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Messages - Onion

#1
I'd like to throw in another thank you for creating this mod, its become one of those "essential" mods that I can't play without.  Your music is too good!  ;D  Unfortunately though it seems like music mods in general are poorly handled by Rimworld right now.  I'm not a programmer so I have no idea if this is something that can be fixed or if it's something that's unavoidable but music mods seem like massive memory hogs right now.  When I combined P-Music with my entirely-too-large modlist, Rimworld would crash 100% of the time at world-generation.  Thankfully though I read TrueDestroyer's post (thanks! ;D) and downloaded audacity and converted all the files to mp3's.  This cut down on memory use by over 500 mb!  I don't know if those results will be the same for everybody, but for anybody having trouble or experiencing crashes using this mod I highly recommend to follow TrueDestroyer's advice and convert everything to mp3's.
#2
This mod is looking super impressive!  I've never had an interest in WH40K but I'm pretty sure this will be my first entry into it  ;D

To Cpt. Ohu - you created an assembly for custom race graphics, AND added custom traits AND added religion AND you're good at art???  I'm seriously jealous.  Plus with kaptain_kavern and whoever else is working on this mod it seems like you got a bit of a dream team going on.  I'm definitely looking forward to seeing this completed!  ;D
#3
Unfinished / Re: [A15][WIP] Taiga Creatures
September 30, 2016, 02:26:25 PM
These look great!  They perfectly capture the vanilla style while still looking better than the default animals.  My only criticism is that (for me) the horse's legs are a little long for the vanilla style.  I would love to see how the horses look with a little bit shorter/rounder legs.  Everything looks great though and I'm excited to see what else you make!  ;D
#4
Unfinished / Re: Clothes and hair misc-open to requests
September 17, 2016, 06:52:55 PM
Thanks, I really appreciate it  :D  I'll send you a message with the specifics but you can post your work wherever you'd like - I wouldn't want to hoard your resources so other people couldn't use them.  Also, you don't have to post examples if you don't want to.  With the quality of your work I'm 100% sure I can find a place for anything you make.

I saw the other mod you're helping with, and for one of my factions (the Violet Society, coincidence???) I was going to request a mage-type robe.  If you or hendrikpfaff don't mind, maybe I could just grab something from there.  And if you do, I apologize.  The allure of custom, great looking apparel is too great for me to resist.  I want it all!  ;D
#5
Unfinished / Re: Clothes and hair misc-open to requests
September 16, 2016, 02:27:15 PM
Hey Violyte, your art is beautiful!  Everything looks amazing but that plant suit is just too cute, I couldn't help but smile when I looked at it. ;D  I'm (slowly) working on a mod right now that replaces the vanilla factions with five different ones, all filled with recruitable fantasy-race humanoids (elves, orcs, goblins etc).  As a non-artist I think I've managed the race graphics passably, but creating good-looking apparel is way beyond my skills.  I would love to use anything you create!  I was going to write out a description of the factions I'm making, but it would have made this post huge and it seems rude to ask things of you and immediately blast you with text like that.  So if creating fantasy-type apparel is something you're interested in, let me know and I'll try to post some of the race graphics I'm working on and a description of the factions.

Either way, welcome to the community and thanks for offering your skills!  Your art is amazing and I'm sure once more people see this you are going to get swamped with requests ;D
#6
Help / Re: [A15] XML Auto-Documentation A15c build 1284
September 13, 2016, 08:19:15 PM
I'd like to add my thanks too for you creating and hosting this milon, I really appreciate it.  As a beginning modder, XML was very confusing at first - the only way to know what was possible was to scan through every core def and to look at other people's mods.  Now all I need is your auto-document and ctrl+f to see what's possible.  I don't think even the best tutorial could teach me as much as exploring your XML document has.  I really can't stress enough that this is a HUGE resource for beginning XML modders.  Thanks again for your work!

By the way, the formatting and accessibility seem perfectly fine to me.  However I've never even used a HTML document before (is that the right term?) so you should probably take my opinion with a grain of salt  ;D
#7
Thanks for the help again Shinzy!  ;D  You answered a question of mine before when my name was conjecture (figured I'd change my name now while still new to the forums) about pawnkind specific backstories.

Speaking of which; right after you answered my previous question, Cpt. Ohu released an assembly / mod framework which allows pawnkind specific backstories, among other things.  I don't know if you've seen it yet but I remember you talking about wanting that feature for your Norbals.  It's an assembly so I have no idea what's in it or how it works, but it might be worth checking out if you haven't seen it yet.  I've been using it to work on my first mod for the last few weeks and everything has gone well so far.  :)

Anyways thanks for answering my questions again, I really appreciate it!  ;D
#8
Hi, like the subject states I'm wondering if there is any way (through XML) that I can restrict a humanlike race's ability to equip certain types of apparel.  For example, is it possible to create a monk-type pawn that can fight with their fists, but not equip weapons?  Or a race that can equip all apparel types except for helmets, due to their big melon heads?

I saw that each piece of apparel has a <bodyPartGroup> that it covers, so the first thing I did was modify my custom race's BodyDef so they only had a single body part (that I named 'Core').  The BodyDef worked and my race only had a single body part but they were still able to equip all types of apparel.  I have also looked through the humanlike ThoughtDef to see if I can modify something there but I don't think that will help me.

Looking at it now, I see that each piece of apparel also has a <thingCategory>, like 'headgear'.  Is there any way to restrict thing categories per race or pawn?
#9
I've been working on creating new races with this (amazing) mod and I don't think the male/female issue is a problem, at least for me.  You can set gender distribution to 1.0 in the ThingDef and create two 'races' per species, one male and one female, and have the AlienPartGenerator use either the male or female head types.  Then you just have to copy and paste your PawnKindDefs and make half have the race '---Male' and the other '---Female'.  You can copy the label and description so they appear as the same race in game. 

I could see how this could be a hassle for some but I definitely prefer it this way - it allows me to give different stats to either gender if I want and it lets me add extra gender-specific descriptions to the stats page.  That might not be important for humans but when making alien races it gives me an extra opportunity to try and put in a little lore.

I messaged Cpt. Ohu to ask about his plans in continuing this mod and he told me that the eventual A15 release will have the ability to make traits race-specific, which I'm super excited about.  If anybody hasn't been paying attention to this mod they should really take a look at it!  :)
#10
Thanks Shinzy, I appreciate the response. :)  I know you're an authority around here so I appreciate you taking the time out of whatever you're doing to help me out.

Is there a report forum that Tynan would see for things like this?  I'm not sure this would be an appropriate topic in the 'bugs' forum, but I'm curious to know if it's a bug or just a useless label.  It's used in the core files - when I looked at core defs the <backstoryCategory> in the 'Outlander' FactionDef was set to civil; yet in the PawnKindDefs the Outlanders have a 'Villager' pawnkind with a Civil backstory category and a 'Town Guard' pawnkind with a Raider backstory category.
#11
Hey guys, does anybody know if there is a way to set backstory categories for different PawnKinds using xml?  I was able to have a modded faction use custom backstories by changing the <backstoryCategory> in the FactionDef, but I would also like specific backstories tied to the different PawnKinds.  No matter what I put for the <backstoryCategory> in the PawnKindsDef, all the different pawn types only spawn with backstories from the <backstoryCategory> that was chosen in the FactionDef.

I was looking at Diana's Orassan mod to see how it was done and it looks like this mod has the same problem - even though her pawnkinds have different <backstoryCategory> tags, like OrasaanGunner and OrassanVillager, they all spawn with the same pool of available backstories.

I don't know anything about modding, but I looked at the XML Auto-Documention for Rimworld and it seems like changing the <backstoryCategory> in the PawnKindDef should work.  Can anybody help?