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Messages - mipen

Pages: [1] 2 3 ... 37
1
Help / Re: RimWorld Class Docs
« on: October 14, 2018, 08:44:47 PM »
There are some source files supplied with the game, you'll search through the game folders for them (I can't remember where they are). But otherwise there aren't any docs. You can use ilspy to decompile the assembly and look through the code, it's a bit easier than having an actual copy of the decompile code. It let's you click through the methods and properties and follow them around, search for things and see what is used by what etc

2
Releases / Re: [B19]Ancient Rim (27th Sep 18)
« on: October 10, 2018, 12:31:42 PM »
I don't use it. It's not a matter of blocking them from getting in, but being unable to kill them before they kill me. The always turn up with 'excellent' quality armour and weapons and don't take much damage from gun fire.

3
Releases / Re: [B19]Ancient Rim (27th Sep 18)
« on: October 10, 2018, 07:09:46 AM »
Really like the mod, it adds a lot to the game!
One problem I've found is that the factions get massive numbers of troops when they do raids. I'm playing at the moment and have 8 colonists and have just been attacked by the romans with 32 troops! This is not a feasibly defensible attack. The armour they wear makes them very tanky and they get in and swamp my colonists before I can do anything.

Looking at your code, you haven't set the combat power correctly. Most of the units are set to 25 combat power, compared to the scrub tier tribal troop which has 35 combat power. The troops from your factions are easily more powerful than tribals. For a bit of balancing, I would suggest making the different pawn kinds have higher combat power across the board.

One other note, there is a slight incompatibility with Rainbeau Flambe's Faction Control mod. If you set the game to spawn more than one of your factions, they are named 'Errorname'. Simple fix is to just add a couple more names in the faction name maker. "Roman Empire" and "Roman Republic" for example.

Anyway, those're my two cents. Really like the mod! Always have it enabled now, love the artwork on everything.

Thanks for the hard work!

4
Help / Re: Corpse.CalculateMarkteValue Exceptoion
« on: October 04, 2018, 03:26:23 AM »
There has to be something missing from one of your race defs. Make sure to cross check them against vanilla racedefs. If you can't find anything, use ilspy and look at the method throwing the error (ThingDefGenerator_Corpses.CalculateMarketValue) and see if there is anything in that being used that you don't have in your def

5
Help / Re: How to Remove Addictions even luciferium
« on: October 04, 2018, 03:21:52 AM »
There is a way to do this in game:
Go into options and enable dev mode, open the debug menu (one of the buttons that have appeared at the top of the screen). Type 'hediff' into the search box and click the 'remove hediff' from tool. Click on the pawn with the addiction and a menu will pop up listing all the hediffs affecting them. Select the addiction and it will be removed

6
Mods / Re: No idea what's causing this issue
« on: October 04, 2018, 03:02:11 AM »
Try disabling nature's pretty sweet, I've had problems with that before

7
Help / Re: Need custom XML Loader?
« on: September 17, 2018, 04:36:43 AM »
The xml custom loading method is defined in the list item class. So:
ThingDefCountClass.XMLLoad()
Im not sure exactly what the method is called but it's something along those lines. Add that method to your list item class and add the proper logic and it will load. IIRC the method doesn't override anything so it must be invoke through reflection

8
Mods / Re: Furniture mod template? :) :)
« on: September 17, 2018, 04:28:06 AM »
Remember that you can also look at the furniture code for the core game. Adding your own furniture is (mostly) as easy as copy/pasting from vanilla and editing some values

9
Help / Re: Simplest base for creating a new pawn.
« on: August 08, 2018, 12:44:37 AM »
The simplest way to do this would be to create an item which spawns a pawn when it is spawned, and make this item the result of the crafting bill. This way, the bill will be completed, the item will be made and when it is dropped by the crafter, it will spawn the desired pawn. Then you can despawn the item.

To do this, you will need to create a custom class for the item which overrides the SpawnSetup method.
Use the PawnGenerator static class to instantiate the pawn and GenSpawn.Spawn method to spawn it.

10
Mod bugs / Re: No more events bug
« on: April 06, 2018, 08:16:49 AM »
How do you edit the queued event?

11
Help / Re: How Would I Go About Updating A Mod? (A15 -> A16)
« on: February 16, 2017, 09:06:56 PM »
Does your mod use a dll? If it does, your best bet would be to open it up and fix all the errors that pop up there

12
Mods / Re: Valve planning to monetize mods (again)
« on: February 13, 2017, 01:15:52 AM »
If people were paying for your mods, would you then be obligated to to continually support it and update it? For example, with Rimworld most mods are broken in some way each time a new alpha is released, some majorly so. With a paid model would you have to continue to update it each time, fix bugs etc?

13
Outdated / Re: [A12] BackstoriesCore Update 10
« on: February 09, 2017, 06:25:35 PM »
This mod has been incorporated into CCL now

14
Outdated / Re: [A12C] Mechanical Defence 2 (Update 23 - quick fix)
« on: March 03, 2016, 07:04:10 PM »
Hey everyone, it's been a long time since I posted here. I haven't been active much at all for quite a few months now, I'd drop in every once and a while to see what was going on but that was it. Unfortunately I completely burnt myself out on modding, it stopped being enjoyable and became a bit of a chore. I greatly enjoyed my time building this mod, it is something I can be proud of and I'm glad that so many people liked and used it. I can't promise that I'll ever come back to fix it up, real life is keeping me very busy with study and work, but it could be a possibility in the future. Anyways, good luck everyone and have fun :)

15
Outdated / Re: [A12] BackstoriesCore Update 10
« on: October 04, 2015, 09:14:03 PM »
Hi mipen, lovely mod you have here. I just downloaded it and I'm figuratively frothing at the mouth at the possibilities!

A quick question. Is it possible to have a backstory modify other parts of a pawn's behavior, like say how their mood is affected? I want to make some criminal or military backgrounds reflect how these people are desensitized due to prior experience as a soldier or thug, without having to resort to giving all my starter colonists the 'Psychopath' trait. Is this possible without having to do anything more complex than fiddling with .xml files?
Hey there, unfortunately this is not possible :( back stories don't have any influence on a pawn's behaviour. They only affect the skills they start with and what they cannot do

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