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Messages - GarbageDay

#1
Help / Re: Faction leader is null
June 05, 2021, 05:09:47 PM
You need to make pawnGroupMaker encounters in your faction def that include the chief, been a little while but think you need BOTH a settlement and Combat+Peaceful encounter kinds that include the chief pawn.

He's an example XML
#2
Help / Re: Why is my text weirding up?
June 05, 2021, 05:01:43 PM
Here's the haps, paps: Turning off dev partially fixed the issue by converting the letters to purely English but the full fix involves making a Languages > English > Keyed file that relates to the C#

(there's an attachment here if you're not logged in)
#3
Help / Why is my text weirding up?
June 05, 2021, 05:39:41 AM
Answer me my riddle one so i can release my update and spread some fun
#4
Mods / Re: Abilities without Royalty DLC
June 05, 2021, 05:35:52 AM
There's mods that do this on the workshop OP (Rim of magic would be a good place to look + many alienraces that use the core's Pawn_Ability tracker system.) the line seems to be if you make it related to the psycast system or not; at least that's whats marked in the assembles + how the long standing non-royalty mods with abilities i've seen work.

I poked into this earlier in the week and unless i missed something you'll have to craft your own way to deliver it onto the pawn though, i whipped up a Use_effect using the cores skill trainer as a guide myself.
#5
Quote from: RawCode on May 24, 2020, 03:09:11 AM
mods provided as it is, you can't demand anything from modders, especially to fix problems in your personal "shovel like" setup where you hit subscribe on everything and suddenly got conflicts.

nothing prevent you from developing and posting "mod for a mod" as ever stock harmony allows you to inject into any class, including classes provided by other mods (and harmony itself).

in case of assets and data, you can inject new records into database via code, as xpath not supported for data provided by 3rd party mods.

How do you get "fix problems in your personal "shovel like" setup where you hit subscribe on everything and suddenly got conflicts." out of what was said

Edit: I guess i'll update how my vengeance plan of living well is going: Currently making TWO races and at least one of them is weriiiidd lookin'

edit2: the weird looking one will have 24 eyes

#6
I love you canute
#7
I worry most about the retaliatory faction mod he'll make of my race that turns them nude

Only reason i cared enough to post the issue on his workshop was that it was a popular race and it seemed like an awful waste the factions were so borked when the fix would take 15 minutes of work, if even.

vOv Maybe you're right Canute, old friend, maybe i should start pumping out my own completely originally lines of alien races in mass. If i keep it to original graphics and basic stat changes rather then complete play style overhauls it's not so much work, ain't nothing to an alien but some messed up ears. HEck Canute, what an idea.

I can always rely on you Canute, you are my rock
#8
Lets see how much i regret posting that in an hour
#9
Okay, so this isn't the normal type of mod help question and i'm tucking it away in here because I figure less people will see it than other places i could ask on the forums. I want to keep drama to a minimum (I mean sorta because at this point i'm proposing something that doesn't really lend itself to my "No drama" claim). I'm going to remove references to the mod/modder and ask people not guess at it.

So first off what i want to do:
I want to release a new outlander/spacer tech faction patch for someone else's existing alienrace. They currently only exist in the form of the main alienrace mod itself that adds them in as colonists and as a separate patch release by the original modder that puts them in as a group of NPC medieval factions. There's no indication he plans to add a high tech faction in the future so i don't think it'll be stepping on his toes in that regard.

Now there's issue with this is that in that I only had the idea for the new high tech faction because of a previous very negative interaction with the original modder.

I tried his faction mod which added the medieval factions and right away saw there was glaring problems to where they're unusable as NPCs.
Pawn apparel is set to wealth ranges so low pawns can't spawn with tribal wear and show up nude constantly, some weapon roll chances have wealth ranges that are just number-same number so they show up with no weapons because zero weapons cost exactly that number, on some pawns he forgot to even include tags so they don't have a pool of items to pick from.

I brought the issue of wealth ranges to his attention and he started blaming conflicts with other mods for making his clothing disappear, in particular the vanilla expanded mods for causing the issues. This is absolutely not the case, i can see the issues using my own eyes, it's an easy fix and for him to scrapgoat other modders for his pawns not being able to spawn with items even in the base version of the game sends my eyebrows floating. There's other people in the comment section who've brought this to his attention but his mod hasn't been updated for months despite it being an easy fix.

Sadly i can no longer ask him for his blessing because after restating that the issue was on him and something he needed to fix himself he got very angry, swore a bunch while saying he doesn't get paid to make his mods, blamed other modders for his bad coding again, said he had a stressful day using a lot of caps, then he blocked me so i couldn't respond, went through my workshop and down-voted all my items, like an adult man.

Since he won't do basic quality of life fixes (Like adding cloths and weapons to his aliens) it kind of leaves it up to me

Now i think i can just post a faction mod that lists his alien mod as a dependency and clearly state he's the owner of the base race mod and there's not a thing he'll be able to do to get it unlisted but i know he'll probably try so hence why i'm asking here to double check

It's a bit of a dick move when i know how hurt he is over this but also his factions ARE broken as hell and need to be fixed and if he doesn't want to do it/admit it's his mistake then i'm willing to make something functional for people to play with, and i'm offering something different from what he is in a high tech option, AND frankly in terms of dickishness it's not even close to going through another modder's workshop and downvoting all their work; Even after he did that that me the thought of doing the same back was gross and i didn't.

He's pretty much guaranteed to target anything i put out from now until i skeletonize, like i know this isn't the road to healing but i really also want a space version of his race and think the peachy soft masses deserve better than what he did. If you want to moralize i won't hate you for it, also i kinda just wanted to share this because i have no one else to tell and holy cow what a dink.
#10
So i finally tested with a couple tribes of regular humans to make sure the mental breaks i added weren't interfering with them somehow and it turns out that 100% of the mental states i made are applying to them despite not touching the original races_humanlike .xml or the human thinktree / it's subtrees.

This is my think tree name for my race and the names for the subtrees that SHOULD be responsible for adding mental breaks, just to prove that i am actually changing things.

<ThinkTreeDef>
    <defName>ZR_ZETA_RETICULAN_THINK_TREE_DEF</defName>


<li Class="ThinkNode_Subtree">
          <treeDef>ZR_MENTAL_STATE_CRITICAL_DEF</treeDef>
        </li>

        <li Class="ThinkNode_Subtree">
          <treeDef>ZR_MENTAL_STATE_NON_CRITICAL_DEF</treeDef>
        </li>


So the games applying any MentalBreakDef i make and add under a <ThinkTreeDef> subtree.

The fact the subtrees i attached the mental states to have been renamed from MentalStateCritical>ZR_MENTAL_STATE_CRITICAL_DEF and MentalStateNonCritical>ZR_MENTAL_STATE_NON_CRITICAL_DEF and those are attached to a non-human think tree doesn't seem to mean anything when the game is deciding if it should apply them to human pawns

This weird as hell to me and i think it's coregame side rather then alienrace side
#11
That's a way if you're willing to sacrifice a trait slot, i know android tiers forces you to roll a custom alien trait "Simple minded android" or somesuch name that adds a large moodlet boost but attaching <disallowedMentalStates> to a forced  trait is something i passed over in favour of trying to find a hidden option.

Sadly alien tiers doesn't seem to have any way to attach hidden trait effects like that, and trying to attach <disallowedMentalStates> to things like always active thoughts or other places in the alienrace .xml just throws exceptions.

BUT after working with duplicate mental states at 99 for a bit i'm not sure i want to do it in that manner anymore, just feels like it'll break things in a way i'm not going to notice until players start reporting game ruining things. I've disallowed enough base game traits at this point that forcing an alien trait might not feel as clunky as it initially did either, so maybe that's the way i'll end up going after all.

Edit: I should mention that instead of commonality 99 you should actually use bases of 1:100 to help ratio things out so 0.85 = 85 or 170, 255, etc
#12
So making a new set of custom mentalstatesdefs for "minor","major","extreme" and cranking the <baseCommonality> to 99 overpowers the base game mentalstates and seems to get the intended results when you plug them into the thinktree mentalstate subtrees, if you find this thread looking for a work around.
#13
I'm editing a custom thinktree for my alien race and i'm running into an issue removing mental break types and im starting to think there's some sort of issue with how the game's applying code.

Now so far I've successfully replaced the thinktreedef subtree "MainColonistBehaviorCore" with a custom "ZR_MainColonistBehaviorCore" that removes the Jobgiver for seeking out joy activities when recreation is low. The bar will now empty and my aliens won't try to use pool tables or horseshoes, etc even when i schedule 24 hours of recreation- all good.

Now the issue is when i try replacing the MentalStateCritical & MentalStateNonCritical subtrees. I can get the game to read and naturally trigger new custom mental states i create and add to my custom subtrees but despite editing the base types of mental break out of the subtrees they're still showing up in game.

So deleting corpseobession from the subtree and replacing it with ZR_corpseobession yields me two different types of mental break in game, one default obsession and one with my custom flavour text. Removing berserk, psychotic wander, any/all other nodes from the custom MentalStateCritical & MentalStateNonCritical subtrees also doesn't have an effect.

I have no idea how the game is attaching non-custom mental states to my alien race if i've cleaned out the references to the defs in the mentalstate subtrees, the same subtree which is applying my custom mentalbreaks properly.

I need a dev to come tell me it's not something i can do or some other alien race modder who's removed specific mental states before to come call me dumb and show me whats what.

The only ways left i can figure to remove mental breaks now is to edit the MentalStates defs themselves to be commonality 0 (Obviously not what i want), or maybe i could crank up the commonality of the custom mental states im adding to 999 or something so the base game ones almost never get rolled.
#14
Help / DLC surgeries and alien races?
March 03, 2020, 02:19:24 AM
In the middle of making an alien race and i'm wondering if the correct way to add implants from Royalty to the race's list of allowable surgery recipes would be as a patch operation? Is there another special way that we're suppose to use for the DLC?

(the list in question for clarity)

<recipes>
      <li>InstallArchotechEye</li>
      <li>InstallArchotechArm</li>
      <li>InstallArchotechLeg</li>
      <li>InstallPowerClaw</li>
      <li>InstallBionicEye</li>
      <li>InstallBionicArm</li>
      <li>InstallBionicLeg</li>
      <li>InstallBionicSpine</li>
      <li>InstallBionicHeart</li>
      <li>InstallBionicStomach</li>
      <li>InstallBionicEar</li>
      <li>InstallSimpleProstheticArm</li>
      <li>InstallSimpleProstheticLeg</li>
      <li>InstallSimpleProstheticHeart</li>
      <li>InstallCochlearImplant</li>
      <li>InstallPegLeg</li>
      <li>InstallWoodenFoot</li>
      <li>InstallDenture</li>
      <li>InstallJoywire</li>
      <li>InstallPainstopper</li>
      <li>InstallNaturalHeart</li>
      <li>InstallNaturalLung</li>
      <li>InstallNaturalKidney</li>
      <li>InstallNaturalLiver</li>
      <li>AdministerMechSerumHealer</li>
      <li>RemoveBodyPart</li>
      <li>Euthanize</li>
      <li>Anesthetize</li>
    </recipes>


#15
Issue resolved, and a summary of why i wasted the best years of my life on this:

First AHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

Now the example rimsnel GD weapons I looked in-game to teach myself didn't happen to have ANY item craft quality stat and the TE weapons (the other set i looked at) description-injection straight up failed which i confirmed when I looked at the XML files and saw the wrong defs being used (I used a 0.7v language patch since thats what popped up 1st on the workshop so this was probably fixed later since there is indeed a 1.0 patch further along)

I also don't actually read Japanese, also my brain is a big pencil eraser
That all combined to make me miss something really obvious:

品質 means ~quality
概要 means ~description
On the Japanese menu 品質 is listed before 概要
On the English menu description is listed right at the top before quality, it's what you see by default 

Have a good one folks.