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RimWorld => Releases => Mods => Outdated => Topic started by: Argain on July 06, 2014, 07:36:10 PM

Title: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Argain on July 06, 2014, 07:36:10 PM
Colonist Creation Mod v2.3c


Description:
This mod opens an additional colonist creation menu upon map generation (after the crash landing message) that allows the ability to choose how many colonists you start with, their names, gender, age, starting graphics, backstories, traits, skills, passions, and starting equipped weapon. You can also export a set of colonists to import later.

(http://i207.photobucket.com/albums/bb260/oblivionburn/v22-Screen1.png)
(http://i207.photobucket.com/albums/bb260/oblivionburn/v19-Screen1.png)
(http://i207.photobucket.com/albums/bb260/oblivionburn/v19-Screen2.png)(http://i207.photobucket.com/albums/bb260/oblivionburn/v19-Screen3.png)
(http://i207.photobucket.com/albums/bb260/oblivionburn/v19-Screen4.png)
(http://i207.photobucket.com/albums/bb260/oblivionburn/v19-Screen5.png)

Author:
Argain

Credits:
Joretap0

Features:
- Choosing how many colonists to start with
- Choosing each colonist's name, gender and age
- Choosing the starting Backstories and Traits
- Distributing Skill Points for each colonist (Skills are capped at 15)
- Choosing 1 Major Passion and 2 Minor Passions
- Choosing a weapon to start equipped with
- Setting the starting graphics for each colonist
- Exporting/Importing a set of colonists


Installation:
- Extract the .zip file into the Mods folder, so the folder structure appears as: Mods/Colonist Creation Mod/
- If updating to a newer version, delete the previous version first


Notes:
- This mod is not compatible with mods that alter the map generation.
- This mod will not function correctly with Developer Mode turned on

- If you would like this mod to be translated into your language, pm me with the required language xml file attached (can use the Chinese.xml file as a reference when creating a new one for your language)
- Everyone is free to include this mod in any modpack. I require no credit or notification to use any part of this in other works. You're free to do with it what you please.




Version Log:

v2.3c:
- Fixed a bunch of the work restrictions not being interpreted correctly to disable skills
- Hopefully improved the accuracy of matching the imported Adultstories with the indexes that were exported


v2.3b:
- Made the Hairs with the 'MaleUsually' and 'FemaleUsually' variable be available for both genders


v2.3a:
- Added some exemption lists to the BaseMapGenerators.xml file for use in the All In One Mod Pack (http://"http://ludeon.com/forums/index.php?topic=4797.0")
- Added a true/false option called 'choice' in the BaseMapGenerators.xml, which when set to true will enable the "Use the Colonist Creation Mod?" popup for use in the All In One Mod Pack (http://"http://ludeon.com/forums/index.php?topic=4797.0") (it's false by default)


v2.3:
- Added support for other languages
- Added a 'Translations' folder, which holds the xml files referenced for translations


v2.2b:
- Added a button prior to the enhanced creation menu, which asks whether to use the Colonist Creation Mod or not (for those using the mod in the All In One Mod Pack (http://"http://ludeon.com/forums/index.php?topic=4797.0") that wish to use the original colonists)


v2.2a:
- Fixed being able to import groups of colonists larger than the selected colonist amount


v2.2:
- Added a difficulty selection screen, before choosing the colonist amount, with choices of:
    - Easy (3-5 colonists w/ 40 skill points to distribute + backstory bonuses)
    - Normal (2-4 colonists w/ 20 skill points to distribute + backstory bonuses)
    - Hard (1-3 colonists relying only on backstory bonuses)
    - Insane (1 colonist relying only on backstory bonuses)
- Made the skill points reset upon changing the backstory (in the default version of the mod)


v2.1:
- Added a true/false option in the BaseMapGenerators.xml to enable the creation menu to be matched to the pawns generated in the background and not simply base templates (false by default)
- Re-added the whole list of Traits to choose from


v2.0:
- Fixed the traits getting scrambled after saving a game and reloading it


v1.9:
- Changed the Skin Color selection from a set of color sliders to a named selection with left/right buttons (should fix the bugs resulting from 'unrecognized' skin colors)


v1.8d:
- Removed the Incendiary Mortar and Explosive Mortar from the list of starting weapons to choose from, since a colonist cannot actually fire one anyways :P


v1.8c:
- Fixed a bug with the Hair Tags causing the exports to fail


v1.8b:
- Fixed a bug with the hair not resetting after the gender has been changed


v1.8a:
- Changed 'Gun' to 'Weapon', since not all the weapons are guns
- Fixed the starting weapons not being individual per colonist


v1.8:
- Fixed an import bug with the Adulthood Backstory
- Added the ability to choose a weapon that the colonist will start equipped with (should detect weapons from other mods)
- Removed weapons spawning on the map
- Not compatible with previous versions


v1.7:
- Fixed the traits being able to be identical (and freezing the game)
- Changed the 'Change Skin' button to 'Change Body'
- Made the Body shape selectable on the 'Change Body' menu!
- Not compatible with previous versions


v1.6:
- Made only the traits with effects show in the lists
- Made the two selected traits no longer able to be identical
- Fixed the Clothing/Hair lists so they can include stuff added in from other mods
- Incorporated the more cross-platform 'GeneralImportFix'


v1.5d:
- Fixed the imports for Linux
- Hopefully fixed the imports for Mac (untested)


v1.5c:
- Fixed the weird game save bug that was causing rainbow colors and breaking stuff


v1.5b:
- Fixed the Backstory Index bug
- Made the hairs available dependent on gender


v1.5a:
- Re-added the Power Armor


v1.5:
- Fixed the head disappearing when changing gender to female
- Hopefully fixed the skills importing correctly (will require a new set of colonists exported)
- Fixed the disabled skills due to Backstories (some were not being interpreted correctly due to wording)
- Changed the skill cap to 15, so the Skill Passions seem less pointless
- Exports from previous versions will not import correctly with this


v1.4:
- Fixed the childhood/adulthood stories showing up in the wrong lists (should drastically reduce the amount in each list) and ordered both lists alphabetically
- Made the traits selectable and ordered those alphabetically as well
- Added a menu for changing the skin color
- Updated the 'Change Hair' menu to a 'Change Head' menu and included controls to change the face
- Fixed the gender not importing properly
- Added a preview of the colonist on the main creation menu


v1.3:
- Redesigned the 'Change Clothing' menu
- Redesigned the 'Change Hair' menu
- Fixed all the graphics exporting/importing bugs
- Completely overhauled all of the code dealing with apparel (including the xml reading/writing)


v1.2:
- Hopefully fixed everything being translated properly into other languages


v1.1:
- Fixed the 'de-register' bug that was causing stuff not to spawn




[attachment deleted by admin: too old]
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.0
Post by: lordhjalti on July 06, 2014, 07:38:37 PM
you just made my day, thank you so much <3
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.0
Post by: Dragoon on July 06, 2014, 08:13:01 PM
I cant get them to spawn I tired with 3 and 4 colonist but when I click continue nothing happens.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.0
Post by: decomg on July 06, 2014, 08:31:33 PM
oooowwwwww... great mod    :D
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: Argain on July 06, 2014, 08:52:18 PM
Changes from v1.0 -> v1.1:
- Fixed the 'de-register' bug that was causing stuff not to spawn
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: Argain on July 06, 2014, 08:53:02 PM
Quote from: Dragoon on July 06, 2014, 08:13:01 PM
I cant get them to spawn I tired with 3 and 4 colonist but when I click continue nothing happens.

Should work now in v1.1
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: AstronauticalFerret on July 06, 2014, 09:10:59 PM
I've tried to spawn several new games ranging from 1-5 colonists with different skills, styles, cloths, and the like and no matter what after creation the drop pods will not fall to spawn them.  This is with the V1.0 and also the v1.1 that I'm testing out now as well with no luck. Not sure if I'm doing something wrong or not. It's the only mod in my Mods folder so it's not crossed with anything, and I didn't touch any files so I don't know. If I find something I'll let you know!
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: Argain on July 06, 2014, 09:20:19 PM
Drop pods don't fall with my mod enabled... the colonists will simply be there, along with 1 pistol or rifle per colonist.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: DorgoDorato on July 06, 2014, 09:26:19 PM
Holy ballsack, you are a demi-god.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: AstronauticalFerret on July 06, 2014, 09:29:15 PM
They don't show up. I wait for about 30 seconds up to one minute before trying another new colony.  Let me rephrase this instead of drop podding. They don't Spawn on my end anywhere on the map. I give commands to ghosts and they still don't pop up.  I'm pretty sure if the colonists spawned I'd be playing right now lol. The pistols and rifles also don't show up, the only things that spawn are starting minerals and the MRE's.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: Sunete on July 06, 2014, 10:41:16 PM
I put this file in my mod location, made a new colony and nothing is happening. I'm currently using A5. I even have this checked and I currently have no other mods enabled but the "core" one. I even waited a few days and it still won't popup. :(


Edit: It would appear, I am a derp. There's a sub folder within the mod folder that you have to pull out and that's the actual mod. @_@
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: AstronauticalFerret on July 06, 2014, 10:57:19 PM
Sunete, can you point out which file and folder? All I got is


C:\Users\Samuel\Desktop\RimWorld\Mods\Colonist Creation Mod

About-->
The about file

Assemblies-->
ColonistsCreationMod.dll

Defs--> MapGenoratorDefs -->
BaseMapGenerators MXL

Source-->
All the .cs files.

I can't seem to figure out how to get this working. :/
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: Avis on July 06, 2014, 10:59:06 PM
I'm pretty sure i posted in this thread earlier today. Just to be safe i'm going to stop drinking the tap water.   ???

My previous post complained about the mod not working, and all the letters being accented. I re-downloaded and turned off dev mode and now things work! :D
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: AstronauticalFerret on July 06, 2014, 11:04:59 PM
Quote from: Avsnoopy on July 06, 2014, 10:59:06 PM
I'm pretty sure i posted in this thread earlier today. Just to be safe i'm going to stop drinking the tap water.   ???

My previous post complained about the mod not working, and all the letters being accented. I re-downloaded and turned off dev mode and now things work! :D

I re-downloaded the game just now and plugged the mod in. It works. Thanks for the tip off!

Maybe even with dev mode off, if you've ever had it on in the past it messes with a file that bugs the mod? Either way, won't be using Dev mode for a while xD.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: Argain on July 06, 2014, 11:31:23 PM
Quote from: AstronauticalFerret on July 06, 2014, 11:04:59 PM
I re-downloaded the game just now and plugged the mod in. It works. Thanks for the tip off!

Maybe even with dev mode off, if you've ever had it on in the past it messes with a file that bugs the mod? Either way, won't be using Dev mode for a while xD.

Quote from: Avsnoopy on July 06, 2014, 10:59:06 PM
I'm pretty sure i posted in this thread earlier today. Just to be safe i'm going to stop drinking the tap water.   ???

My previous post complained about the mod not working, and all the letters being accented. I re-downloaded and turned off dev mode and now things work! :D

Glad you guys were able to figure out the issues you were having :) hope you enjoy the mod!
In case others run into the same issues, I updated the post with an "Installation" section.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: ifnor on July 06, 2014, 11:51:51 PM
awesome!! i don't need random button anymore
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: xyz100 on July 07, 2014, 12:24:14 AM
thanks for good mod!
but it doesn't work in some languages.

i tested this and that.
i thought, languages which have 'DefInjected' or 'DefLinked' folder like pt-PT, fr-FR, nl-NL...don't work this mod.
but languages which have only 'Keyed' folder work perfectly.

can you fix this?
(sorry for poor english)
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: JKTD1919 on July 07, 2014, 12:32:23 AM
Soo, sounds like this is REALLY buggy, but it's soo good, I can't resist. Doing it anyway!

I'll get back to you to see if I have positive results.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: Argain on July 07, 2014, 01:16:55 AM
Quote from: xyz100 on July 07, 2014, 12:24:14 AM
thanks for good mod!
but it doesn't work in some languages.

i tested this and that.
i thought, languages which have 'DefInjected' or 'DefLinked' folder like pt-PT, fr-FR, nl-NL...don't work this mod.
but languages which have only 'Keyed' folder work perfectly.

can you fix this?
(sorry for poor english)

There's a lot of stuff I hardcoded as English that I didn't need to, so I'll switch those to translated versions in v1.2
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: Kumai0214 on July 07, 2014, 02:46:52 AM
So... Using English language while having no mods active except for this and of course core. I can't seem to generate the 5 colonists that I could (I didn't change anything. Just made map and started.) However, I did start a large 325x325 world, and I also did it on a 275x275 world just to see if the world size would affect the mod. So far it isn't working.

Attempt #5: Going to spawn 1 colonist. Seems successful.

Attempt #6: Going to spawn 2 colonist. Not successful.

Attempt #7: Going to try and spawn 1 colonist. Failed again.

Attempt #8: Going to use the 40 stat points and try for 1 colonist. If it succeeds I'll proceed to making 2 and so on.

Edit: Attempt 8 has failed. For now I shall play without this mod but I really wished it worked. Oh well. I'll just wait until some of these things are fixed or someone tells me the correct way of using the mod.. Heh.

Edit #2: Excuse me while I face desk 5 times. After reading past comments. I tried redownloading the mod and it seemed to work. Sorry for all of that. Heh.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: mrofa on July 07, 2014, 02:52:52 AM
Gratz mate on finally releasing it :)
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: vagineer1 on July 07, 2014, 06:46:08 AM
I'm not sure if this is a bug but after I selected my character's gender (Male) and went to edit his clothes, his body and face and hair were still female.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: Argain on July 07, 2014, 07:04:32 AM
Quote from: mrofa on July 07, 2014, 02:52:52 AM
Gratz mate on finally releasing it :)

Thanks! I wasn't gonna release it until I migrated all the clothing/hair stuff to the menu, but decided not to wait lol Still a few bugs to work out, but it's definitely functional  ;D
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: BetaSpectre on July 07, 2014, 07:07:02 AM
Quote from: vagineer1 on July 07, 2014, 06:46:08 AM
I'm not sure if this is a bug but after I selected my character's gender (Male) and went to edit his clothes, his body and face and hair were still female.

You can edit anything, appearances are changed elsewhere. Not sure about body though.

Lovin the Mod So far. It conflicts with the meteorite mod. Its a lil OP but considering the challanges My colonists keep facing its rather balanced IMO.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: Argain on July 07, 2014, 07:08:36 AM
Quote from: vagineer1 on July 07, 2014, 06:46:08 AM
I'm not sure if this is a bug but after I selected my character's gender (Male) and went to edit his clothes, his body and face and hair were still female.

Interesting thing about that... it turns out that the body is dependent on the Adulthood backstory. I'm sure Ty has his reasons for it, but when I went to check for some sort of 'Gender' variable for the backstory (to determine which gender graphics it would spit out) I couldn't find one. Soooo... we just gotta guess-and-check to see which backstory gives which gender graphics lol It should at least update the body/face when you change the Adulthood backstory.

The Clothing/Hair however, can be changed in the menus that pop-up when clicking "Change Clothing" or "Change Hair". I'd like to eventually add in buttons for changing the Skin Color and selecting a specific Head, too.

Edit: The Adulthood backstory only updates the Body graphic. I think. lol
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: vagineer1 on July 07, 2014, 07:16:13 AM
Quote from: Argain on July 07, 2014, 07:08:36 AM
Quote from: vagineer1 on July 07, 2014, 06:46:08 AM
I'm not sure if this is a bug but after I selected my character's gender (Male) and went to edit his clothes, his body and face and hair were still female.

Interesting thing about that... it turns out that the body is dependent on the Adulthood backstory. I'm sure Ty has his reasons for it, but when I went to check for some sort of 'Gender' variable for the backstory (to determine which gender graphics it would spit out) I couldn't find one. Soooo... we just gotta guess-and-check to see which backstory gives which gender graphics lol It should at least update the body/face when you change the Adulthood backstory.

The Clothing/Hair however, can be changed in the menus that pop-up when clicking "Change Clothing" or "Change Hair". I'd like to eventually add in buttons for changing the Skin Color and selecting a specific Body/Face, too.

That is good to know. I selected male based back stories. Child: Mercenary Adult: Frontier Marshal. My colonist lives on his own.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: Argain on July 07, 2014, 07:19:27 AM
Quote from: BetaSpectre on July 07, 2014, 07:07:02 AM
Lovin the Mod So far. It conflicts with the meteorite mod. Its a lil OP but considering the challanges My colonists keep facing its rather balanced IMO.

If you want, you might be able to make this compatible by opening the BaseMapGenerators.xml in the meteorite mod and changing this:

<!-- Hardcoded, the colonists themselves and their equipment -->
      <li Class="Genstep_Colonists">
        <startingItems>
          <li>
            <thingDef>Gun_Pistol</thingDef>
          </li>
          <li>
            <thingDef>Gun_LeeEnfield</thingDef>
          </li>
          <li>
            <thingDef>Gun_Pistol</thingDef>
          </li>
        </startingItems>
      </li>


to this:

<!-- Hardcoded, the colonists themselves and their equipment -->
      <li Class="ColonistCreationMod.Genstep_ColonistCreationMod">
        <startingItems>
          <li>
            <thingDef>Gun_Pistol</thingDef>
          </li>
          <li>
            <thingDef>Gun_LeeEnfield</thingDef>
          </li>
        </startingItems>
      </li>


Not 100% certain it'll work, but it's the only thing telling the game to use my mod when it starts up.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: Prodenswe on July 07, 2014, 06:22:46 PM
This mod dont show up att all when pressing New Colony. Still same Vanilla when chosing colonists, Enabled the mod in Mods tab, and not the zip/rar file in mods folder.. Dunno whats wrong
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: JorDash on July 07, 2014, 06:30:22 PM
Quote from: Prodenswe on July 07, 2014, 06:22:46 PM
This mod dont show up att all when pressing New Colony. Still same Vanilla when chosing colonists, Enabled the mod in Mods tab, and not the zip/rar file in mods folder.. Dunno whats wrong

You have to actually start a new game with it activated. After the screen that tells you you have crashed on a planet. Click ok and then it will show up.

On a side note. Doesn't work with Itchys Map generator pack. :( Maybe you two can get together and work something out again? Otherwise this is one of my must haves now. Keep up the good work.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: Argain on July 07, 2014, 06:39:21 PM
Quote from: Prodenswe on July 07, 2014, 06:22:46 PM
This mod dont show up att all when pressing New Colony. Still same Vanilla when chosing colonists, Enabled the mod in Mods tab, and not the zip/rar file in mods folder.. Dunno whats wrong

"This mod opens an additional colonist creation menu upon map generation (after the crash landing message)" <-- as JorDash pointed out
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.1
Post by: P_anders on July 07, 2014, 07:54:01 PM
Quote from: Argain

"This mod opens an additional colonist creation menu upon map generation (after the crash landing message)" <-- as JorDash pointed out
Hi there
i try start a new colony in the A 5 now. but the Mod is not working. i was getting the 3 colonists from the original colonist creator, not from the mod. there was no window for choosing how many colonists after the crash message ... also no 2. Creation window for create my costum colonists ... the mod is activated in the modmenu but the game act like the mod is not there.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: Argain on July 07, 2014, 07:55:27 PM
Changes from v1.1 -> v1.2:
- Hopefully fixed everything being translated properly into other languages

Quote from: xyz100 on July 07, 2014, 12:24:14 AM
thanks for good mod!
but it doesn't work in some languages.

i tested this and that.
i thought, languages which have 'DefInjected' or 'DefLinked' folder like pt-PT, fr-FR, nl-NL...don't work this mod.
but languages which have only 'Keyed' folder work perfectly.

can you fix this?
(sorry for poor english)

I think I had misinterpreted what you said earlier as simply a translation issue (hence this update). Reading it again... it sounds like a file-reading/writing issue, which I haven't the faintest clue how to fix. Sorry :(
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: Argain on July 07, 2014, 07:58:05 PM
Quote from: P_anders on July 07, 2014, 07:54:01 PM
Hi there
i try start a new colony in the A 5 now. but the Mod is not working. i was getting the 3 colonists from the original colonist creator, not from the mod. there was no window for choosing how many colonists after the crash message ... also no 2. Creation window for create my costum colonists ... the mod is activated in the modmenu but the game act like the mod is not there.

Is your native environment in English?
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: P_anders on July 07, 2014, 08:02:41 PM
The game is running in english ... i'm not ^^
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: Argain on July 07, 2014, 08:11:15 PM
After studying how 'DefInjected' and 'Keyed' folder structures work from this (http://"http://ludeon.com/forums/index.php?topic=2933.0") thread, and xzy100's note of the mod not working with languages that utilize DefInjected translations, here is the list of languages that this mod should work in:
- English
- Spanish
- Italian
- Japanese

Unfortunately, I have no way of fixing this as it's dependent on the translation projects outside this mod.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: P_anders on July 07, 2014, 08:13:00 PM
ahhh wait ... it's working now ^^

i did two things ... i turn language in german and then back in english ... then i deactiveted the mod and actiovated it again ... now it's seems to work

i think, deactiveting und reactivating was what i needed ^^
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: Argain on July 07, 2014, 08:14:06 PM
Quote from: P_anders on July 07, 2014, 08:13:00 PM
ahhh wait ... it's working now ^^

i did two things ... i turn language in german and then back in english ... then i deactiveted the mod and actiovated it again ... now it's seems to work

i think, deactiveting und reactivating was what i needed ^^


lol good to know... hope that possibly helps anyone else experiencing issues running the mod in other supported languages
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: DorgoDorato on July 07, 2014, 08:36:17 PM
2¢: The mod has perfectly worked for my English build in multiple map sizes with a lot of non-map modifying mods active.

Related topic, is there a list of all the backstories available so you can breeze through selection/gender issue?
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: P_anders on July 07, 2014, 08:50:37 PM
ok now there is anouther issue ... it's seems there is a little conflict between the colonist creation mod and the fighting chance mod from punisher007. with his mod i had the same problem. the mod is activeted but the game doesn't use the mod.

i start a new colony ... pass the new colonist creation from your mod here ... and look at the weapons i get. there should be for 3 guys a dragunov and 2 Glock 18 because of the fighting chance mod. but its the default --> Lee-enflied and Glock 19.
I tryed the same thing like the colonist creation mod --> turn off and turn back on. by starting a new colony i see that the game now use the fighting chance mod but not the colonist creation mod. -.-  it's seems i have to choose for one of them
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: AstronauticalFerret on July 07, 2014, 10:30:59 PM
Quote from: P_anders on July 07, 2014, 08:50:37 PM
ok now there is anouther issue ... it's seems there is a little conflict between the colonist creation mod and the fighting chance mod from punisher007. with his mod i had the same problem. the mod is activeted but the game doesn't use the mod.

i start a new colony ... pass the new colonist creation from your mod here ... and look at the weapons i get. there should be for 3 guys a dragunov and 2 Glock 18 because of the fighting chance mod. but its the default --> Lee-enflied and Glock 19.
I tryed the same thing like the colonist creation mod --> turn off and turn back on. by starting a new colony i see that the game now use the fighting chance mod but not the colonist creation mod. -.-  it's seems i have to choose for one of them


I used both and ran int othe same problem. I found an easy fix however. Have a weapon mod like Evul's Project Armory, and then do this


Go into C:\Users\Samuel\Desktop\RimWorld\Mods\ProjectArmory211\Defs\ThingDefs

Open up a gun XML file with Notepad++ or whatever it is you use

Find this

<ThingDef ParentName="BaseGun">
      <defName>Gun_AK47_wea</defName>
      <label>AK-47</label>
      <description> The AK-47 is a selective-fire, gas-operated 7.62×39mm assault rifle, first developed in the Soviet Union by Mikhail Kalashnikov. It is officially known as Avtomat Kalashnikova (Russian: Автомат Калашникова).</description>
      <texturePath>Things/Item/PAEquipment/Gun_AK47</texturePath>
   

You want to copy the  Gun_AK47_wea  and the go into

C:\Users\Samuel\Desktop\RimWorld\Mods\Colonist Creation Mod\Defs\MapGeneratorDefs

Open up the MXL file and then go to the very bottom to find

<!-- Hardcoded, the colonists themselves and their equipment -->
      <li Class="ColonistCreationMod.Genstep_ColonistCreationMod">
        <startingItems>
          <li>
            <thingDef>Gun_Pistol</thingDef>
          </li>
          <li>
            <thingDef>Gun_BarrettM107_wea</thingDef>
          </li>
        </startingItems>
      </li>

and then replace either lines with the Gun_AK47_wea or whatever gun of your choice.

You can also rename weapons <label>Nut Buster Of Death</label> and edit the description <description> Busts nuts like no other. </description> in the weapon XML file itself, just m
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: Argain on July 08, 2014, 12:06:22 AM
Quote from: DorgoDorato on July 07, 2014, 08:36:17 PM
Related topic, is there a list of all the backstories available so you can breeze through selection/gender issue?

The issue lays with three variables within each Backstory: bodyTypeGlobal, bodyTypeMale and bodyTypeFemale. Each of these variables can be any BodyType (Undefined, Male, Female, Thin, Hulk, or Fat). Some Backstories have "Undefined" for all three variables, in which case they are defaulted to a BodyType of "Male" as can be seen here:


//Set BodyType
if (colonist.Backstory[1].BodyTypeGlobal.ToString() != "Undefined")
{
    colonist.BodyType = colonist.Backstory[1].BodyTypeGlobal;
}
else
{
    if (colonist.Gender == 1 && colonist.Backstory[1].BodyTypeMale.ToString() != "Undefined")
    {
        colonist.BodyType = colonist.Backstory[1].BodyTypeMale;
    }
    else if (colonist.Gender == 1 && colonist.Backstory[1].BodyTypeMale.ToString() == "Undefined")
    {
        colonist.BodyType = BodyType.Male;
    }

    if (colonist.Gender == 2 && colonist.Backstory[1].BodyTypeFemale.ToString() != "Undefined")
    {
        colonist.BodyType = colonist.Backstory[1].BodyTypeFemale;
    }
    else if (colonist.Gender == 2 && colonist.Backstory[1].BodyTypeFemale.ToString() == "Undefined")
    {
        colonist.BodyType = BodyType.Male;
    }
}


What this means is that some Backstories can be "Genderless", while others can have various mixes. No Backstory is specifically "Male" or "Female" to make it easy for selection... and there's over 200 of them. I was able to shorten the list by a few from simply not including the ones that have similar names to existing Backstories (with slightly varying modifers), but unfortunately there's no easy way of sorting through them. The graphics rendering in the Core Code checks these variables within the Backstory to determine the BodyType for display, so once the Backstory is passed from my temporary Colonists to Ty's Pawns then the Core takes over. The code that I'm using above is virtually identical to what's in the Core. Unfortunately, even if I was to implement a feature for specifically selecting whatever BodyType, once the Colonists were converted to Pawns then the Core would take over and change their bodies back to whatever the Backstories saw fit.

Edit: If you really want a list of all the backstories, here ya go: https://www.dropbox.com/s/p1vk9gevpmwk413/Backstories.txt
Edit2: It's rather impressive that Ty was able to think up ~216 different backstory names lol props to you, dude.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: P_anders on July 08, 2014, 05:51:48 AM
yeah it's working! awesome! thank you so much  ;D
now using mp5 and m 24 at the start *muhahaha*
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: Olek on July 08, 2014, 08:06:11 AM
This is perfect, been meaning to ask the boss for something like this for a while, really gets old clicking "Random" over and over again until you get what you want, thanks heaps :)
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: JorDash on July 08, 2014, 02:14:30 PM
Are the weapons you start with randomized for each new game? The first game I started with 4 colonists and got 3 enfields and 1 pistol. Exported those colonists. Imported them for the second game and got 3 pistols and 1 enfiled.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: Argain on July 08, 2014, 07:12:10 PM
Quote from: JorDash on July 08, 2014, 02:14:30 PM
Are the weapons you start with randomized for each new game? The first game I started with 4 colonists and got 3 enfields and 1 pistol. Exported those colonists. Imported them for the second game and got 3 pistols and 1 enfiled.

Yep, it's a random choice between the pistol or enfield for each colonist when starting a new game.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: JorDash on July 08, 2014, 07:50:10 PM
Quote from: Argain on July 08, 2014, 07:12:10 PM
Quote from: JorDash on July 08, 2014, 02:14:30 PM
Are the weapons you start with randomized for each new game? The first game I started with 4 colonists and got 3 enfields and 1 pistol. Exported those colonists. Imported them for the second game and got 3 pistols and 1 enfiled.

Yep, it's a random choice between the pistol or enfield for each colonist when starting a new game.

Nice. Thanks
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: Argain on July 08, 2014, 07:54:44 PM
I got this pm earlier today:
Quote
I'll cut straight to it.
When I create my colonists everything goes alright(besides the usual girl bodies, etc.) but when i reload my colony the debug screen(At least what I think it is, it's the screen you get from pushing the "~" Key in-game) pops up and has clothing errors and all my "Jacket" wearing people get power armor and some have changed hairstyles...
Is this a known bug??

P.S. Is there a way in the actual save files of the game to edit my Colonists' body, hair, skin, shape, clothes, skills, traits, etc?

Thanks in advance!

has anyone else been experiencing this?
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: JorDash on July 08, 2014, 07:56:19 PM
Nope. I've imported my 4 colonists 4 or 5 times now with no problems.

Edit: Didn't get any error message but just checked my colonists and some are missing clothes and some have different clothes.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: P_anders on July 08, 2014, 08:06:32 PM
yeah ... i have the same problem. i don't get any error messages (or i never realized i got some) but the hairstyles und the clothings are a little bugy. there is one more thing: i see a problem with the coloures of the clothes. if i choose 5 colonists, only the last colonists have good coloured cloths. but the outher 4 not. the jacket and the duster are ok, but the shirts are way to bright, only with the darkest types of a colour you can barley see the colonist is wearing a shirt. as is say, only colonist number 5 ( last one opn the right side ) don't have this problem.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: Argain on July 08, 2014, 09:14:58 PM
Imported colonist graphics is indeed still a little buggy and is something I'm working on fixing. The reason it's buggy: the colonists are randomly generated at the start and the imported information tries to overwrite them. If a colonist is generated with only a T-shirt and no Jacket/Duster/Armor, then there is no existing Jacket/Duster/Armor slot to be putting information into... resulting in errors and oddness. Probably the most odd thing, is that if you just keep trying to import then it magically creates the missing clothing slot somehow lol This is definitely not something that should be happening, so yeah... working on it  ;) Got a few ideas that just need a bit of time to code and test.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: P_anders on July 09, 2014, 06:33:15 AM
hello
i have a massive problem it's really weird. I had some issues with the mods im using and have some things tryed out. i turn the Colonist creation mod off and back on .... now the mod is some kind of broken, every time starting a new colony the screnn gone rainbow and i recieve this error message:
QuoteCould not load class ColonistCreationMod.genstep_ColonistCreationMod from node
<li Class="ColonistCreationMod.Genstep_ColonistCreationMod"><startingItems>
<li><thingDef>Gun_Glock18_wea</thingDef></li><li><thingDef>Gun_DragunovSVD_wea</thindDef></li><li>
<thingDef>Gun_Glock18_wea</thingDef></li></startingItems></li>

Could not load class ColonistCreationMod.genstep_ColonistCreationMod from node
<li Class="ColonistCreationMod.Genstep_ColonistCreationMod"><startingItems>
<li><thingDef>Gun_Pistol_wea</thingDef></li><li><thingDef>Gun_LeeEnfield_wea</thindDef></li></startingItems></li>


now the really weird thing is ... even if i deactived the colonist creation mod the game want to load these 2 classes. o_O    im confused, why the game want to load a code segment, when its in a deaktiveted mod and not in the core code? ???

i really need some help here o_o

EDIT:
*update*
ok *sigh* i deactivated all mods im using and reactivated them. then i tryed 10 or 15 times a new colony start. everything seems to work fine, even with really good coloured shirts of the colonists. the only thing is, i recieve the first message of the 2 messages im posting and i dont get the dragunov and the glock 18 from the fighting chance mod. *confused*
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: Argain on July 09, 2014, 07:27:26 AM
@P_anders: do both mods still have their BaseMapGenerators.xml file (found in Defs/MapGeneratorDefs/)? If so, try removing one.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: P_anders on July 09, 2014, 10:46:47 AM
argain? do you wanna hear something funny?

after i edit ma last posting i start a new colony just to play the game. guess what happend. i recieve the message again, but everything works fine so far. on the map lay the dragunovs and the glock 18. i did not change anything o_O ... sometime Computers acting really strange, and sometimes it looks like the computer want to spoof me o_o
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: Argain on July 09, 2014, 04:26:21 PM
lol that's indeed pretty strange
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: Puch22 on July 10, 2014, 04:01:13 AM
Love this.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: ZozZ on July 12, 2014, 12:44:22 PM
can i change the colonist body in this mod? if not can you add the feature to change their body type
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: Argain on July 12, 2014, 03:21:36 PM
Quote from: ZozZ on July 12, 2014, 12:44:22 PM
can i change the colonist body in this mod? if not can you add the feature to change their body type

The body is dependent on the Adulthood Backstory. Unfortunately, even if I was to implement a feature that allowed you to specify which body each colonist had... the game would immediately overwrite them once you continued. So, it's not really feasible at this time. What you -can- do, however, is change the Adulthood Backstory and then check the body to see if it matches what you would like.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: tase on July 13, 2014, 02:22:38 PM
I'm having tons of problem with importing colonists and having their graphics be wrong (even after multiple imports). And I can't even fix it because the menu is broken, repeats the same hair type or clothing, or straight out doesn't show anything, not even Confirm/Cancel buttons.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.3
Post by: Argain on July 13, 2014, 11:44:46 PM
Quote from: tase on July 13, 2014, 02:22:38 PM
I'm having tons of problem with importing colonists and having their graphics be wrong (even after multiple imports). And I can't even fix it because the menu is broken, repeats the same hair type or clothing, or straight out doesn't show anything, not even Confirm/Cancel buttons.

That's because the graphics stuff was still pretty buggy.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.3
Post by: Argain on July 13, 2014, 11:51:08 PM
Changes from v1.2 -> v1.3:
- Redesigned the 'Change Clothing' menu
- Redesigned the 'Change Hair' menu
- Fixed all the graphics exporting/importing bugs
- Completely overhauled all of the code dealing with apparel (including the xml reading/writing)

Notes: Due to the clothing and hair menus functioning similarly to the rest of the creation menu now (with left/right selectors), you will no longer have the option to spawn naked colonists, shirtless colonists or colonists without coats. This clears up all the conflicts, though, with importing colonist shirts/coats and trying to write their information to shirts/coats that potentially do not exist on the other end. So while we may all get a chuckle at watching a bunch of naked colonists run around... it's a worthy trade-off to have everything running bug-free. This also clears up the annoying bug of multiple entries in the checklists appearing :D Unfortunately, since the xml reading/writing has been completely overhauled, old saves of colonists will no longer import correctly.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.3
Post by: Argain on July 14, 2014, 12:00:42 AM
My list of 'Things-To-Do' (if possible):
- Change the 'Change Hair' menu to a 'Change Head' menu, with controls for both changing hair style/color and the face of a colonist.
- Implementing a 'Change Skin' menu for changing the skin color.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.3
Post by: BetaSpectre on July 14, 2014, 12:15:31 AM
I want to be able to pick the traits too!!! Great mod BTW, wish it works in Dev mode too xD.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.3
Post by: Argain on July 14, 2014, 07:05:37 AM
Quote from: Encode on July 14, 2014, 04:47:30 AM
I tried to load from old (v1.2) saved colonist list and it doesn't work.
Since I overhauled the code for how how colonists are exported/imported, old exports will not import correctly in v1.3.

Quote from: Encode on July 14, 2014, 04:47:30 AM
So tried saving (v1.3) then start new map load saved list, still don't work.
If I'm reading this correctly  (sometimes I don't lol), you're saying that when you export a set of colonists in v1.3 and try to import them it's not working for you? If so, could you specify what's not being imported? That way I know what to look for and can fix it :)

Quote from: Encode on July 14, 2014, 04:47:30 AM
Now I revert back to 1.2 and add 1.3's map generator.
The map generator hasn't changed at all from 1.2 to 1.3, so that shouldn't be necessary.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.3
Post by: Ruin on July 14, 2014, 11:21:44 AM
Really fantastic mod.  This one I would say is so good it should be incorporated into the vanilla game as an option.  One small item for improvement might be a pull down (or perhaps a sorted list?) for the child/adult backstory.  There are so many it is a pain to find the one you want. :)  Nice job.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.3
Post by: TenSaidYes on July 14, 2014, 02:01:21 PM

Is there any plan to make it so that traits and the like might be selectable, as well? I saw someone mention it up above, and I hadn't even thought about then, but traits (useless as they may be), really do enhance the feel of a character. I'd also be willing to second any official request for a drop-down box selector for backstories.

As for what IS there, I gotta thank you like crazy. This is so much better than just re-rolling time after time after time until I get a set of stats I'm okay with taking. I'm very obsessive about character designs, so it's nice to have a bit more control over things. I'm very much looking forward to being able to change skin color.

It's just too bad that body shape is tied to backstory. That's very frustrating, but also not your fault.

Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.3
Post by: Argain on July 14, 2014, 05:18:45 PM
Making the backstories a drop-down box was actually the very first thing I tried to do with them lol unfortunately, it was causing some mysterious lag (my best guess is from the list being so huge) and ended up not being worth it. I could definitely have them listed in alphabetical order, though, if you guys think it would help lol I can't remember what page it was, but I had posted the entire list for someone else to take a look at... here it is again for those wanting to see just how many there are: https://www.dropbox.com/s/p1vk9gevpmwk413/Backstories.txt
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.3
Post by: Argain on July 14, 2014, 05:25:44 PM
I was thinking last night about an option to select a starting weapon for each colonist and have them spawn with their weapons already equipped (and not have weapons spawn on the ground)... what do ya guys think? I know there's some of you who are using this in conjunction with weapon mods that alter the weapons spawned on the map, so this idea could potentially hinder that sorta mod merging but not by much... would just require unequipping the starting weapon and equipping something spawned from another mod.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.3
Post by: Argain on July 14, 2014, 05:34:07 PM
Little teaser of what's coming in v1.4:
(http://i207.photobucket.com/albums/bb260/oblivionburn/Teaser.png)
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.3
Post by: Argain on July 14, 2014, 06:09:02 PM
Quote from: Encode on July 14, 2014, 08:23:27 AM
Either I've done something wrong or there are unknown mods conflict,  the v1.3 saves have no effect after loading (in v1.3 mod).

Could you check to see if any of the other mods you are using have Defs\MapGeneratorDefs\BaseMapGenerators.xml? If so, that will cause a conflict. It's relatively easy to make stuff work together, though, if it's the case. All you would need to do is make sure in all the BaseMapGenerators.xml files that these lines:

<!-- Hardcoded, the colonists themselves and their equipment -->
      <li Class="Genstep_Colonists">
        <startingItems>
          <li>
            <thingDef>Gun_Pistol</thingDef>
          </li>
          <li>
            <thingDef>Gun_LeeEnfield</thingDef>
          </li>
          <li>
            <thingDef>Gun_Pistol</thingDef>
          </li>
        </startingItems>
      </li>


are changed to this:

<!-- Hardcoded, the colonists themselves and their equipment -->
      <li Class="ColonistCreationMod.Genstep_ColonistCreationMod">
        <startingItems>
          <li>
            <thingDef>Gun_Pistol</thingDef>
          </li>
          <li>
            <thingDef>Gun_LeeEnfield</thingDef>
          </li>
        </startingItems>
      </li>


It's really the '<li Class="ColonistCreationMod.Genstep_ColonistCreationMod">' that is the most important part.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.3
Post by: P_anders on July 15, 2014, 04:38:34 AM
hi guys

little feedback from here ^^
it's seems that the thing with the cloths is working pretty well. no bugs. the only thing, which doesn't work so well is after import a colonist setup the mod changes the gender randomly. but in my opinion thats not a big deal. that one klick to rechanges that for each colonist and that's it ^^

keep up the good work ^^

btw. a suggestion:
maybe more cloth types like a hoodie for example ... i found with google a temple graphic file for a hoodie. instead of the shirt buttons two pouches. of course only if you can do that . anouither idea wopuld be a vest. but i dont know if there would be a visible difference between the vest an the jacket or the shirt, because of the RW graphic style =/

[attachment deleted by admin: too old]
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.3
Post by: admirseb43 on July 15, 2014, 05:18:54 AM
Thanks a lot man, how many randomize you avoid thanks to this.... xD
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.3
Post by: Argain on July 15, 2014, 09:01:01 AM
Quote from: P_anders on July 15, 2014, 04:38:34 AM
after import a colonist setup the mod changes the gender randomly

Thanks for the heads-up :)

Quote from: P_anders on July 15, 2014, 04:38:34 AM
maybe more cloth types like a hoodie for example

Awesome suggestion! But I'm not making this a mod that adds new content to the game... just adds more control to the creation menu.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.3
Post by: Argain on July 15, 2014, 09:02:16 AM
Quote from: admirseb43 on July 15, 2014, 05:18:54 AM
Thanks a lot man, how many randomize you avoid thanks to this.... xD

You're welcome  ;D
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.3
Post by: Halno on July 15, 2014, 11:23:58 AM
Hey man!
Good mod; gotta admit-
But theres two problems that make this mod a bit hard to play with and two details that would make it easier for us all and more flexible too

First problem: When i use this mod, the letters (font) all receive accentuation and it becomes hard to read, i don't know if its a error with the mod or with my game, but i think its the former
Second problem: When cycling through the professions (backstory) for my characters; i see some lores that would be for adulthood only showing up on the childhood place; same goes the other way around (childhood apears on adulthood spot) and it looks kinda wierd to play with

A detail: You could add a List or pop-up menu for the lore selection so it shows all professions for childhood/adulthood on a single list instead of having to cycle through
Another detail: You should be able to change body shapes, its really annoying not to be able to change that and it would also look better if we could

Other than that, the mod is very nice and all cool!
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.3
Post by: Argain on July 15, 2014, 11:47:51 AM
Quote from: Hanzz on July 15, 2014, 11:23:58 AM
the letters (font) all receive accentuation and it becomes hard to read

Are you running the game in developer mode?
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.3
Post by: ZozZ on July 15, 2014, 10:45:17 PM
is this mod compatible with tech tree minami?
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.4
Post by: Argain on July 15, 2014, 11:49:30 PM
Quote from: ZozZ on July 15, 2014, 10:45:17 PM
is this mod compatible with tech tree minami?

probably not without modifying the TTM_MapGenerator.xml file
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.4
Post by: Argain on July 15, 2014, 11:54:47 PM
Changes from v1.3 -> v1.4
- Fixed the childhood/adulthood stories showing up in the wrong lists (should drastically reduce the amount in each list) and ordered both lists alphabetically
- Made the traits selectable and ordered those alphabetically as well
- Added a menu for changing the skin color
- Updated the 'Change Hair' menu to a 'Change Head' menu and included controls to change the face
- Fixed the gender not importing properly
- Added a preview of the colonist on the main creation menu
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.4
Post by: StorymasterQ on July 15, 2014, 11:58:26 PM
Quote from: Argain on July 15, 2014, 11:54:47 PM
- Updated the 'Change Hair' menu to a 'Change Head' menu and included controls to change the face

"Apply changes directly TO THE FACE!" :D
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.4
Post by: RevenantRose on July 16, 2014, 03:55:48 AM
I made sure to read through all 6 pages and didn't see anything covering specifically this issue..The Export or Import system seems to be flawed...I've tried to export several different colonies and it only seems to be able to save the first colonist, and even then not correctly. It saves the way the look, their names and ages perfectly fine, but it does not save the stats you've distributed, the back stories or their traits. All the other colonists are replaced with randoms. Hopefully a fix comes for this soon because it takes a bit of time to get the back story and traits you want if you don't have a list of them all and even if you do it does take quite a bit of clicking to get there. Other than that and the occasional glitch where if you change the gender of the character the head will disappear in the editor it works quite well and I quite enjoy the mod.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.4
Post by: Dragoon on July 16, 2014, 04:39:36 AM
This is awesome thanks for adding the trait changer! (I know traits don't do much but it adds more...life) all we need is to change the body so my test subjects/space marine will have the large body and da power armor (if you decide to add it back) :D  ;D  8)
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.4
Post by: Argain on July 16, 2014, 07:40:56 AM
Quote from: RevenantRose on July 16, 2014, 03:55:48 AM
I've tried to export several different colonies and it only seems to be able to save the first colonist, and even then not correctly. It saves the way the look, their names and ages perfectly fine, but it does not save the stats you've distributed, the back stories or their traits.

I just tested it with 5 colonists and everything exported/imported correctly... anyone else having this issue?
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.2
Post by: P_anders on July 16, 2014, 08:44:00 AM
Hi Argain
*sigh* after downloading your last update i try to start a new colony tro see if there's any problems or everything is running fine. i run into the same issue as i post last time i tell you i have an issue

i try again turn the fighting chance mod an the colonist creation mod off and back turn on a few times. nothing ... still have this weird problem. then i try'd, what you say last time:

Quote from: Argain on July 09, 2014, 07:27:26 AM
@P_anders: do both mods still have their BaseMapGenerators.xml file (found in Defs/MapGeneratorDefs/)? If so, try removing one.
i removed the file in the fighting chance mod and try the game ... nothing
i removed the file in the colonist creation mod and try the game ... nothing
the screen still goes rainbow and i recieve the message, no matter the both mods are activ or not.
any more ideas to fixed that problem?
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.4
Post by: ZozZ on July 16, 2014, 01:20:56 PM
Quote from: Argain on July 15, 2014, 11:49:30 PM
Quote from: ZozZ on July 15, 2014, 10:45:17 PM
is this mod compatible with tech tree minami?

probably not without modifying the TTM_MapGenerator.xml file
like what do i need to edit?
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.4
Post by: ZozZ on July 16, 2014, 01:40:49 PM
and when i try to change a female head it disappear and says could not load unityengine.texture2D at something about sexless folder?
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.4
Post by: D4rk4ng31 on July 16, 2014, 01:45:05 PM
Quote from: Argain on July 16, 2014, 07:40:56 AM
Quote from: RevenantRose on July 16, 2014, 03:55:48 AM
I've tried to export several different colonies and it only seems to be able to save the first colonist, and even then not correctly. It saves the way the look, their names and ages perfectly fine, but it does not save the stats you've distributed, the back stories or their traits.

I just tested it with 5 colonists and everything exported/imported correctly... anyone else having this issue?

Yep ...  i can choose skills like i want ... They NEVER have them. 5 colonists, clothing, skins are fine, the skills and storys get rolled again. And importing a saved team (I like my Jagged-Alliance-Team with Shadow, Scope, Raven, Fox and Lynx ;) ) dont work too. They start nearly naked, or with another body (Have u ever seen a fat Raven? hrhr) and, ofc, new rolled skills (Damn, Shadow as missionary ...) 

Background infos: NO other mods. Just the newest version of cc and ofc not in devmode.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.4
Post by: Argain on July 16, 2014, 02:41:23 PM
Alrighty, I must've broke something when adding the new stuff so I'll do some heavy testing/debugging to make sure everything is 100% functional. I already have the female head thing sorted out, so stay-tuned for a bug-fixing update ;)
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.4
Post by: Argain on July 16, 2014, 02:44:30 PM
Quote from: P_anders on July 16, 2014, 08:44:00 AM
Hi Argain
*sigh* after downloading your last update i try to start a new colony tro see if there's any problems or everything is running fine. i run into the same issue as i post last time i tell you i have an issue

i try again turn the fighting chance mod an the colonist creation mod off and back turn on a few times. nothing ... still have this weird problem. then i try'd, what you say last time:

Quote from: Argain on July 09, 2014, 07:27:26 AM
@P_anders: do both mods still have their BaseMapGenerators.xml file (found in Defs/MapGeneratorDefs/)? If so, try removing one.
i removed the file in the fighting chance mod and try the game ... nothing
i removed the file in the colonist creation mod and try the game ... nothing
the screen still goes rainbow and i recieve the message, no matter the both mods are activ or not.
any more ideas to fixed that problem?


Could you pack your mod folder into a zip and email it to me ([email protected])? I'll see if I can get it sorted out for ya.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.4
Post by: D4rk4ng31 on July 16, 2014, 05:47:35 PM
Ooookay,

because i really really like this mod and i want to help, ive tested a bit.

Settings:
NO other mods installed.
Language set to english.
Devmode switched off.

I've tried 3 new colonies. All huge. 5 Colonists.

First try, set some skills above 10 (to see if it works),  incaps NONE. Accepted. One started naked, all had new rolled skills. Skin worked, hair too.

Second try, same settings, accepted. All had their clothes, all had their skills BUT without Major and Minor-Buffs.

Third try, blabla. All had their clothes, the changed faces, their skills AND their Majorminor-Buffs.

Really really strange. Things i noticed (some of them are already known, some maybe not)

- Dont be in devmode (known, i know ;) )
- Use the supported languages
- Males are looking like females and reversed
- Bodys are changing with swapping their backgroundstories (Intended or bug? Dont know)
- Sometimes skills getting rolled again, ignoring the given ones
- Sometimes Chars starting naked
- Clothes bottom left at the maps corner

I would offer my help to translate ur mod for the german players (like me) - Just if you want.

Aaaand some suggestions:

- Changing body (if possible)
- Maybe using Ctrl to spend 5 points on a skill directly
- Copy skills and clothing from one char to another
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.4
Post by: BetaSpectre on July 16, 2014, 09:08:14 PM
My traits seem to have become randomized once I load up my save, hum
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5
Post by: Argain on July 16, 2014, 09:15:35 PM
Changes from v1.4 -> v1.5:
- Fixed the head disappearing when changing gender to female
- Hopefully fixed the skills importing correctly (will require a new set of colonists exported)
- Fixed the disabled skills due to Backstories (some were not being interpreted correctly due to wording)
- Changed the skill cap to 15, so the Skill Passions seem less pointless
- Exports from previous versions will not import correctly with this

I've imported the same 'TestGroup' I made for this newer version a dozen times, and things seem to be importing more reliably now... please let me know if I overlooked something. Huge thanks to D4rk4ng31 for the extensive testing!

Edit:
In case anyone else would like to help out with testing this, without going through the hassle of creating a new set of colonists, I've attached my 'TestGroup' to this post. To make it usable, put it in the following directory:
C:\Users\[your user name]\AppData\LocalLow\Ludeon Studios\RimWorld\CharSaves\

[attachment deleted by admin: too old]
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5
Post by: Argain on July 16, 2014, 09:26:02 PM
Quote from: D4rk4ng31 on July 16, 2014, 05:47:35 PM
Aaaand some suggestions:

- Changing body (if possible)
- Changing the body is, unfortunately, not possible.

Quote from: D4rk4ng31 on July 16, 2014, 05:47:35 PM
- Maybe using Ctrl to spend 5 points on a skill directly
- I've been considering something for that as well... will see what I can do :)

Quote from: D4rk4ng31 on July 16, 2014, 05:47:35 PM
- Copy skills and clothing from one char to another
- Once I have the current features 100% functional, then I'll see if it's do-able
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5a
Post by: Argain on July 16, 2014, 10:18:13 PM
Changes from v1.5 -> v1.5a:
- Re-added the Power Armor
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5a
Post by: Argain on July 16, 2014, 10:49:47 PM
My wife discovered an odd bug that can cause the exported Backstory indexes to get higher than the amount of existing backstories, which subsequently causes everything afterward to fail in importing. Sooo... if importing fails, please open the console with the tilde key ('~') and check for an error. If there -is- an error, clicking it will open a side-panel giving a more full description of the error... that's the information I'll need, along with the exact steps you went through to reach the error (if possible). If you don't wish to type the error out, you can find the log at:
C:\Users\[UserName]\AppData\Local\VirtualStore\Program Files (x86)\RimWorld\RimWorld492Win_Data\output_log.txt
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5b
Post by: Argain on July 16, 2014, 11:06:44 PM
Changes from v1.5a -> v1.5b:
- Fixed the Backstory Index bug
- Made the hairs available dependent on gender
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5b
Post by: P_anders on July 17, 2014, 04:04:55 AM
hi argain

i have sent you the email with my modfolder. thx for your help, i appreciate that very much
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5b
Post by: Argain on July 17, 2014, 08:37:09 AM
Hmm... afraid I didn't receive it, P_anders... maybe attaching it to a post here would work better.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5b
Post by: P_anders on July 17, 2014, 09:55:58 AM
hm ... pretty strange

uhm, i can not put the folder in a attachment. my Modfolder has more than 29 megabyte. the max. size for attachments are allowed at 600 kb

but i uploaded it to my webspace ... here is the link:
Mods.7z (http://www.4shared.com/archive/wSXpmUNzce/Mods.html)
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5b
Post by: BetaSpectre on July 17, 2014, 12:30:09 PM
Hum 1.5b causes my saves to become corrupted and go rainbow when I load them.
1.4 worked just fine with all my mods.

I did update the clutter mod but that update still works for colonost creation 1.4

Any idea on what's causing the rainbow glitch?

With 1.5b I can start a game just fine but not load the saves tried with several new games
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5b
Post by: P_anders on July 18, 2014, 06:43:25 AM
ok update *scratching head*

yesterday night i deactivated all of my mods except the core ... shut down the game ... restart the game ... reactivated all of my mods and try to start a new colony

as far as i can see, it is working now pretty well. only two problems:
1) the game don't use the fighing chance mod again
i tryed to restart the game, to deactivated and reactivated the mod, nothing, every new colony is get the enfield and the glock 19


2)the import function is bugy
i made a 5 colonist set and exported it. by every time i want to import the set to a new colony, i get only one of my exportet colonists

until here no savegame bugs
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5b
Post by: elliotmartinlew on July 18, 2014, 07:51:29 AM
Top mod! :)

But I'm having troubles with importing as well. I can export, it makes the colonist group file all fine, but importing does not appear to do anything. It I've tried importing the 5 colonists, but it does not change the (5 or non 5) given colonists on customisation page.

What can I do to make this work? I've gone through this thread with a fine comb and can't find anything. I have also tried with CCM as the only mod active not in dev mode.

Cheers
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5b
Post by: Argain on July 18, 2014, 08:36:52 AM
Quote from: elliotmartinlew on July 18, 2014, 07:51:29 AM
Top mod! :)

But I'm having troubles with importing as well. I can export, it makes the colonist group file all fine, but importing does not appear to do anything. It I've tried importing the 5 colonists, but it does not change the (5 or non 5) given colonists on customisation page.

What can I do to make this work? I've gone through this thread with a fine comb and can't find anything. I have also tried with CCM as the only mod active not in dev mode.

Cheers

Did you manage to catch any errors in the console log when you tried importing?
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5b
Post by: Argain on July 18, 2014, 08:40:18 AM
Here's your sorted Mods folder, P_anders... there's a lot of warning errors going on with a bunch of the mods in it, but it'll at least run this mod and fighting chance together in it lol

https://www.dropbox.com/s/vn4qw5u3y8ovikv/P_anders_Mods.zip
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5b
Post by: Argain on July 18, 2014, 08:43:04 AM
Quote from: BetaSpectre on July 17, 2014, 12:30:09 PM
Hum 1.5b causes my saves to become corrupted and go rainbow when I load them.
1.4 worked just fine with all my mods.

I did update the clutter mod but that update still works for colonost creation 1.4

Any idea on what's causing the rainbow glitch?

With 1.5b I can start a game just fine but not load the saves tried with several new games

Just tried saving a game with this mod running and then re-loading it... there is indeed something odd going on that's causing everything to break, so taking a thorough look into it.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: Argain on July 18, 2014, 09:40:37 AM
Changes from v1.5b -> v1.5c:
- Fixed the weird game save bug that was causing rainbow colors and breaking stuff

Apparently, this was what was causing everything to break:

if (work.defName == "Art")
{
    work.defName = "Artistic";
}
if (work.defName == "Warden")
{
    work.defName = "Social";
}
if (work.defName == "Doctor")
{
    work.defName = "Medicine";
}


It's how I was getting the Skills to be disabled for those backstory "IncapableOf"'s... just had to do it in a less 'game breaking' way elsewhere. So yeah, sorry about that! Should be all good now :)
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: P_anders on July 18, 2014, 03:40:41 PM
thank you so much for your help.

i've downloaded the mod folder and the update of the colonist creation mod and start a new colony ... still have the error messages but no problems so far. savegames ... weapons ... import funktion ... everthings seems to work fine
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5b
Post by: elliotmartinlew on July 18, 2014, 11:08:40 PM
Quote from: Argain on July 18, 2014, 08:36:52 AM
Did you manage to catch any errors in the console log when you tried importing?

I did, the error reads as;
Could not find file "/Users\AppData\LocalLow\Ludeon Studios\RimWorld\CharSaves\People are cool.col"

I am using a mac computer and this file path does not exist, the People are cool.col file is saved by default to,
/Users\Elliot(me)\Library\Caches\unity.Ludeon Studios.RimWorld\CharSaves\People are cool.col
Is there any way I can adjust where it imports the file from by default?
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: DorgoDorato on July 19, 2014, 02:55:10 AM
I have a small first post request. Could we get a change log added? I just like to see all the progress that gets made and the timeline for it as innovation interest me.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: Argain on July 19, 2014, 04:25:22 AM
Quote from: DorgoDorato on July 19, 2014, 02:55:10 AM
I have a small first post request. Could we get a change log added? I just like to see all the progress that gets made and the timeline for it as innovation interest me.

You bet! All version-change posts are now on the first post :) And I'll just put all future changes on there as well from now on.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: Argain on July 19, 2014, 04:46:08 AM
Quote from: elliotmartinlew on July 18, 2014, 11:08:40 PM
I am using a mac computer and this file path does not exist, the People are cool.col file is saved by default to,
/Users\Elliot(me)\Library\Caches\unity.Ludeon Studios.RimWorld\CharSaves\People are cool.col
Is there any way I can adjust where it imports the file from by default?

There's no way to specify the import directory at the moment, but here's possibly a quick fix for ya (attached to this post). I don't have a Mac to test this on, so let me know how it goes... just replace the .dll in the Assemblies folder with the one in this zip. If it works, then I'll update the main version of the mod with the fix for everyone else who uses Mac.

[attachment deleted by admin: too old]
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: nacker1776 on July 19, 2014, 06:42:56 AM
Since v1.5 I haven't been able to import. In v1.5c import still not working.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: Argain on July 19, 2014, 11:12:07 AM
Quote from: nacker1776 on July 19, 2014, 06:42:56 AM
Since v1.5 I haven't been able to import. In v1.5c import still not working.

Are you also using a Mac computer?
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: Somz on July 19, 2014, 11:40:04 AM
This...THIS is the most awesome thing this game can have.
Sorry Tynan, raping the randomize button 'till my fingers fall off isn't one of my hobbies but a must, I'm obsessed with perfection. ;)
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: Spare74 on July 19, 2014, 12:47:15 PM
I have a weird bug :
http://goo.gl/moEVdt
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: Argain on July 19, 2014, 12:53:41 PM
Quote from: Spare74 on July 19, 2014, 12:47:15 PM
I have a weird bug :
http://goo.gl/moEVdt

Looks like you're trying to run in developer mode.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: decomg on July 19, 2014, 12:55:04 PM
Portuguese please    :'(
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: Argain on July 19, 2014, 01:33:26 PM
Quote from: decomg on July 19, 2014, 12:55:04 PM
Portuguese please    :'(

Sorry, that's out of my control.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: Jerethi50 on July 19, 2014, 01:50:45 PM
Quote from: nacker1776 on July 19, 2014, 06:42:56 AM
Since v1.5 I haven't been able to import. In v1.5c import still not working.

are you trying to import old files ?
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: nacker1776 on July 19, 2014, 02:01:00 PM
Quote from: Jerethi50 on July 19, 2014, 01:50:45 PM
Quote from: nacker1776 on July 19, 2014, 06:42:56 AM
Since v1.5 I haven't been able to import. In v1.5c import still not working.

are you trying to import old files ?

No, New files just created with v1.5c can export but import does nothing.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: nacker1776 on July 19, 2014, 02:06:51 PM
Quote from: Argain on July 19, 2014, 11:12:07 AM
Quote from: nacker1776 on July 19, 2014, 06:42:56 AM
Since v1.5 I haven't been able to import. In v1.5c import still not working.

Are you also using a Mac computer?

No using Linux mint 17
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: Argain on July 19, 2014, 02:14:13 PM
Quote from: nacker1776 on July 19, 2014, 02:06:51 PM
No using Linux mint 17

Can you locate where the file is ending up and give me the directory address? Then I can tell the mod to search for the file there if the OS detected is linux.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: nacker1776 on July 19, 2014, 02:25:24 PM
Quote
Can you locate where the file is ending up and give me the directory address? Then I can tell the mod to search for the file there if the OS detected is linux.

/home/nacker/.config/unity3d/Ludeon Studios/RimWorld/CharSaves
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: Argain on July 19, 2014, 02:41:57 PM
See if this assembly fixes it for ya, nacker1776 (attached to this post)... just replace the .dll in the Assemblies folder of the mod with the one in this zip.

[attachment deleted by admin: too old]
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: nacker1776 on July 19, 2014, 02:58:26 PM
Quote from: Argain on July 19, 2014, 02:41:57 PM
See if this assembly fixes it for ya, nacker1776 (attached to this post)... just replace the .dll in the Assemblies folder of the mod with the one in this zip.

Still not loading. sorry.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: Argain on July 19, 2014, 03:02:04 PM
Quote from: nacker1776 on July 19, 2014, 02:58:26 PM
Still not loading. sorry.

This one?

[attachment deleted by admin: too old]
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: nacker1776 on July 19, 2014, 03:09:16 PM
still not loading.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: Argain on July 19, 2014, 03:10:28 PM
lol alright, I'll just install Mint 17 and get it sorted out for ya.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: DorgoDorato on July 19, 2014, 05:19:14 PM
Is there a text list of all the traits available? Sifting through 1 at a time is sort of a nuance.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: DorgoDorato on July 19, 2014, 05:52:55 PM
Also, the All in One modpack v1.2 doesn't seem to include any of your v1.5 updates, is there a manual way to change this?
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: Alcsaar on July 19, 2014, 06:37:29 PM
How do I use this?  I've activated it in the mods section, but when I create a new colony its the same generic start screen.  No advanced options.

Version 0.5.496

Edit* Nevermind apparently you have to actually go in game
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: Argain on July 19, 2014, 06:48:02 PM
Here's a list of the traits... no particular order: https://www.dropbox.com/s/9xzhukqptiqp2s5/Traits.txt
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: Argain on July 19, 2014, 08:38:44 PM
Traits actually do something now?
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5d
Post by: Argain on July 19, 2014, 08:42:43 PM
Quote from: Encode on July 19, 2014, 08:16:12 PM
Tried v1.5c with Alpha5D(496, Windows) few hrs ago, loading saved colonists don't work for me. Also noted something strange where [Tough] trait do not give extra 50HP. Thanks for looking into this! :)

This is for Alpha 5 yet, not Alpha 5D.

Edit: Just tested with Alpha 5D and it seems to work fine... are you running Mac or Linux?
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5c
Post by: elliotmartinlew on July 19, 2014, 10:53:31 PM
Quote from: Argain on July 19, 2014, 04:46:08 AM
Quote from: elliotmartinlew on July 18, 2014, 11:08:40 PM
I am using a mac computer and this file path does not exist, the People are cool.col file is saved by default to,
/Users\Elliot(me)\Library\Caches\unity.Ludeon Studios.RimWorld\CharSaves\People are cool.col
Is there any way I can adjust where it imports the file from by default?

There's no way to specify the import directory at the moment, but here's possibly a quick fix for ya (attached to this post). I don't have a Mac to test this on, so let me know how it goes... just replace the .dll in the Assemblies folder with the one in this zip. If it works, then I'll update the main version of the mod with the fix for everyone else who uses Mac.

No luck, mate. Still getting the same error. I understand if this is too hard, since I seem to be the only mac user! Haha!
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5d
Post by: Argain on July 20, 2014, 01:52:43 AM
Quote from: elliotmartinlew on July 19, 2014, 10:53:31 PM
No luck, mate. Still getting the same error. I understand if this is too hard, since I seem to be the only mac user! Haha!

Where there's a will, there's a way ;) See if this other fix works for ya lol (attached to this post)

[attachment deleted by admin: too old]
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5d
Post by: elliotmartinlew on July 20, 2014, 03:06:00 AM
Quote from: Argain on July 20, 2014, 01:52:43 AM
Where there's a will, there's a way ;) See if this other fix works for ya lol (attached to this post)

Promising! There is still the same error, but it is using the correct file path. The error says;
Could not find file "/Users/Elliot\Library\Caches\unity.Lodeon Studios.RimWorld\CharSaves\People Are Cool.col".
I suspect that all the slashes need to be "/", and for the space in "unity.Lodeon Studios.RimWorld" needs to be "\ ". This will be good if we can make it platform friendly! :)
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5d
Post by: Argain on July 20, 2014, 11:16:28 AM
Hmm, well here's the code that MacFix2 was using:

else if (OS == Platform.Mac)
{
    path = Environment.GetFolderPath(Environment.SpecialFolder.Personal);
    path += "/Library/Caches/unity.Ludeon Studios.RimWorld/CharSaves/" + groupName + ".col";
}


As you can see, most of the slashes were already "/"... not sure why they're switching direction at runtime lol



Edit: think it might need to be

@"/Library/Caches/unity.Ludeon Studios.RimWorld/CharSaves/"


to make it not 'interpret' anything within the string... so hopefully this fix will make the slashes point in the right direction...




Edit2: Managed to find my old code from the Alpha 4F version that was using more relative file pathing, so this 'GeneralImportFix' might work best.


[attachment deleted by admin: too old]
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5d
Post by: nacker1776 on July 20, 2014, 12:00:12 PM
General fix worked with Linux mint 17. Thanks.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5d
Post by: BetaSpectre on July 21, 2014, 02:01:57 AM
Runner trait seems to be missing I guess it actually affected gameplay?

Still it'd be nice to have xD
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5d
Post by: Argain on July 21, 2014, 06:23:36 AM
Quote from: BetaSpectre on July 21, 2014, 02:01:57 AM
Runner trait seems to be missing I guess it actually affected gameplay?

Still it'd be nice to have xD

It's not missing.
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5d
Post by: Argain on July 21, 2014, 06:25:34 AM
Would you guys like to have only the traits that -do- something displayed?
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5d
Post by: mrofa on July 21, 2014, 06:26:56 AM
No mate do all traits since when they will be added, you wont need to rewrite that selection :)
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.6
Post by: Argain on July 21, 2014, 07:05:14 AM
Quote from: mrofa on July 21, 2014, 06:26:56 AM
No mate do all traits since when they will be added, you wont need to rewrite that selection :)

Just used TraitEffect.Undefined and TraitEffect.NoEffect to filter out the ones that don't do anything, yet... so when they receive effects in the future, they'll show up in the lists.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.6
Post by: Argain on July 21, 2014, 07:06:25 AM
Since this mod seems to be working alright on Alpha 5D, just gonna say it's unofficially 'updated' as of now lol
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.7
Post by: Argain on July 22, 2014, 08:05:17 PM
Achieved the theoretically impossible and made the Body shape selectable... but it comes with a price: in order to guarantee that the colonist starts with the chosen Body, I had to populate the Adult Backstory list with only the backstories that would result in the chosen Body.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.7
Post by: DorgoDorato on July 23, 2014, 01:16:56 AM
When I asked for a list of traits and their bonuses/negatives, what I meant was Backstory. I keep calling them traits because it seems more relevant for skill boosts.

Also, what files should I modify to make the All in One Mod Pack v1.2 have your updated 1.7 files?
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.7
Post by: Argain on July 23, 2014, 05:36:18 AM
Quote from: DorgoDorato on July 23, 2014, 01:16:56 AM
When I asked for a list of traits and their bonuses/negatives, what I meant was Backstory. I keep calling them traits because it seems more relevant for skill boosts.

Here's the Backstories: https://www.dropbox.com/s/p1vk9gevpmwk413/Backstories.txt

Quote from: DorgoDorato on July 23, 2014, 01:16:56 AM
Also, what files should I modify to make the All in One Mod Pack v1.2 have your updated 1.7 files?

In the Assemblies folder, you'll want to replace the ColonistCreationMod.dll.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.7
Post by: Somz on July 23, 2014, 05:54:12 AM
I have a weird bug that basically for no reason but annoys me:
Sometimes changing the character's face to pointy isn't working, changes it back to average and sometimes spawns the pawn with wide.
Any reason why it'd do that?

Also it seems like you I can't actually change body-shapes either, it still depends on adulthood. Not only that, changing body-shape will change adulthood accordingly.
And it seems I can no longer import a previously saved setups, aside from the textures the background story changes.
What the hell's happening? Is it just me? o_o
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8a
Post by: Argain on July 23, 2014, 07:25:42 AM
Hmm... not sure about the face thing (I'll look into it), but when a colonist is first generated (happens whenever you select a starting number of colonists or when you try to import some) they all get randomly chosen body shapes based on gender and then the adulthood backstory list has to re-generate to only backstories that will result in the body shape. Previously exported colonists won't work with v1.7 due to the adulthood backstory needing to align to the chosen body shape... and they definitely won't work with v1.8, since the export/import code had to be changed for adding in starting weapons. It's the last thing I wanted to add to the mod, though, so there should be no more worries of having to create new sets of colonists for v1.8+.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8a
Post by: Argain on July 23, 2014, 07:49:04 AM
From now on I will only be fixing any reported bugs or updating for newer versions of RimWorld. This mod is feature-complete, which means I will ignore any further requests for additional features.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8a
Post by: Somz on July 23, 2014, 09:30:27 AM
Quote from: Argain on July 23, 2014, 07:49:04 AM
From now on I will only be fixing any reported bugs or updating for newer versions of RimWorld. This mod is feature-complete, which means I will ignore any further requests for additional features.

Aside from working customizations, what could we possibly ask for?
A black, armored-unicorn to ride to battle? Wait, actually... No, never mind. Although... Hmm...
In any case, by previously saved setups, I was talking about this version, not older ones.
Since I noticed the face thingy, I saved one and tried to reload-change it to see why could it be, to test it. Again, to me it seems like it still depends on background, though it's still far, far better than nothing as it is, it is my duty as a proud user to report and will do accordingly, sir! ;)
On that note, I've noticed another one, Space marine females for me spawn with the male muscular body instead of the slim one, don't ask why, also even after creating the colony with the pawns, changing the save-file to change the face does not work either. Males spawn right.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8a
Post by: BetaSpectre on July 23, 2014, 02:28:15 PM
EPIC
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8a
Post by: nacker1776 on July 23, 2014, 05:25:37 PM
After editing 5 colonists and export. It only saves 1 colonists.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8a
Post by: Argain on July 23, 2014, 05:42:34 PM
Quote from: nacker1776 on July 23, 2014, 05:25:37 PM
After editing 5 colonists and export. It only saves 1 colonists.

Could you attach the .col file for me to take a look at?
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8a
Post by: nacker1776 on July 23, 2014, 05:45:13 PM
Quote from: Argain on July 23, 2014, 05:42:34 PM
Quote from: nacker1776 on July 23, 2014, 05:25:37 PM
After editing 5 colonists and export. It only saves 1 colonists.

Could you attach the .col file for me to take a look at?
Here it is.

[attachment deleted by admin: too old]
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8a
Post by: Argain on July 23, 2014, 05:50:18 PM
Quote from: Cyst on July 23, 2014, 09:30:27 AM
it is my duty as a proud user to report and will do accordingly, sir! ;)

Couldn't hope for anything more :)

Quote from: Cyst on July 23, 2014, 09:30:27 AM
On that note, I've noticed another one, Space marine females for me spawn with the male muscular body instead of the slim one, don't ask why, also even after creating the colony with the pawns, changing the save-file to change the face does not work either. Males spawn right.

A male muscular body like this?:
(http://i207.photobucket.com/albums/bb260/oblivionburn/MarineLady.png)

It's the actual female body for that Adulthood Backstory.

Edit: I just double-checked the Backstories list and you're right :O should be a thin body, which is very odd indeed!

Edit2: Nevermind, it's right here:
Quote
Backstory index: 190
Backstory name: Space marine
Backstory slot: 1
Backstory BaseDescription: Soren joined a squad of space marines known for their brutal efficiency at killing. His last name and his lack of emotion during combat inspired his nickname: Grim.
Backstory BodyTypeGlobal: Hulk
Backstory BodyTypeMale: Undefined
Backstory BodyTypeFemale: Undefined
Shooting: 5
Melee: 4
Social: -2
Medicine: 2
Artistic: -3
Crafting: -2
Restricted: Warden
Restricted: Doctor

It checks for either the BodyTypeFemale matching the Body Shape or the BodyTypeGlobal... in this case, it's registering the BodyTypeGlobal as a match.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8a
Post by: Argain on July 23, 2014, 05:55:31 PM
Well, nacker... looks like something went wrong write after it wrote the HairDef node. The "OnSkin" node would have come next, so I'm guessing that's what threw the error and unfortunately caused everything henceforth to cease being written to file. I don't suppose you caught what the error was? You might still be able to find it in the output_log.txt.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8a
Post by: nacker1776 on July 23, 2014, 06:41:10 PM
Quote from: Argain on July 23, 2014, 05:55:31 PM
Well, nacker... looks like something went wrong write after it wrote the HairDef node. The "OnSkin" node would have come next, so I'm guessing that's what threw the error and unfortunately caused everything henceforth to cease being written to file. I don't suppose you caught what the error was? You might still be able to find it in the output_log.txt.

Never saw a error. Where is the output_log.txt file located.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8b
Post by: Argain on July 23, 2014, 06:58:17 PM
For Windows, the output_log.txt can be found at:
C:\Users\[UserName]\AppData\Local\VirtualStore\Program Files (x86)\RimWorld\RimWorld496Win_Data\output_log.txt

Don't know for Mac or Linux :/
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8b
Post by: nacker1776 on July 23, 2014, 07:06:07 PM
I'm using Linux and don't see the file. All of my saves on v1.8b only save one colonist.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8b
Post by: Argain on July 23, 2014, 07:09:54 PM
Ran into the same error you were experiencing, nacker... turns out, it was an empty list of Hair Tags trying to be written out to file that was causing the issues lol Posted another update with the fix for it (v1.8c). Still no clue about the face thing? I'm not noticing any problems giving colonists a pointy face.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8c
Post by: Argain on July 23, 2014, 07:31:21 PM
Quote from: nacker1776 on July 23, 2014, 07:06:07 PM
I'm using Linux and don't see the file.

Just booted up a virtual machine of Mint 17 and I couldn't find any sort of error log, either lol Might be a good question to post in the Support side of the forum.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8c
Post by: nacker1776 on July 23, 2014, 07:38:18 PM
I did notice it only messes with the save if I change hair. If I dont change hair everything is fine.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8c
Post by: Argain on July 23, 2014, 08:08:54 PM
Yeah, should work fine now with v1.8c :)
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8d
Post by: Argain on July 23, 2014, 08:41:15 PM
Ya know... I think this thing just might be stable/error-free now :o
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8d
Post by: BetaSpectre on July 23, 2014, 11:19:19 PM
I'm assuming here that the reason why only certain professions/adult stories have only one body is because you'd need duplicate adult back stories with different bodies associated with the professions to have more body types.

If someone basically duplicates each profession like 5 times each with a different body attachment then all the professions should have all the bodies right?
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8d
Post by: TenSaidYes on July 23, 2014, 11:21:41 PM
So, I'm currently trying out the latest version of this, and I want to say -awesome work-! It does everything I'd hoped it would do, and more.

That being said, I miss the fun little 'don't do anything' traits... so I'll be rolling back to the version where they were still accessible now. Weird, I know, that something which doesn't even matter to the game would bother me, but I tell short little stories with my colonists... and having those traits helps.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8d
Post by: Argain on July 24, 2014, 12:06:00 AM
Quote from: BetaSpectre on July 23, 2014, 11:19:19 PM
I'm assuming here that the reason why only certain professions/adult stories have only one body is because you'd need duplicate adult back stories with different bodies associated with the professions to have more body types.

If someone basically duplicates each profession like 5 times each with a different body attachment then all the professions should have all the bodies right?

lol if I was in control of any of that, I would just do away with the BodyTypes being associated with Backstories altogether. What this mod is doing, though, is just reading from what already exists in the database. Nothing new is added or altered in the core game content... the Pawns themselves are just constructs of said content, so the mod is simply making the opportunity available to control what content is being directed towards them. I hope that makes sense? lol

Edit: What's actually going on 'under the hood' is I'm creating a bunch of custom classes to store various bits of the database information, and -that- is what's being manipulated behind the curtain and producing what you see on the creation menu. Afterward, I just take all that information and plug it into the normal colonist pawns before they spawn and then let the game take over to do what it normally does... what this means, is that if the information I passed them doesn't line up exactly with what currently exists in the database (not something foreign or 'new' for them to work with, as they have no code to work with it) then everything blows up, the world ends and the universe implodes on itself. It's not good. I'd say the only thing I really changed was setting how many of the pawns are generated in the background, prior to spawning. What this mod -can- do, though, is find stuff in the database that -other- mods have added in. So yes... if someone was to make another mod which adds in duplicate backstories (one BodyTypeGlobal for each BodyType), then this mod would indeed find those and make them available to work with.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8d
Post by: Argain on July 24, 2014, 12:50:36 AM
Quote from: TenSaidYes on July 23, 2014, 11:21:41 PM
So, I'm currently trying out the latest version of this, and I want to say -awesome work-! It does everything I'd hoped it would do, and more.

That being said, I miss the fun little 'don't do anything' traits... so I'll be rolling back to the version where they were still accessible now. Weird, I know, that something which doesn't even matter to the game would bother me, but I tell short little stories with my colonists... and having those traits helps.

I'm sure Tynan will get around to making the rest of the Traits have effects, too... and when he does, they'll start turning up as options again :) Btw, roleplaying isn't 'weird' in my books... all the best games are rpg's \o/
Title: Re: [Mod] (Alpha 5) Colonist Creation Mod v1.5d
Post by: elliotmartinlew on July 25, 2014, 12:04:02 AM
Quote from: Argain on July 20, 2014, 11:16:28 AM
Hmm, well here's the code that MacFix2 was using:

else if (OS == Platform.Mac)
{
    path = Environment.GetFolderPath(Environment.SpecialFolder.Personal);
    path += "/Library/Caches/unity.Ludeon Studios.RimWorld/CharSaves/" + groupName + ".col";
}


As you can see, most of the slashes were already "/"... not sure why they're switching direction at runtime lol



Edit: think it might need to be

@"/Library/Caches/unity.Ludeon Studios.RimWorld/CharSaves/"


to make it not 'interpret' anything within the string... so hopefully this fix will make the slashes point in the right direction...




Edit2: Managed to find my old code from the Alpha 4F version that was using more relative file pathing, so this 'GeneralImportFix' might work best.

Awesome, man! Sorry I didn't reply earlier, life's too busy. Excellent mod, glad we got this all sorted out.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8d
Post by: Korporal Kagger on July 26, 2014, 02:28:37 AM
Do you think there would be a way to make it so that when you are selecting how many colonists and their traits, you could look around the map.  It really makes a difference knowing what sort of terrain you are dealing with, whether or not you get the extra miner/constructor/etc.  Also, I think there is a bug with the import/export stuff for me.  It'll load the first colonists name, but everything else is randomized.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8d
Post by: Argain on July 26, 2014, 02:50:28 PM
Quote from: Korporal Kagger on July 26, 2014, 02:28:37 AM
Also, I think there is a bug with the import/export stuff for me.  It'll load the first colonists name, but everything else is randomized.

What operating system are you running?
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8d
Post by: KKobayashi on July 27, 2014, 12:32:12 AM
Can you make the options scrollable lists instead of just needing to click through each text?
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8d
Post by: P_anders on July 27, 2014, 04:03:48 AM
Hi argain

well, after updating the mod, i have a problem with the backstories, they're messed up.
everytime i'll start a new colony, there are missing some of the backstories. and at every try there are missing other backstories, not the same as the previous try, seems that its random which backstories are available and which one are missing. at the one try there are missing 2 or 3 backstories, at the next try there are missing pretty much of them. at one try i missed the colony settler ... at the next try i had not even one backstory with the initial "C"

befor i noticed this issue, i made a new colonists set ... one of them i made a colony settler. i play the game a little bit and after a reload the save, the colonist were a armycook insteet of a colony settler o_O


besides this issue, the mod seems to work pretty fine
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8d
Post by: Argain on July 27, 2014, 06:23:52 AM
Quote from: P_anders on July 27, 2014, 04:03:48 AM
everytime i'll start a new colony, there are missing some of the backstories. and at every try there are missing other backstories, not the same as the previous try, seems that its random which backstories are available and which one are missing. at the one try there are missing 2 or 3 backstories, at the next try there are missing pretty much of them. at one try i missed the colony settler ... at the next try i had not even one backstory with the initial "C"

That's not a bug, that's only the backstories which would result in the chosen Body Shape being shown. It's how I made the Body Shape selectable.

Quote from: P_anders on July 27, 2014, 04:03:48 AM
i play the game a little bit and after a reload the save, the colonist were a armycook insteet of a colony settler o_O

Were any errors thrown?
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8d
Post by: P_anders on July 27, 2014, 06:51:36 AM
oh ... ok, that make sence, ... somehow


QuoteWere any errors thrown?
no, not more errormessages that i get normaly
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8d
Post by: Argain on July 27, 2014, 07:02:44 AM
Hmm, not sure about the save issue. I did a quick test of saving a game with a colonist whom had an Adulthood of Colony Settler... quit to main menu and re-loaded the save, but the backstory was still Colony Settler ???

Quote from: P_anders on July 27, 2014, 06:51:36 AM
no, not more errormessages that i get normaly

lol You normally get a lot of error messages? That's not good, man. Might wanna turn all the mods off and then try adding them in one at a time (each time running a new game) to see exactly which ones are being problematic, that way you'll know not to run those and hopefully have your game running error-free.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8d
Post by: P_anders on July 27, 2014, 07:16:59 AM
well ... i get a few error messages but the game is running without problems o_O
remember helping me last time, where you get my mod folder and give it bake to me? i said, still get the error message, but mod is running fine.

still same situation, except this new issue
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8d
Post by: Somz on July 27, 2014, 07:22:59 AM
Quote from: Argain on July 27, 2014, 07:02:44 AM

lol You normally get a lot of error messages? That's not good, man. Might wanna turn all the mods off and then try adding them in one at a time (each time running a new game) to see exactly which ones are being problematic, that way you'll know not to run those and hopefully have your game running error-free.

Ain't nobody has time fo that!:D
Besides, these errors messages don't cause trouble 99% of the time, either an object is missing due to a screw up, or isn't functioning properly; "tried to get pawn head at *insert place*/male_average_normal with colour *something I picked* that was not found, defaulting...". :3
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8d
Post by: Argain on July 27, 2014, 07:31:28 AM
Quote from: Cyst on July 27, 2014, 07:22:59 AM
tried to get pawn head at *insert place*/male_average_normal with colour *something I picked* that was not found, defaulting...

The game must be checking for particular skin colors :/ had wondered a while ago if it was, due to this code I had come across:

private static Color RandomSkinColor()
{
    float value = UnityEngine.Random.value;
    if (value < 0.2f)
    {
        if (UnityEngine.Random.value < 0.5f)
        {
            return PawnSkinColors.LightBlackSkin;
        }
        return PawnSkinColors.DarkBlackSkin;
    }
    else
    {
        if (value < 0.5f)
        {
            return PawnSkinColors.MidSkin;
        }
        if (UnityEngine.Random.value < 0.3f)
        {
            return PawnSkinColors.PaleWhiteSkin;
        }
        return PawnSkinColors.WhiteSkin;
    }
}


So, I'm gonna test-run having only those skin colors selectable and see if it works...
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.8d
Post by: P_anders on July 27, 2014, 08:06:34 AM
ok, ... after a few test rounds it seems to work fine. i remember i changed the adult backstory to colony settler and i changed the bodytype to male. i'm not 100% sure, but i think, the colonist was still a settler, after the bodychanging. but maybe i didn't noticed the mod changed the adulthood, after i changes the bodytyp. o_O
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.9
Post by: Argain on July 27, 2014, 08:44:43 AM
@Cyst: Updated the mod with a fix for the skin color bug

@P_anders: Good to hear, man... the backstories do indeed change when the body shape is changed :)
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.9
Post by: Ailenoa on July 27, 2014, 12:25:13 PM
After reloading a save, I realized that the colonist traits end up being randomized to something different from what it was before. I'm not entirely sure why...
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.9
Post by: Somz on July 27, 2014, 01:43:58 PM
Quote from: Argain on July 27, 2014, 08:44:43 AM
@Cyst: Updated the mod with a fix for the skin color bug

@P_anders: Good to hear, man... the backstories do indeed change when the body shape is changed :)

Woah you work fast...
Anyway, it wasn't any big deal, it was connected to the less important part of the mod, changing the colonists' appearance.
I'm happy as f*** now that I don't have to click my thumbs to bleed to have a colonist who can actually mine/build/grow or something.^^
Besides, it's also good not having anymore 80million years old pregnant nymphomaniac grandpas. Yes, grandpas. I don't understand either...
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.9
Post by: rdz1122 on July 27, 2014, 03:26:34 PM
I am unable to get 1.8/1.9 to work at all; I have tried two different computers, tried "uninstalling" and reinstalling (including Saves/Config folders). 

Any ideas?  I was able to get all versions to work until about 4 days ago.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.9
Post by: Argain on July 27, 2014, 04:03:11 PM
Quote from: rdz1122 on July 27, 2014, 03:26:34 PM
I am unable to get 1.8/1.9 to work at all; I have tried two different computers, tried "uninstalling" and reinstalling (including Saves/Config folders). 

Going to need more information than that, such as:
- Operating System
- Version of RimWorld
- If the 'Colonist Creation Mod' folder is in the 'Mods' folder
- If there's any errors being thrown when you try to turn the mod on
- If you've been able to reach the enhanced creation menu at all
- Any other specifics you can think of to explain how exactly it's "not working"
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.9
Post by: Argain on July 27, 2014, 04:04:22 PM
Quote from: Cyst on July 27, 2014, 01:43:58 PM
Woah you work fast...

I've got nothing better to do XD
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.9
Post by: Argain on July 27, 2014, 04:06:16 PM
Quote from: Ailenoa on July 27, 2014, 12:25:13 PM
After reloading a save, I realized that the colonist traits end up being randomized to something different from what it was before. I'm not entirely sure why...

- A game/map save, or a save of a set of colonists?
- How many colonists were there? Of those colonists, how many had their traits randomized?
- By traits you are referring to the actual 'Traits' and not the Backstories? Someone else had been calling the backstories traits... :P
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.9
Post by: DorgoDorato on July 27, 2014, 07:11:38 PM
That was me, because traits seems more normal to modify your stats than back stories alone.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.9
Post by: SkittlesAreFalling on July 27, 2014, 07:12:53 PM
What file do I edit if I wanted to start off with 10 colonists?
I am looking through the Unity C-Sharp scripts and am having no luck finding the variable that contains that information.

Edit:
Found
Rect UpPos = new Rect(160f, 55f, 40f, 40f);
            if (Widgets.TextButton(UpPos, ">".Translate()))
            {
                if (Amount < 5)
                {
                    //Raise amount and re-display
                    Amount++;
                    ShowAmount(new Rect(135f, 60f, 40f, 40f));
                }
            }

in ColonistNum.cs and changed the check to if (Amount < 10), but that didn't work.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.9
Post by: Ailenoa on July 27, 2014, 07:56:30 PM
Quote from: Argain on July 27, 2014, 04:06:16 PM
Quote from: Ailenoa on July 27, 2014, 12:25:13 PM
After reloading a save, I realized that the colonist traits end up being randomized to something different from what it was before. I'm not entirely sure why...

- A game/map save, or a save of a set of colonists?
- How many colonists were there? Of those colonists, how many had their traits randomized?
- By traits you are referring to the actual 'Traits' and not the Backstories? Someone else had been calling the backstories traits... :P

- It was a game/map save.
- It happens to all of the colonists. I've tried with One, Three and Five. It effects all of them.
- And yes, I mean traits. like gunslinger, running and tough. End up becoming something else entirely after I load up the game save.

I don't have any mods that effect map gen, or anything like that. And I've tested it out without mods as well. The traits just end up being randomized every time I load up a save... Which was funny when I left two guys in a room... One became pregnant XD (Pure coincidental chance ahahaha)
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.9
Post by: PilotBhav04 on July 28, 2014, 07:11:24 AM
Same issue after trying out for first time last night. Traits changed completely and for me the build for the characters changed.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.9
Post by: Argain on July 28, 2014, 07:29:40 AM
Quote from: SkittlesAreFalling on July 27, 2014, 07:12:53 PM
What file do I edit if I wanted to start off with 10 colonists?

If you want 10 colonists, then you would need to set it to (Amount < 11) since 10 is still technically 'less than' eleven.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.9
Post by: Argain on July 28, 2014, 07:31:34 AM
Investigating the traits scrambling...

Edit: Fixed in v2.0.

Edit 2: The fix will not fix your already saved games, since the information that was saved into the Pawn's traits was not enough to make them recognizable after reloading. The entire TraitDef is being passed now in v2.0, so any freshly made colonists should save/load just fine (which I tested to make sure).
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.9
Post by: Argain on July 28, 2014, 07:33:55 AM
Quote from: Ailenoa on July 27, 2014, 07:56:30 PM
Which was funny when I left two guys in a room... One became pregnant XD (Pure coincidental chance ahahaha)

lol
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.0
Post by: PilotBhav04 on July 28, 2014, 08:01:05 AM
There's an idea, Rimworld characters in love making babies that grow into scientist or whatever.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.0
Post by: kutch on July 28, 2014, 11:05:50 AM
This is a great mod.

Must confess I didn't go through all of the comments but did go through a bunch and didn't see this mentioned.

Is there a possibility of "intercepting" the first three colonists generated and using their data as the start values for this, by a setting in the xml or a checkbox someplace?  If choosing to use 4 or 5 colonists then the last one or two would start as they are now (nothing).  If choosing to use 1 or 2 colonists, the 2nd and/or 3rd one would be ignored.

Keep up the great work!
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.0
Post by: Jerethi50 on July 28, 2014, 01:24:48 PM
Nice updates man, ill be releasing another smaller update to AIO soon, Ill be sure to gnab the latest version of this and stick it in there to.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v1.9
Post by: SkittlesAreFalling on July 28, 2014, 02:41:14 PM
Quote from: Argain on July 28, 2014, 07:29:40 AM
If you want 10 colonists, then you would need to set it to (Amount < 11) since 10 is still technically 'less than' eleven.

I said it does not work. I change it, start up the game, it's stuck at 5 no matter what value I set that to.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.0
Post by: Argain on July 28, 2014, 04:31:38 PM
Quote from: SkittlesAreFalling on July 28, 2014, 02:41:14 PM
I said it does not work. I change it, start up the game, it's stuck at 5 no matter what value I set that to.

Works just fine (use the attached assembly), but you were right about it needing to be (Amount < 10).

[attachment deleted by admin: too old]
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.0
Post by: Argain on July 28, 2014, 04:32:16 PM
Quote from: Jerethi50 on July 28, 2014, 01:24:48 PM
Nice updates man, ill be releasing another smaller update to AIO soon, Ill be sure to gnab the latest version of this and stick it in there to.

Awesome! :) and thanks
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.0
Post by: Argain on July 28, 2014, 04:34:18 PM
Quote from: PilotBhav04 on July 28, 2014, 08:01:05 AM
There's an idea, Rimworld characters in love making babies that grow into scientist or whatever.

lol I was actually going to make a mod for that (http://ludeon.com/forums/index.php?topic=3794.0)... still might, after this one is finished and 100% functional.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.0
Post by: Argain on July 28, 2014, 04:48:35 PM
Quote from: kutch on July 28, 2014, 11:05:50 AM
Is there a possibility of "intercepting" the first three colonists generated and using their data as the start values for this, by a setting in the xml or a checkbox someplace?

That would be quite easy to do, and I'm essentially doing that already... I'm just re-generating them (however many you're choosing to start with) in the background and they're the actual colonists you're using after hitting 'Continue' and all the information gets overwritten into them. Instead of basing the start values on their generated stats, I decided to leave it more open/flexible with a skill pool based on the average amount of skill points I was seeing allocated to the randomly generated pawns. If I was to use their starting values, then the 'skill pool' would initially be 0 and you possibly would not even get a total of 40 points distributed at the start due to the range of the random generation being something like 36-42. If enough people say they would prefer something like that, though, with being able to re-distribute stuff freely then I'll go ahead and do it ;) I can see the appeal of wanting to be lazier about it lol

Edit: I was completely overlooking that it was a request for it to be optional, so yeah I'll whip that up real quick and post an update.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.0
Post by: SkittlesAreFalling on July 28, 2014, 04:58:53 PM
Quote from: Argain on July 28, 2014, 04:31:38 PM
Works just fine (use the attached assembly), but you were right about it needing to be (Amount < 10).

Thanks, I'm an idiot and didn't know you had to compile the scripts xD
Could you run me through the steps on compiling, seem to be running into errors... http://prntscr.com/47aql6
I'm using MonoDevelop for Windows 7 64-bit.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.1
Post by: Argain on July 28, 2014, 07:45:11 PM
Alright, Kutch... your wish has been granted in v2.1 and you can now find this in the BaseMapGenerators.xml:
Quote
<!-- Hardcoded, the colonists themselves and their equipment -->
<li Class="ColonistCreationMod.Genstep_ColonistCreationMod">
<baseStats>
    <li>false</li>
</baseStats>
</li>

Change 'false' to 'true' and you'll get what you requested, but fair warning: not everything will align perfectly (i.e. only 1 major passion and 1 minor passion are detected) and it won't be the pawns from the core creation menu, since they still needed to be regenerated before I could start pulling information from them.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.1
Post by: Argain on July 28, 2014, 08:11:06 PM
Quote from: SkittlesAreFalling on July 28, 2014, 04:58:53 PM
Could you run me through the steps on compiling, seem to be running into errors... http://prntscr.com/47aql6 (http://prntscr.com/47aql6)

1) Click 'New Solution' in the upper-left corner
2) Click 'C#' in the left menu of the window that pops up
3) Select Library and give it a name
4) Right-click 'MyClass.cs' -> Remove -> Delete
5) Right-click the solution (one above 'References') -> Add -> Add Files
6) Navigate to the 'Source' folder in 'Colonist Creation Mod'
7) Select all the Source files -> Open -> Choose 'Copy' in the window that pops up
8.) Right-click 'References' -> 'Edit References...'
9) Navigate to the 'Managed' folder for RimWorld in the window that pops up
10) Add 'Assembly-CSharp.dll' and 'UnityEngine.dll' as References
11) Select the 'All' tab
12) Find 'System.Xml' and click the checkbox next to it
13) OK
14) Click 'Project' on the menu bar -> '[Your Project Name] Options'
15) Click 'General' on the left side of the window that pops up
16) Change Target Framework to 'Mono / .NET 3.5' (<- what your assembly was probably missing)
17) OK
18) Click 'Build' on the menu bar -> 'Build All'
19) Open your 'Documents' folder and go into 'Projects'
20) '[Your Project Name]' -> '[Your Project Name]' -> 'bin' -> 'Debug'
21) Copy the [Your Project Name].dll file and replace the assembly in Colonist Creation Mod with it
22) Open the BaseMapGenerators.xml file in Colonist Creation Mod\Defs\MapGeneratorDefs\ with notepad or something
23) Find this: '<li Class="ColonistCreationMod.Genstep_ColonistCreationMod">' near the bottom and change 'ColonistCreationMod' to the name of your new assembly
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.1
Post by: SkittlesAreFalling on July 28, 2014, 09:21:31 PM
Quote from: Argain on July 28, 2014, 08:11:06 PM
1) Click 'New Solution' in the upper-left corner
2) Click 'C#' in the left menu of the window that pops up
3) Select Library and give it a name
4) Right-click 'MyClass.cs' -> Remove -> Delete
5) Right-click the solution (one above 'References') -> Add -> Add Files
6) Navigate to the 'Source' folder in 'Colonist Creation Mod'
7) Select all the Source files -> Open -> Choose 'Copy' in the window that pops up
8.) Right-click 'References' -> 'Edit References...'
9) Navigate to the 'Managed' folder for RimWorld in the window that pops up
10) Add 'Assembly-CSharp.dll' and 'UnityEngine.dll' as References
11) Select the 'All' tab
12) Find 'System.Xml' and click the checkbox next to it
13) OK
14) Click 'Project' on the menu bar -> '[Your Project Name] Options'
15) Click 'General' on the left side of the window that pops up
16) Change Target Framework to 'Mono / .NET 3.5' (<- what your assembly was probably missing)
17) OK
18) Click 'Build' on the menu bar -> 'Build All'
19) Open your 'Documents' folder and go into 'Projects'
20) '[Your Project Name]' -> '[Your Project Name]' -> 'bin' -> 'Debug'
21) Copy the [Your Project Name].dll file and replace the assembly in Colonist Creation Mod with it
22) Open the BaseMapGenerators.xml file in Colonist Creation Mod\Defs\MapGeneratorDefs\ with notepad or something
23) Find this: '<li Class="ColonistCreationMod.Genstep_ColonistCreationMod">' near the bottom and change 'ColonistCreationMod' to the name of your new assembly

#16 was the reason, I had it set to Mono / NET 4.0, switching it got rid of the errors.

Thank you very much man.
255 colonist madness, bwuahaha!!! http://prntscr.com/47coi9
//SelectDown
Rect DownPos = new Rect(80f, 55f, 40f, 40f);
if (Widgets.TextButton(DownPos, "<-".Translate()))
{
if (Amount > 1)
{
Amount--;
}
else
{
Amount = 255;
}

ShowAmount(new Rect(135f, 60f, 40f, 40f));
}

//ShowAmount
ShowAmount(new Rect(135f, 60f, 40f, 40f));

//SelectUp
Rect UpPos = new Rect(160f, 55f, 40f, 40f);
if (Widgets.TextButton(UpPos, "->".Translate()))
{
if (Amount < 255)
{
Amount++;
}
else
{
Amount = 1;
}

ShowAmount(new Rect(135f, 60f, 40f, 40f));
}
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.1
Post by: Argain on July 28, 2014, 11:07:56 PM
Quote from: SkittlesAreFalling on July 28, 2014, 09:21:31 PM
255 colonist madness, bwuahaha!!! http://prntscr.com/47coi9

lol craziness and yw
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.1
Post by: chaosgroupie on July 28, 2014, 11:13:58 PM
Is anyone else having issues with 2.1? It gets to the screen where it lets me choose the number of colonists I want, but when I press accept it doesn't do anything.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.1
Post by: chaosgroupie on July 28, 2014, 11:19:03 PM
Quote from: chaosgroupie on July 28, 2014, 11:13:58 PM
Is anyone else having issues with 2.1? It gets to the screen where it lets me choose the number of colonists I want, but when I press accept it doesn't do anything.

Never mind, it was the mapgen compatibility pack that was making it not work.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.1
Post by: reminder on July 29, 2014, 04:20:51 AM
A few slightly annoying issues:
*Some adulthood professions cannot be selected anymore for some reason (for example, Intelligence Agent) after saving the team for the first time. Maybe there are some hidden requirements that are broken by changing other values?
*Mad Scientist adulthood turns into Conceptual Artist after exporting/importing. I guess that's how mad science is called nowadays...
*Space Marine becomes a Vengeful Explorer after exporting/importing.

One slightly abusive feature is that it is possible to manipulate stats into becoming 20 as stat bonuses from childhood/adulthood top on manually added points. 
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.1
Post by: Argain on July 29, 2014, 10:37:36 AM
Quote from: reminder on July 29, 2014, 04:20:51 AM
A few slightly annoying issues:
*Some adulthood professions cannot be selected anymore for some reason (for example, Intelligence Agent) after saving the team for the first time. Maybe there are some hidden requirements that are broken by changing other values?
*Mad Scientist adulthood turns into Conceptual Artist after exporting/importing. I guess that's how mad science is called nowadays...
*Space Marine becomes a Vengeful Explorer after exporting/importing.

Changing the Body Shape will reset the Adulthood Backstory.

Quote from: reminder on July 29, 2014, 04:20:51 AM
One slightly abusive feature is that it is possible to manipulate stats into becoming 20 as stat bonuses from childhood/adulthood top on manually added points.

That's definitely what would be considered an 'exploit' and is fixed for v2.2 by way of the skills being reset whenever the backstories are changed.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: cryptology on July 29, 2014, 07:09:59 PM
Add me to the list of those desiring Randomization!

Actually registered on the forums to ask about it, but it looks like someone beat me to it.

I'm lazy. -_-
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: Argain on July 29, 2014, 09:50:48 PM
Quote from: cryptology on July 29, 2014, 07:09:59 PM
Actually registered on the forums to ask about it, but it looks like someone beat me to it.

Well, then let me be the first to welcome you to the forums! And you can definitely still enable a bit of starting randomization, as it sounds like you found :) If anymore questions come to you, feel free to ask... I get auto-email notifications and check my email religiously lol
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: Rhea on July 30, 2014, 10:55:56 AM
Are you planning on keeping the hairstyles separated by gender?

Is there an easy way for me to change this or are you planning on removing that in future updates?

Great mod btw, really love it! I've restarted so many times when I was displeased with the vanilla randomization so this mod kinda saved me.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: xiangsu on July 30, 2014, 04:24:26 PM
HI ~ Argain I really like your work, and I look forward to make Chinese players can experience your MOD, I hope you can help me! I want to add CCM Chinese language, I try to try to modify the language of CS inside but found inside the game or English, to ask how am I going to change ~
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: Argain on July 30, 2014, 07:38:33 PM
Quote from: Rhea on July 30, 2014, 10:55:56 AM
Are you planning on keeping the hairstyles separated by gender?

Yep.

Quote from: Rhea on July 30, 2014, 10:55:56 AM
Is there an easy way for me to change this or are you planning on removing that in future updates?

Not really. You'd have to modify the source code and then recompile it. If you'd like to give it a shot, I wrote out a list of steps on how to recompile it using a program called MonoDevelop for someone else. Not sure off-hand what you would have to all change... I'll go take a look...

Quote from: Rhea on July 30, 2014, 10:55:56 AM
Great mod btw, really love it!

Thanks! :)
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: Argain on July 30, 2014, 08:18:55 PM
Quote from: xiangsu on July 30, 2014, 04:24:26 PM
HI ~ Argain I really like your work, and I look forward to make Chinese players can experience your MOD, I hope you can help me! I want to add CCM Chinese language, I try to try to modify the language of CS inside but found inside the game or English, to ask how am I going to change ~

(http://i207.photobucket.com/albums/bb260/oblivionburn/screenshot1.png)

I don't know why certain things aren't translating correctly... I'll double check the code.

Edit:

GUI.Label(position2, colonist.Skills[index].SkillName.Translate() + ": ");

^ That line of code should be translating all the skill names into other languages, which it would theoretically find Chinese translations for in Mods\Core\Languages\zh-CN\Keyed\Skills.xml. I really don't know what can be done about it, since every skill has a Chinese translation already:
Quote
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
  <Level>等级</Level>
  <ProgressToNextLevel>到下一级的进度</ProgressToNextLevel>
  <Passion>兴趣度</Passion>
  <PassionNone>无 (学习速度{0}倍)</PassionNone>
  <PassionMinor>感兴趣 (学习速度{0}倍)</PassionMinor>
  <PassionMajor>炽烈(学习速度{0}倍)</PassionMajor>
  <EffectsAtLevel>{0}级的效果:</EffectsAtLevel>

  <Skill0>无能力</Skill0>
  <Skill1>不称职</Skill1>
  <Skill2>认识基本</Skill2>
  <Skill3>熟悉基本</Skill3>
  <Skill4>新手</Skill4>
  <Skill5>强力新手</Skill5>
  <Skill6>从业者</Skill6>
  <Skill7>熟练的从业者</Skill7>
  <Skill8>专业人员</Skill8>
  <Skill9>熟练的专业人员</Skill9>
  <Skill10>专家</Skill10>
  <Skill11>强力专家</Skill11>
  <Skill12>非常强力的专家</Skill12>
  <Skill13>大师</Skill13>
  <Skill14>强力大师</Skill14>
  <Skill15>星球级大师</Skill15>
  <Skill16>太阳系级大师</Skill16>
  <Skill17>倍受尊敬的大师</Skill17>
  <Skill18>远见者</Skill18>
  <Skill19>传奇级</Skill19>
  <Skill20>上帝级</Skill20>
</LanguageData>

It's simply not finding certain ones, for some reason. At least it runs? I had reports of this mod not working at all for any language using a DefInjected translation.

Edit: To be honest, I haven't the faintest clue what I'm talking about lol I just throw .Translate() in front of any text being outputted and hope it works XD

Edit 2: I have an idea... I can setup my own Translation class to preload all the translated words. All I'll have to do, then, is detect which language the game is running in. I'll write up an xml template that you can put all the translations into.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: Argain on July 30, 2014, 10:29:55 PM
Alright, xiangsu... here's a TranslationTemplate.xml file for you. All you need to do is translate each word(s)/number in it, send it back, and I'll take care of the rest ;) Anyone else who wants this mod translated into their language, you're welcome to do the same.

Note: If the mod does not function at all while running the game in your language, then there's simply nothing I can do about that. Sorry.

[attachment deleted by admin: too old]
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: xiangsu on July 31, 2014, 04:54:26 AM
Quote from: Argain on July 30, 2014, 10:29:55 PM
Alright, xiangsu... here's a TranslationTemplate.xml file for you. All you need to do is translate each word(s)/number in it, send it back, and I'll take care of the rest ;) Anyone else who wants this mod translated into their language, you're welcome to do the same.

Note: If the mod does not function at all while running the game in your language, then there's simply nothing I can do about that. Sorry.

HI~ Argain
<4> Number Translation Here </ 4>
<5> Number Translation Here </ 5>
<6> Number Translation Here </ 6>
<7> Number Translation Here </ 7>
<8> Number Translation Here </ 8>
<9> Number Translation Here </ 9>
Here is the corresponding mean?
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: Argain on July 31, 2014, 08:22:47 AM
Quote from: xiangsu on July 31, 2014, 04:54:26 AM
HI~ Argain
<4> Number Translation Here </ 4>
<5> Number Translation Here </ 5>
<6> Number Translation Here </ 6>
<7> Number Translation Here </ 7>
<8> Number Translation Here </ 8>
<9> Number Translation Here </ 9>
Here is the corresponding mean?

Replace 'Number Translation Here' with whatever the Chinese version is. Anything between <something> and </something> is what I'll be reading into the game as the translation for that particular text.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: S1k1sk on July 31, 2014, 08:29:47 AM
I tried to spawn 3 or more colonists with different skill and style on easy difficulty but when they spawn, they have again random skill :/ please help me :)
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: S1k1sk on July 31, 2014, 08:37:47 AM
I tried to spawn 3 or more colonists with different skill and style on easy difficulty but when they spawn, they have again random skill :/ please help me :) (sorry for poor english)
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: Argain on July 31, 2014, 09:08:19 AM
Quote from: S1k1sk on July 31, 2014, 08:29:47 AM
I tried to spawn 3 or more colonists with different skill and style on easy difficulty but when they spawn, they have again random skill :/ please help me :)

- Did you change the Body Shape -after- you set the Backstory and Skills?
- Was there an error thrown in the console log?
- What other mods are you running?
- What operating system are you using?
- Was developer mode turned on?
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: S1k1sk on July 31, 2014, 10:28:37 AM
- I still change body shape before I set back story and skills
- there was any error
- Blasting Charges and of course core
- Windows 8.1
- it was off
thanks for fast answer :)
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: xiangsu on July 31, 2014, 01:52:08 PM
Quote from: Argain on July 31, 2014, 08:22:47 AM
Quote from: xiangsu on July 31, 2014, 04:54:26 AM
HI~ Argain
<4> Number Translation Here </ 4>
<5> Number Translation Here </ 5>
<6> Number Translation Here </ 6>
<7> Number Translation Here </ 7>
<8> Number Translation Here </ 8>
<9> Number Translation Here </ 9>
Here is the corresponding mean?

Replace 'Number Translation Here' with whatever the Chinese version is. Anything between <something> and </something> is what I'll be reading into the game as the translation for that particular text.

Please help me to check whether what is missing?

[attachment deleted by admin: too old]
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: Argain on July 31, 2014, 05:25:23 PM
Quote from: xiangsu on July 31, 2014, 01:52:08 PM
Please help me to check whether what is missing?

Just this line: <Tuft>Tuft</Tuft>
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: Argain on July 31, 2014, 05:35:16 PM
Quote from: S1k1sk on July 31, 2014, 10:28:37 AM
- I still change body shape before I set back story and skills
- there was any error
- Blasting Charges and of course core
- Windows 8.1
- it was off

Hmm... is it something that happens every time? In other words, can the bug be duplicated?
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: S1k1sk on July 31, 2014, 06:03:26 PM
It happend every time . I try to make new world many time , it never run right
maybe u can look on that live (with team viewer)
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: xiangsu on August 01, 2014, 11:53:30 AM
Quote from: Argain on July 31, 2014, 05:25:23 PM
Quote from: xiangsu on July 31, 2014, 01:52:08 PM
Please help me to check whether what is missing?

Just this line: <Tuft>Tuft</Tuft>

Modification is completed, the file should be placed there to achieve Chinese?

[attachment deleted by admin: too old]
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: Jerethi50 on August 01, 2014, 02:19:39 PM
I wonder if it would be possible to add in a button to allow people to bypass your chargen and instead use the three randomly generated colonists they picked or were given before the map generates. It may seem odd to request this "Please add a function to not use your mod" lol, But it isn't for me, its for the AIOMod, if you include such an option, it keeps me from having to maintain and update two or three or four variations of my mod package, I'm really wanting to avoid that, so adding such a feature would be a huge help :).
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: AnddyiRaynor on August 01, 2014, 03:37:35 PM
v2.1:
- Added a true/false option in the BaseMapGenerators.xml to enable the creation menu to be matched to the pawns generated in the background and not simply base templates (false by default)

Pretty sure that is what you are looking for. Well sort of.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: Jerethi50 on August 01, 2014, 06:31:25 PM
nope, I'm looking for a button that you click and you basically bypass the mod and just run the original colonist generator.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: Argain on August 01, 2014, 08:35:59 PM
Quote from: xiangsu on August 01, 2014, 11:53:30 AM
Modification is completed, the file should be placed there to achieve Chinese?

Once I finish writing the translation code, then I'll post an update which uses the file :) Gonna try to get it done over the weekend, but no promises.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: Argain on August 01, 2014, 08:42:14 PM
Quote from: Jerethi50 on August 01, 2014, 02:19:39 PM
I wonder if it would be possible to add in a button to allow people to bypass your chargen and instead use the three randomly generated colonists they picked or were given before the map generates. It may seem odd to request this "Please add a function to not use your mod" lol, But it isn't for me, its for the AIOMod, if you include such an option, it keeps me from having to maintain and update two or three or four variations of my mod package, I'm really wanting to avoid that, so adding such a feature would be a huge help :).

Definitely possible! I'll include that in the next update :)

Edit: Actually, since this will be so quick and easy to do (and the Translation code is gonna take a bit to integrate all over the place) I'll just whip it up real quick and post another update afterward for the Language Compatibility.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
Post by: Jerethi50 on August 01, 2014, 10:54:45 PM
Quote from: Argain on August 01, 2014, 08:42:14 PM
Quote from: Jerethi50 on August 01, 2014, 02:19:39 PM
I wonder if it would be possible to add in a button to allow people to bypass your chargen and instead use the three randomly generated colonists they picked or were given before the map generates. It may seem odd to request this "Please add a function to not use your mod" lol, But it isn't for me, its for the AIOMod, if you include such an option, it keeps me from having to maintain and update two or three or four variations of my mod package, I'm really wanting to avoid that, so adding such a feature would be a huge help :).

Definitely possible! I'll include that in the next update :)

Edit: Actually, since this will be so quick and easy to do (and the Translation code is gonna take a bit to integrate all over the place) I'll just whip it up real quick and post another update afterward for the Language Compatibility.

Awesome! Thanks!
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2b
Post by: Jerethi50 on August 02, 2014, 01:32:09 PM
I wonder, do you think you could add some sort of xml readable filter for clothing and weapon options ? for example, in this filter, i put an entry "Weapon:Turret" any weapons with Turret in its name would then not show in the weapon selection box. or "Apparel:Armor" would prevent anything with armor in the name from showing up in the clothing list. Think this would be possible ?
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2b
Post by: Argain on August 02, 2014, 06:05:57 PM
Quote from: Jerethi50 on August 02, 2014, 01:32:09 PM
I wonder, do you think you could add some sort of xml readable filter for clothing and weapon options ? for example, in this filter, i put an entry "Weapon:Turret" any weapons with Turret in its name would then not show in the weapon selection box. or "Apparel:Armor" would prevent anything with armor in the name from showing up in the clothing list. Think this would be possible ?

It's possible, but I need a bit more of an explanation as to what the purpose would be. I'm failing to see the point of it, since I'm already restricting anything from the lists that aren't usable by the colonists. Was there something I missed?

Edit: Nevermind, I see the Apparello update you posted. Here's the deal: I can make a quick patch to keep the hive armor, steam hull and scyther armors from being available at the start... but I'll need their -exact- names (their Labels) as they would appear in the database, otherwise it won't work.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2b
Post by: Jerethi50 on August 02, 2014, 06:48:55 PM
i was kind of hoping for the filtration system mainly because there are lots of things in the lists that shouldn't be, mod added turrets and emplacement weapons,  and armors and such. I suppose i could dig up the exact label names of each item, and send that to you to patch in, and do so again every time i add a new mod that adds stuff like that, I just thought that might start getting annoying for you lol.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2b
Post by: Argain on August 02, 2014, 09:18:14 PM
Quote from: Jerethi50 on August 02, 2014, 06:48:55 PM
I just thought that might start getting annoying for you lol.

Hmm, good point. I'll see what I can do...
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3
Post by: Argain on August 03, 2014, 03:23:14 PM
Alright, xiangsu... v2.3+ should be mostly translated now.

The few things that are probably not translated:
- Most Backstory Names
- Some work restrictions
- Most Trait Names
- Some weapons

If you would like those to also be translated, then modify the Chinese.xml file in the Translations folder and send it back to me with the additional translations.

A list of Backstory Names can be found here: https://www.dropbox.com/s/p1vk9gevpmwk413/Backstories.txt
A list of Trait Names can be found here: https://www.dropbox.com/s/9xzhukqptiqp2s5/Traits.txt
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3a
Post by: Argain on August 03, 2014, 04:10:46 PM
@Jerethi50: In the BaseMapGenerators.xml file you'll now see:


<!-- Hardcoded, the colonists themselves and their equipment -->
      <li Class="ColonistCreationMod.Genstep_ColonistCreationMod">
      <baseStats>
            <li>false</li>
      </baseStats>
      <choice>
            <li>false</li>
      </choice>
      <startingItems>
            <li>
                  <thingDef>Gun_Pistol</thingDef>
            </li>
            <li>
                  <thingDef>Gun_LeeEnfield</thingDef>
            </li>
            <li>
                  <thingDef>Gun_Pistol</thingDef>
            </li>
      </startingItems>
      <exemptShirts>
            <li>Hive Armor</li>
            <li>Steamhull</li>
      </exemptShirts>
      <exemptCoats>
            <li>Hive Armor</li>
            <li>Scyther frame</li>
            <li>Steamhull</li>
      </exemptCoats>
      <exemptWeapons>
            <li>Incendiary mortar</li>
            <li>Explosive mortar</li>
      </exemptWeapons>
      </li>


Anything listed in the exemptShirts, exemptCoats or exemptWeapons will not show up as options in the menu... but the things listed need to be the exact labels, which you can find in their def files. Shirts = OnSkin Layer and Coats = Shell Layer.
If you change the 'false' under the choice list to 'true' you'll enable the "Use the Colonist Creation Menu?" popup for those that want the option.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3a
Post by: Jerethi50 on August 03, 2014, 08:32:34 PM
Thanks! :)
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3a
Post by: oink on August 04, 2014, 02:31:24 PM
E: Seems like there are some compability issues in the new version with A FIGHTING CHANCE v1.2 (Vanilla Edition)
When I create a new colony the Menu doesn't pop up
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3a
Post by: Argain on August 04, 2014, 03:08:36 PM
Quote from: oink on August 04, 2014, 02:31:24 PM
E: Seems like there are some compability issues in the new version with A FIGHTING CHANCE v1.2 (Vanilla Edition)
When I create a new colony the Menu doesn't pop up

If you wanna make'em compatible, there's a number of things you can do... the easiest would be to delete the MapGeneratorDefs folder in the Fighting Chance mod. If you want to keep the extra resources from it and the increased timer for meals, here's what you can do:

1) Delete the MapGeneratorDefs folder in A Fighting Chance
2) Replace the BaseMapGenerators.xml file in my mod with the one I've attached here
3) Move the DamageTypeDefs and ThingDefs folders from A Fighting Chance into the Defs folder of the Colonist Creation Mod

You will have essentially 'merged' the mods if you do those three steps.

[attachment deleted by admin: too old]
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3a
Post by: oink on August 04, 2014, 09:38:06 PM
Quote from: Argain on August 04, 2014, 03:08:36 PM
Quote from: oink on August 04, 2014, 02:31:24 PM
E: Seems like there are some compability issues in the new version with A FIGHTING CHANCE v1.2 (Vanilla Edition)
When I create a new colony the Menu doesn't pop up

If you wanna make'em compatible, there's a number of things you can do... the easiest would be to delete the MapGeneratorDefs folder in the Fighting Chance mod. If you want to keep the extra resources from it and the increased timer for meals, here's what you can do:

1) Delete the MapGeneratorDefs folder in A Fighting Chance
2) Replace the BaseMapGenerators.xml file in my mod with the one I've attached here
3) Move the DamageTypeDefs and ThingDefs folders from A Fighting Chance into the Defs folder of the Colonist Creation Mod

You will have essentially 'merged' the mods if you do those three steps.
Just deleted it for now, I try the one when I'm starting a new Colony. Thank you :))
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3a
Post by: Andu88 on August 07, 2014, 01:39:21 AM
Where is the folder to download? 
Thanks
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3a
Post by: Jaxxa on August 07, 2014, 01:41:59 AM
Quote from: Andu88 on August 07, 2014, 01:39:21 AM
Where is the folder to download? 
Thanks
Attached to the first post.
Yellow writing at the bottom.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3a
Post by: imacb on August 07, 2014, 09:37:42 AM
The only links in the first post are to the "All in one mod". Can someone post a link to the most recent individual colonist creation mod?
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3a
Post by: Shinzy on August 07, 2014, 09:46:30 AM
Quote from: imacb on August 07, 2014, 09:37:42 AM
The only links in the first post are to the "All in one mod". Can someone post a link to the most recent individual colonist creation mod?

It's in the first post, at the very bottom, as an attachment
A tiny link which can't be seen unless logged in =P So I can't blame you for not noticing!
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3a
Post by: Argain on August 07, 2014, 10:14:17 AM
Sorry for the tiny download link... used to have a big one linked to dropbox, but it's just easier to upload straight to this forum :P
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3a
Post by: imacb on August 07, 2014, 10:27:18 AM
Quote from: Shinzy on August 07, 2014, 09:46:30 AM
Quote from: imacb on August 07, 2014, 09:37:42 AM
The only links in the first post are to the "All in one mod". Can someone post a link to the most recent individual colonist creation mod?

It's in the first post, at the very bottom, as an attachment
A tiny link which can't be seen unless logged in =P So I can't blame you for not noticing!

Oh you have to log in? Haha I legit spent 10 minutes trying to click on every single word in the first post in case the link hadn't been highlighted or something.

Thanks
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3a
Post by: captainradish on August 07, 2014, 07:08:00 PM
I'm having a weird problem in which every time I click on continue all it does is increase the stats of the first person out of the group. The rest of the buttons work, but I cannot continue and actually start the game.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3a
Post by: captainradish on August 07, 2014, 08:58:08 PM
Figured out it's some kind of weird problem with the K9 mod. Too bad. I liked that mod a lot.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3a
Post by: Argain on August 08, 2014, 02:56:53 AM
Quote from: captainradish on August 07, 2014, 08:58:08 PM
Figured out it's some kind of weird problem with the K9 mod. Too bad. I liked that mod a lot.

lol definitely a weird problem, which I unfortunately have no clue about.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3a
Post by: drysider on August 09, 2014, 01:48:32 AM
Hey there, love using this mod, especially since there's so many additional things you can edit like body type and skin colour.

I'm really really confused about why the hair styles have been split into male/female though, especially since randomly generated characters can use all hair styles! I don't really understand the decision; why aren't I allowed to give my female characters mohawks any more? :(
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3a
Post by: Argain on August 09, 2014, 09:44:02 AM
Quote from: drysider on August 09, 2014, 01:48:32 AM
I'm really really confused about why the hair styles have been split into male/female though, especially since randomly generated characters can use all hair styles! I don't really understand the decision; why aren't I allowed to give my female characters mohawks any more? :(

Well, here's the current code for that:

private void CreateHairList()
        {
            MaleHairList.Clear();
            FemaleHairList.Clear();

            foreach (HairDef hair in DefDatabase<HairDef>.AllDefs)
            {
                ColHairDef thisHair = new ColHairDef();
                List<string> Tags = new List<string>();
                thisHair.DefName = hair.defName;
                thisHair.GraphicPath = hair.graphicPath;
                thisHair.HairGender = hair.hairGender;
                thisHair.Label = hair.label;
                foreach (string tag in hair.hairTags)
                {
                    Tags.Add(tag);
                }
                if (hair.hairGender == HairGender.Any)
                {
                    MaleHairList.Add(thisHair);
                    FemaleHairList.Add(thisHair);
                }
                else if (hair.hairGender == HairGender.Male)
                {
                    MaleHairList.Add(thisHair);
                }
                else if (hair.hairGender == HairGender.Female)
                {
                    FemaleHairList.Add(thisHair);
                }
                else if (hair.hairGender == HairGender.MaleUsually)
                {
                    MaleHairList.Add(thisHair);
                }
                else if (hair.hairGender == HairGender.FemaleUsually)
                {
                    FemaleHairList.Add(thisHair);
                }
            }
        }


As you can see in the IF statements, the hairs have genders associated with them; in an attempt to keep everything aligned with what the game engine will be looking for, I split them into separate lists for the appropriate genders. The 'MaleUsually' and 'FemaleUsually', however, should be okay applying to either gender... so I'll go ahead and make them populate both gender lists. If I remember correctly, the Mohawk was a member of the 'MaleUsually' group :) so check back for a v2.3b with this quick fix.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3b
Post by: ragneps on August 09, 2014, 07:39:07 PM
I cant find the link to download the mod
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3b
Post by: Argain on August 09, 2014, 08:31:32 PM
Quote from: ragneps on August 09, 2014, 07:39:07 PM
I cant find the link to download the mod

It's the little yellow link at the bottom of the first post... you have to be logged in to see it.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3b
Post by: Core279 on August 10, 2014, 04:33:00 PM
For some reason, when I try to import a group of settlers, it only gets 1 or two loaded, the rest are still randomized. And sometimes the ones that are loaded, its just the name and clothing, nothing else is as it was when saved. Is this some form of bug or is it intended?Because I hate spending almost 30 minutes or more customizing my people every single time.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3b
Post by: Argain on August 10, 2014, 06:17:38 PM
Quote from: Core279 on August 10, 2014, 04:33:00 PM
For some reason, when I try to import a group of settlers, it only gets 1 or two loaded, the rest are still randomized. And sometimes the ones that are loaded, its just the name and clothing, nothing else is as it was when saved. Is this some form of bug or is it intended?Because I hate spending almost 30 minutes or more customizing my people every single time.

See if the assembly attached here works any better, with all other mods turned off. If it clears up the issue, let me know, so I can post it as a new update.

[attachment deleted by admin: too old]
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3b
Post by: tankast on August 11, 2014, 07:32:03 AM
not working and nothing happens i have newest version of game....

Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3b
Post by: Argain on August 11, 2014, 08:01:28 AM
Quote from: tankast on August 11, 2014, 07:32:03 AM
not working and nothing happens i have newest version of game....

Are you also having an issue? If so, then I'll need more details than simply "not working and nothing happens".
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3b
Post by: BlowIt on August 11, 2014, 01:26:34 PM
When i put the skills on the colonist i click "continue" when i go to see theirs skill is not the skills i put!
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3b
Post by: Geoblazer5 on August 11, 2014, 02:22:36 PM
This mod has an issue where if used with the A5 version of the K9 mod it won't start a map, do you think you could fix this?
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3b
Post by: Core279 on August 11, 2014, 07:05:52 PM
Quote from: Argain on August 10, 2014, 06:17:38 PMSee if the assembly attached here works any better, with all other mods turned off. If it clears up the issue, let me know, so I can post it as a new update.

Sadly, this didn't help. The problem persists.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3b
Post by: Argain on August 11, 2014, 11:05:29 PM
Quote from: Core279 on August 11, 2014, 07:05:52 PM
Sadly, this didn't help. The problem persists.

Could you send me a copy of your .col file so I can see exactly where it's failing?
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: De1ta on August 14, 2014, 07:39:25 AM
Any plans to update this for Alpha 6?
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Rhea on August 14, 2014, 07:53:46 AM
I hope this will be updated to Alpha 6. I realise there might be a lot of work involved with the new system of traits and hats being included and all. Hopefully you'll update it though :)
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Argain on August 14, 2014, 01:22:16 PM
It'll get updated for Alpha 6, so no worries :) As far as the hats go... they were already available in Alpha 5 and I've purposely left them out for one main reason: If I added them in, then all colonists would be forced to start with a hat on.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: 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.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Argain on August 14, 2014, 02:09:35 PM
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
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Jerethi50 on August 14, 2014, 02:26:31 PM
Quote from: Argain on August 14, 2014, 02:09:35 PM

That I can do! :D


heck! maybe make a no shirt option to! there is a nudist trait now i believe hehe
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Ruin on August 14, 2014, 04:59:25 PM
I like this mod so much, I really think it should be included in the vanilla game.

If you are not in the mood to just random it all, spending 15 minutes clicking the Randomize button to find a group of colonists you want to spend many hours (hopefully) with is not fun.  Playing RimWorld is fun.  This mod takes the not fun part out for me in some cases.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Ravebow on August 14, 2014, 05:05:48 PM
I looking forward for Alpha6 release :) I do not want to play with bunch of randoms! One of the best part of party creation in games is replace them with your friends :D
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Shinzy on August 14, 2014, 06:21:19 PM
Quote from: Ravebow on August 14, 2014, 05:05:48 PM
I looking forward for Alpha6 release :) I do not want to play with bunch of randoms! One of the best part of party creation in games is replace them with your friends :D

And watch them all die the most horrible ways imaginable =P *Flashbacks to FTL and XCOM* *brr*
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Argain on August 15, 2014, 01:29:35 AM
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.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Gavinhawk on August 15, 2014, 03:10:14 AM
Noooo! Of all the mods this one is my absolute favorite and most wanted. Unfortunately it seems there's nothing that you can do. Thank you for trying.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Gabriel_Braun on August 15, 2014, 03:40:00 AM
Damn that's a shame dude :(
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Ivia on August 15, 2014, 03:49:58 AM
Quote from: Argain on August 15, 2014, 01:29:35 AM
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.
Noooooooooooooooooooooooo, we need to find Tynan asap ;-;!
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Ravebow on August 15, 2014, 04:55:46 AM
They really should add character creation asap in vanilla instead of pointless randomizer... Well, for now i need to re-download 5D and play on that release until someone add creator.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Ivia on August 15, 2014, 05:44:31 AM
Quote from: Ravebow on August 15, 2014, 04:55:46 AM
They really should add character creation asap in vanilla instead of pointless randomizer... Well, for now i need to re-download 5D and play on that release until someone add creator.
RNG character is fun part either, but I always like slightly options xD
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: RawCode on August 17, 2014, 07:47:44 AM
MapInitData.colonists is list of colonists.
MapGenerator.PlayerStartSpot is starting area.

Hooking to GameStartedEvent  (Rimgazer API) and altering colonists is simple and easy.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Argain on August 17, 2014, 08:19:39 AM
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.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Rannzou on August 19, 2014, 12:24:42 PM
Please update to alpha 6!! nice mod by the way!
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: DorgoDorato on August 19, 2014, 05:06:23 PM
It was a good run Argain, but I understand the work-stoppage. Can't wait to see your return upon initial release though!
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: KKobayashi on August 19, 2014, 07:35:59 PM
Quote from: Argain on August 17, 2014, 08:19:39 AM
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.
Thanks for the good run!! I can't wait to see more of your work x:
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Somz on August 21, 2014, 02:07:03 PM
Quote from: Argain on August 15, 2014, 01:29:35 AM
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.

Well...f**k. One of my favorite, can't-live-without-it mods and it is now out of order.
Sad day for us all...
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Bryfus on August 22, 2014, 04:25:17 AM
Someone knows when version for Alpha 6 will be up? ;__;
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Gabriel_Braun on August 22, 2014, 04:58:52 AM
Quote from: Bryfus on August 22, 2014, 04:25:17 AM
Someone knows when version for Alpha 6 will be up? ;__;

(https://i.chzbgr.com/maxW500/6480649728/hCBAB29F7/)
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Bryfus on August 22, 2014, 09:34:19 AM
Quote from: Gabriel_Braun on August 22, 2014, 04:58:52 AM
Quote from: Bryfus on August 22, 2014, 04:25:17 AM
Someone knows when version for Alpha 6 will be up? ;__;

(https://i.chzbgr.com/maxW500/6480649728/hCBAB29F7/)

What do u mean? Colonist Creation Mod v2.3c is not compatibile compatible with Alpha 6.
Btw. In my opinion your photo is too big.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Gabriel_Braun on August 22, 2014, 09:51:18 AM
Quote from: Bryfus on August 22, 2014, 09:34:19 AM

What do u mean? Colonist Creation Mod v2.3c is not compatibile compatible with Alpha 6.
Btw. In my opinion your photo is too big.

It's never going to be;  didn't you read the previous pages?

Quote from: Argain on August 15, 2014, 01:29:35 AM
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.


As for the photo, might be my resolution, I didn't seem big to me
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Bryfus on August 22, 2014, 11:15:11 AM
It's never going to be;  didn't you read the previous pages?

Quote from: Argain on August 15, 2014, 01:29:35 AM
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.




As for the photo, might be my resolution, I didn't seem big to me
[/quote]

I did not know that the author has ceased to work in one of the 20 pages of posts. Who normal person could read all pages for once post?  Oh...nevermind.
Thank you for answer you good man.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Gabriel_Braun on August 22, 2014, 06:24:34 PM
Sorry if you took offence at that dude, it was only one page back and offence wasn't my intent
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: RawCode on August 22, 2014, 08:20:09 PM
QuoteWho normal person could read all pages for once post?
Being stupid is not normal on forums dedicated to development.

Nice sample of "who normal person could read sticky threads (there are 4 threads total less then single page each)"
https://forums.bukkit.org/threads/running-into-a-ambigous-gethealth-prolblem-is-there-a-fix.299984/
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Ryukotsei on August 24, 2014, 03:35:26 PM
Quote from: Argain on August 17, 2014, 08:19:39 AM
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.

Noooo, I just got the Alpha and came looking for this exact mod. T_T
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Iwillbenicetou on August 24, 2014, 05:36:59 PM
Hey, I thought of a way to recreate this mod! It will be very hard though, but you can get it! just dev cheat a bunch of colonists in, then kill the ones you don't want ;D
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: DorgoDorato on August 25, 2014, 12:14:22 AM
Quote from: Iwillbenicetou on August 24, 2014, 05:36:59 PM
Hey, I thought of a way to recreate this mod! It will be very hard though, but you can get it! just dev cheat a bunch of colonists in, then kill the ones you don't want ;D
I've degraded to creating colonists with the genders and ages I want, then use A6 Save Editor (http://ludeon.com/forums/index.php?topic=5346.0) to craft the colonists as I please.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: RemingtonRyder on August 25, 2014, 10:37:49 AM
I've kind of just learned to roll with the random.  Well, up to a certain point.  It's annoying having the childhood bonuses clash with the adulthood.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: PilotBhav04 on August 25, 2014, 11:16:11 AM
won't letme go onto link to download shows up with error
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Iwillbenicetou on August 25, 2014, 01:14:01 PM
Because he can't update the mod. probably took it off.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: BetaSpectre on August 25, 2014, 05:41:31 PM
This...This mod is dead? NOOOOOOO!!!!!!!!
GG GG GG T_T T_T T_T  :'(
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Iwillbenicetou on August 25, 2014, 10:19:21 PM
If a good enough programer was to help him, well you get the point. It might continue
Sorry if I spell anything incorrect, I am wiped out.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: AlmightyR on August 28, 2014, 10:00:56 AM
I can download it...but not working on Alpha6.

RIP CCM  :'( --- I'll be waiting someone to update you  :( ; Until then, enjoy heaven  ::) ; Because I'll abuse you thoroughly when you come back...  :o
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Argain on August 28, 2014, 07:58:41 PM
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.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: 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! :'(
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: daft73 on August 29, 2014, 02:08:30 PM
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! :'(
It appears the author of the mod has stopped continued work on this mod. It currently is not working.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Argain on August 29, 2014, 08:42:09 PM
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.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: AlmightyR on August 30, 2014, 02:08:20 AM
Quote from: Argain on August 29, 2014, 08:42:09 PM
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.

Then why isn't it in the 'Outdated' section?
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Iwillbenicetou on August 30, 2014, 11:52:00 AM
Because he will update it -_-
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: tervix on September 05, 2014, 05:05:32 AM
Is this mod still going to be updated? just questioning.
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Xerberus86 on September 05, 2014, 07:27:03 AM
Quote from: tervix on September 05, 2014, 05:05:32 AM
Is this mod still going to be updated? just questioning.

would be interested too, i would love to create my first three (or 4) colonists on my own instead of clicking the randomize button for several dozen times (literally).
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Emottaja on September 05, 2014, 08:56:32 AM
Quote from: Xerberus86 on September 05, 2014, 07:27:03 AM
Quote from: tervix on September 05, 2014, 05:05:32 AM
Is this mod still going to be updated? just questioning.

would be interested too, i would love to create my first three (or 4) colonists on my own instead of clicking the randomize button for several dozen times (literally).

Go check page 19...
Title: Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3c
Post by: Argain on September 05, 2014, 07:27:19 PM
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.