Can we make new Jobs or toils? How about components?

Started by superpirson, July 30, 2014, 11:12:53 AM

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superpirson

First off, I was playing around in the toils and jobs code, and I am wondering if my attempts to add toils would be in vain. Can we modify that part of the game? Is it obfuscated? Any information would be helpful.

I've also been tinkering around with animation, and for conveince sake I decided to make a animated thing class. Iinitilly I wantd to do this as a componet you coud just add on to any thingWithComponents, but I ran into some classes that looked like they had been hardcoded. Is there a way to add new components to the game?
specs: mid2009 MBP OSX 10.9.3 NVIDIA GeForce 9400M 256 MB

mipen

It is very much possible to add new jobs and toils. Attached is a JobDriver (mostly written by gertvv but he gave me permission to use in my mod) to make a pawn go to a building and wait until it has 'charged' (it has an internal battery) also attached is a WorkGiver that basically has colonists designated as haulers haul a specific resource to a building that is not set up as a storage area. Sorry for my lack of commenting though D:

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superpirson

Oh belive me, my comments are far worse. Thanks!
specs: mid2009 MBP OSX 10.9.3 NVIDIA GeForce 9400M 256 MB

mipen

Quote from: superpirson on July 31, 2014, 08:33:14 AM
Oh belive me, my comments are far worse. Thanks!
No problem =] Also include with the game are some source files, which include some JobDrivers and Toils. I just wrote a new toil to operate a machine (basically just standing still on the interaction spot, heh) But they are really helpful to look through. You can find them in the root game folder, in source