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Messages - Argain

#1
Quote from: EdB on September 21, 2014, 12:30:45 PM
It turns out that a colonist's body type is directly tied to the colonist's adult backstory.  You cannot change them independently--this is a limitation of the game for which I could not find an acceptable workaround.  Change your colonist's backstory to change their body type.

There was a workaround I had found for CCM... don't know if you would consider it 'acceptable', but here's how I was pulling it off: limit the available backstories to only what matches the body type, and when the body type is changed you just reload the list. The downside is that it kinda forces the player to prioritize setting the body type first before changing the backstory, since the backstory has to change every time the body type does. Wasn't too much backlash or confusion from it, though, if I remember correctly :)
#2
Props for figuring out how to mod the CharPage! It was something that had completely baffled me into giving up on the Colonist Creation Mod after Tynan removed access to the 'colonistgen' class in the BaseMapGenerators.xml... and I must admit, you did a way better job than I ever did XD This deserves to be integrated into the game!
#3
I'm locking this thread with a closing statement:

I am not going to update this mod (stop sending me PMs to update it, please) until the game is officially released, because A) The new mod structure of Alpha 6 does not support it and B) I don't wish to update it for every single new Alpha release. If such features are not in the finished product of the game, then I will make sure they're available as a mod. The only way I could do so now would be in the form of a 'Total Conversion', which would take an insanely huge amount of MORE time pouring through ALL of Tynan's code for any changes with every new Alpha. I admittedly considered it (and even asked for the source code to do it), but it would require far too much of time I simply don't have. So my apologies to all those wishing they could have an Alpha 6+ version of this, but it's not gonna happen.
#4
Quote from: Jackmino on August 29, 2014, 01:49:29 PM
For some reason, the mod does not appear to work, i activate it in the mods tab and start a new colony but i cannot change the colonists like it says, its just like default, Please Help! :'(

The mod only works for Alpha 5.
#5
Quote from: PilotBhav04 on August 25, 2014, 11:16:11 AM
won't letme go onto link to download shows up with error

Just tried it and the download link still works fine... make sure you're logged in when trying.
#6
Help / Re: RimWorld source code
August 19, 2014, 03:59:50 PM
It wouldn't need to be a separate exe, just an alternative Assembly-CSharp.dll.
#7
If something like this hasn't been implemented by the time the game is 'finished' and released, then I'll come back and re-create this mod for the game. It's a real pain to keep updating this for every new alpha... and [code-wise] I should have utilized the existing Pawn structure from the start instead of implementing my own Colonist objects. Next time around, I'll re-write the mod from scratch and drastically simplify the structure of it. If anyone wishes to update this themselves, they're welcome to do so, but I won't be touching it again until the game is released.
#8
Outdated / Re: [Mod] (Alpha 6) Rimrats v1.1
August 16, 2014, 05:03:33 AM
The Arid Shrubland, Temperate Forest, Tropical Rainforest and Boreal Forest.
#9
Outdated / Re: [Mod] (Alpha 6) Rimrats v1.1
August 16, 2014, 02:32:58 AM
It's the little yellow link at the bottom of the first post, when you're logged in.
#10
Help / Re: Custom Panel GUI Text
August 15, 2014, 03:33:19 AM
Perfect! Is there a way to make the panel bigger? A bunch of the text on the bottom gets covered up :-\
#11
Outdated / Re: [Mod] (Alpha 6) Rimrats v1.1
August 15, 2014, 02:43:45 AM
Quote from: Dr. Z on August 14, 2014, 04:21:45 AM
You need to update this for Alpha 6. Those little bastards gave me good times ^^

Updated.
#12
Help / Re: (Alpha 6) No more GenStep_Colonists?
August 15, 2014, 02:38:09 AM
Decided I'm going to just let it go. If Tynan releases the source code for a Total Conversion mod, then I'll integrate it directly into the menu for that... don't wanna have to resort to 'hacking' it in.
#13
Sorry guys, but it looks like I won't be able to update this to Alpha 6 :( Been trying all day with no success... the generation of the colonists is just too hard-coded now.
#14
Help / Re: RimWorld source code
August 14, 2014, 03:16:17 PM
Would it be possible to get the entire source code of the 'Assembly-CSharp.dll' for the purpose of making a Total Conversion mod?
#15
Quote from: Jerethi50 on August 14, 2014, 01:36:49 PM
I wonder if its possible to make an assembly coded "hat" and "Jacket" that was invisible (all alpha texture ?) and removed itself / destroyed itself after like two ticks, name it "no hat" and "no jacket" to give your colonists the option of starting without a hat and jacket.

That I can do! :D