I figured it out, it was a simple mistake but I'll explain how to make a race just in case any poor soul is searching through the forums wanting to know how to do such a thing races.
The problem was in the pawn kinds, I put the <race> as Ork_Base in the pawn definition when it should have been Ork_Boy.
When making a new race you will need to have three xml files
ThingsDef- which will hold the BaseRace from which you apply health and think tree and what not.
PawnKindsDef- this is where you make the different professions of the race, for humans you have mercenaries pirates and what not.
FactionsDef- this is where you you put your pawnkinds in to make a faction, so if you wanted to add space ork pirates to the pirate faction you would simply just have to
1.Create a ork race inside ThingsDef.
2.Create a space pirate ork pawn(this is where you tell what type of equipment and armor the pawn type should use)
3.Add that pawn to the pirate faction's pawn list so it will have a chance(depending on a weight value) of being initiated when a pirate assault or raid occurs.
Creating a race, if you want to create a race that has multiple sub species it is a good idea to make a parent class that all sub species will share, such as <backstory>,<isFlesh>, and <diet>. Make sure that when you create the parent class that you write <Abstract>True, this shows that this is not actually a race, but something that can hold its value and give it to its children.
Although I fixed the bug I have already encountered a dozen more when I try to instantiate a ork
, but I think that has to do more with me using a robot image and trying to apply it to a humanoid pawn.
The problem was in the pawn kinds, I put the <race> as Ork_Base in the pawn definition when it should have been Ork_Boy.
When making a new race you will need to have three xml files
ThingsDef- which will hold the BaseRace from which you apply health and think tree and what not.
PawnKindsDef- this is where you make the different professions of the race, for humans you have mercenaries pirates and what not.
FactionsDef- this is where you you put your pawnkinds in to make a faction, so if you wanted to add space ork pirates to the pirate faction you would simply just have to
1.Create a ork race inside ThingsDef.
2.Create a space pirate ork pawn(this is where you tell what type of equipment and armor the pawn type should use)
3.Add that pawn to the pirate faction's pawn list so it will have a chance(depending on a weight value) of being initiated when a pirate assault or raid occurs.
Creating a race, if you want to create a race that has multiple sub species it is a good idea to make a parent class that all sub species will share, such as <backstory>,<isFlesh>, and <diet>. Make sure that when you create the parent class that you write <Abstract>True, this shows that this is not actually a race, but something that can hold its value and give it to its children.
Although I fixed the bug I have already encountered a dozen more when I try to instantiate a ork
, but I think that has to do more with me using a robot image and trying to apply it to a humanoid pawn.
, I dissected the arachnid threat mod, which is a pretty cool mod kuddos to the developer, I didn't copy and paste his mod, but I've cross reference his /thingsdef race and my race and I cannot seem to see how his works and mine has an error. The error has something to do with the racebase, is there another file this should be attached to or what?
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