Vanilla armor XML location

Started by Locusthorde300, May 19, 2015, 06:48:14 PM

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Locusthorde300

Where is this located?

I'm trying to edit out the silver crafting materials requirement, and I can't seem to find the file to do so.

900 silver for a Kevlar helmet is ridiculous.

1000101

You'll find everything here:

%RimWorld%/Mods/%Mod%/Defs/

Where %RimWorld% is your install directory and %Mod% is the name of the mod, the core game is in "Core."

For game objects, be it a work table, weapon, food or even drop pods, you want the "ThingDefs" directory in "Defs."

I recommend creating your own mod (even if it's just for yourself) instead of changing the "Core" mod.
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Locusthorde300

Quote from: 1000101 on May 19, 2015, 06:55:20 PM
I recommend creating your own mod (even if it's just for yourself) instead of changing the "Core" mod.

A mod can overwrite the core files yes?

Shinzy

Quote from: Locusthorde300 on May 21, 2015, 02:06:40 PM
Quote from: 1000101 on May 19, 2015, 06:55:20 PM
I recommend creating your own mod (even if it's just for yourself) instead of changing the "Core" mod.

A mod can overwrite the core files yes?

Yes! as long as you use the same defName as the item you want to overwrite
so you can just literally copypaste your thing as it's own separate mod

Locusthorde300

Quote from: Shinzy on May 21, 2015, 02:51:31 PM
Quote from: Locusthorde300 on May 21, 2015, 02:06:40 PM
Quote from: 1000101 on May 19, 2015, 06:55:20 PM
I recommend creating your own mod (even if it's just for yourself) instead of changing the "Core" mod.

A mod can overwrite the core files yes?

Yes! as long as you use the same defName as the item you want to overwrite
so you can just literally copypaste your thing as it's own separate mod

How do I find out the defname? As I can't just look at the XML file

Shinzy

#5
Quote from: Locusthorde300 on May 25, 2015, 03:57:20 PM
Quote from: Shinzy on May 21, 2015, 02:51:31 PM
Quote from: Locusthorde300 on May 21, 2015, 02:06:40 PM
Quote from: 1000101 on May 19, 2015, 06:55:20 PM
I recommend creating your own mod (even if it's just for yourself) instead of changing the "Core" mod.

A mod can overwrite the core files yes?

Yes! as long as you use the same defName as the item you want to overwrite
so you can just literally copypaste your thing as it's own separate mod

How do I find out the defname? As I can't just look at the XML file

You should be able to open the xml files with a notepad!
but if you need to find out a def name for something like human corpse or
the leathers or so, save a game with those items somewhere on the map
and their DefNames will be listed in the save file (those you can find easiest through in game options -> open save game folder)

Or you can ask, too! there's always someone who's gna tell it to you after the obligatory
first person who gives you long exhausting list of steps how to find out yourself (i.e. yours truly) *ahem* :-[

Locusthorde300

Quote from: Shinzy on May 26, 2015, 05:03:05 AM
-snip-

You should be able to open the xml files with a notepad!
but if you need to find out a def name for something like human corpse or
the leathers or so, save a game with those items somewhere on the map
and their DefNames will be listed in the save file (those you can find easiest through in game options -> open save game folder)

Or you can ask, too! there's always someone who's gna tell it to you after the obligatory
first person who gives you long exhausting list of steps how to find out yourself (i.e. yours truly) *ahem* :-]
Help is always appreciated. I've been messing with my mod files to make original embrasures work with the 'ultimate mod pack'. The ones that connect to walls and whatnot.