Closed zymex22 closed 3 years ago
Just some notes for my try on porting over Nobos version: (ill just update this post to not spam alot)
Theese files being ported over: #126 Def
Cs files
might need more still searching through it
<tier>1</tier>
1,2,3 seems like its from hes modextension and or tuple.csNotes/idea for later wanted functions:
it builds! thanks @lilwhitemouse
will need to sort out some errors in log when open game before i can test, more info later..... https://gist.github.com/9fec89114972a5c8dabb06be35a8deaa
some of them are just xml not being corrected yet, but have to look into it when not tired see if theres C# problems too or not
latest work are on the branch https://github.com/zymex22/Project-RimFactory-Revived/tree/%23126-S.A.L-robots
okay sorted out startup errors and can now start a game
so far i encounter this error when placing one on production table: https://gist.github.com/e5b897ba5205e941f895ae64eb1f0895
okay got those issues resolved, it need to have speed comp on it too. ill need to figure how to get that tier extension back it had before where it had tier 1, 2, 3.
but so far it works ingame now and can work, so time for testing and see whats next
C# stuff
this is how it was done in original S.A.L
<modExtensions>
<li Class="ProjectSAL.ModExtension_Assembler">
<defaultSkillLevel>1</defaultSkillLevel>
<powerUsageLowPower>35</powerUsageLowPower>
<globalFactor>2</globalFactor>
<skills>
<li>
<skillDef>Crafting</skillDef>
<level>5</level>
</li>
<li>
<skillDef>Cooking</skillDef>
<level>4</level>
</li>
<li>
<skillDef>Artistic</skillDef>
<level>0</level>
</li>
</skills>
</li>
</modExtensions>
@Sn1p3rr3c0n might need your help in above todo to set skill levels somehow, if you have time at some point :slight_smile: i dont see any way in extensions or comps to do so =)
before it was set with a "mod setting" and
so will properly need a new modextension/comp to set skills
@zymex22 i already added a ModExtension for that purpose in #80
oh cool can that one be used here too then? :D that would be great have some more universal ModExtension =)
Forbid output Items
Gizmo
S.A.L Stationary robots
my last task i had for nobo was to port over his S.A.L like robot (a robot pawn / placeable assembler placed on a workbench worker slot)
theres 3 options:
- port over from nobos mod
its called AutoMachineTool Tier1, tier2, tier3 in there: https://github.com/nullre/rw_mods/blob/master/NR_AutoMachineTool/Defs/ThingDefs/NR_AutoMachineTool/NR_AutoMachineTool.xml def here. source file here: https://github.com/nullre/rw_mods/blob/master/NR_AutoMachineTool/Source/Building_AutoMachineTool.cs
and we have permission to do so.
-Update original spdskatr mod (what nobos are based off)
update original A17 mod from spdskatr, its before PRF was made, and changed into assembler machines we have now. https://github.com/spdskatr/S.A.L.-Station-Automation-and-Logistics-
-Create our own version?
Why should we have this?
some task cant be done on assemblers like mend and recycle and other mod taking in items and push out again, this could be a good solution for that, and create a extra way of automate stuff.
all in all a good tool in the arsenal, and fits good in PRF history as S.A.L was first version of prf =)
and not sure whats best way? but nobos are properly most up to date version