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Messages - Cammy

#1
oh, alright-- that's kind of unfortunate, as i've already bought the game through steam and can't really justify another $40 for the betas  :(

nonetheless i'm glad to hear that it's still obtainable by some means
#2
I recently went to the old Kickstarter page for Rimworld and discovered there used to be a "prototype pack" with early rimworld prototypes in select tiers.

Is there any way to obtain/purchase this pack now if I didn't back the kickstarter? I'd really like to be able to explore the earliest versions of the game
#3
Help / Accessing/Modifying custom Stats?
February 02, 2022, 06:13:21 PM
I've added a custom stat to pawns through an XML file; it appears properly and I can even add set amounts with gear or hediffs. However, this isn't the behavion i'm looking for. The way I'd like it to be treated is closer to how Pain is measured in base game; Items, Hediffs, or Traits have base addition/subtraction to the stat and/or a stat multiplier, which are then calculated together to return the value of the stat.

Anyone know how to do this? I was trying to reference the pain-related classes to figure this out myself but I'm rather stumped.
#4
Help / Re: A quick tutorial of xpathing and patching
February 01, 2022, 09:01:24 PM
Can this method be used on the language xmls?
#5
Help / Re: Altering text rendered on UI?
February 01, 2022, 08:48:04 PM
Oh yeah, you're right-- it was the patchoperation that was messed up.

I don't know if you're even able to use patchoperations to alter the language files lol
#6
Help / Re: Can't find custom ThoughtWorker?
February 01, 2022, 05:25:13 PM
Looks like that did it!
#7
Help / Re: Altering text rendered on UI?
February 01, 2022, 04:56:38 PM
After looking into it more the languages folder you found is actually just there as an example, and doesn't affect the in-game text. Seems like the actual text is in the source code :(
#8
Help / Re: Altering text rendered on UI?
February 01, 2022, 04:36:49 PM
Is there a way to check if a pawn has a trait in the text? I'm not sure how to go about that
#9
Help / Re: Altering text rendered on UI?
February 01, 2022, 04:17:31 PM
Yes, that sounds like it!

Now to figure out how to add an element based on a pawn's trait lol
#10
Help / Can't find custom ThoughtWorker?
February 01, 2022, 07:45:23 AM
I've created a custom ThoughtWorker to pass into a ThoughtDef, but I get an error saying that the ThoughtWorker cannot be found.

The cs file (where custom ThoughtWorker is made):
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using RimWorld;
using Verse;

namespace Identity
{
    public class ThoughtWorker_dysphoria : ThoughtWorker_WrongApparelGender
    {
        //commented out until I can get custom ThoughtWorker working
      /*  public Type workerClass;
        protected override ThoughtState CurrentStateInternal(Pawn p)
        {
            int num = p.health.hediffSet.CountAddedAndImplantedParts();
            if (num > 0)
            {
                return ThoughtState.ActiveAtStage(num - 1);
            }
            return false;
        }

    */

    }
}


XML file where custom ThoughtWorker is called:
<?xml version="1.0" encoding="utf-8"?>
<Defs>

  <ThoughtDef>
    <defName>MaleWithFemalePart</defName>
    <workerClass>ThoughtWorker_dysphoria</workerClass>
    <validWhileDespawned>true</validWhileDespawned>
    <invert>true</invert>
    <requiredTraits>
      <li>maleGender</li>
    </requiredTraits>
    <stages>
      <li>
        <label>Feminine Part</label>
        <description>Placeholder</description>
        <baseMoodEffect>-4</baseMoodEffect>
      </li>
    </stages>
  </ThoughtDef>

</Defs>
#11
Help / Altering text rendered on UI?
January 31, 2022, 11:42:51 PM
I'm trying to create a mod to separate "sex" and "gender" into two separate values.
While I can't add values to the pawn constructor and actually have no clue how to accomplish this (lol), I'm trying to set up the surrounding elements and work my way up to the sex/gender split.

Specifically, I want to figure out how to edit the line of text that prints out the colonists physical age, chronological age, and base gender. I hope to eventually add the new gender as a value displayed here, but for now i'd just like to be able to edit it in any way? Thanks.
#12
Help / Re: Adding another Gender-like trait to Pawns?
January 27, 2022, 09:39:00 PM
Quote from: glass zebra on January 27, 2022, 09:30:40 PM
I would suggest not touching the vanilla gender and just treat it like social gender. There is also a transgender backstory I remember. Vanilla gender has influence on some formulas that you might not wanna mess with for compatibility reasons.
Can't really say how to access the gender as races in general do not seem to have one in the xml (there is the "<hasGenders>" tag) and I've only done basic xml stuff. This is probably set in the pawn creation.

Yeah, I found out that gender is defined within the constructor, unfortunately. What do you mean by "social gender"?

(also, i checked, and i couldn't find any "transgender" trait in vanilla.)
#13
Help / Adding another Gender-like trait to Pawns?
January 27, 2022, 07:34:16 PM
I just started learning how to mod RimWorld, and I'm trying to figure out how to add new bio-viewed things to pawns.

Basically, I wanted pawns to have 2 assigned genders (physical gender, aka sex, and mental/associated gender). Game events that rely on gender would be split across both (ex. physical effects default body shape/name, mental effects things like being targeted by gender-specific psychic pulses).

As I said, I'm a complete starter here (i have some experience modding other games but rimworld is a lot more complex) but I can't even figure out how to access/alter the vanilla game gender, let alone add a second one.