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Messages - Spacebeans

#1
Quote from: 1000101 on August 07, 2016, 02:27:39 PM
We'd need to see the code for your thought worker to help you with detecting the presence/absence of a particular pawn class (thingDef).

"Thoughtworker_ColonyHasNoAlien" isn't referring to anything at the moment, I just use it as a placeholder for when I find an actual line of code to refer to.

Did you need this?

<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>



  <!-- ============================ Alien ========================== -->

  <ThingDef ParentName="BasePawn">
    <defName>Alien</defName>
    <label>alien</label>
    <description>A new sentient lifeform that has unceremoniously made contact with humans across the galaxy. Very little is known about their physiology.</description>
    <uiIconPath>Things/Pawn/Humanlike/UI/IconHuman</uiIconPath>
    <statBases>
      <MarketValue>4750</MarketValue>
      <MoveSpeed>4.61</MoveSpeed>
      <Flammability>1.0</Flammability>
      <ComfyTemperatureMin>8</ComfyTemperatureMin>
      <ComfyTemperatureMax>28</ComfyTemperatureMax>
      <LeatherAmount>20</LeatherAmount>
    </statBases>
    <verbs>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTicks>100</defaultCooldownTicks>
        <meleeDamageBaseAmount>7</meleeDamageBaseAmount>
        <meleeDamageDef>Blunt</meleeDamageDef>
        <linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup>
      </li>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTicks>100</defaultCooldownTicks>
        <meleeDamageBaseAmount>7</meleeDamageBaseAmount>
        <meleeDamageDef>Blunt</meleeDamageDef>
        <linkedBodyPartsGroup>RightHand</linkedBodyPartsGroup>
      </li>
    </verbs>
    <race>
      <thinkTreeMain>Humanlike</thinkTreeMain>
      <thinkTreeConstant>HumanlikeConstant</thinkTreeConstant>
      <intelligence>Humanlike</intelligence>
      <makesFootprints>true</makesFootprints>
      <lifeExpectancy>80</lifeExpectancy>
      <leatherColor>(180,230,190)</leatherColor>
      <leatherCommonalityFactor>0.01</leatherCommonalityFactor>
      <leatherInsulation>0.70</leatherInsulation>
      <leatherMarketValue>30</leatherMarketValue>
      <nameCategory>HumanStandard</nameCategory>
      <body>Human</body>
      <baseBodySize>1</baseBodySize>
      <baseHealthScale>1</baseHealthScale>
      <foodType>OmnivoreHuman</foodType>
      <gestationPeriodDays>45</gestationPeriodDays>
      <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</minAge>
        </li>
        <li>
          <def>HumanlikeToddler</def>
          <minAge>1.2</minAge>
        </li>
        <li>
          <def>HumanlikeChild</def>
          <minAge>4</minAge>
        </li>
        <li>
          <def>HumanlikeTeenager</def>
          <minAge>13</minAge>
        </li>
        <li>
          <def>HumanlikeAdult</def>
          <minAge>18</minAge>
        </li>
      </lifeStageAges>
      <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>
      <ageGenerationCurve>
        <points>
          <li>(14,0)</li>
          <li>(16,100)</li>
          <li>(50,100)</li>
          <li>(60,30)</li>
          <li>(70,18)</li>
          <li>(80,10)</li>
          <li>(90,3)</li>
          <li>(100,0)</li>
        </points>
      </ageGenerationCurve>
      <hediffGiverSets>
        <li>OrganicStandard</li>
      </hediffGiverSets>
    </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>InstallNaturalHeart</li>
      <li>InstallNaturalLung</li>
      <li>InstallNaturalKidney</li>
      <li>InstallNaturalLiver</li>
      <li>ExciseCarcinoma</li>
      <li>RemoveBodyPart</li>
      <li>Euthanize</li>
    </recipes>
  </ThingDef>



</ThingDefs>
#2
Help / Need help with a trait that checks for race.
August 07, 2016, 10:39:45 AM
Hello everyone,

I'm an incredibly green modder trying to make a small mod that adds a generic alien race, and with it two mutually exclusive traits: xenophile and xenophobe.

My goal is to have xenophiles receive a mood buff if there's someone in the colony that has a different race than the xenophile, and have xenophobes get a mood debuff if not everyone has the same race. This is meant as a two-way system, so colonists with the "alien" race and the "xenophobe" trait will also get pissed if there's even a single "human" in the colony.

I managed to add the traits by basing the XML file on the Prosthophile/phobe trait. I also wanted to base the "race check" on the dislikes men/women trait, but digging through the decompiled files it looks like there's no easy way to copy that for race, unless I try to code in C#, which seems a tad overwhelming.

Is there an easy way through XML manipulation that I'm missing, or a different mod that has written a dll for a "race check"? Or do I have to learn C#?

These are the traits:

<?xml version="1.0" encoding="utf-8"?>

<TraitDefs>
<TraitDef>
<defName>Xenophile</defName>
<commonality>0.2</commonality>
<degreeDatas>
<li>
<label>xenophile</label>
<description>NAME has a fascination with alien races.</description>
</li>
</degreeDatas>
<conflictingTraits>
<li>Xenophobe</li>
</conflictingTraits>
</TraitDef>

<TraitDef>
<defName>Xenophobe</defName>
<commonality>0.2</commonality>
<degreeDatas>
<li>
<label>xenophobe</label>
<description>NAME has an irrational fear of alien races.</description>
</li>
</degreeDatas>
<conflictingTraits>
<li>Xenophile</li>
</conflictingTraits>
</TraitDef>
</TraitDefs>


This is the Thoughts_Situation_Traits.xml, which is theoretical atm:

<?xml version="1.0" encoding="utf-8" ?>

<Defs>
<ThoughtDef>
    <defName>XenophileNoXenos</defName>
    <workerClass>ThoughtWorker_ColonyHasNoAlien</workerClass>
    <invert>true</invert>
    <requiredTraits>
      <li>Xenophile</li>
    </requiredTraits>
    <stages>
      <li>
        <label>there are no aliens present</label>
        <description>I wish I could interact with other sentient species from our galaxy</description>
        <baseMoodEffect>-2</baseMoodEffect>
      </li>
    </stages>
  </ThoughtDef>

  <ThoughtDef>
    <defName>XenophileHappy</defName>
    <workerClass>ThoughtWorker_ColonyHasAlien</workerClass>
    <requiredTraits>
      <li>Xenophile</li>
    </requiredTraits>
    <stages>
      <li>
        <label>there are aliens present</label>
        <description>I still can't believe I spoke to an alien! My wildest dreams came true!</description>
        <baseMoodEffect>15</baseMoodEffect>
      </li>
    </stages>
  </ThoughtDef>

  <ThoughtDef>
<defName>XenophobeHappy</defName>
<workerClass>ThoughtWorker_ColonyHasNoAlien</workerClass>
    <requiredTraits>
      <li>Xenophobe</li>
    </requiredTraits>
    <stages>
      <li>
        <label>there are no aliens present</label>
        <description>A strong colony thrives on racial purity! </description>
        <baseMoodEffect>5</baseMoodEffect>
      </li>
    </stages>
  </ThoughtDef>
  <ThoughtDef>
    <defName>XenophobeUnhappy</defName>
    <workerClass>ThoughtWorker_ColonyHasAlien</workerClass>
    <requiredTraits>
      <li>Xenophobe</li>
    </requiredTraits>
    <stages>
      <li>
        <label>there are aliens present</label>
        <description>I can't believe we let these alien scum join us! No one will threaten the purity of our race! </description>
        <baseMoodEffect>-15</baseMoodEffect>
      </li>
    </stages>
  </ThoughtDef>
</Defs>


Let me know if there's any other info you need me to deliver.
#3
Mod bugs / Re: A14 Random crash after hotfix
July 29, 2016, 01:43:37 PM
Reading around I found that Fluffy's Work Tab mod caused my issue (I've disabled it on my save and everything runs as normal). The author is aware and will attempt to fix it.

EDIT: Just for the record, the "Dwarf Fortress" mode wasn't a permanent solution. I had to disable it from my mod queue entirely.
#4
Mod bugs / A14 Random crash after hotfix
July 28, 2016, 06:17:18 PM
Windows 7 64-bit
8gb RAM
Nvidia GTX960
CPU Intel i7 860

Started this modded save after hotfix A14d downloaded with everything running fine, but a few hours ago a second smaller hotfix (or other package that got downloaded through steam) got the game crashing a few minutes into the game. I tried starting the game again, but it keeps crashing, although not at the exact same times.

Included is the save + latest crash report.

Do I need to list which mods I use, or can that be retrieved from the logs?

I've copied the load order from http://steamcommunity.com/sharedfiles/filedetails/?id=725182236

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