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RimWorld => Mods => Help => Topic started by: jigab001 on June 01, 2014, 09:13:54 AM

Title: New mod trouble
Post by: jigab001 on June 01, 2014, 09:13:54 AM
i have a mod i am creating but i need assistance in texture and development. its going to be a new faction mod so far i have the faction name def but i need assistance in every thing else so if anyone can help me ill really appreciate it.
Title: Re: New mod trouble
Post by: iame6162013 on June 01, 2014, 09:16:37 AM
just post what you need, people are quite nice here ;)
Title: Re: New mod trouble
Post by: jigab001 on June 01, 2014, 10:21:02 AM
is there a mod i can look at to help me make my new faction?
Title: Re: New mod trouble
Post by: iame6162013 on June 01, 2014, 10:25:31 AM
Quote from: jigab001 on June 01, 2014, 10:21:02 AM
is there a mod i can look at to help me make my new faction?
Core, it's found in every install :P
Title: Re: New mod trouble
Post by: jigab001 on June 01, 2014, 10:33:11 AM
thanks :)
Title: Re: New mod trouble
Post by: jigab001 on June 01, 2014, 10:48:30 AM
idk how to do the namemaker for the faction or the people need help
Title: Re: New mod trouble
Post by: iame6162013 on June 01, 2014, 11:05:44 AM
go to Mods -> Defs->factionDefs->basefactionTypes then Read and learn
Title: Re: New mod trouble
Post by: jigab001 on June 01, 2014, 11:40:14 AM
What would my faction faction's type be if i want it to be like the outlander faction
Title: Re: New mod trouble
Post by: iame6162013 on June 01, 2014, 12:04:51 PM
one thing, experiment
easy things are easier(guns and resources)
Title: Re: New mod trouble
Post by: jigab001 on June 01, 2014, 12:08:03 PM
what does the sub think tree and herbivore do? and is it required and do i need to change anything in it for my new faction?
Title: Re: New mod trouble
Post by: mrofa on June 01, 2014, 12:17:35 PM
Sub think tree is for aditional behavior and herbivore is what they eat which is herbs in this case :D
You dont need to change any of this two
Title: Re: New mod trouble
Post by: jigab001 on June 01, 2014, 12:25:20 PM
how do i edit the weapons they spawn with?
Title: Re: New mod trouble
Post by: mrofa on June 01, 2014, 12:31:02 PM
In core check out Pawkinddefs.
You specify pawns there for fraction, like scavenger, brute and so one, thers a line <weapons> which gets a specific weapon to a pawn.
Pirates got <li>Guns</li> in weapons so they will have use any firearm, tribals got bows in ther so they will use any bow.
If you want a specific weapon you need to write it there i.e. <li>Pistol</li>, will make this kind of pawn only have pistol.
Title: Re: New mod trouble
Post by: jigab001 on June 01, 2014, 12:36:59 PM
do you know how to make my own weapon?
Title: Re: New mod trouble
Post by: mrofa on June 01, 2014, 12:42:10 PM
http://rimworldwiki.com/Modding_Tutorials (http://rimworldwiki.com/Modding_Tutorials)

This will help you with it, i did only 2 weapons so i dont have much experiance with them.
Title: Re: New mod trouble
Post by: jigab001 on June 01, 2014, 12:49:10 PM
do you know how to change the bullet to a laser?
Title: Re: New mod trouble
Post by: mrofa on June 01, 2014, 12:52:15 PM
If you mean laser by continus fire, then you cant.
But you can make a bullet that is 2x2  or 2x1 pixel in the mid ot the screen and shoots very fast, should look like a continus laser beam, atleast my look like that :D
Title: Re: New mod trouble
Post by: jigab001 on June 01, 2014, 12:53:45 PM
can i change the color of the bullet to red?
Title: Re: New mod trouble
Post by: mrofa on June 01, 2014, 12:55:33 PM
Bullets are texures, read the wiki first mate ;)
Title: Re: New mod trouble
Post by: jigab001 on June 01, 2014, 12:56:54 PM
does it matter what i put in strings?
Title: Re: New mod trouble
Post by: iame6162013 on June 01, 2014, 12:57:49 PM
Quote from: jigab001 on June 01, 2014, 12:56:54 PM
does it matter what i put in strings?
of course it doesn't (sarcasm) :P
Title: Re: New mod trouble
Post by: jigab001 on June 01, 2014, 12:58:43 PM
idk what to put in my strings?
Title: Re: New mod trouble
Post by: mrofa on June 01, 2014, 01:00:11 PM
What string, be more specific mate
Title: Re: New mod trouble
Post by: jigab001 on June 01, 2014, 01:00:39 PM
i left the name for namemaker_people as the tribalwords a & b so what do i put in strings/namebanks
Title: Re: New mod trouble
Post by: iame6162013 on June 01, 2014, 01:02:18 PM
Quote from: jigab001 on June 01, 2014, 12:58:43 PM
idk what to put in my strings?
just use default
(and if you ain't talking about that, a woman the answer to all man asked questions) :P
Title: Re: New mod trouble
Post by: jigab001 on June 01, 2014, 04:03:57 PM
This is my faction def code tell me if something is wrong

<?xml version="1.0" encoding="utf-8" ?>
<FactionDefs>

  <!-- Normal factions -->

  <FactionDef>
<defName>Brotherhoodofsteel</defName>
<label>Brotherhood of Steel</label>
    <description>A small community of survivors.\n\nThese people have lived here for decades. They've lost most of the technology that brought them here, and usually work with simple mechanical tools and structures, and defend themselves with advanced gunpowder-era weapons.\n\nNot inherently aggressive nor weak, they are concerned with the practical matters of trade, trust, and survival.</description>
    <startingRelations>
      <min>-40</min>
      <max>40</max>
    </startingRelations>
<factionNameMaker>NamerFactionbrotherhood</factionNameMaker>
<techLevel>Midworld</techLevel>
<backstoryCategory>Civil</backstoryCategory>
<hairTags>
<li>Rural</li>
</hairTags>
    <naturalColonyGoodwill>
      <min>-60</min>
      <max>0</max>
    </naturalColonyGoodwill>
<spawnGroups>
<li>
<selectionWeight>10</selectionWeight>
<cost>25</cost>
<kinds>
<li>BrotherhoodRecuit</li>
</kinds>
</li>
      <li>
        <selectionWeight>100</selectionWeight>
        <cost>33</cost>
        <kinds>
          <li>BrotherhoodRegular</li>
        </kinds>
      </li>   
      <li>
        <selectionWeight>250</selectionWeight>
        <cost>280</cost>
        <kinds>
          <li>BrotherhoodVeteran</li>
          <li>BrotherhoodVeteran</li>
          <li>BrotherhoodVeteran</li>
        </kinds>
      </li>
</spawnGroups>
</FactionDef>
</FactionDefs>
Title: Re: New mod trouble
Post by: jigab001 on June 01, 2014, 04:05:44 PM
same with this one. its a namemaker let me know if something needs to be fixed

<NameMakerDef>
<defName>NamerFactionbrotherhood</defName>
<patterns>
<li>Brotherhood of steel</li>
<li>Brotherhood of steel</li>
<li>Brotherhood of Steel</li>
<li>Brotherhood of Steel</li>
</patterns>
<patternFillers>
<li>
<keyString>POSITIVECONCEPT</keyString>
<fillInFiles>
<li>NameBanks/Nouns_Concepts_Positive</li>
</fillInFiles>
</li>
<li>
<keyString>COMMUNITY</keyString>
<fillInFiles>
<li>NameBanks/Nouns_Communities</li>
</fillInFiles>
</li>
<li>
<keyString>TERRAINFEATURE</keyString>
<fillInFiles>
<li>NameBanks/Nouns_TerrainFeatures</li>
</fillInFiles>
</li>
<li>
<keyString>COLOR</keyString>
<fillInFiles>
<li>NameBanks/Colors</li>
</fillInFiles>
</li>
<li>
<keyString>OUTLANDER</keyString>
<fillInFiles>
<li>NameBanks/Nouns_People_Outlanders</li>
<li>NameBanks/Nouns_People_Family</li>
</fillInFiles>
</li>
</patternFillers>
</NameMakerDef>






</NameMakerDefs>







Title: Re: New mod trouble
Post by: jigab001 on June 01, 2014, 04:06:51 PM
<?xml version="1.0" encoding="utf-8" ?>
<NameMakerDefs>

<NameMakerDef>
<defName>NamerPersonTribal</defName>
<patterns>
<li>TRIBALWORDA</li>
<li>TRIBALWORDA</li>
<li>TRIBALWORDA</li>
<li>TRIBALWORDA</li>
<li>TRIBALWORDA TRIBALWORDB</li>
<li>TRIBALWORDA TRIBALWORDB</li>
<li>TRIBALWORDA ANIMAL</li>
<li>ANIMAL TRIBALWORDA</li>
<li>COLOR ANIMAL</li>
</patterns>
<patternFillers>
<li>
<keyString>TRIBALWORDA</keyString>
<fillInFiles>
<li>NameBanks/TribalWords</li>
</fillInFiles>
</li>
<li>
<keyString>TRIBALWORDB</keyString>
<fillInFiles>
<li>NameBanks/TribalWords</li>
</fillInFiles>
</li>
<li>
<keyString>ANIMAL</keyString>
<fillInFiles>
<li>NameBanks/Nouns_Animals</li>
</fillInFiles>
</li>
<li>
<keyString>COLOR</keyString>
<fillInFiles>
<li>NameBanks/Colors</li>
</fillInFiles>
</li>
</patternFillers>
</NameMakerDef>

</NameMakerDefs>
Title: Re: New mod trouble
Post by: jigab001 on June 01, 2014, 04:07:54 PM
<?xml version="1.0" encoding="utf-8" ?>
<PawnKindDefs>


<PawnKindDef>
<defName>BrotherhoodRecruit</defName>
<kindLabel>BrotherhoodRecruit</kindLabel>
<race>Human</race>
<recruitDifficulty>60</recruitDifficulty>
<backstoryCategory>Slave</backstoryCategory>
<defaultFactionType>Outlander</defaultFactionType>
<outfits>
<li>
<def>VestPlate</def>
<commonality>50</commonality>
</li>
<li>
<def>KevlarHelmet</def>
<commonality>50</commonality>
</li>
<li>
<def>ShirtBasic</def>
                                <commonality>50</commonality>

<li>
</outfits>
</PawnKindDef>




<PawnKindDef>
<defName>BrotherhoodRegular</defName>
<kindLabel>BrotherhoodRegular</kindLabel>
<race>Human</race>
<recruitDifficulty>60</recruitDifficulty>
<backstoryCategory>Civil</backstoryCategory>
<defaultFactionType>Outlander</defaultFactionType>
<outfits>
<li>
<def>PowerArmor</def>
<commonality>100</commonality>
</li>
<li>
<def>PowerArmorHelmet</def>
<commonality>40</commonality>
</li>
<li>
<def>BasicShirtAndJacket</def>
<commonality>0</commonality>
</li>
<li>
<def>BasicShirtAndDuster</def>
<commonality>0</commonality>
</li>
<li>
<def>BasicShirtAndVest</def>
<commonality>0</commonality>
</li>
<li>
<def>BasicShirtAndVestAndDuster</def>
<commonality>0</commonality>
</li>
</outfits>
<moneyForWeapons>
<min>0</min>
<max>250</max>
</moneyForWeapons>
<weaponTags>
<li>Gun</li>
</weaponTags>
<inventoryOptions>
      <skipChance>0.75</skipChance>
      <subOptionsChooseOne>
        <li>
          <choiceChance>90</choiceChance>
          <thingDef>Silver</thingDef>
          <countRange>
            <min>25</min>
            <max>70</max>
          </countRange>
        </li>
        <li>
          <choiceChance>10</choiceChance>
          <thingDef>Silver</thingDef>
          <countRange>
            <min>700</min>
            <max>1000</max>
          </countRange>
        </li>
      </subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>



  <PawnKindDef>
    <defName>BrotherhoodVeteran</defName>
    <kindLabel>BrotherhoodVeteran</kindLabel>
    <race>Human</race>
    <defaultFactionType>Outlander</defaultFactionType>
    <recruitDifficulty>60</recruitDifficulty>
    <backstoryCategory>Raider</backstoryCategory>
    <spawnAsFighter>true</spawnAsFighter>
    <startHealthPercentRange>
      <min>1</min>
      <max>1</max>
    </startHealthPercentRange>
    <outfits>
      <li>
        <def>PowerArmor</def>
        <commonality>100</commonality>
      </li>
      <li>
        <def>PowerArmorHelmet</def>
        <commonality>100</commonality>
      </li>
    </outfits>
    <moneyForWeapons>
      <min>60</min>
      <max>150</max>
    </moneyForWeapons>
    <weaponTags>
      <li>Gun</li>
    </weaponTags>
    <inventoryOptions>
      <skipChance>0.95</skipChance>
      <thingDef>Silver</thingDef>
      <countRange>
        <min>30</min>
        <max>100</max>
      </countRange>
    </inventoryOptions>
  </PawnKindDef>









</PawnKindDefs>
Title: Re: New mod trouble
Post by: jigab001 on June 01, 2014, 04:08:56 PM
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>



<ThingDef Name="BasePawn" Abstract="True">
<eType>Pawn </eType>
<thingClass>Pawn</thingClass>
<category>Pawn</category>
<selectable>true</selectable>
<tickerType>Normal</tickerType>
<altitudeLayer>Pawn</altitudeLayer>
<useStandardHealth>false</useStandardHealth>
<flammability>1.0</flammability>
<hasTooltip>true</hasTooltip>
<bulletImpactSound>BulletImpactFlesh</bulletImpactSound>
<inspectorTabs>
<li>UI.ITab_Pawn_Thoughts</li>
<li>UI.ITab_Pawn_Needs</li>
<li>UI.ITab_Pawn_Prisoner</li>
<li>UI.ITab_Pawn_Character</li>
</inspectorTabs>
<drawGUIOverlay>true</drawGUIOverlay>
</ThingDef>

Title: Re: New mod trouble
Post by: jigab001 on June 01, 2014, 04:11:07 PM
if you could or want to can you fix it your self then post the code you fixed with the adjustments
Title: Re: New mod trouble
Post by: Justin C on June 01, 2014, 05:57:14 PM
And there it is. You are finally asking for someone to just make your mod for you. :P

If you want to be a modder you will have to learn how to figure things out for yourself. Every other modder helping you here did the same thing. It's all right to ask tough questions that you have been stuck on for a while, but you are going to learn nothing if you need to ask a new question every single step of the way. Read the XML to get an understanding of how everything works, and then experiment. Read and experiment a lot. Over and over again. If you are not prepared to dedicate tens of hours to figuring things out for yourself, you will never be a modder.
Title: Re: New mod trouble
Post by: jigab001 on June 01, 2014, 06:19:22 PM
idk if im doing it correctly or not cause i think ive done all i need to do but it wont show up in any of my saves
Title: Re: New mod trouble
Post by: Justin C on June 01, 2014, 06:23:26 PM
Make sure you are testing with new games. If you are creating a new faction they will not show up in old saves. The factions in the game are generated when you first start the game, so factions added by mods after the game was started will not be added.
Title: Re: New mod trouble
Post by: jigab001 on June 01, 2014, 06:31:43 PM
oh i know that but my faction wont appear. idk what is wrong