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Did create a solution and then set the class file up. Visual studio showed me some errors at first but I realized, some references were missing. So I added Assembly-CSharp.dll and
UnityEngine.CoreModule.dll and that solved the errors. And of course harmony is also referenced. The game and Rimpy finds the mod just fine.
I changed the 'MyXeno' in the code to 'Troglodyte' but,it's not showing any effect in the game. Loaded up a troglodyte colony save I had to test it and they aren't going for corpses. Set up a new game to see if that might be required, sadly same result.
So now I am trying to figure out what I am missing. And I'm thinking I actually wouldn't mind if this applies regardless of xenotype provided this doesn't cause issues or makes this needlessly complicated.
I assume in-game food permission settings would be enough to avoid accidental corpse munching there. Where my understanding sadly ends right now is how to utilize the tags you mentioned. But I'll get there!
You can add a line in "AllowCorpseEating" to see if the code get's executed.
In addition this turns corpses into regular food, their desireability might have to be modded. If you are using food rules than keep in mind that corpses are ingredients and will be forbidden in some rules.
The tags could be checked like this.
Then you can edit the weapon tags in the "pawn kind" category of rimmsqol(I think).
I am not sure why this mentions baseliner and returns null every other time the message popped up. I did name the xenotype 'Troglodyte' in the first part you gave me of the code.
I am running a custom xenotype in the game pieced together from various genes in the xenotype editor and named it Troglodyte (Like in the code). Is that causing issues in some way because it's not counting as a preset one?
I am also stumped on the last code part you sent there.
I think I am putting it in the right line in the code, but 'myPawn' has visual studio yell at me that 'The name 'myPawn' does not exist in the current context' I am not certain what it wants there.
On more familiar territory with rimmsqol, I am actually confused about weapon tags in 'pawn kind'. My first thought was to look up 'corpse' in the pawn kind category but as it happens corpse is not on that list. Tried a few other options such as 'dead' in the search bar but quickly realized I am not going to find corpses under pawn kind. And I am probably looking for the wrong thing to begin with. So what exactly would I be looking for there?
And I also really wanted to say thank you for bearing with me so far. I know dealing with beginners can be frustrating.
Replace "myPawn" with "eater" that's the name of the pawn type variable you have in that method. It is defined as a parameter on the function.
Pawn kind are character classes, corpse has nothing to do with it. If you created a pirate faction you would define classes like captain, swabby or chef. Then the chef could be declared as a corpse eater and the others not. In the function you then check the "eater" not the corpse for whatever criteria defines them as a corpse eater(e.g. weapon tags).
This is what the code looks like.
Harmony is applied in a seperate class, as instructed. And I did check with character editor what class my colonists have. Turns out it's just 'colonist'. So I gave every single 'colonist' entry in the RIMMSQOL pawn kind category the 'CorpseEater' tag under weapon tags, just to be sure. The other entries are from mods such as Big & Small.
https://ibb.co/z7SCTsP
The only thing I can think of now, aside from me just generally having done something wrong in the code, is that the current colony having some modded faction is preventing this from working?
I'm going to check this real quick, make a default colony, slap the xenotype on a colonist and see how they behave.
You can either do that in rimmsqol or you will have to write another harmony patch that edit's corpses as they are generated. For example it could look at the fleshType of the corpse and make flesh based corpses more attractive while metal corpses are left alone.
I am absolutely fine to edit the corpses individually in RIMMSQOL.
Holy cow, this is awesome! I could hug you. Thank you so much for the help!