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Messages - SheiFoxy

#1
Releases / Re: [1.0] Simple Slavery
July 24, 2019, 08:39:20 PM
I really love this mod. I'm using it instead of Prison Labor since that mod won't play with Dub's Hygiene. I like this a lot. I feel like it's kinda a pain to have slaves. They are slow and try to escape a lot, and you spend a lot of time just tending them.

But you get free labor.
Ultimately, how is this better than just recruiting them? Well it's mostly not.
Except it's easier, I guess.

I was wondering if you could make it so instead of just enslaving, there's an option for indenture. They can work until they earn the right to join the colony. Escape attempts reset it, etc.

Just my thoughts on the matter. Thanks for the mod. :)
#2
Tools / Re: [LIB] Harmony v1.2.0.1
September 30, 2018, 03:45:57 PM
I have read through this twice and I can't make heads or tails of it.
I am NOT a good coder. I make mods by replacing values, balancing systems, replacing art assets. That's the stuff I know how to do. Gradeschool modding.

My head doesn't wrap around code easily.

Is there anyone here who understands this harmony patching stuff well enough they'd be willing to help me patch in my Grim Reality mod. It's become rather popular and I get requests every day for a fix. It's not working well with the current version due to incompatibilities and apparently code that changed between versions. I've done everything I know how to do, and when I started working on xpathing it, people told me to stop that and come here instead.

Anyone want to help me get it set up? Hopefully during the process I'll learn enough I can also patch in my other mods.

This is the mod in question: https://steamcommunity.com/sharedfiles/filedetails/?id=1498550346

Thank you.
#3
Help / Workshop Failed Upload: Invalid Param?
May 12, 2018, 10:50:41 PM
Hi!
I'm trying to upload my two new mod versions, and I'm getting an error on each.
Workshop Upload Failed. Reason: Invalid Param.

I absolutely have the correct About Info and I have no idea what could be causing this.
Google has failed to give me answers.
Any help appreciated.
#4
Help / Re: Looking for help on my first mod
May 08, 2018, 01:57:03 PM
Jibbles has given you so many additional resources, that their post will also help me, who was originally here to help you. LOL >_< THANK YOU JIBBLES!

And yes, xpathing is the CORRECT way to edit vanilla items, but if you're a new modder, learning to edit the vanilla items for your own game is a good *starting* point. Xpathing is a confusing beast for me, and many others I think... so if you can't wrap your head around it, you CAN just use the Core file for something and mod a small thing or a few things and test modding in your own game. Won't necessarily be able to stack it with other mods (depending on what you changed) but you can test it for testing purposes at least ;). Also, if you're changing ALL the items in a file, you can make it into a mod fairly easily, just know it'll be incompatible with other mods that change the same file. My SF Materials Rebalanced is a good example of a total overhaul of a couple files and it has to be below other mods that change the same files unless those mods are xpathed so they just change one or two values and could stack on top of my mod. Feel free to grab my code and dig around, compare to Vanilla, etc. Speaking of which...

The first advice I should have given you: Download Notepad++ and the Compare plugin. With it you can open two files (say, the mod file and the vanilla core def to match it), right click one, click Move to Other View, then run Plugins:Compare and it will highlight all the differences and partial differences. This REALLY helped me to make sense of the values that changed in xml modding and it still helps me as a modder today.

One more tip that MASSIVELY helped me that I JUST learned about despite having mods up since A17!
XML Validation Tool
You copy/paste your code into this and hit validate.
If you have any basic syntax errors, it will tell you where. After clearing one error, run it again to check for another until you have no errors left. It's really quick and easy to use, but saves you a ton of headache. I wish I'd known about it sooner.

Good luck and have fun modding!
#5
Ok! I hope it was helpful!
Good luck!
#6
Help / Re: Modding Carry Capacity in Traits?
May 07, 2018, 10:43:41 PM
I found this:
   <CarryingCapacity>75</CarryingCapacity>

In Mercer's Backpacks.

Can I add that to Skillgains as a value? Will it work?
Is there any way to use this for my needs?
#7
Help / Re: Looking for help on my first mod
May 07, 2018, 09:51:53 PM
Not sure how much this will help, but let me make a suggestion:

When I first started modding, I just took a mod I already liked and adjusted a few numbers. I thought that was cool. I rebalanced something I didn't like by changing a few values. It wasn't hard because I thought (something like) "Hmm. I like this apple this mod adds but I wish it gave 5 nutrition instead of 10." So I went into the files, looked around to find the one that probably had the right stuff (Maybe like... picking "fruitdefs.xml" over "veggiedefs.xml") then used find to search "apple" and went through the code. Maybe I had to look through it and use logic to go "This bit of code tells the game to call the apple and apple. This bit tells the game how heavy it is. Ah! <nutritionAmount>10</nutritionAmount> (I'm totally pulling these things out of my ass btw!) So I changed it to 5 and there ya go!

I did this a few times before I thought "What if... I took all the files from THIS section of defs and put them in a folder/file structure and edited a LOT of values.

This is how my Stone and Steel mods were created. I looked at another mod I'd downloaded and literally just made a copy of it to get the file structure (About folder, defs folders, etc) and deleted their content and replaced it with the defs I wanted to edit, my own picture (literally used theirs by opening it in Photoshop and using a new layer to make my own so i had the right dimensions), and edited the About File deleting all their info and replacing with mine.

After that, I wrote up a mod description and uploaded it.
Within that week I got a request for Conduits Don't Burn so I made that.
And More Steel from Slag and all its number variants.

After all that, I'd become comfortable with changing XML values though I felt a little bit of imposter syndrome because "I'm not a real modder. I just change a number here or a description there... that's just... code monkeying."

Then my wife helped me make Grim Reality. This was a huge mod compared to my others (still tiny but big for me) and took a lot of work. We changed most values in the memory defs and that was really big for me.

Now we've rebalanced Grim Reality and I've put finishing touches on the B18 version which totally rebalances the entire Mood and Opinion system. This is getting posted tonight probably. This, to me, is my first "real" mod. Along with that I'm about to post my own Materials overhaul (which combines all my earlier mods), and a Traits mod we made together.

The point of this post is to show the progression of one modder's journey from "Yay! I changed a 10 to a 5 in the right place!" to "I made some larger scale xml mods! Yaaay!"

So... maybe that will help?
The BEST resource you have is other mods and other modders.
Jump in with something simple you'd like to change. Find a core def or a mod that already deals with it and look at how they did it.
Use logic to determine what code tag does what. xml is very similar to Html in the sense that it does <openbracket>Value</closebracket> and it's not that hard to figure out if you've ever worked with html even in a tiny way.

If you come across something that core nor mods make clear and Google fails you, ask. This community is great. Here, the Reddit, even Steamforums have all helped me figure out the things I've been confused on at various times in the journey.

Regardless, Good Luck! Thank you for being willing to make more content for one of the best games of all time! And I hope this helps!

Cheers,
SheiFoxy
#8
Help / Re: Resource For Updating Old Mods?
May 07, 2018, 09:41:45 PM
Take a look at the mod and see what defs it updates. If it's Defs only, you can easily fix it most likely. If it has assemblies, you need to know how to do assemblies. Which I don't so I can't help with that.

If it's just defs, go into Rimword>Mods>Core and find the same def.
Open a file from the mod in Notepad++ and open the Core same def in it too.
Rightclick the core def and click Move to Other View.
You can now see what's changed.

Bonus: Download Notepad++'s Compare plugin then run Compare after the above steps to have highlights placed on all changes and partial changes.

Easy way to tell what's different and see if you can update it.

Also, what mod?

Hope this helps!
#9
Help / Modding Carry Capacity in Traits?
May 07, 2018, 09:39:25 PM
Hey! I'm working on a traits mod and I'm looking for a way to add increased (or decreased) carry weight to a trait. (Example: A "wimpy" trait or "strongback" trait.)

I can't find an example in the traits to use for which key to call.

I'm still looking, but searching and Googling so far have failed. Hoping someone knows!

Thanks!

SheiFoxy
#10
Releases / Re: [A17] Bone Mod V1.3
October 25, 2017, 01:27:31 AM
I installed perl, used the patch in the races def folder as suggested... it created an autogen bones patch which has only vanilla animals instead of the races I have added....
The query here is... how is it supposed to pull all the mod-added animals from this folder when they are all in separate folders with their own mods?
#11
Tools / Re: [FONT] RimWorld fan made font
July 02, 2017, 07:02:25 PM
This is really awesome! Could you please add a license to the post?
If you are willing to let everyone use it regardless of whether it is a commercial project, you can grab a creative commons license and it's really easy. Please do this so it's clear how we are allowed to use your font.
I know many people will use it for things that go on monetized Youtube channels and such. If you give them the creative commons license for commercial use, it protects them and their work.
I like to put only licenced fonts in my computer so I know if I go "Oh, that is the font I want to use" I can use it, regardless of my project.

Could you give us all that peace of mind?  If you don't mind!
Thank you!
#12
Mod bugs / Map Load Error?
July 02, 2017, 04:24:54 AM
So I was hoping someone can help me make sense of this output log. I don't have a clue how to actually figure out what an exception LINKS to. We mod our games, so I never know how to figure out which mod is causing the error. If the exception just told us which directory the file referred from, it would help so much in decyphering these output logs. https://pastebin.com/JaefkE9m

Anyway, could anyone help me figure this out so I can help my wifey save her game? We were celebrating our 18th anniversary with some mutual gaming after dinner and she ran into this issue after trying to add a new mod. Turned out all her saves from today won't load (mod was turned on, attempted, turned off, game still won't load, so we checked backwards through loads that had never had that mod turned on until one loaded.) and she's worried she's going to lose her whole colony.
Could anyone help me out here? Thank you!

#13
Does anyone here know where the armor with cape bills moved to? We're using the steam workshop version, and we can't find the bills anymore on any of the medieval or vanilla workshops.

Which one should they be on?
#14
Help / Re: Why would my code throw these errors?
May 13, 2017, 10:55:40 PM
@Jamaicancastle

Funny thing there. I was doing that. I edited it to remove the def sections I wasn't editing, and that's when it started throwing errors... then undid it and it was still throwing them. I have no idea.

To be fair, that report and I were both using other mods. Possible we're both using something that conflicts in some way.
So I'll re-edit to remove the stuff besides my code, and try testing some more.

Thank you for that. I may just be seeing a conflict with another mod. It seems harmless? Just throwing an xml error but doesn't seem to DO anything negative.
#15
Mods / Re: Stay in A16?
May 13, 2017, 07:43:02 PM
Home from dinner, tried again... yeah no go. It's just sitting there on the main menu still, no mods list.
I go and try to move a few at a time, that works.
I try and move a few at a time more. That works.
Try to drop the rest in, it crashes outright.
What the hell...
Is there something wrong with one of the workshop mods?