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Topics - Hjkma

#1
Hi everyone, is there a modder who is interested in joining the mod team that makes an alien-themed mod? Mod about alien creatures and plants that invade the planet and begin to terraform it. This mod is a kind of crossover between Aliens and XCOM, but with other creatures. The project need a xml modder, which can create and edit xml files for alien weapons, bionics, mutations and much more. If interested, DM me and I will provide additional information. You can also contact on Discord, I have a nickname Taranchuk#0853. A few screenshots of the project:

#2
So far, I manage to raise the weight capacity. But for some reason it raises a maximum of 20 kilograms, despite the fact that I set a high value. And the bulk capacity does not rise at all, adding CarryBulk value does not help. Patch code:
<?xml version="1.0" encoding="UTF-8"?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Combat Extended</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAdd">
<xpath>Defs/HediffDef[defName="SpineExoskeleton"]/stages/li/statOffsets</xpath>
<value>
<CarryWeight>+75</CarryWeight>
<CarryBulk>+25</CarryBulk>
</value>
</li>
</operations>
</match>
</Operation>
</Patch>

Hediff code:
  <HediffDef ParentName="AddedBodyPartBase">
    <defName>Hediff_SpineExoskeleton</defName>
    <label>Spine Exoskeleton</label>
    <labelNoun>Spine Exoskeleton</labelNoun>
<defaultLabelColor>(0.5, 0.5, 0.9)</defaultLabelColor>
    <stages>
      <li>
        <statOffsets>
          <CarryingCapacity>+75</CarryingCapacity>
        </statOffsets>
      </li>
    </stages>
    <addedPartProps>
      <solid>true</solid>
      <partEfficiency>1.50</partEfficiency>
    </addedPartProps>
    <spawnThingOnRemoved>SpineExoskeleton</spawnThingOnRemoved>
  </HediffDef>

Any help?
#3
I want to increase the frequency of world quests. Here is a xml file snippet
Quote<li Class="StorytellerCompProperties_OnOffCycle">
        <category>WorldQuest</category>
        <allowedTargetTags>
          <li>World</li>
        </allowedTargetTags>
        <onDays>15</onDays>
        <minSpacingDays>0.2</minSpacingDays>
        <numIncidentsRange>2</numIncidentsRange>
        <acceptFractionByDaysPassedCurve>
          <points>
            <li>(5, 0)</li>
            <li>(30, 1)</li>
          </points>
        </acceptFractionByDaysPassedCurve>
      </li>
I can not understand what the following parameter means
Quote<onDays>15</onDays>
What does it do? And in other places in the file there is a parameter
Quote<offDays>8</offDays>
Can someone clarify the values of the parameters or throw a link to the explanation?
#4
It always bugged me when I received quests to save a prisoner or others quests from factions, because without a communication console, how could I get these quests? It is simply impossible, but in the game it is possible. I am looking for a mod that will fix this situation. And I also need compatibility with the RimQuest mod, since it makes sense to receive quests from caravans when they enters the map.
#5
I know that there are storytellers who initiate all events and raids, but I'm not completely happy with the storyteller with whom I play, events rarely occur, and the game gets boring. I tried all three storytellers and am not satisfied with the frequency of events. I would like to be able to choose the values of the intervals between events and raids, if the game allows it. Yes, I know that there is a scenario editing mode, but I don't want to choose events myself, I want the game to do it randomly, but within range of the specified frequencies.
#6
There is a quest that tells that there is a abandoned base and I need to have time to pick up all the things before the raiders come. It would be convenient to have a button (Order) so that when it is pressed, the pawns start picking things up at their market value starting from the highest to the lowest. There are also tamed animals and it is necessary that pawns bring things to them as well. Such a thing is possible and is there a mod that does this?
#7
Hi. I would like to have a mod that adds another tab, but for weapons and apparels with all their characteristics and modificators. I know that there is a mod Weapon Stats and mod Inventory, but I have not met a mod that combines all the features that I want and preferably with the ability to add and remove columns as in the Numbers mod. Please give me information about this mod if you know. Thanks!
#8
Mods / Auto research mod?
December 30, 2018, 06:16:03 AM
Is there a mod that randomly chooses which technologies need to be researched, I just have a lot of mods and a lot of technologies for research, I would like to reduce the micromanagment, thanks!
#9
Hi, I play the game and it is always strange for me to see when predators pass by Pawns and don't attack them. I would like to try a mod that forces predators to attack Pawns or increase chance attacking. Thanks.
#10
Hi, I installed a lot of mods, and I don't like the way some categories and buildings from mods are located. I would like to be able to somehow sort it out, merge some categories into one and move some buildings into other categories. Since I have zero knowledge in modding, can someone tell me a simple tool that does this or simplifies the sorting process. Thanks!
#11
Mods / Auto scheduling mod?
December 07, 2018, 10:39:16 PM
Hey. Is there a mod that looks at the needs and behavior of the Pawns and adapts their scheduling automatically, that they all get maximum productivity and satisfied?

So far, all I've found is this mod https://github.com/maarxx/SmarterScheduling , but it's outdated

Or maybe just a mod with a good scheduling preset. For the night owl perk, I installed the mod from Xeno Nova Dan.
#12
Hi, I learned today that, depending on the materials, the furniture (and perhaps also other objects) receives different bonuses (for example, an increase in the efficiency of rest). I don't know if it was in vanilla or it was from mods (I use Expanded Woodworking). So every time to find out the bonuses from materials, I have to choose the type of furniture material and then click on the information icon and then I can see the characteristics of furniture. Is there a mod that allows to immediately display the characteristics when choosing materials type for buildings and furniture?
#13
When raiders or animals attack, it is annoying that I cannot select shooters, right-click on enemies and give the command to shoot them, this option is simply inactive, in the context menu it says that it is impossible to aim, the shooters must first approach the enemies. Is there a mod that will just make the Pawns approach the enemies at a distance of a shot, and then attack them automatically?