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#2
Help / Re: Trained shooter Custom trait. (Help)
December 20, 2016, 06:53:37 AMQuote from: joaonunes on December 19, 2016, 09:30:33 PMQuote from: adtrl on December 19, 2016, 06:05:52 PM
Where would I find the source code? I made this trait for use in my games for people who shoot faster but can hit their target.
You may find it inside the directory "../Rimworld/mods/Core/" followed by the folder where traits are stored, in your case.
Have you checked the "Expanded Traits" mod? It adds a lot of traits and possibly even a couple of ones that do exactly what you want (called Rookie, Veteran, Commando, etc...). If you do not want to use that mod at least use it as a guideline to what you must do to your file. Hope that helps
Thanks. I did what you said and I'm not sure what to look for, everything seems the same.
As for the mod, never heard of it till now.
#3
Help / Re: Trained shooter Custom trait. (Help)
December 19, 2016, 06:05:52 PMQuote from: joaonunes on December 19, 2016, 03:16:19 PMQuote from: adtrl on December 19, 2016, 11:41:34 AM
So I made my trait. It worked, then an update came and wiped it. Now I'm unable to make it work again. So below is the tid-bit, let me know what I need to do to make it work. (If I need to add more, all you need to do is ask.)
<Li>
<label>Trained-shooter</label>
<description>NAME trained to shoot faster and to the hit the target.</description>
<commonality>0.7</commonality>
<degree>5</degree>
<statOffsets>
<AimingDelayFactor>-0.9</AimingDelayFactor>
<ShootingAccuracy>0.90</ShootingAccuracy>
</statOffsets>
<skillGains>
<li>
<key>Shooting</key>
<value>5</value>
</Li>
</skillGains>
</Li>
Check the source code of the game to see which tags were changed, that's pretty much the standard procedure after an update, to see what has changed in order to be able to adapt the code/xml files.
May I ask why did you make that trait?
Where would I find the source code? I made this trait for use in my games for people who shoot faster but can hit their target.
#4
Help / Trained shooter Custom trait. (Help)
December 19, 2016, 11:41:34 AM
So I made my trait. It worked, then an update came and wiped it. Now I'm unable to make it work again. So below is the tid-bit, let me know what I need to do to make it work. (If I need to add more, all you need to do is ask.)
<Li>
<label>Trained-shooter</label>
<description>NAME trained to shoot faster and to the hit the target.</description>
<commonality>0.7</commonality>
<degree>5</degree>
<statOffsets>
<AimingDelayFactor>-0.9</AimingDelayFactor>
<ShootingAccuracy>0.90</ShootingAccuracy>
</statOffsets>
<skillGains>
<li>
<key>Shooting</key>
<value>5</value>
</Li>
</skillGains>
</Li>
<Li>
<label>Trained-shooter</label>
<description>NAME trained to shoot faster and to the hit the target.</description>
<commonality>0.7</commonality>
<degree>5</degree>
<statOffsets>
<AimingDelayFactor>-0.9</AimingDelayFactor>
<ShootingAccuracy>0.90</ShootingAccuracy>
</statOffsets>
<skillGains>
<li>
<key>Shooting</key>
<value>5</value>
</Li>
</skillGains>
</Li>
#5
Help / Re: Graphist looking to make a mod team for a Biome adding mod.
December 19, 2016, 08:55:14 AM
For what I would like to see in a mod of mine. Just some textures for some specimen tubes that can house a human (Small tube-single, Medium-three tubes, and large-six tubes. And maybe for Human seed and human egg, something of the like. >_<)
#6
General Discussion / Re: "Disposable" combat colonists.
December 19, 2016, 08:38:46 AM
I wouldn't mind seeing buildable combat drones/clones (like starwars) ^_^
Also, for those colonists who can't shoot the broad side of the barn (trigger happy), or those who take to long but can hit the broad side of the barn (careful shooter). I just made my own trait, trained shooter so they shoot faster and hit their target. (only if I can get to work, again. >_>)
Also, for those colonists who can't shoot the broad side of the barn (trigger happy), or those who take to long but can hit the broad side of the barn (careful shooter). I just made my own trait, trained shooter so they shoot faster and hit their target. (only if I can get to work, again. >_>)
#7
General Discussion / Re: Pets and Combat, what are your thoughts?
December 19, 2016, 08:33:14 AM
I too love my animal friends, to the point that i'm annoyed they run out and are asking to be shot, even with friendly fire.
1. I would like to see animal armor.
2. Better training so animals learn to stay behind/next to their owner/master so they won't be shot.
3. Animal medical tabs and feed tabs so you can force your colonists to feed an animal that's starving(cause the animal will not eat anything even if you have food in their Animal only area.), give them prosthetic's, and heal them.
1. I would like to see animal armor.
2. Better training so animals learn to stay behind/next to their owner/master so they won't be shot.
3. Animal medical tabs and feed tabs so you can force your colonists to feed an animal that's starving(cause the animal will not eat anything even if you have food in their Animal only area.), give them prosthetic's, and heal them.
#8
Help / Re: Please I need help for making a mod that adds vats in game and crematory's.
October 24, 2016, 05:20:56 AMQuote from: sulusdacor on October 23, 2016, 07:24:41 AM
@kaptain: the problem is usally if you set a bill at the crematorium and check "allow rotten", your colonists will use "fresh" stuff and rotten ones. the work around with the quality runs in a problem if fresh corpses get damaged (for example by fire). so there is no way to use rotten ones only. a check mark in the storage list would be nice^^
@adtrl: dont think this can be done by xml modding only. so you would need to look around in the code somewhere.
for a start i would check this: i remember seeing a fresh only checkmark in the hardcore sk 14. not sure if that was an a14 thing or only the mod pack. but i would start looking there and how the game checks butchering if the animal can be butchered or not. there should be some sort of process in there. as said before i haven't done much coding myself, but thats where i would get started. usally a process of, what mods/core game i know does what i want to do in a different form or does the direct opposite. check how this works. and go from there. not the most elegant way maybe, but worked out so far pretty well^^
good luck
Okay, so where do I look at to fix the crematory's from using fresh butcherable animal bodies? I'm very new to XML and c++.
#9
Help / Re: Please I need help for making a mod that adds vats in game and crematory's.
October 23, 2016, 05:22:33 AMQuote from: kaptain_kavern on October 20, 2016, 12:10:41 AM
Can't you just use a normal crematorium with a bill set to rotting only animal corpses ?
Yes but they still put animal bodies into the crematory that can be butchered for meat which is what I want to prevent.
#10
Help / Re: Please I need help for making a mod that adds vats in game and crematory's.
October 19, 2016, 09:13:13 PMQuote from: sulusdacor on October 19, 2016, 01:30:50 PM
you can set the quality of items at the crematory form 0 to 99. this will make your colonist only burn rotten corpses. no need for a mod.
as for your mod idea. usally people help you i have a concrete error/problem in your work you can not fix or see at the moment. at moment it looks more like you have the idea, but expect others to make the mod. sorry if that sound a bit offensive.
there are a lot of threads where others ask how to get started with modding. so i can only repeat that:
there are two big sides of mods, the xml and the actual coding (c+ i think). the xml side is a bit easier for that you would:
- look in the xml files of rimworld (core or your mods)
- if you have a mod you like use that one to figure out how to moder implemented the stuff in the game
- the smaller the mod the better at the start
for the coding c+ stuff i just got a bit into it myself, not a programmer, so maybe someone else is better qualified for that:
- the rimworld wiki has tutorials for setting up your project and what programms to use
- there is one good example tutorial with some notes
- look over the core assemblies on specific stuff or over mods that use assemblies
looking over mods from others helped me personly a lot. since there are many mods out there doing all sorts of stuff to the game. i personaly feel the xml part is much easier to get into and start out with. but as said i have no programming expierence and if you come with knowledge there it might be the easy part for you.
for your specific idea you will need some xml and coding in c+. since you want the building (xml) and need to do the breeding/vat part of the building, which can't be done with xml modding only.
for mods you might look into the misc robots mod, especially the MAI robot extension of that mod. since it adds a robot which is basiclly a colonist and does something similar at what you are trying. spawning a colonist out of a building by putting ressouces into it before hand.
so good luck on your modding journey. hope it helps
Okay, the mod is for the vats not the crematory. I just couldn't figure out how to make the crematory's only work for animals that can't be butchered for meat.
#11
Mods / Re: Nominate a mod to be included in RimWorld!
October 17, 2016, 08:25:53 AM
If I can make my mod, would vats for growing colonists be a good mod to have in the game?
#12
Mods / Re: Alpha Animals (aka Vanilla Friendly Animals)
October 17, 2016, 08:24:04 AM
Is updated for A15 or the most recent version of rimworld?
#13
Mods / Re: [MOD IDEA] Immersive way to give traits
October 17, 2016, 08:09:42 AM
For getting rid of traits maybe some sort of brain chip that can be installed and/or (brain surgery to rewire the brain (maybe). Another could be, they gain a new permanent/temporary trait on their own. Like if they go cultist but no more psychic drones come in they stop worshipping it.
#14
Help / Please I need help for making a mod that adds vats in game and crematory's.
October 17, 2016, 07:53:58 AMQuote from: Thirite on October 10, 2016, 01:02:21 PMQuote from: adtrl on October 09, 2016, 08:11:34 PM
...
Crematoriums can be defined in game to only allow certain types of bodies, whether by species or whether or not they are rotten (rotten also encompasses dessicated afaik). As for a vat that lets you grow colonists I would look into production buildings and recipedefs.
Does that include stopping people from using good bodies that can still be used for meat? Say, you kill a wild boar then someone takes it to the crematory instead one that's already a skeleton?
As for the vat, would I need someone to make the texture for it and how would I go about making this Vat? I'm new to all of this, I had Dingo help me with a custom trait I made.
I was thinking of having a single tube (small vat), two tubed (medium vat), four tubed (large vat), and six tubed vat (huge vat) that can be used for growing colonists that uses EbDmods EbD prepare carefully's interface. Another thing for the vats is the ingredints for making the colonists (human seed and human eggs)
#15
Help / Re: Graphist looking to make a mod team.
October 15, 2016, 05:21:37 AMQuote from: Draegon on October 14, 2016, 08:19:52 PM
I can do most of the texture I think but I have some rather large ideas.
Oh okay. ^_^
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