Ludeon Forums
- August 11, 2022, 02:47:35 PM
- Welcome, Guest
![]() |
One reason is that they decay.Add the ability to, uh... Craft... door keys. I'm running into issues with my colonists losing theirs.
I still don't know what's causing this issue.. But you can reassign them new keys at the tactical computer.
<ThingDef ParentName="BuildingBase">
<defName>GunRackSmall</defName>
<eType>BuildingComplex</eType>
<label>Small locker</label>
<thingClass>Building_Storage</thingClass>
<graphicPath>Things/Building/Furniture/GunRackSmall</graphicPath>
<graphicClass>Graphic_Single</graphicClass>
<altitudeLayer>Waist</altitudeLayer>
<passability>Impassable</passability>
<castEdgeShadows>true</castEdgeShadows>
<statBases>
<MaxHealth>100</MaxHealth>
<WorkToMake>580</WorkToMake>
<Flammability>1.0</Flammability>
<Beauty>15</Beauty>
</statBases>
<description>Haulers carry weapons and apparel here for storage.</description>
<size>(1,1)</size>
<costList>
<Steel>7</Steel>
</costList>
<graphicOverdraw>true</graphicOverdraw>
<killedLeavings>
<ChunkSlagSteel>1</ChunkSlagSteel>
</killedLeavings>
<filthLeaving>BuildingRubble</filthLeaving>
<building>
<fixedStorageSettings>
<priority>Important</priority>
<allowances>
<categories>
<li>Weapons</li>
<li>Apparel</li>
</categories>
</allowances>
</fixedStorageSettings>
</building>
<inspectorTabs>
<li>ITab_Storage</li>
</inspectorTabs>
<designationCategory>Furniture</designationCategory>
<staticSunShadowHeight>0.5</staticSunShadowHeight>
<itemSurface>true</itemSurface>
<designationHotKey>=</designationHotKey>
</ThingDef>
Just get Notepad++Found the problem, it was in the first backstory. You forgot to close one of the <li> tagsAh! Darn it, I knew I missed something. Many thanks, friend! Works perfectly now.
When the game loads defs, if there is an error in a file, it won't load anything after that error, which is why you weren't getting any of the other backstories loaded in either. What are you using to edit these? I opened it in Visual Studio and it immediately showed me where the error was. I would highly recommend downloading it, it makes everything so much easier, you can get the 2013 community edition for free. Anyways, product placement over, I've tested it and it all works nowAll you need to do is fix that one line and they'll all work
Also, since I have 0 familiarity with code I used the vanilla Windows Notepad to edit the file. Yeah. I love to unintentionally set random difficulty curves for myself.
Probably for the best if I download VS, then :p
Yeah. I'd purposefully like to make, like, a "serial killer" backstory that is guaranteed to have psychopath, for instance.I don't suppose there's a way to predispose certain backstories to certain traits? Assassins, for instance, seem to have a tendency to get Careful Shooter, but that may just be confirmation bias on my end.
I'd love to have the ability to tie certain traits to a backstory. I don't know whether that would be possible or not, but if it is that would be a great addition. I'd make a backstory for cannibals that explains why they started being cannibals.
Also... YAY! This is my 1000th post on these forums! Click HERE to see my first post.
<BackstoryDef>
<defName>BackstoryThirdwallBreaker</defName>
<title>Time travelling gamer</title>
<titleShort>Gamer</titleShort>
<baseDescription>NAME is a 21st century gamer who fell asleep at HIS keyboard and woke up as a character in the Rimworld universe. The technology is foreign and HE is very, very out of place. Please send help.</baseDecription>
<bodytypeMale>Male</bodytypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<slot>Childhood</slot>
<workDisables>
<li>Intellectual</li>
</workDisables>
<skillGains>
<li>
<defName>Shooting</defName>
<amount>-3</amount>
</li>
<li>
<defName>Melee</defName>
<amount>-5</amount>
</li>
</skillGains>
<spawnCategories>
<li>Civil</li>
<li>Slave</li>
</spawnCategories>
</BackstoryDef>
<BackstoryDef>
<defName>TKBackstoryGlitterworldPhilosopher</defName>
<title>Glitterworld philosopher</title>
<titleShort>Philosopher</titleShort>
<baseDescription>The life of leisure found on Glitterworlds allows one to pursue all manner of liberal arts. NAME chose to pursue a life of endless navel gazing. NAME finds it difficult to converse with others. HECAP thinks it's because of HIS intelligence, but the truth is that nobody wants to listen to HIS long-winded diatribes, often as pointless as they are circular.</baseDescription>
<bodytypeMale>Fat</bodytypeMale>
<bodyTypeFemale>Fat</bodyTypeFemale>
<slot>Adulthood</slot>
<workDisables>
<li>ManualDumb</li>
<li>ManualSkilled</li>
<li>Violent</li>
<li>Scary</li>
</workDisables>
<skillGains>
<li>
<defName>Social</defName>
<amount>-6</amount>
</li>
<li>
<defName>Research</defName>
<amount>6</amount>
</li>
</skillGains>
<spawnCategories>
<li>Civil</li>
</spawnCategories>
</BackstoryDef>