeable clay brick wall structure
>>New clay brick floor

>>New late-game automatic miners
>Must research them, currently auto metal, silver and uranium miners. Have abililty to be used with other mod metals such as tin, copper etc. Just need the defName.
>Must be placed on a 'Fissure'. These can be created by using a 'Fissure Generator', which is unlocked via research.
>Each miner has a different fissure size requirement, and can only be placed on a fissure that meets that requirement.
>Pawns designated as miners will seek out these machines and operate them
>These machines dig deep into the ground and extract minerals (how much, how often and what is extracted is defined in a def)

Upcoming:
There are many upcoming features, like an automated crafting system for clay bricks using the clay compressor(done), automatic mining systems(done), and hydrogen generators! Plus many many more.

Feedback:
I welcome any and all feedback on how to improve the mod, plus any suggestions on things to add. Even if you just want to horribly abuse me, I'll still read and take in to consideration what you have said =]

Download:
https://www.dropbox.com/s/d8n7yu51xtu1035/TheClayMod%20v0.4.rar

How to add a new AutoMiner:

If you want to add a new automatic miner, or edit an existing one, simply go to the mod ThingDefs folder and open the 'Miners.xml' file.
To add a new one, copy one of the existing miner's defs and paste it (to use as a template). Most of the def is the same as any vanilla building, so give your new miner a new defName and label. The tags you are looking to change to influence the miner's production are:
<timesPerDay> --This represents how many times a day (20,000 ticks) that a miner will produce something
<amountProducedPerDay> --This represents the total number of resources that the miner will produce each day
<resourceToProduce><thingDef>xxx</thingDef></resourceToProduce> --This represents the thingDef of the item or resource you want the miner to produce. Put the defName in the place of the above 'xxx'. You must do this because the miner class reads the resource to produce as a thingDef, and will not work if you leave out the tags <thingDef> between <resourceToProduce>. Note that it is possible to put any thingDef in here, such as a pawn or building. However it is strongly advised against because it could (and probably will) break the game. Please just put in resources or stackable items. To determine what size fissure the miner requires, you can put either: mip.OnFissureSmall, mip.OnFissureMedium, mip.OnFissureLarge or mip.OnFissureUniversal. Each is pretty self explanatory, however the universal one will let the miner be placed on any fissure.
To edit an existing miner, just change the values in any of those three tags in one of the existing miner defs.
Just like a vanilla work table, the miners require a WorkGiverDef for colonists to know what to do with them. If you create a new miner, you will need to go into the mod's WorkGiverDefs folder and open the BaseWorkGivers.xml file there. Copy and paste one of the workgiver defs for one of the miners (any will do, you are just using it as a template) and give it a new def name. To get colonists to use your new miner, you need to put the defName of the miner you created into the <workTableDef> tag. Give your new WorkGiverDef a new name, and if you want to, change the verb and gerund tags(these are optional, you can leave them the same if you wish). You can also change the <priorityInType> tag, to move the miner up or down on the priority list. A higher value makes the work more important than a low value (someone please correct me if I am wrong, I'm not 100% sure). And that's all to making your new miner!

Changelog:

[v0.4]
>>Miners now need to be placed on 'Fissures'
>>Added a new machine to produce fissures, called the fissure generator
>>Added new fissures: Small, Medium and Large
[v0.3]
>>Added new automatic miners
>>Added new workgiver and jobdrivers to automate pawns using the miners, now pawns designated as miners will seek out the miners and use them.
[v0.26]
>>Fixed power transmition bug
>>Reupload with assembly included
[v0.25]
>>Fixed clay walls upgrades
>>Added clay brick flooring
[v0.2]
>>Added the automatic clay oven, you can now automate making clay bricks.
>>Changes to the clay storage
>>fixed the material costs for the structures