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Topics - Sam_

#1
So my mod Tilled soil has an issue where ancient dangers spawn totally empty.

After some lengthy testing I found that if you add a floor with <designationCategory>X</designationCategory>, where X is any value, and the floor has either no <costList> or an empty cost like <costList><Steel>0</Steel></costList> then ancient dangers are totally empty.

They will spawn and give you the warning, but when you open them and the interior spawns there is nothing inside.
#2
Tools / [LIB]Animated textures
September 26, 2018, 05:42:16 AM
I've always hoped that the base game would have some kind of support for animated buildings, items and textures in general, but so far all we have is specific hard-coded animations for the windmill and waterwheel. These buildings use code rather then image data to animate, and they are not abstracted for modders to use, either by inheritance or XML. So, I went ahead and made it myself and decided to share since there didn't seem to be an easy to use utility on the forum.

The .dll adds a graphic class that any Thing should be able to use. For now it only behaves like Graphic_Single, but in future I could probably expand it to include animated Graphic_Multi functionality. In addition to the graphic class there's a CompProperties you can use to modify the frame speed and whether it's randomised. For now it's rather simple, and barely tested, but it works.

As for the actual texture, the mod below has a demonstration, it currently only uses a folder of .pngs, rather then a .gif or anything else, the same way that Graphic_StackCount does. Which probably limits it to 26 frames as each texture ends with a letter. The utility isn't really intended for complex animation anyway, and I haven't tested the impact that such an animation will have on performance, if any.

I've created a small mod with a useless building as a tutorial here.
You can also get the source code here.

Here is the building as it looks in game. (Note the animation speed differs, but you can change that in the XML easily)


If you're interested tear this apart and let me know what kind of bugs or problems you encounter.
#3
Help / JobGivers and animal taming
September 22, 2015, 10:11:58 AM
Hey guys,

I'm trying to make animals or at least tameable pawns that can do similar jobs to colonists, such as Grow, Build, Firefight and so on. I'm trying to avoid looking at any code and just using xmls (because I'm lazy), and I have found in SubTrees_Misc.xml you are able to define specific behaviours:


<ThinkTreeDef>
    <defName>InsertHookTest</defName>
    <insertTag>Humanlike_PostBroken</insertTag>
    <insertPriority>100</insertPriority>
    <thinkRoot Class="JobGiver_Berserk" />
</ThinkTreeDef>


Which just makes all humans go crazy, or do whatever I replace JobGiver_Berserk with. I have also created a custom think tree which has the additional section:



<li Class="ThinkNode_ConditionalHasFaction">
     <subNodes>
         <li Class="ThinkNode_ConditionalTrainableCompleted">
             <trainable>Grow</trainable>
             <subNodes>
                  <li Class="JobGiver_Berserk" />
             </subNodes>
         </li>
     </subNodes>
</li>


Which makes the pet attack everything when they are trained to "grow". What I'm having trouble doing is finding the JobGiver_ for specific jobs like Growing or Firefighting. In the Humanlike think tree the closest reference I could see was JobGiver_Work, which I assume contains the necessary code for choosing a job like the above and performing it.

Is there a specific JobGiver for each aforementioned task? if so, how do I reference them?
Is there a way without creating custom DLLs to break down the JobGiver_Work (or whichever is relevant) into each Job?
And lastly, if I have to create a custom DLL, where do I look to find the vanilla JobGivers?

Thanks for the help
#4
Help / Changing vanilla textures
August 06, 2015, 06:18:31 AM
As the title states I'm interested in changing the vanilla textures as you see in the core art assets. I want to be able to actually over ride them all, not just changing textures paths in the defs. For example the background on the title menu has no reference in any def.

To expand my question, where can I find the "Textures" folder for the core mod, or what is the overall structure of that folder.
#5
Outdated / [A15] Tilled Soil v1.2
February 28, 2015, 06:20:08 AM
[A15] Tilled Soil - v1.2

About:
Since the beginning of civilization humanity has been cultivating land and planting crops, now you can plant crops properly too.

Description:
This mod is a small addition to the game. It adds tilled soil, which is a constructable version of the rich soil found naturally spawning.
The fertility of tilled soil is set to 3 at this stage, but may be increased after testing. Currently the fertility is higher then rich soil, and will grow potatoes in 1 day, instead of 2 days using standard soil.

Pictures:


Changelog:


v1.2
Updated to Alpha 15

v1.2
Changed toiled soil texture

v1.1
Updated to Alpha 14

v1.06
Updated to Alpha 13
Tilled Soil is now removable

v1.05
Updated to Alpha 10
Changed texture to asset provided by Igabod

v1.0
Initial release

Download:




Additional Mods:
License:

  • You are hereby encouraged to tear my mod end from end. But, ask permission before uploading any of my content.
    If adding this to a modpack you are going to distribute please PM a link to the forum post.
#6
Releases / [1.5][MODLIST] Glitter Tech Classic
August 16, 2014, 05:41:59 AM
[1.5] Glitter Tech Classic

Description:
The original Glitter Tech mod, now with new art and features bringing it up to 1.5 standard. Glitter tech adds a number of advanced buildings, items and resources to extend gameplay and difficulty in the late game beyond what the game already offers. It is recomended that you start a new world to play the full Glitter Tech experience.

This mod builds upon the existing information in the game that mentions glitter worlds. These worlds are presumably very high tech human societies with advanced production, communication and defense technologies. This mod adds the ability to produce and purchase more advanced items in almost every category. This technology attracts the attention of new factions hired to retrieve those advanced assets by glitter world corporations.




Downloads:
All releases | Steam

Glitter Tech Classic (No surgery):
All releases | Steam

License:
You are hereby encouraged to tear my mod end from end for your own personal use. But, ask permission before uploading any of my content.
If adding this to a modpack you are going to distribute please ask permission and PM a link to the forum post.

____________________________________________________________

[1.5] Tilled Soil

Description:
Since the beginning of civilisation the human race has been tilling soil to bring vital nutrients to the surface when planting crops. With this mod humanity in the year 5500 can too!

This mod adds a new flooring; tilled soil, which is a buildable version of fertile soil.

In addition it adds research for terrain rehabilitation allowing you to build dirt onto smooth stone and other natural floor types so you can build underground greenhouses.




Downloads:
All releases | Steam

License:
You are hereby encouraged to tear my mod end from end for your own personal use. But, ask permission before uploading any of my content.
If adding this to a modpack you are going to distribute please ask permission and PM a link to the forum post.

____________________________________________________________

[1.5] Furnace

Description:
A simple mod that adds a furnace building to heat up rooms to extreme temperatures.

Good for disposing of many bodies, clothes, pests and prisoners...

You will have to be clever about allowed areas, doors and vents, it is very easy to accidentally burn colonists and pets alive.



Downloads:
All releases | Steam

License:
You are hereby encouraged to tear my mod end from end for your own personal use. But, ask permission before uploading any of my content.
If adding this to a modpack you are going to distribute please ask permission and PM a link to the forum post.

____________________________________________________________

[1.0] Dye Vat - v1.0

Description:
A simple mod that adds a dye vat to dye cloth into some bright colours.



Changelog:
v1.0
Updated to Alpha 15

v1.0
Initial release

Downloads:
Dropbox | All releases | Steam

License:
You are hereby encouraged to tear my mod end from end for your own personal use. But, ask permission before uploading any of my content.
If adding this to a modpack you are going to distribute please ask permission and PM a link to the forum post.

____________________________________________________________

[1.0] Fishing Nets - v1.0

Description:
A simple mod that adds the ability to catch fish from rivers, lakes and oceans. There are several tiers of fishing nets that catch fish over time. Fishing nets also occasionally break, with basic wooden fishing nets only lasting a couple of days.

In addition there is an option to build a fishing net on ice, to reap the benefits of the ocean under the ice.



Changelog:
v1.0
Initial release

Downloads:
Dropbox | All releases | Steam

License:
You are hereby encouraged to tear my mod end from end for your own personal use. But, ask permission before uploading any of my content.
If adding this to a modpack you are going to distribute please ask permission and PM a link to the forum post.