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Messages - Lakuna

#1
9439 or 426

Wow, it's been over six thousand responses since my last count.
#2
Releases / Re: [1.1] Prepare Moderately
May 03, 2020, 02:40:03 PM
Hello! Thank you for checking out my mod. I'd love to work on your suggestions (especially the things that aren't working as they should).

I've decided not to add a filter by gender option in the past due to the lack of actual effect on gameplay, although with as many requests as it's gotten now I'll include it in the next update for roleplay purposes.

I'm a little tentative to work on the big suggestion because I don't want to detract from Verify Start (especially since I looked at their code to teach myself how to use Harmony), but if we can talk about the specifics a little bit more I'm sure I can get something in which you like.

Saving/loading filters is currently a work-in-progress :D

I'm fine with communicating through the Ludeon forums, but if you want my responses to be faster I'm more available through either the mod's Steam Workshop page or on Discord (Lakuna#2244).

Thank you again!
#3
Releases / [1.1] Prepare Moderately
April 11, 2020, 05:34:48 PM
View this post on Reddit.

Hello, all!

Prepare Moderately is a mod I've wanted to make for a very long time - almost since I started playing in Alpha 8. Usually I wouldn't post about a mod release, but this is one I'm very excited about and I hope that you will be as well.

Prepare Moderately
Prepare Moderately is based on Prepare Carefully, with the most significant difference being that it leaves most parts of your pawns up to chance, while only making you choose the parts that are relevant to you. It is similar to Verify Landing, except that it allows you to control much more than just the skill levels of your pawns, and also works on an individual basis.

In the pawn selection screen at the start of a game, a button is added to the top which allows the user to define "filters" for pawns (in a very similar way to the scenario editor screen, which it was based off of). Whenever a pawn is randomized by the user, it will continue to be re-randomized until the pawn fits the defined filters - saving a ton of time.

Links
This mod can be found on the Steam workshop here and on GitHub here. My other projects can be found through my website at https://lakuna.pw.
#4
Thank you for your help. I marked the post as solved (I had to remove the period at the end due to character limit ;-;)
#5
Thank you! I'm already in Harmony, so I can just do the triple underscore trick. It's odd to me that I didn't see this anywhere when I read through the documentation.
#6
My problem:
I've been working at a smallish mod for about a week now and I've run into a bit of a roadblock. For this mod to work, I need to have access to the currently selected pawn on the starting pawn configuration page, but I can't find a good way to do so.

In the following code snippets, page is used to refer to the current instance of RimWorld.Page_ConfigureStartingPawns. I'm already using Harmony so any solutions which require it work perfectly for me.

I know that the page I need to work with is an instance of RimWorld.Page_ConfigureStartingPawns. I believe that the variable I want to access is page.curPawn, but it's private so I can't be sure and I can't access it anyway. There's a method called page.SelectPawn(Pawn c) that I would be able to take it from fairly easily, but it seems that it doesn't actually occur when the player selects a different pawn in the pawn list. Additionally, I am aware that I can get a list of the pawns from Find.GameInitData.startingAndOptionalPawns, but I need to be able to tell which pawn is currently selected (or at least which pawn is actively being randomized whenever a pawn is randomized). The method which randomizes pawns is page.RandomizeCurPawn(), which is what I'll eventually need to modify, but it doesn't reference the pawn being randomized except through page.curPawn. I'd prefer to avoid using reflection for obvious reasons, but if I must use it what is the best way to do so?

Context in case it's needed:
I'm making a mod which is intended as a replacement for EdB's Prepare Carefully - which is a great mod, but I've always wanted an alternative which still leaves some part of the pawns up to chance. This mod will allow the player to define a filter which pawns must meet at minimum. Then, whenever the player randomizes a pawn, the game will automatically re-randomize that pawn until they meet that filter. The repository can be found here on GitHub - although please note that since I've been working on this issue for a bit some parts of the code are temporary and not intended to be in the final product.

Thank you in advance.

EDIT: Formatting.

EDIT: I've already looked through the code for similar mods such as Prepare Carefully and Verify Start and am actively using them as reference. The problem with both examples is that they only access all colonists at once (which I already know how to do) rather than just the one that is selected.

EDIT: I found a way to make this work that I'm somewhat comfortable with by comparing names of pawns before randomizing to after, but I still feel like there must be a better way and would like to know if there is.
#7
Stories / What's the cruelest colony you've ever founded?
December 11, 2016, 11:46:38 AM
Rimworld is a game in which you can do many things. Some of us are content with building a large, peaceful farm colony and leaving as soon as possible. Some of us, however, like to have a bit of 'fun' while we're at it. Have you made a colony devoted to harvesting the organs of your prisoners? Have you let your colonists battle to the death for food? Have you trapped your "friends" in your freezer and let them freeze to death?

Tell me what your cruelest colony was like!
#8
The faction names in my newest world:
Comedian's Township

The Gray Plain People

The Bringa of the Desert

The Landmine Men (Also, the leader of this Pirate band has the same name as my dad)

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#9
Ideas / Re: Prepare Carefully integration
July 25, 2016, 11:51:13 PM
Maybe it could be added to the "rich adventurer" scenario and as an option for custom scenarios (I.e. "Allow prepare carefully? [Yes/No])
#10
Ideas / Re: ADD as a Trait / Health Ailment
July 20, 2016, 09:52:25 PM
I just read the entire update log...
It doesn't look like I've had any luck ;(
Maybe next time...
#11
Ideas / Re: ADD as a Trait / Health Ailment
July 19, 2016, 04:43:31 PM
Can somebody tell me if any of these traits were added to the game? I won't be home for a month so I can't check.
Thank you if you do!
#12
Ideas / Re: ADD as a Trait / Health Ailment
July 19, 2016, 04:25:04 PM
Quote from: milon on June 15, 2016, 03:22:16 PM
Not at all.  He combs thro upugh and picks the ones he thinks fit best.  But he doesn't tell us because he doesn't like to promise anything ahead of time.  (You can't break a promise you never made, ya know.)
Oh, that makes sense.
#13
Off-Topic / Re: Count to 9000 before Tynan posts!
June 14, 2016, 06:29:19 PM
3551

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#14
Ideas / Re: ADD as a Trait / Health Ailment
June 14, 2016, 06:24:53 PM
Does it mean a suggestion won't be used if Tynan doesn't respond?
#15
Quote from: Flying Rockbass on June 06, 2016, 07:43:01 AM
Did someone actually try it?

Debuff - My ex-husband married a muffalo,
( ͡° ͜ʖ ͡°)