RimWorld

RimWorld

Camping Incidents - A17
41 kommentarer
HalfdeadKiller  [ophavsmand] 22. jan. 2018 kl. 22:58 
http://steamcommunity.com/sharedfiles/filedetails/?id=1278773564
Works on B18. Basic Version. May create an Advanced and more customizable version in the future.
HalfdeadKiller  [ophavsmand] 22. jan. 2018 kl. 19:57 
That was stupidly annoying to figure out.
HalfdeadKiller  [ophavsmand] 22. jan. 2018 kl. 19:57 
For example. If I set his Set Up Camp IncidentTargetType to MapPlayerHome any incident that can fire on MapPlayerHome can also fire on his map object.
HalfdeadKiller  [ophavsmand] 22. jan. 2018 kl. 19:56 
Holy hell I figured it out. Each object in the world (Caravan Camp, Bases, Escape Ship) has a defined incident type. Nanondalt's Set-Up Camp mod is missing that incident definition. After giving his world object an incident type, I can have it fire whatever incidents that can fire on that incident type.
HalfdeadKiller  [ophavsmand] 22. jan. 2018 kl. 19:29 
Alright. I have no idea. It's like the Set Up Camp map exists, but I can't figure out what it is defined as, so the storyteller and incidents don't know they can be fired on it.
HalfdeadKiller  [ophavsmand] 22. jan. 2018 kl. 19:12 
After reviewing the Set Up Camp mod. I think I may have found a solution finally. One moment.
HalfdeadKiller  [ophavsmand] 22. jan. 2018 kl. 19:09 
Yeah I don't know how to get this working again. Stuff isn't really making sense and I'm having trouble figuring out what I have to change to get things to show up on the Set Up Camp map.
Light 10. dec. 2017 kl. 8:50 
Don't worry about it, take all the time you need! Hope you feel better btw.
HalfdeadKiller  [ophavsmand] 9. dec. 2017 kl. 22:18 
I've been annoyingly sick the past week... haven't been feeling up to doing testing of stuff. I'll get it working Monday. Or at least post some sort of status on testing.
Light 9. dec. 2017 kl. 8:09 
B18 update?
Radical Rust 25. nov. 2017 kl. 5:10 
Ok, no worries. Take all the time you need :)
HalfdeadKiller  [ophavsmand] 24. nov. 2017 kl. 19:27 
Preliminary tests yielded no results. Some things have changed in the update, and I gotta figure out what bit makes incidents fire on a map. This might take a few evenings.
HalfdeadKiller  [ophavsmand] 24. nov. 2017 kl. 18:12 
Oh bollocks. I am a poor mod developer and forgot about it. Alright! Investigating code now!
Radical Rust 21. nov. 2017 kl. 12:08 
How is that update coming along?
HalfdeadKiller  [ophavsmand] 24. okt. 2017 kl. 16:58 
Oh there is A18 out now, isn't there. Interesting. I'll have to do testing and stuff. Gimme like a week or two to examine changes for 0.18.
Tzeentch 24. okt. 2017 kl. 3:54 
Please could you seperate this mod for A17 and A18, I don't want screw up my save file... please
HalfdeadKiller  [ophavsmand] 2. aug. 2017 kl. 22:59 
I have created a discussion thread for patch requests. Post there if you are using a specific storyteller mod you really like and can't quite figure out how to make an xpath for it for this mod to work with it.
HalfdeadKiller  [ophavsmand] 2. aug. 2017 kl. 19:05 
I have separated the current patch included by default for Double Population storytellers. Please subscribe to the new mod if you use that mod and want this mod's features.
HalfdeadKiller  [ophavsmand] 2. aug. 2017 kl. 18:42 
The side effect of having modular patches that check if a mod exists before patching it, is that if the compatible mods do not exist, it throws a Patch Operation Failed error. That error is probably because I added a check to see if the Double Population Storytellers I linked above is loaded. If it is not loaded, the patch operation for that mod will fail and throw an error. The patch will, however, still work for the vanilla storytellers.
HalfdeadKiller  [ophavsmand] 2. aug. 2017 kl. 18:41 
A17 introduced XPathing, which allows mods to inject code into existing .xml files. This means you can have code that checks if a mod is installed, and then patch that mod to work alongside it.
HalfdeadKiller  [ophavsmand] 2. aug. 2017 kl. 18:40 
@Rage@oVRactive - The patch operation failed is probably because you don't have the optional mod. I'm probably gonna split the optional patches into separate mods, because it causes troubleshooting issues.
Sallex 2. aug. 2017 kl. 14:17 
U have set up camp?
VirtualRageMaster 2. aug. 2017 kl. 0:03 
Hi! Im getting patch sequence failed when trying to only load this mod, which is a shame because it says A17 compatible and seems like a pretty awesome mod! Will keep subbed incase you can effect a fix as the game sorely lacks the functionality you bring. Warm regards! -RageMaster
Incredible Gassy 5. juli 2017 kl. 7:48 
it works! I read about what you said about the timer, what I did is abandoned my settlement. But Im getting all the events i usually would. Thanks!
HalfdeadKiller  [ophavsmand] 4. juli 2017 kl. 21:23 
Update sent out. Feedback appreciated.
HalfdeadKiller  [ophavsmand] 4. juli 2017 kl. 20:53 
Hmm. Upon closer inspection. I think that the way I have it set up, the threats for the colony and the camp are tied together. Which means when one fires on the Camp, the timer is reset for the Colony. I'll push out the current working version I have right now and experiment with a different way of implementing the mod.
HalfdeadKiller  [ophavsmand] 4. juli 2017 kl. 20:44 
Phase Two testing appears to have succeeded. Xpath patching appears to be functional. Expath patching also function with Double Populations Mod. Cleaning up folder and then probably pushing out an update.
Incredible Gassy 4. juli 2017 kl. 20:02 
Gotcha thanks
HalfdeadKiller  [ophavsmand] 4. juli 2017 kl. 19:16 
Initial testing successful. Editing Randy Random to spawn incidents on MapMisc results in incidents firing on the MapMisc slot. Testing on how to modularize and allow evens on both the PlayerHome map and the MapMisc map shall begin.
HalfdeadKiller  [ophavsmand] 4. juli 2017 kl. 18:45 
Well. It doesn't work yet. Unfortunately I haven't had time to do any tests to get it to work yet. Been busy with work and some other projects. I am really sorry for the delays!
Incredible Gassy 4. juli 2017 kl. 18:30 
so how do you work this mod?
HalfdeadKiller  [ophavsmand] 24. juni 2017 kl. 21:04 
Works been, busy. And it's hot where I live so I've been fairly tired when coming home. Hopefully I'll be able to get some stuff done in the next couple days.
Omega13 23. juni 2017 kl. 19:22 
Well I'll be happy to help test it whenever it's ready. This is a fun mod; really makes exploration a lot more unpredictable.
HalfdeadKiller  [ophavsmand] 23. juni 2017 kl. 19:08 
It's gonna be a little bit to get some storyteller edits and testing done. If I do have to make edits to it, I want to see if I can make it using the new xpath commands. It'll let it be compatible with any mods changing or adding things to the storytellers. This will require learning.
HalfdeadKiller  [ophavsmand] 23. juni 2017 kl. 18:11 
I was afraid of that. I have a feeling that adding incidents require storyteller editing, compared to the simplicity of adding them in 0.16. I'll have to muck around with some storyteller editing, see if I can't get them to actually toss out the events.
Omega13 23. juni 2017 kl. 14:11 
I am using the Double Population Storytellers mod and I have to say I am not entirely sure whether or not this is doing anything. I got occasional eclipses and whatnot, but I was also getting them in my main faction base so it may have just been affecting a large area? I dunno.
Omega13 13. juni 2017 kl. 11:43 
Wicked that's what I thought as well but I think it meant from the temporary maps established by ambushes and raids and the like. I played three years in A17 with constant caravanning and never had a single camping event.
HalfdeadKiller  [ophavsmand] 12. juni 2017 kl. 17:13 
From what I've seen, theres no incidents or anything in the map that Set Up Camp sets the camp up in.
Tyrant 12. juni 2017 kl. 17:05 
I might be mistaken. I thought there was a patch note about it or a comment by the author somewhere but I can't find any such thing...
HalfdeadKiller  [ophavsmand] 12. juni 2017 kl. 16:51 
From what I understand, Set-Up Camp doesn't add incidents. I'm doing some testing to see if any show up with just Set-Up camp turned on to find out.
Tyrant 12. juni 2017 kl. 16:45 
I thought Incidents were made baseline in Set-Up Camp?