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Author Topic: [1.0] XND's RimWorld Mods - Updated 2019-10-06  (Read 173738 times)

Canute

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Re: [1.0] XND's RimWorld Mods - Updated 2019-07-12
« Reply #240 on: July 13, 2019, 04:06:48 AM »

These Carpenter bench is a nice addition.
Quote
Having better control over who can make certain furniture without having to micromanage your builders, thus allowing for better quality control (much like QualityBuilder)
I just did a quick test and didn't played with a colony so far.
Yes you can made a bill to craft furniture until you have x with y quality.
But what's about the one you crafted with lower quality, does they get marked for deconstruction ?
At last you should add a bill to deconstruct furniture/recreation, similar to the appareal ones from mending/VGP.

I think it wouldn't be easy to implement, that the bills get a skill requirement when you increase the lower quality of a bill.
But i think that is more a part for Better workbench managment.


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XeoNovaDan

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Re: [1.0] XND's RimWorld Mods - Updated 2019-07-12
« Reply #241 on: July 13, 2019, 04:44:07 AM »

@Canute - Not at the moment but automatic deconstructing of lower quality furniture would definitely be an interesting challenge to take on, going to have a crack at it now. Regarding skill requirements when targeting certain quality levels, yeah, that wouldn't be practical to design as you touched on since quality in RimWorld is random in nature - even low levels can make good furniture, and vice-versa. Bills allow you to set minimum skill requirements anyway, so I'd personally still leave that to user discretion.
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JT

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Re: [1.0] XND's RimWorld Mods - Updated 2019-07-12
« Reply #242 on: July 13, 2019, 01:32:56 PM »

Wow, the carpenter's bench looks great!  It's hilarious in hindsight that no one thought to do this before, since building furniture before placing it has been a staple of Dwarf Fortress since forever.

It wouldn't be too tough to make a custom disassemble bill that takes any minified furniture item with a thingFilter.  You'd still need a custom RecipeWorkerCounter class to handle the job, but most of it could still be handled in vanilla.  With the thing filter, the player could specify the quality ranges of furniture to deconstruct -- so if she doesn't want Poor or worse, she would just set the quality range of her "disassemble" bill to Awful~Poor, etc.  The only tricky-dicky part is pulling the ThingOwner from the minified thing, but thankfully even that's already stored in the innerContainer field.

[edit] Couple minor tweaks, took forever to re-find "RecipeWorkerCounter" in ILSpy. =P
« Last Edit: July 13, 2019, 01:37:48 PM by JT »
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XeoNovaDan

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Re: [1.0] XND's RimWorld Mods - Updated 2019-07-13
« Reply #243 on: July 13, 2019, 02:56:34 PM »

@JT - Thanks for the insight! I wish I saw this one before I pushed v1.1... oh well, there's always the next update soon™

Speaking of v1.1, that's now out which implements QualityBuilder-like deconstruction of low-quality furniture depending on how the furniture assembling bill was configured. Also adds a Japanese translation by Proxyer.
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code99xx

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Re: [1.0] XND's RimWorld Mods - Updated 2019-07-18
« Reply #244 on: July 21, 2019, 12:16:39 AM »

I have a quick question for the carpenter's table.

I wanted to make some marble beds with it but noticed I couldnt choose the material to make it from? I dont want my pawns to make them out of wood for example, i only want marble but there doesnt seem to be a way to specify that ...

Am I missing something?
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Canute

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Re: [1.0] XND's RimWorld Mods - Updated 2019-07-18
« Reply #245 on: July 21, 2019, 02:20:09 AM »

Prolly yes.
Normaly when you click on Detail from that bill, at the new window you got at the right side a material selection.
If you don't see these i think another intefere with it and you should try to move this mod at the end of the modlist, or near the begining.
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XeoNovaDan

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Re: [1.0] XND's RimWorld Mods - Updated 2019-07-18
« Reply #246 on: July 21, 2019, 05:46:11 AM »

@code99xx - As Canute said, you can change it via bill details. Do note that if you're using an older version of the Common Sense mod, that used to interfere with the interface and make it so you couldn't change the materials.
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XeoNovaDan

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[1.0] Adrenaline! v1.1.2.0 (Updated 2019-09-06)
« Reply #247 on: August 02, 2019, 04:49:35 PM »




This simple mod aims to make combat more interesting and more immersive by making biological pawns produce adrenaline whenever they are put into fight-or-flight situations. Yes, all biological pawns, from Joe Colonist, to that manhunting squirrel on day 5, and everybody else in between!

Adrenaline primarily boosts a pawn's consciousness, movement and melee damage while also reducing the amount of pain that they can feel - so they're really giving the fight 110%! However, after a prolonged adrenaline rush, pawns may then experience the opposite: adrenaline crashes that make them feel lethargic for a short period of time.

Some pawns may also be adrenaline junkies who get mood boosts from simply being in the heat of the action! However, other pawns may instead be cool-headed and never get worked up from the intense situations that adrenaline junkies practically live for.

Adrenaline also has another cool effect: If a pawn is downed and was carrying an adrenaline syringe in their inventory, you can make them inject that syringe and they can potentially get back into the fight! Beware though, because raiders can also do this!

Adrenaline can be synthesised at drug labs once you research penoxycyline production.

Any aspects of this mod that you don't like? You can disable natural adrenaline gains, animal adrenaline gains, adrenaline crashes and raiders using adrenaline when downed entirely in this mod's settings.

I recommend using Smart Medicine with this so that you can make your pawns stock up on adrenaline syringes without the limitations of vanilla drug policies. This also works well with Combat Extended!

Powered by the Harmony Patch Library.


Mods:
Should work fine with alien races and modded animals. There are currently no known mod conflicts.

If you are a modder and wish to make animals or alien races have different adrenaline characteristics, you might be interested in checking out this mod's GitHub wiki: https://github.com/XeoNovaDan/Adrenaline/wiki

Saves:
Can safely be added to ongoing saves. There may be errors when removing this from an ongoing save, but they should be harmless.


Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1823138604

GitHub releases: https://github.com/XeoNovaDan/Adrenaline/releases
Source code: https://github.com/XeoNovaDan/Adrenaline

Want to chat? I have a discord server here: https://discord.gg/gyM44bb


Brrainz for his fantastic work with the Harmony Patch Library.
Ryflamer for kindly providing the adrenaline syringe sprite.
Trunken for kindly providing the fancier headings on this page and proofreading the GitHub wiki.
Mehni for rubberducking :rubberduck:
Various members of the discord and forums for playtesting and contributing their ideas!
« Last Edit: September 06, 2019, 01:46:17 AM by XeoNovaDan »
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rimmer21

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Re: [1.0] XND's RimWorld Mods - Updated 2019-08-04
« Reply #248 on: August 05, 2019, 04:05:02 PM »

How do you craft adrenaline? Loving it in my gameplay so far
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XeoNovaDan

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Re: [1.0] XND's RimWorld Mods - Updated 2019-08-04
« Reply #249 on: August 05, 2019, 04:08:37 PM »

@rimmer21 - You can craft syringes at a drug lab once you researched penoxycyline. You're very welcome!

Edit: penoxycyline, not neutroamine
« Last Edit: August 05, 2019, 04:16:51 PM by XeoNovaDan »
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Sonsalt

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Re: [1.0] XND's RimWorld Mods - Updated 2019-08-08
« Reply #250 on: August 08, 2019, 05:37:29 PM »

Code: [Select]
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GenCollection.Any<RimWorld.IngestionOutcomeDoer> (System.Collections.Generic.List`1<RimWorld.IngestionOutcomeDoer>,System.Predicate`1<RimWorld.IngestionOutcomeDoer>) <0x00050>
at Adrenaline.ExtendedRaceProperties.<get_RelevantConsumables>b__11_0 (Verse.ThingDef) <0x000bb>
at System.Linq.Enumerable/<CreateWhereIterator>c__Iterator1D`1<Verse.ThingDef>.MoveNext () <0x0016b>
at System.Collections.Generic.List`1<Verse.ThingDef>.AddEnumerable (System.Collections.Generic.IEnumerable`1<Verse.ThingDef>) <0x000d7>
at System.Collections.Generic.List`1<Verse.ThingDef>..ctor (System.Collections.Generic.IEnumerable`1<Verse.ThingDef>) <0x000e5>
at System.Linq.Enumerable.ToList<Verse.ThingDef> (System.Collections.Generic.IEnumerable`1<Verse.ThingDef>) <0x00070>
at Adrenaline.ExtendedRaceProperties.get_RelevantConsumables () <0x000b5>
at Adrenaline.ExtendedRaceProperties.get_RelevantConsumablesDowned () <0x00039>
at Adrenaline.Patch_Pawn/Patch_GetGizmos.Postfix (Verse.Pawn,System.Collections.Generic.IEnumerable`1<Verse.Gizmo>&) <0x0017d>
at (wrapper dynamic-method) Verse.Pawn.GetGizmos_Patch14 (object) <0x0010a>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) <0x0024f>

Encountered this during my gameplay.
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Tocato

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Re: [1.0] XND's RimWorld Mods - Updated 2019-08-16
« Reply #251 on: August 18, 2019, 06:56:53 PM »

any issues with simple sidearms and pawns are capable still? Also have you made any progress on the to do list Xeo? im thinking specially about integration with prison labor and pawn control
« Last Edit: August 18, 2019, 07:27:24 PM by Tocato »
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XeoNovaDan

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Re: [1.0] XND's RimWorld Mods - Updated 2019-08-16
« Reply #252 on: August 18, 2019, 07:34:01 PM »

@Tocato - Are you talking about Survival Tools? If so, they're not really issues as such. I haven't made any more progress on the to-do list since I've been busy with other mods.
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Tocato

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Re: [1.0] XND's RimWorld Mods - Updated 2019-08-16
« Reply #253 on: August 18, 2019, 09:13:07 PM »

yeah. ok thanks i appreciate the reply anyway
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Tocato

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Re: [1.0] XND's RimWorld Mods - Updated 2019-08-16
« Reply #254 on: August 20, 2019, 04:13:38 AM »

Phew i thought my game was totally bugged but it was just me forgetting i had changed survival tools to hardcore mode so nobody could construct anything because it showed 'pawn is incapable.' Any chance we could get a different notification when hardcore mode is activated and you have no tools?

Also ive been noticing qualitybuilder isnt working and all pawns with a hammer equipped are building things without any respect to the fact that I have it checked. Could it be related to this mod?

EDIT: so when building a well from dubs it also wasnt raising my skill, until i actually equipped the hammer. So maybe its a problem with the pick up and haul mod that adds internal storage slots to each pawn? Or maybe the rpg inventory mod?

2ND EDIT:  Actually....the pawns even bypass the construction skill requirements, but only when its automated, i cant force construction on higher skill requirement furniture, but if they do it on their own they can make progress on it (albeit without gaining exp) Only after i right click and forced the pawn to construct did the skill level up, but not if they did it of their own accord. I do have Madskills equipped but it never proved a problem in previous colony starts

LAST ONE LIONS BARRAGE: Also it doesnt appear I can reinstall furniture without a hammer equipped in hardcore mode? WAD?
« Last Edit: August 23, 2019, 06:31:57 PM by Tocato »
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