Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Limon

#1
Mods / Raider Pathing AI Question
January 30, 2021, 01:12:44 AM
Hello,

I am working on a Sapper only mod, and one of the changes I would like to introduce is that they prioritize geothermal reactors over beds.

What class do I need to investigate to alter AI target behaviour? I looked at JobGiver_AISapper.cs but it doesn't seem to have anything to do with it.
#2
Yes, I built my tribal colony on a single-hex island, to create a scenario where you can't simply pack and move in situations like a toxic fallout. And yes, I knew the raiders would be coming anyway.

But I'm getting into spaceflight research now and I'm running into a problem. I get no world quests. Not a single one. Not in all the years the colony has survived. I guess there's no world map hex some placing/pathing algorithm could place a quest into when there's no hex my caravans could get to that's not my home hex. And no quests means no AI cores.

Sure, I can *travel* to a ship, by leaving the island using transport pods. But I want to *launch* from this island. Sure, I could simply leave the island, build a colony elsewhere, obtain the AI core, and move back to the island, but that would feel too contrived.

So is there a vanilla way to build a ship in such a situation, without leaving the island? Or do I *have* to leave the island and settle elsewhere?