Component assembly mod

Started by seeyountee, January 10, 2017, 12:51:46 AM

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seeyountee

Hey everyone I am attempting to edit the component assembly bench and I'm having a few issues

I took the data from ThingsDefs_Buildings. Removed components required to make and then put it in the mod folder. with a name folder followed by the core structure. i feel like this is way over my head if someone could point me in the right direction that would be swell

amodchecker

what problems are you having?  theres not much that i can do without knowing the problems
you can include my mods in your mod pack,  but you must give credit to me and there must not be any amount of money involved,

you can make mods of my mods as long as you give credit

you must inform me if you use my mods in any way shape or form

seeyountee

So when i use it doesn't actually change anything.  Not sure what I'm missing.
I put the folder in an attachment if anyone wants to have a look.  not sure how to straight upload without zip

[attachment deleted by admin due to age]

amodchecker

you forgot to put  "   <ThingDef ParentName="BenchBase">" above  "    <defName>ComponentAssemblyBench</defName>"
you also forgot to put in the XML for BenchBase

as far as i can tell thats all thats wrong with your mod
you can include my mods in your mod pack,  but you must give credit to me and there must not be any amount of money involved,

you can make mods of my mods as long as you give credit

you must inform me if you use my mods in any way shape or form

seeyountee

Ok thanks for your help. im pretty clueless here

i added the <ThingDef ParentName="BenchBase"> above the other line.
Not sure how to add the xml for benchbase. do i just make another xml put some text in it and then add that

amodchecker

#5
if you look in Buildings_Production.xml near the top will be a snippet of code for BenchBase

heres a copy of it from the core game files

  <ThingDef Name="BenchBase" ParentName="BuildingBase" Abstract="True">
    <castEdgeShadows>true</castEdgeShadows>
    <staticSunShadowHeight>0.20</staticSunShadowHeight>
      <building>
         <workSpeedPenaltyOutdoors>true</workSpeedPenaltyOutdoors>
         <workSpeedPenaltyTemperature>true</workSpeedPenaltyTemperature>
      </building>
      <comps>
         <li>
            <compClass>CompReportWorkSpeed</compClass>
         </li>
      </comps>
      <placeWorkers>
         <li>PlaceWorker_ReportWorkSpeedPenalties</li>
      </placeWorkers>
  </ThingDef>

you put that above your other code in the XML file,  i use notepad++ to do XML editing
XML modding is pretty easy once you get the hang of it, and fun as well

edit:  i just noticed you forgot to put <ThingDefs> at the start and </ThingDefs> at the end, those are critical parts of the XML and without them i don't think the game will recognize the XML as usible
you can include my mods in your mod pack,  but you must give credit to me and there must not be any amount of money involved,

you can make mods of my mods as long as you give credit

you must inform me if you use my mods in any way shape or form

seeyountee

Thank you my good man you are a legend at the finest calibre :)

amodchecker

Quote from: seeyountee on January 10, 2017, 02:25:43 AM
Thank you my good man you are a legend at the finest calibre :)
ha ha ha!   im not all that good, i just know a little bit of XML modding,  i can't do the C# modding needed for the really fun stuff (but i can do a bit with just XML)
my finest work was trying to make a mod that would let you "build" pawns that would function as the poor man's equivalent of robots with just XML (sadly iv lost all the XML i was working on sense then) adding in turrets and changing the build cost of buildings is one thing,  adding in a new race and some way to make that race with just XML is really hard,  you have to twist and contort the XML like you wouldn't believe just to add in a new race that the game will use,  i diden't make it to the point of adding in a way of making them however,  but i might try to make that mod once again
you can include my mods in your mod pack,  but you must give credit to me and there must not be any amount of money involved,

you can make mods of my mods as long as you give credit

you must inform me if you use my mods in any way shape or form

seeyountee

Totally worth giving it a go. any mod is a good mod.
So a quick question i got it working and everything but i want it to not need power.

I tried deleting these lines and that doesn't seem to work. Any suggestions

<li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <startElectricalFires>true</startElectricalFires>
        <basePowerConsumption>350</basePowerConsumption>
      </li>

amodchecker

did you remove  <li Class="CompProperties_Flickable"/> ?  once you remove that and the power class you should be good to go
you can include my mods in your mod pack,  but you must give credit to me and there must not be any amount of money involved,

you can make mods of my mods as long as you give credit

you must inform me if you use my mods in any way shape or form

seeyountee

Well it was a long journey but i finally have a way to get components without having to rely on traders. One day my tribe will finally prosper :)

amodchecker

Quote from: seeyountee on January 10, 2017, 03:22:45 AM
Well it was a long journey but i finally have a way to get components without having to rely on traders. One day my tribe will finally prosper :)

have fun,  and watch out for the tribe next door,  there bound to come knocking when they hear about your new found wealth
you can include my mods in your mod pack,  but you must give credit to me and there must not be any amount of money involved,

you can make mods of my mods as long as you give credit

you must inform me if you use my mods in any way shape or form