Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - The-Eroks

#1
Here's a silly one that you might care about, but it's pretty inconsequential:

After unloading a mod that added a new ConceptDef, the first time that vanilla RimWorld is loaded up (so that is to say, a clean RimWorld at this point), it'll pop out the following error:

Could not resolve cross-reference to RimWorld.ConceptDef named DamageTypes
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForDictionary`2:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
RimWorld.PlayerKnowledgeDatabase:.cctor()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


Easy to reproduce, just create a simple mod with a generic new ConceptDef; load it up; unload it; and you'll have the error.

I suspect that all ConceptDefs are loaded into a log that is passed between RimWorld sessions to track which Learning Helpers have been read/utilized, and the absence of the Mod's unique ConceptDef causes the error because when unloading the mod, it doesn't check the saved ConceptDef files and remove the mod's from the list.

I've included a simple concept def for easy reference.

[attachment deleted by admin: too old]
#2
Outdated / [A17] Erok's Reborn Series and Tweeks
August 09, 2017, 07:19:20 PM
In the course of designing/building Epic Omega, I have updated a number of old mods to [A17]. This collection is separate from that project and is to share the outstanding work of a few modders that came before me.

Follow the development and testing of my Reborn Series and Tweeks here.

All of my Reborn Mods are free to use without permission, free to use in mod comps, do not commercialize, and attribute credit to the original author. Please link back here so the community can stay updated (and I'll link back to the original thread) and let me know in the thread :) Linked below are the original mod's threads and the authors. If you were the original author and you would like me to remove the link/stop updating it... please let me know!

Erok's Reborn Series:

[A17] RimBeast: The Hunt Begins
by rooki1 (Updated from [A12] RimBeast)

Change Log:
Words Version 1.0 - Initial Release
- Insectoids are no longer faction specific and spawn as typical animals in various biomes


Features:
- Fully implemented rooki1's Fortress Turtle, Feather Raptor, Antis, and Gnawler
- XenoBeasts drop valuable goods (Fortress Turtle Shell and Feather Raptor Feathers)
- Animals function as intended and appear naturally in all standard biomes.

Download:
[Dropbox] [Google Drive] [Steam]
#3
In the course of designing/building Epic Omega, I have updated a number of old mods to [A17]. This collection is separate from that project and is to generate feedback/support for the development and conversation of these outdated mods.

Linked below are the original mod's thread and the authors. If you were the original author and you would like me to remove the link/stop updating it... please let me know!

All of my Reborn Mods are free to use without permission, do not commercialize, and attribute credit to the original author. Please link back here so the community can stay updated (and I'll link back to the original thread)  :)

Erok's Reborn Series:

[A17] RimBeast: The Hunt Begins
by rooki1 (Updated from [A12] RimBeast)

Change Log:
Words Version 1.0 - Initial Release
- Insectoids are no longer faction specific and spawn as typical animals in various biomes


Features:
- Fully implemented rooki1's Fortress Turtle, Feather Raptor, Antis, and Gnawler
- XenoBeasts drop valuable goods (Fortress Turtle Shell and Feather Raptor Feathers)
- Animals function as intended and appear naturally in all standard biomes.

Download:
[Dropbox] [Google Drive] [Steam]
#4
Help / Meal Recipes and workAmount vs. WorkToMake
July 07, 2017, 01:45:23 PM
So I did search for what the difference was between the workAmount and WorkToMake stats... I think I have an understanding of the difference (maybe).

WorkToMake is used with statBases to determine how much effort an item requires. A recipe would use the target item's WorkToMake. All of the standard meals use this stat and their recipes don't change anything. In theory, I could make a super kitchen that produced meals at a higher rate, and it would be faster because the WorkToMake doesn't change.

However, the simple meal at the camp fire recipe uses (adds?) WorkAmount. Why is that? Is there a more subtle relationship between WorkAmount and WorkToMake (instead of the difference, how are they complementary?)

My guess is that WorkAmount in a recipe overrides WorkToMake in the item?

Thanks
#5
Mods / How do thoughts work?
May 06, 2017, 10:29:40 AM
I've performed a number of searches and dug through the .xml... but I still can't find/figure out how thoughts are defined/triggered.

For example, how do I add a new thought? It seems to be related to the <workerclass> in some cases.... but not in others (ex: AteWithoutTable (Thoughts_Memory_Misc.xml) vs. Joywire (Thoughts_Exotic.xml)).

In the case of the Joywire, there doesn't seem to be an .xml association between the <ThingDef> Joywire and the <Thoughtdef> Joywire... this suggests that it might be coding?

Any insight or suggestions?
#6
Epic Omega - Fantasy Total Conversion

Chapter 1: Keepers of Time I - Precipice Spearca and The Annuals of Earthen

This mod is a fantasy-themed total conversion that is based on the DnD universe of Epic Omega... from the Infinite Dream to the Ultimate Darkness Device, lead your adventuring party to glory or damnation. Guide your team to stake a claim in the new world and build an empire, explore dungeons and ancient ruins for treasure and fame, or hunt down the fragments of the Godstone and restore The Shattered One to power (or claim that power for yourself)!


Epic Omega is fantasy-themed mod comp which presents RimWorld between as a fantastic megaverse between the Prehistoric Era to the Renaissance Era and beyond into The Age of Steam and High Magic.

New Scenarios and Storytellers. You play as a Fateweaver, a powerful demigod entity whose task is to influence the events of time and space. Your orders come from the elder Fatekeepers. An omen has signaled the coming darkness of a dire prophecy and you must prepare a team of adventurers for the challenge ahead. You venture to Eorth, the prime material plane of The Fallen Goddess, located at the center of the Grand Order multiverse.

Three scenarios await you:

Awoken Adventurers
QuoteFour steely-eyed adventurers awaken from The Time Immortal and appear onto Eorth, guided by you, a Fateweaver. Your orders from the Fatekeepers are elusive at best: create a realm in this world and prepare for a disaster unknown. But your orders were issued in haste as there is trouble in The Realm of Fates...Precipice Spearca, First Weapon Master of the Guardian Order, stands accused of crossing The Realm of Fates and murdering the God of Trickery. In her absence, voiders, creatures of nightmare and horror, were allowed to slip into the universe to reap havoc.

The Lost Tribe
QuoteYou cannot. The words echoed in your mind as you approached the forsaken tribesfolk. Their defeat was self-evident. The reports stated that they came in the night, voiders, horrid aberrations from beyond. Although sometimes these nightmares slip through Heaven's Fence, never have they made it to Eorth. Their old tribe was destroyed by those void creatures and six of them managed to escape.

The Loremaster's Rite
QuoteLoremasters are esteemed scholars, warriors, and adventurers. It well known that Loremaster's play an important role in the universe at large, and in particular, within the society of the Tower of Prime. They are selected based on their wisdom and fitness to gather lore in the universe. As a final test and rite, an aspiring Loremaster must enter Eorth alone and return with a new secret. Normally, passage through the Realm of Fates is forbidden to all outsiders, but the role of Loremaster's and their Rite of Secrets is an exception.

New Alignment System. Your characters in EO can be lawful or chaotic, good or evil, or anywhere in between. Not only do their traits effect how they perceive the world, their specific alignment will drive their feels and mood as you respond to the worlds challenges.

New Research Project and Technology Tree. As a baseline, EO features an entirely new Technology Tree. Currently features 320 research projects from the Prehistoric Era to Enlightenment. Future versions will expand into magic, clockpunk, steampunk.

Expanded World. EO includes new animals, creatures, plants, and mineral types. The final version will include many new biomes, worldscapes, dungeons (and dragons!), creatures of all varieties, and numerous factions. Monsters and magical beasts wander the landscape and the most devious seek to crush your settlement.

Medieval and Fantasy Warfare. To Arms! EO includes an entire array of arms and armor, crafting systems, and various industries. Defend your castle with siege weapons and alchemist contraptions or destroy your neighbors with the same. The complete version will include a vast assortment of equipment, arcane and divine magic, steam engines, wondrous machines, and mystical creatures you can persuade to attack your enemies or defend your allies.

Complete Experience. With permission, Epic Omega integrates various mods to create a complete and enhanced playing experience. This gives you a simple, clean, no-hassle experience without the "load order" woes.

More to Come! If there are features, mods, or ideas you want to see included in Epic Omega let me know in the comments or message me. This project's vision is to create a baseline fantasy mod that you can create mods for yourself.

INSPIRATIONS:
Media: Bleach
Gaming: Dungeons and Dragons 3.5 (Thanks WotC!); Caveman to Cosmos (Thanks C2C Team!); Fall From Heaven II and Ashes of Erebus (Thanks Kael!)
Musical: Coheed and Cambria, AFI, Silversun Pickups

COMPATIBILITY:
- It should be compatible with any mod that doesn't rely on original research projects, even though it completely patches the Core folder. The original research projects were simply relabeled, so as an unintended consequence, other mod's assets may be unlocked through some odd prerequisites.  Please try your favorite mod out and let me know!

NOTE: If there is interest, I'll create a mod-modders guide to Epic Omega.

LICENCE:
- Free to use, no credit necessary; but please see the individual licenses of the included mods. Mod components are clearly marked in the individual folders.

Included Mods: These mods are those that have been implemented in one way or another into Epic Omega. No need to download updates or worry about load orders. Key mods are usually upgraded further for better integration into the Epic Omega megauniverse. Used with Permission:

(+) RimBeast by rooki1
(+) Ish's Medieval Mods by IshOfTheWoods
(+) Expanded Traits by TheFlameTouched
(-) Cats! by Fluffy
(+) Medieval Times by Vindar
(+) Ancient Asian Weapons by eatKenny
(+) RimBakery by Ykara
(+) Rimshire Music by Bombadil (see License on mod's page)
(+) Dragons by blaze7736
(+) XtraPlants and Biodiversity by Igabod
(+) Animal Armour by XeoNovaDan
(+) MegaFauna by Spino
(+) Community Fantasy Animals
(+) Dinosauria by Spincrus
(-) More Consumables and Mutagens by AtomicRavioli
(+) Editable Backstories, More Trait Slots, and Pawns Are Capable by dburgdorf

Key:
(.) Assets Used, but majority not implemented
(-) Partial implementation, toward design goals
(+) Full implementation, consistent with design goals

DOWNLOAD:
[A17] Epic Omega WIP Version - Build 13c: [ Google Drive ] [ Dropbox ] (Released: 29 Oct 17)

Installation:
1. Place EO Folder in your mods folder
2. Ensure that is the last item on your load order list

- There are more detailed instructions in the download file -

Errick's Note: Starting to look more like a fantasy mod  ;)

The Latest Lore

QuoteThe Signatory of Vaults
Extract from The Annuals of Earthen
~ Loremaster Harken, First Counselor of Serenity

...The Vaults, of course, play a major role in the balance of the multiverse. Each can be considered its own universe, in a sense, complete with their own unique laws of physics, magical and divine affinities; major, minor, and pocket planes; and extraordinary denizens. The various individual deities, gods, goddesses, demon lords, arch angels and devils, and multitude of demigods that make up Pantheon of Pantheons reside among The Twelve Vaults. In addition to the vaults, there are several superstructures which account for rest of the multiverse's celestial machinations: Heaven's Fence, which encloses the multiverse and separates it from The Void Infinite; The Realm of Fates, located centrally within the Multiverse, this realm serves as a hub for all energies and is where individual souls begin and end their existence; Eorth, also centrally located within The Multiverse and co-existing parallel to The Realm of Fates, is considered the origin of existence and where the remaining, undiscovered pieces of the Shattered One are located; and finally, the Tower of Prime, which is said to span infinitely tall (or deep, depending on your perspective) and houses The Three Thrones at the furthermost level with The City of Serenity and Chaos at the level before it. The Esteem of Twelve is located at the heart of The City, and includes twelve Prime Deities (one from each vault) and The Grand Prime Deity (usually the most powerful and eldest of deities, chosen from a previous Esteem)...

QuoteA Celestial Perspective
Extract from The Annuals of Earthen
~ Loremaster Harken, First Counselor of Serenity

...if one where to awaken as a newborn within one of the various vaults and never learn of the grand design of the multiverse at large, it is likely that they would assume that their existence was unique and vital to the process known as The Celestial Machinations. We know this to be false. If one were to have infinite wisdom, they would know that each vault has a Prime Deity and that Deity holds the dual role of Vault Master and "Leader" to the Esteem of Twelve. As Vault Master, they reign over their respective vault's universe within the confines of The Unspoken (powerful, fundamental rules of the universe--created by The Shattered One before her betrayal). As an Esteem Leader, they collaborate with the Esteem of Twelve to deliberate the fate and rules of the multiverse. Within this celestial order, The Grand Prime offers these deliberations to the Throne Keepers as a fourth check on the balance of celestial power...

Credits:
The-Eroks - Loremaster (Dungeon Master)
CopaKindred - Awoken Adventurer (Writer)
Modraneth - Awoken Adventurer (Writer)
pwndemic - Awoken Adventurer (Play Tester)


Art Credits
The Spriters Resource
Art Modification Resources Thread
Open Game Art

Music Credits:
Vladan Zivanovic - Composer of the delightful music. See Steam Power Studios for Vladan and his wife's other creative endeavors.
Nancy Lorenz - Creator of the Hobbiton Brushhand font. See Nancy's webpage for her other LOTR fan works.
The Last Days Mod Team - Sound effects. An open source mod for Mount and Blade that made their content available for use. See here for more details.

Special Thanks:
- Civilization IV and all those who've contributed that mod scene over the past decade
- The Authors of DnD 3.5
- VBall_Ldy and Rocket

If beauty sits the child's kiss
Of laughter I amend
Can you catch her if she runs?
#7
Help / Adding New SKills
March 31, 2017, 06:09:43 PM
Hello all!

How do we add new skills/a tutorial on the topic? I did tinker with the .xml file, did "add" a new skill, and it does appear in-game. However, the default UI doesn't have enough room for the new skill (see attached). For all intents and purposes (and aside from the UI), is "adding" a new skill that simple?

Is there any easy workaround for the UI issue?

How can I add a scroll bar or resize the character UI if required? Are there any mods which already do this?

Thanks for the help! If I find any tutorials or learn something new, I'll post it here.

[attachment deleted by admin due to age]