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- January 29, 2023, 02:26:27 PM
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With the seeds please, i seem to have lost some fruit trees from the vegetable garden: With prepare carefully can't bring banana seeds (one example),i can bring banana fruit though. And in plant processing bench, none of the fruit trees can create seeds. (can't find traders with those seeds either).Can confirm, Banana is not on the lists.
How do I reduce coverage of body parts?Code: [Select]<Override.Def Filter="Name" Type="Def" Target="LeftLeg">
<coverage>0.7</coverage>
</Override.Def>
---
<Override.Def Filter="Name" Target="Human">
<corePart>
<def>RightShoulder</def>
<coverage>0.1</coverage>
<groups>
<li>Shoulders</li>
</groups>
</corePart>
<corePartResolved>
<def>RightShoulder</def>
<coverage>0.7</coverage>
<groups>
<li>Shoulders</li>
</groups>
</corePartResolved>
</Override.Def>
This seems actually "work", it just make game unloadable though.
---
<Override.Def Filter="Name" Target="Human">
<def>RightShoulder</def>
<coverage>0.9</coverage>
<groups>
<li>Shoulders</li>
</groups>
</Override.Def>
Nothing seems work, anyone?
<Override.Def Filter="Name" Target="Human">
<corePart Mode="Replace">
//Is this the only part that's inside this tag? If yes, consider Mode="Clear", if not, try Mode="Replace" and see if it works.
<def>RightShoulder</def>
<coverage>0.1</coverage>
<groups>
<li>Shoulders</li>
</groups>
</corePart>
<corePartResolved>
<def>RightShoulder</def>
<coverage>0.7</coverage>
<groups>
<li>Shoulders</li>
</groups>
</corePartResolved>
</Override.Def>
I can see how messing up the human parts could end up in the game not loading.<Override.Def Filter="Name" Type="BodyDef" Target="Human">
<corePart Mode="Replace" Replace="Override.StatModifierComparer">
<parts>
<li>
<def>LeftShoulder</def>
<coverage>0.1</coverage>
</li>
<li>
<def>RightShoulder</def>
<coverage>0.1</coverage>
</li>
</parts>
</corePart>
</Override.Def>
Not everything can be modified just by playing with xmls- most of the game's code is in packed up computer-readable-only compiled C#. This is a misconception commonly made about how RimWorld code works so I figure I'll elaborate.
RimWorld's 'code' is made up of two types: Compiled C# Classes and human readable XML files. The C# is what defines the game logic- it controls how everything works under the hood. Compiled C# must be decompiled using specials tools to read and modify. XML files on the other hand are like little dictionaries of variables which the C# reads the contents of and executes code based on what it says. XML files can't hold game logic unlike C#, but C# can hold game data like XML can. So not all the game data is held in the XMLs; much of it is hidden away in the compiled C# along with the game logic that uses it.
TL;DR
The values you're looking to modify are probably in the game's dlls, not xml files.
I also checked in Source but didn't see anything either, so I'm guessing it's in a .dll or .asset file or somewhere...
Has anyone made changes like this before?
Sorry I was just asking if there was compatibly with T's Mod since I don't use VG.I'll need to upload the vanilla only version.
I'll add it to the currently incompatible list, sort of.
I have a kinda-sorta patch on github, but I need to update for the latest version of EW and send it off to my helpful tester again. If you'd like to play with it as well, please feel free (after I update it that is).
Thanks, I'll try to test it, but it needs some time to find those seeds. I've also told sma342, that you have some problems with cannabis mod and I have a clue why.Thanks for the suggestion, I forgot about the other mod. Do let me know if anything happens, I put the same extraction rates and values as I did for VG Tobacco. I don't know if it will be balanced well enough, do let me know since I didn't get to test it.
One suggestion: mention that your patch is made for Qwynn's Extended Woodworking. There're two forks of the original itchyflea's EW: one is actively developing, another one – just an update for a16. We're dealing with the first one, despite of the fact, that they have the same grounds and mostly the same defs.
Compatibility with T's more crops mod.Hey man, next time ask for it politely, here you go. I also didn't have time to test it, do let me know if it doesn't work. If you are also using Vegetable Garden I recommend you to load VG before T's Crops and add this patch after all other SeedsPlease mods.
Could you make a patch for SeedsPlease? I guess, it's the great game changer – as great as VG.
I also play with SeedsPlease! and it is compatible out of the box. Load SeedsPlease after Expanded Woodworking. The load order should look like this:
- Vegetable Garden
- Expanded Woodworking
- Expanded Woodworking for Vegetable Garden
- SeedsPlease!
- SeedsPlease! for Vegetable Garden
Oh you meant the bench isn't working because it asks for wood, I thought you asking for a patch for SeedsPlease was about trees and seeds. Here, I should've thought about that. Add it after all the SeedsPlease files.
I was confused for a minute myself! Unless you're pulling seeds out of wood there shouldn't be an issue! But I realize now they were asking for the plant working bench to be stuffed for all the wood types rather than be stuck with just the default woodlogs (which become mixed lumber in EW). Thanks for the quick patch, dnks!
Alright. Meanwhile sma342 gratefuly agreed to help with it, so probably it will require just a patch for your rebalance.If you can get him to do the ZWCannaHerb I'd be happy, I speak german and still I don't understand anything related to this project, the order is confusing and there's a buch of symbols that make it long and hard to read, I couldn't even find the market values for 3 of the 7 plants products without having to install it, and I had to look into every single file which took way too much time, so I'm skipping it. Einer der dümmste mods ich gesehen habe, werde meine zeit nicht damit verschwenden.
You're awesome, really. VG, SeedsPlease and Extended Woodworking improve the game in a dramatic way – your balance-mod seems to polish them perfectly (although I haven't tested the patch for now). The last thing I can ask is this, if you have time for it.Sure, I can work on those, but I might get to that later, I'm fixing some incompatibilities of mods I have installed.