Getting Started with Modding, Various questions.

Started by Pajama Zach, October 22, 2016, 04:02:28 PM

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Pajama Zach

Hello! I fell in love with RimWorld a while back and decided to get involved with modding so I could have a more personalized experience and share my work with others. The mod isn't anywhere near releasable but I'm making progress and I've learned a lot about the various systems in the game. Right now I'm hitting some speed bumps in various spots that I haven't been able to figure out. I've poked around for some of these questions but haven't been able to find anything useful:

- Is it possible to replace or remove certain items from the Core mod? I'm planning on rebalancing the progression system to have a bit more of a survival feel to it with electricity and advanced technology being more difficult to obtain from the start, but it would require making certain power generators require new materials, research, or even be removed altogether.

- Is it possible to add modifications to bionics? I'd like to attributes such as a bonus to mining speed to certain industrial bionics to offset their manipulation penalty and give them some variety between tiers. I'm also curious about using bionics for pawn temperature control.

- Can some bionics be more or less armored than others? I want certain bionics and prosthetics to be broken more easily in combat, with military grade stuff providing better protection.

- Is it possible for bionics to pass pain like a real body part? According to my mod's fluff, mid-tier bionics can pass feeling back to the user. This comes with the drawback of feeling pain as well, which only advanced bionics can block. This will create a bit of depth and balance for different tiers of bionics.

- Is it possible to have bionic or artificial skin? Can it provide an armor bonus to stuff beneath the skin? In the least, can I remove scars and replace it with synthetic skin?

- Can bionics affect other pawns' opinions of a pawn? Certain bionics are ugly, especially to prosthophobes. I'd like this to be reflected on a social level, but have no idea how to accomplish this. I'm guessing this one requires coding.

- Is there an easy way to fire multiple shots simultaneously from a gun? Setting the ticksBetweenBurstShots to 0 simply makes my guns fire extremely fast, which is fine for most of the guns I made but doesn't quite work for my custom shotguns. I found a thread from a while back that has an example of how to do it in C#, but the file was removed due to its age. I can't do much more than read and understand C#.

- Are there any Photoshop tutorials for creating clothes and items? I have a drawing tablet that I dabble with, but mimicking the RimWorld style is difficult for me. Even tracing basic clothes gives me potato quality, and I have no idea how to easily reproduce the shadows on the clothes to give them more depth. I've seen some talented modders release some beautiful stuff but not how they accomplished it.

Thanks in advance!

nccvoyager

#1
Something similar, which does most of the stuff you plan to.

Yes1, sort of, yes, if coded correctly, has been done, yes, unsure2, not that I know of.

1: This will likely break any and all other mods.
2: Setting the weapon to burst-fire, and then setting the cooldown between the individual burst projectiles to an extremely low value (but maintaining the cooldown after firing and warmup aiming) may do something similar to that which you want. Exactly what you want would, indeed, likely require C# modding.

RawCode

1\0 there are no limits of any kind, you can do absolutely anything, for simple reason - game allows to inject custom code, including pcode.

to get some real help, try to implement each thing you asked, if something not working or working in unexpected manner, post new thread, provide your xml\cli and ask your question.

Pajama Zach

Cool, good to know. I'm doing some unrelated C# classes right now so maybe if I find the time I'll look into injecting my own code. I didn't know the game allowed you to be so free with it.

It looks like editing core defs with a mod is pretty easy; you just name an item the same thing as the original. You only run into issues if another mod edits the same thing, but even then only the most recently loaded mod gets its changes loaded. Not terrible.

I've been going over EPOE in preparation from my mod and it looks like they had to remove synthetic skin thanks to some quirky bugs. I may just include a surgery that consumes synthetic skin as a component and removes scar tissue. Hopefully some more functionality will pop up in the future, coding something to work in synthetic skin is way outside of my expertise and chances are it would just break after the next update. It doesn't look like EPOE has any of the other features I'd like to add, so I may have to hold off on those until I'm more familiar with modding/coding.

As for Photoshop, I think I've found a couple methods that work. We'll see where they get me once I have a chance to work with them.

Thanks for the help!