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Topics - QuantumX

#1
Help / Whats is the <intricate> tag used for in some items
September 02, 2018, 09:05:02 AM
So i was updating my mod and noticed the <intricate> tag in ComponentIndustrial and ComponentSpacer vanilla items

Anybody know what this is for?
#2
So i have been playing around this evening and cannot seem to get this to work and cant find anything online about it..

What i'm trying to do is when pawn wears a bit of armor or carries a gun the item applies a <HediffDef> to the pawn while the armor or weapon is equipped.. I've tried the <addsHediff> tag in the ThingDef but does not seem to work.. bascially i want to use the <capMods> modifiers within the ThingDef to Buff/Debuff a pawn when certain armor or wepaons are carried.

BTW the debuffs i want to use cannot be implemented with <statBases> or <equippedStatOffsets>

Perhaps it not possible with XML only, but thought i would ask here anyway...
#3
Help / XPath Help... inserting into a Vanilla Def file
November 29, 2017, 02:18:12 PM
So trying to do what i assume is a very simple insert of text i for life of me cannot get it to work.

Could someone tell me (and explain) how to do the following with XPath?

Original Def Code is here.

<ThingDef ParentName="BenchBase">
    <defName>HiTechResearchBench</defName>
    <label>hi-tech research bench</label>
    <description>A high-tech bench with computers and electronic measurement equipment. Research is sped up by the high-tech tools. Requires power.</description>
    <thingClass>Building_ResearchBench</thingClass>
    <size>(5,2)</size>
    <stuffCategories>
      <li>Metallic</li>
    </stuffCategories>
    <costStuffCount>150</costStuffCount>
    <costList>
      <Steel>100</Steel>
      <Component>10</Component>
    </costList>
    <graphicData>
      <texPath>Things/Building/Production/ResearchBenchHiTech</texPath>
      <graphicClass>Graphic_Multi</graphicClass>
      <shaderType>CutoutComplex</shaderType>
      <drawSize>(7,4)</drawSize>
      <damageData>
        <cornerTL>Damage/Corner</cornerTL>
        <cornerTR>Damage/Corner</cornerTR>
        <cornerBL>Damage/Corner</cornerBL>
        <cornerBR>Damage/Corner</cornerBR>
      </damageData>
    </graphicData>
    <altitudeLayer>Building</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <pathCost>70</pathCost>
    <statBases>
      <MaxHitPoints>250</MaxHitPoints>
      <WorkToBuild>5000</WorkToBuild>
      <Flammability>1.0</Flammability>
      <ResearchSpeedFactor>1.0</ResearchSpeedFactor>
    </statBases>
    <comps>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>250</basePowerConsumption>
        <startElectricalFires>true</startElectricalFires>
      </li>
      <li Class="CompProperties_Flickable"/>
      <li Class="CompProperties_AffectedByFacilities">
        <linkableFacilities>
          <li>MultiAnalyzer</li>
        </linkableFacilities>
      </li>
    </comps>
    <fillPercent>0.5</fillPercent>
    <interactionCellOffset>(0,0,-1)</interactionCellOffset>
    <hasInteractionCell>true</hasInteractionCell>
    <terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
    <designationCategory>Production</designationCategory>
    <surfaceType>Item</surfaceType>
    <designationHotKey>Misc4</designationHotKey>
<placeWorkers>
<li>PlaceWorker_ShowFacilitiesConnections</li>
</placeWorkers>
    <researchPrerequisites>
      <li>MicroelectronicsBasics</li>
    </researchPrerequisites>
  </ThingDef>


I want to make the following addition to the above

<li Class="CompProperties_AffectedByFacilities">
        <linkableFacilities>
          <li>MultiAnalyzer</li>
          <li>ResCogitator</li>
        </linkableFacilities>
      </li>


But i cannot work out how to get the "<li>ResCogitator</li>" part inserted?

Help please?

#4
Help / Custom Faction Leaders, How to Name them?
November 22, 2017, 05:32:02 PM
Hi,

So the Generated Faction Leader names seems to be generated different to standard pawns.

In the Faction Def the code

<pawnNameMaker>NAMERFILES</pawnNameMaker>

This only seems to apply to other Pawns generated but not the Faction leader? is there a way to control the faction leader name in Custom factions?
#5
Help / Question, Please explain 4 digit color code?
November 20, 2017, 05:04:26 AM
Hello,

Could someone explain this four digit color code?

<color>(255, 77, 77, 242)</color>

I understand the 3 digit ones as RGB decimal, but i don't understand what the four decimal digit above come from? Sorry bit of a newbie where color codes are concerned?

Could someone point me to an online tool for this perhaps?
#6
Is it possible to increase the capacity of the Transport Pod in XML?

So i cannot see anything in the XML to do this, and i assume this is a DLL type thing?

Anybody know? Thanks in Advance...
#7
So i have a small issue, i have created some custom items as floor decorations that can be made using any leather/material.

However when the items are created they seem to have a shader over the top of them altering the colours slightly, and i cannot fathom why, as i want them to look just like the texture being used without any colour overlay..

How can i stop this?

Here is my code incase you need to see..
<ThingDef ParentName="BuildingBase" Name="IGFloorArtMaterial" Abstract="True">
<thingClass>Building_Art</thingClass>
<altitudeLayer>FloorEmplacement</altitudeLayer>
<passability>Standable</passability>
<!-- <pathCost>0</pathCost> -->
<castEdgeShadows>false</castEdgeShadows>
<useHitPoints>true</useHitPoints>
<statBases>
<Flammability>3.0</Flammability>
<SellPriceFactor>1.50</SellPriceFactor>
</statBases>
<comps>
<li>
<compClass>CompQuality</compClass>
</li>
<li Class="CompProperties_Art">
<nameMaker>ArtName_IGSculptures</nameMaker>
<descriptionMaker>ArtDescription_IGSculptures</descriptionMaker>
<minQualityForArtistic>Excellent</minQualityForArtistic>
<canBeEnjoyedAsArt>true</canBeEnjoyedAsArt>
</li>
</comps>
<inspectorTabs>
<li>ITab_Art</li>
</inspectorTabs>
<recipeMaker>
<workSpeedStat>TailoringSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Tailor</effectWorking>
<soundWorking>Recipe_Tailor</soundWorking>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<recipeUsers>
<li>ElectricTailoringBench</li>
<li>HandTailoringBench</li>
<li>ImperialFabricator</li>
</recipeUsers>
</recipeMaker>
</ThingDef>


<ThingDef ParentName="IGFloorArtMaterial">
<defName>IGFL_2x3_Skull</defName>
<label>Floor Skull Rug 2x3</label>
<Description>Imperial Floor Art of Aquila, sized 2x3.</Description>
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
<texPath>Things/IGCore/Building/Decorations/2x4FloorRugMk1</texPath>
<drawSize>(2,4)</drawSize>
</graphicData>
<minifiedDef>MinifiedSculpture</minifiedDef>
<size>(2,3)</size>
<fillPercent>0.25</fillPercent>
<rotatable>true</rotatable>
<canOverlapZones>false</canOverlapZones>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<Beauty>80</Beauty>
<Mass>15</Mass>
<WorkToMake>35000</WorkToMake>
</statBases>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<costStuffCount>350</costStuffCount>
</ThingDef>


#8
Can anybody tell me how i can force a pawn to use a new joy item i created to test its function?

I'm creating a few of them and have used the -20 joy tool but they never use the Joy items usually go stargaze or something, if there a way to force them to use a particular joy item in the debug mode?
#9
So wondered if there is a way to create damage by passing through an object? say something like barb / razer wire using standard xml editing?
#10
Help / Custom Mechs turning up on Poison Ship Event
December 10, 2016, 05:42:59 AM
Hello,

I've done some searching but and cannot find an answer but maybe on of you enlightened people may be able to help.

So i have  a customer mech in my mod, but for some reason its spawning with the insectoids when the poison ship event spawns.. How do i stop that?
#11
Help / Custom Faction Help. Raid size issue.
December 09, 2016, 12:08:10 PM
So.

I have a new faction that goes with my main mod, but i may or may not have a problem.

So basically using the dev mode i spawn a 290 raid, one for vanilla Pirate, Tribe and Outlander and then one for my traitor guard, and for some reason my mod spawns double the pawns in the raid to the others.

Does anybody have an idea as to why this is happening? I know the colony wealth etc control raise size, but using the Dev Mode and spawning a 290 size raid with all the available factions i get 6 pawns on the vanilla factions and 12 on mine but for the life of my I cannot understand why?

My Faction File
<FactionDef>
<defName>TraitorGuardFaction</defName>
<label>Traitor Guard Regiment</label>
<description>The Traitor Guard are among the better armed and minded troops that Chaos Champions and/or Arch-Heretics have at their disposal in order to fulfil their own agendas, Champions of Chaos draw lesser Chaos followers to them to form their own personal armies, which can vary tremendously in size and strength. These traitors, unlike other mutants and other vile Beastmen, have not completely lost their military skills or sanity, forming a reasonably reliable core force amongst the slavering hordes of the Lost and Damned armies...</description>
<pawnsPlural>traitor guard</pawnsPlural>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<canMakeRandomly>false</canMakeRandomly>
<raidCommonality>100</raidCommonality>
<humanlikeFaction>true</humanlikeFaction>
<hidden>false</hidden>
<canStageAttacks>true</canStageAttacks>
<leaderTitle>Captain</leaderTitle>
<appreciative>false</appreciative>
<canFlee>true</canFlee>
<startingGoodwill> <!-- Never Can Be Friendly -->
<min>-100</min>
<max>-100</max>
</startingGoodwill>
<naturalColonyGoodwill> <!-- Never Can Be Friendly -->
<min>-100</min>
<max>-100</max>
</naturalColonyGoodwill>
<earliestRaidDays>60</earliestRaidDays>
<factionNameMaker>NamerIGFTraitorGuardFaction</factionNameMaker>
<pawnNameMaker>NamerIGTraitorGuardPawns</pawnNameMaker>
<techLevel>Spacer</techLevel>
<backstoryCategory>Raider</backstoryCategory>
<hairTags>
<li>Urban</li>
<li>Rural</li>
</hairTags>
<allowedArrivalTemperatureRange>
<min>-55</min>
<max>65</max>
</allowedArrivalTemperatureRange>
<mustStartOneEnemy>true</mustStartOneEnemy>
<pawnGroupMakers>
<li Class="PawnGroupMaker_Normal">
<commonality>100</commonality>
<options>
<TGBlightDrone>200</TGBlightDrone> <!-- Higher More Common Lower Less Common -->
<TGSolider>140</TGSolider>
</options>
</li>
<li Class="PawnGroupMaker_Normal">
<commonality>120</commonality>
<options>
<TGSolider>200</TGSolider> <!-- Higher More Common Lower Less Common -->
<TGBlightDrone>180</TGBlightDrone>
<TGHeavySoldier>140</TGHeavySoldier>
<TGGrenadier>60</TGGrenadier>
</options>
</li>
<li Class="PawnGroupMaker_Normal">
<commonality>10</commonality>
<options>
<TGSolider>60</TGSolider> <!-- Higher More Common Lower Less Common -->
<TGHeavySoldier>160</TGHeavySoldier>
<TGGrenadier>80</TGGrenadier>
<TGSharpshooter>100</TGSharpshooter>
<TGVeteran>70</TGVeteran>
<TGStormTrooper>60</TGStormTrooper>
<TGCaptain>30</TGCaptain>
</options>
</li>
<li Class="PawnGroupMaker_Normal">
<commonality>5</commonality>
<options>
<TGSolider>40</TGSolider> <!-- Higher More Common Lower Less Common -->
<TGHeavySoldier>120</TGHeavySoldier>
<TGGrenadier>60</TGGrenadier>
<TGSharpshooter>100</TGSharpshooter>
<TGVeteran>80</TGVeteran>
<TGStormTrooper>90</TGStormTrooper>
<TGCaptain>70</TGCaptain>
</options>
</li>
</pawnGroupMakers>
<homeIconPath>Things/IGTGF/Icons/TraitorGuardIcon</homeIconPath>
<homeIconColor>(128,0,0)</homeIconColor>
  </FactionDef>


My Pawn Maker
<PawnKindDef Abstract="True" Name="TraitorBase" >
<race>Human</race>
<defaultFactionType>TraitorGuardFaction</defaultFactionType>
<baseRecruitDifficulty>1</baseRecruitDifficulty>
<backstoryCategory>Raider</backstoryCategory>
<invNutrition>2.50</invNutrition>
<itemQuality>Poor</itemQuality>
<backstoryCryptosleepCommonality>0.3</backstoryCryptosleepCommonality>
<maxGenerationAge>50</maxGenerationAge>
<gearHealthRange>
<min>0.75</min>
<max>1</max>
</gearHealthRange>
<apparelMoney>
<min>850</min>
<max>850</max>
</apparelMoney>
<apparelRequired>
<li>IGJumpSuit</li>
<li>TG_StdArmor</li>
<li>TG_StdHelmet</li>
</apparelRequired>
<apparelAllowHeadwearChance>0.5</apparelAllowHeadwearChance> <!-- Do i need this line? -->
<weaponMoney>
<min>2500</min>
<max>2500</max>
</weaponMoney>
<inventoryOptions>
  <skipChance>0.1</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>Uranium</thingDef>
<countRange>
<min>20</min>
<max>50</max>
</countRange>
</li>
<li>
<thingDef>Medicine</thingDef>
<countRange>
<min>1</min>
<max>1</max>
</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGSolider</defName>
<label>Guardsman</label>
<weaponTags>
<li>TGLasPistol</li>
</weaponTags>
<combatPower>20</combatPower>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGHeavySoldier</defName>
<label>Heavy Guardsman</label>
<weaponTags>
<li>TGLasGun</li>
</weaponTags>
<combatPower>25</combatPower>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGGrenadier</defName>
<label>Grenadier Guardsman</label>
<weaponTags>
<li>TGKrakGrenade</li>
</weaponTags>
<combatPower>25</combatPower>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGSharpshooter</defName>
<label>Guardsman Sharpshooter</label>
<weaponTags>
<li>TGExitusSniper</li>
</weaponTags>
<combatPower>30</combatPower>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGVeteran</defName>
<label>Veteran Guardsman</label>
<itemQuality>Superior</itemQuality>
<apparelMoney>
<min>1600</min>
<max>1600</max>
</apparelMoney>
<apparelRequired>
<li>IGJumpSuit</li>
<li>TG_StdArmor</li>
<li>TG_StdHelmet</li>
<li>TG_FlakPlate</li>
</apparelRequired>
<weaponTags>
<li>TGPlasmaRifle</li>
</weaponTags>
<combatPower>30</combatPower>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGStormTrooper</defName>
<label>Stormtrooper</label>
<itemQuality>Superior</itemQuality>
<apparelMoney>
<min>1600</min>
<max>1600</max>
</apparelMoney>
<apparelRequired>
<li>IGJumpSuit</li>
<li>TG_StdArmor</li>
<li>TG_StdHelmet</li>
<li>TG_FlakPlate</li>
</apparelRequired>
<weaponTags>
<li>TGBoltGun</li>
</weaponTags>
<combatPower>40</combatPower>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGCaptain</defName>
<label>Captain</label>
<race>Human</race>
<defaultFactionType>TraitorGuardFaction</defaultFactionType>
<!-- <factionLeader>true</factionLeader> Commented Out as it created an error atm -->
<combatPower>100</combatPower>
<baseRecruitDifficulty>1</baseRecruitDifficulty>
<backstoryCategory>Raider</backstoryCategory>
<itemQuality>Excellent</itemQuality>
<gearHealthRange>
<min>1</min>
<max>1</max>
</gearHealthRange>
<apparelMoney>
<min>1600</min>
<max>1600</max>
</apparelMoney>
<apparelRequired>
<li>IGJumpSuit</li>
<li>TG_StdArmor</li>
<li>TG_StdHelmet</li>
<li>TG_FlakPlate</li>
</apparelRequired>
<apparelAllowHeadwearChance>1</apparelAllowHeadwearChance>
<weaponTags>
<li>TGBoltGun</li>
</weaponTags>
<inventoryOptions>
<skipChance>0.01</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>Uranium</thingDef>
<countRange>
<min>200</min>
<max>500</max>
</countRange>
</li>
<li>
<thingDef>Medicine</thingDef>
<countRange>
<min>1</min>
<max>3</max>
</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>


#12
Help / Error Help Please: Cannot get faction OfPlayer
October 14, 2016, 10:41:22 AM
Hello..

I'm creating a new faction, and everything seems to ok except for the following error when i generate a new map (and i assume factions).



The issues seems to be with getting the name of the leader of the faction. I have custom names set for all the others in the factions and those names seem to work when i force a raid by the new faction. But the name of the Faction Leader has my defined title "leader" but the name does not match any of my namemakers.

Here are my factions file:

<?xml version="1.0" encoding="utf-8" ?>
<FactionDefs>

<!--QX==================== Imperial Guard Traitor Guard Faction Addon Mod - Traitor Guard Faction Definition =========================QX-->
<FactionDef>
<defName>TraitorGuardFaction</defName>
<label>Traitor Guard Regiment</label>
<description>The Traitor Guard are among the better armed and minded troops that Chaos Champions and/or Arch-Heretics have at their disposal in order to fulfil their own agendas, Champions of Chaos draw lesser Chaos followers to them to form their own personal armies, which can vary tremendously in size and strength. These traitors, unlike other mutants and other vile Beastmen, have not completely lost their military skills or sanity, forming a reasonably reliable core force amongst the slavering hordes of the Lost and Damned armies...</description>
<pawnsPlural>traitor guard</pawnsPlural>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<canMakeRandomly>false</canMakeRandomly>
<raidCommonality>120</raidCommonality>
<humanlikeFaction>true</humanlikeFaction>
<hidden>false</hidden>
<canStageAttacks>true</canStageAttacks>
<leaderTitle>Captain</leaderTitle>
<appreciative>false</appreciative>
<canFlee>false</canFlee>
<startingGoodwill> <!-- Never Can Be Friendly -->
<min>-100</min>
<max>-100</max>
</startingGoodwill>
<naturalColonyGoodwill> <!-- Never Can Be Friendly -->
<min>-100</min>
<max>-100</max>
</naturalColonyGoodwill>
<earliestRaidDays>25</earliestRaidDays>
<factionNameMaker>NamerIGFTraitorGuardFaction</factionNameMaker>
<pawnNameMaker>NamerIGTraitorGuardPawns</pawnNameMaker>
<techLevel>Spacer</techLevel>
<backstoryCategory>Raider</backstoryCategory>
<hairTags>
<li>Urban</li>
<li>Rural</li>
</hairTags>
<allowedArrivalTemperatureRange>
<min>-55</min>
<max>65</max>
</allowedArrivalTemperatureRange>
<mustStartOneEnemy>true</mustStartOneEnemy>
<pawnGroupMakers>
<li Class="PawnGroupMaker_Normal">
<commonality>100</commonality>
<options>
  <TGSolider>100</TGSolider> <!-- Higher More Comment Lower Less Common -->
  <TGHeavySoldier>50</TGHeavySoldier>
  <TGGrenadier>20</TGGrenadier>
  <TGStormTrooper>10</TGStormTrooper>
  <TGCaptain>5</TGCaptain>
</options>
</li>
<li Class="PawnGroupMaker_Normal">
<commonality>50</commonality>
<options>
  <TGSolider>80</TGSolider> <!-- Higher More Comment Lower Less Common -->
  <TGHeavySoldier>80</TGHeavySoldier>
  <TGGrenadier>40</TGGrenadier>
  <TGStormTrooper>20</TGStormTrooper>
  <TGCaptain>10</TGCaptain>
</options>
</li>
<li Class="PawnGroupMaker_Normal">
<commonality>15</commonality>
<options>
  <TGSolider>50</TGSolider> <!-- Higher More Comment Lower Less Common -->
  <TGHeavySoldier>80</TGHeavySoldier>
  <TGGrenadier>50</TGGrenadier>
  <TGStormTrooper>50</TGStormTrooper>
  <TGCaptain>25</TGCaptain>
</options>
</li>
</pawnGroupMakers>
<homeIconPath>Things/IGFTraitorGuard/Icons/TraitorGuardIcon</homeIconPath>
<homeIconColor>(128,0,0)</homeIconColor> <!-- PICK A NEW HOME COLOUR -->
  </FactionDef>

</FactionDefs>


PawnKinds File
<?xml version="1.0" encoding="utf-8" ?>
<PawnKindDefs>

<PawnKindDef Abstract="True" Name="TraitorBase" >
<race>Human</race>
<defaultFactionType>TraitorGuardFaction</defaultFactionType>
<baseRecruitDifficulty>1</baseRecruitDifficulty>
<backstoryCategory>Raider</backstoryCategory>
<invNutrition>2.50</invNutrition>
<itemQuality>Normal</itemQuality>
<backstoryCryptosleepCommonality>0.3</backstoryCryptosleepCommonality>
<maxGenerationAge>50</maxGenerationAge>
<gearHealthRange>
<min>0.75</min>
<max>1</max>
</gearHealthRange>
<apparelMoney>
<min>1150</min>
<max>1150</max>
</apparelMoney>
<apparelRequired>
<li>IGJumpSuit</li>
<li>TG_StdArmor</li>
<li>TG_StdHelmet</li>
</apparelRequired>
<apparelAllowHeadwearChance>0.5</apparelAllowHeadwearChance> <!-- Do i need this line? -->
<weaponMoney>
<min>3100</min>
<max>3100</max>
</weaponMoney>
<inventoryOptions>
  <skipChance>0.01</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>Gold</thingDef>
<countRange>
<min>20</min>
<max>50</max>
</countRange>
</li>
<li>
<thingDef>Medicine</thingDef>
<countRange>
<min>1</min>
<max>1</max>
</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGSolider</defName>
<label>Traitor Guard Soldier</label>
<weaponTags>
<li>LasGun</li>
</weaponTags>
<combatPower>25</combatPower>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGHeavySoldier</defName>
<label>Traitor Guard Heavy</label>
<weaponTags>
<li>BoltGun</li>
</weaponTags>
<combatPower>35</combatPower>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGGrenadier</defName>
<label>Traitor Guard Grenadier</label>
<weaponTags>
<li>ImpGrenadeLauncher</li>
<li>GrenadeDestructive</li>
</weaponTags>
<combatPower>35</combatPower>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGStormTrooper</defName>
<label>Traitor Guard Stormtrooper</label>
<weaponTags>
<li>ExitusSniper</li>
<li>ImpQuadRocketLauncher</li>
</weaponTags>
<combatPower>40</combatPower>
</PawnKindDef>

<PawnKindDef ParentName="TraitorBase">
<defName>TGCaptain</defName>
<label>Captain</label>
<race>Human</race>
<factionLeader>true</factionLeader>
<combatPower>250</combatPower>
<baseRecruitDifficulty>1</baseRecruitDifficulty>
<backstoryCategory>Raider</backstoryCategory>
<itemQuality>Good</itemQuality>
<gearHealthRange>
<min>1</min>
<max>1</max>
</gearHealthRange>
<apparelMoney>
<min>3100</min>
<max>3100</max>
</apparelMoney>
<apparelRequired>
<li>IGJumpSuit</li>
<li>TG_StdArmor</li>
<li>TG_StdHelmet</li>
<li>TG_FlakPlate</li>
</apparelRequired>
<apparelAllowHeadwearChance>1</apparelAllowHeadwearChance>
<weaponTags>
<li>PlasmaRifle</li>
</weaponTags>
<inventoryOptions>
<skipChance>0.01</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>Gold</thingDef>
<countRange>
<min>200</min>
<max>500</max>
</countRange>
</li>
<li>
<thingDef>Medicine</thingDef>
<countRange>
<min>1</min>
<max>1</max>
</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>

</PawnKindDefs>




NameMaker File

<?xml version="1.0" encoding="utf-8" ?>
<NameMakerDefs>

<RulePackDef>
<defName>NamerIGFTraitorGuardFaction</defName>
<rulePack>
  <rulesStrings>
<li>name->[TGRegiments]</li>
  </rulesStrings>
  <rulesRaw>
<li Class="Rule_File">
<keyword>TGRegiments</keyword>
<path>NameBanks/TGRegiments</path>
</li>
  </rulesRaw>
</rulePack>
</RulePackDef>

<RulePackDef>
<defName>NamerIGTraitorGuardPawns</defName>
<rulePack>
  <rulesStrings>
<li>name->[TGFirst] [TGSurNom]</li>
<li>name->[TGSurNom] [TGFirst]</li>
  </rulesStrings>
  <rulesRaw>
<li Class="Rule_File">
<keyword>TGFirst</keyword>
<path>NameBanks/TGFirst</path>
</li>
<li Class="Rule_File">
<keyword>TGSurNom</keyword>
<path>NameBanks/TGSurNom</path>
</li>
  </rulesRaw>
</rulePack>
</RulePackDef>

</NameMakerDefs>
#13
Help / Please Explain NameMaker Defs? [Solved]
October 13, 2016, 10:11:04 AM
Hello,

Ive been looking at the namemaker def files (vanialla and some mods), and to be honest cannot for the life of me see how they work.

Taking this example from the vanilla files...


  <RulePackDef>
    <defName>NamerPersonTribal</defName>
    <rulePack>
      <rulesStrings>
        <li>name->[tribalword] '[badassanimal]' [tribalword]</li>
        <li>name->[color] [tribalword]</li>
        <li>name->[tribalword] [tribalword]</li>
        <li>name->[tribalword] [tribalword]</li>
        <li>name->[tribalword] [animal]</li>
        <li>name->[animal] [tribalword]</li>
        <li>name->[color] [animal]</li>
      </rulesStrings>
      <rulesRaw>
        <li Class="Rule_File">
          <keyword>tribalword</keyword>
          <path>NameBanks/TribalWords</path>
        </li>
        <li Class="Rule_File">
          <keyword>badassanimal</keyword>
          <path>NameBanks/Nouns_BadassAnimals</path>
        </li>
        <li Class="Rule_File">
          <keyword>animal</keyword>
          <path>NameBanks/Nouns_Animals</path>
        </li>
        <li Class="Rule_File">
          <keyword>color</keyword>
          <path>NameBanks/Colors</path>
        </li>
      </rulesRaw>
    </rulePack>
  </RulePackDef>


I don't understand the structure perhaps I'm being a little thick... but i dont understand what the path mentioned is referencing.

I really just dont understand the structure, and how this is used to randomly (from a predefined selection?) name pawns? where does this set list of names come from? how does the formatting work?

Any guidance would be appreciated?
#14
Bugs / [A15c] Bug - Class="CompProperties_HeatPusher"
October 09, 2016, 04:52:33 PM
Not sure if this is intended or not..

Using the following code to have an item produce heat;


<li Class="CompProperties_HeatPusher">
<compClass>CompHeatPusherPowered</compClass>
<heatPerSecond>30</heatPerSecond>
<heatPushMaxTemperature>300</heatPushMaxTemperature>
</li>


And then trying to use this compClass with an graphic that is more than 2 wide it will stop the heat pushing working, so examples;


In <graphicData> using the listed draw size results in the following;
<drawSize>(2,2)</drawSize> -- Heat pusher works
<drawSize>(2,3)</drawSize> -- Heat pusher works
<drawSize>(3,2)</drawSize> -- Heat pusher does NOT work
<drawSize>(4,4)</drawSize> -- Heat pusher does NOT work


Its seems that if the width of the graphic is larger that 2 will will not work, also if you rotate a graphic that is 2 wide one way the then 3 wide when rotated it also stops working when its rotated to be 3 wide.
#15
Help / Adding Heat Damage to an item? Is it possible?
October 08, 2016, 09:19:55 AM
Hello,

I'm trying to find a way to add heat damage to an item (not a pawn), so when its above a certain ambient temperature the item takes damage like deterioration? would someone know how to do this using xml only?

I've searched through the xmls and cannot see an obvious way to do this?

Thanks in advance
#16
Help / Turret Top Texture, how to define size?
October 06, 2016, 05:20:08 AM
So I'm creating some new turrets, and got them in game all fine with my own textures etc.

Problem I'm having is that my original textures for the base and turret top are 512x512, and they are exported to png at 256x256, when they appear ingame the base of the turret is correct using the 4,4 draw scale but the top of the turret is a lot smaller that it should be, is there a way to specify in the Def file the draw scale of the top of the turret? (My turret building code is below)

<ThingDef ParentName="BuildingBase">
<defName>TrantulaDualHeavyBolter</defName>
<label>Trantula Dual Heavy Bolter</label>
<thingClass>Building_TurretGun</thingClass>
<graphicData>
<texPath>Things/IGTurrets/AutoTurrets/HeavyBolter/ATHeavyBolterMk1-Base</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(4,4)</drawSize>
<damageData>
<rect>(0.38,0.2,0.56375,0.8)</rect>
<cornerTL>Damage/Corner</cornerTL>
</damageData>
</graphicData>
<minifiedDef>MinifiedFurniture</minifiedDef>
<altitudeLayer>Building</altitudeLayer>
<stealable>false</stealable>
<statBases>
<MaxHitPoints>500</MaxHitPoints>
<Flammability>0.75</Flammability>
<WorkToMake>5000</WorkToMake>
<Beauty>-70</Beauty>
</statBases>
<tickerType>Normal</tickerType>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>2</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType>
<chanceNeverExplodeFromDamage>0.25</chanceNeverExplodeFromDamage>
</li>
<li Class="CompProperties_Forbiddable"/>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>20</basePowerConsumption>
</li>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Breakdownable"/>
</comps>
<description>Trantula Heavy Bolter turret is designed for medium range sentry duty, has small chance to explode when destroyed.</description>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<castEdgeShadows>true</castEdgeShadows>
<fillPercent>0.4</fillPercent>
<costList>
<Steel>500</Steel>
<Ceramite>200</Ceramite>
<ImperialComponent>5</ImperialComponent>
</costList>
<size>(4,4)</size>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<designationCategory>Security</designationCategory>
<specialDisplayRadius>20</specialDisplayRadius>
<building>
<ai_combatDangerous>true</ai_combatDangerous>
<turretGunDef>Turret_DualHeavyBolter</turretGunDef>
<turretBurstCooldownTicks>200</turretBurstCooldownTicks>
<turretTopgraphicPath>Things/IGTurrets/AutoTurrets/HeavyBolter/ATHeavyBolterMk1-GunBig</turretTopgraphicPath>
</building>
<researchPrerequisites>
<li>TRDualHeavyBolter</li>
</researchPrerequisites>
#17
Astra Militarum Imperial Guard Core Mod v1.9 (v1.0)

Description:
WH40k Astra Militarium Imperial Guard Mod, is a core mod to add the Imperial Guard to RimWorld. Why the imperial Guard over the Astartes well for me they fit better into the universe, and are still puny humans that Rimworld can punish..  For the Emperor!

What's in the Mod
This mod is going to be a core mod for what I hope will be a series of addon Mods for Astra Militarium, at the moment the following has been deployed into this Mod:

  • Ranged Weapons - Las Pistol, LasGun, Exitus Sniper Rifle, Boltgun, Plasma Rifle, Krak Grenades, Quad Launcher, Grenade Launcher, WebGun AutoGun
  • Armor - The standard Pattern Imperial Armor with helmet for all body types, with Servo Arm and Flak Armor Upgrades
  • Production - Full production integration with dedicated work benches, and new minable materials in the form of Ceramite and Adamantium. Also all Weapons can be recycled back into parts with a slight loss so you can reclaim resources from rubbish builds.
  • Power - Currently Imperial Uranium Reactor and Imperial Battery.
  • Architecture - Currently there are custom floor textures, doors and beds that will spruce up that interior to bring honor to the Emperor.
  • Research - There is a full customised research tree to all of the above.
  • Advanced Power Production – Advanced Power Production, Plasma Generators.
  • Temperature Damage– Planetary Core Extractor & Plasma Reactors need to be kept below 0c or they will deteriorate and be destroyed.

At the moment I'm still not 100% on the balancing (I will be tweaking), I've tried to make it tough but not harsh, as some of the weapons are quite powerful, and beware adamantium is rare... let me know what you think in this thread.

ADDONS Available - See Next Post
The following is what I hope to add over next few weeks to this core mod.

  • Traitor Guard Faction ADDON – Traitor Guards who have forsaken the Emperor, they do not like anybody...
  • Imperial Turrets ADDON – Build Imperial Turrets to deploy in game, Tarantula Twin-Linked Heavy Bolter & LasCannon, ThudGun, Gun Emplacements, and Base Defense Gun.
If you have ideas on things you would like to see let me know in the thread comments.

Future Development
The following is what I hope to add over next few weeks to this core mod.

  • More Ranged Weapons – Stun, Gun, Bolt/Plasma Pistol, HotShot Guns.
  • Melee Weapons – Chain Sword, Power Fists, Eviscerator (May be an addon pack?)
  • More Armor – More armor types and upgraded armor
  • Advanced Production – Another minable material, to make advanced materials for high end equipment, custom resource extractor.
  • Extended Research – All new content will have related research.
  • Imperial Power Generation – More Power Generating options
  • More Architecture – Statues, chairs, tables, other beds etc.
If you have ideas on things you would like to see let me know in the thread comments.

Author & License
Author = QuantumX
You are hereby encouraged to learn from my mod or addon mods for your own personal use. But, ask permission before uploading any of my content.
If you want to add to a modpack to distribute please ask permission and PM a link to the forum post.

ScreenShots
(Will open in a new window, these are just *.png Files)
V1.3 Content PNG Image
V1.2 Content PNG Image
V1.0 Content PNG Image
Multi Screen Shot PNG Image
Research Tree v1.0 PNG Image

Download

DropBox v1.9 - v1.0 Version | Steam | DropBox v1.813 Legacy B19 Version

Compatibility & Bugs
Should be compatible with other mods, I have used it myself with many mods it does not overwrite any of the vanilla files, and should be self-contained. BUT I highly recommend backing up your game if you install this mod into an ongoing save!!!

NOTE: Mineable resources for Adamantium, Ceramite & Promethium will not spawn into your game area unless you start a new game, if you use this mod with an existing game you will need to use the "Planetary Core Extractor", which is a resource extractor within the core mod which must be researched, alternative you can use Deep Core Miner Mod with the Imperial Guard Addon, see below.

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
OR use Steam Workshop.....

-------------------------------------------------------------------------------

Change Log
Only Last Few Changes are shown here, for detailed change log see change log in zip file.

V1.9 - V1.0 Release
* Only had to Fix Damage def for custom Bomb damage def, no other incompatiabilities found.

v1.813
* FIX - Fixed neck protection on ALL armors

V1.812
* FIX - Had <Mass> tag in wrong place from Exitus Sniper Rifle. Fixed.

V1.81
* BALANCE - Improved the Imperial Jumpsuit, to provide more cold/heat insulation, and removed it negative affects. atm there was not reason to use it.
* BALANCE - Increased the Light output of the Imperial Lamp.
* BALANCE - All Armor Now weights 5kg Mass, Clothes have Individial Mass Configs.
* BALANCE - All weapons now have individual Mass configs.
* CHANGE - Imperial Lamps and Lighting now adds a little more beauty, making your guardsmen and astarte feeling more at home in the Imperium.
* FIX - Fixed the descriptions for the custom Traits.
V1.8
* NEW ITEM - Imperial Imperial Fortification Wall - Imperial Fortification Wall, This wall has a opening through which Defenders can fire in while providing cover. This is your first line of Defense! Capable of holding up a roof, and is fire resistant. Requires Research "Basic Imperial Construction"
* NEW ITEM - Imperial Construction Fabricator - Used to create Imperial Building Materials, like Rockcrete FerroCrete, PlasCrete. Can also be used to create bulk stone blocks as well. Requires Research "Basic Imperial Construction"
* NEW ITEM - New Construction Materials made at Imperial Construction Fabricator. Rockcrete FerroCrete, PlasCrete, used for really strong walls.
* NEW ITEM - Imperial Wall - Using all the usual materials plus the new Imperial Construction Materials (Rockcrete FerroCrete, Plascrete) Requires Research "Basic Imperial Construction"
* NEW ITEM - Imperial Lamp - A new Lamp in a SciFi Style, to better fit in with Base asthetic. Plus it uses alot less power than the vanilla lamp which i always thought used to much power.
* NEW ARMOR - New Ultramarine's Astarte Armor, all Astarte Armor has the same stats and build requirements, but this is just a different look Astarte armor.
* NEW ARMOR - New Blood Angels's Astarte Armor, all Astarte Armor has the same stats and build requirements, but this is just a different look Astarte armor.
* NEW ARMOR - New Cadian Shock Tropper Armor, Slightly Better than Carapace Armor, slightly more build requirements.
* CHANGE - Rogue Trader now also sells Imperials Construction Materials. (Rockcere, Ferrocrete and Plascrete)
* CHANGE - The Cogitators now appear uner the Imperial Catagory on the bottom left of the screen.
* CHANGE - Storyteller Chaos Undivided -  All events are Random with weighting toward threats, big and small..
* CHANGE - StoryTeller Urlock Gaur - Events with weighting toward smaller threats, with large threats occuring not as frequently, but still more than vanilla Storytellers.
* BALANCE - All Fabricator Benches & Cogitators will now shortcircuit in rain, needs a roof over it.
* BALANCE - Core Extractor will now short ciruit in rain, needs a roof over it.
* BALANCE - Manufacturing Cogitators now require Power.
* BALANCE - Interaction Icon (Chair point) added for all benches.
* BALANCE - Adamantium Bog Standard Vanilla Wall was to Strong. Balanced down to be slightly better than Plasteel Walls.
* BALANCE - Lowered All Armor Market Values, raw material should mostly be worth more.
* BALANCE - Decreased Core Extractor Yeilds but about 20%, while you need more stuff, using a high level miners you still get good yields.
* BALANCE - Gold and Silver Yields from the Core Extractor greatly reduced.
* BALANCE - Changed the amount of work required to mine Ceramite and Adamantium - now is alot less work.
* FIX - Greatly lowered the build requirment for Imperial Solar Panels, as these are really more cosmetic items as i cannot increase there power output above vanilla using XML.
* FIX - IG Storytellers now have far more frequent Orbital Trader Visits.
* FIX - Fixed a number fo reasearch Description to be correct or more accurate.
* FIX - Have removed all the redundant def from "QXIGC_Mote_Visual". May or may not have been causing lag spikes.
* FIX - Added a general Resource Icon to the right of screen, when resource folders are used.
* FIX - Electricty Research is now needed for all Imperial Lighting.

V1.75 - B19 Update
* Lots of changes for the b19 patch. Detail within Change log inside mod.

V1.741
* FIX - Augment Leg description now correct as it was incorrectly saying Augmetic Arm
* FIX - T2 Drone Implant, incorrect gave -20% boost instead of +20% boost to smithing speed.
* Balance Change - Black Rage chance changed from MTB 50 days to 75 days. With loads of T3 pawns it was too often
* Balance Change - Enhanced Black Rage chance changed from 25 days to 75 days. With loads of T3 pawns it was too often

V1.74
* Balance Change - Doubled Kalma Leaves Harvest Amount from 2 to 4
* Balance Change - Increase Kalma Crop Sensitive to Fertility by 50%. So will grow quicker on fertile land.
* Balance Change - Lyman Ear, Occulobe and Black Carapace WILL NOT give the Black Rage Mental States. (This was already case before this update but wanted to point this out.
* Balance Change - Ossmodula, Secondary Heart, Omophagea, Catalepsean Node. Can EACH give mental State "Black Rage" on average once every 50 Days increased from 35 days. So its a little more rare for larger colonies.
* Balance Change - Rite of Pure Thought. Can give "Heightened Black Rage" on average once every 35 Days
* Balance Change -  Mental State "Black Rage" Given by certain T3 Augments (Astarte Organs) has been changes so the mental State is based on the Tantrum Mental State, so now your pawns wont kills each other. But will just go about destroying your base for a little while, when the state is active.
* New Mental State - "Heightened Black Rage" where your pawn has a targeted tantrum mental state where they will find something in your base to DESTROY. So you have to arrest them before that happens if its something you care about, or keep it repaired while they damage it. But beware they could go destroy a stack of 1500 adamantium.

V1.73
* Fix - Had the Wrong Bullet attached to the T2 Bolter, so it was doing same damage as the T1. Now you will find it MUCH better. As its using the bullet i originally defined for it.
* Fix - <Weapon_Bulk> Tag Added to all Ranged Weapons, may add later to Melee Weapons.
* Balance Change - Wall Lights has a little more glow.
* Balance Change - Silver Colour of the Wall Lights has been changed to a slight lighter shade of Silver
* Balance Change - Steel amount needed from 12 to 3 for Floor Lights
* Balance Change - The Imperial MedKit Recipe now requires 1 Refined Kalma and not 3.
* Balance Change - Apothecary Level Research is now "Spacer" level rather than Industrial Level.
* Balance Change - Tech2 Bolter is now "Spacer" level rather than Industrial Level.
* Balance Change - Rebalanced some of the Research Required for Apothecary.
* Balance Change - All Bolter's can now Target Ground.
* New ITEM - "Assault Cannon" so new Iliastus Pattern Assault Cannon. Has Custom Sounds and can Target an Area. New Research required at ULTRA tech Level. Purge the Heretics.

V1.72
* Balance Change - Increase Glow Factor of imperial Lighting.
* Components - Increase the output of components from the Fabricator Bench from 4 to 6, increase stuff required so you use slight more Steel to make them, but they made quickly. So 6 Components at a time cost 40 steal rather than 30.
* Fix - Fixed Catagory for Storage Zone for Stolen Geneseed. Now in Items/BodyParts/Imperial Augments/