heyas. check out core/defs/pawnkingdefs_humanlikes/pawnkinds_special. strangerinblack in particular might be most useful. good luck
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#2
Help / Re: Smoothed floor XML?
February 19, 2020, 11:16:33 AMQuote from: Eidolan on February 18, 2020, 02:30:12 AMQuote from: Vanitious on February 14, 2020, 08:46:23 AM
ThingDefs_Misc/VariousStone.
typing "smoothed" into windows explorer while in Core/Defs made it pop right up for me.
This seems to only be fore the Walls as all the entries have a section for hit points (that floors don't have) and no talk of moment speed. I have also changed all of the "market values" in this XML to 0 and smoothing floors still adds to wealth but walls no longer do.
I see what you mean, that is the walls. Im not sure where it is then. Only other thing i could find that slightly referenced the floors was the allowances for them in the TerrainAffordances.xml. Maybe its in the games dll or something? s: good luck
#3
Help / Re: Smoothed floor XML?
February 14, 2020, 08:46:23 AM
ThingDefs_Misc/VariousStone.
typing "smoothed" into windows explorer while in Core/Defs made it pop right up for me.
typing "smoothed" into windows explorer while in Core/Defs made it pop right up for me.
#4
Mods / Re: [ModCreationHelp] CombatPower in PawnDef and the number between pawnKind meaning
February 11, 2020, 07:45:15 AM
read the combat power is used to calculate raids and such but i have been rather curious about the other values you ask about myself. i set them all to 1 for a custom factions trade caravan and get more or less pawns depending on the combat power i assign to the pawnkind defs i made.
#5
Mods / Re: [ModCreationHelp] XML codes for Damage Mitigation
February 11, 2020, 07:41:40 AM
using these for an animal seemed to give it damage reduction in the sense apparel does for colonists. (bottom 3 not all of them)
<statBases>
<MoveSpeed>5.5</MoveSpeed>
<MarketValue>6000</MarketValue>
<SellPriceFactor>0.30</SellPriceFactor>
<ComfyTemperatureMin>-165</ComfyTemperatureMin>
<ComfyTemperatureMax>150</ComfyTemperatureMax>
<ArmorRating_Sharp>1.55</ArmorRating_Sharp>
<ArmorRating_Blunt>1.55</ArmorRating_Blunt>
<ArmorRating_Heat>1.35</ArmorRating_Heat>
</statBases>
cant say for certain since i never extensively tested it but sure seemed to work and i imagine adding that into a race would do the same since animals base comes from race defs.
<statBases>
<MoveSpeed>5.5</MoveSpeed>
<MarketValue>6000</MarketValue>
<SellPriceFactor>0.30</SellPriceFactor>
<ComfyTemperatureMin>-165</ComfyTemperatureMin>
<ComfyTemperatureMax>150</ComfyTemperatureMax>
<ArmorRating_Sharp>1.55</ArmorRating_Sharp>
<ArmorRating_Blunt>1.55</ArmorRating_Blunt>
<ArmorRating_Heat>1.35</ArmorRating_Heat>
</statBases>
cant say for certain since i never extensively tested it but sure seemed to work and i imagine adding that into a race would do the same since animals base comes from race defs.
#6
Help / Re: Restrict recipe for certain work bench
February 11, 2020, 06:27:23 AM
dont think it restricts them to only that bench but it is what allows the bench to use the recipe. removing the <li>Make_ltem</li> section should effectively stop that bench from displaying the recipe as an option but it would only stop that bench not all instances of the recipe if there is more then one bench that uses it.
*edit*
if its something like makeable apparel the tailor benchs are listed in the apparels base usually so not sure if this applys to your situation but if it does might want to have a look at the items base as well as the item itself.
*edit*
if its something like makeable apparel the tailor benchs are listed in the apparels base usually so not sure if this applys to your situation but if it does might want to have a look at the items base as well as the item itself.
#7
Help / Question about packAnimal's
February 11, 2020, 06:03:24 AM
Was wondering if there is anything else besides the <packAnimal>true</packAnimal> under races to make a modded animal capable of being used as a pack animal. I made a warg knockoff and while it works fine for use in carvans i create, the trading faction caravans i made spits out an error and wont spawn on the map if i use just this custom pack animal for them instead of muffalo etc.
That said i've tried comparing the vanilla animals code to mine and figuring out what it lacks as i do with any of my edits since im no coder but cant seem to see any variation that im missing so unless its in another file entirely similar to how workbenchs and needing a workgiver is i dont see what im missing. any help or direction would be appreciated.
*edit*
the error that comes up when trying to use the animal for the faction caravans
Faction Agrology of def RegulatorsCivilA has no usable PawnGroupMakers for parms groupKind=Trader, tile=72342, inhabitants=False, points=748, faction=Agrology, traderKind=, generateFightersOnly=False, dontUseSingleUseRocketLaunchers=False, raidStrategy=, forceOneIncap=False, seed=
Verse.Log:Error(String, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
RimWorld.IncidentWorker_TraderCaravanArrival:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.<DoIncidentDebugAction>c__AnonStorey54:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
That said i've tried comparing the vanilla animals code to mine and figuring out what it lacks as i do with any of my edits since im no coder but cant seem to see any variation that im missing so unless its in another file entirely similar to how workbenchs and needing a workgiver is i dont see what im missing. any help or direction would be appreciated.
*edit*
the error that comes up when trying to use the animal for the faction caravans
Faction Agrology of def RegulatorsCivilA has no usable PawnGroupMakers for parms groupKind=Trader, tile=72342, inhabitants=False, points=748, faction=Agrology, traderKind=, generateFightersOnly=False, dontUseSingleUseRocketLaunchers=False, raidStrategy=, forceOneIncap=False, seed=
Verse.Log:Error(String, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
RimWorld.IncidentWorker_TraderCaravanArrival:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.<DoIncidentDebugAction>c__AnonStorey54:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
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