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Messages - Argain

#91
Hmm... not sure about the face thing (I'll look into it), but when a colonist is first generated (happens whenever you select a starting number of colonists or when you try to import some) they all get randomly chosen body shapes based on gender and then the adulthood backstory list has to re-generate to only backstories that will result in the body shape. Previously exported colonists won't work with v1.7 due to the adulthood backstory needing to align to the chosen body shape... and they definitely won't work with v1.8, since the export/import code had to be changed for adding in starting weapons. It's the last thing I wanted to add to the mod, though, so there should be no more worries of having to create new sets of colonists for v1.8+.
#92
Quote from: DorgoDorato on July 23, 2014, 01:16:56 AM
When I asked for a list of traits and their bonuses/negatives, what I meant was Backstory. I keep calling them traits because it seems more relevant for skill boosts.

Here's the Backstories: https://www.dropbox.com/s/p1vk9gevpmwk413/Backstories.txt

Quote from: DorgoDorato on July 23, 2014, 01:16:56 AM
Also, what files should I modify to make the All in One Mod Pack v1.2 have your updated 1.7 files?

In the Assemblies folder, you'll want to replace the ColonistCreationMod.dll.
#93
Achieved the theoretically impossible and made the Body shape selectable... but it comes with a price: in order to guarantee that the colonist starts with the chosen Body, I had to populate the Adult Backstory list with only the backstories that would result in the chosen Body.
#94
Since this mod seems to be working alright on Alpha 5D, just gonna say it's unofficially 'updated' as of now lol
#95
Quote from: mrofa on July 21, 2014, 06:26:56 AM
No mate do all traits since when they will be added, you wont need to rewrite that selection :)

Just used TraitEffect.Undefined and TraitEffect.NoEffect to filter out the ones that don't do anything, yet... so when they receive effects in the future, they'll show up in the lists.
#96
Would you guys like to have only the traits that -do- something displayed?
#97
Quote from: BetaSpectre on July 21, 2014, 02:01:57 AM
Runner trait seems to be missing I guess it actually affected gameplay?

Still it'd be nice to have xD

It's not missing.
#98
Hmm, well here's the code that MacFix2 was using:

else if (OS == Platform.Mac)
{
    path = Environment.GetFolderPath(Environment.SpecialFolder.Personal);
    path += "/Library/Caches/unity.Ludeon Studios.RimWorld/CharSaves/" + groupName + ".col";
}


As you can see, most of the slashes were already "/"... not sure why they're switching direction at runtime lol



Edit: think it might need to be

@"/Library/Caches/unity.Ludeon Studios.RimWorld/CharSaves/"


to make it not 'interpret' anything within the string... so hopefully this fix will make the slashes point in the right direction...




Edit2: Managed to find my old code from the Alpha 4F version that was using more relative file pathing, so this 'GeneralImportFix' might work best.


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#99
Quote from: elliotmartinlew on July 19, 2014, 10:53:31 PM
No luck, mate. Still getting the same error. I understand if this is too hard, since I seem to be the only mac user! Haha!

Where there's a will, there's a way ;) See if this other fix works for ya lol (attached to this post)

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#100
Quote from: Encode on July 19, 2014, 08:16:12 PM
Tried v1.5c with Alpha5D(496, Windows) few hrs ago, loading saved colonists don't work for me. Also noted something strange where [Tough] trait do not give extra 50HP. Thanks for looking into this! :)

This is for Alpha 5 yet, not Alpha 5D.

Edit: Just tested with Alpha 5D and it seems to work fine... are you running Mac or Linux?
#101
Traits actually do something now?
#102
Here's a list of the traits... no particular order: https://www.dropbox.com/s/9xzhukqptiqp2s5/Traits.txt
#103
lol alright, I'll just install Mint 17 and get it sorted out for ya.
#104
Quote from: nacker1776 on July 19, 2014, 02:58:26 PM
Still not loading. sorry.

This one?

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#105
See if this assembly fixes it for ya, nacker1776 (attached to this post)... just replace the .dll in the Assemblies folder of the mod with the one in this zip.

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