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Messages - llunak

Never mind, I eventually found out that it is a requirement to first post in the introductions channel. Which I find rather annoying (why would I need to do that just to post a bugreport?) and also confusing (why doesn't the introductory page say it's a requirement?). I don't want to chat, I want to report a bug :(.

Mods / Re: Mods that create new quests? Are there any?
November 26, 2022, 02:58:53 AM
I'm not sure if that's what you want, but there's "Go Explore!".

And you can also simply look at the game itself for how it does it (wiki has decompiling source section).
The bug section here is locked and says to report bugs using Discord. But the #server-introduction page says it's best to report bug here on forums, and then also mentions #bug-reports, which I cannot see (I see only #server-introduction, #self-introductions, #builds and #unstable-build). So how is one supposed to report bugs now?
Just search decompiled sources for 'psylink'? Those methods in PawnUtility look like what you need.
In the ideoligion screen, tooltips for some precepts show incorrect mood information. For example, "Drug use Essential" shows "Drugs taken every 0.75 days: +3", but it really should show "Drugs taken every 0.75 days (min expectation: Low): -10 to +3".

Part of the problem is in PreceptComp_Thought.ParseDescription(), which in the !flag case checks only the first thought, not all of them (drug use has the fist one positive).
The other part of the problem is that the HighLife thought in Precepts_HighLife.xml needs to have all stages explicitly list <baseMoodEffect>, and the thought usage in the precept needs to have tooltipShowMoodRange set to true, as these two are used by PreceptComp_Thought.ParseDescription() to construct the tooltip.

It is possible that some other tooltips are affected as well.
Releases / [1.3] More Precepts
August 14, 2021, 05:36:21 AM
This mod provides additional precepts for ideoligions in the Ideology DLC.

Precepts provide things such as having a setting for alcohol (separate from drug use), elder pawns treatment in the society, violence precept (including pacifist meme), duel with an animal as a ritual or raid as a ritual outcome.

This is work in progress, more are planned.

Get it from or from . Changelog is updated on Steam at .
If a PreceptDef uses the same thought several times, the precept tooltip shows the same mood buff once for each of them, instead of just once. I don't know if this happens with vanilla precepts, but I can get it with my precept: .

Now I can certainly patch that in my mod, but I thought it'd be better if this was handled by core. Do you accept patches :) ? Something like (done against decompiled sources) should handle it, and it can be done for all the flagX cases there.
Search the decompiled sources for a word or an identifier that should be relevant. In your case, there are several files that have Mechanoid in the name, and looking at QuestGen/QuestNode_IsMechanoid.cs suggests that mechanoids have RaceProperties.IsMechanoid set. And searching for IsMechanoid shows that the check is "pawn.RaceProps.IsMechanoid".
Help / Re: RimWorld core art source
July 28, 2021, 02:40:14 AM
Will Ideology art be made available too?

And how does one extract the assets from Ideology? It seems to be some newer format, and I couldn't extract them with any of the recommended tools.
Help / Re: A Simple addition to the Cooking Job
July 28, 2021, 12:46:18 AM
The "Common Sense" mod does this. Have a look at its sources?
When precept "Slaughtering animals: Prohibited" is used, it's not possible to slaughter an animal, and a tooltip says it's because of ideoligion. But it's possible to build a turret even when it's prohibited.
Steps to reproduce:
- Start 'The Rich Explorer'.
- Add "Autonomous Weapons: Prohibited" to ideoligion.
- Check that the precept tooltip says it's prohibited to build turrets.
- Start the game.
- Build a turret.
These instructions appear to be outdated by now (RimWorld now uses .NET 4.7.2 and not 3.5, and there has not been a stable release of MonoDevelop for over two years, so it possibly may not work on latest distributions). If you'd like to mod RimWorld on Linux and cannot get it to work using these instructions, I've added my way to the wiki :
Help / Re: Trouble with PatchOperationFindMod
July 26, 2021, 01:21:07 AM
Your xpath has @Name= instead of Name=, isn't that the problem?

As a general rule, if something doesn't work, try to simplify it as much as possible. If you haven't tried that your PatchOperationAdd works on its own, do that first, without PatchOperationFindMod.

Every single sentence I wrote is factually correct. If you have nothing useful to say, at least do not misinterpret what I wrote.