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Messages - LegendaryMinuteman

#1
Help / Re: RimWorld art source
April 15, 2024, 10:54:57 PM
Thank you for being a bro to the modding community.  Sorry about anything critical I've said on the Steam forums  ;)
#2
Releases / [1.3] Inspired Conversion
August 19, 2022, 11:05:37 PM
Inspired Conversion   Steam

Adds an additional inspiration to the game that functions like Inspired Recruitment but for ideological conversion.

Inspired pawns gain an ability called Instant Convert which functions nearly the same as the regular Convert ability held by pawns with the "Moralist" title. Using Instant Convert on a pawn will drop their conviction down to 0% immediately converting them to the Inspired Pawns Ideoligion.

Once the ability has been used or the inspiration expires, the ability will be removed from the pawn.
#3
I just had this idea as a passing thought and have been doing a bit of RimWorld modding recently so I thought I'd see if a little expert opinion could shed light on this topic.  I have used RimWorld source code to write a lot of "new" C# but have a spottier record with Harmony patches.

Anyway, the concept is simple, when selling your colony, could it be made into an independent settlement of your faction rather than the civil outlander faction?  Or could I clone the Archonexus mechanic and make a secondary one where at any time beyond a certain size your settlement could be made autonomous and your chosen group sets out to start a new one?

It seems like it could be a very cool way to grow your faction into a player on the world stage.

Just a thought.  Anyone have any insights on the matter?  I'll see what I can do on my own but I appreciate any input, even on where things like this are managed in the code or XML.  Thanks!
#4
Updated for 1.3.
#5
Updated for 1.2
#6
I don't know, tbh.
#7
I don't know what influences drop pod item selection.  There doesn't appear to be anything specific in the xml about it.  Perhaps there exists a tag that can be used to prevent them but I don't know what it is.  If I discover it though I will consider implementing it as it has come up before.

Personally I kind of enjoy the air drop propaganda; it seems oddly apropos of a world at war.  The general consensus seems to feel otherwise though.
#8
There has been an update to 1.1.7 including bug fixes and tweaks to multiple mods and new textures for the Fallout: Retro Weapon Pack!

Thanks for playing!
#9
Be sure you get the latest version of the Politics mods.  I've made a few 11th hour error fixes and QOL improvements.
#10
Github added too.
#11
I've added a mod pack available for download at Nexus Mods that contains all of the mods.
#12
Fallout: Retro Weapon Pack   Steam
A complete "Retro Falloutization" of the weapon system in RimWorld, balanced and fully realized in graphics and sound.
Based on the original Black Isle Fallout games, the mod features 50 original weapons balanced in price and efficacy with RimWorld's existing weapons.

Age Reversing Mech Serum   Steam
Adds a new valuable mech serum which removes ten years of biological aging (to a minimum of twenty years old.)
To maintain balance, this serum doesn't remove any specific chronic conditions that may have developed as a result of aging. It only reduces the biological age.

DisfigCured   Steam
Adds a couple of surgical solutions to mitigate the disfigured debuff.
All mitigate the disfigured opinion penalty from other people and can be made as other prosthetics/bionics.

Simple Ivory   Steam
Manufacture ivory from tusks and thrumbo horn and use it like jade.
Works like stone for the purposes of crafting furniture/walls/weapons/art.

Crikey, It's a Croc!   Steam
Adds alligators and crocodiles to a few biomes.

Planetside Politics   Steam
Adds political ideologies as traits which create harmony or conflict among pawns.
Colonists (almost always) possess one of nine principal ideologies which determine their worldview and how they view their fellow colonists.

Planetside Politics and Religions   Steam
Adds political ideologies and religious beliefs as traits which create harmony or conflict among pawns.
Colonists (almost always) possess one of nine principal ideologies and one of twenty religious beliefs which determine their worldview and how they view their fellow colonists.

Get the mod pack:
GitHub
#13
Help / Re: [Solved] Troubleshooting Error in my Mod
March 01, 2020, 11:40:15 PM
I was updating the mod for 1.1 and decided on a whim to take one more crack at solving this issue despite being unsuccessful in all my prior efforts.

I reverted to the original code and modified the following bit:
if (trait.def is TraitDef_PoliticsTrait traitPoliticsTrait)
to the new version:
  if (trait.def is TraitDef_PoliticsTrait traitPoliticsTrait && ___pawn.kindDef.defName != "SpaceRefugee")

That apparently did the trick.  Just wanted to update the thread to show that the issue was solved and say thanks again for the suggestions I received in the past.  Thanks again.
#14
Help / Re: Troubleshooting Error in my Mod
January 10, 2020, 04:28:04 AM
Thank you for this, I thought about doing constant debug traces in C# but wasn't sure about the syntax.

I really did try to put a != null if condition before every single call on a variable but I'll go over it again with debug traces and see if I can't find the issue.
#15
Help / Re: Troubleshooting Error in my Mod
January 06, 2020, 07:54:29 PM
I'm really at a loss.  I've added null checks as conditional statements before everything and it still fails.  Visual Studio tells me that it is impossible for the tech level to be null and even leaving in the null check regardless it still comes up empty.  I'm not sure how any of my traits could produce a null as every one has the requisite fields.  It's a strange case.

Thank you for your help in any event.