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Messages - O Negative

#16
AH! I forgot all about traits! I think I'll definitely be using that for the initial "Make Incapable" I'm looking for with certain pawns. However, when I go to make them capable again, I've found the method needed to do so after quite a bit of playing in Visual Studio.


// This will make a pawn incapable of the work type given as the argument, and disable associated skills.
pawn.story.DisabledWorkTypes.Add(WorkTypeDef w);

// This will make pawns capable of the work type given as the argument, but will NOT enable associated skills.
pawn.story.DisabledWorkTypes.Remove(WorkTypeDef w);

// This will make pawns capable of every work type again
pawn.story.DisabledWorkTypes.Clear();


I've found that when enabling work-types, it is necessary to re-make the SkillRecord of all associated re-enabled work-types. If that makes sense xD So, what I do, is this:


// Disable the work-type of "Warden"; Effectively disables the "Social" SkillRecord, making it so that the pawn cannot learn the skill at all.
pawn.story.DisabledWorkTypes.Add(WorkTypeDefOf.Warden);

// It's just good practice to implement checks before removing things from lists :P
if(pawn.story.DisabledWorkTypes.Contains(WorkTypeDefOf.Warden)
{
// This will re-enable the work-type of warden. In the game, this just means the pawn can be assigned to the "Warden" task again. However, the "Social" skill is still DISABLED.
pawn.story.DisabledWorkTypes.Remove(WorkTypeDefOf.Warden);
}

// THIS PART IS UNTESTED; It is a stub of some code that I've used and tested, though.
// Declare a new SkillRecord
SkillRecord cleanSocial = new SkillRecord(pawn, SkillDefOf.Social);
// Assign the clean SkillRecord to the pawn
pawn.skills.skills.Add(cleanSocial);

// The pawn now has an enabled SkillRecord for the "Social" skill type, though the level is set to 0, as is the total xp
#17
Help / Re: Enable Human Pregnancy
January 02, 2019, 09:50:43 PM
Thank you for yet another reply!

I tried what you recommended, and it worked, but not perfect/ideal for what I'm trying to accomplish. I ended up using a custom HediffGiver, and it's working rather well. The HediffGiver checks a few things before attempting to add the pregnant hediff to the pawn, and it's a lot easier to mess with than toils and such; At least, it is for me :P

Nevertheless, I still appreciate your help :D
#18
It is fairly easy to disable a pawn's work settings, by using pawn.workSettings.DisableAll();

However, this does not make a pawn incapable of all work types, it just unticks the work from being assigned to that pawn.

My question is: Is it possible to reasonably make a pawn capable or incapable of a given work type without assigning a new backstory? If so, where do I start?
#19
Help / [SOLVED] Enable Human Pregnancy
January 01, 2019, 11:44:14 AM
As it stands, human pawns can't get pregnant through lovin'. How do I enable human pawn pregnancy through lovin'?
#20
Help / Re: Change Pawn Name
January 01, 2019, 11:38:00 AM
Thank you for the information! :D
#21
Help / [SOLVED] Change Pawn Name
December 31, 2018, 09:52:39 PM
How do I go about changing a human pawn's last name in C#?

I have successfully changed a pawn's name to the same name another pawn has, but I can't seem to use strings to do what I want to accomplish. Any ideas?


String s = "O Negative";
pawn.Name = pawn2.Name; // This works!
pawn.Name = s; // This does NOT work!


I am essentially looking to give child pawns the ability to inherit last names from their parents, for anyone who is curious. I have a few methods written to parse the pawn.Name.ToString() string, and create a new string with the child pawn's first name and the parent pawn's last name; it's just a matter of applying that string to the name.
#22
Ideas / Dynamic Passions
September 13, 2018, 02:53:40 AM
People are dynamic, and that's part of what makes them so interesting.
In RimWorld, there are only a few things about an individual which change over the course of a playthrough:

  • Health/Age
  • Relationships
  • Skill Levels
The goal of dynamic passions would be to add another layer of character development.

In vanilla, a character is spawned with a random assignment of passions for the skills they are capable of. You might get a character with a lot of passion in a variety of skills, a character with a lack of passion for anything, or someone in-between. What's more, is that sometimes you'll get a character with a backstory which suggests a passion; yet, the passion isn't there. A dynamic passion system - one that allows passions to be gained and lost - can offer an implicit explanation for things like this.

I've gone ahead and created a simple mod which implements a dynamic passion system for people to try out, if they desire.
Download: [B19] Dynamic Passions

Any thoughts and/or criticism on this idea is welcome.
#23
Ideas / Re: Expand More on Water
September 12, 2018, 06:53:02 PM
I was thinking something similar to this just the other day. I was settled by a river, and thought it was a little silly that all of the fertile land had spawned on the opposite side of the map as the river.

I like the OPs suggestions, but would also like to add:

Fertile soil spawns by rivers on map generation, consequently making rivers agriculturally important.
#24
Translations / Re: Official: Italian | Italiano
September 09, 2018, 11:02:29 PM
Potete usare il ramo instabile su Steam e c'è uno strumento per traduttori. E' molto utile!

1) Pulisci i file della traduzione
2) Salva il rapporto della traduzione

Adesso, se aprete i file locali ci sono molte note dentro. Alcuni dicono quale a rimuovere perchè non sono necessari.




I'm glad to see that a lot of you have returned to work on this! Being that I'm only an American student of the Italian language, the many missing translations were... overwhelming. But yeah, I definitely do recommend using the new translator tools available in the unstable branch! It reveals a TON of unnecessary things, and even points you to the new translations needed :D
#25
Translations / Re: Official: Italian | Italiano
June 21, 2018, 08:06:12 PM
Benvenuto al gruppo, Oudeis! :)
#26
Ideas / Re: Advanced Planning and Blueprints
June 07, 2018, 02:42:36 AM
+1 from me.

I hate the tedious nature of developing colony infrastructure due to how limited you are when placing/moving things...
#27
Ideas / Re: Wild animals not scavenging?
June 04, 2018, 04:17:01 PM
I've seen predators eat from the same corpse multiple times. It's just a matter of how fast the predator gets hungry and the weather lol. If the corpse rots, even a little, the predator would rather make a fresh kill than eat that garbage...

Adding AI for the animals to "guard" their food would be interesting. I don't know how often opportunities to interact with that system would be.

Part of me wishes the little ponds that spawned on maps made more of a difference. It'd be neat to see animals congregate around those haha.
#28
Help / Re: How can I reskin the Centipedes?
June 04, 2018, 01:29:02 AM
All you have to do is create 3 textures (front, side and back) and place them in the appropriate directory in your mod folder.
#29
I got tired of failing to recruit this raider I captured who had a burning passion for crafting. So, I cut off their hands and set them free ._.
#30
Ideas / Re: Blood types?
June 02, 2018, 03:17:48 AM
Quote from: Call me Arty on June 02, 2018, 01:57:59 AM
... I just see myself getting way too angry someone died because I couldn't find anyone who's also O- (can give to everyone but can only receive more O-).

This is true :D

I love the science behind blood types. I just think it would overcomplicate how surgery works in this game. It's probably better left as a potential mod, to be honest.