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Messages - pablo603

Help / Re: Good habits/advice for rimworld modding?
February 26, 2022, 06:55:51 AM
I made a few small mods myself (nothing C# though, just XML) so I think I can answer your question, at least from the XML side.

I think it's generally a good idea to familiarize yourself with all the different files, which files are connected to (and depend on) other files and what you actually can put into the defs (you can for example make an item (for example steel) emit light, something that doesn't really happen in vanilla AFAIK)

QuoteHow do you handle modding without messing with your playthrough? is it as straightforward as I imagine? disable every mod besides the ones you will rely on for testing purposes, and when you want to play just load the mod list of the save file, restart and you are good to go? because having to wait 5-10 mins for the game to start every time is a huge pain
Pretty much, yeah. I always deactivate the mods that I don't need and leave the ones that I do need and ones that help me with testing. I also leave my own mods (and some mods which I think could be incompatible) activated to make sure there are no incompatibilities between them. As you said, waiting 10 minutes for the game to load each time you make a change in your mods is indeed a pain and this is one way to reduce it. I even go as far as manually editing the file with activated mods to save the 10 minutes needed to deactivate them through rimworld itself.
It's located in C:\Users\UsewrName\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\ModsConfig.xml
I make a backup before editing so that I can also very easily activate all previous mods by just swapping the files.

QuoteAnd for testing? do you make a new game every time to avoid the issues that may come from using save files?
I do (sort of), but never really thought about avoiding issues coming from using save files. Even though I don't need to use HugsLib for .xml mods, it has a very neat feature that can save your time while testing. If you have that mod activated and if you have the dev mode activated in-game as well, a new button pops up at the top even while you are still in the menu. It's a "Quickstart" button and it does exactly what it says. I attached an image below with the location of the quickstart button as well as its menu.
Help / Re: Need help at rimworld mods
September 19, 2021, 05:57:12 AM
The newest version of Rimworld is 1.3, not 1.1

This can't die... no... not like this...
Releases / Re: [1.2] Nuclear Energy
October 11, 2020, 03:27:21 PM
Big, chonky BUMP
This mod is back with being constantly updated, but don't expect many, if any new features. I completely gave up on learning C# for now, as I'm learning both C++ and JavaScript at the same time at school and it's quite overwhelming. Maybe I'll get the motivation in the future.

Edit on 8th of April, 2021: Yeah and now PHP has come into play as well.
I have absolutely no clue what's wrong with the workbench .xml file. Even if I just copy and paste the original machining table and only change the defName it just stops working completely with no errors in the console whatsoever. I can't do any recipes on it.

In case it's needed, here's the .xml file for my custom workbench (99% copied and pasted from the machining table with edits here and there). Any help is very greatly appreciated!
<?xml version="1.0" encoding="utf-8" ?>

  <ThingDef ParentName="BenchBase">
    <label>revival table</label>
    <description>A high tech work station for reviving skeletons. Consumes a lot of power and needs additional power cells for it to work.</description>
      <li Class="CompProperties_Power">
      <li Class="CompProperties_Flickable"/>
      <li Class="CompProperties_Glower">
      <li Class="CompProperties_AffectedByFacilities">
      <li Class="CompProperties_Breakdownable"/>
       <li Class="CompProperties_Refuelable">

Edit: I solved it. I lacked a WorkGiverDef. I feel stupid now lol.
Off-Topic / Re: Countdown to Rimworld 2
March 22, 2020, 09:54:00 AM
Off-Topic / Re: Countdown to Rimworld 2
March 21, 2020, 01:32:17 PM
Oh? Seems like I'm back

A user of my mod made a translation of it to German language but it's not in the usual "Languages" format so I had to do it myself. Research translations work, but for some reason research tab is not translated, building and items labels and descriptions aren't translated as well. I don't know what's going on. Here's one def from my mod:
  <ThingDef ParentName="ResourceBase">
    <label>refined uranium</label>
    <description>Refined uranium. Can be used to create energy.</description>
<li Class="CompProperties_Glower">
        <glowColor>(0, 223, 0)</glowColor>

And here's the translation made for it:


  <RefinedUranium.label>Raffiniertes Uran</RefinedUranium.label>
  <RefinedUranium.description>Raffiniertes Uran zur erzeugung von Enerie.</RefinedUranium.description>

And it doesn't work ingame. I don't know what's wrong. The translation folder path resembles the one in the mod. Languages > German > DefInjected > ThingDefs_Items
Any help would be greatly appreciated
Help / How can I replace enemy's mortars with cannons?
August 05, 2019, 07:17:59 AM
I have created a cannon with all the textures and stuff. I don't want to delete mortars entirely. I just want to change the build scheme during their sieges so they build those cannons instead of mortars. Is it even possible at all? Any help is appreciated!
Releases / Re: [1.0] Early Firearms Mod 0.4
June 14, 2019, 06:11:03 PM
I was actually thinking of making a 17th century mod.
A small tip for you: add shading to your textures. Really, it does make a huge difference ;)
Take a look at these british uniforms I made today:
(Imgur blurred the png files by the way)

Good luck and have fun!

Edit: Can I translate it to Polish language?
I can't find the path to those hills you mentioned, but what I found is a texture file for hills and it's named differently than you said.
It was in downloadable vanilla textures 1.0

The first word of the file name is the true part, the rest you can ignore.

[attachment deleted due to age]
I'm trying to make a 17th century faction that uses old blackpowder guns as their only firearms. The problem is their soldiers have this:

And I don't know how to make a custom tag. There's nothing about it in my musket def file. Any help would be greatly appreciated!

Edit: Adding musket xml file in case it is needed
<?xml version="1.0" encoding="utf-8" ?>

  <ThingDef ParentName="BaseHumanMakeableGun">
    <description>An ancient musket used from 16th to 19th century. Powerful, but slow. Has a bayonet attached.</description>
  <ThingDef ParentName="BaseBullet">
    <label>musket bullet</label>


Edit 2: Nevermind. Figured it out. Just had to add

in the weapon xml file.
Help / Re: Mod patch notes?
March 03, 2019, 06:04:52 PM
Quote from: Kirby23590 on February 24, 2019, 03:24:20 PM
pablo603, if i were you...

I don't think updating your mod removing something that is important like say a reactor that most people are using in the colonies in your mod, and removing it or changing it's size might cause brick their saves...

I would make a second mod that adds new stuff in it like say, missiles or something that's optional addons or something like that...

Just don't just remove some building or object that many people in your mod are using...
Sorry for a long response. I don't want to remove anything. I just wanted to add a second fuel requirement to serve as cooling and I guess it woulf appear if the mod required for it is activated and dosappear with a single error if deactivated. I don't think it would break saves, but I always test any feature I add and see if something breaks. I'll try the hugslib update thing. Most if not all people who use mods have hugslib already installed so they should get the popup. If I test the feature and it turns out to break saves I'll do as Canute said. 2 separate versions.
Help / Mod patch notes?
February 23, 2019, 06:45:17 PM
I want to notify every subscriber of my mod because I'll make a change that'll require a separate mod. Would it be possible to do something like a letter coming in with a notification? And most importantly: would it require coding in C#? If it does require C# I can just create a temporary buildable telling people about the changes but many people have a lot of mods, thus their building list is very long so this method isn't perfect.