Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Comrade Corwin

#1
Stories / Here's an Interesting Story
August 02, 2021, 03:17:28 PM
I'm running some sort of hippie space communist colony where they will eat anything (insect, mushroom, nutrient paste, even human), but think all life is essentially sacred (human, animal, even trees). Thought it would be a challenge to have a people who would hate to harm anything and always help people, while creating a group that could also survive anywhere.

Anyway, because charity is essential to these people, we rescued a paralyzed man who we cared for going on half a year. This 65-year-old man, unfortunately, has a Luciferium addiction. He arrived with quite a number of Luciferium pills, which we eventually had to loot him for, and we slowly fed them to him. He finally survived his paralysis and contributed to the colony and even went on a date with a much younger Comrade (title of a follower); very scandalous. Every few days, he'd take a pill. Eventually, however, the day arrived that I saw he was dying and no more Luciferium remained.

Up until this point, these peaceniks had been pretty isolationist. Trying to be self-sufficient and never having yet left The Commune (colony name). However, they had known for some time about an ancient facility nearby that contained many valuable things, supposedly, thanks to a tip from a local friendly chieftain. We were not well equipped. Though our ideology was complex, our technological understanding was pretty limited. We had acquired two firearms, a bolt-rifle (arrived with) and submachinegun (arrived later), and the rest had good quality recurve bows. They were decent combatants as a group, but faring against a dormant high-tech facility known to contain ancient uncollected treasure and to be dangerous? Sounded like too much for my bunch, at the time. We'd taken on a couple raiders before easily, but it was mostly peaceful. That seemed out of our league and not an option, until now.

I suited everyone up the best I could and sent our four best militia folks, our dying man among them, to the facility. Upon arriving, we noticed ancient hospital beds and equipment out in the parking lot, but no enemies or defenses. We found a door and it was unlocked, however, upon entering a sound was heard. Good thing we left, because the unknown sparking device in the middle of a hospital room ignited, sending fire everywhere. We took a look inside after things died down and found a large hermetically sealed container in the room, the only object that seemed of any importance. The room was still blazing nearby, but we sent someone in to quickly open it and get out. Inside found a bunch of silver (money for the poor!), which we pocketed and went outside to safety.  Almost everything was steel, but the heat inside quickly grew to thousands of degrees and the furniture and building began to buckle at an alarming rate.

We surmised that there was likely two more rooms in the west wing of the building, but the only access was a door in the burning room, which was unreachable for several reasons. So, we gathered in the proximity of the closest room to the one on fire and we were able to deconstruct the metal wall outside which revealed an old, looted warehouse. However, it also revealed a door. When we entered, the scene was terrifying. An enormous room, filled with ancient broken down reactors and corpses. The last part shook me for a bit, actually. Roughly twenty bodies of differing sizes and shapes. Having all died here or had their bodies dragged here for some unknown reason. There was, also, one large container of the same type, in the middle of the room. I sent in one of our colonists (shame we left the creepy psycho) into the room of ancient corpses and opened the container. Inside was something I had hoped for, but did not expect at this point: Luciferium. More than the old man had arrived with. He could live for almost a year!

We left the hospital, the now not dying man having already taken the first pill. Now, I just have to worry about when we run out next time. Luciferium is a rare commodity these days. Will we get so lucky twice?
#2
Thank you so much! If nothing else, this is an excellent starting point.
I've been trying to get help on this for a long time. I have even foregone using any mods (many of them great in their own right) that add weapons because they look strange in game when using hands and feet from the Facial Stuff mod.
I'll let you know how it works out.
#3
I've asked this before on the mod page and never got a helpful response, but how do you adjust the hands to use modded weapons? I'm not a Rimworld modder or have very much experience modding in general, so if I have to edit files outside of the ingame walk animation editor, I just need to be pointed into the right direction. Any help would be greatly appreciated.

If I can learn how to do this, I would be glad to share any edits for others to use. I'm happy to do the work, I just have no idea how to get started.
#4
I was wondering if anyone were capable and interested in making a mod that would allow for prepared meals to have descriptions, much like art objects do. This would add flavor (Ha!) and maybe even some functionality as is done in Dwarf Fortress.

So, here is how I see it working:
SIMPLE MEALS
Cooking Skill - 0
Work - 5
Ingredients - 0.25 nutrition (raw food)
Nutrition - 0.75
Value - $10
Provides - 1 minor benefit
Description Format -
A [adjective] [style] made from [ingredient]. [benefit].
Description Example -
A simple soup made from rice. The creative use of common spices has created a flavor profile that leaves the consumer feeling satisfied.
+1 mood for 6 hours with the title "That was tasty!"

FINE MEAL
Cooking Skill - 6
Work - 10
Ingredients - 0.25 nutrition (meat or animal products), 0.25 nutrition (vegetarian or chocolate)
Nutrition - 1
Value - $20
Provides - 1 benefit or 2 minor benefits
Description Format -
This [style] entree is made primarily of [ingredient] that has a [adjective] [sense]. The meal comes with a [method] [ingredient] [style] serving as a side dish. [benefits].
Description Example -
This stake entree is made primarily of beef that has a smokey taste. The meal comes with a buttered corn bread serving as a side dish. The meal is hearty, leaving the consumer very satiated, but feeling slightly sluggish.
+0.25 nutrition, Movement: x95%

LAVISH MEAL
Cooking Skill - 12
Work - 15
Ingredients - 0.25 nutrition (meat), 0.25 nutrition (animal products or chocolate), 0.25 nutrition (vegetarian)
Nutrition - 1.25
Value - $40
Provides - 1 major benefit, 2 benefits, or 4 minor benefits
Description Format -
This is a [method] [ingredient] [style] dish that is [method], producing a [adjective] [sense].[method] [style] of [ingredient] is [location] the [style]. A [adjective] helping of [ingredient] [style] provides a [adjective] side dish with a [adjective] [sense]. [benefits].
Description Example -
This is a sugar glazed human sandwich dish is broiled, producing a unique aroma. An exotic sauce of chocolate and insect jelly is drizzled over the sandwich. A copious helping of mushroom balls provides a spongy side dish with an interesting texture. Something extracted from the main ingredients of this meal leaves the consumer coursing with adrenaline. The artistic nature of this dish is inspirational to those lucky enough to enjoy it.
Consciousness: x110 for 12 hours, receives a random inspiration.

The issue I see is that each tier of meals would still need to be stackable, so my idea is that the "recipe" is used until no more of its kind is found on the map, then a new recipe is created with the next dish of that tier. If multiple recipes are present, then they wouldn't stack in that case. Maybe make it so you can push for a new recipe prematurely, if the benefits are not to the player's liking or stacking becomes a problem? Probably add a bill that costs some work for a recipe reset or something.

Anyway, this is totally preliminary brainstorming and I am completely open to ideas. Any help making this mod would be greatly appreciated. I am not a modder, but if someone is willing to point me in the right direction (and probably hold my hand a bit), I am not against doing some work to make this happen.
#5
Mods / Error on Upload
January 07, 2019, 09:31:35 AM
I'm getting this error on upload:

XML error: <li><compClass>RoadsOfTheRim.WorldObjectComp_Caravan</compClass></li> doesn't correspond to any field in type WorldObjectDef. Context: <WorldObjectDef><defName>Caravan</defName><label>caravan</label><description>A group of traveling people.</description><worldObjectClass>Caravan</worldObjectClass><texture>World/WorldObjects/Caravan</texture><useDynamicDrawer>true</useDynamicDrawer><expandingIcon>true</expandingIcon><expandingIconTexture>World/WorldObjects/Expanding/Caravan</expandingIconTexture><expandingIconPriority>100</expandingIconPriority><expandMore>true</expandMore><allowCaravanIncidentsWhichGenerateMap>true</allowCaravanIncidentsWhichGenerateMap><IncidentTargetTags><li>Caravan</li></IncidentTargetTags><inspectorTabs><li>WITab_Caravan_Health</li><li>WITab_Caravan_Needs</li><li>WITab_Caravan_Gear</li><li>WITab_Caravan_Social</li><li>WITab_Caravan_Items</li></inspectorTabs><comps><li><compClass>MoreFactionInteraction.World_Incidents.WorldObjectComp_CaravanComp</compClass></li></comps><li><compClass>RoadsOfTheRim.WorldObjectComp_Caravan</compClass></li></WorldObjectDef>
Verse.Log:Error(String, Boolean)
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.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

I don't understand enough about coding in RimWorld to have any idea of the problem. Just thought I'd let you know what's up!
#6
Outdated / Windows
August 16, 2018, 11:42:06 AM
Is there anyone who can get the Windows mod up to date? Despite there being other mods that added windows, this was the only that was simple, aesthetically pleasing, and allowed outside light in like a real window.
#7
Releases / Hand Positioning
July 29, 2018, 03:16:50 PM
Does anyone know how to reposition hands in the editor to hold modded equipment and maces correctly? The mod creator has told me a couple times to use it the editor, but every time I try, I can't seem get the right options to edit anything but walking animations and when I bring this up, Killface goes silent. I've followed the instructions up to the point of opening up the 'walking animations tab,' after turning it on the options menu, but I have no idea where to go from here. I've fiddled around with every every slider and drop down menu and nothing seems to indicate that I am editing hand/feet positions outside of walking animations. What am I doing wrong here?

I just want to be able to finally use modded weapons with the amazing hand and feet animations without the weapons magically floating in front of the pawns.