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Topics - Zxy44

#1
Mods / Editing icons for factions
March 11, 2024, 10:29:31 AM
Is anyone here familiar with adding new icons for factions on the world map.
I create them in PS in RGB mode and save them as .png
Unfortunately on the map it creates a strange color border which spoils the whole effect. Does anyone have any idea or experience how to get rid of this?
#2
Mod bugs / Names of fractions and sediment for pigskin
February 28, 2024, 12:17:41 PM
I created my own modification to add tribal factions for pigskins.
i added my own "NamerFactionTribalPigskin" and "NamerSettlementTribalPigskin" but it doesn't quite work.
maybe someone knows the reason?



it looks like this

  <!-- Pigskin Tribal -->

  <RulePackDef>
    <defName>PigskinUtility</defName>
    <rulePack>
      <rulesStrings>
        <li>placeNameCore->[SylI][SylI]</li>
        <li>placeNameCore->[SylI][SylI][SylI]</li>
        <li>placeNameCore->[SylI][placeEnd]</li>
        <li>placeNameCore->[SylI][SylI][placeEnd]</li>

        <li>placeEnd->orug</li>
        <li>placeEnd->arug</li>
        <li>placeEnd->iggur</li>
        <li>placeEnd->aggur</li>
        <li>placeEnd->orr</li>
        <li>placeEnd->ogg</li>
        <li>placeEnd->ouk</li>
        <li>placeEnd->auk</li>
        <li>placeEnd->grau</li>
        <li>placeEnd->grou</li>
        <li>placeEnd->kag</li>
        <li>placeEnd->kug</li>
        <li>placeEnd->kor</li>
        <li>placeEnd->aro</li>
      </rulesStrings>
      <rulesFiles>
        <li>SylP->WordParts/Syllables_Pig</li>
      </rulesFiles>
    </rulePack>
  </RulePackDef>

  <RulePackDef>
    <defName>NamerFactionTribalPigskin</defName>
    <include>
      <li>PigskinUtility</li>
    </include>
    <rulePack>
      <rulesStrings>
        <li>r_name(p=2)->[placeNameCore]</li>
        <li>r_name->[placeNameCore] [faction]</li>
        <li>r_name->[faction] of [placeNameCore]</li>

        <li>faction->swinekin</li>
        <li>faction->swinetribe</li>
        <li>faction->muzzlekin</li>
        <li>faction->muzzletribe</li>
        <li>faction->boarkin</li>
        <li>faction->boartribe</li>
        <li>faction->porkkin</li>
        <li>faction->porktribe</li>
        <li>faction->hogkin</li>
        <li>faction->hogtribe</li>
        <li>faction->hoofkin</li>
        <li>faction->hooftribe</li>      

      </rulesStrings>
    </rulePack>
  </RulePackDef>
 
  <RulePackDef>
    <defName>NamerSettlementTribalPigskin</defName>
    <include>
      <li>PigskinUtility</li>
    </include>
    <rulePack>
      <rulesStrings>
        <li>r_name->[placeNameCore]</li>
      </rulesStrings>
    </rulePack>
  </RulePackDef>
#3
Mods / Adding techprints to existing research
June 22, 2021, 03:03:20 AM
I added techprints requirement to existing research, but in Debuglog I get an error how to fix it?
#4
Hello

I like to edit saves and change the equipment of pawns visiting my colony to "more suitable".
But the problem is that when the pawns leave map and return after some time, they will have different equipment. Is there any way to edit the save so that the game does not touch this equipment which I will edit specific pawns???

Thanks
#5
Mods / Leveling
July 25, 2019, 02:32:52 AM
I want my gameplay to be longer but the pawns reach new levels to quickly. Where do I have to search for the file responsible for leveling??? Thanks
#6
Ideas / Shelf increasing maximum of stack
July 01, 2019, 05:01:03 PM
hello
I came up with the idea that shelfs would increase the maximum stack when there was an object in them, for example up to 150/1000, it would look like an image.

thanks



[attachment deleted due to age]
#7
Mods / Self increasing the maximum of stack
July 01, 2019, 04:46:34 PM
Is there any way to easily modify the maximum stack of items that are on the shelf (which in the game do not make much sense). maybe there is such a mod (I do not mean to increase the overall maximum), any suggestions? Maybe i will inspire someone to making such mod

thanks



[attachment deleted due to age]