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Messages - Andouce

#1
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 07, 2015, 01:15:37 PM
Really enjoying this mod. If it is the same one I think of from a few alphas before. The one with extensive research tree, fishing and very very good in terms of progression. Or at least it is putting me in memory of that :D

Keep it up, I like where it is going. The one thing I would like to see in future is possibly the addition of more of the faction mods which are out there which would fit into the pack. I am sure you have this in the works as with many other stuff. It is just a matter of time. Look forward to it and enjoying playing atm.

In regards to above with the grow. I think that it technically would be better under growing job but don't know if it can be assigned to that ? Either way it is not bad. :)
#2
Thanks Shinzy. That is what I was assuming but wanted to confirm it. Is most likely correct theory though. Well, I am further testing this mod of mine, hopefully I can actually get those backstories to work too with my pawns.

I think the issue is the faction backstory category determines what the faction pawns backstories are as opposed to the pawn backstory category. It is like it overrides it or something idk. But I love trial and error, it is what makes modding partially more enjoyable! tweaks tweaks, and more tweaks! :P
#3
Thanks guys, I shall have a look and see what I can do.

@Mipen, I am indeed using your mod and have done what you suggest in terms of the backstory category but I will look into it at a later date.

EDIT: Another question for those more experienced.

When making custom faction, what does the "selection weight" value represent?

Is it the higher the value the more likely it will spawn that pawn or lower or something?
#4
Hi there everyone,

Currently I am in the process of making a mod which adds a new faction among various clothing and weapons etc.

I have custom backstories thanks to the mod. The question I have is is it possible to set multiple "backstory categories" or make your own for a faction?

So that the pawns that spawn, use specific backstories?

All of my custom pawns have the line of code shown below except with a custom tag for each pawn (Up to 9) which is linked within all my custom backstories. So in theory it is all linked except that in game they still spawn with all civil backgrounds.

(<backstoryCategory>MC</backstoryCategory>) - Within pawn def

So this means it is linked to the second piece of code within the faction def perhaps?
So if that is the case how would I make this category reflect multiple custom tags ? :P
(Line of code in question <backstoryCategory>Civil</backstoryCategory>) - Faction def

As it stands currently I want each pawn for my faction to be unique to a backstory for example

The medic pawn would spawn with my custom backstory for medic and only that one.

Currently this is the only thing that is annoying me with my work lol. Only thing left to attempt before I release it basically. Would appreciate any feedback for those more experienced or even Tyan.

Thanks again,

Andouce
#5
Thanks for continuing to improve this Mipen. Also thanks for adding my backstories. Keep it up ! :)
#6
Outdated / Re: [MOD] (Alpha 9) Backstories!
March 26, 2015, 07:00:04 AM
This is brilliant. Going to give this a go for sure. This along with "Prepare Carefully" will allow even more customization to our characters/pawns.

I'll be writing quite a few background stories so may take me some time before I actually get to test it lol

Just tried now and works a treat. Thanks Tyan and Mipen for bringing this to the community. Really great addition. You can download some of my Backstories here. Just place them in the "BackstoryDefs" folder of this mod. Fully compatible
#7
When I woke up this morning, checked out the mods and saw this had been updated to A9. I was like Yeeeesss!! :D Great job Shinzy. You are an asset to this community certainly.
#8
Quote from: EdB on December 22, 2014, 08:17:13 PM
A couple of people have asked for this.  It's something that I will look at.  It's a little unusual to me as a customization option just because months in the game don't have the same number of days as they do in the real world, so you wouldn't necessarily be able to assign your own birthday to a colonist for example, but it seems like a reasonable addition.  I just need to figure out where to put it in the user interface.

I agree with you on the game days but just something extra :P Thanks for considering it
#9
Great mod and essential in my opinion. Been using for past builds and A8. Thank you for providing us with this and your other mods which I also consider an essential, EDB!

A suggestion though, not really major just a minor one. You think you could somehow link in a way for us to choose our colonists Birthdays ?

Would be a nice little addition and just add more customization.

(Everytime I start a new game, I always just manually edit the file and change them all haha)
#10
Outdated / Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
December 18, 2014, 03:55:02 PM
I like the mod as it is just adding the Jaffa however I do think it would be alright to expand it to other factions based on Stargate and such.

Maybe though, have them separate so people can choose what factions they would like? I would prefer not to replace the default factions. Just my thoughts :P Awesome mod btw, I love it!
#11
Here is mod fixed of errors.

Just deleted unnecessary files relating to the bomb and cleaned up some of the definitions to be updated with alpha 8 strings so to speak.

I assume no more errors will crop up now but that has yet to be seen hehe :S

Link
#12
I can also confirm this. You are not alone :P

Seems to be in relation to thermite bomb and various references.
#13
Quote from: minami26 on October 31, 2014, 10:30:47 PM
Eeek!! Its leaking!!! Hahahaha im laughing so hard at everybodys post. Thank you everyone for reporting that! Imma hire an intergalactic oil plumber fo dat! But is everything else fine? The oil thing is messy i knowww,, i just wanted to release the PA patch a.s.a.p is the patch good? Also that clothes spawning thing, i think its an Apparello bug, if you are playing with it, gonna check up on shinzy for that :)

Thankyou everyone for checking the new version, gonna fix everything up. Absolutely love you guys! Haha

Well now that that has been made aware, as amusing as it may be :P, I am enjoying your mod so much. Been using since alpha 6 and gets better and better. Really does offer a whole new challenge and in my opinion is how rimworlds tech tree certainly should be or equate to. Makes you work from scratch and gain more as you progress giving you a sense of building a colony or being stranded on this new found world.

Anyway enough of that boring s***. Keep it up and hopefully that oil thing can get fixed soon ^^
#14
I thought I was the only one encountering that particular issue.

The oil still spawns on mine certainly, even with that damned rock on top which is supposed to stop it! :D I guess it is indeed leaking through those cracks. At least, I hope it isn't just my reserves which are affected :O
#15
Outdated / Re: The BIG Bang Alpha 3 modpack~TMPT~
April 16, 2014, 04:20:55 PM
This is a really good modpack. Large majority of the modding community here make some nice additions to rimworld. Nice to see things "taking off" so to speak ^^