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Messages - Nebbeh

#31
So how can I make the hauler bot do several things? Tried to edit the def to:

      <passionLevel>0</passionLevel>
      <startingSkillLevel>6</startingSkillLevel>
      <enhancedAI>false</enhancedAI>
      <workTag>85000</workTag>
      <workTypeDefs>
         <li>ManualSkilled</li>
         <li>Crafting</li>
         <li>Hauling</li>
         <li>Mining</li>
         <li>Cooking</li>
      </workTypeDefs>

But gives me error ingame.
Could not resolve cross-reference to Verse.WorkTypeDef named ManualSkill.
Cannot call itemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
#32
Mods / Re: Mod request disable Mechanoid in ruins
April 20, 2016, 02:34:36 PM
And if anyone that was here needs it.

https://ludeon.com/forums/index.php?topic=19259.0

Modified it a bit to remove Shrines, Ruins and random rock chunks on spawn.

Again big thanks to Skullywag.
#33
Mods / Re: Mod request disable Mechanoid in ruins
April 20, 2016, 11:23:49 AM
Quote from: skullywag on April 20, 2016, 08:10:28 AM
Genstep_ScatterShrines is a class that iterates over the different types of shrine and sets them up randomly, its easy enough to remove a certain type but would be a c# mod not a pure xml one.

If you want to remove the mech shrines and all others, you remove the lines below from MapGenerators.xml:

<!-- Ancient casket shrines -->
      <li Class="Genstep_ScatterShrines">
        <countPer10kCellsRange><min>0.12</min><max>0.25</max></countPer10kCellsRange>
      </li>


Do this by making a new folder in "mods" and call it whatever you want, put a new folder in that called "Defs" and one inside that called "MapGeneratorDefs" (so you should have the structure "Mods\MyNewMod\Defs\MapGeneratorDefs") and copy into there the MapGenerators.xml file from core. Now edit the file removing the lines above. Enable your mod ingame. Done.

Awsome, thanks Skullywag! This worked absolutely perfect! :D
#34
Mods / Re: Mod request disable Mechanoid in ruins
April 19, 2016, 03:55:55 PM
Well have happened several times the pawn runs up and deconstructs a piece of wall before the warning appears or before I have time to react when the warning appears.
#35
Mods / Re: Mod request disable Mechanoid in ruins
April 19, 2016, 02:39:47 PM
Quote from: dragoduval on April 19, 2016, 12:26:35 PM
I think that if you edit the mapgeneration def you could do it easily (i think), but yea its possible.

If you want (And if no one better propose himself), i could try to do this tonight. Funny but i would like that too if they where gone, or weaker.

Ok, so I had a look but I couldnt figure it out. If you could have a look at it when you get the time that would be great!. I dont really care if you remove ruins all together or just the mecs. As long as the mechs are gone in the ruins I'm happy :)
#36
Mods / Re: Mod request disable Mechanoid in ruins
April 19, 2016, 02:08:08 PM
Quote from: dragoduval on April 19, 2016, 12:26:35 PM
I think that if you edit the mapgeneration def you could do it easily (i think), but yea its possible.

If you want (And if no one better propose himself), i could try to do this tonight. Funny but i would like that too if they where gone, or weaker.

I'm going to need to look into this.

Quote from: ConnivingCougar on April 19, 2016, 12:27:53 PM
Whenever I see a large ruin I build a bunch of turrets powered by a separate system and get a single colonist to deconstruct the wall. The turrets should be spaced around 4 apart and about 4 of them should work. This is how I do it but there is a chance that someone could make a mod like the one you wanted.

This is kinda hard to do when you dont know if its a ruin or just a random wall when digging inside a mountain.

Quote from: hector212121 on April 19, 2016, 12:33:26 PM
Two words: EMP grenades.

Well EMP would be fine and dandy, if I just had any, I'm not talking about 4-5 hours into the game, I'm talking about fresh colony that has barely started.
#37
Mods / Mod request disable Mechanoid in ruins
April 19, 2016, 12:03:18 PM
Any chance someone could make a mod that disables the mechanoids that spawns in ruins inside mountains? I've had so many colonies wiped at the beginning now because I open a ruin with 3-5 mechanoids...
#38
Mods / Re: Quick def help question
April 16, 2016, 09:53:08 AM
Yea that's what I was trying to point out, its a constructed roof, but acts as overhead mountain right. So mortars and dropraids cant spawn there.
#39
Mods / Quick def help question
April 16, 2016, 08:14:03 AM
  <RoofDef>
    <defName>RoofConstructed</defName>
    <label>constructed roof</label>
    <isThickRoof>false</isThickRoof>   <---- If I were to change this to true, would that make "overhead mountain" ?

And would that make it impenetrable from mortars and dropraids?
#40
Nooo, I don't want ammo :( Hope there will be an option to not include ammo like this.

On that note, I'm sorry to see you go, CR been a blast to play so far. Good Luck with that thing called Real Life :)
#41
Don't know about global change with shooting skill, but what I do if I feel it missed to much is change the accuracy on the weapons in the defs.

\RimWorld A13\Mods\Core\Defs\ThingDefs then change in Weapons_Guns.xml

there you can change accuracy, bullet damage, bullet travel time and so on on the weapons of your choice.

Happy hunting :)
#42
Quote from: skullywag on April 14, 2016, 07:06:53 PM
lots of errors in there none to do with my mods, think you have other issues. sorry.

Might be :P I just know they dissapeared when I disabled Dermal :P Like I said, got buncha mods so not sure whats it might be :P
#43
Attaching the log, since I had no errors since that happened.

[attachment deleted by admin - too old]
#44
I REALLY need the robots, but Robots and Miscellaneous 'CORE' are gold for me! :) So as long as I get my robots next I'm happy :P Thanks for your awesome mods!
#45
Odd bug with Dermal Regenerator. Installed the bug, tried to start the game but all mods are disabled even if they are enabled in mod menu.

Oh well, might be incompatability since I got a bunch of mods installed :P