[Help Wanted] - Coder

Started by Rustic Fox, December 17, 2017, 09:28:13 PM

Previous topic - Next topic

Rustic Fox

I am looking for a coder to help me with my firefoam belt mod currently the firefoam pops but not where the pawn is set on fire but instead where they put on the belt.
I am a mod creator that creates my own custom mods but also believes in keeping alive older interesting mods.

My Mods: https://ludeon.com/forums/index.php?topic=50497

Jaxxa

If you want to post what you have done I will have a quick look at it when I get the time.

Rustic Fox

#2
Okay I will post it I tried just to use the default options from firefoam popper but it did not work so I think I may need custom assemblies

https://www.dropbox.com/sh/1hin27ekm3uvegr/AAA45AbZrLTeB5KXNY5c75fua?dl=0
I am a mod creator that creates my own custom mods but also believes in keeping alive older interesting mods.

My Mods: https://ludeon.com/forums/index.php?topic=50497

Jaxxa

I have had a look at this and made some good progress.

Unfortunately I had to change most of what you have done and move the logic into C# code like the Smoke Pop Belt has, which will be less configurable without changing C# code. I will put up what I have when I can. Then we can discuss the specifics of what you want the values to be and what you want to be able to configure.

Rustic Fox

Thanks for the help I have no clue C# that's why I tried it without first.
I am a mod creator that creates my own custom mods but also believes in keeping alive older interesting mods.

My Mods: https://ludeon.com/forums/index.php?topic=50497

Rustic Fox

Quote from: Jaxxa on December 18, 2017, 05:16:13 PM
I have had a look at this and made some good progress.

Unfortunately I had to change most of what you have done and move the logic into C# code like the Smoke Pop Belt has, which will be less configurable without changing C# code. I will put up what I have when I can. Then we can discuss the specifics of what you want the values to be and what you want to be able to configure.

Hey, Jaxxa I just wanted to check in to see how it's going. have you made any more progress?
I am a mod creator that creates my own custom mods but also believes in keeping alive older interesting mods.

My Mods: https://ludeon.com/forums/index.php?topic=50497

Jaxxa

Yes, made some good progress.

I think that this reason that it was not working earlier was due to a bug in Rimworld Code, so Ideally I could patch that and then what you were doing initially will work.

Failing that I will fall back to creating a new Comp that you will add to the belt. That is working now just using hard coded values.
If I do end up using the Comp what things would you like the ability to edit in XML?

Rustic Fox

Quote from: Jaxxa on December 20, 2017, 10:13:21 PM
Yes, made some good progress.

I think that this reason that it was not working earlier was due to a bug in Rimworld Code, so Ideally I could patch that and then what you were doing initially will work.

Failing that I will fall back to creating a new Comp that you will add to the belt. That is working now just using hard coded values.
If I do end up using the Comp what things would you like the ability to edit in XML?

Happy to hear it has some options moving forward

if you end up using the comp I can think of a few things I would want.

Radius, Explosive Damage type what type of damage sets the wick off, explosion effect are some of the main this I can think of atm.
I am a mod creator that creates my own custom mods but also believes in keeping alive older interesting mods.

My Mods: https://ludeon.com/forums/index.php?topic=50497

Jaxxa

Took longer than i would have liked but it looks like patching the method to work around the bug is working to a level I am happy with. When I can I will put up the mod and you should be able to copy over the .dll files and it should work. Should be able to do that when I get home for you to look at.

Rustic Fox

#9
Quote from: Jaxxa on December 21, 2017, 06:57:23 PM
Took longer than i would have liked but it looks like patching the method to work around the bug is working to a level I am happy with. When I can I will put up the mod and you should be able to copy over the .dll files and it should work. Should be able to do that when I get home for you to look at.

Awesome thanks i can take a look tomorrow
I am a mod creator that creates my own custom mods but also believes in keeping alive older interesting mods.

My Mods: https://ludeon.com/forums/index.php?topic=50497

Nightinggale

Quote from: Jaxxa on December 20, 2017, 10:13:21 PMI think that this reason that it was not working earlier was due to a bug in Rimworld Code, so Ideally I could patch that and then what you were doing initially will work.
If you confirm that there is indeed a bug in RimWorld itself, you better report it.
ModCheck - boost your patch loading times and include patchmods in your main mod.

Rustic Fox

Quote from: Nightinggale on December 21, 2017, 07:44:02 PM
Quote from: Jaxxa on December 20, 2017, 10:13:21 PMI think that this reason that it was not working earlier was due to a bug in Rimworld Code, so Ideally I could patch that and then what you were doing initially will work.
If you confirm that there is indeed a bug in RimWorld itself, you better report it.

It's also possible the code was never designed to be used how i wanted
I am a mod creator that creates my own custom mods but also believes in keeping alive older interesting mods.

My Mods: https://ludeon.com/forums/index.php?topic=50497

Jaxxa

Totally being used in ways that were never tested :)

But I feel that the intention would be for it to work.

Jaxxa

#13
Here you go, this release is basically the same as what you posted but with the .dll files.

https://github.com/jaxxa/Firefoam-Belt/releases/tag/0.18.0.0

Let me know how it goes.

Jaxxa