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Messages - naryl

#1
Help / Re: Checking what the pawn is doing
August 14, 2021, 01:27:39 PM
Quote from: mikeejimbo on August 14, 2021, 12:54:02 PM
What are you trying to do anyway?

I want to make a trait which makes pawns *sometimes* have accidents while working. Of course making them hurt themselves all the time would be tedious so it would be avoidable.

Thanks for the link too! I think I saw it somewhere on rimworldwiki earlier but couldn't find it yesterday. >_>
#2
Help / Re: Checking what the pawn is doing
August 14, 2021, 01:22:28 PM
pawn.jobs.curDriver.curToil looks appropriate but Toils are plain objects with delegates. There's no way to tell them apart. I can use toil.activeSkill to at least tell which skill is used. Hopefully that would be good enough.
#3
Help / Re: Checking what the pawn is doing
August 14, 2021, 11:49:03 AM
>> they had the same data

> just "Job" without any data, right?

...

Well, same except loadID, targetA, startTick, and lastJobGiverKey. But it's not obvious how any of these can help.
#4
Help / Re: Checking what the pawn is doing
August 14, 2021, 06:30:55 AM
thing.Pawn/jobs/curJob is the closest there is but it seems to contain the job the pawn currently intends to do. I had one pawn smoothing a wall and another one walking to smooth another wall and they had the same data (other than target IDs etc). When I saved the game the second pawn was walking, not smoothing.

Did nobody really ever do that in a single mod?
#5
Help / Checking what the pawn is doing
August 13, 2021, 07:25:04 AM
Is there an easy way to check what a pawn is doing at the current tick? I only found pawn.pather.Moving to check if the pawn is walking. I also need to know when a pawn is constructing, crafting, cooking, taming, etc. It would help if somebody can at least point me to the sources of a mod that does it.
#6
Don't know if it's the right place but patching VerbProperties.GetDamageFactorFor(Tool, Pawn, HediffComp_VerbGiver) worked for me. VerbProperties instance has IsMeleeAttack and you can check apparel through the Pawn argument.
#7
Ideas / Re: Buddhist monks in Ideologies
August 10, 2021, 07:17:07 PM
Yep, and for the melee specialist just use Ducks' No Limits - Ideologies.
#8
Help / <bodySize>?
August 08, 2021, 09:47:59 PM
The last topic was seven years ago https://ludeon.com/forums/index.php?topic=3280.msg30933#msg30933

I'm pretty sure it now affects carrying capacity too. Anything else?
#9
Ideas / Buddhist monks in Ideologies
August 08, 2021, 06:08:28 PM
They most definitely have a melee specialist and most definitely are not raiders nor supremacists.

On a side note, I need a dedicated sheriff/judge/executioner/etc specialist. Basically a law enforcer. Is there a chance it could be added to the base game or should I just start modding already?

I have some experience modding Skyrim and checked out basic Rimworld modding tutorials. It doesn't look like adding a new kind of specialist is an easy task. Have anyone tried it yet? Modifying a meme (to allow melee specialists to all Buddhists for example) is a trivial XML edit though.
#10
Factorio's research screen has the technologies in a plain list but actually it's a tree which is actually quite deep.
E.g. Automation -> Electronics -> Advanced Electronics -> Advanced Electronics 2 -> Robotics -> Logistic Robotics -> Logistic System

What's the difference between the second and third option?