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#391
Help / Re: Crash landing for starting colonists
January 04, 2015, 07:00:39 PM
Quote from: Katavrik on January 04, 2015, 02:30:14 AM
I've already know how to spawn new colonist for the colony. But i dont have access to the event, that launces first colonists. I guess, i need modify it. But i dont know where to search.

It looks like we've both been working on a similar idea.  I just released a mod that starts your colonists out in the ruins of their crashed ship.

To do this, I needed to swap in a custom version of the MapIniter_NewGame class.  This isn't easy to do, but it's definitely possible.  You can decompile either the Prepare Carefully mod or the new Scenarios mod to see how to do it.  The Mod Order mod includes full source code that describes some of techniques that you'll see in the other mods--that may make it easier to figure out what's going without comments in the decompiled code.

You need to do swap in a new MapIniter_NewGame class because in Alpha 8, there's no other way to access the map generation process.  It sounds like this will change with Alpha 9, and map generation will become moddable again.  It should be much easier after that release.

EDIT: While I think it's true that this may be the only way to hook into map generation, there are probably other ways to modify the map right after it's generated that would not require you to swap out that class.
#392
EdB Scenarios
Try something a little different with the new EdB Scenarios mod.  Each scenario gives you a slight variation to the standard RimWorld start to keep the game fresh with new options.

About the Most Recent Release(s)
Version 1.1.x has added a Random starting location option to all scenarios.  Click the "Advanced" button on the Landing Site screen, and the options will be in the right-hand column of the dialog that opens.  Beyond that, this version adds a number of tools for people who might be interested in creating their own scenarios.  These include:

  • The ability to load a custom savegame for your scenario
  • A handful of custom victory conditions to choose from
  • Support for translating your scenario definitions
Version 1.0.x for Alpha 8 includes three starting scenarios that let you mix up the early game experience.  In the long-run, the gameplay remains mostly the same with these first scenarios, but each variant gives you something a little different.  The scenarios include:

  • Where Are We?  Try a random landing site instead of picking one from the map.
  • Sole Survivor:  One colonist.  Fewer resources.  Can you survive  the first raid?
  • Amongst the Wreckage:  A burning, crashed ship.  How many incapped colonists can you save?
Scenario definitions are fully moddable if you want to try to create your own scenario mod.  I haven't had time yet to put together any documentation, but I will work on it.

Please report any bugs in this thread.

Known Issues

  • Works with the Prepare Carefully mod, but you need at least version 1.6.1.
  • Scenarios created for version 1.1.1 of the mod may not work in version 1.0.1.  Be sure you have the latest version.
  • In the "Amongst the Wreckage" scenario, you may occasionally see an error about compression and slag chunks when saving a game (or during autosave).  This should fix itself when you reload the save.
  • You will see a warning in log when starting the game with the mod enabled: "Config error in EdbScenariosWatcherManager:EdbScenariosWatcherManager has no label."  This is intentional--I needed to workaround another issue, and leaving that label blank was the best way that I could find to do it.
  • I've seen other occasional errors pop up in the "Amongst the Wreckage" scenario related to dead colonists that spawn with psychosis.  I will try to figure out how to spawn the colonists correctly to avoid this error.

How to Use
Extract the contents of the zip file into your mods folder.  Enable the mod from the mods menu.

If you have trouble installing the mod, please look for advice in this thread:
https://ludeon.com/forums/index.php?topic=6223.0

Once you've enable the mod, click the Scenarios button to see the list of available scenarios.



Choose a scenario to play:



Download 1.1.2 for Alpha 8

Make Your Own Scenarios
You can create your own scenarios in a separate mod, and they will show up in the Scenario selection screen.  If you're interesting in trying to make one, take a look at these example scenarios:
Download Example Scenarios 1.0.2

Other thoughts

  • I need to give lots of credit to the folks who requested this as a feature for the Prepare Carefully mod, especially Ramsis, who presented the idea most recently.  At first I wasn't going to do it, but I couldn't get the idea out of my head and finally just sat down and coded it.
  • It feels like there are a lot of possibilities.  The mod already supports custom map generation and loading custom maps.  With those two things, you can hook into much of what you need to build up your scenarios.  I had a lot of fun putting together the Wreckage scenario.
  • I probably need to add a way to have scenarios auto-enable mods that they require.  It's a little tricky to figure out exactly how to do that in a non-disruptive way, but it's something I plan to add.
  • I'm probably not going to get into the business of writing a ton of scenarios, but I'll keep playing with it, and if you have any ideas, either let me know or try to put together a scenario mod yourself!

Here's a log of the changes that you can find in recent releases if you want more detail:


_____________________________________________________________________________

   Version 1.1.2 (2015-01-25)
_____________________________________________________________________________

- Fixed custom start messages for custom loaded maps.
- GenStep_GeneratePlayerStartSpot now supports adding an explicit starting
   location.

_____________________________________________________________________________

   Version 1.1.1 (2015-01-18)
_____________________________________________________________________________

- Added custom victory conditions including:
    - Win after a certain number of corpses from a faction have been counted.
    - Win after a certain number of buildings have been built.
    - Win after a certain number of research goals have been met.
    - Win after a specific buildings have been destroyed.
- Added map generation steps that can be used to do the following:
    - Load a custom map.
    - Add named locations that can be used to spawn things and pawns.
    - Set the camera position and zoom level.
- Removed some of the earlier, sketchy map generation steps.
- Added random start options to the advanced game dialog in all scenarios.
- BUGFIX: Made sure that scenario data is properly reset after the game
   starts so that it's not accidentally carried over when setting up the next
   game.
- BUGFIX: The mod re-injects DefInjected translations for ScenarioDefs when
   it reloads them before showing the scenario selection page.
- BUGFIX: In the Amongst the Wreckage scenario, bionics added to colonists
   in Prepare Carefully are now correctly added when the scenario starts.
_____________________________________________________________________________

   Version 1.0.2 (2015-01-04)
_____________________________________________________________________________

- BUGFIX: Custom crashed ship parts no longer appear in the Ship build menu.
- BUGFIX: Going back and forth from the Select World to the Select Landing
   Site pages should no longer throw up an error screen.
- BUGFIX: The orientation of the crashed ship in the Amongst the Ruins
   scenario is now correctly randomized.

_____________________________________________________________________________

   Version 1.0.1 (2015-01-04)
_____________________________________________________________________________

- Initial release with three scenarios: "Amongst the Wreckage," "Sole
   Survivor" and "Where Are We?"



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#393
Released a new version with following new additions:

  • Customize a colonist's date of birth by right-clicking on their age.
  • Resources are no longer added in fixed increments.  Clicking to increase or decrease quantities will always modify the count by one.  Click and drag the number to change the values more quickly.  Shift-click the buttons or shift-click and drag to increase the rate further.
  • Click and drag to change the age value.  Shift-click the arrows to change the age by increments of ten.
  • The default number of resources is now randomized to match the vanilla game.
  • The cost of resources is now computed using fractional values.  The total cost remains a whole number, rounded up.
  • Added Polish-language translation.  Thanks to malejpl for providing this.
  • Full details for the release can be found at the bottom of this post.
  • Lots of behind-the-scenes reworking to support the new EdB Scenarios mod.
#394
Quote from: HawkeDB on December 23, 2014, 10:57:02 AM
Quote from: JuliaEllie on December 23, 2014, 10:53:10 AM
hmmm thats strange. Do you have any other mods installed which may overwrite the recipes? Do you have a file called Ewcipes_Production_Wood.xml in your Nu Metals/Defs/RecipeDefs folder?

Aha, as I mentioned, EDB Interface was the last mod on the list (also using EDB Mod Order in order to set load order) and when I disabled EDB Interface, voila, your mod works fine.

Did you have any other mods enabled when you had this issue?  I just tried to reproduce this with the latest versions of Nu Metals and EdB Interface, and I can't get the problem to happen.  The bills show up just fine for me with both mods enabled in the order that you describe.  I'm wondering if there was something less obvious causing it.
#395
Quote from: malejpl on December 28, 2014, 02:30:05 PM
Edb, check PM i translated it to Polish, hope you will add it in update :]

I will add it with the next release.  Thanks for doing it!
#396
Quote from: Lord Fappington on December 27, 2014, 07:53:20 PM
Thanks for the decompiler tip Temeez, I've been using .NET Reflector 8 up until now.

Note that MonoDevelop/Xamarin has a built in decompiler that saves you from switching between tools.  Just double click one of the reference DLLs in your project, and it opens a class browser.  I find that it decompiles slightly better than JetBrains, but JetBrains has a couple of additional tools/features, so I occasionally use it as well.
#397
Quote from: Lord Fappington on December 27, 2014, 03:19:53 PM
As the title says, what is the appropriate .NET framework for an alpha 8 compatible mod when compiling your C# DLL?

I'm also using Xamarin/MonoDevelop and have seen the black screen when using the wrong target runtime.  3.5 is the one you want.
#398
Quote from: JuliaEllie on December 23, 2014, 11:12:51 AM
Yes i think it has something to do with the new <recipeUsers> tag which Tynan added in A8. I guess the interface thing is not reading out the recipes properly.

Could be.  I'll take a look.  I might not have updated how it reads the recipes with alpha 8.  I probably won't be able to get to a fix for about a week, but as a workaround you can disable the alternate Bills tab from the Interface Options menu.
#399
Quote from: kenobi87 on December 23, 2014, 03:09:08 AM
What is the 3rd trait slot for in the vanilla? (if anything)

Like Igabod says, the game should be able to handle extra traits with no issue.  I added the extra one just to give another customization option.  I probably would have added a fourth but didn't quite have enough space for it.
#400
Quote from: Dragoon on December 23, 2014, 07:12:24 AM
why does it cost points to turn off old injuries?

For me, it definitely feels like you're gaining an advantage by removing the risk of old injuries.  I can't remember what I made the point cost, but it feels worth some points to guarantee that your colonist is not going to get any of those penalties.
#401
Quote from: Andouce on December 22, 2014, 06:02:06 PM
A suggestion though, not really major just a minor one. You think you could somehow link in a way for us to choose our colonists Birthdays ?

A couple of people have asked for this.  It's something that I will look at.  It's a little unusual to me as a customization option just because months in the game don't have the same number of days as they do in the real world, so you wouldn't necessarily be able to assign your own birthday to a colonist for example, but it seems like a reasonable addition.  I just need to figure out where to put it in the user interface.
#402
Quote from: Ramsis on December 15, 2014, 11:07:11 AM
So my big request for the next major patch with this mod, is a scenario button that lets us choose from a bunch of scenarios that impacts our starting group, their resources, biome, etc.

Just an FYI that even though I initially said that I would not be doing this, I have actually started working on this idea.  I expect to have an initial version to put out there for some feedback sometime around the new year.  I really like how it's turning out!
#403
Quote from: Kilderon on December 20, 2014, 08:16:51 AM
Loading either mod alone causes no error, but loading the two together gets you: XML error: &gt; doesn't correspond to any field in type ThingFilter.

From a quick test, I don't think the Mod Order mod factors into this.  I see this warning even if I just have Glassworks enabled with no other mods.
#404
Did something dumb in the 1.5.1 release that made the math add up all wrong.  Fixed it in a new 1.5.2 release.
#405
I've released a new version, 1.5.1 that includes the following:

  • Rebalanced point calculations.  It feels a little better to me now, but let me know what you think.
  • Hover over the point total number to see a simple breakdown of the point costs by category.
  • Right-click on an item in the equipment and resources screen to open the info dialog for it.
  • Tweaked the way that your color selections are remembered as you browse through apparel and accompanying material selections.
  • BUGFIX: Added non-cloth materials back to the character customization options.
  • BUGFIX: Apparel without a color generator no longer crashes the character customization screen.