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Messages - RDMJoker

#1
Mods / Re: [Megathread] Mod Updates and more!
January 01, 2019, 06:34:32 AM
Quote from: Festen on December 31, 2018, 05:32:31 PM
Hello and many thanks for your initiative.

Here is a race/faction mod that I miss dearly

https://ludeon.com/forums/index.php?topic=31076.msg318241#msg318241

http://steamcommunity.com/sharedfiles/filedetails/?id=881864390

It's the Apini race dating from the A16/17 era  could you try to see if you can update it ?
Thanks in advance

Looks really interesting! Gonna look into it and see what I can do. Please refer to my newly added "Attention" edit in the post, if it takes a while to update your requested mod! Thanks for the request!

Greetings
RDMJoker
#2
Mods / Re: [Megathread] Mod Updates and more!
December 31, 2018, 07:05:37 AM
Gonna look into it!

Thanks for the request!
#3
Mods / Re: [Megathread] Mod Updates and more!
December 26, 2018, 07:20:52 AM
Back from vacation.

Gonna look into it for sure! Thanks for the request!
#4
Mods / Re: Dead mod
December 21, 2018, 12:43:47 PM
Hey there,

you could also look at this. This is my Mod Update Megathread where I take request to update mods to 1.0 or create patches and so on.

In case the mod is only avaible on the steam workshop: If you really want it updated we can see if we find a way for me to still be able to do so.
Post in the thread or write me a PM if your interested.

Best regards,
RDMJoker
#5
Releases / Re: [1.0] Animal head trophy v0.06 - ALPHA
December 15, 2018, 08:14:08 AM
Hello there! I'm one of the creators and wanted to quickly answer some questions if I can.

Quote from: Ames on December 15, 2018, 07:12:47 AM
A nice decor addition! Would love to see the completed version of this mod. I have a few animal mods. So, I hope this doesnt conflict with those mods.

For now, since the mod does basically not care what animal is used for the trophy, it should not conflict with any other mods out there. We also did not alter any already existing game values or files at this point so it is safe to use with whatever animal mods you like and love!

Quote from: publicuser on December 15, 2018, 04:36:21 AM
You can also make animal skin carpets into mod

That sounds like an interesting idea! We will keep it in mind and see if we maybe work on it at some point. For now this mod has priority.

Quote from: Canute on December 15, 2018, 07:29:12 AM
QuoteDescription:
Have you ever wished to hunt a deer and then preserve and mount the deer's head in your recreation room? This mod will let you do exactly that.
What about the head of faction leader's ?


Interesting idea. We will keep it in mind and see if we maybe work on it at some point, altho it is not currently anything we plan on doing. But it will be added to a list of potential future mods.

Best regards,
RDMJoker
#6
No problem :)

Did some things in your to do list. Wrote what I did, together with the actual code into the to-do-list, just like last time basically.

I did some smaller things, and explained a bit about some other points in your list.

File attatched.

Greetings
RDMJoker

[attachment deleted due to age]
#7
Same - not forgotten aswell.

But im too tired and exhausted to mod atm. Doing other stuff in the free time I have. Will look into it for sure once I feel comfortable with it.

#8
So, didn't do a lot, since im so tired.

You can check the To-Do list, i added what I did in ####.

Gonna look into more stuff the coming days.

Greetings
RDMJoker

[attachment deleted due to age]
#9
Just settled down from work. Looking into your mod. Gonna change what you want to have changed, and what I can change for now, since im pretty exhausted. Gonna reply when Im done and explain what I did.

Greetings
RDMJoker
#10
So im done. And it perfectly works, well my textures are terrible cause I just used paint to recolor beer but that doesn't affect the coding  ;D

So here is what I did basically it is pretty simple:

  • Created the mod directory with all the sub folders needed these are:

    • About
    • Defs

      • Misc
      • RecipeDefs
      • ThingDefs_Buildings
      • ThingDefs_Items
    • Textures and all it subfolders
  • I created the recipe for "Red Beer". You get it by "butchering" beer. Together with this i created the ThingDef Item "RedBeer" which we come back to next step
  • So the error you got is a result of the item used to create art not being under the "Stuff" categorie. So i added the Stuff categorie and all relevant stats to the ThingDef "RedBeer"
  • Then, for simplicity sake, i created a new Categorie Def called "SpecialArtBeer". Usually a art piece is created by one of the categories already in the game: "Metallic, Woody or Stoney"
  • Then I added the "RedBeer" to that categorie with one simple code line.  I got it from the Items_Recource_Stuff.xml from the core game.
  • Then i created the Art recipe with a slightly changed ParentDef to make it so only the red beer can be used to craft the blue beer, my new art piece. I basically took the Building_Art.xml as a guideline and changed the values. Removed everything that had to do with a recipe, cause I defined my own under RecipeDefs. You can include it in the ThingDef tho, just use RecipeMaker. You can see how that works in the original Buildings_Art.xml and alot of other .xml's in the core game.
I hope this is somewhat clear. If you have any questions, please ask.
I added my coding as a full mod in the attachments. You can check out all the files to see what I did and see the result ingame aswell.
Again, please ask if you have any questions. I'm more than happy to help! :)

Greetings
RDMJoker


[attachment deleted due to age]
#11
So I am now going to do this whole thing aswell and get back to you. I dont know why but it seems like you are doing it much more complicated then it needs to be.

Gonna get back to you soon. Still today evening tho.

Greetings
RDMJoker
#12
The thing with leather and meat is that it is produced dynamically when it is needed. Means: It is not defined in .xml but rather in the C# components and functions of the game. Therefore changing it requires you to go beyond .xml coding.

From what I've read in your first post I do not think you'll need to change how the leather and meat work, unless there is something special you want to achieve.

Just cause I like modding, Im going to sit down tomorrow and work together some basic stuff like you'r going to do, and post my workflow aswell, maybe it helps a bit.

Greetings
RDMJoker

#13
Hello there,

if the request is still up: I could make you a patch for it. Just tell me exactly what you want to have and what not.

You can also request it as a Patch in my Mod Megathread with all the details. I am willing to fulfil your request.

Greetings
RDMJoker
#14
Hello there,

the answer to your question is pretty quick.

You need 2 recipes that link to the existing crafting benches.
If you create a completely new item, you will have to define it in a ThingDef.

To make a recipe show up as a possible task in an existing crafting bench, add the following to the recipe:
Quote<recipeUsers>
  <li>[DefName of the bench you wanna use]</li>
</recipeUsers>

So the task in xml would basically be like:

  • Transforming existing vanilla art into new item. - This is a recipe
  • Having the new item - This needs to be a ThingDef
  • Transforming new item into new art item - This is a recipe
  • Having the new art item - This needs to be a ThingDef

If you have any more questions ask whatever you want.
I'm glad to help you, and would even create some examples for you :)

P.S: To answer the second quedstion: Yes, it is configured within the ThingDef of the item, whever it is rotatable or not. So it is .xml

Greetings
RDMJoker
#15
Mods / Re: [Megathread] Mod Updates and more!
November 21, 2018, 03:00:49 PM
Quote from: M00nStalker on November 21, 2018, 02:43:38 PM
Great initiative, there's quite a few mods abandoned before 1.0 that would be great to have back.

Cold Desert Nights:
https://github.com/legendblade/Rimworld-ColdDesertNights
https://steamcommunity.com/sharedfiles/filedetails/?id=948483652 (provided because the author clearly state it might be updated, in addition it was released under the MIT license).

Reason: Cold Desert Nights does something that I've not seen any mod do, while there are several that allows you to change the temperature and weather none of them do it as seamlessly and on the fly as CDN. If you suddenly decide you want to try a harsh winter in a hot desert all you need to do is to go into the options and adjust a slider. If it turns out that wasn't for you, all you do is adjust the slider again. There's a lot more it does, including weather weight, ability to turn off the Rimworld firefighter response (if there's too much fire it triggers rain) and scale weather according to your preference.

It's invaluable both for testing and for actual gameplay.


Gonna work on it.
Please consider the following: I just recently joined RimWorld modding. I still have to get used to some things, so it might not be finished in a day ^^ I'm sorry for that.

Greetings
RDMJoker