RimWorld

RimWorld

[YH]Misc - Training Outpost
Suggestion
Hello YH ! Thank you for your contribution to the modding community !

Your mod is amazing and it gave me an idea :

It always bugged me that pawns in other outposts, doing the same job/work all year round don't develop their skills. One miner stayed for a decade and still has a mining skill of 6...

As a fledgling modder i thought it was somehow impossible or difficult to achieve this, but your mod, this mod, proved it is indeed possible!

So my suggestion is as follows : is it doable, to patch other outposts, so they increase the level of skill that is needed for production ? It doesn't have to be sophisticated, just a fix xp points per quadrum, or per delivery, or per production, however you see fit and easier.

If this is indeed possible, could you try it out? Or be kind as to instruct me on how it's done? I would be grateful !

Cheers!
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夜海  [developer] Aug 10 @ 7:40pm 
I'm sorry for the delayed reply.

I've been busy working on three mods, so I really don't have the time for these tasks right now.

But I can offer you some suggestions:

1. Modifying the DLL (C#) code of an existing mod is more difficult than creating a sub-mod.
2. You may need some basic knowledge of C# and XML.
3. Modifying the DLL (C#) code of an existing mod requires the use of Harmony. You can check out its tutorial here: https://harmony.pardeike.net/articles/intro.html
4. You'll need some decompilation software, such as ILSpy (https://github.com/icsharpcode/ILSpy), to view the source code of the original game and other mods.
5. Some of the core code for Vanilla Outposts Expanded is in the Vanilla Expanded Framework (Assemblies/Outposts.dll).
6. You can also check out the relevant public code for the Vanilla Expanded Framework on Github (https://github.com/Vanilla-Expanded).

Maybe you can also try making some suggestions to the members of the Vanilla Outposts Expanded development team. After all, it's much easier for them to modify the source code than it is for us.

Good luck!
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