Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - DoomerDGR8

#16
Outdated / Re: Rimifier (Yet another save editor)
January 16, 2014, 03:46:53 PM
Quote from: Darker on January 16, 2014, 09:47:29 AM
Quotethank to Ty
You must be brave man, and not complain... I was too disappointed after revealing some changes in the future release, but after all, they're mostly necessary.


Isn't it a challenge to figure out how to edit resources on map, instead of just changing numbers? Any kid can do that.
And that and colonist name changing are the only issues you might face in the end...

At the moment, the game is not restrictive in many ways. You can have all the traits in the save file. The effects will not stack. You can mix Childhood with Adulthood or have same backstory for both...

Right now, it's fun editing. And I believe we have all major section covered in the save file.

As for kid stuff, well, everyone started by editing the basic ones. I prefer editing save file instead of the Assembly-C#.dll which i have fully modified for insane fun and it's not kid stuff.
#17
Hi all!

Here is my attempt at playing with interesting XML save files!

I have so so far:

  • Zone Manager

You'll need .Net Framework 4.5 now.
You'll need to get the updated Rimifier Dependents package as well

Updated to v1.0.2.0 (02-Feb-2014)

- Downloads from CodePlex from now on: Rimifier releases
#18
Help / Re: Save file structure
January 15, 2014, 05:53:49 AM
Quote from: ItchyFlea on January 15, 2014, 05:20:52 AM
Quote from: DoomerDGR8 on January 15, 2014, 01:49:06 AM
Hi!

How to determine the colonist's type? I.e. Oaf, Miner, etc...

The mentioned nodes under a Pawn are:
<Team>Colonist</Team>
<Kind>Colonist</Kind>

But for each of my colonist, the values are always Colonist and Colonist. How do I know what the dude is from looking at the save file?

Thanks.

I mentioned this just a few posts up: http://ludeon.com/forums/index.php?topic=1083.msg14981#msg14981
The save file does not contain the pawn's type. The game generates that based on the pawn's backstory, which is contained in this:
<Story>
<StoryItems>
<Int32>17</Int32>
<Int32>3</Int32>
</StoryItems>
</Story>

I don't think anybody has compiled a list of what element corresponds to what Int32 value, or how the game determines the type based on those values. If you want a bit of a laugh though, set both those numbers to 20.
Sorry! I went out for a quick lunch. In fact, I have completed the list myself and didn't updated my post. Here are my findings:


   
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
NameBackstoryCodeStatus
Colony settlerAdulthood0
Medieval farm oafAdulthood1
Medieval lordAdulthood2
Urbworld entrepreneurAdulthood3
Deep space minerAdulthood4
Navy scientistAdulthood5
Military commissarAdulthood6
Con ArtistAdulthood7NA
Space pirateAdulthood8NA
Pit BrawlerAdulthood9NA
Illegal shipwrightAdulthood10NA
CourteseanAdulthood11NA
Space MarineAdulthood12NA
AssassinAdulthood13NA
Midworld nerdChildhood14
Medieval slaveChildhood15
Medieval lordlingChildhood16
Urbworld urchinChildhood17
Vatgrown soldierChildhood18
Manufactured in a factoryChildhood19NA*
Traded aroundChildhood20NA*

Here, status of NA mean this perk is not available at character creation. NA* means secret perks.

Sorry for the delay and thanks for the reply.
#19
Help / Re: Save file structure
January 15, 2014, 01:49:06 AM
Hi!

How to determine the colonist's type? I.e. Oaf, Miner, etc...

The mentioned nodes under a Pawn are:
<Team>Colonist</Team>
<Kind>Colonist</Kind>

But for each of my colonist, the values are always Colonist and Colonist. How do I know what the dude is from looking at the save file?

Thanks.