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Selecting building by ID using code
Kmeld replied to Kmeld's topic in Cities: Skylines Modding - Open Discussion
Hi, No, I am going to have building ID from transfer offer. or from settings and I than need to find this building if player so desires. Cris. -
Hi, I am struggling to get a simple interface working. I basically need a panel and a dropdown. I am fighting for some time now and still was not able to get it working. Could someone give me a general instruction how to create and make panel show when shortcut is pressed? (Where to put what in general). I tried to follow Roundebout builder code but I must be missing something obvious as I am not able to get my panel show. It is so frustrating. :-( Cris.
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Building - initialising transport and update
Kmeld replied to Kmeld's topic in Cities: Skylines Modding - Open Discussion
Thanks, I got to this point by now. Now I am looking for more in depth details. I noticed that TransferManager has a RemoveOffer method but this method is not called from within MatchOffers method. Instead RemoveOffer is invoked by multiple methods of various AIs. This suggests that thins methods (in particular AI) also do something with their base object. So probably set material bufer, ad or remove truck, change flags .. I did not investigated very deep in to it. But I probably need to know in general. I am working (slowly) to make more advanced transfer manager that would solve some obvious problems related to transfer. MoreEffectiveTrnasfer mod that is available works and solves some but I would like a little bit more. Basically I see I need to override MatchOffers method in TransferManager and some other methods and properties of this Manager, but also I will need to do some alterations to some of building AIs, probably WarehouseAI and maybe some other (not entirely sure yet). One of the things that are to be solved is problem with how individual offers are matched and fulfilled. So currently (vanilla) MatchOffers method takes incomming offer and outgoingoffer (basically) and initialises a transfer. in the same time offer amount of both (in and out) is decreased by the value of the transfer. This potential leads to leaving "left overs" of offers that require very little quantity to be transferred thus leading to almost empty trucks running. So at current stage I am trying to find possible way of dealing with this issue. I see some potential solutions: 1) remove "left over offer" - I would not like to do it, as normally it does not work like this in the real world 2) combine next offer from given building to with previous one - I would better like this solution but I am not sure if buildingAI sends another offer before previous one is complacently done. If not than it would have to be overridden, but I am not sure if I want to go that farr, as there are many many AIs to override in such case. Any thoughts welcome. Cris -
Can I use Windows.Forms in a Mod somehow?
Kmeld posted a topic in Cities: Skylines Modding - Open Discussion
Hi, I am wondering if it will work if I use windows forms for UI of a mod? I have tried a little bit but no success so far. If someone has a working example, I will appreciate having a look. Cris.-
- windows forms
- mod
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Selecting building by ID using code
Kmeld posted a topic in Cities: Skylines Modding - Open Discussion
Hi, I need some guidance on how to select a building and focus on this building. In my mod I need a piece of code to find particular building I have buildingID and I basically need to find this building in the city. Currently I do not have a clue how to get this done, so help will be much appreciated. Cris. -
TransferManager reverse engineering
Kmeld replied to Kmeld's topic in Cities: Skylines Modding - Open Discussion
Hi, Thanks, Thank you for suggestion, although I was not going to inherit class for making changes. I did this to make understanding easier for references to work in VisualStudio. I will definitely have a look on the tutorial and linked mod. Thanks.- 2 Replies
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- transfer manager
- transfer
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TransferManager reverse engineering
Kmeld posted a topic in Cities: Skylines Modding - Open Discussion
Hi, I am trying to go through the code of TransferManager as I believe it is somehow related to ridiculous behaviour of material deliveries, especially in industry areas. So first I need to understand exactly what each method in the class does. So first question: Perhaps someone already investigated TransferManager and knows how it works exactly? If so could you share? If not. So for simplicity I thought I will just create my class and inherit TransferManager just to have all references working. Almost worked. I use VisualStudio. I have declared my class as class KM_TransportManager : TransferManager But the problem is I only have direct access to public properties and methods of original TransferManager. But it's most interesting methods are "private" and "protected". Is there a way I can define my class to have access to this methods and properties? Or I must copy/past them to my class directly? Cris.- 2 Replies
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- transfer manager
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Could you please explain what this means? (C# ?)
Kmeld replied to Kmeld's topic in Cities: Skylines Modding - Open Discussion
Thanks, what does " ?" stands for? is it something like "reverse notation" of "if" and " : " stands for "else". -
Could you please explain what this means? (C# ?)
Kmeld posted a topic in Cities: Skylines Modding - Open Discussion
Hi, I tried to read this but I must say I am still unable to fully understand what exactly and how it does. Could someone please explain in descriptive way how this variable definition works? float num = (distanceMultiplier == 0f) ? 0f : (0.01f / distanceMultiplier); I know it defines a float variable num and it is somehow dependent on the value of distanceMulitiplier abut I am (so far) not able to resolve this definition. Also if anyone can explain what "distanceMultiplier" is used for in Cities Skylines code this would make it more easy for me. Cris. -
Building - initialising transport and update
Kmeld posted a topic in Cities: Skylines Modding - Open Discussion
Hi, I am new so please excuse clumsiness. I would like to understand the mechanism and find appropriate pieces of game code that are responsible for updating buildings (storage buildings from Industries DLC, to be exact) while the gape plays. By updating I mean things like changing properties in time, like for example fill ratio. But what I am most interested in are: 1) how storage building "places an order" for import. How this is triggered. 2) how storage building "sends truck" for export. Reason why I am interested to find this is because "original logic" of the game of how storage buildings operate is just terrible. And I am curious if this can be "fixed". Logically changes required are small and should not be challenging to code, but I am no expert in this regard. So far I went (in general) through "WarehouseAI" and "Building" Classes and parts of some other but so far I found nothing that would "drive this buildings". I understand that above explanation may sound childish, as I obviously lack proper terminology. My coding experience is purely hobby amateur. Anyway I will appreciate any help, directions or clues. Regards, Cris.
