In the bodyAddons inside alienPartGenerator, do I need to add the extra parts defined in their Bodies.xml file, such as adding their offsets too? If so, how would I go about obtaining an animals offsets for each direction, then implementing it as humanoid?
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#2
Help / Re: Make Animals Join as Colonists when Tamed like 'Wildman'?
October 06, 2021, 04:13:48 AMQuote from: RawCode on October 05, 2021, 04:36:32 AM
well, _try_ to find wildman def and compare it to chiken def, make exactly same changes to chiken def and you will get "chiken colonist" (kind of)
So I was able to convert a megascarab to humanlike with it's attributes, but for some reason it's appearing as a body with no head or hair when spawned in. Any fixes for this?
#3
Help / Re: Make Animals Join as Colonists when Tamed like 'Wildman'?
October 05, 2021, 09:58:29 PM
I tried adding a new Race with intelligence of a human, and got null errors with it not being loaded. I also tried editing the race in Race_AnimalBase to have a new Race to work from. I think this might be a bit difficult for me, I'm dropping this project but any help from what to do for the code from here would be helpful.
Races_Animal_Base:
<ThingDef Name="BasePawn" Name="DonkeyThingBase" Abstract="True">
<thingClass>Pawn</thingClass>
<category>Pawn</category>
<selectable>true</selectable>
<tickerType>Normal</tickerType>
<altitudeLayer>Pawn</altitudeLayer>
<useHitPoints>false</useHitPoints>
<hasTooltip>true</hasTooltip>
<soundImpactDefault>BulletImpact_Flesh</soundImpactDefault>
<statBases>
<LeatherAmount>40</LeatherAmount>
<ToxicSensitivity>0.5</ToxicSensitivity>
</statBases>
<inspectorTabs>
<li>ITab_Pawn_Health</li>
<li>ITab_Pawn_Needs</li>
<li>ITab_Pawn_Character</li>
<li>ITab_Pawn_Training</li>
<li>ITab_Pawn_Social</li>
<li>ITab_Pawn_Guest</li>
<li>ITab_Pawn_Prisoner</li>
<li MayRequire="Ludeon.RimWorld.Ideology">ITab_Pawn_Slave</li>
<li>ITab_Pawn_FormingCaravan</li>
<li>ITab_Pawn_Gear</li>
<li>ITab_Pawn_Log</li>
</inspectorTabs>
<comps>
<thingCategories>
<li>Animals</li>
</comps>
<drawGUIOverlay>true</drawGUIOverlay>
</ThingDef>
Race_Animal_Insect:
<ThingDef Abstract="True" ParentName="DonkeyThingBase" Name="BaseShrek">
<devNote>shrek</devNote>
<statBases>
<ToxicSensitivity>0</ToxicSensitivity>
<ComfyTemperatureMax>60</ComfyTemperatureMax>
</statBases>
<race>
<thinkTreeMain>Humanlike</thinkTreeMain>
<thinkTreeConstant>HumanlikeConstant</thinkTreeConstant>
<intelligence>Humanlike</intelligence>
<fleshType>Insectoid</fleshType>
<bloodDef>Filth_BloodInsect</bloodDef>
<meatColor>(160,168,139)</meatColor>
<meatMarketValue>0.5</meatMarketValue>
<foodType>OmnivoreAnimal, AnimalProduct</foodType>
<manhunterOnDamageChance>0.50</manhunterOnDamageChance>
</race>
<ingredient>
<mergeCompatibilityTags>
<li MayRequire="Ludeon.RimWorld.Ideology">InsectMeat</li>
</mergeCompatibilityTags>
</ingredient>
<receivesSignals>true</receivesSignals>
<comps>
<li Class="CompProperties_CanBeDormant" />
<li Class="CompProperties_WakeUpDormant">
<wakeUpOnDamage>true</wakeUpOnDamage>
</li>
</comps>
</ThingDef>
Races_Animal_Base:
<ThingDef Name="BasePawn" Name="DonkeyThingBase" Abstract="True">
<thingClass>Pawn</thingClass>
<category>Pawn</category>
<selectable>true</selectable>
<tickerType>Normal</tickerType>
<altitudeLayer>Pawn</altitudeLayer>
<useHitPoints>false</useHitPoints>
<hasTooltip>true</hasTooltip>
<soundImpactDefault>BulletImpact_Flesh</soundImpactDefault>
<statBases>
<LeatherAmount>40</LeatherAmount>
<ToxicSensitivity>0.5</ToxicSensitivity>
</statBases>
<inspectorTabs>
<li>ITab_Pawn_Health</li>
<li>ITab_Pawn_Needs</li>
<li>ITab_Pawn_Character</li>
<li>ITab_Pawn_Training</li>
<li>ITab_Pawn_Social</li>
<li>ITab_Pawn_Guest</li>
<li>ITab_Pawn_Prisoner</li>
<li MayRequire="Ludeon.RimWorld.Ideology">ITab_Pawn_Slave</li>
<li>ITab_Pawn_FormingCaravan</li>
<li>ITab_Pawn_Gear</li>
<li>ITab_Pawn_Log</li>
</inspectorTabs>
<comps>
<thingCategories>
<li>Animals</li>
</comps>
<drawGUIOverlay>true</drawGUIOverlay>
</ThingDef>
Race_Animal_Insect:
<ThingDef Abstract="True" ParentName="DonkeyThingBase" Name="BaseShrek">
<devNote>shrek</devNote>
<statBases>
<ToxicSensitivity>0</ToxicSensitivity>
<ComfyTemperatureMax>60</ComfyTemperatureMax>
</statBases>
<race>
<thinkTreeMain>Humanlike</thinkTreeMain>
<thinkTreeConstant>HumanlikeConstant</thinkTreeConstant>
<intelligence>Humanlike</intelligence>
<fleshType>Insectoid</fleshType>
<bloodDef>Filth_BloodInsect</bloodDef>
<meatColor>(160,168,139)</meatColor>
<meatMarketValue>0.5</meatMarketValue>
<foodType>OmnivoreAnimal, AnimalProduct</foodType>
<manhunterOnDamageChance>0.50</manhunterOnDamageChance>
</race>
<ingredient>
<mergeCompatibilityTags>
<li MayRequire="Ludeon.RimWorld.Ideology">InsectMeat</li>
</mergeCompatibilityTags>
</ingredient>
<receivesSignals>true</receivesSignals>
<comps>
<li Class="CompProperties_CanBeDormant" />
<li Class="CompProperties_WakeUpDormant">
<wakeUpOnDamage>true</wakeUpOnDamage>
</li>
</comps>
</ThingDef>
#4
Help / Make Animals Join as Colonists when Tamed like 'Wildman'?
October 05, 2021, 03:59:11 AM
I've been looking into the defs of the core, trying to find some code of the Wild man that I can copy over to an Animal so it too becomes a colonist once tamed. I've already seen changing of a factions to 'Humanlike' (any help to make individual animals humanlike would be awesome). I'm thinking of copying the animals behaviours to make a new 1, but with the Wild man specific edits. Any help is appreciated
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