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Topics - awsomeore1

#1
Help / Modded Faction Settlements Spawn Bug
November 01, 2019, 02:00:29 PM
My modded faction's settlements are spawning just the settlement and one pawn. How do I fix the one pawn issue?

#2
Help / Faction Not Spawning A Leader
October 31, 2019, 10:47:56 PM
I made a faction and the leader isnt spawning.

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

  <FactionDef ParentName="HumanFactionBase" Name="DMCFactionBase" Abstract="True">
    <pawnSingular>guard</pawnSingular>
    <pawnsPlural>guards</pawnsPlural>
    <listOrderPriority>30</listOrderPriority>
    <settlementGenerationWeight>1</settlementGenerationWeight>
    <requiredCountAtGameStart>1</requiredCountAtGameStart>
    <canMakeRandomly>true</canMakeRandomly>
    <canSiege>true</canSiege>
    <canStageAttacks>true</canStageAttacks>
    <leaderTitle>President</leaderTitle>
    <expandingIconTexture>World/WorldObjects/Expanding/Town</expandingIconTexture>
<factionNameMaker>NamerFactionOutlander</factionNameMaker>
<settlementNameMaker>NamerSettlementOutlander</settlementNameMaker>
<techLevel>Industrial</techLevel>
<backstoryCategories>
<li>Civil</li>
</backstoryCategories>
<geneticVariance>0.8</geneticVariance>
<hairTags>
<li>Urban</li>
</hairTags>
    <caravanTraderKinds>
      <li>Caravan_Outlander_BulkGoods</li>
      <li>Caravan_Outlander_CombatSupplier</li>
      <li>Caravan_Outlander_Exotic</li>
    </caravanTraderKinds>
    <visitorTraderKinds>
      <li>Visitor_Outlander_Standard</li>
    </visitorTraderKinds>
    <baseTraderKinds>
      <li>Base_Outlander_Standard</li>
    </baseTraderKinds>
    <allowedArrivalTemperatureRange>
      <min>-40</min>
      <max>45</max>
    </allowedArrivalTemperatureRange>
    <maxPawnCostPerTotalPointsCurve>
      <points>
        <li>(0,35)</li>
        <li>(70, 50)</li>
        <li>(700, 100)</li>
        <li>(1300, 150)</li>
        <li>(100000, 10000)</li>
      </points>
    </maxPawnCostPerTotalPointsCurve>
    <pawnGroupMakers>
      <li>
        <!-- Normal fights, standard mix -->
        <kindDef>Combat</kindDef>
        <options>
<DMC_Civilian>5</DMC_Civilian>
          <DMC_Guard>50</DMC_Guard>
          <DMC_Sniper>2</DMC_Sniper>
        </options>
      </li>
      <li>
        <kindDef>Peaceful</kindDef>
        <options>
          <DMC_Civilian>5</DMC_Civilian>
          <DMC_Guard>10</DMC_Guard>
          <DMC_Diplomat>5</DMC_Diplomat>
        </options>
      </li>
      <li>
        <kindDef>Trader</kindDef>
        <traders>
          <DMC_Diplomat>1</DMC_Diplomat>
        </traders>
        <carriers>
          <Muffalo>6</Muffalo>
          <Dromedary>5</Dromedary>
          <Alpaca>2</Alpaca>
          <Elephant>1</Elephant>
        </carriers>
        <guards>
       <DMC_Guard>16</DMC_Guard>
   <DMC_Sniper>3</DMC_Sniper>
</guards>
      </li>
      <li>
        <kindDef>Settlement</kindDef>
        <options>
<DMC_Civilian>15</DMC_Civilian>
<DMC_Guard>40</DMC_Guard>
<DMC_Sniper>6</DMC_Sniper>
<DMC_Diplomat>1</DMC_Diplomat>
        </options>
      </li>
    </pawnGroupMakers>
    <homeIconPath>World/WorldObjects/DefaultSettlement</homeIconPath>
  </FactionDef>
#3
Help / Need Help Making a Faction of Cannibals
October 25, 2019, 09:31:06 PM
Im trying to make pawns in my modded faction spawn with the Cannibal trait. What line can do this and where do I put it? I have my pawndefs file and the faction file.
#4
Help / Need Help With Adding Helmet's Attributes
October 20, 2019, 07:12:06 PM
I'm trying to add a factor to my gas mask where it makes the wearer more immune to diseases, and/or boosts their immune system level. Is it possible to do these things, and if so, how?
#5
I have the steam rimworld so it only goes down to I think alpha 13, I'm looking for alpha 7 and I heard that you might be able to get an old alpha from someone on the forums? Is this true and if so how does it work?