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Topics - Gaesatae

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1
Help / New ThinkNode and StatusLevel problem
« on: January 31, 2015, 02:20:42 PM »
I was trying to add a new ThinkNode and I've hit a wall, and I can't figure out how to make it work.

The idea is very similar to the vanilla "ThinkNode_SatisfyNeeds", and its objective is to create a new need like food or rest. I've created the same structure the game uses to manage food needs: a ThinkNode, a StatusLevel, a Tracker and a new Pawnclass. I also added the ThinkNode to the xml.

My problem is that I can't find a way to make the game use all this. The thinknode class works, but I don't know how to add the StatusLevel and the tracker to the colonists.

Does anyone have any experience with something like this?

2
Ideas / Trigger-based dynamic trait changes
« on: January 27, 2015, 09:16:27 AM »
I was thinking in some improvements for a mod I'm working on when I stepped into this idea and I thought I should post it here, as I think it may be a nice addition to the game story-like feeling. I don't know if this has been proposed before, but I didn't find anything similar after a quick search.

Basically, the idea is to use some traits as level traits that may change given the right circumstances. A simple example, the NaturalMood trait (sanguine/depressive):

You have a sanguine colonist fighting against a raid. The colonist get hit and loses a leg. He'll be sanguine after what happened?  He may have some time to think while he is waiting for a new leg… So we add a trigger to the pawn.NewlyDowned, which is for example (0.25/[degree of NaturalMood]), and there will be a small chance for this colonist to lose one level in NaturalMood and become optimistic.

This opens a variety of options to increase the diversity of the colonists' traits after a couple of years. Take the same example as before, substitute the NaturalMood trait for a new one called HateAfraid(hates faction/afraid of faction). If the colonist lose a leg when a certain faction is attacking, he may get a "Hates [faction name]" or "Afraid of [faction name]", each one giving certain modifiers when the specific faction in attacking.

It doesn't need to be something complex or fancy, that's not the point; a simple mood modifier might be enough. The point is, you'll be able to see that this colonist had some history with some faction because of something that happened in your game. You can get the picture, after a couple of years when you look at your colonists' traits you'll see that some colonist were affected to a certain degree by the game events, for better or worse.

I think the traits pool is kind of small, right now, for this to be taken into serious consideration. But with some traits additions I believe the story feeling will be improved.

Of course, I'm reinventing the wheel here, this is the way some TotalWar games manage traits. I tried to do it myself, as a test, but I couldn't set the triggers in the right places, but in theory I don't believe it'll be too hard.

3
Outdated / [Mod] (Alpha 9) Haul Priority Designator (v.1.0.2)
« on: January 14, 2015, 08:03:41 PM »
Hauling Priority Designator

Description:
Adds a new designator in the Orders Tab. You can use this designator to make the colonist try to haul the designated things first, ignoring items not designated. Adds a designator to unforbid groups of items too.



Very useful when dealing with the cleanup after a raid, just unforbid everything and designate the items you want to be hauled first!

More Info:
The mod is savegame compatible and its compatible with EdB Interface. Should be compatible with other mods if they don't have their own designators.

When the colonist start a priority hauling job, it will only check for the designation of the first item. If he finds an item which stacks with the first item he will try to haul it regardless of the designation. Nothing I can do about it right now.

If you right click on a designated item there will be 2 hauling options. It appears to be a bug in the vanilla code.

02/03/15 - On rare occasions it has been reported that the weapons dropped from pirates will not be hauled and get a message saying there's no empty space configured to store it. I have not been able to find the origin of the issue, but closing the game and loading the save again will probably fix it. It may be a compatibility issue with EdB Interface related to mod load order. If you have this problem continuously or very frequently, please post it here and I'll do my best to correct it.

To Modders
Help yourself with the code as you wish. If you have any question, just ask. If you happen to take a look at the code, please tell me if you find any way to improve it. But be nice, this is my first mod ever, the first time I write code in 15 years, and last week I didn't know anything about C/C#.

Author:
Gaesatae

Download
( v.1.0.2) - Alpha 9 - DropBox Link
( v.0.9) - Alpha 8 - DropBox Link

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

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