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Topics - ItchyFlea

#21
Help / Alpha 9 Modder Stuff
January 16, 2015, 08:45:42 PM
I figured I'd create a thread listing how many changes (or lack thereof) we'll have to make to mods to make them compatible with the current test build of Alpha 9.
The below is what I noticed when seeing what changes I'd have to make to make my AnimalHideWorking mod compatible.



   
   
RecipeDefs CurrentRecipeDefs NewNotes
[skillGains]
[Artistic]40[/Artistic]
[/skillGains]
[workSkill]Artistic[/workSkill]Why can't we set how much skill is gained anymore?


   
   
   
ResourcesCurrentResourcesNewNotes
[tradersCarry]false[/tradersCarry][tradersEverCarry]false[/tradersEverCarry]
[tradeTags]
[li ]Exotic[/li ]
[/tradeTags]
Controlled in the TraderKinds.xml file with tags like this:
[li Class="StockGenerator_Tag"]
[tradeTag]Exotic[/tradeTag]
#22
Mods / List of Itchy's Mods
January 15, 2015, 10:00:04 PM
Below is a complete list of all my mods, what versions they worked on, etc.

Mod List:
Alpha 15:

Donations:

Donations are completely optional and are not required to use or download any of these mods. If you would like to send a donation to the texture artist for their texture work on a specific mod, please see the mod thread. If they have given me a donation address, you can find it there.



   
   
"PayPal Donate"

Alpha 14:

Alpha 13:

Alpha 12:

Alpha 11:

Alpha 10:

Alpha 9:

Alpha 8:

Outdated/Obsolete Mods:
Mostly in order of oldest to newest.

Honestly didn't think it would be this long. Damn I've been busy.

A glimpse into the mindset of ItchyFlea when he wrote this edit:

Going to play some modified ObjHunt (A better version of Prophunt for Garry's Mod). Will probably continue updating the mods afterwards.
#23
Outdated / [MOD] (Alpha 8) Ice Blocks (cooling) v1.1
January 15, 2015, 06:39:50 PM
Ice Blocks v1.1



Description:
This mod adds ice blocks to the game. Pretty much these are the opposide of campfires, and serve to cool down the location they are placed in. It melts and disappears after about a day.
The absolute lowest it'll drop the temperature to is -21oC.

As of v1.1: To build an Ice block you need ice cubes, which you can get using the Make Ice bill at the cooking stove. 75 potatoes will be turned into 25 ice cubes.

I made this because it was requested in this thread: Ice blocks

Mod Team:
Download:


[attachment deleted due to age]
#24
Outdated / [MOD] (Alpha 9) Floors, Get Stuffed! v1.0
January 15, 2015, 01:02:09 AM
Floors, Get Stuffed! v1.0



Description:
This mod changes floors so that they use the stuff system. Floors can be built and deconstructed at will. However you can only build the floors on either Smooth Stone or Concrete.
I made this after having an epiphany while reading this thread: stone floors should be "stuffified"
The name is from StorymasterQ.

Mod Team:
Download:


[attachment deleted due to age]
#25
I'm trying to find the name of a movie I watched a few years ago and cannot remember it, or who any of the actors where.

This is stuff from the movie in no particular order:
Basically the movie was one where people left earth because it was dying, during the trip they recieved a final message from earth that life on earth had ended. They then all went into some kind of long term sleep things.
The people on the ship had been slightly genetically altered so they'd evolve faster to survive on the destination planet.
A few (or one) of the people wake up and ends up getting hunted by what appears to be a group of aliens on the ship. Later he meets up with others and they all try to evade the aliens on the ship.
At the end of the movie we find out that when he'd woken up, the ship he was in had crashed in the ocean of the planet they were headed to, and had been there for a few hundred years, long enough for some of the crew that had woken up beforehand to evolve into the things that were eating people on the ship.

Any clues as to what movie I'm talking about, or at least the name of one of the actors in it?

Or, if you don't know about this movie but know of a movie with a similar plot, let me know.
#26
Help / Is there a way to set biome temperatures?
January 04, 2015, 06:50:17 AM
Basically I want to have control over the temperatures biomes have, rather than allowing the game to set them itself. Is there any way I can do this?
#27
Off-Topic / Happy New Year!
December 31, 2014, 06:16:22 AM
The up-side of living in NZ:

Happy New Year.
#28
Off-Topic / How did you spend Xmas day?
December 25, 2014, 09:05:36 AM
My day went something like this:

Wake up.
Head out to my parents house.
Give and Open presents.
Take photos of said presents.
Have huge Xmas lunch.
Watch movies with parents.
Have huge Xmas dinner.
Return home.
Give cats leftover turkey.
Relax.
#29
Outdated / [MOD] (Alpha 9) Log Walls v1.21
December 22, 2014, 04:30:05 PM
Log Walls v1.21



Description:
This simply brings back the old log walls from Alpha 4.
I made this after seeing this thread: anyone miss the old log wall?

Mod Team:
Download:

Changelog:
V1.21:
  • Updated to Alpha 9
V1.2:
  • Changed the log walls so that they use the stuff system while only accepting the wood category. This means this mod will now work with other mods that add new types of wood to the game, such as Extended Woodworking.

[attachment deleted due to age]
#30
Help / How do I use my own designator class?
December 22, 2014, 03:34:43 PM
How do I get the game to use my own designator class instead of it's own set? I've created the class, and shoved it into the <specialDesignatorClasses> section of the DesignationCategories.xml file, yet when I start the game, I get given this error:
DesignationCategoryDefPlantsGrowable could not instantiate special designator from class .
Exception:
System.ArgumentNullException: Argument cannot be null.

Parameter name: type

  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0

  at Verse.DesignationCategoryDef.ResolveReferences () [0x00000] in <filename unknown>:0


This is the source code of my designator class: (Pretty much a copy'n'paste of the existing plant designator class code obtained via ILSpy)
using System;
using UnityEngine;
using Verse;
using RimWorld;
namespace IFPlantCut
{
public class Designator_Harvest : Designator_Plants
{
public Designator_Harvest()
{
this.defaultLabel = "DesignatorHarvest".Translate();
this.defaultDesc = "DesignatorHarvestDesc".Translate();
this.icon = ContentFinder<Texture2D>.Get("UI/Designators/Harvest", true);
this.dragSound = SoundDefOf.DesignateDragStandard;
this.useMouseIcon = true;
this.designateSucceededSound = SoundDefOf.DesignateHarvest;
this.hotKey = KeyBindingDefOf.Misc2;
}
public override AcceptanceReport CanDesignateAt(IntVec3 c)
{
if (!c.InBounds())
{
return false;
}
if (c.Fogged())
{
return false;
}
Plant plant = c.GetPlant();
if (!plant.HarvestableNow)
{
return false;
}
if (plant.def.plant.harvestTag != "Standard")
{
return false;
}
if (Find.DesignationManager.DesignationOn(plant, DesignationDefOf.HarvestPlant) != null)
{
return false;
}
return true;
}
public override void DesignateAtSingle(IntVec3 c)
{
Find.DesignationManager.AddDesignation(new Designation(c.GetPlant(), DesignationDefOf.HarvestPlant));
}
public override void FinalizeDesignationFailed()
{
Messages.Message("Must designate harvestable plants.", MessageSound.Silent);
base.FinalizeDesignationFailed();
}
}
}


My ability to code in C# is the ability to copy'n'paste existing code. My overall ability to code is nearly that bad as well. So if the solution to this issue is more code, can you provide it?
Side question: Will the above code allow me to have the game place a harvest designation on something that is in the Building category? The building category was the only way I could get the game to let me make plants "buildable" outside of a growing zone.
#31
Outdated / [MOD] (Alpha 9) RTG's (Power Source) v1.11
December 18, 2014, 09:07:23 PM
RTG's v1.11


Description:

This mod adds a new power generator to the game. An RTG (Radioisotope thermoelectric generator). It uses Uranium as part of it's building requirement and produces a steady amount of power at all times. It produces 750w of power.
Since it is an RTG, it also produces heat. You'll need to keep the room it is in cool otherwise it will cause fires.
This mod also adds an ASRG (Advanced Stirling radioisotope generator). It requires a heck of a lot of research. It produces 1250w of power.

Mod Team:
Download:

[attachment deleted due to age]
#32
Bugs / Forum Bug: Cannot upload attachments.
December 12, 2014, 09:27:33 PM
When trying to upload an attachment I'm get this message:


It also appears that attachments to existing posts give this message: 404 - Attachment Not Found
#33
General Discussion / Frozen Wasteland Challenge
December 11, 2014, 08:00:38 PM
The Frozen Wasteland Challenge.

How to set it up:
Land in a tundra biome and set the start month to November.

For more of a challenge:
No taking clothing off enemies.
Limit of 5 heaters max.
No parkas or tuques.
Don't use geothermal vents as a heat source.
No randomising starting characters.

To make this more interesting, give your thoughts below as to what restrictions should be placed on the player to make it even more challenging.
If you've already started doing such a thing, post screenshots of your base below.
#34
Help / Terrain smoothing (solved)
December 11, 2014, 05:13:01 PM
Solved. See post below.

Since the game generates definitions for the rough rock terrain that can be smoothed in the world, does anybody know how to extract the def the game generates?

I'm wanting to add polished wood floors that can be achieved via building a wood floor, then issuing the smoothing command on it, but without a def to base my work on, I have no idea what tag is required to make a floor smoothable. (Answer at bottom.)

What tag defines what the smoothed terrain should look like? Currently I can smooth the wood floors, but get an error message when the job is complete:
Tried to set terrain at (107, 0, 101) to null.

To make a floor smoothable, you just need this tag in the terraindef.
   <affordances>
      <li>SmoothableStone</li>
    </affordances>
[/s]
#35
Outdated / [Unoffical A15] Extended Woodworking v1.19c
December 10, 2014, 05:40:11 PM
Extended Woodworking v1.19c



Description:

This mod extends trees so that they drop different types of wood based on the tree they are. This mod also allows you to paint wood into 6 different colours (Red, Green, Blue, Yellow, White, Black) which you can use to build various things.
A woodworking table has been added to allow you to convert the different wood types into normal wood so you can still build the various buildings that require normal wood to be built. You can also paint wood at that table.

Mod Team:
Download:
Donations:

Donations are completely optional and are not required to use or download this mod.



   
   
"PayPal Donate"

Changelog:
v1.19c
  • Floors added by this mod can now be removed.
v1.19b
  • The fuelled generator now accepts any kind of wood added by this mod as fuel.
v1.19
  • Updated to Alpha 13
v1.18
  • Updated to Alpha 12
v1.17b
  • Fixed keybinding conflicts
v1.17
  • Updated to Alpha 11.
v1.16
  • Added wood flooring made out of painted wood.
v1.15
  • Bugfixes.
v1.14
  • Updated for Alpha 10b.
v1.13
  • Fixed an issue where the game would use the name Poplar for things made from Teak.
v1.12
  • Updated for Alpha 9.
  • Changed Poplar woodlog colour from Teak to something else.
  • Changed Teak tree to drop teak woodlog.
  • "Borrowed" (Stole) Woodworking table texture from Alpha 8 since it was removed from Alpha 9.
v1.11
  • Fixed an issue that allowed fences and fence gates to hold up roofs.
v1.10
  • Added fences and fence gates from one of my outdated A6 mods.
v1.01
  • Removed all the separate textures for each type of wood and instead made the game generate the textures with the correct colours itself. The result is that the colour between wood and wall matches much more closely.
#36
Outdated / [MOD] (Alpha 9) Stonecutting Tweak v1.01
December 10, 2014, 03:47:11 PM
Stonecutting Tweak v1.01



Description:

Adds separate bills for the different stone types to the stonecutting table to allow use of the "Do until you have X" crafting option.
This mod does not alter the stonecutting table, and therefore will be 100% compatible with mods that do.

Mod Team:
Download:

[attachment deleted due to age]
#37
Off-Topic / 3 free copies of Insurgency
December 08, 2014, 06:28:50 PM
I got given these as part of a Humble Bundle, and received an email this morning telling me this: "If you still have extra copies of Insurgency to share, they will expire at 11 a.m. Pacific time on December 9, 2014, so make sure to share them ASAP!"

So, if you want a copy of that game, or know of someone who might like a copy, feel free to share the link below. :)

https://www.humblebundle.com/?gift=Ar54VsyuvHTXrxHZ
#38
Help / Can I restrict what medicine is used for?
November 10, 2014, 06:16:57 PM
Is it possible to create a new type of medicine that cannot be used to treat diseases or used for surgery? Preferably through .xml modding.
#39
Outdated / [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
November 07, 2014, 12:09:04 AM
Neolithic Mod

Preamble:
Crash-landing on an unknown RimWorld after using escape pods from your ship isn't exactly the most efficient way of colonising a new world. As such, your colonists have been basically thrown back into the stone age. You start with the usual things, except you don't get weapons to start with, and the metal has no use except to be sold for a nice profit.
Mining and Chopping down trees requires the appropriate tool.

Project Goal:
To build a mod that prevents the player from immediately being able to build technological things from the get go, but rather makes them advance up a tech tree. Starting with simple stone tools, and advancing up a tech tree until metalworking becomes accessible.

Current Status:
First Public Release

Mod Team:
ItchyFlea - .XML Code
Duncan - .DLL Code
Shinzy - Some Textures
ToXeye - Pit Texture

Download:
NOTE: This mod makes a huge number of changes to the base game, and as such will be incompatible with most other mods. It has been designed to be played alone without other mods.

How To Play:
This mod is more or less split into ages, you start in the stone age, and can work your way up to the iron age and beyond fairly quickly if your starting location has been kind to you.
I highly recommend choosing a mountainous starting location. (Better chance of tin ore spawning)


  • Differences Between Neolithic Mod and Vanilla RimWorld:
This mod makes a huge number of changes regarding how things are done.
The very first thing you'll probably notice is that the growing zone is gone. You'll have to rely on foraging for food and hunting during the early game. You can craft foraged food into seeds, which you can then use to plant your own food plants. (Plants take about 20 days to mature. Thankfully you can harvest them multiple times.)
You won't be able to mine anything, or chop down trees without the appropriate tool. You'll need deer antlers in order to mine, and a stone axe in order to chop down trees.
Metal that spawns on the map when you start is completely useless. The only thing it can be used for is selling, and since you can't do that until the Iron Age, you might as well ignore it.
If a building requires power, it'll need copper wire. Guess what that's crafted from. (If you guessed wood, this mod might not be for you.)
More information can be found in the project thread, here: https://ludeon.com/forums/index.php?topic=3303.0


  • Stone Age:
This is what you start in. I advise that your first port of call is to build a neolithic butchery table, and possibly a neolithic weapons table. Once those are built, make yourself some basic weapons (or just equip a piece of wood) and hunt down a deer or two.
Deer, when butchered with the appropriate bill, give you antlers, which can be used as a pickaxe for mining.
Once you've got a deer antler, get someone to equip it and start mining copper.


  • Copper Age:
You access this pretty much as soon as you've mined your first piece of copper.
In this age you can craft better tools for mining, as well as better weapons for defending yourself against the local wildlife. Once you're in this age, you should look for tin ore. If you're lucky a vein of it will be exposed somewhere. If not, you'll have to mine into a mountain and hope to encounter some.
Copper needs to be smelted into bars before it can be worked into tools and weapons.


  • Bronze Age:
You access this after you've smelted your first bronze ingot.
This age is like the copper age, better tools and weapons. You'll need a decent amount of bronze in order to craft an iron smelter in order to move into the Iron Age.


  • Iron Age:
This is the age where things really kick into gear. Along with even better tools and weapons, you can also craft chainmail armour.
You should also now be able to build things that use/create power.


  • Steel Age:
Just a small upgrade from the Iron Age really. You can craft better tools, weapons and armour in this age.
#40
I'm doing an online course about Linux and got to a part where they explain bash scripts.
Considering all the past stuff I've learned during this course, I realised that it'd be possible to write a short script that could compare 2 or mores mods against each other and see if they might conflict with each other.

This is the contents of the script file:
#!/bin/bash
rm dupes.txt
grep -h -r "<defName>" Test/* >> checkresults.txt
sed -i -e 's/^[ \t]*//' -e 's/[ \t]*$//' checkresults.txt
sort checkresults.txt > results.txt
uniq -c -d results.txt > dupes.txt
rm checkresults.txt
rm results.txt


It's not 100% accurate given how defNames can end up duplicated within a single mod, so it needs some work in the regard. Because I don't have linux at home, I won't be able to work on this further. If anybody wishes to expand this and make it more useful (or even cross-platform) feel free to do so.