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Messages - Svullo

#1
Help / Re: i need help compiling a source code mod
February 24, 2015, 12:49:04 PM
i don't WANT to overwrite the source code or whatever. i just tried that because i thought that's how you're supposed to do it. so how exactly do i make my own dll and get the code into the game? can i copy code from the source code and change the variables and then get the code into the game without overwriting anything? if so, how? and if my code is the same as the source code, will my modded dll take precedence over the game's own source code? anyway, it doesn't matter to me how to do it, just as long as it gets done. i just want to speed up the skill increases, and change the decay rate of skills once you reach a high level. i found the code to do that, and changed it. now i just need to get it into the game. can someone please explain how to do that?
#2
Help / Re: i need help compiling a source code mod
February 24, 2015, 11:36:28 AM
i already read that thread. it doesn't really explain anything. i need a step by step tutorial. here's what i've done so far:

1. i decompiled "assembly-csharp.dll".
2. i opened the project using visual studio express 2010.
3. i changed a few variables to make experience increase faster.

now i have no idea what to do. how do i get my changes in the game? could someone please explain?

thank you.
#3
Help / Re: i need help compiling a source code mod
February 24, 2015, 09:22:14 AM
i don't understand what you mean. what defs sections? i'm a noob when it comes to modding. all i want to do is change a few things that can't be changed via XML editing. that's why i had to change the source code. so how exactly do i make a dll mod? if you could explain in more detail i would really appreciate it.
#4
Help / i need help compiling a source code mod
February 24, 2015, 08:27:44 AM
i used ILspy to decompile the "assembly-csharp.dll", then i made some tiny changes to skill experience gains (i basically made skills level up faster). but when i try to compile it i get hundreds of errors.

i am using visual studio express 2010, because the 2013 version has expired and won't let me use it anymore, and when i try to log in with my account it gives me an error. does anyone have any idea what the problem is? it is because i'm using the 2010 version of visual studio express? or is it something else.

thanks in advance.
#5
Ideas / Re: a way to remove bad traits/backgrounds
October 15, 2014, 02:33:36 PM
Quote from: Spectre on October 15, 2014, 11:40:17 AMIn regards to Nobles and such not being able to do dumb labor, it's still a personal problem, they simply refuse to haul things because they think it's beneath them.
Is eating also beneath them? We should be able to starve the fuckers until they decide that they'd rather not starve than not perform dumb labour.

Quote from: Spectre on October 15, 2014, 11:40:17 AMNow it's up to you as the player to either keep them around snobbing up the place or turn them into an appetizer (Christ, my mind is on cannibalism today. What is wrong with me...) but like i said it's completely up to you, no one is forcing you to keep any colonist, so if you find them useless simply get rid (You could...erm... sell th... eat them. You could eat them.)

Well, i would really like to have more options than that. My only options shouldn't be to either live with it or kill them. There needs to be a middle ground. Some in-game system to reform them. There should be both soft and hard tactics in that regard. You can either use hard tactics, like starving them or beating them until they stop refusing to do certain kinds of work. This will be a lot quicker and more effective than soft tactics, but runs the risk of causing mental breaks or making them commit suicide or something. Then you have soft tactics, which can be things like therapy or simply trying to convince them with words. Then maybe a kind of middle ground option could be brain implants, which would be 100% effective but costs a load of silver and medical supplies. Or something.

It doesn't even have to be this detailed. These were just a few suggestions i came up with. I'd be happy if Tynan just slapped the quickest, simplest and dirtiest reform system on the game, as long as we get SOMETHING. Because right now your only 2 options are living with it or killing them, as i said before. And i don't like either of those. I want to be able to capture incapacitated attackers without worrying about whether or not they have any ridiculous permanent traits that fuck up my colony and that i can't get rid of. I want to just be able to capture all the survivors, and then begin the slow process of reforming them into productive members of my little community.
#6
Ideas / a way to remove bad traits/backgrounds
October 15, 2014, 07:07:19 AM
hi tynan. first i just want to say i love rimworld, it's a really great game. but there is something that's bothering me that i would like to know if you have any plans on fixing. and that's all the traits and backgrounds that cause colonists to not be able to do certain kinds of work, or give them negative effects like slowpoke, which reduces walking speed.

i think these are great, but not if they're permanent. surely if some random people crashed on a planet and one of them was an aristocrat who refused to do manual labour, the other two would quickly grow tired of his precense, since they'd be forced to do the work he won't. in real world, they would eventually either beat it out of him, or tell him he doesn't eat until he starts pulling his weight, or they'd simply kick him out to die in the wilderness.

my point is that i think the game sorely lacks means to "correct" these obviously defective individuals. like if someone refuses to do dumb labour, you should be able to beat the hell out of them until they stop refusing. or starve them. if they don't want to work, they don't get to eat.

or if it's some deep rooted psychological issue like someone who is an extreme pacifist and refuses to use violence, or someone who had a traumatic childhood and can't fight fires, then you should be able to use a different colonist with a high medical skill to give them therapy which has a chance to remove or add traits and work abilities of the player's choosing. like if the player wants to re-enable certain types of work, they can. or if they want to add the jogger trait, they can do that too.

bascially therapy, if used long enough, should be able to re-enable all disabled work types that a character may be suffering from, as well as add or remove traits so that you can give them the traits you want. i really hope you add something like this in the next update, or if you feel it's too much work, could you please at least open up traits and backgrounds to editing via xml files so we can mod it ourselves?

thank you, and keep up the good work.
#7
awesome! thanks!
#8
you can just edit the recipe file so that the organs only use metal and not plasteel/synthread/hyperweave.

just go through the "Recipe_Bionic_Assembler.xml" file and find every string that says either:

<li>Plasteel</li>
<li>Hyperweave</li>
<li>Synthread</li>

and change it to metal. i personally have changed all the parts to only require plasteel which i have added a recipe for producing at a workbench. each plasteel costs me 20 metal, which i feel is a fair price to pay for bionic parts when making them yourself. but for the noobs out there you can simply make it so it costs metal instead if you want.
#9
by the way, will this new system also allow you to fix shot off noses? Because even though they have no negative effects i want all my colonists to be in mint condition!
#10
Quote from: GottJammern on October 11, 2014, 09:42:14 PM
Oh trust me... a whole new system is coming soon :P

https://www.youtube.com/watch?v=P3ALwKeSEYs

YES! CAN'T WAIT!
#11
HALP!!!11 one of my colonist's brain was completely destroyed!

http://imgur.com/wwwDUxH

please add an artificial brain so i can fix this, gottjamern! and thanks for the awesome mod! also, if at all possible, could you add some way to heal scars? because they're annoying as hell since they can't be treated and give permanent reductions to certain stats. thanks!
#12
so has there been any progrss on this? maybe via an assembly dll or something? also, has anyone figured out a way to get rid of scars? it's annoying that you can replace severed limbs but can't get rid of a stupid scar which just gives you permanent reductions to certain stats.
#13
hey, minami, did yuo upload the source code yet?

thanks.
#14
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 07, 2014, 12:40:23 PM
crazymeow, could you please add some way to heal permanent scars and other permanent injuries? maybe by building some really advanced medicine item that you have to research and use on your people? and also bionic organs (liver, heart, lungs, kidney)? if you could add that that would be great. basically i would like to be able to restore all my people to pristine condition. no scars or missing body parts or anything. that would be awesome. anyway, keep up the good work.
#15
minami, is there a way to edit the source code in your assembly dll? is would like to make a few changes to it for my own personal enjoyment. is there a way to decompile it and edit it? if not, can you please upload the source code? thank you.