Make Animals Join as Colonists when Tamed like 'Wildman'?

Started by rockenman11, October 05, 2021, 03:59:11 AM

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rockenman11

I've been looking into the defs of the core, trying to find some code of the Wild man that I can copy over to an Animal so it too becomes a colonist once tamed. I've already seen changing of a factions to 'Humanlike' (any help to make individual animals humanlike would be awesome). I'm thinking of copying the animals behaviours to make a new 1, but with the Wild man specific edits. Any help is appreciated

RawCode

well, _try_ to find wildman def and compare it to chiken def, make exactly same changes to chiken def and you will get "chiken colonist" (kind of)

rockenman11

I tried adding a new Race with intelligence of a human, and got null errors with it not being loaded. I also tried editing the race in Race_AnimalBase to have a new Race to work from. I think this might be a bit difficult for me, I'm dropping this project but any help from what to do for the code from here would be helpful.
Races_Animal_Base:
<ThingDef Name="BasePawn" Name="DonkeyThingBase" Abstract="True">
    <thingClass>Pawn</thingClass>
    <category>Pawn</category>
    <selectable>true</selectable>
    <tickerType>Normal</tickerType>
    <altitudeLayer>Pawn</altitudeLayer>
    <useHitPoints>false</useHitPoints>
    <hasTooltip>true</hasTooltip>
    <soundImpactDefault>BulletImpact_Flesh</soundImpactDefault>
    <statBases>
      <LeatherAmount>40</LeatherAmount>
      <ToxicSensitivity>0.5</ToxicSensitivity>
    </statBases>
    <inspectorTabs>
      <li>ITab_Pawn_Health</li>
      <li>ITab_Pawn_Needs</li>
      <li>ITab_Pawn_Character</li>
      <li>ITab_Pawn_Training</li>
      <li>ITab_Pawn_Social</li>
      <li>ITab_Pawn_Guest</li>
      <li>ITab_Pawn_Prisoner</li>
      <li MayRequire="Ludeon.RimWorld.Ideology">ITab_Pawn_Slave</li>
      <li>ITab_Pawn_FormingCaravan</li>
      <li>ITab_Pawn_Gear</li>
      <li>ITab_Pawn_Log</li>
    </inspectorTabs>
    <comps>
   <thingCategories>
      <li>Animals</li>
    </comps>
    <drawGUIOverlay>true</drawGUIOverlay>
  </ThingDef>


Race_Animal_Insect:
<ThingDef Abstract="True" ParentName="DonkeyThingBase" Name="BaseShrek">
    <devNote>shrek</devNote>
    <statBases>
      <ToxicSensitivity>0</ToxicSensitivity>
      <ComfyTemperatureMax>60</ComfyTemperatureMax>
    </statBases>
    <race>
      <thinkTreeMain>Humanlike</thinkTreeMain>
      <thinkTreeConstant>HumanlikeConstant</thinkTreeConstant>
      <intelligence>Humanlike</intelligence>
      <fleshType>Insectoid</fleshType>
      <bloodDef>Filth_BloodInsect</bloodDef>
      <meatColor>(160,168,139)</meatColor>
      <meatMarketValue>0.5</meatMarketValue>
      <foodType>OmnivoreAnimal, AnimalProduct</foodType>
      <manhunterOnDamageChance>0.50</manhunterOnDamageChance>
    </race>
    <ingredient>
      <mergeCompatibilityTags>
        <li MayRequire="Ludeon.RimWorld.Ideology">InsectMeat</li>
      </mergeCompatibilityTags>
    </ingredient>
    <receivesSignals>true</receivesSignals>
    <comps>
      <li Class="CompProperties_CanBeDormant" />
      <li Class="CompProperties_WakeUpDormant">
        <wakeUpOnDamage>true</wakeUpOnDamage>
      </li>
    </comps>
  </ThingDef>

rockenman11

Quote from: RawCode on October 05, 2021, 04:36:32 AM
well, _try_ to find wildman def and compare it to chiken def, make exactly same changes to chiken def and you will get "chiken colonist" (kind of)

So I was able to convert a megascarab to humanlike with it's attributes, but for some reason it's appearing as a body with no head or hair when spawned in. Any fixes for this?