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It says this: "Reason: Failed."
Without coding it's possible to create new items by making images and editing xml, but coding is required for any new functionality, still might be a good place to start.
Nice mod, we need more recreational activities in this game and this slot machine will go nicely in a casino. People gambling for money is a new concept too.
- This mod looks and sounds really cool, will try it out
I can guess it's becoming thicc because it's trying to use the same pic for different directions.
I made some new models for the different directions, but I don't know what lines of code I need to include in order to incorporate the pics into your mod correctly lol.
Caveat of using different images for the 3 new directions (south east west) would be omitting the slot spin graphic from them since they would be facing away from the camera's fixed perspective angle. North would be the only one the animation could stay on, and idk if that would be easy to make happen.
Hope you find a way to do it dude. Thanks again for making this mod.
Any "ThingDef" defined in XML with a "ThingComp" attached will need a property added called "<drawerType>MapMeshAndRealTime</drawerType>". Without that property, the overridden function "PostDraw()" will simply not fire. This was not a requirement in 1.2.
The pawns were failing to use the slot machine because of a switch I had implemented to prevent errors when loading a world. The switch starts out as true when the object is loaded in and is flicked back to false when "PostDraw()" is called which was never being called, so the pawns would be forced to stop using it after they begin using it.
All of this without any errors or warnings thrown in the console. Amazing :)
Maybe I need to reword the description in question?
that is the reason you can end up with stuff like 781% chance after 500 games even tho it's impossible to go over 100% and it's absolutely possible to be unlucky 500 times in a row.
lets say there is a 1/6 chance of winning a game. the chance of winning 3 times in a row is the same as multiplying it by itself 3 times 1/6 * 1/6 * 1/6 or (1/6)^3 or 1/216
now if you want to know that chance of winning at least 1 time in 3 games then the easiest way is to calculate the chance of losing 3 times in a row then take the opposite probability
the chance of losing 1 game (or opposite probability of winning) would be 1 - 1/6 or 5/6
therefor the chance of winning after 3 games is
1 - (1-1/6)^3 or 1- (5/6 * 5/6 * 5/6) or 42.1%
I'm not trying to be a jackass I am just trying to explain why it is the way it is. I also don't gamble or know much about statistics or probability math lol
thanks a lot dude, this is going to fit well in my casino/club :)
I was searching last month for slot machines, ended up finding a bunch of other very worthy mods under "Recreation", but yeah, nice, almost feels like this was made for me lol
But I have also added a config option for activity length, so you have more direct control over how much recreation it will give per session. I confess 20 seconds is far greater than most other recreation activities and I may have made a mistake by making it that powerful lol.
I have already implemented the payment system, still stuck on silver collecting.
The machines would pay out all of the winnings directly into the inventory of the winner only if they were a visitor who had to pay (including you visiting other colonies), so visitors keep all winnings. If it is your colonists playing your own slot machines, there is a configurable maximum of which it will pay them out to before dropping the rest onto the floor.
As for the machines holding silver, I haven't gotten around to that yet. I have thought about it and I am expecting problems (the slot machine forgetting how much silver it had, etc)
Also all of these changes would be optional and you would still be able to use the mod the way it is right now.
I like how silver can be retained in the machine, but that way colonists have to compete against guests to win the prize. Colonists have jobs to do, they can't possibly win against those tourists.
How about adding casino tokens? Make it free of resource to craft, so machine can just consume it. You can store them near the machine. Colonists can freely grab them whenever they play, without needing to carry silver around. Guests can purchase tokens and play the machines. And make machines fueled with silver, and make it pay certain amount for every win.
In this case you can configure the price of tokens and the prize silver in the option to set the meaningful business. This idea might be too dependent on hospitality, tho.
I just have hit a stupid snag of "the best way" to have your pawns collect silver (sounds stupid I know, trust me). I seem to be able to get them to grab silver in a mostly empty world, but on my populated world it just causes errors.