RimWorld

RimWorld

Convectional War Crimes
Showing 1-8 of 8 entries
Update: 18 Jul @ 5:19pm

Okay so this update took a while and I stopped writing down patch notes at some point so this will be a incomplete, brief, record of what i remember (Only for 1.6) :

► Stationary Flamethrower building added. It's tries to replicate a valve type flick, initially turning the flamer on to max takes more time then turning it to low. If you want to increase/decrease the amount of cell covered it requires turning the valve multiple times.

► 1x1 Burner trap removed for now and replace with a 2x2 burning trap

► Burner traps no longer function as stoves or have an interaction spot. This was a misguided attempt to provide functionally for the sake of being thorough but it's not worth the interaction cell impeding base design. My guess is using the large a cooking spot wasn't that common with players anyway.

► New oven texture of basic non-ideology styled ovens. Old rounded burning element type style moved to be rustic.

► Stoves are paintable now, with the grill filament remaining an iron colour. Stoves being paintable meant I had to make masks so the heating element didn't change color, which looked 100% fine for most colorus but caused really notable tearing effects for some colors.

► The above point meant I had hard code the oven's heating elements to draw on top as a separate overlay, similar to how turrets work. Having an overlay float ontop means i can bypass any mask issues.

► Coded a placement_worker to prevent ovens from being placed under walls. After searching the complicated code/referencing ideology's floor covering and assorted rugs mods, etc, there (surprisingly) didn't seem to be any coreside way to have a floor emplacement you can build furniture over + not build under walls.

► Also had to create a CWCThingDef & Harmony patch for GenConstruct so walls can't be placed *over* the ovens.

► Removed some poorly coded alternating on/off pathcost changes for the oven.

Tons of other more technical stuff that i'd usually list here for posterity but mostly didn't write down this time around. I'm sleepy and stinky and will go shower and sleep now, thank you for reading.

Update: 7 Apr, 2024 @ 11:00am

► Put 1.5 in the about file
► Fixed a 1.5 C# error related to the method "TryStartFireOIn" needing an additional parameter
► Main XML folders are now labelled "Common"
► 1.4 and 1.5 Assemblies are activated using loadfolders
► Removed the C# source files from the workshop release, which sucks if you're a modder looking for references but it increased the DL size by x10

Update: 7 Apr, 2024 @ 10:20am

Above update but I stupidly forgot the 1.5 C# changes wouldn't retroactively work for 1.4

Update: 8 Aug, 2023 @ 2:47am

Just testing something. Tried uploading without a preview file to replicate an error.

Update: 8 Aug, 2023 @ 2:27am

► Techist and Morbid styles added
► Path cost when turned off lowered 50 as was intended
► Is no longer an edifice, meaning you can build on it.
► Direct burn damage lowered so the flame does more of the work, was chewing through items to fast for my liking

Update: 2 Aug, 2023 @ 5:28pm

► Removed the burn apparel/drug/weapons options from the bills, forgot to give them workgivers anyway. The proper way i want you to burn things is through putting a stockpile of any flammable items you want to get rid of on top and flicking the switch.

Update: 2 Aug, 2023 @ 7:58am

Tried to fiddle with the png/gif which uploaded weirdly

Update: 2 Aug, 2023 @ 7:57am

I finally released another dang ol' mod!