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Topics - Ink.

#1
So, I've got a new faction I've created and I'd like to make it so there is a certain list of apparel they are allowed to spawn with, and for some pawnkinds certain pieces are forced. So I've been using RH Cordis Die as a reference guide to accomplish this, but I'm not having much luck. My <apparelRequired> tags work successfully, but my <apparelTags> do not, and I suspect this is because my <apparelTags> are all filled with defnames and not tags.

See example:
<apparelTags>
<li>Apparel_CowboyHat</li>
<li>Apparel_Tuque</li>
<li>Apparel_WarVeil</li>
<li>Apparel_Pants</li>
<li>Apparel_BasicShirt</li>
<li>VAE_Headgear_Balaclava</li>
<li>VAE_Headgear_BaseballCap</li>
<li>VAE_Headgear_Sunglasses</li>
<li>VAE_Headgear_Glasses</li>
<li>VAE_Apparel_Hoodie</li>
<li>VAE_Apparel_FleeceShirt</li>
<li>VAE_Apparel_Jeans</li>
</apparelTags>
<apparelRequired>
<li>VAE_Headgear_Hood</li>
</apparelRequired>


Thus my new faction spawns with apparel I do not wish them to. Is my theory to why correct and if so, what can I do so that my faction will spawn only with the apparel pieces I desire them to, but without forcing them to wear certain pieces (for variety sake)?
#2
Help / Patching a modded trader for another mod
October 12, 2020, 05:56:23 PM
Okay, so I'm having an issue trying to get a patch working for another mod integration with mine. What my mod does is adds a market value to the ships of the SRTS Expanded mod and then introduces a new trader that sells those ships. That works flawlessly.

But now others would like a patch that supports other add-ons that add more ships to SRTS, and to work with mine as well. And that's where I'm having issue. I'm trying to figure out how I can do the same to that mod as I do to mine. I've had success in patching the market value of the add-on ships mod, but I cannot figure out how I then patch my own mod to include those ships in the trader IF the add-on mod is installed.

The following xml is the best I've come up with but fails with the error:

Quote[SRTS Expanded: Trader Ships] Patch operation Verse.PatchOperationFindMod([RWY]SRTS Expanded: The Crimson Fleet) failed
file: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\SRTS Trader Ships\Patches\Patch_CrimsonFleet.xml

<?xml version="1.0" encoding="utf-8" ?>

<!-- Potentially patching the value of all ships * 2 -->
<Patch>

<Operation Class="PatchOperationFindMod">
<mods>
<li>[RWY]SRTS Expanded: The Crimson Fleet</li>
</mods>
<match Class="PatchOperationSequence">
<success>Normal</success>
<operations>
<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName="TCFSurveyor"]/statBases</xpath>
<value>
<MarketValue>11274</MarketValue>
</value>
</li>

<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName="TCFComet"]/statBases</xpath>
<value>
<MarketValue>17130</MarketValue>
</value>
</li>

<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName="TCFCourier"]/statBases</xpath>
<value>
<MarketValue>18908</MarketValue>
</value>
</li>

<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName="TCFBasilisk"]/statBases</xpath>
<value>
<MarketValue>32620</MarketValue>
</value>
</li>

<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName="TCFTitan"]/statBases</xpath>
<value>
<MarketValue>48560</MarketValue>
</value>
</li>

<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName="TCFAurora"]/statBases</xpath>
<value>
<MarketValue>178200</MarketValue>
</value>
</li>

<li Class="PatchOperationFindMod">
<mods>
<li>SRTS Expanded: Trader Ships</li>
</mods>

<match Class="PatchOperationSequence">
<success>Normal</success>
<operations>
<li Class="PatchOperationAdd">
<xpath>/Defs/TraderKindDef[defName="SRTSSHIPTrader"]/stockGenerators</xpath>
<value>
<li><li Class="StockGenerator_SingleDef">
<thingDef>TCFSurveyor</thingDef>
<countRange>1~3</countRange>
</li></li>
</value>
</li>

<li Class="PatchOperationAdd">
<xpath>/Defs/TraderKindDef[defName="SRTSSHIPTrader"]/stockGenerators</xpath>
<value>
<li><li Class="StockGenerator_SingleDef">
<thingDef>TCFComet</thingDef>
<countRange>1~3</countRange>
</li></li>
</value>
</li>

<li Class="PatchOperationAdd">
<xpath>/Defs/TraderKindDef[defName="SRTSSHIPTrader"]/stockGenerators</xpath>
<value>
<li><li Class="StockGenerator_SingleDef">
<thingDef>TCFCourier</thingDef>
<countRange>1~3</countRange>
</li></li>
</value>
</li>

<li Class="PatchOperationAdd">
<xpath>/Defs/TraderKindDef[defName="SRTSSHIPTrader"]/stockGenerators</xpath>
<value>
<li><li Class="StockGenerator_SingleDef">
<thingDef>TCFBasilisk</thingDef>
<countRange>1~3</countRange>
</li></li>
</value>
</li>

<li Class="PatchOperationAdd">
<xpath>/Defs/TraderKindDef[defName="SRTSSHIPTrader"]/stockGenerators</xpath>
<value>
<li><li Class="StockGenerator_SingleDef">
<thingDef>TCFTitan</thingDef>
<countRange>1~3</countRange>
</li></li>
</value>
</li>

<li Class="PatchOperationAdd">
<xpath>/Defs/TraderKindDef[defName="SRTSSHIPTrader"]/stockGenerators</xpath>
<value>
<li><li Class="StockGenerator_SingleDef">
<thingDef>TCFAurora</thingDef>
<countRange>1~3</countRange>
</li></li>
</value>
</li>

</operations>
</match>

</li>
</operations>
</match>
</Operation>

</Patch>


I don't have immense experience with patching so I'm a bit confused about what's happening. Any info you can provide would be greatly appreciated and help my understanding of the patching process. Thank you.
#3
Help / teetotaler vs. chem interest
May 31, 2020, 10:10:44 AM
So I'm trying to artificially create cliques in my colony to make use of the brawl and divided colony mechanics of a social mod. For my playthrough, I figured the easiest and most reliable way to do this would be to crank up the opinion difference for chemical interest vs teetotaler and make sure each pawn in my colony has 1 of those traits.

So I found the Thoughts_Situation_Social file and started going through it to see how it worked, but it appears that's not what controls it so changing the opinion offset in there has had no effect. So my question was, where could I find and change the opinion modifier for chemical interest vs. teetotaler.

OR

Is there a better solution to make certain 'types' of pawns think poorly of one another while not affecting people with the same trait as them?
#4
Reviving an old mod of mine, I want to make a simple prop building (akin to VFE - Props & Decor) require a Human corpse as part of the building recipe. But I think corpses may not work in the way I require so I'm unsure how I could make this possible..

Edit - So I finally figured out how, but now I'm wondering if it's possible to only allow stranger corpses instead of colonist corpses for building purposes? I'm not sure if the filter feature could even work here, unless I made it a minified object and had it made at a workbench.

<ThingDef ParentName="BuildingBase">
<defName>HeadPike</defName>
<label>headpike</label>
<description>A head stuck on a pike, ooo scary.</description>
<graphicData>
<texPath>Things/Building/Headpike</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(2,2)</drawSize>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<defaultPlacingRot>North</defaultPlacingRot>
<rotatable>false</rotatable>
<passability>PassThroughOnly</passability>
<fillPercent>0.1</fillPercent>
<statBases>
<MaxHitPoints>20</MaxHitPoints>
<WorkToBuild>50</WorkToBuild>
<Mass>5</Mass>
<Beauty>-1</Beauty>
<Flammability>1.0</Flammability>
</statBases>
<CostList>
<WoodLog>2</WoodLog>
<!-- To be investigated
<CorpseHumanlike>1</CorpseHumanlike> -->
</CostList>
<designationCategory>Furniture</designationCategory>
<uiIconScale>.5</uiIconScale>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<building>
<isInert>true</isInert>
</building>
</ThingDef>


Cheers. I hope it's relatively simple. I don't intend on the mod being comparable to the Effigy mod.
#5
So I've added a couple simple modded factions to my game of my own creation. The problem is that for each of these factions, no matter what the case is, they always use a drop pod raid strategy in the center of my base. They never walk into the map, they never land at the edge of the map, they never prepare for awhile.

But other faction mods and the vanilla factions seem to varying raid strategies. I have <canStageAttacks> set to true and I do not have any mods active favoring/disabling certain raid strategies. I'm using vanilla story-tellers as well. I have just never once been attacked with any other strategy.
#6
Help / Assistance patching another mod
April 16, 2020, 11:02:33 AM
I've been working on a bit of a sub-mod for SRTS expanded which simply makes a new trader that sells the ships. It all works fine except for one part - the cost of the ships. It's basing the current cost on resources used and labor. However; I'd like to apply a modifier to that so that it is more expensive to buy a ship than it is to create for balancing purposes.

I'm not really sure how to do that as I do minimal xml modding for myself, and so the logic I came up with is to patch the ships to have a MarketValue tag that they currently lack with a value pre-calculated for my multiplier. My patch keeps failing and my experience looking through other mod patches to see how they've done it has yielded no results.

So I'm here to ask for more information on how patching works and what I'm not understanding about my approach. This is the error my patch gives:

[SRTS Expanded: Trader Ships] Patch operation Verse.PatchOperationFindMod(SRTS Expanded) failed
file: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\SRTSTraderTests\Patches\Patch_SRTSExpanded.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()


And this is my patch

<?xml version="1.0" encoding="utf-8" ?>

<!-- Potentially patching the value of all ships * 3 -->
<Patch>

<Operation Class="PatchOperationFindMod">
<mods>
<li>SRTS Expanded</li>
</mods>
<match Class="PatchOperationSequence">
<!-- <success>Always</success> -->
<operations>
<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[@Name="SRTSSuperpod"]/statBases</xpath>
<value>
<MarketValue>7437</MarketValue>
</value>
</li>

<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[@Name="SRTSSkip"]/statBases</xpath>
<value>
<MarketValue>17091</MarketValue>
</value>
</li>

<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[@Name="SRAF"]/statBases</xpath>
<value>
<MarketValue>36126</MarketValue>
</value>
</li>

<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[@Name="SRAFTek"]/statBases</xpath>
<value>
<MarketValue>54045</MarketValue>
</value>
</li>

<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[@Name="SRTSMkII"]/statBases</xpath>
<value>
<MarketValue>61866</MarketValue>
</value>
</li>

<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[@Name="SRTSMkIII"]/statBases</xpath>
<value>
<MarketValue>73044</MarketValue>
</value>
</li>

<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[@Name="SRTSMkIIIp"]/statBases</xpath>
<value>
<MarketValue>79422</MarketValue>
</value>
</li>

<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[@Name="SRTSMkIV"]/statBases</xpath>
<value>
<MarketValue>148272</MarketValue>
</value>
</li>
</operations>
</match>
</Operation>

</Patch>


I appreciate any guidance and time taken to help me try to understand what I'm doing a bit better.
#7
Hey,

So I have this faction mod I created and I was wondering if there was a way to make it so they would only draw from a custom pool of names for that faction. The faction mod is based off an asian organization so I would like to create a pool of asian names to draw from for that faction. Is this something possible?
#8
Help / Making a faction mod: Forcing the color of apparel
February 20, 2020, 11:57:29 AM
Hey y'all.

So I have a quick question. I've created a faction mod and I want their pawns to arrive wearing clothing of my allowed tags that have a specific color. For instance, wearing orange colored apparel when they arrive. Ideally, I would like it so they will have an orange shirt but a normal color hat or vice versa, but I'd happily settle for all-orange clothing. The question being, how can I force apparel color on these faction pawns?

Appreciate the tips!
#9
So currently the psychic emanator rare quest reward just gives you a +5 mood buff if a pawn is in it's range.

I want to add a global work speed buff to it that only applies while they're in that range to make production rooms with it boom. How can I make this happen?
#10
Mods / [Mod Request] Raiders with no weapons
September 27, 2019, 08:41:59 PM
Heyo,

Does anyone know of any mods that make enemies spawn with no weapons at all? Better yet, one where I can make it so they might only and very rarely spawn with a knife or pistol (say 3 of 30 raiders would have one)?

Planning on a playthrough that is just a bunch of fists and beating the crap out of each other.

If such a mod doesn't exist, is it possible to create/modify one of the original factions to only use specific gear and set the likelihood that they spawn with them?
#11
Mods / [Mod Request] Weapon Flashlights
September 17, 2019, 02:08:37 PM
Is it possible to have a wearable/usable item that also illuminates light around it as it moves? Ideal implementation being something like a weapon flashlight?

I play with realistic darkness on and sometimes rooms and stuff are very dark. Perhaps there could be a way to equip a pawn with a weapon flashlight so when he clears a room he can illuminate it and I can better see inside of it?
#12
Hi there. I've actually found the Hediffs_Local_Infections xml but not sure if I can do it here.

Basically, I just want to make it so that certain diseases (i.e. gut worms) last forever, but have a much rarer chance of spawning. Thus making them a permanent condition, IF in the off chance one of your colonists gain them. Any ideas where/what I should be looking to edit?
#13
Help / Modifying loadouts of raiders?
November 01, 2015, 02:21:27 AM
Howdy. So I'm interested in modifying the loadouts of the enemies in raids. More specifically, I want to make it so any enemy that attacks me uses a shotgun so I can create an all out gibfest. Is there any way I could accomplish this?
#14
General Discussion / Prisoner Transferring?
June 24, 2015, 07:03:03 PM
Righto. So I'm trying to create a prison. Complete with different cell blocks for certain purposes. I.E Isolation for my shitheads.

Is there any core game way to do this? The prison improvements mod hasn't been updated so I'm not really sure of a way to transfer cells.
#15
General Discussion / Do until you have [X]...
May 25, 2015, 12:01:07 PM
I was wondering if someone could tell me if this is bugged or I'm simply misunderstanding what values it takes.

For example, I wanted to have 5 of something made, one for each of my colonists. One or 2 were built and so I gave the item to some colonists. The rest continued to build, except that it made more than 5, it would keep going.

If I tell it to make 5, will it only make 5 as long as there's 5 in the inventory, not being used? Does it not count items that are equipped/being used?
#16
General Discussion / 2 Prisoner Questions
March 01, 2015, 12:19:13 AM
1. If I leave say a shiv in a prison space, will a prisoner randomly pick it up like they do for clothes?

2. Would there be any way to say force 2 prisoners to attack other prisoners and cause a fight?
#17
Mods / [MOD Request/Search] Alter Colonist Appearance
February 28, 2015, 08:21:47 PM
Heyo, so I'm looking for a mod that would essentially allow one to change a colonists appearance while you're playing. Likely through an item of some sort. Just for consistency and what not. I want to change body types, not just hair and the color of clothing. Anyone know of a mod like this?
#18
Ideas / Deeper Priorities
February 25, 2015, 10:25:11 PM
So as of lately I've thought of a feature that would be immensely useful for when managing colonies. This is deeper management of priorities, by being able to determine what actions are done by someone and not. Let me give you some examples.

Bob and John are two cooks for a medium sized colony. Both of them have the level to create fine meals but John's cooking level is significantly higher. Being able to set permissions so that Bob cannot make fine meals and only simple meals where John is permitted to make fine meals would be great. You could argue that I could make 2 separate bills. One for fine and one for simple meals. The problem with this is sometimes Bob will then make fine meals because his level in the skill permits it, even though I don't want him to because he's generally slower.

Franco and Dylan are two doctors. Franco has a rather low medical skill where Dylan is practically a medical guru. I want Franco to become a better doctor because I need more hands on deck. However; I don't want Franco to preform any significant operations on anyone because I fear that at his inexperienced state, he will surely botch them and be more of an issue than necessary. But if I don't let him do any doctoring work, how will he ever learn to be a doctor capable of surgeries if he doesn't get better at the skill.

In the cooking case, I could set it so Bob is not permitted to cook any fine meals what-so-ever.

In the medical case, I could set it so Franco can provide medicine for illnesses, bring food, and even bandage cuts but he cannot bandage gunshots or do operations.

Now apply this logic to some of the other skills.

What this does is means you can have deeper organization within your colonists but without the excess micromanagement. If I want Franco to not do operations, I can do it now, but it basically means making sure he doesn't go to that task and then manually assigning someone who I would be ok with doing it to go do that. Where with this suggestion, Franco will know that he just is not authorized for operations and will move on to the next medical task he is permitted to do.

How to design it? Could be as simple as being able to open an interface for each colonist and working like the stockpile system. If I open Franco's priorities tab, I could then open the "DOCTORING" tree. Under that tree I could then checkmark the tasks I'm OK with him doing.

By default, all tasks when available as a priority would be allowed, so players don't have to worry about their colonists not doing anything because they didn't set them up to do it. This would be more of a benefit for those who want better control for their inter-organizational purposes.

Thoughts? Suggestions?
#19
General Discussion / Medicine Types question
February 24, 2015, 11:35:19 PM
Herbal vs Traditional vs Glitterworld.

What's the difference in what you use?
#20
So, I came up with an idea for a mod that would be useful for logistics. Simply what it would do is keep a record of how many incaps and kills a particular colonist acquires. This information would display when you select a character, and potentially in a text file. As sort of a way to get an idea on how your people are performing in the field and who might need to spend more time hunting/training and becoming a better fighter.

Is this possible? Any idea where to start?