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Messages - Nasikabatrachus

#181
Help / Re: Adding Recipies?
March 09, 2014, 01:14:53 AM
I'm not sure exactly what you need, so here's an example of a workshop and the recipes it uses.

This would go in the ThingDefs folder:


<?xml version="1.0" encoding="utf-8" ?>
<Buildings>
<ThingDef ParentName="BuildingBase">
<DefName>ElecWorkshop</DefName>
<EType>Building_WorkTable</EType>
<Label>Electronics Workshop</Label>
<ThingClass>Building_WorkTable</ThingClass>
<Description>A work table equipped to turn metals into electrical equipent.</Description>
<TexturePath>Things/Building/TableElectronics</TexturePath>
<CostList>
<ResourceCost>
<thingDef>Metal</thingDef>
<count>80</count>
</ResourceCost>
</CostList>
<AltitudeLayer>Waist</AltitudeLayer>
<WorkToBuild>300</WorkToBuild>
<UseStandardHealth>True</UseStandardHealth>
<maxHealth>180</maxHealth>
<Size>(3,1)</Size>
<Overdraw>False</Overdraw>
<DesignationCategory>Furniture</DesignationCategory>
<Passability>Impassable</Passability>
<hasInteractionSquare>True</hasInteractionSquare>
<interactionSquareOffset>(0,0,-1)</interactionSquareOffset>
<itemSurface>True</itemSurface>
<recipes>
<li>MakePowerConduit</li>
<li>MakeSmallLight</li>
<li>MakeBigLight</li>
</recipes>
<inspectorTabs>
<li>UI.ITab_Bills</li>
</inspectorTabs>
</ThingDef>
</Buildings>


And this would go in the RecipeDefs folder:


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

<RecipeDef>
<defName>MakePowerConduit</defName>
<label>Make power conduit segments</label>
<description>Turns metal into power conduits segments.</description>
<jobString>Making power conduits.</jobString>
<workAmount>50</workAmount>
<workTimeSkillNeed>ElectronicsTime</workTimeSkillNeed>
<efficiencySkillNeed>ElectronicsEfficiency</efficiencySkillNeed>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Metal</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<products>
<li>
<thingDef>PowerConduitResource</thingDef>
<count>5</count>
</li>
</products>
<parentIngredientFilter>
<thingDefs>
<li>Metal</li>
</thingDefs>
</parentIngredientFilter>
<defaultIngredientFilter>
<thingDefs>
<li>Metal</li>
</thingDefs>
</defaultIngredientFilter>
</RecipeDef>

<RecipeDef>
<defName>MakeSmallLight</defName>
<label>Make Small Light</label>
<description>Makes a small light element.</description>
<jobString>Making Small Light.</jobString>
<workAmount>75</workAmount>
<workTimeSkillNeed>ElectronicsTime</workTimeSkillNeed>
<efficiencySkillNeed>ElectronicsEfficiency</efficiencySkillNeed>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Metal</li>
</thingDefs>
</filter>
<count>5</count>
</li>
</ingredients>
<products>
<li>
<thingDef>StandingLampResource</thingDef>
<count>1</count>
</li>
</products>
<parentIngredientFilter>
<thingDefs>
<li>Metal</li>
</thingDefs>
</parentIngredientFilter>
<defaultIngredientFilter>
<thingDefs>
<li>Metal</li>
</thingDefs>
</defaultIngredientFilter>
</RecipeDef>

<RecipeDef>
<defName>MakeBigLight</defName>
<label>Make Large Light</label>
<description>Makes a large light element.</description>
<jobString>Making Large Light.</jobString>
<workAmount>150</workAmount>
<workTimeSkillNeed>ElectronicsTime</workTimeSkillNeed>
<efficiencySkillNeed>ElectronicsEfficiency</efficiencySkillNeed>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Metal</li>
</thingDefs>
</filter>
<count>20</count>
</li>
</ingredients>
<products>
<li>
<thingDef>SunLampResource</thingDef>
<count>1</count>
</li>
</products>
<parentIngredientFilter>
<thingDefs>
<li>Metal</li>
</thingDefs>
</parentIngredientFilter>
<defaultIngredientFilter>
<thingDefs>
<li>Metal</li>
</thingDefs>
</defaultIngredientFilter>
</RecipeDef>



</RecipeDefs>
#182
Quote from: palandus on March 08, 2014, 02:30:44 AM
@Nasikabatrachus; What size were you using, and were you using the table in a wide open space (so that the Standing Location wasn't blocked)

I was using a 3 by 4 tile size work table, and whenever I tested it, it was out in the open. Eventually I set the interaction square to 0,0,-1 and tested various sizes and found that, of the sizes I tested, only 3,4 would work. I'd love to know if I missed something.
#183
I could be wrong, but I think Psyckosama tried to do something similar with the NPD for this mod and it didn't work out. The important parts of Building_NutrientPasteDispenser seem baked into the game code for now.

You'll have to make a worktable. Just be advised: worktables have to be 3 by 1 to be recognized as worktables by the workgiver AI. I spent a few hours trying to figure out why the worktable I partially modeled on the NPD wasn't doing anything.
#184
Help / Re: Core Mod Disabled
March 07, 2014, 06:58:55 PM
Thanks.

For anyone else who has the same problem, it should look like this:


<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <activeMods> <li>Core</li> </activeMods>
</ModsConfigData>
#185
Help / Re: Core Mod Disabled
March 07, 2014, 04:24:11 PM
I found ModsConfig.xml; it's where the wiki says it is in Max OS X.

Here's what it looks like right now:

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <activeMods />
</ModsConfigData>


What do I change?
#186
Help / Re: Various modding questions and answers
March 07, 2014, 03:59:38 AM
Quote from: zngga on March 01, 2014, 11:34:27 AM
Thanks for the quick reply Tynan. I tried what you suggested, and no change. On other recipes I am able to have two filters in one <li> and it works fine (agave & potatoes, potatoes & berries, etc) but I changed them all to one filter per list.

Here is the updated:
                <ingredients>
<li>
<filter>
<thingDefs>
<li>Muffalo_Meat</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>RawPotatoes</li>
</thingDefs>
</filter>
<count>3</count>
</li>
</ingredients>
<products>
<li>
<thingDef>MealMuffaBurger</thingDef>
<count>1</count>
</li>
</products>
<parentIngredientFilter>
<thingDefs>
<li>Muffalo_Meat</li>
<li>RawPotatoes</li>
</thingDefs>
</parentIngredientFilter>
<defaultIngredientFilter>
<thingDefs>
<li>Muffalo_Meat</li>
<li>RawPotatoes</li>
</thingDefs>
</defaultIngredientFilter>

but it still doesn't work. All I see in game is potatoes as an available ingredient.

I had the same problem. I "solved" it by using the category MeatRaw instead of Muffalo_Meat. I'm guessing it has to do with the lack of a ThingDef for Muffalo_Meat visible in the Core mod. On a related note, is there any way to get a texture for a new Thing to show up on the trader screen?
#187
Outdated / Re: [MOD] (Alpha 2) Glitter! 1.0a
March 07, 2014, 03:52:05 AM
You're in the right forum. I think "exclusive" in this context just means "good".
#188
Help / Core Mod Disabled
March 07, 2014, 03:30:52 AM
So, I did the thing the game explicitly warns you not to do, which is disabling the Core Mod, just to see what would happen. It was a bit more total than I expected; now, no how many times I unzip a new RimWorld363, the game won't run. How do I fix this?
#189
Quote from: Tynan on February 28, 2014, 01:41:49 PM
I want to make extremely complex ruins with layers of generated structures for you to tunnel through, getting harder and more dangerous as you go deeper. This could become the main focus of the game.

In Alpha 4+.

It occurs to me that this idea could provide for interesting endgame or post-endgame scenarios. That is, instead of controlling survivors building a colony, the player controls the rescue party that arrives years later. Or one "victory" condition could be creating a base that can power, maintain, and defend itself autonomously while the survivors all hibernate in longsleep caskets, and the post-game would be cracking the base with a rescue party and dealing with procedurally generated "AI gone wrong"-style threats.
#190
Mods / Re: Art Modifications - Resources
March 06, 2014, 06:06:21 PM
Great stuff, shadowtajun. I'll probably have some requests for you in the near future.

There's no list of recommended dimensions that I know of, but Tynan posted a zip of RW's core art in this thread, so you could use the base game's art as a guide:

http://ludeon.com/forums/index.php?topic=2325.0
#191
Help / Re: Problem with new Bench
March 06, 2014, 04:47:57 AM
The problem I just had was that I could issue bills to a new work table, but no colonist would work on those bills. That's what SlayR described, no? And the issue was resolved by changing its size from 3,4 to 3,1. (At size 3,1, colonists would craft on it whether the interaction square was 0,0,-1 or 0,0,-2.)
#192
Help / Re: Problem with new Bench
March 06, 2014, 04:11:16 AM
I had this problem a second time this night. Apparently an interaction square in the wrong place will prevent bills from being given to pawns.

I say that because this

<ThingDef ParentName="BuildingBase">
<DefName>TableSmelter</DefName>
<EType>Building_WorkTable</EType>
<Label>Electric Smelter</Label>
<ThingClass>Building_WorkTable</ThingClass>
<Description>Smelts Ore  and Slag into useable metal.</Description>
<TexturePath>Things/Building/ElectricSmelter</TexturePath>
<CostList>
<ResourceCost>
<thingDef>Metal</thingDef>
<count>400</count>
</ResourceCost>
</CostList>
<AltitudeLayer>Waist</AltitudeLayer>
<WorkToBuild>1000</WorkToBuild>
<UseStandardHealth>True</UseStandardHealth>
<maxHealth>400</maxHealth>
<Size>(3,1)</Size>
<Overdraw>False</Overdraw>
<DesignationCategory>Furniture</DesignationCategory>
<Passability>Impassable</Passability>
<hasInteractionSquare>True</hasInteractionSquare>
<interactionSquareOffset>(0,0,-1)</interactionSquareOffset>
<itemSurface>True</itemSurface>
<recipes>
<li>SmeltMetalOre</li>
<li>SmeltSlag</li>
</recipes>
<inspectorTabs>
<li>UI.ITab_Bills</li>
</inspectorTabs>
</ThingDef>


worked, but this

<ThingDef ParentName="BuildingBase">
<DefName>TableSmelter</DefName>
<EType>Building_WorkTable</EType>
<Label>Electric Smelter</Label>
<ThingClass>Building_WorkTable</ThingClass>
<Description>Smelts Ore  and Slag into useable metal.</Description>
<TexturePath>Things/Building/ElectricSmelter</TexturePath>
<CostList>
<ResourceCost>
<thingDef>Metal</thingDef>
<count>400</count>
</ResourceCost>
</CostList>
<AltitudeLayer>Waist</AltitudeLayer>
<WorkToBuild>1000</WorkToBuild>
<UseStandardHealth>True</UseStandardHealth>
<maxHealth>400</maxHealth>
<Size>(3,4)</Size>
<Overdraw>False</Overdraw>
<DesignationCategory>Furniture</DesignationCategory>
<Passability>Impassable</Passability>
<hasInteractionSquare>True</hasInteractionSquare>
<interactionSquareOffset>(0,0,3)</interactionSquareOffset>
<itemSurface>True</itemSurface>
<recipes>
<li>SmeltMetalOre</li>
<li>SmeltSlag</li>
</recipes>
<inspectorTabs>
<li>UI.ITab_Bills</li>
</inspectorTabs>
</ThingDef>


did not work.
#193
So, the ore and smelting update is almost done. However, I can't seem to get pawns to fill bills at the smelter itself. I've been trying to get it to work for a few hours, and have simplified the smelter's defs to the point that it's practically the stonecutter's table. The ore smelting recipe works in the stonecutter's table, and the workgiver and skillneed defs seem to be in order. The only thing I can think of is that the problem relates to the smelter's size, texture, and interaction square, except I don't know why that would be a problem. I've either missed something very subtle or very obvious. If anyone else wants to take a crack at it, I'd be grateful.

EDIT: Nevermind, I figured it out. Apparently it really was to do with the interaction square.
#194
Help / Re: Problem with new Bench
March 05, 2014, 02:47:23 AM
I had this problem a few hours ago. I had no idea why my mans weren't filling bills. It turned out I had forgotten to make the appropriate WorkGiverDefs.
#195
Help / Re: Interaction squares
March 05, 2014, 02:19:27 AM
Thanks, Tynan. And can someone explain the coordinates? I usually see at least three and I can't figure out how it translates to an x,y position relative to the building itself.