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Messages - Chehalden

#1
Ideas / Royalty Requirement Grace period
March 24, 2020, 11:02:39 AM
I was playing through my first Royalty game when my royal got enough rank to start demanding a throne room and a nice bed room, they went from a happy-ish productive member of the colony to surviving on catharsis just to be functional. There may have been appropriate warnings about this but they weren't obvious to me at least.

My Suggestion:
When a royalty member ranks up it shouldn't be an immediate requirement, but a grace period to meet their new demands.
It could operate like a decree, where they announce it is required and if not met by X number of days then the minus's to mood kick in.
You could even set it up so that each subsequent rank gives you less time to meet those demands.

This would prevent a Pawn suddenly getting 20+ mood debuff until from one second to the next.
#2
@AileTheAlien -- Awesome it is working perfectly! Thank you for showing me how to use @attributes correctly. That really simplifies what I was trying to do.
#3
I am trying to make a small change to the standing lamp but the section I need to change doesn't appear to have any easy unique identifiers (no defname)

This is the section I am trying to make a change to, the <basePowerConsumption> specifically.
  <ThingDef Abstract="True" Name="StandingLampBase" ParentName="LampBase">
    <graphicData>
      <texPath>Things/Building/Furniture/LampStanding</texPath>
    </graphicData>
    <costList>
      <Steel>20</Steel>
    </costList>
    <statBases>
      <Mass>4</Mass>
    </statBases>
    <comps>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>75</basePowerConsumption>
      </li>
    </comps>
  </ThingDef>


I cannot for the life of me figure out how to specifically target this section based on the <ThingDef> for this. There is <defName> in this section, it is in another child section. This section is also a child of another.

This has been my latest attempt hoping i could get into the right section

<Operation Class="PatchOperationReplace">
   <xpath>/Defs/ThingDefs_Buildings[texPath = "Things/Building/Furniture/LampStanding"]/comps</xpath>
     <value>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>30</basePowerConsumption>
      </li>
     </value>
   </Operation>
   


I have a feeling there is something simple I am missing as I am new to XPATH stuff. I was able to use the patch method before when I was working on an animal, but that one had a clear easy defName to work off of.

Any help would be greatly appreciated
#4
General Discussion / Re: That feel when...
April 23, 2015, 10:51:29 AM
Quote
Mind posting pics of the greater colony? Looks so insanely juicy I just need to know how on earth you keep up with your prisoner demands!!!

7 growers, 68 Hydroponics. I need more growers actually, to much interruption to the supply when i get attacked. I have had a recent inmate explosions with several back to back tribesmen raids, barely get the corpses in before the next attack. May need to expand hydroponics...

Base inside
Base Outside
[used outside source because i didn't want to butcher image quality, looks like it happened anyways]
There is a 4th geothermal outside of the screenshots i have hooked up

Quote from: chaosmage on April 23, 2015, 03:27:58 AM
where did you get that much food from? ... humans butchering?

That is all human meat, i don't use it in meals or nutrient paste. Whenever a bulk goods trader comes by i buy everything edible that isn't bolted down and stuff there ship full of human meat.

Quote from: rexx1888 on April 23, 2015, 04:07:04 AM
yaknow... if all of those prisoners are set to no interaction, it actually wouldnt be much work to keep them in there.. though i spose theyd get all pissed off an kill each other. Still, thats pretty rad

Still on 9e since 10 is a save break. No mods. No interaction, No food so they eat nutrient paste, No medicine. Pleasant Environment thoughts, in fact i have more statues now...

When a prisoner does go crazy it is a self solving problem with this many prisoners. all the people near him he gets in a fight with just beat him back into submission and problem solved. Prisoners seem to rarely die from fisticuffs.

I tried to release a bunch of human leather cowboy hats into the prison, but i found out they wont wear the hats. Now i am contemplating human leather pants to get rid of the nudity thought.



[attachment deleted due to age]
#5
General Discussion / That feel when...
April 22, 2015, 09:23:24 PM
That feel when slave traders still haven't shown up...

[attachment deleted due to age]