Thanks I'm very interested in the animal mod.
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#212
Mods / [Mod Request] Game of Thrones Warg Race/Trait
August 04, 2017, 02:02:57 AM
I don't honestly expect this will ever be created but I don't think it's been suggested yet? Maybe it has? But if you know of the Series Game of Thrones. The Warg are a type of people or ability that can temporarily leave there body, fall unconscious and take control over animals and in some cases other people.
If someone ever uses this request to make a mod there are tons of ways to implement it and you could limit it to animals only and or expand it to Warging into people as well.
Notes:
It could be simply a trait that allows Warging.
It could be a new race.
It could have a level up system that improves over time and unlocking more features similar to the Jedi Powers Star Wars Mod.
It could only work on Animals or enemy pawns, or perhaps any pawn except mechanical. Meaning even visitors?
The developer may wish to read into Game of Thrones lore if they don't already know because if someone wargs into an animal and the animal dies? Does the user die to? Or just return to the body? Ultimately even if the lore does say the user dies the mod developer may NOT want that to be the outcome for practicality reasons or else the mod may be very weak. However maybe lower level warg users die along with the animal but at higher level return to there human bodies when the animal dies. So there is a lot to consider.
I do think it would be difficult to program and debug so yeah I really don't see it likely to happen.
I just wanted to put this out there so the idea can be born.
If someone ever uses this request to make a mod there are tons of ways to implement it and you could limit it to animals only and or expand it to Warging into people as well.
Notes:
It could be simply a trait that allows Warging.
It could be a new race.
It could have a level up system that improves over time and unlocking more features similar to the Jedi Powers Star Wars Mod.
It could only work on Animals or enemy pawns, or perhaps any pawn except mechanical. Meaning even visitors?
The developer may wish to read into Game of Thrones lore if they don't already know because if someone wargs into an animal and the animal dies? Does the user die to? Or just return to the body? Ultimately even if the lore does say the user dies the mod developer may NOT want that to be the outcome for practicality reasons or else the mod may be very weak. However maybe lower level warg users die along with the animal but at higher level return to there human bodies when the animal dies. So there is a lot to consider.
I do think it would be difficult to program and debug so yeah I really don't see it likely to happen.
I just wanted to put this out there so the idea can be born.
#213
Releases / Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
July 21, 2017, 02:03:05 AM
Most importantly the Component work bench is not super late game tech but it's late enough that it works for balance purposes. So yeah I do really like it. Thanks.
#214
Releases / Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
July 19, 2017, 08:01:00 AM
By the way I found the answer to my own question. I had no idea that the component work bench was were I crafted most of the lightsaber stuff. That workbench is obsolete because I use other mod that help me get components. But it's cool now there is an actual use for the component work bench.
#215
Help / Re: [A17] Help on adjusting max Population.
July 17, 2017, 12:19:53 PMQuote from: jamaicancastle on July 17, 2017, 12:15:34 PMQuote from: AngleWyrm on July 17, 2017, 07:43:28 AM
Could you give a searchable variable on this time curve? Or maybe even a file that contains it?
If you have ILSpy, you can find the population intent functions under Rimworld.StoryIntender_Population. The relevant part is:Code Selectprivate static float CalculatePopulationIntent(StorytellerDef def, float curPop, int ticksSinceGain)
{
float num = def.populationIntentFromPopCurve.Evaluate(curPop);
if (num > 0f)
{
float x = (float)ticksSinceGain / 60000f;
num *= def.populationIntentFromTimeCurve.Evaluate(x);
}
return num;
}
All these answers are very helpful. Most of this is well above my understanding. At least this code stuff. lol My colony now has about 18 colonists with vanilla settings so that's better then I thought. If I don't get the 28 I want eventually I will slowly start to just trigger Wander Joins events or other events that may add colonists using Dev Mode until I am happy. In the future I may modify the code for defs but for now it's pretty good.
#216
Releases / Re: [A17] Titanium+
July 15, 2017, 01:28:43 PM
I should mention that KuproPanda's mod quarry.
https://ludeon.com/forums/index.php?topic=32190.0
Seems to be giving me Plastic and Titanium. Yet when I search his mod for reference to those Materials they are not listed. So his mod must be able to sense materials that exist within the game and give them at random. Also his alloy's mod has aluminum but I imagine these mods will still be compatible but probably will have to use mod order to decide what aluminum will be the one used. So if I do update your mod your right I can still trade for it and probably mine it via Quarry.
https://ludeon.com/forums/index.php?topic=32190.0
Seems to be giving me Plastic and Titanium. Yet when I search his mod for reference to those Materials they are not listed. So his mod must be able to sense materials that exist within the game and give them at random. Also his alloy's mod has aluminum but I imagine these mods will still be compatible but probably will have to use mod order to decide what aluminum will be the one used. So if I do update your mod your right I can still trade for it and probably mine it via Quarry.
#217
Releases / Re: [A17] Hospitality (v1.17g - updated 15.07.2017)
July 15, 2017, 10:51:02 AM
Will this be harmful to update mid save/game? Thanks.
#218
Releases / Re: [A17] Titanium+
July 15, 2017, 10:49:16 AM
Interesting. Thanks. I have a question is this possible to add in the middle of a current game? If it's not that's still great but I'm just curious if I can update your mod mid game?
#219
Help / Re: [A17] Help on adjusting max Population.
July 15, 2017, 10:47:49 AM
Thanks for the information. I will read this all later after I wake up.
#220
Help / [A17] Help on adjusting max Population.
July 15, 2017, 03:44:15 AM
I would prefer it as a mod. However for now lets forget all about mods. I simply want to know what values in core to edit so story tellers will give you more max population. You see I don't run the game from steam so I can have as many copies of the game as I wish. So if I edit core it's only going to effect one copy for me.
Here is the code from the core defs that I think I would need to edit. This is just for one story teller but does anyone understand what this code means? For example what parts do I want to edit? I know it has to do with the max pop intention. But I don't understand what all the numbers mean. It used to be more simple before A17 I think? But once someone is able to simply explain it. Then it should be easy again.
<StorytellerDef Name="BaseStoryteller" Abstract="True">
<populationIntentFromTimeCurve>
<points>
<li>0, 0.15</li>
<li>3, 0.15</li>
<li>10, 1</li>
</points>
</populationIntentFromTimeCurve>
</StorytellerDef>
<StorytellerDef ParentName="BaseStoryteller">
<defName>Cassandra</defName>
<label>Cassandra Classic</label>
<description>Cassandra creates story events on a steadily-increasing curve of challenge and tension.</description>
<portraitLarge>UI/HeroArt/Storytellers/CassandraClassic</portraitLarge>
<portraitTiny>UI/HeroArt/Storytellers/CassandraClassicTiny</portraitTiny>
<listOrder>20</listOrder>
<populationIntentFromPopCurve>
<points>
<li>0, 8</li>
<li>1, 4</li>
<li>5, 1</li>
<li>9, 0.5</li>
<li>13, 0</li>
<li>18, -1</li>
</points>
</populationIntentFromPopCurve>
<comps>
What changes would I need to make it so the A.I won't stop allowing me to have colonists until I have about 27 or 28 colonists. I'm fine if it's a tiny bit more or less. But my goal is between 27-28 mostly? I do know I have to change it for each storyteller but once I learn how to do it for one it will be easy. Thanks.
For example lets just focus on this part of the code?
<li>0, 8</li>
<li>1, 4</li>
<li>5, 1</li>
<li>9, 0.5</li>
<li>13, 0</li>
<li>18, -1</li>
The first number must represent the amount of colonists? The second part does what? lol Is it the odds/difficulty of getting more colonists? Thanks for the help.
Here is the code from the core defs that I think I would need to edit. This is just for one story teller but does anyone understand what this code means? For example what parts do I want to edit? I know it has to do with the max pop intention. But I don't understand what all the numbers mean. It used to be more simple before A17 I think? But once someone is able to simply explain it. Then it should be easy again.
<StorytellerDef Name="BaseStoryteller" Abstract="True">
<populationIntentFromTimeCurve>
<points>
<li>0, 0.15</li>
<li>3, 0.15</li>
<li>10, 1</li>
</points>
</populationIntentFromTimeCurve>
</StorytellerDef>
<StorytellerDef ParentName="BaseStoryteller">
<defName>Cassandra</defName>
<label>Cassandra Classic</label>
<description>Cassandra creates story events on a steadily-increasing curve of challenge and tension.</description>
<portraitLarge>UI/HeroArt/Storytellers/CassandraClassic</portraitLarge>
<portraitTiny>UI/HeroArt/Storytellers/CassandraClassicTiny</portraitTiny>
<listOrder>20</listOrder>
<populationIntentFromPopCurve>
<points>
<li>0, 8</li>
<li>1, 4</li>
<li>5, 1</li>
<li>9, 0.5</li>
<li>13, 0</li>
<li>18, -1</li>
</points>
</populationIntentFromPopCurve>
<comps>
What changes would I need to make it so the A.I won't stop allowing me to have colonists until I have about 27 or 28 colonists. I'm fine if it's a tiny bit more or less. But my goal is between 27-28 mostly? I do know I have to change it for each storyteller but once I learn how to do it for one it will be easy. Thanks.
For example lets just focus on this part of the code?
<li>0, 8</li>
<li>1, 4</li>
<li>5, 1</li>
<li>9, 0.5</li>
<li>13, 0</li>
<li>18, -1</li>
The first number must represent the amount of colonists? The second part does what? lol Is it the odds/difficulty of getting more colonists? Thanks for the help.
#221
Outdated / Re: [A16] Thundercraft's Mods
July 15, 2017, 03:31:07 AM
Could anyone please update the More Population Mod to A17? If it's really easy to update myself I will try to do it.
https://ludeon.com/forums/index.php?topic=29371.msg296537#msg296537
https://ludeon.com/forums/index.php?topic=29371.msg296537#msg296537
#222
Releases / Re: [A17] Titanium+
July 14, 2017, 02:39:05 PM
Thanks for the information. I'm not a modder but sometimes modify certain things in exiting mods. However I consider yours balanced enough. Actually I don't modify to many mods but sometimes it's needed.
#223
Releases / Re: [A17] United States Colonial Marines (Aliens) - All mods (22/06/2017)
July 14, 2017, 06:19:59 AM
Anyone else having this bug? The the (OPTIONNAL) UA 571-C Automated Sentry Gun is visible from the security menu. You can build it instantly and free from any cost. I tried to figure out why? It has <menuHidden>true</menuHidden> under the basehumangun def? I think it's conflicting with a mod called Remote Explosives? I will check things out.
Edit-
Resolved it was the Remote Explosives Mod. Which is an amazing mod by the way. This mod (USCM) is equally as amazing maybe a tiny bit more? Nah they are equal! However the SOLUTION is to load this mod BEFORE Remote Explosives mod. Because for some reason if this mod is loaded AFTER then the basehumangun is shown in explosives menu. Not sure if this can be re-coded to avoid this conflict in the future? Or if that is coding word the mod creator of the remote explosives mod would have to do? I'm not a modder so for now the simple solution is just to make sure the mod order is correct.
Suggestion: If this cannot be re-coded then a conflict should perhaps be posted on the main page warning users who use mod Remote Explosives to place this mod USCM first in the mod order and defiantly place Remote Explosives further after in mod order. Thanks!
Here is a link to the mod I am talking about. https://ludeon.com/forums/index.php?topic=17285.0
Edit-
Resolved it was the Remote Explosives Mod. Which is an amazing mod by the way. This mod (USCM) is equally as amazing maybe a tiny bit more? Nah they are equal! However the SOLUTION is to load this mod BEFORE Remote Explosives mod. Because for some reason if this mod is loaded AFTER then the basehumangun is shown in explosives menu. Not sure if this can be re-coded to avoid this conflict in the future? Or if that is coding word the mod creator of the remote explosives mod would have to do? I'm not a modder so for now the simple solution is just to make sure the mod order is correct.
Suggestion: If this cannot be re-coded then a conflict should perhaps be posted on the main page warning users who use mod Remote Explosives to place this mod USCM first in the mod order and defiantly place Remote Explosives further after in mod order. Thanks!
Here is a link to the mod I am talking about. https://ludeon.com/forums/index.php?topic=17285.0
#224
Outdated / Re: [A17] Temperature Tolerant
July 14, 2017, 05:49:45 AM
Can't believe no one has commented yet? I think I will be making use of this mod. I will let you know if I have any feedback. Thanks.
#225
Releases / Re: [A17] Support Beams - v1.2
July 14, 2017, 02:59:54 AM
Yes this is a pretty good mod. Thanks for the hard work.