Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - keensta

#1
Tools / Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
July 09, 2014, 06:56:40 AM
Quote from: rdz1122 on July 07, 2014, 12:07:44 PM
Alpha 5; your editor actually still allows editing stockpile quantities, and adding steam geysers, but nothing else.  I really liked the ability to quickly edit colonists; I can do it through using Notepad, even adding colonists from other saves, editing weapons, etc., but it is much more tedious, and sometimes creates errors.

If you have anything where we can donate to support to help with keeping current, message me so I can do whatever.

Thanks for the great editor.

Hi, thanks for the kinds words also I appreciate the offer of donations but I need no support and don't accept money for public work I see it as a hobby and to be given money for it is great but that could be spent on better things others then me :).

As for a alpha 5 update I can't give a deadline I unfortantly have to leave my pc at my old address (parent house) and unsure when I'll be getting it back hopefully next week some time but untill then I can't push a update for this editor I do have a updated version on the pc that works for alpha 4 which should work for 5 to . But unfortantly I never pushed it to GitHub :(..

I'll try my hardest to do it asap.
#2
Tools / Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
June 05, 2014, 05:40:29 PM
Quote from: PunisheR007 on June 04, 2014, 09:18:54 AM
yeah it is pretty easy, i will make a tutorial if anyone would like me to., i am going to workout how to add steam guysers as well, shouldn't be to hard to workout, also to have whatever gun you wish.

Sorry people, took a small break but I'm back now. I'll be updating the program tomorrow after work.

As for editing the file by hand it's quite easy once you understand the structure, Also steam geysers are added to the "things" section. Copy and paste a old one and just update it's vars how I done it first off :P.
Program is truly here for the quick and smoothness of editing the file.
#3
Outdated / Re: Mod release guidelines
May 24, 2014, 10:17:16 AM
What about tools?

Saying that I've already released source and it's bound by a license.
#4
Tools / Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
May 16, 2014, 05:28:22 PM
Quote from: Evmeister on May 14, 2014, 09:03:26 PM
Ok sweet, thanks Keensta, I'll give it a go.

Taking it works for you. Hope you enjoy it.

Quote from: SacoMato on May 14, 2014, 06:21:03 PM
Quote from: keensta on May 14, 2014, 06:12:06 PM
Yeah that can be done. I haven't really played the game it self for a while but I'm taking it passion is that fire icon next the the skill.

Yes
There is two, Minor and Major.

Ok well the skills UI part is need a little overhaul and with this and mods advance at a rapid rate I need to create a new way to edit them so. Sure ill and this in for you that's no a problem.
#5
Tools / Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
May 14, 2014, 06:12:06 PM
Quote from: SacoMato on May 13, 2014, 08:20:40 PM

Thank you Keensta.
Useful tool.
If is not much, is it possible to implement <passion></passion> to the Colonist skills?

Cheers!

Yeah that can be done. I haven't really played the game it self for a while but I'm taking it passion is that fire icon next the the skill.
#6
Tools / Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
May 13, 2014, 12:56:24 PM
Quote from: Coenmcj on May 13, 2014, 08:42:30 AM
G'day, you've got a great tool here, although I have one request;

The SpawnGeyser function uses a 1x1 Stockpile however the geyser itself spawns as a 2x2 Instance, and is rather annoying to "Aim", But beyond that I've got no issues with it, Keep up the excellent work you're doing.

Ah good point sir. I'll look into that now.

Quote from: Evmeister on May 10, 2014, 02:05:52 PM
Ok, so it's pulling up the colonists in the list now. However it's not retaining the number when after I save the character Ana and switch to another character and then switch back to Ana. Which in turn is not changing and is staying the same value when I load the save.

Sorry about that. I've fixed it now redownload :)
#7
Tools / Re: [TOOL] RimEdit (v.2.1)
May 12, 2014, 03:50:19 AM
Quote from: Core279 on May 11, 2014, 11:37:30 AM
Thanks Keensta. By the way, your tool is also handy. I keep getting huge groups of raiders and never have enough graves, so I just use your tool to clear the corpses.

No problem. Awesome good to hear its used :)

For anyone else wanting to use this if it stays outdated got much longer I will look at implementing somthing to do the same thing into my editor only tho if this stays outdated.
#8
Tools / Re: [TOOL] RimEdit (v.2.1)
May 11, 2014, 06:41:16 AM
Quote from: Core279 on May 10, 2014, 02:07:52 PM
I have a question, whenever I attempt load up my save with this tool, it says it can't find "TerrainMap/TerrainGrid". What does that mean? Is it due to some mods I have installed? If that's the case, I've yet to try loading a map that is untouched by mods.

Edit: The full error message is "Failed to find terrain at TerrainGrid/TerrainMap"

Edit2: The error occurs even with saves that haven't had any mods installed at all. The only "mod" being the required core game data "mod".

At this moment in time the site is dead. The error you are getting is because the location of the map data had slightly changed so the old location he has used in his script is no longer valid.
#9
Tools / Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
May 10, 2014, 12:46:04 PM
Quote from: Evmeister on May 10, 2014, 12:31:43 PM
Well I wasn't completely using it anyways, so if need be I could live without it.

Uploaded a fix should now work with your save.
#10
Tools / Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
May 10, 2014, 12:28:27 PM
Quote from: Evmeister on May 10, 2014, 12:22:37 PM
I think I might have an Idea of which mod is doing it. I believe it might be Battle Formations, but I'll do some tests to confirm that because it's the only mod I have that modifies the colonists as far as I can tell.

Yeah it is.. I modified my existing post must been while you was making yours.

BattleFormations add's the new class so he can add the ability to save the formations. It shouldn't take long to implement a fix, but I can't be 100% that it will be full proof.
#11
Tools / Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
May 10, 2014, 12:15:12 PM
Quote from: Evmeister on May 09, 2014, 03:37:37 PM
Ok yeah everything is current. Here's my save. I appreciate the help. The slag/rock debris remover doesn't seem to work either but I might have been doing it wrong. The steam geyser option does work for me though.

https://www.dropbox.com/s/hn673tiihl94x3s/Defiance_Save%202.rim

Ok after looking at your save file, I've noticed that all your colonists use the Thing class "BF.pawnX" which as far as I know is not a normal Pawn class.

More then likely a mod has created the class and made all your colonists use the new class. Which is completely incompatible with the save editor I'm not sure how far they can go with changing this class if they can make it so when it saves the pawn data it saves it in a different tree type so rather then "Story>Name.Nick" to get the pawns nickname they can change it to "Story>Details>Name.Nick".

Either way could I have a list of your mods so I can determine what one does this or if you know which one modifies the pawns then please tell me which one so I can dig in deeper to in and figure a way to fix it with breaking everyones that doesn't have this.

No matter to the above bit I found out after a quick look it's to do with the BattleFormations mod while using that you can't use the editor. I'm working on a possible fix now.
#12
Tools / Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
May 09, 2014, 02:08:54 PM
Quote from: Evmeister on May 09, 2014, 10:49:30 AM
Oh Did Rimworld updated again? I thought it was still 3f. I'll Double Check When I Get Home.

No sorry RimWorld is still 3F. I mean the save editor I've recently updated it so just make sure you have the latest version.
#13
Tools / Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
May 09, 2014, 05:35:03 AM
Quote from: Evmeister on May 08, 2014, 10:58:43 PM
I can't seem to get my colonists to come up in the colonist editor. The other features are working though as far as I can tell. I tried the resource stockpile editor.

This bug is back :( that's a pain. Just to make sure you've downloaded the lastest version on the editor and using Alpha 3 of RimWorld which is 400+ I think.

If you got both of then correct if you could upload your save for me and I'll check it out.
#14
Quote from: Reaver41 on May 08, 2014, 11:38:34 AM
Thank you so much
Quote from: ENE on May 02, 2014, 06:00:20 AM
Whoo hooo! Its work! ahh finally my dream came true!! thank you so much keensta! :D:D:D:D:D

No problem. It's a joy to make such a thing :).

To everyone else I've just updated the colonist editor to now edit TRAITS :D on opening the RwEditor folder you will now find a traits.txt file this contains all traits in game and more can be added by hand you you happen to have a mod that adds more. Just add them to a new line at the bottom.

Also I need some suggestions on the colonist Appeal edit part should I expand the current colonist editor to include it on the screen or just have a button on each colonist info that once clicked opens the appeal part for that colonist??
#15
Shouldn't something like this and any tutorials be in the help section and maybe a sub folder in the help section for any tutorials.

On the other hand nice tutorial.