[MOD] (Alpha 3F) Automatons (v1.1)

Started by pawnstorm, April 30, 2014, 11:34:21 AM

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pawnstorm

Automatons

Description:
This mod will automatically put down new blueprints when things get destroyed, add every tile you build something on to your home region,
keep your colonists from taking new jobs outside of your home region when there are enemies on the map and try to satisfy butcher bills by marking animals for hunting and unforbidding their corpses.

Download:
The download links are at the bottom of this post or here: AutoRebuild, AutoHomeRegion, AutoHunt, AutoCurfew and the all in one package Automatons. No need to install the separate mods if you get the all in one package.

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in game.

Notes:
- Should work on your existing savegames.
- To flag things not to be rebuilt, select them and toggle the rebuild button.
- Your home region gets updated when a colonist starts finishing a frame, so it won't work with god mode on.
- Does not rely on tickers, so should be pretty efficient.

Credits:
Clker.com is where I got the image I used for the button

Changelog:
0.9- Released
0.9.5- Added AutoHomeRegion and AutoHunt
1.0- Split up the mod into separate mods
1.1- Added AutoCurfew, updated AutoHunt, fixed AutoRebuild to also work with modded things

P.S. There won't be anymore updates for Automatons. If you're still using this, consider getting Vanilla+ instead.
Also, there's a pretty serious bug in AutoCurfew, and therefore also in Automatons.

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Celthric Aysen

My DeviantART|E-Vehicles|Flebe's  Channel
"♫"Every people that i see i will never understand"♪"

Architect

You got this working? :D Up for some mod compatibility between BP+ and this?
Check out BetterPower+ and all its derivatives by clicking the picture below.

It adds many new methods of power generation and uses for it, as well as other things such as incidents.


pawnstorm

Yeah, should be easy to add, buildings just need:
<comps><li><compClass>AutoRebuild.CompRebuildable</compClass></li></comps>

Architect

You mean that all that is needed is XML stuff??? pawnstorm, I'm impressed :D
Check out BetterPower+ and all its derivatives by clicking the picture below.

It adds many new methods of power generation and uses for it, as well as other things such as incidents.


Celthric Aysen

Pawnstorm the guy who changes Rimworld forever :P
My DeviantART|E-Vehicles|Flebe's  Channel
"♫"Every people that i see i will never understand"♪"

pawnstorm


pawnstorm

#7
I could probably make it work with modded things without changes by using AttachableThings instead of ThingComps (though I wouldn't be able to add a button for it that way) IF I can find a way to attach it to buildings. If I extend the WorkGiver_ConstructFinishFrames class, I can attach it to frames, then I'd only have to find a way to make the AttachableThing hop from the frame to the building. Which is a problem, since at the time the frame is destroyed, the building doesn't exist yet.

Edit: which I could solve by creating a temporary item and destroy it after 1 tick... also AttachableThings are Things so they can also have buttons I think... but it's just neater with ThingComps, so anyway, </sillyinternaldialogue>

jamieg

If you have spare time and want to add the whole mod pack in id love to have it :D
YES! Its true! im updating The BIG BANG mod pack check it out here: https://www.youtube.com/watch?v=orzLZbECR20&list=UUr1sEPUEhFqy01q16zGisIg

WorldOfIllusion

Quote from: jamieg on April 30, 2014, 07:31:13 PM
If you have spare time and want to add the whole mod pack in id love to have it :D
Let the XML editing commence! :P
*copy* *paste* *copy* *paste* *copy* *paste*
Artistically challenged modder seeking artistically talented texturer's help. Please, please, PM me :)

pawnstorm

Quote from: jamieg on April 30, 2014, 07:31:13 PM
If you have spare time and want to add the whole mod pack in id love to have it :D
Maybe after I finish AutoHomeRegion and AutoHunt, which I'm working on now :P AutoHomeRegion's already done, it automatically adds every tile you build something on to your home region (and doesn't require mod changes ;) ).

pawnstorm

#11
First post updated with a new version. Could use some testing. Also, about adding it to the whole mod pack, it might be a little tricky. If I add all the modded structure defs to my mod, my mod will be dependant on those other mods. If I add AutoRebuild.CompRebuildable to those other mods, they will become dependant on my mod. Ideally you'd want people to be able to enable any combination of mods in your mod pack.

Edit: It would be awesome if Rimworld supported conditional xml tags, and a way to check which mods are loaded. Then it'd be possible to make a really neat compatibility mod.

Edit2: The name might be a bit misleading, but autorebuild also includes the home region and hunting stuff. I just had a torrent of crazy ideas and they all ended up in this mod. I could easily separate them though, if people would prefer that.

Edit3: They should all be vanilla save compatible anyway, only the rebuild thingy adds a property to pawns if you turn off rebuilding of some structures, but I don't think Rimworld would choke on that if you disabled the mod on a savegame in progress.

pawnstorm

New version. Changed the name and added 3 separate mods for those who only want one or two features.

Celthric Aysen

I need a pistol to shoot my self in the head, because this is too awesome!
My DeviantART|E-Vehicles|Flebe's  Channel
"♫"Every people that i see i will never understand"♪"