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Topics - Lord Fappington

#1
Help / Targetpack & pawn.psychology
February 18, 2015, 11:14:20 PM
what did these two respective terms get changed to in A9?
#2
As the title says. 

I'm trying to trigger a thought when a workgivers conditions are met, or better yet when a job driver is complete.
#3
As the title says.  Aside from a floatmenu approach, I'd like to know if there was a way in RimWorld c# to specify only the pawn actively selected by the game's player.

I looked at the selector class but didn't have any luck implementing it.

Basically in my lovemaking mod it's working great, the only caveat is without player direction everyone does there own thing, with idlers tending to go on fapping binges.

Jokes aside, this method instead of floatmenus wil allow me to have a lot more easier flexibility in updating the code down the road
#4
Ideas / On walls and crops
January 21, 2015, 11:15:07 PM
I'd consider making stone buildings much more time consuming to build and stronger, or conversely, wood less time consuming and weaker.  The idea is that the choices and investments in one over another should be more stark.

Another idea, consider water (precipitation or terrain) being a factor for crops in addition to soil quality.  I know this is more difficult to code, but at present I wish there was more competing incentives for choosing a colony site on the world and site maps.
#5
Hi all,

Currently at a major roadblock in my project: I've been fighting at this for the past week or so (when I find the time) to work on my code.  I've attached a zip of my project with both xml defs and c# (assembly and original source code).

If you fire it up you'll see that it seems that somehow the traditional (core) work givers that can be brought up with the float menu (e.g., haul this, wear that) are no longer present and only my new workgiver can be assigned. 

However, it seems that when drafted, colonists can still pull up float menus for core givers (e.g., arrest, go here).

I'm not sure if its an issue with the work giver itself or the underlying job driver.  I suspect its a very simple fix, but I have stared at this code too long to find an answer that immediately jumps out at me.

Once I get past this roadblock I can quickly add in the features I want in my push and get the mod up and running!

Thanks in advance for your help!!
#6
Hi all making nice progress on my Romance mod; however, I'm getting jammed up at the jobdriver, jobgiver phase.  I really need to make my own custom ones as I don't think I can fully implement my plan using what already exists.

Therefore, could someone quickly answer the following questions, if possible?  Your help is greatly appreciated!!

1.  What is the role of JobDrivers JobGivers and WorkGivers?  Are they interrelated, mutually exclusive?  They appear to be linked to JobDefs and WorkTypeDefs.

2.  In coding JobDrivers and JobGivers, I see a lot of code that I really have a hard time understanding.  For example in JobDriver_Research (see below).  What the fluff are <MakeNewToils> & _Iterator_## and how do I get them to work?
protected override IEnumerable<Toil> MakeNewToils ()
{
JobDriver_Research.<MakeNewToils>c__Iterator37 <MakeNewToils>c__Iterator = new JobDriver_Research.<MakeNewToils>c__Iterator37 ();
<MakeNewToils>c__Iterator.<>f__this = this;
JobDriver_Research.<MakeNewToils>c__Iterator37 expr_0E = <MakeNewToils>c__Iterator;
expr_0E.$PC = -2;
return expr_0E;
#7
As the title says, what is the appropriate .NET framework for an alpha 8 compatible mod when compiling your C# DLL?

If anyone has an example they can let me look at (particularly the solution pre-assembly) would be helpful to ensure I've gotten everything right.

I'm working on the romance mod and made some progress on key features; debugged in xamarian using the associated game DLLs but when I load the mod in game screen goes black and I'm not sure how to debug it at that point :(.

Best,
Lord Fap
#8
Help / Rimworld traits and underlying code
December 22, 2014, 06:23:53 PM
Hi all,

I'm looking at some of the traits such as brawler and nudist.  They are conditional wherein the mood effect is dependent on something happening (e.g., a ranged weapon equiped or no clothes, respectively).  I don't see how this is coded in the xml file, so I have two questions I was hoping someone could answer (and bonus points of walking me through, use these two as examples).

1) where is the call to the underlying C++ code that scans for the condition to be met (or is there something elsewhere in the xml defs)?

2) If 2 is yes, there is underlying C++ code, how does one access it?  I have tried to open DLLs with two different IDEs (Netbeans and Eclipse with no such luck).

I must be new at this eh? :)

Thanks all for your help and patience!

Best,
Fapps
#9
Modification: The Romance Mod
Version: 0.8
Last Updated: 8/25/2015

Background
Mod
I'm adding a modification to Rimworld that adds romance for pawns.  I hope this will add another layer of depth to the game which already is fantastically in depth.  The direction I'm taking with this is akin to the relationship matrix found in Crusader Kings II


Current Features and Progress


  • Romance Traits.  Pawns can have natural abilities (i.e., good or bad) towards lovemaking that attract or detract other pawns.
    [10 traits currently implemented, will expand as relationship system rolls out.  Will take requests.]

  • Lovemaking Control.  Control pawns through enabling or disabling lovemaking worktype; also I've coded it to only permit lovemaking by colonist selection.  No unintended RP breaking moments where brother makes love to sister or dad faps in front of the family.
    [Fully Implemented]

  • Romantic Encounters.  Pawns can have romantic encounters, some more erotic than others which will boost or reduce relationships amongst colonists. 
    [Currently implemented, planning bed-specific activities after rollout of relationship system]

  • Romantic Thoughts.  Pawns will have thoughts based on their romantic encounters.  Additionally, their thoughts may change (for better or worse) dynamically due to their traits. 
    [Currently implemented, expanding affected traits.]

  • Relationships.  Pawns that have "romantic" encounters will have increased affections towards one another -- social impacts increased by talking and negative impact upon death of those they have encounters with. [Currently reviewing tie-in with core code]

  • Relationship Web.  Pawn romantic encounters will have effects not only on those participating but others as well.  For example, if one pawn is in a relationship with another person, but has an encounter with another, the left out person may feel animosity towards their partner's new lover.
    [Currently researching tie-in with core code]


Changelog

v 0.8 - Updated for Alpha 12 -- only traits & lovemaking worktabs is implemented; will reimplement older features soon along with pawn pregnancy!

v 0.7 - Updated for Alpha 9b.

v 0.6 - New traits added per player request.

v 0.5 - Implemented tying of thoughts triggering to lovemaking activities.

v 0.4 - Updated traits again for A8; added encounters, sounds & thoughts.  Thoughts not fully implemented (need help tying thought triggering to jobdriver, like core's "Green Thumb"

v 0.3 - Validated A7 and A8 romance traits are compatible, continuing other features and ensuring their compatibility with A8.

v 0.2 - Quick push of fixes to current traits to implement +/- skills, and added 7 new traits

v 0.1 - Initial Release


Downloads, Discussion & Future Directions
DOWNLOAD:
LATEST VERSION FOR ALPHA 12 IS ATTACHED!
Earlier Romance Mods
PLACEHOLDER

In the short run, I'm going to fully expand modifying thought patterns and available love making types, as well as make the two interdependent on traits.  In other words, certain types of personalities will like or get bonuses from certain actions, or not have certain actions available to them (e.g., gruff lover loves doggy style, but would not consider missionary).  Currently, the Voyeur is an example of that, where he gets bonuses from fapping but cannot make love to others (prefers to watch).  Also, I'm going to fully implement the target pawn's thoughts and traits into the whole thing (currently it only considers the pawn that is selected for anything).

In the long run, I'm looking to expand this general framework to non-romantic activities (e.g., saving a fellow disabled colonist, feeding or healing a sick colonist, or other actions).  Let me know what you think would be interesting as well.

If you are interested in contributing or modding further PM me. 

I reserve no rights to the modification code.


Special thanks to the following
Haplo
Temeez
Alphalol
Mipen
Mrofa
Skullywag
Rikiki

Compatibility
Warning, back up saves as some users have experienced bugs!  Also, you may be required to generate a new world.  I did not when I tested it.

In extensive testing I've noted it is compatible with:

EdB Prepare Carefully & Interface
Clutter
Immersive
Recipe Nurse
Project Armory
Purple Ivy
Xtra Plants
Surgery Extended
ScratchPack
Miscellaneous
Norbals
Project Armory
Apparello
Extended Woodworking
Animal Hide Working


EDIT BY Lord Fap: Previous link removed.

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