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Topics - Ekarus

#1
Help / Making a bionic nerf or buff a pawn's "beauty"
January 04, 2018, 11:33:13 PM
Is it possible? If so how? I'm talking about the invisible modifier that effects a colonist's chance for romance and such, not the "Social Chat Impact" by the way.
#2
Help / Way to increase a part's max health?
December 28, 2017, 09:16:05 AM
So what I'm basically looking to do is make a bionic limb with higher hitpoints than the base part's health. I don't know what to use, I've tried Part_Health, and MaxHitPoints but neither seem to not produce errors or work. I can't particularly code or else I'd look into handling it that way so I'm looking for an XML solution.

Any ideas?

Oh good god wrong board I'm so sorry
#3
Mods / Troubleshooting A Problem off a modlist
December 21, 2017, 09:42:22 PM
So I've encountered a problem that's driving me insane.

Every single surgical procedure in my game so far has been successful, but also /ALWAYS/ results in an infection and damage to the pawn.

Now a note, here's my hospital where the work is being done and I (think) I've eliminated the hospital as the problem.

We've got hospital beds, it's heated to 70 F, Vitals Monitors, the lights are lighting the beds to "Brightly Lit", the room is sterile. My surgeon and her patient are both "Squeaky Clean" (I'm using Dubs Bad Hygiene.)

Onto the modlist. (And order)

Core
HugsLib
Hospitality
VGP More Veggies
VGP Garden Fabrics
VGP Garden Gourmet
VGP Garden Drinks
VGP Vegetable Garden
VGP Soylent Production
No Debris B18
[KV] Trading Spot - B18
More Furniture [B18]
Expanded Roofing
Variety Hair
Various Space Ship Chunk [A18]
High Tech Laboratory Facilities
ResearchPal
Industrial Rollers
Roppoi hair B18
Fences And Floors
B18 - Retro Joy
Expanded Prosthetics and Organ Engineering
Invisible Conduits
GeneticRim b18
EdB Prepare Carefully
[FSF] Efficient Utilities
[RF] Configurable Maps [b18]
Dubs Bad Hygiene - BETA
Medical Training
Don't Tempt Me!
Deep Ore Identifier
VGP Garden Tools
Death Rattle
Psychology
Additional Joy Objects
Less Arbitrary Surgery
[RF] Editable Backstories [b18]
Expanded Incidents
Embrasures
MiningCo. Spaceship
While You're Up
Visible Pants
Reasonable Components
FashionRIMsta
Turret Collection
Hand Me That Brick
Realistic Rooms
Runtime GC
[FSF] Improved Vanometric Power Cells
[FSF] Craft Drugs at Drug Labs
[KV] RimFridge - B18
[B18]-LinkableDoors
Prisoner Ransom
Tick MultiThread
Don't Shave Your Head A18
Stack Merger
[B18] Reinstallable Drill


SO. With all that in mind, any clue at all what's causing this? I've checked the mods I thought could be causing it (EPOE, Genetic Engineering, Even Dubs Hygiene)
#4
Help / Custom Added-Part based thought not working
December 16, 2017, 05:02:03 PM
So I'm trying to give a pawn a thought if it's got a certain bionic, similar in functionality (I would think) to how the joywire works.

I've created the entry in the item definition, the hediff definition, the surgery definition, and the thought definition. Those entries are correctly implemented to the best of my knowledge (no spelling errors, unclosed tags, etc)

Am I missing something? Because even when I pawn has the part and meets the conditions to get the thought it doesn't show up on the list.

Attached below are the various definitions mentioned above. On the off chance I missed something.


Thought
  <ThoughtDef>
    <defName>testbionichappyThought</defName>
    <workerClass>ThoughtWorker_Hediff</workerClass>
    <hediff>testbionichappy</hediff>
    <validWhileDespawned>true</validWhileDespawned>
    <nullifyingTraits>
      <li>Prosthophobe</li>
  <li>Prosthophile</li>
    </nullifyingTraits>
    <stages>
      <li>
        <label>to be filled</label>
        <description>to be filled</description>
        <baseMoodEffect>7</baseMoodEffect>
      </li>
    </stages>
  </ThoughtDef>

Hediff
  <HediffDef ParentName="EAFAddedBodyPartBase">
    <defName>testbionichappy</defName>
    <label>to be filled</label>
    <labelNoun>to be filled</labelNoun>
    <addedPartProps>
      <isBionic>true</isBionic>
      <isSolid>true</isSolid>
    </addedPartProps>
  </HediffDef>

Surgery
  <RecipeDef ParentName="EAFSurgeryFlesh">
<defName>Installtestbionichappy</defName>
<label>to be filled</label>
<description>to be filled</description>
<workerClass>Recipe_InstallArtificialBodyPart</workerClass>
<jobString>to be filled</jobString>
<workAmount>2800</workAmount>
<skillRequirements>
<Medicine>6</Medicine>
</skillRequirements>
<ingredients>
<li>
<filter>
          <categories>
<li>Medicine</li>
</categories>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>testbionichappy</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
      <categories>
        <li>Medicine</li>
      </categories>
      <thingDefs>
<li>testbionichappy</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>BackHardpoint</li>
</appliedOnFixedBodyParts>
<addsHediff>testbionichappy</addsHediff>
</RecipeDef>

Item
  <ThingDef ParentName="EAFBodyPartArtificialBase">
    <defName>testbionichappy</defName>
    <label>To be filled</label>
    <description>To be filled</description>
    <graphicData>
      <texPath>Things/Item/BodyPart/ArtificialOrgan</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <itemGeneratorTags>
      <li>SpecialReward</li>
    </itemGeneratorTags>
    <statBases>
      <MarketValue>1500</MarketValue>
      <Mass>8</Mass>
    </statBases>
    <techHediffsTags>
      <li>Advanced</li>
    </techHediffsTags>
  </ThingDef>
#5
Outdated / [B18] Expanded Anatomy Framework
December 14, 2017, 07:10:44 AM
A framework intended to provide greater compatibility between mods that alter the vanilla "Human" definition. I've included a great number of options for modification and covered the basics used by some mods. (EG numbered ribs as used by most bionic expansions.)

By itself this mod does not add much in the way of new content however, I do need some help balancing out hit locations so feel free to help test. I have plans to release a mod that'll use it much more heavily later but that still has a fair amount of work to go.

The "goal" of this is to create a universal framework used by genetic engineering mods, bionic expansions, and the like so that those mods would be compatible with each other.

While there's no official support for other mods, it should work with other human-modifying mods.

Downloads:
Steam Workshop
RimWorld Nexus
#6
Mods / Mysterious XML Error
July 22, 2017, 08:12:38 AM
I'm at a loss at this point. The game dislikes several lines of XML in two definitions. However the catch is I copy/pasted the second definition, and five more, off the first. But after the second one it has no problems. Copy/Pasting from the definitions it likes results in new errors, commenting out the sections it dislikes results in no errors, editing one of the later definitions with the ones it dislikes results in errors.

I have no earthly idea what I'm doing wrong. Below are the two things it dislikes, followed by a third it likes.

<RecipeDef Abstract="True" Name="EPRecipeAnchientProsthetics">
<workSpeedStat>SmithingSpeed</workSpeedStat>
<soundWorking>Recipe_Machining</soundWorking>
<unfinishedThingDef>EPUnfinishedProsthetic</unfinishedThingDef>
<workSkill>Crafting</workSkill>
<workAmount>200</workAmount>
<jobString>Crafting prosthesis.</jobString>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>0</minLevel>
</li>
</skillRequirements>
          <recipeMaker>
<researchPrerequisite>EPAnchientProsthetics</researchPrerequisite>
        <recipeUsers>
        <li>CraftingSpot</li>
      </recipeUsers>
    </recipeMaker>
</RecipeDef>

<RecipeDef Abstract="True" Name="EPRecipeMedievalProsthetics">
<workSpeedStat>SmithingSpeed</workSpeedStat>
<soundWorking>Recipe_Machining</soundWorking>
<unfinishedThingDef>EPUnfinishedProsthetic</unfinishedThingDef>
<workSkill>Crafting</workSkill>
<workAmount>300</workAmount>
<jobString>Crafting prosthesis.</jobString>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>4</minLevel>
</li>
</skillRequirements>
    <recipeMaker>
<researchPrerequisite>EP20thCenturyProsthetics</researchPrerequisite>
      <recipeUsers>
        <li>TableMachining</li>
      </recipeUsers>
    </recipeMaker>
</RecipeDef>

<RecipeDef Abstract="True" Name="EPRecipe20thCenturyProsthetics">
<workSpeedStat>SmithingSpeed</workSpeedStat>
<soundWorking>Recipe_Machining</soundWorking>
<unfinishedThingDef>EPUnfinishedProsthetic</unfinishedThingDef>
<workSkill>Crafting</workSkill>
<workAmount>500</workAmount>
<jobString>Crafting prosthesis.</jobString>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>5</minLevel>
</li>
</skillRequirements>
    <recipeMaker>
<researchPrerequisite>EP20thCenturyProsthetics</researchPrerequisite>
      <recipeUsers>
        <li>TableMachining</li>
      </recipeUsers>
    </recipeMaker>
</RecipeDef>


Here's the first of the two error messages from the game, maybe one of you can make sense of it.
RimWorld 0.17.1557 rev1153
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

XML error: <recipeMaker><researchPrerequisite>EP20thCenturyProsthetics</researchPrerequisite><recipeUsers><li>TableMachining</li></recipeUsers></recipeMaker> doesn't correspond to any field in type RecipeDef.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

XML error: <recipeMaker><researchPrerequisite>EPAnchientProsthetics</researchPrerequisite><recipeUsers><li>CraftingSpot</li></recipeUsers></recipeMaker> doesn't correspond to any field in type RecipeDef.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


Edit: Just realized I posted this to the wrong board, my bad.
#7
What I'm trying to do is make it so using a certain set of bionic parts, if untended to will eventually fail. Unfortunately when I go to test this the parts don't seem to "catch" the disease they're supposed to grant.

Before I fall back on my plan F I want to know if it's possible to force a bionic part to catch a disease within XML.

Plan F being just assigning a (eventually) fatal disease to the "whole body" but I'm not sure if the effect would "stack" or just do really weird things (such as multiple instances of the disease from the same part) instead.
#8
Help / I have a very bad idea...
July 18, 2017, 06:52:09 AM
...but I don't quite know how to implement it.

Most the time when modders don't want you to be able to recruit a prisoner they just set their base recruit chance to zero.

...I want to give them a bionic that makes them explode. (Ideally if your surgeon fails to extract the bomb)

I just don't know how to do it. In a perfect word I'd like to make it so if the pawn is either talked to (a recruit attempt) without removing the bomb, or the surgeon fails to remove the bomb, it'll go off (And theoretically take out a chunk of the colony.)

Bare minimum I'd like to be able to make the pawns explode on death, like boom-critters.

I just can't find what makes boomrats & boomalopes explode in the XML files, anyone know where I should be looking? Or how to accomplish this "feature"
#9
Help / Strange problem
July 16, 2017, 07:25:13 AM
So I've been working on a mod for about a week now, I recently rearranged (but didn't remove any) of the definitions into different commented sections so they'd make more sense.

Well now about 45% of the thing-defs are spitting the "could not resolve cross-reference to Verse.ThingDef named" error and I have zero idea why. I've made sure the sections aren't commented out, the game is even loading other definitions from the same section so I don't understand what's going on.

Any help would be greatly appreciated.
#10
Help / What determines what ruins are made out of?
June 26, 2017, 10:30:25 PM
So I've started work on a mod and hit a wall, literally.

I don't know what causes materials to be used in ruin generation but my "Glass pellets" are being used (anything "made out of" them is being used) and that's kinda not gonna work. Don't know what's wrong, but here's the thingdef.
  <ThingDef ParentName="ResourceBase">
    <defName>EEGlass</defName>
    <label>glass pellets</label>
    <description>A pile of glass pellets that can be used to make furniture, structures, and other things from glass.</description>
    <graphicData>
      <texPath>EEGlass</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <resourceReadoutPriority>First</resourceReadoutPriority>
    <soundInteract>Silver_Drop</soundInteract>
    <soundDrop>Silver_Drop</soundDrop>
    <useHitPoints>false</useHitPoints>
    <resourceReadoutAlwaysShow>false</resourceReadoutAlwaysShow>
    <statBases>
      <MarketValue>1</MarketValue>
      <Mass>1</Mass>
      <SharpDamageMultiplier>1.2</SharpDamageMultiplier>
      <BluntDamageMultiplier>1</BluntDamageMultiplier>
    </statBases>
    <thingCategories>
      <li>ResourcesRaw</li>
    </thingCategories>
    <stackLimit>75</stackLimit>
    <smallVolume>false</smallVolume>
    <deepCommonality>0</deepCommonality>
    <stuffProps>
      <categories>
        <li>Metallic</li>
      </categories>
      <color>(198,220,198)</color>
      <commonality>0.1</commonality>
      <constructEffect>ConstructMetal</constructEffect>
      <soundImpactStuff>BulletImpactMetal</soundImpactStuff>
      <soundMeleeHitSharp>MeleeHit_Metal_Sharp</soundMeleeHitSharp>
      <soundMeleeHitBlunt>MeleeHit_Metal_Blunt</soundMeleeHitBlunt>
      <statOffsets>
        <Beauty>6</Beauty>
      </statOffsets>
      <statFactors>
        <MaxHitPoints>0.1</MaxHitPoints>
        <Flammability>0</Flammability>
        <Beauty>1</Beauty>
        <MeleeWeapon_Cooldown>1.8</MeleeWeapon_Cooldown>
      </statFactors>
      <smeltable>true</smeltable>
    </stuffProps>
  </ThingDef>

I've looked at Rimsenal's Foerum, which somehow doesn't get used for ruins but is still usable in the same, non-ruin ways.
#11
Help / Pawn sprites? +More questions
June 14, 2016, 08:10:06 AM
So if I wanted to change the assorted images associated with body/head types where would I find that line?

Also, if anyone's got any answers for these...
Mapgen stuff? If I wanted to change worldgen where would I look to learn how to do that?
Orbital traders, how do I make them 'stock' non-human humanoids?
Events, such as toxic fallout, how do I make my own?
Diseases, specifically the toxic fallout, is it possible to make pawns 'resistant' to it?

Alternatively, if you know of mods that do any of those things point me to them, hopefully I can learn from them.
#12
Outdated / [A13] Genetic Engineering
May 08, 2016, 11:28:38 AM
Genetic Engineering
Version 1.02
Rebalncing and some small features.


Features:
- An assortment of Xenohumans for every situation.
The initial release will include a handful of xenohumans which range from useful, to very nearly cosmetic: Far greater heat tolerance in excess of the appropriate trait at the expense of far worse cold vulnerability and as well as the opposite. High and Low Gravity xenohumans with greater resistance to damage and less respectively.
- Super Soldiers
What it says on the tin, they're shockingly difficult to kill, and as such are equally difficult to recruit. They come with a permanent mood boost however should you manage to 'tame' one.
- Engineered Mates
Genetically engineered lovers, completely devoted to their spouse but pretty much useless for anything else.
- Cosmetic Gene Mods
The only gene mods you'll be able to install in your colonists, gene mods are compatible with each other but provide no actual visual difference at the moment. Each will provide a small bonus to speech are are moderately expensive. Once installed, they cannot be uninstalled so use with caution.
- Attacks from Super Soldiers and Xenohumans
The game will throw the added races at you, be ready for one hell of a fight if the game throws super soldiers at you.
New! - Organ Specific Diseases
Changed (most) of the diseases in Rimworld to focus on specific organs in preparation for something greater, for now it simply allows super soldiers to survive normal diseases.
New! - Super Soldier deterioration syndrome
Super Soldiers weren't built to last, and as a result as they grow older (Around 20 years old or greater) you can expect some pretty serious repercussions of their extensive modifications and growth acceleration such as: Catastrophic Organ Failure Syndrome, Muscular Degeneration, and the dreaded Crimson Dementia!

Planned Features:
I'm releasing this before all the crazy ideas I'd had planned out are finished simply because I have next to no idea what I'm doing. If I held off on releasing this until I'd managed to cram in every single thing I wanted to it'd never come out. But, here are some features I plan to implement as I learn how to do so.
- Trade Ships
As it stands right now, I'm not 100% certain you can actually acquire any of the races I've added in game, I haven't had time to let the game trigger events on it's own and I've been unsuccessful in attempting to get the trade ships working correctly.
- More Xenohumans to go with Incidents
Radiation storms paired up with rad resistant xenohumans, xenohumans that are resistant to Toxic Fallout, that sorta thing.
- Proper sprites to go with the xenohumans and such
Code really isn't my area, but I have no idea how to get sprites into the game right now, so I can't do anything about it. I'd love to have custom images for all the various things I've added.
- Backstory & Work Restrictions
As it stands, the "nonviolent" Engineered Mates are actually capable of combat but I've made them exceedingly bad at it. It'd prefer it however if I could set them to be non-violent, as well as disable various work abilities to match the description provided in the Lore Primer.
- Xenohumans, Super Soldiers, and Engineered Mates mixed into the Colonist Pool
Not sure on this one either but as I understand it you can only get "Human" colonists right now at the start, but it'd be nice if I could mix in the others.

If anyone has info on how to do any of these, please PM me the info. Your help is greatly appreciated.

Known Issues:
- On startup you'll get a console warning with one to two errors. Disregard it, not sure what's causing it but everything seems to be functioning properly.
- Spelling errors. Lots of them. I know they're there, don't know where they are.
- Missing Social Tab. ...I have no idea where it went or how to get it back.

Compatibility:
- Compatibility patch for Expanded Prosthetics and Organ Engineering available in downloads section

- Incompatible with NoImageAvaible's Combat Realism with no plans to create a patch due to the discontinued status.
- I made a huge mess setting this thing up, safe bet it's not compatible with much.

Download
Version 1.02
Fixed the social tab, the inability to add eye mods, a few spelling errors, and tweaked some stats and descriptions.

Expanded Prosthetics and Organ Engineering Compatibility Patch
All credit for Expanded Prosthetics and Organ Engineering goes to Ykara, it's a seriously wonderful mod and if you don't have it I STRONGLY recommend it.

Installation:
Extract using your favorite RAR compatible program. WinRAR is mine. Place the "GeneticEngineering V1.01" Folder in your Mods folder, enable it in game. Then finally, generate a new world to use with the mod.

Installation (Compatibility Patch):
Follow the instructions above but when enabling it in the game enable it after Genetic Engineering and Expanded Prosthetics and Organ Engineering.

License:
- Modpacks
Sure, why not? Just be sure to mention me.
- Mods based on this
Don't see why I'd have the right to stop anyone, but if your looking for my permission go for it. I'd love to hear about it though, and as before don't forget to mention me.
#13
Help / Forcing multiple bionics upon one pawn?
May 07, 2016, 09:15:30 AM
I'm looking for a way to guarantee that a certain set of "Bionics" (I'm using the bionics system even though they're not bionics... Seems to be the best way to do what I'm trying to do so far) will spawn on a pawn.


  <PawnKindDef>
    <defName>SuperSoldierGrunt</defName>
    <label>super soldier grunt</label>
    <race>SuperSoldier</race>
    <combatPower>95</combatPower>
    <defaultFactionType>Pirate</defaultFactionType>
    <baseRecruitDifficulty>90</baseRecruitDifficulty>
    <backstoryCategory>Raider</backstoryCategory>
    <invMealCount>3</invMealCount>
    <itemQuality>Normal</itemQuality>
    <backstoryCryptosleepCommonality>0.8</backstoryCryptosleepCommonality>
    <maxGenerationAge>20</maxGenerationAge>
    <gearHealthRange>
      <min>0.7</min>
      <max>2.3</max>
    </gearHealthRange>
    <apparelTags>
      <li>Spacer</li>
    </apparelTags>
    <apparelRequired>
      <li>Apparel_PowerArmor</li>
    </apparelRequired>
    <apparelMoney>
      <min>6000</min>
      <max>10000</max>
    </apparelMoney>
    <apparelAllowHeadwearChance>0.9</apparelAllowHeadwearChance>
    <weaponMoney>
      <min>1500</min>
      <max>2600</max>
    </weaponMoney>
    <weaponTags>
      <li>AdvancedGun</li>
    </weaponTags>
    <techHediffsMoney>
      <min>10000</min>
      <max>10000</max>
    </techHediffsMoney>
    <techHediffsTags>
      <li>MilSpecGeneMods</li>
      <li>MilSpecGeneModsGrunt</li>
    </techHediffsTags>
    <techHediffsChance>25</techHediffsChance>
    <inventoryOptions>
      <skipChance>0.5</skipChance>
      <subOptionsChooseOne>
        <li>
          <thingDef>GlitterworldMedicine</thingDef>
          <countRange>
            <min>1</min>
            <max>2</max>
          </countRange>
        </li>
      </subOptionsChooseOne>
    </inventoryOptions>
  </PawnKindDef>


Currently, I'm using the PawnKindDef to specify that it will spawn with a bionic, but as I was testing I noticed it seems to only guarantee one no matter how high I've set the techHediffsMoney or techHediffsChance tags. Is it possible to force it to guarantee multiple bionics, or do I need to find a different system for this? I'd prefer to keep them split in multiple "bionics" for reasons, but if I have to I can combine them into one bionic.
#14
Help / Specifying age range?
May 05, 2016, 08:53:35 PM
Working on something that requires humanoids to, at most, get to be 30 years old. Problem is they keep generating between 40 to at most 60. Can anyone tell me what I need to know so I can get the age-range right?


  <ThingDef ParentName="BasePawn">
    <defName>SuperSoldier</defName>
    <label>super soldier</label>
    <description>This human was engineered from birth to be the perfect soldier. Every aspect of their being has been built around combat strength and survivability. As a side effect of their moddifications they do not live as long as a baseline human.</description>
    <uiIconPath>Things/Pawn/Humanlike/UI/IconHuman</uiIconPath>
    <statBases>
    <MarketValue>2500</MarketValue>
      <MoveSpeed>5.00</MoveSpeed>
      <Flammability>0.5</Flammability>
      <ComfyTemperatureMin>14</ComfyTemperatureMin>
      <ComfyTemperatureMax>42</ComfyTemperatureMax>
      <LeatherAmount>25</LeatherAmount>
    </statBases>
    <verbs>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTicks>90</defaultCooldownTicks>
        <meleeDamageBaseAmount>8</meleeDamageBaseAmount>
        <meleeDamageDef>Blunt</meleeDamageDef>
        <linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup>
      </li>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTicks>100</defaultCooldownTicks>
        <meleeDamageBaseAmount>8</meleeDamageBaseAmount>
        <meleeDamageDef>Blunt</meleeDamageDef>
        <linkedBodyPartsGroup>RightHand</linkedBodyPartsGroup>
      </li>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTicks>100</defaultCooldownTicks>
        <meleeDamageBaseAmount>10</meleeDamageBaseAmount>
        <meleeDamageDef>Blunt</meleeDamageDef>
        <linkedBodyPartsGroup>UpperHead</linkedBodyPartsGroup>
      </li>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTicks>120</defaultCooldownTicks>
        <meleeDamageBaseAmount>12</meleeDamageBaseAmount>
        <meleeDamageDef>Bite</meleeDamageDef>
        <linkedBodyPartsGroup>Teeth</linkedBodyPartsGroup>
      </li>
    </verbs>
    <race>
      <soundMeleeHitPawn>Pawn_Melee_Punch_HitPawn</soundMeleeHitPawn>
      <soundMeleeHitBuilding>Pawn_Melee_Punch_HitBuilding</soundMeleeHitBuilding>
      <soundMeleeMiss>Pawn_Melee_Punch_Miss</soundMeleeMiss>
      <specialshadowData>
        <volume>(0.3, 0.8, 0.4)</volume>
        <offset>(0,0,-0.3)</offset>
      </specialshadowData>
      <thinkTreeMain>Humanlike</thinkTreeMain>
      <thinkTreeConstant>HumanlikeConstant</thinkTreeConstant>
      <intelligence>Humanlike</intelligence>
      <makesFootprints>true</makesFootprints>
      <lifeExpectancy>30</lifeExpectancy>
      <leatherColor>(211,200,155)</leatherColor>
      <leatherCommonalityFactor>0.01</leatherCommonalityFactor>
      <leatherInsulation>1</leatherInsulation>
      <leatherMarketValue>18</leatherMarketValue>
      <nameCategory>HumanStandard</nameCategory>
      <minFoodPreferability>DesperateOnly</minFoodPreferability>
      <body>SuperSoldier</body>
      <baseBodySize>1.2</baseBodySize>
      <baseHealthScale>2.5</baseHealthScale>
      <foodType>OmnivoreHuman</foodType>
      <gestationPeriodDays>10</gestationPeriodDays>
      <ageGenerationCurve>
        <points>
          <li>
            <loc>(14,0)</loc>
          </li>
          <li>
            <loc>(16,100)</loc>
          </li>
          <li>
            <loc>(50,100)</loc>
          </li>
          <li>
            <loc>(60,30)</loc>
          </li>
          <li>
            <loc>(70,18)</loc>
          </li>
          <li>
            <loc>(80,10)</loc>
          </li>
          <li>
            <loc>(90,3)</loc>
          </li>
          <li>
            <loc>(100,0)</loc>
          </li>       
        </points>
      </ageGenerationCurve>
      <hediffGiverSets>
        <li>OrganicStandard</li>
<li>SurvivalGeneMods</li>
      </hediffGiverSets>
      <litterSizeCurve>
        <points>
          <li>(0.5, 0)</li>
          <li>(1, 1)</li>
          <li>(1.01, 0.02)</li>
          <li>(3.5, 0)</li>
        </points>
      </litterSizeCurve>
      <lifeStageAges>
        <li>
          <def>HumanlikeBaby</def>
          <minAge>0.1</minAge>
        </li>
        <li>
          <def>HumanlikeToddler</def>
          <minAge>0.5</minAge>
        </li>
        <li>
          <def>HumanlikeChild</def>
          <minAge>0.8</minAge>
        </li>
        <li>
          <def>HumanlikeTeenager</def>
          <minAge>1</minAge>
        </li>
        <li>
          <def>HumanlikeAdult</def>
          <minAge>10</minAge>
        </li>
      </lifeStageAges>
    </race>
    <recipes>
      <li>InstallPowerClaw</li>
      <li>InstallScytherBlade</li>
      <li>InstallBionicEye</li>
      <li>InstallBionicArm</li>
      <li>InstallBionicLeg</li>
      <li>InstallSimpleProstheticArm</li>
      <li>InstallSimpleProstheticLeg</li>
      <li>InstallPegLeg</li>
      <li>InstallDenture</li>
      <li>InstallJoywire</li>
      <li>InstallPainstopper</li>
      <li>InstallSnakeSkinCos</li>
      <li>InstallMoodScalesCos</li>
      <li>InstallCosFur</li>
      <li>InstallCosFeather</li>
      <li>InstallNaturalHeart</li>
      <li>InstallNaturalLung</li>
      <li>InstallNaturalKidney</li>
      <li>InstallNaturalLiver</li>
      <li>ExciseCarcinoma</li>
      <li>RemoveBodyPart</li>
      <li>Euthanize</li>
    </recipes>
  </ThingDef>


Gonna give up on being vague with what I'm working on, the "30 years old at most" part is (probably) a dead give away.
#15
What it says on the tin, I'm convinced I saw this functionality at one point but haven't seen it since. Any ideas on how to implement it in a mod? Preferably with the ability to set the chance?

Until then I've reached a dead-end with what I'm working on. If it's not possible I might have to toss it.

I considered inflicting it as an "age" disease, but I managed to loose track of where the file was. Plus, that's a pretty ugly work around.


Okay, figured that out. I've got colonists spawning with their enhancements now. Once I figure out what the numbers mean, and add some more options I'll be able to release the first version... Progress is good, sleep however not so good. Might sleep first.

What I'm trying to do, is set this up so that during character generation characters have a small chance of receiving IntentionallyVaugeHediff but not "develop" it later in life.
  <HediffGiverSetDef>
    <defName>IntentionallyVaugeDefName</defName>
    <hediffGivers>

      <li Class="HediffGiver_Birthday">
        <hediff>IntentionallyVaugeHediff</hediff>
        <partsToAffect>
          <li>Torso</li>
        </partsToAffect>
        <ageFractionChanceCurve>
          <points>
            <li>(0.625, 0)</li>
            <li>(0.75, 0.01395)</li>
            <li>(0.875, 0.02604)</li>
          </points>
        </ageFractionChanceCurve>
        <averageSeverityPerDayBeforeGeneration>0.001</averageSeverityPerDayBeforeGeneration>
      </li>

    </hediffGivers>
  </HediffGiverSetDef>
#16
So I hate to be "that guy" but while rolling randomly for my initial survivors and managed to roll my survivor and noticed the new trait: Gay

I'm not trying to start anything, hell I'm bisexual but is there any way to 'update' my character? I'll pay for a higher tier if I have to, I'd just prefer the character be accurate. Anyone else feel the same?
#17
I apologize if this is in the wrong thread.

After hitting the "randomize" button for the past two hours I've decided the name I'm looking for no longer exists in the game. I had seen it in a previous build but it seemed to be gone now, I have two questions:

The first is is there a list somewhere of the current in-game names/backgrounds in the files or something that's viewable? The second is if a chosen name/background was rejected is the user notified?