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Messages - Fakeaccount123

#1
Releases / Re: [1.3] More Precepts
August 19, 2021, 02:53:07 PM
Great mod. Thanks for sharing it. I don't have a steam account so i will leave some suggestions here if you don´t mind.

-New ritual, "ritualistic combat" (i am not good with names). Basically a gladiator duel but the participants will be your colonists. They shouldn't use weapons, they will fight with fists, like a social fight. Depending of the quality of the ritual the participants can improve or deteriorate their relationship.

-New ritual, "burning at the stake". I know you probably don't want to do this because it goes against the "family-friendly" nature of rimworld, but it would be a great addition. It could work like an alternative to the prisioner execution but you need to start this ritual at a pyre of logs.

-New precept "titles". This will only work with the royalty dlc. You can make your colonist admire or hate people with royal titles.

Finally i see you include the nomadic meme wich is great. Would you consider adding the vanilla precept "rough living" to that meme? so far rough living is only available to "trees" and "pain" memes. I think that if you have a nomadic life you will sleep outside on the floor and eat without a table quite often.

#2
if you want to experience how it would be to have enemy ai psycast there is a mod that does exactly that. The name is powerful psycast ai or something like that. I haven´t use it in 1.3 but it worked very well in 1.2. You can disable specific abillities and berserker pulse and some others are disabled by default. I didn't find it to powerfull or annoying but it adds some difficulty to the game. The main reason is that you can't predict what the enemy will cast at you and that can take you by surprise.
#3
You can find that information in the ThingDefs_Races folder. There are xml files there with the information of all animals (including humans and mechanoids). Most animals have a gestationPeriodDays tag, which is what you are looking for.
However keep in mind that you shouldn't change those values directly, that's not a good idea. Instead you should make a patch, there are some tutorials in the internet. You can also try to download a mod that change some characteristics of some animals to see how it is done.
#4
did you try "PatchOperationReplace" instead of add? it seems like you are trying to add somethig that is already there. Why don't you replace it instead?
#5
Help / Re: Replacing Textures for Prosthetics
April 18, 2021, 08:16:50 PM
I´m not sure if we are talking about the same mod but the "ParentName" of archotech implants in Expanded Prosthetics and Organ Engineering is not ArchotechBase, is "Glitterworld". Which are specifically the implants/body parts you can´t patch?
#6
Help / Re: Pawns spawn with no weapons
April 12, 2021, 07:37:59 AM
make sure the weapons you are trying to use have the weaponTag. weaponTag is not ecessarily equal to the weapon's name. For instance autopistol weapon tag is "SimpleGun". Something you can do is create your own weapon tag and put that tag in all the weapons you want your pawns to spawn with. Different weapons can have the same tag. You can put:
    <weaponTags>
      <li>Whetever</li>
    </weaponTags>
in all those wapons and then put the same tag in your pawns
#7
Ideas / more info in the info card
March 29, 2021, 06:32:04 PM
power buildings' (generators) info cards should tell the player how much energy they can provide. There is no way to tell how much energy a generator can produce without building one first. I know that power output is variable in solar panels and wind turbines but a max-min energy provided would be better than no info at all
#8
Help / Re: question about techprints
March 25, 2021, 02:45:19 PM
Yep. That worked. Thank you Shinzy.
In case anyone wonders specific techprints are called Techprint_nameoftheresearch
#9
Help / question about techprints
March 24, 2021, 06:58:52 PM
Is it possible to name one specific techprint with xml?
I am trying to make a patch so that the rebel quest gives you one specfic techprint as a reward but i don´t know if that is possible. It seems like you can´t specify wich techprint you get with xml. I can only find that "StockGenerator_Techprints" that generate techprints at random in traders lists.
#10
That should work. I am doing a mod that allows pawn to get psylinks and that is exactly how i did it. I added a drug that can randomly generate or upgrade the psylink hediff.
Another alternative is to use the xml of Psychic amplifier (if you have royalty) and copy how it works. You can add this in the <comps> of the pill:

<Comps>
      <li Class="CompProperties_Usable">
        <compClass>CompUsableImplant</compClass>
        <useJob>UseItem</useJob>
        <useLabel>swallow symbiote (or whatever you like)</useLabel>
      </li>
      <li Class="CompProperties_UseEffectInstallImplant">
        <hediffDef>HeartSymbioteHediff</hediffDef>
        <bodyPart>Heart</bodyPart>
      </li>
</Comps>

technically you won´t be "taking" the pill so you can't give it to prisoners but your colonist should be able to use the pill to get the symbiote hediff
#11
Yes i agree with that. I think that there should be some changes in the way the neuroformers are obtained. In my current playthrough i was able to recruit 2 psychically sensitive pawns almost at the same time. One of them is a tribal the other isn´t. Now the tribal pawn is a level 6 psycaster thanks to the anima tree mechanic and the non-tribal pawn is a level 1 psycaster thanks to a single psyformer i was able to buy before the update. Psyformers are very hard to obtain while there is a big incentive to recruit a lot of tribal pawns and put them to meditate and speed up the anima tree process.
#12
Ideas / Re: Pyromaniacs meditating with fire
June 08, 2020, 11:47:25 AM
Quote from: eBae on June 03, 2020, 10:43:38 PM
Sorry for the double post, but I really liked this idea so I tried to learn a bit about modding and make it myself. I think I have it working pretty much perfectly now, so I'll post it on the steam workshop tomorrow or the next day.

EDIT: Okie dokie, here's my stab at it: https://steamcommunity.com/sharedfiles/filedetails/?id=2118491305&searchtext=


Cool thanks for sharing it
#13
Thanks for keep working on this mod.
Can i make a weird request? Would you consider give support to alien races that lay eggs instead of having mammal pregnancy?
I think it would be fun to have some kind of reptilian race that lay eggs instead of giving birth directly. However i can´t make humanoid races to lay eggs by editting xml files :-\
#14
Ideas / Pyromaniacs meditating with fire
May 29, 2020, 12:26:48 PM
I suggest a new meditation type. Only available to pyromaniacs. They should be able to meditate watching at a torch or a campfire.
#15
General Discussion / Re: trait changes in 1.1?
May 19, 2020, 09:57:34 PM
What is this? I made this exactly same post a few weeks ago. This Guy just copied and pasted it