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Messages - cashkyle25

#1
Mods / Re: Absolute must have mods
December 30, 2020, 12:48:06 AM
Man, there are a lot of awesome mods. I think these are the top ten mods that are a must-have: Moody, veinminer, Predator Hunt Alert, Death Rattle, smarter construction, Stabilize, Ugh you got me, Prisoner Ransom, Share the Load, and Bad People. Those mods will make the game less annoying, yet still realistic, and easier to manage.

These are mods that you have to try, though: Cult of Cythulu, Misc Incidents, Rah's Bionics and surgery expansion, Giddy-up!, Run and Gun, What the Hack?!, Prison Labor, VGP (all of them), MegaFuana, Alpha Biomes, More mechanoids, Genetic Rim, Alpha Animals, Rimworld of Magic, and Dubs Bad Hygiene

Those are some of the mods that caught my eye when going through my mod list, and there are definitely more mods out there are you should definitely try.
#2
I have spent hours trying to understand and figure out a solution to my problem. I have no idea how to approach it and I'm at a loss right now. I'm trying to make it to where the vanilla mechanoids spawn in the ancient temples, and not the mechanoids from my current mod. Since my mechanoids are going to have mechanoid's flesh, they're going to be put on the list for pawns that can spawn in the ancient temple. I did think about making a whole new flesh type, but there has to be something easier (right?). However, I'm a small brain and I can't figure out how to leave my mechanoids out of this selection list. I have discovered, I am pretty sure, all the code that goes into which pawns will spawn in the ancient temples, and it practically dwindles down to a random XML node and XML Root that the code will pick at random. I can't figure out how to prevent it from picking the XML Roots I created. I am wondering if anyone would be able to help me by giving me a direction to head in or even a suggestion. Thank you for your time helping a smol brain out. :)

(The files attached are the code from the game, not my code)

** Update:: I finally found a simple way to prevent my mechanoids from spawning in the ancient temple without preventing any of the VANILLA mechanoids from spawning in the ancient temple. My code only prevents mechanoids with their combat power below 105 from spawning which isn't really as effective as I want it to be as it would affect other mods (such as More Mechanoids) from being how they should be played. It's not really a big deal, and I'm pretty sure that it'll be negligible to the player, but there has to be a more efficient way than my code. So, again, I'm wondering if anyone has any ideas that can help a novice modder
#3
Help / Re: ThinkNodes and JobGivers... wut
August 31, 2020, 07:57:02 AM
Ok, I will go and do that. I will figure this out and come back when I get it, but it might be a while. Thanks for the help, man. I Really appreciate it.
#4
Yup, you're right. I looked up mechanoid in ILSpy to look at what makes a mechanoid, and it's the line of code that defines the fleshtype of the pawn. I tried everything but that, but listening to your advice I was able to figure it out in a minute. Cheers man!

For anyone who is looking at this post, Having the fleshtype as "Insectoid" or "Mechanoid" will make that pawn spawn inside the Ancient Shrines. Having the fleshtype as "Normal" will do the vice versa.
#5
Help / Re: ThinkNodes and JobGivers... wut
August 30, 2020, 10:54:33 AM
I'm trying to understand it, man. Wouldn't the default constructor be the "JobGiver_ExitMap" 'cause that's my understanding, and I know I am wrong. On visual studio 2019, it also says that, -- "'JobGiver_ConditionalHurt' does not implement inherited abstract member 'JobGiver_ExitMap.TryFindGoodExitDest(Pawn, bool, out IntVec3)'   SRDRobotics" -- If I get rid of the abstract. So, think I should make it a thinknode which I went ahead and did. It works on visual studio, but when I launch the game it still says the same thing as before. I don't really understand what the constructor should be nor how I should make it. Thanks again for taking your time to help me :)
#6
I made a few pawns that somehow spawn inside it. I went off of the code the mechanoids use to make their pawns, however, I changed it so that my pawns aren't in the mechanoid faction. Yet, the pawns I made still spawn in Ancient Shrines. I don't know what line of code allows this, but It's something in the race of my pawns. I used the PawnDefKind with the human race and it prevented my pawns from spawning in the Ancient temple. I don't know what is making my pawns to be considered with the mechanoids. I'm hoping that you know that fix to this.  Thanks for the help in advance!
#7
Help / Re: ThinkNodes and JobGivers... wut
August 29, 2020, 09:27:39 AM
It says it can't find the "JobGiver_ConditionalHurt" and the default constructor for the thinknode couldn't be found.
#8
usually if I can't figure what mod it is, then I usually activate 5 mods at a time. It might take a while, but it helps. Also, if it's not game breaking, then turn off dev mode so the box doesn't pop up. Also, if you tell me the line of code, I might be able to help, However, it's not a guarantee.
#9
It is in C#. I recommend on getting ILSpy 'cause that's what I use to find code. You can find steps on how to get it here:: https://rimworldwiki.com/wiki/Modding_Tutorials :: you also need to get visual studio to code in C# (or at least that's what I recommend. You can watch this video that will help u set it up :: https://www.youtube.com/watch?v=JvP8TqCjmEg :: Those two things will allow you to make your own workerclass with visual studio and you can find code insanely faster with ILSpy. That is all that I know that may help. Good luck with your coding journey!
#10
Help / ThinkNodes and JobGivers... wut
August 26, 2020, 09:53:07 PM
I don't understand what is exactly going on, but I have an idea. However, I have made no progress with making my own. I was hoping if anyone could tell me what I am doing wrong, share some basic code, or something I can go off of. I also tried to search it up but to no avail. Thank you for taking your time to help me!!!
#11
Thanks for the help guys!!!!
#12
I just need to know where DeathActionWorker_BigExplosion ( or DeathActionWorker_SmallExplosion) is defined, so I can use the code as something I can go off of. I can't seem to find it, and I know it's in C#. Any help would me a lot! Plus, I'm kinda new to modding so if it sounds like I don't know what I am talking about, then I don't know what I am talking about.