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Topics - IshOfTheWoods

#1
Help / Spawn pawns with out-of-tech-level equipment
August 31, 2015, 06:35:41 PM
I discovered that pawns' equipment is limited not only by the weapon/apparel tags defined in the pawn kind def, but also by their faction's tech level. Does anyone know how (if it's possible) to get a pawn to spawn with items outside of their faction's tech level?

For example, I have a pawnkind that needs some Midworld equipment, but I'd also like them to sometimes spawn with ranged neolithic weapons. When set their weapon tags to only "NeolithicRanged", they spawn with no weapons. This was the same with a set of custom weapons which had the tag "MedievalRanged", until I changed the tech level on said items from "Neolithic" to "Midworld".

This seems like it should be possible since "Spacer" pirates often have "Midworld" equipment, but I seem to find anything the xml to do this.
#2
Ish's Medieval Mods

This is no longer being worked on. Anyone is free to use anything from these mods (credit is appreciated). You can find the files here: https://github.com/MichaelMakesGames/RimWorldMods

Description:
These mods add more medieval era content to the game, and are designed to be independent of each other and compatible with as many other mods as possible, and they are balanced against vanilla content. So far there are four mods: Weapons, Armor, Defenses, and Noble House Faction. Eventually, I hope to turn this into a total conversion, but for now, have content! All feedback, ideas, criticisms, and scathing reviews are greatly appreciated.


Update September 1: Alpha 12 and Balance!
  • All mods updated to Alpha 12
  • Medieval Weapons updated to 2.01, tweaks for compatibility with Medieval Factions: Noble House
  • Medieval Factions: Noble House updated to 1.01, reworked the factions pawns, guards now use ranged weapons, feedback appreciated!
  • Medieval Defenses updated to 2.02, nerfed stamped-earth walls and fixed the icon graphic

Latest Versions (Alpha 12d)
Note: mod version numbers are independent of each other. Major numbers represent new content releases, while minor numbers represent balancing and tweaks.
  • Ish's Medieval Weapons 2.01 (last update: 2015-09-01)
  • Ish's Medieval Armor 1.03 (last update: 2015-09-01)
  • Ish's Medieval Defenses 2.02 (last update: 2015-09-01)
  • Ish's Medieval Factions: Noble House 1.01 (last update: 2015-09-01)

Medieval Weapons 2.0
This mod adds 13 new weapons, all of them smithable:
  • Glaive: a spear-like weapon with a long blade at the end
  • Katana: a swift and deadly sword, but expensive to make
  • Partisan: a spear with extra point at the end for greater versatility
  • Quarterstaff: easy to make, quick to strike, and not too shabby
  • Scimitar: a sword with a heavy curved blade
  • Battle Axe: a heavy axe that provides a slight bonus to tree felling
  • War Hammer: a massive hammer that provides a slight bonus to construction
  • War Pick: a weaponized pick that provides a slight bonus to mining
  • Longbow: less damage but greater range than the great bow
  • Recurve Bow: a powerful but compact bow, favored by the riders of the steppes
  • Crossbow: more accurate but slower than a normal bow
  • Arbalest: powerful, steel crossbow
  • Repeating Crossbow: a crossbow that can quickly fire many bolts, designed by the master strategist Zhuge Liang
For normal versions of the three weapon-tools above: check out ItchyFlea's Right Tool for the Job

Medieval Armor 1.02
Addes 3 body armors and 5 helmets, all craftable:
  • Gambeson: a padded armor that can be worn underneath chainmail or plate
  • Hauberk: a coat of chainmail, good at protecting against slicing attacks
  • Plate: heavy armor that provides excellent protection but significantly slows the wearer down
  • Skullcap: a simple hemispherical helmet
  • Nasal Helm: a slightly improved helmet with a bar that extends over the nose
  • Kettle Hat: a helmet with a wide brim, preferred by peasants
  • Great Helm: a full-head helmet, suitable for a knight
  • Bascinet: a full-head helmet with a visor

Medieval Defenses 2.01
4 new defenses structures:
  • Parapet: a waist high stone wall with crenelations: functionally similar to sandbags
  • Cheval de Frise: a barier made of sharped sticks
  • Stamped-earth Wall: a strong wall that requires no resource to build, but cannot support roofs and takes a lot of work
  • Ballista: a large crossbow-like siege weapon. Good range and attack, but needs to be manned.

Medieval Factions: Noble House 1.0
Adds a new faction to the game: a medieval noble house. This faction is well armed, and can be either hostile or friendly. At least one is guaranteed to spawn.

This mod requires both Medieval Armor and Medieval Weapons, and must be loaded after those.

Mod Team
So far, just myself, but other are more than welcome to join!

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

License/Permissions:
Creative Commons Attribution-NonCommercial-ShareAlike 2.5 Generic

Basically, give the team credit, don't charge money, and let others do the same. A link back here and a PM is appreciated but not required.
#3
Help / Defs Guide/Reference Chart
May 14, 2015, 06:26:40 PM
While working on a mod, I started making a spreadsheet to keep track of the new apparel I was adding, and it started turning into a reference/guide for apparel definitions (screenshot below).



A few questions:

  • Does a resource like this exist already? I checked the wiki but didn't see anything.
  • If it doesn't, is this something people would be interested in?
  • If people are interested, what do you think would be the best format? Spreadsheet like this, with a wiki page linking to the Google docs? How specific/generalized should each reference sheet be? This is just apparel, but should I expand it out to ThingDefs generally? Or have a sheet for ThingDefs Common, then separate ones for Apparel, Weapons, Resources, etc.?
  • Anyone want to help?
Thanks!