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 - Vakari

#1
Ideas / Medieval DLC Request, including Children, Please
February 18, 2023, 01:23:04 PM
I would love a Medieval DLC-no spacer tech, no industrial tech, no escape from the planet, etc.  Just a medieval world with medieval features.  The goal is colony longevity (for example, my custom scenario is to build a tavern and eventually a town around it.)  I have a giant playlist of mods to get me through this, and it works, but to have a concise and formally Medieval-style DLC would be amazing. 


Secondly, I'd love the ability to have children, either naturally or through adoption, with this DLC.   As I only play RimWorld with Medieval tech now (because it is much more relaxing to me this way), I won't install Biotech.  But, it would definitely be welcome to have the ability to have and raise children in an ongoing colony.  And adding the ability to adopt children should be allowed in any regard, any playstyle.

Thank you!

#2
Hi

I've spent an unforgivable amount of time trying to simply add a "View Art" type of joy to a mod's building type.

For example, it has a skeleton that is listed as a building_natural type.  I want to use that same piece to add a view art type of joy, and a beauty amount.  (Basically, as if it were a museum piece.)

Nothing I have done has worked, and I'm so brain-fried at this point that I've given up. 

Does anyone have any simple XML they can provide to do this?  I know it is possible, but I'm just messing up something somewhere.

So, the steps are:

1.  Locate the mod.
2.  Add the view art and beauty to the building piece.

Thank you for any help you can offer!
#3
Help / XML Patch Help, Please
March 04, 2020, 04:20:57 PM
Posted a while back on an apparently dead thread, so wondering if anyone here can help me with an XML Patch noob question:

Is there a better way to combine two different changes to the same Def without two separate PatchReplace operations?  Here is what works, but is there a better way to do this?  (I tried just not pointing to /color or /colorTwo in the xpath, but it never worked.)

<Patch>
   <Operation Class="PatchOperationReplace">
      <xpath>/Defs/ThingDef[defName="MineableUranium"]/graphicData/color</xpath>
      <value>
         <color>(255,249,105)</color>
      </value>
   </Operation>
   <Operation Class="PatchOperationReplace">
      <xpath>/Defs/ThingDef[defName="MineableUranium"]/graphicData/colorTwo</xpath>
      <value>
         <colorTwo>(240,178,17)</colorTwo>
      </value>
   </Operation>
</Patch>


Thank you!
#4
Hello

I have my monitor adjusted to full brightness and contrast, but when night falls or it rains, I can barely see anything on the game screen.  I get that its supposed to be dark, but when I'm literally squinting trying to play, I think physical need outweighs immersion experience.  Is there any way to lighten the game?  Thank you!
#5
Ideas / Slave-to-Colonist Option
June 16, 2019, 04:59:11 PM
I would like the ability to "free" purchased slaves, and have the description change from "Female/Male SLAVE of {insert colony name}" to "Female/Male COLONIST of {insert colony name}"

In addition, it would be fantastic if "freeing" slaves gives a positive boost to colonists, in the same vein as "banishing" a colonist provides a negative.

Thanks!
#6
Even though I enjoy them, the mystique is pretty much gone at this point.  I know they will either contain bugs, bots, and/or people, who may or may not be hostile.

Instead of just the same scenarios, I'd love to see more variety.  For example: 

1.  Maybe you find a hidden weapons/supplies cache.
2.  Maybe you find parts to a starship, like from an old wreckage!
3.  Maybe you find an old computer, miraculously still running since the "Ancient days" or something that will boost one skill, randomly or not, before finally just giving out.
4.  Maybe you find a sealed medical lab, that automatically inflicts an illness or parasite or whatever, upon being unsealed. 
5.   Maybe you discover an entire "colony" that has remained hidden all this time!  (IE:  Like, if you find this digging in a mountain, under the ice, anywhere large enough to hide such a thing.)  This could even prompt immediate, all out war!

The point being, there are a LOT of ways to add variety to these, and I would really enjoy seeing more options added.

"Ancient dangers are like a box of chocolates"....or should be.   :D
#7
EDIT 2:  As of 3/27/19:  I finally see my characters!  Thank you to both Michael and Tynan for contacting me.  I'm honestly blown away.

So, there was nothing for my grand fix, that I hadn't tried before.  With and without mods.

However, I decided to completely uninstall RimWorld, even to deleting the folders, and reinstalled fresh.  (Since my install was an update from Steam, on an older version.)

I then tried starting another new game with no mods, and this time, I was able to see my first character within moments of randomizing!  I didn't get the other character like that, but I went ahead and started a game, and, using the developer tools, was able to spawn a world pawn, and she was there.  I am so happy, I cannot stop smiling. 

So, if anyone runs into this issue, maybe a file just didn't get updated somewhere.  That is all I can think that it was. 

So, please consider this bug closed.


EDIT:  I found another poster where they are getting multiple characters of the same person:
https://ludeon.com/forums/index.php?topic=47602.0
That character has a [ B ] in the name. 
Not sure its related, but it seems like it is.

Hello

I've been playing for weeks, ever since the 1.0 release and have had multiple colonies.  I've tried with and without mods.  I cannot get either of my characters to spawn, even though I have the "Preferred player-created characters" selected in options.  I have "Randomized" and added by the "Prepare Carefully" mod, literally over two-thousand characters.  They never show up, even though I get duplicates.

My characters are marked with [N].  I did see a post where this was a bug, for those with [ B ] in the name.  Maybe this was impacted by that change?  Or, its just a new bug.

https://ludeon.com/forums/index.php?topic=46833.msg444850#msg444850

Further information: I get multiple repeats in the same game of certain characters.  For example:  Derrial Shepard Book.  This has a [PK] in the name.

I'm logging this as a bug, in hopes that I can get some assistance.  Even if someone can simply point me to the file where these characters are stored, so that I can verify they are at least included, would be appreciated.

Finally, is there any way to increase the spawning probability?

Thank you!
#8
I've google'd and looked in the Workshop.  It seems there have been many requests over various forums for literally years for this, but the general answer is along the lines of "Use the 24-hour format, you noob!" 

Well, I'm an unapologetic noob, and would like the option to see 12-hour format option, please.  It's a bit beyond my modding capabilities, but I can't imagine someone out there would have too difficult a time coming up with something.  If so, on behalf of myself and my fellow 12-hour noobs, I humbly request someone make a mod or add this as a game design.

Many thanks in advance!
#9
EDIT 2:  I have logged this as a bug.  I will be replying to any help there.  Thanks!

EDIT:  I have yet to see either character.  I am using the Prepare Carefully mod to spam new characters.  I get repeats of the some characters (Derrial Shepard Book, for example), and yet I have had see either of my characters show up since the release, in any game.  What file are these names generated from?  I'd like to confirm they are actually in there.  If so, then I really think the RNG is broken.

Is anyone else who was added since 1.0 having this issue?

Thanks for any help!

Since 1.0, when they were added, I've not had either of the two specified characters show up in-game.  I have them specified in Options.  I've been playing for two weeks, and had several new colonies, and haven't seen either one yet.

Is there a way to search all characters on a planet and check if they are being added?  Is anyone else having this problem?

Thanks!
#10
This may be already in the game, and I've just overlooked it, but I'd really like a mod or option that makes the selection indicator be much more noticeable.  Either larger, colored, flashing, something.  This would help me, for instance, when I'm zoomed out on the map and trying to see all of what I've got selected.

If anyone knows a way to change them, either by mod or options already in the game, please let me know.  Thanks!
#11
For the life of me, I can't figure out how to add my tamed animals to ship cryptosleep caskets.  I don't want to fly away and leave all my pets behind! 

On colonists, you can get a select a colonist, right-click a cryptosleep casket, and get an option to "Enter Cryptosleep casket."

I would like a similar option for animals.  Either by selecting them individually and adding them via right-click, like colonists, or by adding a Handling option for colonists to load them into the caskets (like a real pet owner puts their animals into pet carriers).  Or, via the Animals tab.  I'm not picky, so whatever is easier.

I, and my pixel fur babies, would really appreciate the help!