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Topics - JackQW

#1
Alright so...

I was going to make a sample mod, but ran into all sorts of issues with things other than Incidents and Buildings?

So I made an example "patch-in" mod that serves as a sandbox for others to modify...

Extract RWSandboxMod.7z to your "<RimWorldGameDir>\RimWorld363Win_Data\Managed" folder, and run "MergeRWSandboxMod.exe".
This will back up "Assembly-CSharp.dll", then inject "RWSandboxMod.dll" into it.

RWSandboxMod spawns a thread, waits for everything to load, then loads player created backstories from "<RimWorldGameDir>\Resources\Backstories\PlayerCreated".

*EDIT: A(n admittedly OP) colonist sample named after yours truely is contained in "RWSandboxWorldResourcesSample.7z", to be extracted in to your RimWorld root game dir. You can modify this or copy it and make your own, customize it however you like.*

Then, just to be fancy, when creating your characters, they are loaded first from characters in the sample.

If the character is flagged as a Pirate King, it gives the character high 'passion' and the 3 meaningful special traits.

I intend to transform this into a meaningful mod, but for now it's just a toy that demonstrates (potentially custom) loading items from Xml, character customization, logging to the developer console, and polling where events are unavailable.

Good luck, go nuts, and god speed!

[edit; added SS]


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