[1.3] [KV] In-Game Definition Editor [ModSync-RW]

Started by Kiame, November 19, 2018, 12:39:59 AM

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Kiame


Kiame

Update:
Added the ability to edit Story Teller defs

Kiame


Kiame

Update:
Added the ability to disable Apparel and Weapon defs.

For those that want a medieval game, now you can do it!

Kiame

Update:
Added Recipes back in

I have limited what can be edited somewhat:
-Ingredients and Product types cannot be changed - the amount required/produced can be edited
-Filters cannot be changed and are currently not populated

Omni-drill mod defines recipes in an unorthodox way. Due to that those recipes will not be loaded by this mod.

Kiame

Update:
- Added Indigestible defs
- Apparel and Weapons have more editable fields - mainly for when they are items on the ground

Kiame

Update:
Fixed an issue where Recipes were failing to load

Kiame

Update:
-Fixed an issue where having more than one Difficulty defs with the same difficulty would throw as exception
-Ingredient Filters will now have a list of all Allowed Defs

Kiame

Update:
-Redisigned how defs are selected
-Added the ability to change Mineable defs (used in map generation)

Kiame


Kiame

Update:
Added the ability to edit building defs and fixed a few things here and there

Operative85

Quote from: Kiame on December 22, 2018, 04:39:34 PM
Update:
Added the ability to edit building defs and fixed a few things here and there

Ahh, just in time for Christmas <3 Thanks for all the work, Kiame.

jager666

Awesome mod Kiame!

Is there any chance to do something similar to use with translations? It would be so much easier for the translators that are not really xml savvy.

chesiq

Hi, great mod. I think someone reported an error caused by this mod.

Here it is.

Too many tries finding incident time. minSpacingDays is too high.
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
RimWorld.IncidentCycleUtility:GenerateHitList(Int32, Int32, Int32, Single, Single, Int32, Single, Int32)
RimWorld.IncidentCycleUtility:IncidentCountThisInterval(IIncidentTarget, Int32, Single, Single, Single, Single, Single, Single, Single)
RimWorld.<MakeIntervalIncidents>c__Iterator0:MoveNext()
RimWorld.<MakeIncidentsForInterval>c__Iterator1:MoveNext()
RimWorld.<MakeIncidentsForInterval>c__Iterator0:MoveNext()
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

aemeyer

A long time ago I would try to balance mod packs by hand, testing and reloading many mods at once, trying to fit all the pieces together.
I saw 1.0 came out and decided to get back out to the Rim and was mentally preparing myself for about a weeks worth of editing just to get started playing for real.
You just saved me and probably others so much time. Thank you very much.