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Topics - QuantumX

Pages: [1] 2
1
Help / Whats is the <intricate> tag used for in some items
« on: September 02, 2018, 09:05:02 AM »
So i was updating my mod and noticed the <intricate> tag in ComponentIndustrial and ComponentSpacer vanilla items

Anybody know what this is for?

2
Help / Is it possible to apply a <HediffDef> to Armor or Weapons?
« on: February 17, 2018, 07:58:32 PM »
So i have been playing around this evening and cannot seem to get this to work and cant find anything online about it..

What i'm trying to do is when pawn wears a bit of armor or carries a gun the item applies a <HediffDef> to the pawn while the armor or weapon is equipped.. I've tried the <addsHediff> tag in the ThingDef but does not seem to work.. bascially i want to use the <capMods> modifiers within the ThingDef to Buff/Debuff a pawn when certain armor or wepaons are carried.

BTW the debuffs i want to use cannot be implemented with <statBases> or <equippedStatOffsets>

Perhaps it not possible with XML only, but thought i would ask here anyway...

3
Help / XPath Help... inserting into a Vanilla Def file
« on: November 29, 2017, 02:18:12 PM »
So trying to do what i assume is a very simple insert of text i for life of me cannot get it to work.

Could someone tell me (and explain) how to do the following with XPath?

Original Def Code is here.

Code: [Select]
<ThingDef ParentName="BenchBase">
    <defName>HiTechResearchBench</defName>
    <label>hi-tech research bench</label>
    <description>A high-tech bench with computers and electronic measurement equipment. Research is sped up by the high-tech tools. Requires power.</description>
    <thingClass>Building_ResearchBench</thingClass>
    <size>(5,2)</size>
    <stuffCategories>
      <li>Metallic</li>
    </stuffCategories>
    <costStuffCount>150</costStuffCount>
    <costList>
      <Steel>100</Steel>
      <Component>10</Component>
    </costList>
    <graphicData>
      <texPath>Things/Building/Production/ResearchBenchHiTech</texPath>
      <graphicClass>Graphic_Multi</graphicClass>
      <shaderType>CutoutComplex</shaderType>
      <drawSize>(7,4)</drawSize>
      <damageData>
        <cornerTL>Damage/Corner</cornerTL>
        <cornerTR>Damage/Corner</cornerTR>
        <cornerBL>Damage/Corner</cornerBL>
        <cornerBR>Damage/Corner</cornerBR>
      </damageData>
    </graphicData>
    <altitudeLayer>Building</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <pathCost>70</pathCost>
    <statBases>
      <MaxHitPoints>250</MaxHitPoints>
      <WorkToBuild>5000</WorkToBuild>
      <Flammability>1.0</Flammability>
      <ResearchSpeedFactor>1.0</ResearchSpeedFactor>
    </statBases>
    <comps>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>250</basePowerConsumption>
        <startElectricalFires>true</startElectricalFires>
      </li>
      <li Class="CompProperties_Flickable"/>
      <li Class="CompProperties_AffectedByFacilities">
        <linkableFacilities>
          <li>MultiAnalyzer</li>
        </linkableFacilities>
      </li>
    </comps>
    <fillPercent>0.5</fillPercent>
    <interactionCellOffset>(0,0,-1)</interactionCellOffset>
    <hasInteractionCell>true</hasInteractionCell>
    <terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
    <designationCategory>Production</designationCategory>
    <surfaceType>Item</surfaceType>
    <designationHotKey>Misc4</designationHotKey>
<placeWorkers>
<li>PlaceWorker_ShowFacilitiesConnections</li>
</placeWorkers>
    <researchPrerequisites>
      <li>MicroelectronicsBasics</li>
    </researchPrerequisites>
  </ThingDef>

I want to make the following addition to the above

Code: [Select]
<li Class="CompProperties_AffectedByFacilities">
        <linkableFacilities>
          <li>MultiAnalyzer</li>
          <li>ResCogitator</li>
        </linkableFacilities>
      </li>

But i cannot work out how to get the "<li>ResCogitator</li>" part inserted?

Help please?


4
Help / Custom Faction Leaders, How to Name them?
« on: November 22, 2017, 05:32:02 PM »
Hi,

So the Generated Faction Leader names seems to be generated different to standard pawns.

In the Faction Def the code

Code: [Select]
<pawnNameMaker>NAMERFILES</pawnNameMaker>
This only seems to apply to other Pawns generated but not the Faction leader? is there a way to control the faction leader name in Custom factions?

5
Help / Question, Please explain 4 digit color code?
« on: November 20, 2017, 05:04:26 AM »
Hello,

Could someone explain this four digit color code?

<color>(255, 77, 77, 242)</color>

I understand the 3 digit ones as RGB decimal, but i don't understand what the four decimal digit above come from? Sorry bit of a newbie where color codes are concerned?

Could someone point me to an online tool for this perhaps?

6
Is it possible to increase the capacity of the Transport Pod in XML?

So i cannot see anything in the XML to do this, and i assume this is a DLL type thing?

Anybody know? Thanks in Advance...

7
Help / How to stop colour shading being added to made objects?
« on: June 06, 2017, 11:13:49 AM »
So i have a small issue, i have created some custom items as floor decorations that can be made using any leather/material.

However when the items are created they seem to have a shader over the top of them altering the colours slightly, and i cannot fathom why, as i want them to look just like the texture being used without any colour overlay..

How can i stop this?

Here is my code incase you need to see..
Code: [Select]
<ThingDef ParentName="BuildingBase" Name="IGFloorArtMaterial" Abstract="True">
<thingClass>Building_Art</thingClass>
<altitudeLayer>FloorEmplacement</altitudeLayer>
<passability>Standable</passability>
<!-- <pathCost>0</pathCost> -->
<castEdgeShadows>false</castEdgeShadows>
<useHitPoints>true</useHitPoints>
<statBases>
<Flammability>3.0</Flammability>
<SellPriceFactor>1.50</SellPriceFactor>
</statBases>
<comps>
<li>
<compClass>CompQuality</compClass>
</li>
<li Class="CompProperties_Art">
<nameMaker>ArtName_IGSculptures</nameMaker>
<descriptionMaker>ArtDescription_IGSculptures</descriptionMaker>
<minQualityForArtistic>Excellent</minQualityForArtistic>
<canBeEnjoyedAsArt>true</canBeEnjoyedAsArt>
</li>
</comps>
<inspectorTabs>
<li>ITab_Art</li>
</inspectorTabs>
<recipeMaker>
<workSpeedStat>TailoringSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Tailor</effectWorking>
<soundWorking>Recipe_Tailor</soundWorking>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<recipeUsers>
<li>ElectricTailoringBench</li>
<li>HandTailoringBench</li>
<li>ImperialFabricator</li>
</recipeUsers>
</recipeMaker>
</ThingDef>


<ThingDef ParentName="IGFloorArtMaterial">
<defName>IGFL_2x3_Skull</defName>
<label>Floor Skull Rug 2x3</label>
<Description>Imperial Floor Art of Aquila, sized 2x3.</Description>
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
<texPath>Things/IGCore/Building/Decorations/2x4FloorRugMk1</texPath>
<drawSize>(2,4)</drawSize>
</graphicData>
<minifiedDef>MinifiedSculpture</minifiedDef>
<size>(2,3)</size>
<fillPercent>0.25</fillPercent>
<rotatable>true</rotatable>
<canOverlapZones>false</canOverlapZones>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<Beauty>80</Beauty>
<Mass>15</Mass>
<WorkToMake>35000</WorkToMake>
</statBases>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<costStuffCount>350</costStuffCount>
</ThingDef>


8
Help / How to Force Pwns to use new Joy items for testing.
« on: June 02, 2017, 04:03:20 PM »
Can anybody tell me how i can force a pawn to use a new joy item i created to test its function?

I'm creating a few of them and have used the -20 joy tool but they never use the Joy items usually go stargaze or something, if there a way to force them to use a particular joy item in the debug mode?

9
So wondered if there is a way to create damage by passing through an object? say something like barb / razer wire using standard xml editing?

10
Help / Custom Mechs turning up on Poison Ship Event
« on: December 10, 2016, 05:42:59 AM »
Hello,

I've done some searching but and cannot find an answer but maybe on of you enlightened people may be able to help.

So i have  a customer mech in my mod, but for some reason its spawning with the insectoids when the poison ship event spawns.. How do i stop that?

11
Help / Custom Faction Help. Raid size issue.
« on: December 09, 2016, 12:08:10 PM »
So.

I have a new faction that goes with my main mod, but i may or may not have a problem.

So basically using the dev mode i spawn a 290 raid, one for vanilla Pirate, Tribe and Outlander and then one for my traitor guard, and for some reason my mod spawns double the pawns in the raid to the others.

Does anybody have an idea as to why this is happening? I know the colony wealth etc control raise size, but using the Dev Mode and spawning a 290 size raid with all the available factions i get 6 pawns on the vanilla factions and 12 on mine but for the life of my I cannot understand why?

My Faction File
Code: [Select]
<FactionDef>
<defName>TraitorGuardFaction</defName>
<label>Traitor Guard Regiment</label>
<description>The Traitor Guard are among the better armed and minded troops that Chaos Champions and/or Arch-Heretics have at their disposal in order to fulfil their own agendas, Champions of Chaos draw lesser Chaos followers to them to form their own personal armies, which can vary tremendously in size and strength. These traitors, unlike other mutants and other vile Beastmen, have not completely lost their military skills or sanity, forming a reasonably reliable core force amongst the slavering hordes of the Lost and Damned armies...</description>
<pawnsPlural>traitor guard</pawnsPlural>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<canMakeRandomly>false</canMakeRandomly>
<raidCommonality>100</raidCommonality>
<humanlikeFaction>true</humanlikeFaction>
<hidden>false</hidden>
<canStageAttacks>true</canStageAttacks>
<leaderTitle>Captain</leaderTitle>
<appreciative>false</appreciative>
<canFlee>true</canFlee>
<startingGoodwill> <!-- Never Can Be Friendly -->
<min>-100</min>
<max>-100</max>
</startingGoodwill>
<naturalColonyGoodwill> <!-- Never Can Be Friendly -->
<min>-100</min>
<max>-100</max>
</naturalColonyGoodwill>
<earliestRaidDays>60</earliestRaidDays>
<factionNameMaker>NamerIGFTraitorGuardFaction</factionNameMaker>
<pawnNameMaker>NamerIGTraitorGuardPawns</pawnNameMaker>
<techLevel>Spacer</techLevel>
<backstoryCategory>Raider</backstoryCategory>
<hairTags>
<li>Urban</li>
<li>Rural</li>
</hairTags>
<allowedArrivalTemperatureRange>
<min>-55</min>
<max>65</max>
</allowedArrivalTemperatureRange>
<mustStartOneEnemy>true</mustStartOneEnemy>
<pawnGroupMakers>
<li Class="PawnGroupMaker_Normal">
<commonality>100</commonality>
<options>
<TGBlightDrone>200</TGBlightDrone> <!-- Higher More Common Lower Less Common -->
<TGSolider>140</TGSolider>
</options>
</li>
<li Class="PawnGroupMaker_Normal">
<commonality>120</commonality>
<options>
<TGSolider>200</TGSolider> <!-- Higher More Common Lower Less Common -->
<TGBlightDrone>180</TGBlightDrone>
<TGHeavySoldier>140</TGHeavySoldier>
<TGGrenadier>60</TGGrenadier>
</options>
</li>
<li Class="PawnGroupMaker_Normal">
<commonality>10</commonality>
<options>
<TGSolider>60</TGSolider> <!-- Higher More Common Lower Less Common -->
<TGHeavySoldier>160</TGHeavySoldier>
<TGGrenadier>80</TGGrenadier>
<TGSharpshooter>100</TGSharpshooter>
<TGVeteran>70</TGVeteran>
<TGStormTrooper>60</TGStormTrooper>
<TGCaptain>30</TGCaptain>
</options>
</li>
<li Class="PawnGroupMaker_Normal">
<commonality>5</commonality>
<options>
<TGSolider>40</TGSolider> <!-- Higher More Common Lower Less Common -->
<TGHeavySoldier>120</TGHeavySoldier>
<TGGrenadier>60</TGGrenadier>
<TGSharpshooter>100</TGSharpshooter>
<TGVeteran>80</TGVeteran>
<TGStormTrooper>90</TGStormTrooper>
<TGCaptain>70</TGCaptain>
</options>
</li>
</pawnGroupMakers>
<homeIconPath>Things/IGTGF/Icons/TraitorGuardIcon</homeIconPath>
<homeIconColor>(128,0,0)</homeIconColor>
  </FactionDef>

My Pawn Maker
Code: [Select]
<PawnKindDef Abstract="True" Name="TraitorBase" >
<race>Human</race>
<defaultFactionType>TraitorGuardFaction</defaultFactionType>
<baseRecruitDifficulty>1</baseRecruitDifficulty>
<backstoryCategory>Raider</backstoryCategory>
<invNutrition>2.50</invNutrition>
<itemQuality>Poor</itemQuality>
<backstoryCryptosleepCommonality>0.3</backstoryCryptosleepCommonality>
<maxGenerationAge>50</maxGenerationAge>
<gearHealthRange>
<min>0.75</min>
<max>1</max>
</gearHealthRange>
<apparelMoney>
<min>850</min>
<max>850</max>
</apparelMoney>
<apparelRequired>
<li>IGJumpSuit</li>
<li>TG_StdArmor</li>
<li>TG_StdHelmet</li>
</apparelRequired>
<apparelAllowHeadwearChance>0.5</apparelAllowHeadwearChance> <!-- Do i need this line? -->
<weaponMoney>
<min>2500</min>
<max>2500</max>
</weaponMoney>
<inventoryOptions>
  <skipChance>0.1</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>Uranium</thingDef>
<countRange>
<min>20</min>
<max>50</max>
</countRange>
</li>
<li>
<thingDef>Medicine</thingDef>
<countRange>
<min>1</min>
<max>1</max>
</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGSolider</defName>
<label>Guardsman</label>
<weaponTags>
<li>TGLasPistol</li>
</weaponTags>
<combatPower>20</combatPower>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGHeavySoldier</defName>
<label>Heavy Guardsman</label>
<weaponTags>
<li>TGLasGun</li>
</weaponTags>
<combatPower>25</combatPower>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGGrenadier</defName>
<label>Grenadier Guardsman</label>
<weaponTags>
<li>TGKrakGrenade</li>
</weaponTags>
<combatPower>25</combatPower>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGSharpshooter</defName>
<label>Guardsman Sharpshooter</label>
<weaponTags>
<li>TGExitusSniper</li>
</weaponTags>
<combatPower>30</combatPower>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGVeteran</defName>
<label>Veteran Guardsman</label>
<itemQuality>Superior</itemQuality>
<apparelMoney>
<min>1600</min>
<max>1600</max>
</apparelMoney>
<apparelRequired>
<li>IGJumpSuit</li>
<li>TG_StdArmor</li>
<li>TG_StdHelmet</li>
<li>TG_FlakPlate</li>
</apparelRequired>
<weaponTags>
<li>TGPlasmaRifle</li>
</weaponTags>
<combatPower>30</combatPower>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGStormTrooper</defName>
<label>Stormtrooper</label>
<itemQuality>Superior</itemQuality>
<apparelMoney>
<min>1600</min>
<max>1600</max>
</apparelMoney>
<apparelRequired>
<li>IGJumpSuit</li>
<li>TG_StdArmor</li>
<li>TG_StdHelmet</li>
<li>TG_FlakPlate</li>
</apparelRequired>
<weaponTags>
<li>TGBoltGun</li>
</weaponTags>
<combatPower>40</combatPower>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGCaptain</defName>
<label>Captain</label>
<race>Human</race>
<defaultFactionType>TraitorGuardFaction</defaultFactionType>
<!-- <factionLeader>true</factionLeader> Commented Out as it created an error atm -->
<combatPower>100</combatPower>
<baseRecruitDifficulty>1</baseRecruitDifficulty>
<backstoryCategory>Raider</backstoryCategory>
<itemQuality>Excellent</itemQuality>
<gearHealthRange>
<min>1</min>
<max>1</max>
</gearHealthRange>
<apparelMoney>
<min>1600</min>
<max>1600</max>
</apparelMoney>
<apparelRequired>
<li>IGJumpSuit</li>
<li>TG_StdArmor</li>
<li>TG_StdHelmet</li>
<li>TG_FlakPlate</li>
</apparelRequired>
<apparelAllowHeadwearChance>1</apparelAllowHeadwearChance>
<weaponTags>
<li>TGBoltGun</li>
</weaponTags>
<inventoryOptions>
<skipChance>0.01</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>Uranium</thingDef>
<countRange>
<min>200</min>
<max>500</max>
</countRange>
</li>
<li>
<thingDef>Medicine</thingDef>
<countRange>
<min>1</min>
<max>3</max>
</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>


12
Help / Error Help Please: Cannot get faction OfPlayer
« on: October 14, 2016, 10:41:22 AM »
Hello..

I'm creating a new faction, and everything seems to ok except for the following error when i generate a new map (and i assume factions).



The issues seems to be with getting the name of the leader of the faction. I have custom names set for all the others in the factions and those names seem to work when i force a raid by the new faction. But the name of the Faction Leader has my defined title "leader" but the name does not match any of my namemakers.

Here are my factions file:

Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<FactionDefs>

<!--QX==================== Imperial Guard Traitor Guard Faction Addon Mod - Traitor Guard Faction Definition =========================QX-->
<FactionDef>
<defName>TraitorGuardFaction</defName>
<label>Traitor Guard Regiment</label>
<description>The Traitor Guard are among the better armed and minded troops that Chaos Champions and/or Arch-Heretics have at their disposal in order to fulfil their own agendas, Champions of Chaos draw lesser Chaos followers to them to form their own personal armies, which can vary tremendously in size and strength. These traitors, unlike other mutants and other vile Beastmen, have not completely lost their military skills or sanity, forming a reasonably reliable core force amongst the slavering hordes of the Lost and Damned armies...</description>
<pawnsPlural>traitor guard</pawnsPlural>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<canMakeRandomly>false</canMakeRandomly>
<raidCommonality>120</raidCommonality>
<humanlikeFaction>true</humanlikeFaction>
<hidden>false</hidden>
<canStageAttacks>true</canStageAttacks>
<leaderTitle>Captain</leaderTitle>
<appreciative>false</appreciative>
<canFlee>false</canFlee>
<startingGoodwill> <!-- Never Can Be Friendly -->
<min>-100</min>
<max>-100</max>
</startingGoodwill>
<naturalColonyGoodwill> <!-- Never Can Be Friendly -->
<min>-100</min>
<max>-100</max>
</naturalColonyGoodwill>
<earliestRaidDays>25</earliestRaidDays>
<factionNameMaker>NamerIGFTraitorGuardFaction</factionNameMaker>
<pawnNameMaker>NamerIGTraitorGuardPawns</pawnNameMaker>
<techLevel>Spacer</techLevel>
<backstoryCategory>Raider</backstoryCategory>
<hairTags>
<li>Urban</li>
<li>Rural</li>
</hairTags>
<allowedArrivalTemperatureRange>
<min>-55</min>
<max>65</max>
</allowedArrivalTemperatureRange>
<mustStartOneEnemy>true</mustStartOneEnemy>
<pawnGroupMakers>
<li Class="PawnGroupMaker_Normal">
<commonality>100</commonality>
<options>
  <TGSolider>100</TGSolider> <!-- Higher More Comment Lower Less Common -->
  <TGHeavySoldier>50</TGHeavySoldier>
  <TGGrenadier>20</TGGrenadier>
  <TGStormTrooper>10</TGStormTrooper>
  <TGCaptain>5</TGCaptain>
</options>
</li>
<li Class="PawnGroupMaker_Normal">
<commonality>50</commonality>
<options>
  <TGSolider>80</TGSolider> <!-- Higher More Comment Lower Less Common -->
  <TGHeavySoldier>80</TGHeavySoldier>
  <TGGrenadier>40</TGGrenadier>
  <TGStormTrooper>20</TGStormTrooper>
  <TGCaptain>10</TGCaptain>
</options>
</li>
<li Class="PawnGroupMaker_Normal">
<commonality>15</commonality>
<options>
  <TGSolider>50</TGSolider> <!-- Higher More Comment Lower Less Common -->
  <TGHeavySoldier>80</TGHeavySoldier>
  <TGGrenadier>50</TGGrenadier>
  <TGStormTrooper>50</TGStormTrooper>
  <TGCaptain>25</TGCaptain>
</options>
</li>
</pawnGroupMakers>
<homeIconPath>Things/IGFTraitorGuard/Icons/TraitorGuardIcon</homeIconPath>
<homeIconColor>(128,0,0)</homeIconColor> <!-- PICK A NEW HOME COLOUR -->
  </FactionDef>

</FactionDefs>

PawnKinds File
Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<PawnKindDefs>

<PawnKindDef Abstract="True" Name="TraitorBase" >
<race>Human</race>
<defaultFactionType>TraitorGuardFaction</defaultFactionType>
<baseRecruitDifficulty>1</baseRecruitDifficulty>
<backstoryCategory>Raider</backstoryCategory>
<invNutrition>2.50</invNutrition>
<itemQuality>Normal</itemQuality>
<backstoryCryptosleepCommonality>0.3</backstoryCryptosleepCommonality>
<maxGenerationAge>50</maxGenerationAge>
<gearHealthRange>
<min>0.75</min>
<max>1</max>
</gearHealthRange>
<apparelMoney>
<min>1150</min>
<max>1150</max>
</apparelMoney>
<apparelRequired>
<li>IGJumpSuit</li>
<li>TG_StdArmor</li>
<li>TG_StdHelmet</li>
</apparelRequired>
<apparelAllowHeadwearChance>0.5</apparelAllowHeadwearChance> <!-- Do i need this line? -->
<weaponMoney>
<min>3100</min>
<max>3100</max>
</weaponMoney>
<inventoryOptions>
  <skipChance>0.01</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>Gold</thingDef>
<countRange>
<min>20</min>
<max>50</max>
</countRange>
</li>
<li>
<thingDef>Medicine</thingDef>
<countRange>
<min>1</min>
<max>1</max>
</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGSolider</defName>
<label>Traitor Guard Soldier</label>
<weaponTags>
<li>LasGun</li>
</weaponTags>
<combatPower>25</combatPower>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGHeavySoldier</defName>
<label>Traitor Guard Heavy</label>
<weaponTags>
<li>BoltGun</li>
</weaponTags>
<combatPower>35</combatPower>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGGrenadier</defName>
<label>Traitor Guard Grenadier</label>
<weaponTags>
<li>ImpGrenadeLauncher</li>
<li>GrenadeDestructive</li>
</weaponTags>
<combatPower>35</combatPower>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGStormTrooper</defName>
<label>Traitor Guard Stormtrooper</label>
<weaponTags>
<li>ExitusSniper</li>
<li>ImpQuadRocketLauncher</li>
</weaponTags>
<combatPower>40</combatPower>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGCaptain</defName>
<label>Captain</label>
<race>Human</race>
<factionLeader>true</factionLeader>
<combatPower>250</combatPower>
<baseRecruitDifficulty>1</baseRecruitDifficulty>
<backstoryCategory>Raider</backstoryCategory>
<itemQuality>Good</itemQuality>
<gearHealthRange>
<min>1</min>
<max>1</max>
</gearHealthRange>
<apparelMoney>
<min>3100</min>
<max>3100</max>
</apparelMoney>
<apparelRequired>
<li>IGJumpSuit</li>
<li>TG_StdArmor</li>
<li>TG_StdHelmet</li>
<li>TG_FlakPlate</li>
</apparelRequired>
<apparelAllowHeadwearChance>1</apparelAllowHeadwearChance>
<weaponTags>
<li>PlasmaRifle</li>
</weaponTags>
<inventoryOptions>
<skipChance>0.01</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>Gold</thingDef>
<countRange>
<min>200</min>
<max>500</max>
</countRange>
</li>
<li>
<thingDef>Medicine</thingDef>
<countRange>
<min>1</min>
<max>1</max>
</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>

</PawnKindDefs>



NameMaker File

Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<NameMakerDefs>

<RulePackDef>
<defName>NamerIGFTraitorGuardFaction</defName>
<rulePack>
  <rulesStrings>
<li>name->[TGRegiments]</li>
  </rulesStrings>
  <rulesRaw>
<li Class="Rule_File">
<keyword>TGRegiments</keyword>
<path>NameBanks/TGRegiments</path>
</li>
  </rulesRaw>
</rulePack>
</RulePackDef>

<RulePackDef>
<defName>NamerIGTraitorGuardPawns</defName>
<rulePack>
  <rulesStrings>
<li>name->[TGFirst] [TGSurNom]</li>
<li>name->[TGSurNom] [TGFirst]</li>
  </rulesStrings>
  <rulesRaw>
<li Class="Rule_File">
<keyword>TGFirst</keyword>
<path>NameBanks/TGFirst</path>
</li>
<li Class="Rule_File">
<keyword>TGSurNom</keyword>
<path>NameBanks/TGSurNom</path>
</li>
  </rulesRaw>
</rulePack>
</RulePackDef>

</NameMakerDefs>

13
Help / Please Explain NameMaker Defs? [Solved]
« on: October 13, 2016, 10:11:04 AM »
Hello,

Ive been looking at the namemaker def files (vanialla and some mods), and to be honest cannot for the life of me see how they work.

Taking this example from the vanilla files...

Code: [Select]
  <RulePackDef>
    <defName>NamerPersonTribal</defName>
    <rulePack>
      <rulesStrings>
        <li>name->[tribalword] '[badassanimal]' [tribalword]</li>
        <li>name->[color] [tribalword]</li>
        <li>name->[tribalword] [tribalword]</li>
        <li>name->[tribalword] [tribalword]</li>
        <li>name->[tribalword] [animal]</li>
        <li>name->[animal] [tribalword]</li>
        <li>name->[color] [animal]</li>
      </rulesStrings>
      <rulesRaw>
        <li Class="Rule_File">
          <keyword>tribalword</keyword>
          <path>NameBanks/TribalWords</path>
        </li>
        <li Class="Rule_File">
          <keyword>badassanimal</keyword>
          <path>NameBanks/Nouns_BadassAnimals</path>
        </li>
        <li Class="Rule_File">
          <keyword>animal</keyword>
          <path>NameBanks/Nouns_Animals</path>
        </li>
        <li Class="Rule_File">
          <keyword>color</keyword>
          <path>NameBanks/Colors</path>
        </li>
      </rulesRaw>
    </rulePack>
  </RulePackDef>

I don't understand the structure perhaps I'm being a little thick... but i dont understand what the path mentioned is referencing.

I really just dont understand the structure, and how this is used to randomly (from a predefined selection?) name pawns? where does this set list of names come from? how does the formatting work?

Any guidance would be appreciated?

14
Bugs / [A15c] Bug - Class="CompProperties_HeatPusher"
« on: October 09, 2016, 04:52:33 PM »
Not sure if this is intended or not..

Using the following code to have an item produce heat;

Code: [Select]
<li Class="CompProperties_HeatPusher">
<compClass>CompHeatPusherPowered</compClass>
<heatPerSecond>30</heatPerSecond>
<heatPushMaxTemperature>300</heatPushMaxTemperature>
</li>


And then trying to use this compClass with an graphic that is more than 2 wide it will stop the heat pushing working, so examples;

Code: [Select]
In <graphicData> using the listed draw size results in the following;
<drawSize>(2,2)</drawSize> -- Heat pusher works
<drawSize>(2,3)</drawSize> -- Heat pusher works
<drawSize>(3,2)</drawSize> -- Heat pusher does NOT work
<drawSize>(4,4)</drawSize> -- Heat pusher does NOT work

Its seems that if the width of the graphic is larger that 2 will will not work, also if you rotate a graphic that is 2 wide one way the then 3 wide when rotated it also stops working when its rotated to be 3 wide.

15
Help / Adding Heat Damage to an item? Is it possible?
« on: October 08, 2016, 09:19:55 AM »
Hello,

I'm trying to find a way to add heat damage to an item (not a pawn), so when its above a certain ambient temperature the item takes damage like deterioration? would someone know how to do this using xml only?

I've searched through the xmls and cannot see an obvious way to do this?

Thanks in advance

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