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 - aRandomKiwi

#1
It looks interesting, in short endow RimWorld with an ingame easy scripting language and/or event engine like the one in Space Engineers ?
With scripts invoked by events (colonists actions,...), or running in background (interpreted each x ticks), and scripts stored in game buildings (servers).
Some applications :

  • Automatically close a set of doors when threat detected
  • Automatically power-on turrets on threat detected then turn them off
  • Light animation (RP/candy eye effect) like in airstrip or in Alien film ship corridors

Does someone see more concrete applications ?
#2
"Will we be able to choose which merc companies appear in our game or influence them in some way"
It's a good idea, i will see what i can do for the next 1.6 branch to do something in this way.

"I also support a merc endgame management expansion" what do you mean ?
#3
Mods / Re: [Mod Request] Guard Post/Guard Job
September 14, 2019, 12:59:57 PM
All Guard duties and stuff from Mercenaries For Me mod have been removed and are now available in the mod Guards For Me, for those interested in :

#4
Hi,

I create this topic in order to have your opinion on the addition of a new functionality to the mod, to know if players are interested :

What do you think about a new feature that will allows mods providing weapons and armor to create (uniforms and weapon sets) for each level of mercenaries (for example in a MFM_Stuff.xml file in their base folder), that "mercenary for me" would read at rimworld startup and thus build a list of uniforms / weapons sets.

For those who know, a bit the same way that rimthemes works with the themes in other mods.

Two new selectors would be added to the Hiring dialog allowing the player to choose which type of (uniforms / set of weapons) to use for recruited mercenaries.

Even if the (weapon / armor) mods authors do not want to participate, anyone could release a mod containing their own (uniforms / set of weapons) by just specifying that the mod depends on mercenaries for me and the mod / mods. 'weapons / armor used.
Or share with me his set so i add it directly in Mercenaries For Me.

It will allow to have descent sets of (uniforms / weapons), for example MSF, Umbra Company, ... from the nice mods of Chicken Plucker, instead of random generation that can result in nonsense gears and weapons as it is currently the case.

if interested i will publish (when the feature implemented) a simple specification for those wishing to create packs of (uniforms / weapons) for Mercenaries for Me (just how to fill the MFM_Stuff.xml file).
#5
Mods / Re: [Mod Request] Stand Guard Job
September 06, 2019, 10:37:42 PM
#6
Mods / Re: [Mod Request] Mercenaries/bodyguards
August 12, 2019, 12:18:05 AM
#7
Quote from: rawrfisher on April 16, 2019, 02:22:06 PM
I didnt see any way to transfer power between maps

You can now do this with Power++ :
#8
Mods / Re: [Mod Request] New Autosave System
April 15, 2019, 11:46:13 AM
#11
Mods / Re: [Mod Request] Hunt For Me (Update to 1.0)
December 17, 2018, 08:38:47 AM
Updated to 1.0 here:


#12
I confirm this issue with build 1.0.2096 (without mods).
#13
Help / Re: Weapon Attack Gizmos
November 27, 2018, 02:22:58 AM
Sorry it's my fault i totally mingled the Gizmo system of Buildings with Pawns, which is less flexible due to functionnality purposes (verbs for tracking actions, ...).

With weapons, depends of what you need to achieve you can patch with harmony the "GetGizmos" method of Pawn class if you want to add two custom Command_Action ( https://github.com/josh-m/RW-Decompile/blob/d5bbfd741a46452bbfbec3a38b11a122f766f057/Verse/Pawn.cs#L2197 )
#14
Help / Re: Weapon Attack Gizmos
November 26, 2018, 07:47:30 PM
If it's a custom CompThing only for your custom Weapons bring by your mod, patching is not required, it's only in the case you want to add your customs buttons to RimWorld's vanilla weapons or other mods.

*xpath
#15
Help / Re: Weapon Attack Gizmos
November 25, 2018, 10:09:43 PM
You can do this by implementing a CompThing class and override the CompGetGizmosExtra then returning two Command_Action like bellow.
Finally you simply need a xpatch Patch to append your custom CompThing class to the desired weapons :


namespace MyMod
{
    public class CompYourCompName : ThingComp
    {
          public override IEnumerable<Gizmo> CompGetGizmosExtra()
        {
                yield return new Command_Action
                {
                    icon = tex2DIconHere,
                    defaultLabel = "Your button label".Translate(),
                    defaultDesc = "Your button description".Translate(),
                    action = delegate ()
                    {
                       //The callback's code executed when the button is clicked
                    }
                };
               yield break;
            }
     }
}