Please I need help for making a mod that adds vats in game and crematory's.

Started by adtrl, October 17, 2016, 07:53:58 AM

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adtrl

Quote from: Thirite on October 10, 2016, 01:02:21 PM
Quote from: adtrl on October 09, 2016, 08:11:34 PM
...

Crematoriums can be defined in game to only allow certain types of bodies, whether by species or whether or not they are rotten (rotten also encompasses dessicated afaik). As for a vat that lets you grow colonists I would look into production buildings and recipedefs.

Does that include stopping people from using good bodies that can still be used for meat? Say, you kill a wild boar then someone takes it to the crematory instead one that's already a skeleton?

As for the vat, would I need someone to make the texture for it and how would I go about making this Vat? I'm new to all of this, I had Dingo help me with a custom trait I made.

I was thinking of having a single tube (small vat), two tubed (medium vat), four tubed (large vat), and six tubed vat (huge vat) that can be used for growing colonists that uses EbDmods EbD prepare carefully's interface. Another thing for the vats is the ingredints for making the colonists (human seed and human eggs)
Rawr ^.=.^

sulusdacor

you can set the quality of items at the crematory form 0 to 99. this will make your colonist only burn rotten corpses. no need for a mod.

as for your mod idea. usally people help you i have a concrete error/problem in your work you can not fix or see at the moment. at moment it looks more like you have the idea, but expect others to make the mod. sorry if that sound a bit offensive.

there are a lot of threads where others ask how to get started with modding. so i can only repeat that:

there are two big sides of mods, the xml and the actual coding (c+ i think). the xml side is a bit easier for that you would:
- look in the xml files of rimworld (core or your mods)
- if you have a mod you like use that one to figure out how to moder implemented the stuff in the game
- the smaller the mod the better at the start
for the coding c+ stuff i just got a bit into it myself, not a programmer, so maybe someone else is better qualified for that:
- the rimworld wiki has tutorials for setting up your project and what programms to use
- there is one good example tutorial with some notes
- look over the core assemblies on specific stuff or over mods that use assemblies

looking over mods from others helped me personly a lot. since there are many mods out there doing all sorts of stuff to the game. i personaly feel the xml part is much easier to get into and start out with. but as said i have no programming expierence and if you come with knowledge there it might be the easy part for you.

for your specific idea you will need some xml and coding in c+. since you want the building (xml) and need to do the breeding/vat part of the building, which can't be done with xml modding only.

for mods you might look into the misc robots mod, especially the MAI robot extension of that mod. since it adds a robot which is basiclly a colonist and does something similar at what you are trying. spawning a colonist out of a building by putting ressouces into it before hand.

so good luck on your modding journey. hope it helps ;)

adtrl

Quote from: sulusdacor on October 19, 2016, 01:30:50 PM
you can set the quality of items at the crematory form 0 to 99. this will make your colonist only burn rotten corpses. no need for a mod.

as for your mod idea. usally people help you i have a concrete error/problem in your work you can not fix or see at the moment. at moment it looks more like you have the idea, but expect others to make the mod. sorry if that sound a bit offensive.

there are a lot of threads where others ask how to get started with modding. so i can only repeat that:

there are two big sides of mods, the xml and the actual coding (c+ i think). the xml side is a bit easier for that you would:
- look in the xml files of rimworld (core or your mods)
- if you have a mod you like use that one to figure out how to moder implemented the stuff in the game
- the smaller the mod the better at the start
for the coding c+ stuff i just got a bit into it myself, not a programmer, so maybe someone else is better qualified for that:
- the rimworld wiki has tutorials for setting up your project and what programms to use
- there is one good example tutorial with some notes
- look over the core assemblies on specific stuff or over mods that use assemblies

looking over mods from others helped me personly a lot. since there are many mods out there doing all sorts of stuff to the game. i personaly feel the xml part is much easier to get into and start out with. but as said i have no programming expierence and if you come with knowledge there it might be the easy part for you.

for your specific idea you will need some xml and coding in c+. since you want the building (xml) and need to do the breeding/vat part of the building, which can't be done with xml modding only.

for mods you might look into the misc robots mod, especially the MAI robot extension of that mod. since it adds a robot which is basiclly a colonist and does something similar at what you are trying. spawning a colonist out of a building by putting ressouces into it before hand.

so good luck on your modding journey. hope it helps ;)

Okay, the mod is for the vats not the crematory. I just couldn't figure out how to make the crematory's only work for animals that can't be butchered for meat.
Rawr ^.=.^

kaptain_kavern

Can't you just use a normal crematorium with a bill set to rotting only animal corpses ?

adtrl

Quote from: kaptain_kavern on October 20, 2016, 12:10:41 AM
Can't you just use a normal crematorium with a bill set to rotting only animal corpses ?

Yes but they still put animal bodies into the crematory that can be butchered for meat which is what I want to prevent.
Rawr ^.=.^

sulusdacor

@kaptain: the problem is usally if you set a bill at the crematorium and check "allow rotten", your colonists will use "fresh" stuff and rotten ones. the work around with the quality runs in a problem if fresh corpses get damaged (for example by fire). so there is no way to use rotten ones only. a check mark in the storage list would be nice^^

@adtrl: dont think this can be done by xml modding only. so you would need to look around in the code somewhere.

for a start i would check this: i remember seeing a fresh only checkmark in the hardcore sk 14. not sure if that was an a14 thing or only the mod pack. but i would start looking there and how the game checks butchering if the animal can be butchered or not. there should be some sort of process in there. as said before i haven't done much coding myself, but thats where i would get started. usally a process of, what mods/core game i know does what i want to do in a different form or does the direct opposite. check how this works. and go from there. not the most elegant way maybe, but worked out so far pretty well^^

good luck :P

adtrl

Quote from: sulusdacor on October 23, 2016, 07:24:41 AM
@kaptain: the problem is usally if you set a bill at the crematorium and check "allow rotten", your colonists will use "fresh" stuff and rotten ones. the work around with the quality runs in a problem if fresh corpses get damaged (for example by fire). so there is no way to use rotten ones only. a check mark in the storage list would be nice^^

@adtrl: dont think this can be done by xml modding only. so you would need to look around in the code somewhere.

for a start i would check this: i remember seeing a fresh only checkmark in the hardcore sk 14. not sure if that was an a14 thing or only the mod pack. but i would start looking there and how the game checks butchering if the animal can be butchered or not. there should be some sort of process in there. as said before i haven't done much coding myself, but thats where i would get started. usally a process of, what mods/core game i know does what i want to do in a different form or does the direct opposite. check how this works. and go from there. not the most elegant way maybe, but worked out so far pretty well^^

good luck :P

Okay, so where do I look at to fix the crematory's from using fresh butcherable animal bodies? I'm very new to XML and c++.
Rawr ^.=.^