Verified Commit 8c6d767c authored by thakyZ's avatar thakyZ
Browse files

Merge branch 'dev'

parents a84e9945 af613fb5
*.psd
*.xcf
*.pdn
.vs/
obj/
*.pdb
......@@ -3,6 +3,6 @@
<name>Nekos</name>
<author>thakyZ</author>
<targetVersion>1.0.0</targetVersion>
<url>https://github.com/thakyZ/Nekos</url>
<url>https://git.nekogaming.xyz/thakyZ/Nekos</url>
<description>Nekomimi in space!</description>
</ModMetaData>
......@@ -9,4 +9,4 @@
<DownloadFrom>ModSyncReleases</DownloadFrom>
<Branch>master</Branch>
</Host>
</ModSyncNinjaData>
\ No newline at end of file
</ModSyncNinjaData>
About/Preview.png

394 KB | W: | H:

About/Preview.png

415 KB | W: | H:

About/Preview.png
About/Preview.png
About/Preview.png
About/Preview.png
  • 2-up
  • Swipe
  • Onion skin
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<TerrainDef Abstract="True" ParentName="FloorBase" Name="NeoTileStoneBase">
<TerrainDef Abstract="True" ParentName="FloorBase" Name="DurasteelTileBase">
<renderPrecedence>220</renderPrecedence>
<description>Hexagonal Neo-Concrete tiles. Relatively , easy to pour, fireproof, and aren't ugly.</description>
<texturePath>Things/Buildings/NeoConcrete/NeoFloor</texturePath>
<description>Durasteel nanofiber strand floor. Relatively , easy to pour, fireproof, and Soft.</description>
<texturePath>Things/Buildings/Durasteel/DuraFloor</texturePath>
<statBases>
<WorkToBuild>800</WorkToBuild>
<Beauty>0</Beauty>
</statBases>
</TerrainDef>
<TerrainDef Abstract="True" ParentName="FloorBase" Name="SmoothTileStoneBase">
<TerrainDef Abstract="True" ParentName="FloorBase" Name="DurasteelTileSmoothBase">
<renderPrecedence>220</renderPrecedence>
<description>Smoothed out neo-concrete. It's pretty to look at and sterile. Perfect for hospitals. Smoothing it out takes a lot of time though.</description>
<texturePath>Things/Buildings/NeoConcrete/SmoothNeo</texturePath>
<description>Hard yet smooth Durasteel foor. It's pretty to look at and sterile. Perfect for hospitals. Smoothing it out takes a lot of time though.</description>
<texturePath>Things/Buildings/Durasteel/SmoothDura</texturePath>
<statBases>
<WorkToBuild>1200</WorkToBuild>
<Beauty>1</Beauty>
......@@ -24,52 +24,32 @@
</researchPrerequisites>
</TerrainDef>
<TerrainDef ParentName="NeoTileStoneBase">
<defName>TileNeoConcrete</defName>
<label>neo-concrete tile</label>
<TerrainDef ParentName="TileDurasteel">
<defName>TileDurasteel</defName>
<label>Nanofibre Durasteel Carpet</label>
<color>(255,255,255)</color>
<costList>
<NeoConcreteMix>4</NeoConcreteMix>
<Durasteel>4</Durasteel>
</costList>
</TerrainDef>
<TerrainDef ParentName="SmoothTileStoneBase">
<defName>TileSmoothNeoConcrete</defName>
<label>smooth neo-concrete</label>
<TerrainDef ParentName="SmoothTileDurasteel">
<defName>SmoothTileDurasteel</defName>
<label>Durasteel Hard Flooring</label>
<color>(255,255,255)</color>
<costList>
<NeoConcreteMix>4</NeoConcreteMix>
<Silver>4</Silver>
<Durasteel>4</Durasteel>
<Steel>4</Steel>
</costList>
</TerrainDef>
<ThingDef ParentName="ResourceBase">
<defName>RockPowder</defName>
<label>rock powder</label>
<description>Powder made from stone chunks. Used to make Neo-Concrete.</description>
<graphicData>
<texPath>Things/Buildings/NeoConcrete/Rockpowder</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<useHitPoints>false</useHitPoints>
<soundInteract>ChunkRock_Drop</soundInteract>
<soundDrop>ChunkRock_Drop</soundDrop>
<statBases>
<MarketValue>0.5</MarketValue>
<Mass>1.25</Mass>
</statBases>
<thingCategories>
<li>ResourcesRaw</li>
</thingCategories>
</ThingDef>
<ThingDef ParentName="ResourceBase">
<defName>NeoConcreteMix</defName>
<label>neo-concrete mix</label>
<description>Neo-Concrete mix, ready to be poured into tiles or walls.</description>
<defName>Durasteel</defName>
<label>durasteel</label>
<description>Processed steel made into durasteel.</description>
<graphicData>
<color>(255,255,255)</color>
<texPath>Things/Buildings/NeoConcrete/Neoconcretemix</texPath>
<texPath>Things/Buildings/Durasteel/Durasteel</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
......@@ -88,22 +68,22 @@
<soundImpactStuff>BulletImpact_Ground</soundImpactStuff>
<soundMeleeHitSharp>MeleeHit_Stone</soundMeleeHitSharp>
<soundMeleeHitBlunt>MeleeHit_Stone</soundMeleeHitBlunt>
<stuffAdjective>neo-concrete</stuffAdjective>
<stuffAdjective>durasteel</stuffAdjective>
<statFactors>
<WorkToMake>1.2</WorkToMake>
<MarketValue>0.7</MarketValue>
<MaxHitPoints>2</MaxHitPoints>
<Flammability>0</Flammability>
</statFactors>
<appearance>Neo</appearance>
<appearance>Dura</appearance>
</stuffProps>
</ThingDef>
<RecipeDef>
<defName>MakeRockPowder</defName>
<label>make rock powder</label>
<description>Grinds stone chunks into powder useable for Neo-Concrete.</description>
<workerCounterClass>RecipeWorkerCounter_MakeStoneBlocks</workerCounterClass>
<defName>MakeDurasteel</defName>
<label>make durasteel</label>
<description>Smelt steel and coal into durasteel.</description>
<workerCounterClass>RecipeWorkerCounter_Make</workerCounterClass>
<jobString>Pulverising from chunk.</jobString>
<workAmount>1600</workAmount>
<effectWorking>CutStone</effectWorking>
......
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<StuffAppearanceDef>
<defName>Neo</defName>
<defName>Dura</defName>
</StuffAppearanceDef>
</Defs>
......@@ -917,5 +917,4 @@
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>
</Defs>
......@@ -61,7 +61,7 @@
<ThingDef ParentName="NArmorMakeableBase">
<defName>Apparel_NekoTier1ASuit</defName>
<label>Active Neko Armored Suit</label>
<description>This special protective suit is the most popular choice among the Orassan scientists and hazardous areas explorers. Made of special coating with high-tech fibers, it gives the wearer an exceptionally high protection against many negative impact excluding kinetic damage. Soldered inside the armor vest partly solves this problem. Its name was received because of the new system S.A.C.R.I. (System of abnormal, chemical, radiation isolation.).</description>
<description>This special protective suit is the most popular choice among the Neko scientists and hazardous areas explorers. Made of special coating with high-tech fibers, it gives the wearer an exceptionally high protection against many negative impact excluding kinetic damage. Soldered inside the armor vest partly solves this problem. Its name was received because of the new system S.A.C.R.I. (System of abnormal, chemical, radiation isolation.).</description>
<techLevel>Ultra</techLevel>
<recipeMaker>
<unfinishedThingDef>UnfinishedTechArmor</unfinishedThingDef>
......@@ -119,7 +119,7 @@
<ThingDef ParentName="NArmorMakeableBase">
<defName>Apparel_NekoTier1FSuit</defName>
<label>Fused Neko Armored Suit</label>
<description>Exoskeletal armor usually used by assault troops from The Orassan Empire.\n\nSlim and advanced, and the advanced servo-motors greatly increase the wearer's load bearing capacity and assist in weapon-handling.</description>
<description>Exoskeletal armor usually used by assault troops from The Neko Empire.\n\nSlim and advanced, and the advanced servo-motors greatly increase the wearer's load bearing capacity and assist in weapon-handling.</description>
<techLevel>Ultra</techLevel>
<recipeMaker>
<unfinishedThingDef>UnfinishedTechArmor</unfinishedThingDef>
......@@ -176,7 +176,7 @@
<ThingDef ParentName="NArmorMakeableBase">
<defName>Apparel_NekoTier1PSuit</defName>
<label>Passive Neko Armored Suit</label>
<description>Exoskeletal armor usually used by assault troops from The Orassan Empire.\n\nSlim and advanced, and the advanced servo-motors greatly increase the wearer's load bearing capacity and assist in weapon-handling. This version is lightly armored to reduce weight and cost.</description>
<description>Exoskeletal armor usually used by assault troops from The Neko Empire.\n\nSlim and advanced, and the advanced servo-motors greatly increase the wearer's load bearing capacity and assist in weapon-handling. This version is lightly armored to reduce weight and cost.</description>
<techLevel>Ultra</techLevel>
<recipeMaker>
<unfinishedThingDef>UnfinishedTechArmor</unfinishedThingDef>
......
......@@ -36,7 +36,7 @@
dark or being ineast for long periods of time.</description>
<alienRace>
<generalSettings>
<maleGenderProbability>0.3</maleGenderProbability>
<maleGenderProbability>0.5</maleGenderProbability>
<forcedRaceTraitEntries>
<li>
<defName>Beauty</defName>
......@@ -52,20 +52,6 @@
<defName>Gay</defName>
<chance>50</chance>
</li>
<li>
<defName>Nudist</defName>
<chance>10</chance>
</li>
<li>
<defName>Xenophobia</defName>
<degree>1</degree>
<chance>0</chance>
</li>
<li>
<defName>Xenophobia</defName>
<degree>-1</degree>
<chance>10</chance>
</li>
<li>
<defName>Nimble</defName>
<chance>35</chance>
......@@ -78,7 +64,6 @@
<li>Average_Normal</li>
</aliencrowntypes>
<alienbodytypes>
<li>Hulk</li>
<li>Thin</li>
<li>Male</li>
<li>Female</li>
......@@ -267,6 +252,7 @@
<graphicPaths>
<li>
<body>Things/Neko/Bodies/</body>
<head>Things/Neko/Heads/</head>
<skeleton>Things/Pawn/Humanlike/Bodies/Dessicated/Dessicated_Thin</skeleton>
</li>
......
using RimWorld;
using System.Collections.Generic;
using Verse;
namespace Nekos
{
[StaticConstructorOnStartup]
public class Placeworker_Neko : PlaceWorker
{
static Placeworker_Neko()
{
Placeworker_Neko.acceptableTerrains.Add(TerrainDefOf.Soil);
Placeworker_Neko.acceptableTerrains.Add(TerrainDefOf.Gravel);
Placeworker_Neko.acceptableTerrains.Add(TerrainDefOf.Ice);
Placeworker_Neko.acceptableTerrains.Add(TerrainDef.Named("MarshyTerrain"));
Placeworker_Neko.acceptableTerrains.Add(TerrainDef.Named("MossyTerrain"));
Placeworker_Neko.acceptableTerrains.Add(TerrainDef.Named("SoilRich"));
Placeworker_Neko.acceptableTerrains.Add(TerrainDef.Named("NekoSoil"));
}
public override AcceptanceReport AllowsPlacing(BuildableDef checkingDef, IntVec3 loc, Rot4 rot, Map map, Thing thingToIgnore = null)
{
TerrainDef item = map.terrainGrid.TerrainAt(loc);
bool flag = Placeworker_Neko.acceptableTerrains.Contains(item);
AcceptanceReport result;
if (flag)
{
result = AcceptanceReport.WasAccepted;
}
else
{
result = AcceptanceReport.WasRejected;
}
return result;
}
public static List<TerrainDef> acceptableTerrains = new List<TerrainDef>();
}
}
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