RimWorld

RimWorld

RIMMSqol
NekrosDaemon Dec 20, 2024 @ 12:42pm
Couple of questions regarding functionality
Am I able to use this mod to disable definitions similar to cherry picker?

Am I able to add or remove worktypes to robots or pawns? Mainly looking at robots from another mod (Misc Robots++) as my target.

Am I able to make any animal milkable for example a rat?

Enjoying the mod quite a bit and its making custom changes so convenient instead of relying on xml editing or patches. Cheers.
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Razuhl  [developer] Dec 21, 2024 @ 7:08am 
Am I able to use this mod to disable definitions similar to cherry picker?

Yes, but cherrypicker is performing multiple edits together so it's more comfortable if you want that specific functionality. I'am also not aware of any incompatibilities with that mod.


Am I able to add or remove worktypes to robots or pawns? Mainly looking at robots from another mod (Misc Robots++) as my target.

For vanilla mechs this should work: Races -> Race Properties -> Mech Worktypes


Am I able to make any animal milkable for example a rat?

In the general category under component management you can add or remove components like the "Milkable" to objects. After restarting the rat would have for example a copy of the cows milkable component and can be edited to produce whatever product as milk.
NekrosDaemon Dec 21, 2024 @ 9:34am 
Oh I see, thanks for the info.
Hello again, got a few more questions I haven't been able to figure out by tinkering.

How exactly would I go about disabling a weapon for example? In a similar style to Cherry picker, I understand its multiple edits.

Is it possible to make a piece of armor or a weapon only for player use, as in to disable it from spawning for enemies or friendlies but be a craft only?

And I think I know the answer for this one but am I able to create recipes out of nowhere or do I need to have some kind of base to start with? For example if I made a simple mod with nonsense recipes that I could then use as flexible starting off points.

Your previous advice regarding work types was great, was able to fix a minor red error at load that I kept getting with Misc Robots++ kitchen bot. Thanks again.
Razuhl  [developer] Jan 19 @ 5:16am 
How exactly would I go about disabling a weapon for example? In a similar style to Cherry picker, I understand its multiple edits.

The first step would be to set the spawn chance(for other things called commonality) to zero. That way it should not be considered by any algorithm that includes the item based on a chance. If someone still spawns with the gun simply edit their pawn kind and check the inventory section to find out how it is linked. It could be via tags or even explicitly using that item. Traders might stock the item based on it's trade tags. Other conditions are also possible but not editable in this mod. Recipies can be linked on both sides of the "bench <- recipe" relation.

Is it possible to make a piece of armor or a weapon only for player use, as in to disable it from spawning for enemies or friendlies but be a craft only?

Pawn kinds can have their inventory spawn rules edited.

And I think I know the answer for this one but am I able to create recipes out of nowhere or do I need to have some kind of base to start with? For example if I made a simple mod with nonsense recipes that I could then use as flexible starting off points.

You can always spawn in duplicates of any definition useing the "def copies" in the general category. That way you have as many "bases" as you want. Just remember to select something to copy that is as close to what you need. There are parts inaccessible through the editor. So don't copy a surgery recipe to create a bulk recipe for guns. Copy e.g. the meal recipe instead, since that already spawns items. Also you can only copy definitions that come from xml, some are autogenerated and only editable through this mod.
Thanks again for speedy and detailed answer, cheers.
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