couple of "is this possible" questions

Started by PapaDookie, December 19, 2014, 09:07:39 PM

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PapaDookie

ok might be easiest if i just list them :)

1)can we add new minable metals ?

2)can we make a machine that takes an item from a hopper and outputs an item without a colonist needed to work it. for example . hopper>potatoe peeling machine>peeled potatoes.

3)can we have multiple items made into another item. ie stock and barrel made into a rifle

4)can we add our own crops to the growable zone list and edit the stock basic ones ?

5)can we edit the properties for the stock floor types ?

6)can we change the materials used for stock items like power conduits ?

Igabod

Quote from: PapaDookie on December 19, 2014, 09:07:39 PM
ok might be easiest if i just list them :)

1)can we add new minable metals ?

2)can we make a machine that takes an item from a hopper and outputs an item without a colonist needed to work it. for example . hopper>potatoe peeling machine>peeled potatoes.

3)can we have multiple items made into another item. ie stock and barrel made into a rifle

4)can we add our own crops to the growable zone list and edit the stock basic ones ?

5)can we edit the properties for the stock floor types ?

6)can we change the materials used for stock items like power conduits ?

1. Yes. There are several mods already which have done this.
2. Yes, I think there are already a couple mods which use the hoppers for loading ammo into a turret
3. Yes, all you need is a new recipe. You can then add the new recipe to the weapon crafting bench or make a new bench for that recipe if you prefer.
4. Yes. I have done exactly that in my Xtra Plants mod.
5. Yes. I did that in Fast Floors
6. Yes. You can edit the base game files or just copy them and put them in a mod and make the edits you want there if you don't want to mess with the base game files.

If you want more help with any of these in specific or want to be pointed to an existing example of it then just ask.

PapaDookie

ok i've seen a mod that changes the base metals(Nu Metals) but i hadn't seen any that added in totally new ones yet.

i've seen the hoppers with turrets just wasn't sure if they could be used to "change" the items into a new item without a colonist working them. cool to know.

cool. i got idea's for changing the weapons crafting to make it more indepth. ie you don't just chuck a lump of steel down and walk off with a sword or rifle in a single step.

cool cause potatoes aren't exactly a fast growing crop like it tries to make out. i'd think something like beans would more of a staple first crop then spuds.

any help would be great thanks mate. am just getting started on modding this game but i have done a fair bit of modding many moons ago but haven't found anything worth it in a long time :D

Igabod

Quote from: PapaDookie on December 20, 2014, 02:20:53 AM
ok i've seen a mod that changes the base metals(Nu Metals) but i hadn't seen any that added in totally new ones yet.

i've seen the hoppers with turrets just wasn't sure if they could be used to "change" the items into a new item without a colonist working them. cool to know.

cool. i got idea's for changing the weapons crafting to make it more indepth. ie you don't just chuck a lump of steel down and walk off with a sword or rifle in a single step.

cool cause potatoes aren't exactly a fast growing crop like it tries to make out. i'd think something like beans would more of a staple first crop then spuds.

any help would be great thanks mate. am just getting started on modding this game but i have done a fair bit of modding many moons ago but haven't found anything worth it in a long time :D

The mods that add new metals currently haven't been updated to Alpha 8 yet, but I'd point you to The Neolithic Mod for an example on how to do it. The process is pretty much the same anyway.

The hoppers won't change an item, but it is possible to make them load the items onto a table you make which can change the items into whatever you want. The trick is making the table that does it's job without colonist interaction. That's going to require some actual C# programming in a .dll file.

Making a new recipe for weapons is probably the easiest thing on your list to do. Just copy/paste/edit the existing recipes for them and change the ingredients to whatever you want to use.

Potatoes aren't fast enough for you? They grow in 2 days. Editing the grow time of them is really simple, just change one number in their def. Making a new crop is a bit more complex than that but it's essentially copy/paste/edit of potatoes with that one number changed as well as defname and texture location. You'll also need to create a new texture though and that's the part that isn't quite so simple.

Most of the modding I've done so far is just simple copy/paste/edit stuff. The only time it isn't is if you are adding something completely unique to the game, that usually requires .dll files. Good luck with your mods. If you need help feel free to PM me. Or just post a thread on here and someone will answer pretty quickly.

unifex

Quote from: PapaDookie on December 19, 2014, 09:07:39 PM
ok might be easiest if i just list them :)

1)can we add new minable metals ?

2)can we make a machine that takes an item from a hopper and outputs an item without a colonist needed to work it. for example . hopper>potatoe peeling machine>peeled potatoes.

3)can we have multiple items made into another item. ie stock and barrel made into a rifle

4)can we add our own crops to the growable zone list and edit the stock basic ones ?

5)can we edit the properties for the stock floor types ?

6)can we change the materials used for stock items like power conduits ?

I'm doing my initial testing at:

https://github.com/calmhorizons/innerworlds

if you particularly want to see something, let me know. I doubt I can do it :) but I'll give it a crack. Using that source, you could probably find your way to building your own mod, given Visual Studio MarketLockinExpress 2017 etc.