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Topics - Orion

#1
When a pawn's HostFaction is set to the player's, the player gets control over his inventory, as if he was a prisoner.

Fix:

In the class ITab_Pawn_Gear, in the method DrawThingRow, add a check to the following line if the pawn is actually a prisoner.

(showDropButtonIfPrisoner && this.SelPawnForGear.HostFaction == Faction.OfPlayer)

Change it to:

(showDropButtonIfPrisoner && this.SelPawnForGear.IsPrisoner && this.SelPawnForGear.HostFaction == Faction.OfPlayer)
#2
This is an issue with the scenario list (and not mods per se).

When a scenario is added or saved that contains a ScenPart from a mod that is not installed or enabled, opening the scenario list ("New Game") will throw an exception and the user will not be able to start new games anymore.

RimWorld should be able to fall back when it can't instantiate a ScenPart and just skip it gracefully and possibly point this out to the user.

This thread is about said issue, including a solution to users experiencing the problem:
Topic: Can't Creat colony anymore !!
#3

Description
Added a new faction mod and have to start a new game? Not anymore!

Faction Discovery will make sure you have the recommended amount of (hidden) bases for your new faction on the world map when you load your game the next time.

Installation
This mod can be added to an existing savegame. It does require HugsLib.

Changelog

1.03 - 28.10.2018
- Now uses HugsLib
- Added mod settings

1.0 - 19.10.2018
- Updated to 1.0

0.19a - 29.09.2018
- Updated to B19

0.18a - 21.11.2017
- Updated to B18

0.17a - 27.05.2017
- Updated to A17

0.16a3 - 07.01.2017
- Updated to A16
- Removed all non-essential features, now only does what it says on the label
- Fixed freezes when spawning new faction members

0.15b - 30.09.2016
- New: when starting a new game, you will know the location of one other faction.
- New: you can customize in the scenario editor, how many factions you know at the beginning.
- New: incident - discover a faction. This will show the faction on the world map and allow contact / visitors / raids.
- Fix: resolved warning about language files
- New: when creating factions, existing factions are now taken into account for a better balance
- New: bigger faction blobs on world map
- Fix: better chance calculation
- Tweak: higher chance to find a faction
- New: message at start of new game
- Tweak: default is now 1 hostile and 1 friendly faction
- Fix: adjusted about text

0.15a - 29.08.2016
- Initial version


Author
Orion

Download
Dropbox
Steam Workshop

How to install
- Delete old folder of this mod (Faction Discovery).
- Unzip the contents into your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game and restart the game.
#4
Mods / Steam updating mods to A15
August 26, 2016, 02:53:34 PM
I hope this is the right place to put this.

What is the intended way of updating mods to A15 on Steam? Are we supposed to update our existing workshop with an A15 version, or should we upload a fresh version, specifically for A15?

The advantage of updating the existing mods is that players playing A15 will automatically get a working version of the mods already in their list, when it comes out. The downside is that when updating a mod to A15, it becomes useless to A14 players, and also breaks their current game.

So Tynan, what's the idea? Will there eventually come a mechanism to let A14 players continue playing and ALSO automatically update for A15 players?
#5
If a mod is added to an existing savegame, which adds a new jobrole, all job priority assignments shift one to the right. So for example if a new role is added left to hunting, priorities shift and a pawn that can't actually hunt will be assigned for hunting, which in turn can't be disabled by the player because the checkbox is hidden.

RimWorld should do a consistency check at the start to make sure the job priorities are valid (jobs that can't be performed are set to 0).
#6
Bugs / [A13] ThoughtWorker_Comfort
May 11, 2016, 05:17:40 AM
The core class ThoughtWorker_Comfort has the following line:
if (p.needs.joy == null)
which should be
if (p.needs.comfort == null)
#7
Outdated / [A13] Xeva's Hair (07.05.16)
May 07, 2016, 05:47:45 AM
Xeva has made several very nice hair styles. I have put them into a mod so everyone can easily use them.

This mod can be added at any time.

Enjoy!

Latest version on Steam
Latest version on Dropbox
#8

Description

Have you been waiting years and years for your brother-in-law to show up and he just walks past, just to be never seen again? Plot twist!

One Big Family solves this problem by changing the odds! Everyone is related... somehow, right!?

That spacer you found in a 2000 year old casket? Plot twist! Turns out to be the son you never knew of!
Just settled down, built a little house with your wife and kids? Plot twist! Your step-mother comes on a visit with your secret lover who is also your wife's daughter to sell you dog meat!
Getting raided by a horde of savages? Plot twist! They brought their whole family tree, including your evil sister who turns out to be their leader AND grand mother!

After all, we're now One Big Family!
Now with less illogical plottwists!

Instructions
You can customize this mod in the mod options. This mod changes what happens when a new pawn is created (existing pawns are only affected passively).
The new pawn will receive a random amount of relationships that are "plausible" according to vanilla rules. The relationships will be with other pawns. If you have "allow colonists" on, these can be your pawns as well.

This mod can be added at any time, without creating a new game.

Compatibility
There are rumors that Fluffy's relationship diagram can't handle the massive amount of Plot twist! Try at your own discretion. Works fine for me. Mostly.

Changelog

1.0 - 19.10.2018
- Updated to 1.0

0.19 - 29.08.2018
- Updated to B19

0.18 - 10.06.2018
- Updated to B18

0.17 - 21.08.2017
- Updated to A17
- New: Amount of random relationships can be customized in mod options
- New: New relationships with colonists can be disabled in mod options

0.16 - 05.01.2017
- Updated to A16
- Tweak: Nerfed - won't create new relationships to colonists you already have (there will still be hidden ones)

0.15 - 29.08.2016
- Updated for A15

0.14 - 20.07.2016
- Updated for A14

0.13 - 05.05.2016
- Initial release


Author
Orion

Download
Dropbox
Steam Workshop

How to install
- Make sure you have HugsLib installed.
- Delete old folder of this mod (One Big Family).
- Unzip the contents into your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game and restart the game.
#9
Help / Failed to find any texture Error
October 02, 2015, 01:42:09 PM
Hello fellow modders,

sometimes, when spawning a big raid of my custom pawns, I get Failed to find any texture while constructing Multi(initPath=UI/Misc/BadTexture, ...). All spawned pawns have correct textures and from what I can tell their weapons too. I've triple and quadruple checked their texture path and it all seems in order. How would I go about tracking down the cause of this error?

Did anyone have this problem before?
#10
Help / BrokenState without a message
October 02, 2015, 01:37:29 PM
Hello fellow modders,

does someone know how would I go about creating a BrokenState that does not send a letter/message when it happens?

Since the latest version I get Config error in BrokenState: no beginLetter / no beginLetterLabel when I leave it empty (which makes it not send a message).

Did anyone encounter this problem as well?
#11
Releases / [1.3.0] Hospitality
March 13, 2015, 11:19:16 AM

Description
Have you been wondering what the point of visiting factions is? Look no further, this mod is the answer.

- Convince visitors to join your faction!
- Increase faction relationships!
- Treat visitors well by providing them with rooms, guest beds, and joy activities!
- Sell junk by placing it in their rooms!
- Rescued characters can decide to join you!
- Happy guests will help out with your chores!

You can improve relationships by having your colonists entertain your guests. In return, using silver to improve relationships now gets more expensive every time you do it.

In order to recruit a guest, you have to increase their trust in your colonists. Hanging out with them will help, and having someone with a high social skill try and recruit them is required as well. The amount of required friends to recruit is based on how many colonists you already have. Once they have enough friends, they are willing to join your faction right away.

Guests stay in their selected area. Make sure you create an area specifically for guests (this is done with the area tools, just as with animals). This is also possible for where they are allowed to buy. The shopping area has to be inside the guest area, though.

To please a visiting faction provide quality guest beds, joy objects, and a pretty environment. If they liked their stay, they might leave items for you. It also affects your relationship with that faction. If the relationship with a visiting faction is high, they will also bring more silver and more items.

Happy guests might also help you out with work inside of their area.

Installation
is required.
This mod can be added at any time, without creating a new game. Removing it while visitors or guest beds are around can break your save game.

Usage
Select a visitor and open the "Guest" tab. Use the "Make Default" button to apply the guest's settings to all current and future visitors.
You can select any built bed and turn it into a guest bed with the "For guests" button.
You can use any regular area you made with the area tool for where guests may go or what guests may buy.

Compatibility
If you have trouble with visitors not doing anything / going berserk, try changing the mod order. You also might be getting errors. Press Ctrl-F12 and post a link to your log with a description of what is wrong.

Known conflicts:
- Any mod that gives guests animals (or slaves) 
- Colony Manager (you will need to start a new game)
- Many more, changing daily!

How to report bugs
Please first check on GitHub if the problem is already known.
If not, create a new issue there. You must upload your log (use the green button in the console in RimWorld or press Ctrl-F12) and post the link to it.
Also, provide a description of what happened and what you expected instead. Screenshots can help clarify the issue as well.
In 90% of all cases, the problem is a conflicting mod or a corrupted installation on your side.

Troubleshooting
Make sure dev mode is on so you can see errors in the console.

Are you getting a Root level exception in OnGUI? Odds are your operating system is 32bit (not 64) and there's nothing you can do about it.
Does weird stuff happen? Probably you have a mod conflict. Often this is accompanied by one or more errors in the console. The first error is usually the issue, everything after that is collateral.
The first thing you should try is moving hospitality to the end of the load order.

Changelog

1.3.00 - 20.07.2021
- Updated to 1.3
- New: Guests now eventually optimize their apparel, so they will wear what you gift them if appropriate
- New: Added debug action to remove broken groups (so you don't have to edit your savegame)
- New: Alert when guests have nothing to eat
- Fix: Guests walking outside of their area if not absolutely necessary
- Fix: Recruited guests still act like guests
- Fix: Guests won't claim player walls when smoothing them
- Fix: Guests now have dedicated food restrictions
- Fix: When recruiting a faction leader, a new one will be elected
- Fix: Guests won't hang around in bed all day anymore
- Fix: Recruited guests now get the default drug policy
- Fix: Another shot at fixing guests leaving failure when pawns were improperly removed from map
- Fix: Art is now properly preserved when creating guest beds
- Fix: Made spawning guest inventory more robust against broken objects from mods
- Tweak: Spread lord arrival check over multiple ticks, and caching arrived pawns to improve performance
- Tweak: Caching guest alerts
- Tweak: You can not toggle refusing guests until beds have been built in the map options
- Tweak: Guests afraid dialog now shows the name of the faction
- Tweak: There is a change that rejected groups don't stick around
- Tweak: Improved code for guests restocking their food
- Tweak: Guests now use vanilla gifting system, but with Hospitality score for chance
- Tweak: Guests will only leave during the day
- Performance improvements

1.2.11 - 10.06.2021
Fixes and optimization by simplyWiri:
- Performance optimizations
- Fix: Bug caused by real ruins spawning guest beds before world loads
- Fix: Incompatibility with WTH
- Fix: Dead guests no longer reserve beds

1.2.10 - 17.05.2021
- Fix: Guests taking player's drugs for social relaxing

1.2.09 - 03.05.2021
- Fix: Weapon gets dropped when pawn is put to bed, which breaks "Where Is My Weapon" behavior
- Fix: Guest beds listed in architect menu due to mod conflict
- Fix: Automated check for guest drug policies
- Fix: Guest beds can get borked and can't be removed

1.2.08 - 16.01.2021
- Fix: Pawntable faction column bug
- Fix: Mod references
- Fix: Made group spawning not fail for people with outdated RimWorld

1.2.07 - 02.01.2021
- Fix: Hotfix for interruptions

1.2.06 - 27.12.2020
- New: New banner
- New: Manhunters and mental breaks make guests afraid to come
- New: Option to disable friendlies dropping their inventory when downed
- Fix: Guests wouldn't equip apparel that they buy
- Fix: Don't interrupt eating guests
- Fix: Exclude bestower from spawning as guest
- Fix: Compatibility with Elder Things bed-likes
- Tweak: Patch optimization for beds by Wiri
- Tweak: Guests now find their exit point via flood fill; This hopefully lets us avoid danger and find the closest exit

1.2.05 - 13.09.2020
- Tweak: Renamed "Manage Defaults" to "Map Settings"
- Fix: Wrong guests marked with "-" in guest list

1.2.04 - 06.09.2020
- Fix: Dragon's Descent compatibility
- Fix: Quest related pawns can't spawn as guests now
- Fix: Guests getting kicked out of bed on load
- Fix: Recruit button being unclear
- Tweak: Empire faction will trigger death acidifier on recruited pawns; these will only join by force

1.2.03 - 15.08.2020
- Fix: Multiplayer issue (thanks again to NotFood)

1.2.02 - 14.08.2020
- New: Multiplayer support (thanks to NotFood!)
- Fix: Recruit button worked when it shouldn't
- Fix: Bug where beds stay claimed by previous guests

1.2.01 - 01.08.2020
- Updated for 1.2
- Fix: GetTypes error when the user has an invalid assembly from another mod
- Fix: Error when selecting sleeping spot on ground
- Tweak: Comfort now affects bed attractiveness
- Tweak: Made all guest memories last much longer
- Tweak: Empire guests that couldn't be recruited before can, if they have a relationship with a colonist
- Tweak: Guest groups can now travel across any worldmap terrain and are slightly faster

1.1.12 - 20.06.2020
- New: Added setting to disable helping with warden tasks
- Fix: Error when not using Alien Race framework
- Fix: Removed warning when a guest needs no sleep
- Fix: Freeholders are no longer buggy (free recruiting, etc.)
- Fix: Error from apparel check
- Tweak: Increased attractiveness of single bed rooms and pure guest rooms
- Tweak: Royals are 2.5x more likely to show up
- Tweak: Guests will now never bring items with thingSetMakerTags of "NotForGuests"
- Tweak: Happy guest joins event now won't work with royals
- Tweak: Most empire guests can not be recruited now as a tradeoff for their valuable gear

1.1.11 - 25.05.2020
- New: Added option to use an icon on guest tab instead of text

1.1.10 - 24.05.2020
- New: Added button to guest tab to manage map defaults
- New: Manage Defaults menu now has a setting for disabling guests for the map
- New: Russian translation by kamadz
- Fix: Beds will now only show royal title information when royalty is active
- Fix: Fixed issue with guests not finding path to base caused by locked doors
- Tweak: Optimized shopping code for performance
- Tweak: Now caching guest comp access for performance

1.1.9 - 01.05.2020
- New: Setting to limit maximum visits within next 3 days
- New: Spanish translations
- New: When unsorted, the guest tab now shows which guests are in the same group
- Fix: Guests now won't buy items biocoded for someone
- Fix: Guest tab can be sorted now
- Tweak: Added a delay before guests can claim a bed, based on their silver

1.1.8 - 26.04.2020
- Fix: Rebuilt for latest RimWorld version
- Fix: Some more information gets logged for debugging
- Fix: Added check for null defs in royal titles
- Fix: More defensive code for various issues
- Tweak: Ascetic guests don't care about the paid fee
- Fix: Error when guests try to rescue downed guest
- New: Added debug option to spawn a group and select the faction

1.1.7 - 03.04.2020
- Fix: Guests won't buy or wear stuff they can't wear due to missing body parts
- Fix: Guests shouldn't have question marks when leaving now
- Fix: Error when sending guests away before they have arrived
- Fix: Error when trying to take off royal headgear
- Tweak: Royal pawns have a much lower chance of spawning now

1.1.6 - 30.03.2020
- Fix: Visitors scared of ancients in cryptosleep caskets
- Fix: Update to ChineseTraditional (thanks to Miyu)
- Fix: Another shot at the bed owners bug
- Fix: 4x per day the guest list gets recalculated now to make sure no guests get lost / don't show
- Fix: Recruited lover now shouldn't show "Want to sleep with x" if they share a bed

1.1.5 - 24.03.2020
- New: ChineseTraditional language (thanks to https://github.com/CuteLasty)
- New: Italian language (thanks to TopIn [https://ludeon.com/forums/index.php?action=profile;u=106209])
- Fix: Defensive code against beds without CompAssignableToPawn
- Fix: Guests will avoid sharing a bed with someone they don't have a relationship with, unless they have to
- Fix: Guests won't help with feeding prisoners or sick; too many issues (food from inventory, wrong food category, etc. etc.)
- Fix: Guests won't drop biocoded or bladelinked gear now
- Fix: Colonists no longer get stuck in doors, trying to talk to guests

1.1.4 - 22.03.2020
- Fix: Guests not buying wares
- Fix: Hospitality 1.0 language files now load correctly from subfolder
- Fix: nullThing errors are now warnings

1.1.3 - 21.03.2020
- Hotfix: BedDefCheck error

1.1.2 - 21.03.2020
- Hotfix for UpdateFeatureBase error and CheckBedDefs error

1.1.1 - 20.03.2020
- New: Guest beds now show which titles accept it and what is needed for the next title
- New: Recruiting royal guests requires royal friends
- New: Info box for guest bed stats
- New: Beds show general attractiveness
- New: Alerts for guests without beds
- Fix: Compatibility with Vanilla Events Expanded 'hunting party' event
- Fix: Nudists now won't buy (and put on) clothes
- Tweak: Royal guests are more likely to be offended by entertainment attempts of low social pawns
- Tweak: Guests will no longer do diplomat tasks for the player
- Tweak: Guests with low relationship are more likely to bring at least some silver
- Tweak: Guests will now at least bring something cheap if relationship is really low
- Tweak: Individual guests will bring slightly more items, especially with higher goodwill
- Tweak: Headgear guests wear when they arrive is now marked as not for sale
- Tweak: Masochists now don't mind eating without table or various bad sleeping types (also non-guests)
- Tweak: Lowered sale value of items to 55% marketvalue
- Tweak: Recruited guests will give their weapon to their previous faction
- Various other fixes and tweaks (see GitHub)

1.0.35 - 10.02.2020
1.0.34 - 08.02.2020
1.0.33 - 15.12.2019
1.0.32 - 04.11.2019
1.0.31 - 03.11.2019
1.0.30 - 21.09.2019
1.0.29 - 12.09.2019
1.0.28 - 07.09.2019
1.0.27 - 31.08.2019
1.0.26 - 25.08.2019
1.0.25 - 23.08.2019
1.0.24 - 21.08.2019
1.0.23 - 12.08.2019
1.0.22 - 09.08.2019
1.0.21 - 08.08.2019
1.0.20 - 06.08.2019
1.0.19 - 16.07.2019
1.0.18 - 12.07.2019
1.0.17 - 10.06.2019
1.0.16 - 07.05.2019
1.0.15 - 25.04.2019
1.0.14 - 30.03.2019
1.0.13 - 10.03.2019
1.0.12 - 19.01.2019
1.0.11 - 11.01.2019
1.0.10 - 10.01.2019
1.0.9 - 09.01.2019
1.0.8 - 07.01.2019
1.0.7 - 07.01.2019
1.0.6 - 28.11.2018
1.0.5 - 21.11.2018
1.0.2 - 28.10.2018
1.0.1 - 19.10.2018
0.19 - 09.08.2018
0.18g - 23.02.2018
0.18f - 16.12.2017
0.18d - 4.12.2017
0.18c - 2.12.2017
0.18b - 25.11.2017
0.18a - 19.11.2017
0.17j - 25.08.2017
0.17f - 11.07.2017
0.17d - 13.06.2017
0.17c - 10.06.2017
0.17a - 03.06.2017
0.16g - 05.04.2017
0.16f - 17.02.2017
0.16e - 15.01.2017
0.16d - 14.01.2017
0.16c - 06.01.2017
0.16b - 03.01.2017
0.16a - 02.01.2017
0.15d - 02.11.2016
0.15b - 02.09.2016
0.15a - 29.08.2016
0.14i - 17.08.2016
0.14f - 30.07.2016
0.14e - 25.07.2016
0.14 - 16.07.2016
0.13 - 22.05.2016
0.11c - 26.04.2016
0.11b - 25.04.2016
0.11a - 14.04.2016
0.11 - 10.04.2016
0.10d - 19.03.2016
0.10c - 01.03.2016
0.10b - 28.02.2016
0.09b - 01.01.2016
0.09 - 28.12.2015
0.08b - 27.12.2015
0.08 - 23.09.2015
0.07 - 30.08.2015


Author
Orion

Download
Note: Only remove the mod while there are no visitors or guest beds on your map.
GitHub
Steam Workshop

Note:
I no longer update this thread. So if you want to be notified about a new release, you can go to GitHub, click "Watch" in the upper right corner, then "Custom", and then select "Releases".

How to install
- Delete old folder of this mod (Hospitality).
- Unzip the contents into your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game and restart the game.

Support development
Do you want to support me developing this mod? Do you want to have a vote in what will be added next?



Wanna do me a huge favour?
I'm working on a new game and in the coming months, we will need beta testers. So if you're up for helping me out and have some fun in the process, check this out. If you don't want to test, that's fine too, your feedback on our video alone is already helpful!
#12
Help / Swap out pawn with new def?
January 16, 2015, 04:04:11 AM
I'm trying to swap out an existing pawn with a similar one that has a different pawn and race def. Obviously I'd like the new one to stay at the same position.

Also I want to retain all healthTracker data (this is the trickiest part, it seems). Does anyone have experience doing this?
#13
More Mechanoids


Description
I got bored with the two existing mechanoid types. They are tough and dangerous, but particularly their toughness makes firefights with them a drag.

So I decided to add a third variety: the crawler. They are bug-like mechanoids that die with one or two hits, but are small, move fast and come in large numbers. They are equipped with precise cutting tools, so don't be surprised if someone loses a toe or an ear.

Now new threats have joined the cause:
- The skullywag: Equipped with cattle prod arms he will paralyze your puny colonists and unlock doors.
- The flamebot: A variation of the crawler, equipped with a flamethrower.
- The mammoth: A fast and heavy melee enemy that is hard to kill.
- The assaulter: An armored variation of the scyther, with a weaker weapon.

With some tinkering you can now repurpose various mechanoids to do tasks that are below your colonists' pride.

Usage
Install and play! They'll find you soon enough...

This mod can be added at any time, without creating a new game.

Reviews
Pumpus' video review of the old version 1.02b

Changelog
1.07b - 31.12.2015
- Charging platform now connects by cable
- Deterioration lowered for inner parts
- Additional automatic repair check based on total health of mechanoids
- Buttons for stay home and full repair that affect all mechanoids
- Converted mechanoids that spawn in crypts are killed right away
- Armor tweaked for Realistic Combat Mod

1.07 - 19.10.2015
- Balancing
- Fixes
- Recharging platform for mechanoids
- Tab for finding all mechanoids and setting areas (like animals)

1.06 - 09.10.2015
- Converted to Alpha 12
- Added mammoth and assaulter
- More tweakable settings (see PawnKinds_Mechanoid.xml)

1.05 - 29.07.2015
- Converted to Alpha 11
- Centipede: now adoptable

1.04a - 14.06.2015
- Minor fixes
- Added "full repair" button to mechanoids

1.04 - 13.06.2015
- Converted to Alpha 10
- Removed PAL
- Owned mechanoids now deteriorate over time, colonists will take care of the repairs

Authors
Orion
JoeysLucky22

Download
Dropbox
I'm not updating the mod here anymore, but if you really want the latest version, you can get it from GitHub (press the download button)

How to install
- Delete old folder from this mod (MoreMechanoids)
- Unzip the contents into your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game and restart the game.
#14
Unfinished / [WIP] Radiation
January 04, 2015, 09:07:37 AM
This mod turns the world into a radioactive zone. The idea is that most consumables are radiated, dangerous waste lurks in the environment and the air is not fit for breathing. The mod is supposed to work in conjunction with other mods and stand-alone, so people can add radiation to their game or total conversion.




Done:
- radioactive waste barrels are placed hidden in mountains, creating a new threat to colonists
- barrels can be destroyed
- barrels leak radioactive slime
To do:
- mining and storing uranium spawns radiated dust
- animal meat and harvested food is radiated
- let radiated objects increase a pawn's radiation level if within range or consumed
- let the world increase a pawn's radiation level very very slowly if inside
- let the world increase a pawn's radiation level slowly if outside
- create radiation disease with negative / deadly effects
- create protective gear that limits increase of radiation level
- integrate water mod for further radioactive threat?
- add purifier to clean radiated objects?

Obviously everyone's input is very welcome!
#15
Help / [Solved] Insert custom gensteps?
December 29, 2014, 01:44:21 PM
I would like to spawn some extra structures when the map is created. I've created a genstep for it, but now I've realized all existing gensteps are hardcoded.

Does anyone know if there is another way to get it to run?