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Messages - thenightgaunt

#1
I'm trying to learn how to mod rimworld and I've been following some tutorials. I'm trying to start out with something that seems like a simple concept but might not be that simple in reality.
I want to add animals as a valid target that sanguophages can use the bloodfeed ability on.

I found the file with the value that I need to patch (biotech/defs/abilitydefs/abilities.xml)
So I'm trying to patch into that the ability to target animals.

<Patch>
<Operation Class="PatchOperationAdd">
<xpath>/Defs/AbilityDef[defName = "Bloodfeed"]/verbProperties/targetParams</xpath>
<value>
<canTargetAnimals>True</canTargetAnimals>
</value>
</Operation>
</Patch>


I've got to the point where it's not throwing out errors in the log. But when testing in-game, it doesn't seem to work. If I target an animal the red "no" circle appears around it and the error message "cannot target animals only humans" pops up on the screen.

So I'm not sure if I messed up with my patch code there, or if I'm missing a value somewhere else that needs to be changed instead.

The error message makes me think that I need to be patching a different file as well, but I'm not sure which. Where would targeting rules be stored?

Thank you.
#2
General Discussion / Re: Introduce yourself!
November 16, 2022, 11:59:41 AM
I have no "New Topic" button on the forum, on any browser. I can reply, but I cannot create a new topic.
Has anyone else run into this bug?
#3
Tools / Re: Free texures
November 15, 2022, 01:06:39 PM
The link is dead.
#4
Stories / Re: Alcoholic Terriers?!?!
January 06, 2016, 03:34:26 PM
Bad dog Roxy, Bad dog!
#5
Quote from: REMworlder on January 06, 2016, 02:37:55 PM
...Brainstorm on what could attract sand worms:
-Food. Leads to super-fortified granaries.
-Gunfire. Player 3's entered the game.
-Some type of valuable good analogous to spice that might be found commonly in extreme deserts, like maybe uranium or some new valuable yet to be introduced.

For additional character sandworms could be only active during the day, leading to nocturnal colonies. Or vice-versa, leading to colonies that completely shut down after sunset.

But sandworms in general would be chill.

Great ideas there.
I like the idea of spice or some other rare substance out there. Maybe left behind by the worms.

I think you've inadvertently brought up an important point with some of your suggestions. Would they work better as regular monsters like the scarabs where they can break into a subterranean base by chewing through the doors or digging? Or would they be better as something that could only appear in the sand? Maybe as a static event like a mouth opening up in the sand, or tentacles popping up to attack victims? Not really moving but much more random seeming.
#6
Quote from: JimmyAgnt007 on January 06, 2016, 03:03:36 PM
Tremors worms would be a lot more realistic size for the game instead of the DUNE giant worms.  That being said "Spice" would be neat to have in game.  Something to make meals super tasty, beer, medicine, all the stuff spice is used for in DUNE.

Maybe both? Smaller worms for a more common enemy attracted by explosions and other big noise. Then a chance every time (say 5% or less) that it summons the big worm. Smaller worms would definitely work better though because they wouldn't get stuck on rocky desert maps in "mountainous" areas.

Though for a big worm, why not treat it like the ones from Dune. Just a giant mouth opens up out on the sand?
#7
Quote from: TheNewTeddy on December 12, 2015, 02:23:28 PM
Thank you for making a version compatible with prepare carefully!

How did you get the two to work together?

I downloaded the compatible version of Crash Landing, and Prepare Carefully. Made sure that Crash Landing was set for easy mode. Then made a world, then a colony on "rough", and then I created a team of 3 colonists with Prepare Carefully. I saved the preset, started the colony and then when the colonists appeared they were the 3 default colonists from before I made my custom team. Then the colony ship parts started to fall.

I checked my version so I'm wondering what I might have done wrong.

EDIT: I fixed it. Deleted my old folder, got a fresh copy of the 12d game, added the mods and everything worked just fine.
#8
With the hinting in the last post on the blog that an Extreme Desert biome is on the way, it had me thinking of Dune.

Desert colonies are fun and a real challenge, but an extreme desert needs an extreme monster. Say, some sort of sandworm like beastie? So maybe not 100% Dune sandworms (for copyright reasons) but some sort of big nasty burrowing monster that randomly eats things out in the sand. Keep in mind that Tremors ripped the whole idea off of Dune without getting in trouble so some variation from the core concept will keep you safe.

So in game terms, how do you think this would work?
Stone would be safe, and sand deadly, but how to you get across into Rimworld a concept like "walk arythmically" or whatever non-dune version you'd want to use for the game.

I'm thinking that make it a chance each day that the worm would show up and eat something out on the sand. Man or beast.
But then guarantee it's appearance if explosives are used on the sand.


#9
That's a tall order though. The only person who would know that would be Abrexus and there's a good possibility that even he doesn't know.

It depends on how far into it he is and how much experience he has with projects like these. Add to that the idea that the new version's supposed to be a different mod and not just an update on the old Superior Crafting (I think, tell me if I'm wrong there). So then it shifts over to the question of how long would it take to create a new mod.
#10
Quote from: DaemonDeathAngel on August 24, 2015, 09:40:44 PM
As I said, just be patient and await the new release of "Superior Crafting" that is not necessarily going to be name "Superior Crafting" I am expecting a lot from his future mod, just based on what I have seen so far.

Oh, don't mistake support and enthusiasm for impatience. I just can't wait to see the next "version". ^_^
#11
Yeah. Rimworld just won't be the same until there's a "superior crafting" mod out for it. ^_^
#12
Yeah, it's not just the hackable mechanoids. I just really liked the addition of the new mechanoid types. I'd love to see this one updated to A10.
#13
Quote from: billycop32 on April 20, 2015, 10:53:54 PM
Dear Tynan Sylvester,

during your latest dev post you said the following
QuoteSorry about releasing a kind-of broken version. I�m thinking that for Alpha 11...

Stop right there. rimworld is a great game with quirks, styles, and yes bug/ balance issues. but each and every one of your players bought this game knowing it was STILL in ALPHA. don't say sorry for something we signed up for. just recognize your mistakes and fix them like you have been.

rimworld is already too great a game to apologize for.

see ya at the next planet,
billycop32.

Yeah, I'll get onboard with this. I've played far crappier and broken games that were farther along the alpha phase than RimWorld. For an alpha this is phenominal and I eagerly await the final release someday.

Thank you.
#14
Quote from: Dr. Z on April 22, 2015, 10:59:56 AM
There is a roadmap which was made back in the kickstarter days and can be found here. Most of it is already implemented but I think this is all what we have about future plans for RimWorld.

Thanks, I didn't know about that plan.

Looking over it, it looks like we might be able to expect: Complex Relationships, More Faction relationship options (maybe trading with them? Or a benefit from a good relationship), Temples and religions, and ancient artifacts for research.

#15
Thank you! I've been waiting for this mod to update to A10 ever since it hit. While not having this mod didn't stop me from updating to A10, it's absence has been felt every time I've loaded up the game.
It's like having an iPod in your car. You get so used to listening to whatever you want when driving that when you forget it you find every little thing on the radio just annoys the hell out of you.

To quote The Matrix "like a splinter in your mind".