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 - cashkyle25

#1
I have spent hours trying to understand and figure out a solution to my problem. I have no idea how to approach it and I'm at a loss right now. I'm trying to make it to where the vanilla mechanoids spawn in the ancient temples, and not the mechanoids from my current mod. Since my mechanoids are going to have mechanoid's flesh, they're going to be put on the list for pawns that can spawn in the ancient temple. I did think about making a whole new flesh type, but there has to be something easier (right?). However, I'm a small brain and I can't figure out how to leave my mechanoids out of this selection list. I have discovered, I am pretty sure, all the code that goes into which pawns will spawn in the ancient temples, and it practically dwindles down to a random XML node and XML Root that the code will pick at random. I can't figure out how to prevent it from picking the XML Roots I created. I am wondering if anyone would be able to help me by giving me a direction to head in or even a suggestion. Thank you for your time helping a smol brain out. :)

(The files attached are the code from the game, not my code)

** Update:: I finally found a simple way to prevent my mechanoids from spawning in the ancient temple without preventing any of the VANILLA mechanoids from spawning in the ancient temple. My code only prevents mechanoids with their combat power below 105 from spawning which isn't really as effective as I want it to be as it would affect other mods (such as More Mechanoids) from being how they should be played. It's not really a big deal, and I'm pretty sure that it'll be negligible to the player, but there has to be a more efficient way than my code. So, again, I'm wondering if anyone has any ideas that can help a novice modder
#2
I made a few pawns that somehow spawn inside it. I went off of the code the mechanoids use to make their pawns, however, I changed it so that my pawns aren't in the mechanoid faction. Yet, the pawns I made still spawn in Ancient Shrines. I don't know what line of code allows this, but It's something in the race of my pawns. I used the PawnDefKind with the human race and it prevented my pawns from spawning in the Ancient temple. I don't know what is making my pawns to be considered with the mechanoids. I'm hoping that you know that fix to this.  Thanks for the help in advance!
#3
Help / ThinkNodes and JobGivers... wut
August 26, 2020, 09:53:07 PM
I don't understand what is exactly going on, but I have an idea. However, I have made no progress with making my own. I was hoping if anyone could tell me what I am doing wrong, share some basic code, or something I can go off of. I also tried to search it up but to no avail. Thank you for taking your time to help me!!!
#4
I just need to know where DeathActionWorker_BigExplosion ( or DeathActionWorker_SmallExplosion) is defined, so I can use the code as something I can go off of. I can't seem to find it, and I know it's in C#. Any help would me a lot! Plus, I'm kinda new to modding so if it sounds like I don't know what I am talking about, then I don't know what I am talking about.