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Messages - minimurgle

#31
Thanks for all the info. I'll update all the information above to reflect this.
#32
Outdated / Re: [A17] Dangerous Rim V1.1
May 26, 2017, 11:36:32 AM
Version 1.1 is now out
Changelog V1.1
-Tweaked Storyteller to have a higher pop cap
-Tweaked Difficulty to be less blobby on raids
-Increased health of some body parts
-Tweaked more mental states to add variety
-Tweaked diseases to add more variety in infections
-Tweaked some events to be less annoying and to add some more variety
-Tweaked raids to make them less stupid and more dangerous
#33
Ideas / Re: Battlefield CPR
May 26, 2017, 09:49:32 AM
Yup it's exactly as Boston said. CPR circulates blood and oxygen around the body to keep it alive. It's not meant to restart the heart. And defibrillators also don't restart the heart. They temporally stop it to bring it back to  a normal heartbeat.
#34
Ideas / Re: A17 related suggestions
May 25, 2017, 10:13:58 PM
While it isn't in the game you can change a non-permadeath into a permadeath pretty easily.

Here's how.
1. Make backups of your saves
2. make sure you have one non-permadeath and one permadeath test saves
3. Open both save files in a text editor.
4. Compare the save files
5. You should notice that the permadeath save has <isPermadeath>true</isPermadeath> and <permadeathName>Whatever the name is</permadeathName>
6. Copy over both lines and change the name
7. Open rimworld and see if it works

If that doesnt work feel free to message me and I can help you.
#35
General Discussion / Re: Questions on A17
May 25, 2017, 09:33:41 PM
Mortars: The buff is mostly to the player since the enemies don't make their own shells nor do they need to gather resources for the mortar. But they will benefit from the shooting speed and accuracy.

Caravans: Pretty simple. Caravan's will just be stronger. Better weapons/armor etc.
#36
Help / Re: need help modding pawn body textures
May 25, 2017, 08:50:51 PM
Wow, looking good there Keylocke.

I'm still looking forward to this texture packs completion.
#37
I personally prefer Rah's bionics over EPOE because it's harder. Though I'd say EPOE is largely more popular.

As for other medical mods I sometimes use XeoNovaDan's surgery tweaks.
#38
If you know where to find your steam apps then in the rimworld folder you can go to mods then core. Of course this is from memory. I'm sure someone could give you the exact path
#39
That's completely understandable. I'll give it a go in a bit.
#40
I do believe the pinned post being referenced is this one.
https://ludeon.com/forums/index.php?topic=32785.0
You would probably want to use the PatchOperationSetName which you can find in Zhentar's guide on the patch operations.

If you want to PM me I would be glad to help you out in doing this.
#41
Outdated / [A17] Dangerous Rim V1.3
May 24, 2017, 10:02:30 PM

The Dangerous Rim mod attempts to make the game more difficult while maintaining balance.

Current features

  • More variety with diseases, raids, and mental breaks.
  • Harder and smarter raids
  • Less time between events
  • Lower health for all pawns friend or foe
  • More late game enemies
  • More diversity in events
  • More to come


I recommend loading it last

If you find any bugs or something that something that doesn't seem right please let me know. I'm always looking for feedback, good or bad.

Github: https://github.com/minimurgle/DangerousRim/releases/tag/V1.3.1
Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=932309870


ChangeLog V1.3
-Severly dropped difficulty raid scale so it's not rediculas
-Swapped raid point scale of immediate and staged attack
-Tweaked custom storyteller to be more random
-Added custom scenario.
-Added new raiders
#42
Quote from: kaptain_kavern on May 24, 2017, 09:13:35 PM
Many thanks forme writing this

Of course. I figured I couldn't be the only one who didn't know how xpath worked and wanted to make it easier for anyone to learn.
#43
Help / A quick tutorial of xpathing and patching
May 24, 2017, 08:27:11 PM
With the A17 update we have a wonderful new patching feature to help with mod compatability. It looks to be a brilliant idea, but it requires xpathing. This may be a new idea to some people. I know it was to me.

https://gist.github.com/Zhentar/4a1b71cea45b9337f70b30a21d868782 Zhentar's guide on patching is helpful, but it doesn't tell us how xpathing works and only gives us a few examples. So I'll give a few more examples here, and explain xpathing.

If you are like me you had no idea what xpathing was. Well I have good news, it's actually pretty simple! You can think of it like selecting a path for a texture, or any other folder path. Here's an example:

If you wanted to use a custom texture for your custom gun you would do:
<texPath>Weapons/Ranged/CustomGun</texPath>
Well that's how you'd do it for selecting a texture, but what about xpaths?

Let's say you wanted to change the warm up of the pistol from 0.3 to 5.2. We shouldn't be editing the defs if we can patch it in, so how would we do it? Well if we want to change the warm up of the pistol we can use the class "PatchOperationReplace". Which as the name suggests we can use to replace something, it looks like this

<Patch>
<Operation Class="PatchOperationReplace">
    <xpath>/ThingDefs/ThingDef[defName = "Gun_Pistol"]/verbs/li/warmupTime</xpath>
    <value>
                <WarmupTime>5.2</WarmupTime>
    </value>
</Operation>
</Patch>

This code goes down the designated xpath until it finds the pistols warm up time. It then replaces it with the set value.

Now let me explain exactly how the xpath works. First of all, everything in the xml could be described as a node.
<ThingDef> is a node and so is <defName>, <warmupTime>, <verbs>, and <description>. Every different tag you see is a node. All xpathing is, is just inputting the correct sequence of nodes.



We start with /ThingDefs, you may be wondering what the slash at the beginning means. This selects all root nodes with that name. It is the beginning of the thingdefs for the gun so it is the beginning of our xpath

Next is /Thingdef. This specifies what we want to grab from the thingdefs. But /ThingDef is grabbing every <ThingDef> it can find. This is why we narrow it down with the next part.

Alternitively we could have done //ThingDef, but this is less optimized and slows down the patching process because it selects the root node and all it's children.

After /ThingDef we attach the defname, so it looks like this /ThingDef[defName = "Gun_Pistol". Now instead of trying to search everything with the <ThingDef> tag, it will only look for the one with the <defName> tag of Gun_Pistol.

We have now told the code to look for the correct ThingDef, but it doesn't know where warmupTime is. So we add more nodes to the xpath, now it's /ThingDef[defName = "Gun_Pistol"]/verbs.

The single slash here looks for all the children of our ThingDef for the pistol named "verbs".

If you look at the code for the pistol you'll see that <warmupTime> is indeed under the verbs, but it's nestled in the <li> tag. Our xpath doesn't know this, so we'll just get errors or replace the verbs tag with <warmupTime>, which will cause errors.

So now we add "li" to our path so it looks like this //ThingDef[defName = "Gun_Pistol"]/verbs/li. You might think this is the end, but we still haven't directed it to the correct place. Now it's gonna replace "li" which will cause errors.

So we want to go one step further and make it /ThingDef[defName = "Gun_Pistol"]/verbs/li/warmupTime. Now our code is looking for the ThingDef named Gun_Pistol, then it looks for any children of that def called verbs. After that any children of verbs called "li", and then any children of li called "warmupTime".

That will finally replace the pistols warm up time.


But what if there were more than one child named "li", like in the hediff for blood loss. Then we could do this

<Patch>
<Operation Class="PatchOperationReplace">
   <xpath>/Defs/HediffDef[defName = "BloodLoss"]/stages/li[2]/capMods/li/offset</xpath>
   <value>
               <offset>-0.15</offset>
   </value>
</Operation>
</Patch>



This code will look for the HediffDef named "BloodLoss", it'll then look for a child named stages. Stages has multiple <li> children so I've specified that I want it to look for the second <li> tag. Then once its found the second <li> tag it'll follow the path just like it did with the pistol.


Of course you can have multiple operations in the same patch too. There's also more PatchOperations than just replace. You should check out Zhentar's Guide for those.

If you want more information about the xpath syntax I'd recommend going here: https://www.w3schools.com/xml/xpath_syntax.asp
Here's a tool to help you figure out the xpath: http://xmltoolbox.appspot.com/xpath_generator.html



I hope this helps anyone who had trouble with it.



Thanks to Shinzy and kaptain_kavern for pointing out some optimizations, and thanks to NoImageAvalible for showing the right way to use the optmizations.
#44
I don't know if there's anything out there already but I'm sure you could manage it. While creating an actual wall atlas might be difficult, you could instead create singular wall objects that could be placed like horse shoes or furniture. I think it could be a good introduction to modding if you were interested. If you wanna give it a shot feel free to PM me and I'll do my best to help you.

Otherwise if you aren't interested in learning to mod yourself I could do it in my free time.
#45
Mods / Re: Issue with "outdoor" indoor.
May 02, 2017, 09:11:19 AM
Might want to tag [SOLVED] in the title of your post.