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Messages - The13thRonin

#16
Outdated / Re: [B18] I Like Rock
March 10, 2018, 05:51:14 PM
Like is a strong word... I have positive feelings towards rock.
#18
Quote from: Mehni on March 04, 2018, 02:24:23 AM
Sounds like a job for the scenario editor

The scenario editor doesn't effect pawns generated after the initial 3 or however many colonists you start with so this cannot be used as pawns will still be generated in raids and as slaves, etc that are below the age of 20.

So this would not help to create a compilation which aims to provide better pawn generation balance.
#19
Hi all,

I'm making a compilation of mods that effect character generation. I was wondering if someone could create a quick little DLL for me that forces the game to only generate pawns that are 20 or over so that all pawns have an adult backstory.

If you do this I can include this mod in the compilation which aims to provide better pawn generation balance and credit you fully with the mod.

I am hopeful someone might be able to help me :)

Edit: SOLVED, with generous help from the Discord crew!
#20
Request fulfilled. Thank you to Spdskatr.
#21
Outdated / [B18] No More Random Skills
March 04, 2018, 12:25:11 AM
A modification that was created to give greater control over backstories by disabling all bonus skill points that pawns get upon generation (both random skill points and skill increases due to age). This means skill points are only based on the backstories and traits of the colonists. The modification was made to be used in conjunction with other modifications such as 'Editable Backstories'.

I did not make the mod. I do not have the skills or the smarts to assemble modifications that change the assemblies. The talented spdskatr who is making the Project RimFactory mod assembled the mod entirely himself out of the kindness of his heart to help me and the community.

I plan to use it among other things to create a new experience for colonist generation. It may be useful to others as well. This modification can be used freely in other compilations and modpacks. All spdskatr asks is that if use it could you credit him for the code in some way (do not credit me, I only came up with the idea, spdskatr did all of the work)!

[attachment deleted due to age]
#22
Quote from: Canute on March 03, 2018, 12:46:19 PM
Did you ever tryed EdB Prepare Carefully ?
https://ludeon.com/forums/index.php?topic=6261.0

Yes but this is not what I want.

It doesn't remove the random stat bumps. And even if it did it wouldn't for colonists who joined after the starting 3.
#23
Help / Removing Random Stat Increases for Colonists?
March 03, 2018, 09:52:56 AM
Is there a way to remove all random colonist stat increases when rolling random colonists? I only want the stats to come from the traits and backgrounds. I want no random increases.
#24
Mods / [MOD REQUEST] Remove Random Stats Increases?
March 03, 2018, 09:42:36 AM
Is there a way to remove all random colonist stat increases when rolling random colonists? I only want the stats to come from the traits and backgrounds. I want no random increases from like age or anything (older pawns seem to get more stat points than younger pawns).

I believe the pawngenerator is almost certainly the file that needs to be changed in the assemblies but I do not have the skill to do this.

I think it is:

{
            float num;
            if (sk.usuallyDefinedInBackstories)
            {
                num = (float)Rand.RangeInclusive(0, 4);
            }
            else
            {
                num = Rand.ByCurve(PawnGenerator.LevelRandomCurve, 100);
            }

I'm pretty sure that

                num = (float)Rand.RangeInclusive(0, 4);

Needs to changed to:

                num = (float)Rand.RangeInclusive(0, 0);

Or otherwise disabled because using Prepare Carefully I've learned that the maximum amount of 'extra' hidden points each skill can get is 4 (I think). I want the maximum extra points to always be zero. I could be wrong though and it could be other variables in that file.

I have no idea how to create a DLL with these changes and have Rimworld recognise this. Could anyone do this for me please?
#25
Releases / Re: [A17] SeedsPlease!
September 08, 2017, 09:30:40 AM
Is it possible to give individual descriptions to each type of seed or must all seeds share the same description?

I'd like to put some yield and fertility information in each seed.
#26
This mod needs an expansion pack. It's great.
#27
Releases / Re: [A17] SimpleSidearms (1.2.1)
August 21, 2017, 09:48:37 AM
Anyone know if this works with Skyangels Hardcore Modpack HCSK?
#28
This mod is excellent. Can we get more types of leaders and maybe a max of three leaders if the colony gets above 8 pawns?
#29
Quote from: There is no Vic on August 21, 2017, 07:25:06 AM
Silly question:  how do I make ash? In- game help doesn't say and I've searched this thread.

Cremate corpses using campfire or the kiln type building under conversion.
#30
Could we get more screenshots of the tech tree?

How involved is it? Is it complex and rewarding?