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Messages - QuantumX

#16
Quote from: sevrun on December 17, 2017, 03:40:50 PM
I've been playing around with the core mod and really like it as a late game extension.

but now I've gotta choose between this and Combat Extended.  Not going to pester you about a patch, but I will suggest that it would open up your mod to a lot of people that might not try it otherwise when you get to a point that you feel comfortable looking into it.

P.S.  ORKS FOR DA WAAAAAGH!  In case you're taking suggestions for what to do next ;)

So you're the second person to ask me about Combat Extended, seems that it would be a massive amount of work to make them compatible, where i would have to have my mod rely on Combat Extended or provide a "Combat Extended" Addon Mod for my Mod.. I'll have another look at it, but atm i'm working on the next major update to the Core Mod in to have Augmentations etc. Plus next faction is likely to be Traitor Marines for Faction Addon on, then maybe Orks.
#17
Updated to new versions.
#19
So next change..


So so i have changed to the following;

[code]
<Operation Class="PatchOperationInsert">
<xpath>/Defs/BodyPartDef[defName = "Brain"]/defName</xpath>
<value>
<spawnThingOnRemoved>IGBrain</spawnThingOnRemoved>
</value>
</Operation>


Now upon loading it now WORKS!!!  WhooHoooo....
#20
So so i have changed to the following;


<Operation Class="PatchOperationInsert">
<xpath>/Defs/BodyPartDef[defName = "Brain"]/</xpath>
<value>
<spawnThingOnRemoved>IGBrain</spawnThingOnRemoved>
</value>
</Operation>


And does not work
#21
Hello, could i ask for help on this XPATH please.. I cannot seem to get a insert operation to work on the BodyParts_General.xml file

I want to go from this


<BodyPartDef>
<defName>Brain</defName>
<label>brain</label>
<hitPoints>10</hitPoints>
<oldInjuryBaseChance>1</oldInjuryBaseChance>
<skinCovered>false</skinCovered>
<tags>
<li>ConsciousnessSource</li>
</tags>
<dontSuggestAmputation>true</dontSuggestAmputation>
</BodyPartDef>


To this:


<BodyPartDef>
<defName>Brain</defName>
<label>brain</label>
<hitPoints>10</hitPoints>
<oldInjuryBaseChance>1</oldInjuryBaseChance>
<skinCovered>false</skinCovered>
<tags>
<li>ConsciousnessSource</li>
</tags>
<dontSuggestAmputation>true</dontSuggestAmputation>
<spawnThingOnRemoved>IGBrain</spawnThingOnRemoved>
</BodyPartDef>


My Patch Operation Looks Like this;


<Operation Class="PatchOperationInsert">
<xpath>/Defs/BodyPartDef[defName = "Brain"]/specialDesignatorClasses</xpath>
<value>
<spawnThingOnRemoved>IGBrain</spawnThingOnRemoved>
</value>
</Operation>


But i'm getting operation failed, i think its something to do with the /Defs/BodyPartDef part... but not sure, this is only the second time i've ever done xpath, and the first i had alot of help from here.
#22
Help / Re: Custom Faction Leaders, How to Name them?
November 30, 2017, 02:42:49 PM
Hey Albion, thanks for your time, I think for now i will chalk that one down to not do-able...

Again thanks Albion you're a Gent and a Star!!!
#23
Ok, that makes alot more sense (i think), thanks for the responses guys, learned a lot.. going to try to make a few of the patches on my own now and see how i get on.
#24
Thanks Nightinggale,

Just created a patch.xml file using the above, creating an xml file with the below;

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

<Operation Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[ defName= "HiTechResearchBench"]/CompProperties_AffectedByFacilities/linkableFacilities</xpath>
<value>
<li>ResCogitator</li>
</value>
</Operation>

</Patch>


But upon loading i get error failed to patch.


#25
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?

#26
Help / Re: Custom Faction Leaders, How to Name them?
November 27, 2017, 08:40:13 AM
Much Appreciated Albion
#27
Help / Re: Custom Faction Leaders, How to Name them?
November 26, 2017, 11:22:48 AM
@Albion, Seems not to be the case, when the faction creates at start of game the names for the leaders seems to come from a different source perhaps hardcoded? Naming is defo working for faction pawns created when a raid happens, just not for the leaders.. Rather annoying...

#28
Help / Re: Custom Faction Leaders, How to Name them?
November 25, 2017, 10:13:57 AM
Hmmm nobody have any clue on this one?
#29
Help / Re: RimWorld core art source
November 25, 2017, 10:12:59 AM
@Axinoe, you have my thanks!
#30
Help / Re: [B18] Custom Melee Sound | Implementation?
November 22, 2017, 05:48:18 PM
I have the same problem, not worked out how to get the sounds back on my melee weapons yet...

Hopefully someone knows.