Started by Reikenbach, September 14, 2016, 12:42:25 AM
Quote from: Reikenbach on September 14, 2016, 10:25:51 AMNew windows. Inspired by jacob814's [A14] glass+lights but entirely custom artwork and available in Stuff-specific variants. Feedback appreciated.The problem with making a single-direction switch is that Flickable objects do not care which direction they're flicked from. As a result, I thought it better to account for all possibilities rather than make a rotatable one-face switch. Surrounding a WallSwitch with other linkable structures like vanilla walls will make it only have one side with a visible switch and only accessible from that same side, too.Windows let light through but due to how the engine handles the sun, daylight will not pass through a window with a roof overhead. I believe cupropanda's windows functioned similarly to a Television. Not sure if that will work well with a linkable structure but I can check.I had to use type reflection for some of the stuff (like, say, using a Def file-defined gizmo to adjust a Thing's Glower color or BaseEnergyConsumption) so I don't want to release anything before I do a few performance tests.
Quote from: Reikenbach on September 14, 2016, 11:47:33 AMAlso looking into introducing Sand and Mud as a resources used to produce glass, silicon and clay for windows, computer bits, art objects, bricks and whatnot. Separate mod from the walls/windows, and probably going to have to treat Glass as a Metal since it doesn't look like we can define new Stuff categories without essentially cloning a massive portion of the game's code.
Quote from: Master Bucketsmith on September 14, 2016, 03:41:47 PMI thought that bevel was just the vertical wall face.Good work man!Personally, I'm a bit tired of having so many mods that add resources. If you have a large modlist with mods that add resources, it saturates the map. On the other hand, the equivalent is having all of those mods use vanilla resources and that might mean there's not enough on one map to go around. I really wish we could send expeditions for resource gathering to neighbouring tiles!
<?xml version="1.0" encoding="utf-8" ?><Reikentech.CommandDefs> <Reikentech.CommandDef> <defName>DecreaseGlowerRed</defName> <label>Less Red</label> <description>Decrease the Red value by 10%.</description> <uiIconPath>Interface/Gizmos/Less_Red</uiIconPath> <requirements> <li> <type>ResearchProjectDef</type> <helper>ColoredLights</helper> <property>IsFinished</property> <value>true</value> <reqType>Default</reqType> </li> </requirements> <actions> <li> <compType>Reikentech.CompGlowerDynamic</compType> <actionType>Offset</actionType> <property>Red</property> <value>-0.10</value> </li> </actions> </Reikentech.CommandDef> <Reikentech.CommandDef> <defName>IncreaseGlowerRed</defName> <label>More Red</label> <description>Increase the Red value by 10%.</description> <uiIconPath>Interface/Gizmos/More_Red</uiIconPath> <requirements> <li> <type>ResearchProjectDef</type> <helper>ColoredLights</helper> <property>IsFinished</property> <value>true</value> <reqType>Default</reqType> </li> </requirements> <actions> <li> <compType>Reikentech.CompGlowerDynamic</compType> <actionType>Offset</actionType> <property>Red</property> <value>0.10</value> </li> </actions> </Reikentech.CommandDef></Reikentech.CommandDefs>
<ThingDef ParentName="Wall" Name="WallLampBase" Abstract="True"> <defName>WallLampBase</defName> <description>An impassable wall with an embedded electrical lamp. Capable of holding up a roof.</description> <costList> <Steel>30</Steel> </costList> <building> <isInert>true</isInert> <ignoreNeedsPower>false</ignoreNeedsPower> <canPlaceOverWall>true</canPlaceOverWall> </building> <comps> <li Class="CompProperties_Power"> <compClass>CompPowerTrader</compClass> <basePowerConsumption>60</basePowerConsumption> <shortCircuitInRain>false</shortCircuitInRain> <transmitsPower>true</transmitsPower> </li> <li Class="CompProperties_Glower"> <compClass>Reikentech.CompGlowerDynamic</compClass> <glowRadius>12</glowRadius> <glowColor>(217,217,208,0)</glowColor> </li> <li Class="Reikentech.CompProperties_Commands"> <commandGroups> <li> <type>Default</type> <commands> <li>DecreaseGlowerRed</li> <li>IncreaseGlowerRed</li> </commands> </li> </commandGroups> </li> </comps> </ThingDef>