Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Even if I weren't to do that, it would probably keep working fine.
Therefore, more extreme temperatures affect mechanoids by moving them more quickly through the stages of heat or cold failure (up to a point). Less extreme temperatures move them more slowly (up to a point).
There is a way to modify the scaling in the mod's "MechanoidHediffs.xml" file. However, scaling based on an arbitrary temperature is not possible.
For each of the Hediffs listed in that file, you can alter the individual "<minSeverity>" and "<mtbDays>" values, respectively, to change how intense of an exposure is needed for the Hediff to escalate to the next stage of severity, or to change how much time it takes (on average) for the escalation to happen.
Unfortunately, because of how Hediffs work in RimWorld, there's no way to simply adjust a temperature threshold for failure. A DLL mod would be able to do such a thing; but that's beyond the scope of an XML mod like Mechanoids Can Burn .
But I hope this information helps! :)
Then again maybe my modlist needs tweaking.
I can't really figure out why... but other than changing the <Flammability> tag (which you've already tried) I don't think that there's a lot more we can do with an XML-only mod.
After all, these things are built with some non-metallic components, so they should be somewhat flammable.
I dont have a problem with not being able to have a user interface for that, I'll just edit the xml :D
Therefore, I've added a <loadAfter> to About.xml. I think that's sufficient? A lot of documentation for RimWorld modding is basically nonexistent.
Unfortunately, though, it's not possible to add configuration options with an XML-only mod. It is possible to alter the temperature range, but doing so would change it for all the mechanoids (including new ones from mods) by altering their "comfortable temperature" range.
Still, I'll think about doing it, since being comfortable at -99°C and also at 249°C is kinda extreme.
about.xml:
<loadBefore>
<li>OskarPotocki.VFE.Mechanoid</li>
<li>Vanya.Polarisbloc.Mechenemy</li>
<li>Orion.MoreMechanoids</li>
<li>Spino.MechanoidsExtraordinaire</li>
<li>Helixien.HereticMechanoids</li>
</loadBefore>
This takes care of:
- Vanilla Factions Expanded Mechanoids
- PolarisBloc Mechenemy
- More Mechanoids
- Mechanoids Extraordinaire
- HALO: Rimworld Heretic Mechanoids
Vanilla Factions exanded: Mechanoids - has advanced variants of existing mechs, might leave those immune to heat and cold since they are literally upgraded versions of the basegame
Halo Heretic mechanoids
Mechanoids extraodrinare
more mechanoids
Polarisbloc - mechenemy
thanks for making this mod and for even considering making it also work on modded mechs :)
This mod is just what I wanted.
Thank you!
Have you considered doing the mod for mechanoids reacting to high temperatures?
Also, a question - does this affect modded mechanoids?