RimWorld
Reunion
Suggestions / Feature Requests
Getting them ideas all up in one place
< >
Menampilkan 1-15 dari 33 komentar
HappyHead 4 Feb 2020 @ 7:10pm 
I played a game where I had a colonist be the daughter of the pirate lord of an OP crew of bandits. I was hoping that eventually they'd lead a raid against my colony and try and kidnap her. I was lucky this actually wound up happening later on, but being able to guarantee that would be nice.

Any chance you could add events to the game to facilitate more complex interactions?

E.G. "You've been found!" A scout for X has seen "colonist" in your colony and reported it back to "not colonist"! It's only a matter of time before they lead a raid to try and even the score. You could leave and settle elsewhere, preemptively attack them, or prepare for their eventual attack.
("not colonist" and "colonist" have a hidden hediff which makes instadeath impossible, increasing the odds of either one being captured alive)
Have you thought about adding the ancient danger event (spacers in the pods) to the list of ways a pawn can be reunited?

I'm not sure if that's possible, but thought it was a cool idea to have them pop out of a cryosleep casket in an ancient danger
Sweaters 5 Feb 2020 @ 3:28am 
(1)This is more of a suggestion to players than to the modder. I'm not sure if this is relevant, but since the base game limits the amount of traits, it might be convienient to recommend using the more traits mod. That way you can add the ally trait as a fourth. Unless EDB prepare carefully now includes the more traits option by default, but I dont think it does.

(2)I would also love to see even more events and situations hijacked, Like NotKEvinBacon and HappyHead suggested. This is maybe difficult however, so how about looking into patches for extra event mods that already exist? Maybe a rimoverhaul patch? There's things like "crashed escape pod" and "pocahontas" events that give a chance to offer you world pawns in that mod. More Faction Interactions is also a mod that MIGHT be interesting to make compatibility patches

Im sorry if my suggestions are a bit wild. I don't mod, so I dont know how difficult this is. Just spitballing. English is alsso not my first language so very sorry if it's not clear.

Keep up the great work Kyrun. (づ◔ ͜ʖ◔)づ 頑張って!!
Would it be possible to:
- Automatically code "Lost" Colonists (Colonists that, after enabling the mod, are abducted, or downed as the last able-bodied colonist on an expedition) to receive the Ally trait when they are considered "lost"

- During normal (non-Prepare Carefully) startup, allowing pawns that you do not put into your initial colony (i.e. when doing the crashlanding, the 5 pawns that you do not take with you) automatically assign those pawns (or just leftover pawns with specific family connections) the "Ally" trait?

Sorry if this is still worded poorly, I can try to explain it better again if so
Kyrun  [pengembang] 5 Feb 2020 @ 4:10pm 
A lot of nice ideas here, guys, I'm still just starting out but when I eventually find out how, I could take a shot at these.

@Sweaters I personally use 3 traits + 1 for Reunion using Prepare Carefully, that worked for me. Also, thanks for the encouragement!

@Jeff OK I understand it now. I will see if I can think of a way to do these, but please be patient, I'm still new at this. For the Lost colonists, vanilla game actually brings them back a fair bit, no? You will get similar events with additional text saying that "Pawn A used to be a member of your colony".
Zinapse 7 Feb 2020 @ 4:41pm 
Hey, I'm just commenting about that debug message you're seeing. I've never done RimWorld modding, but I do know C#. That seems like a warning you're getting whenever you try to use any properties of PawnGroupKindDefOf. The reason is it's saying "hey, this might not be defined so you should check before you use this as a default parameter by resolving the reference". I guess there's a few fixes:

One, resolve the reference before you use it. I think Unity has parent Resolve() methods, but I'd have to get back in to Unity more to give you a solid answer on this.

Or two, since you're using the Combat property only, you might be able to check if the class is null (since it will return null if not resolved), and if not then grab that property.

Pseudo:
var PawnGroupKindCombat = null; if(PawnGroupKindDefOf !== null) { // If it's not null then it is resolved, // so just assign the Combat property to a variable PawnGroupKindCombat = PawnGroupKindDefOf.Combat; // use me instead } else { // If it is null then the reference hasn't been resolved... // You could probably call the resolve method for that defof here, // and then try to access that property again }

Very pseudo-code, but I hope that's helpful!
Terakhir diedit oleh Zinapse; 7 Feb 2020 @ 4:44pm
Zinapse 7 Feb 2020 @ 4:46pm 
Also, just skimming this page a bit seems like a similar issue you're having. Check the last post, it might be helpful. https://ludeon.com/forums/index.php?topic=46647.0
Kyrun  [pengembang] 8 Feb 2020 @ 7:17pm 
Hey thanks man! Appreciate the time you took to try to explain in detail! I know a bit of C# and Unity as well. Anyway, your comments inspired me to poke around and compare my mod with other mods and also to check back with the tutorials wiki. Basically this:

Subclasses of the Mod class are loaded extremely early during launch. As such, it is less suitable for most purposes (most notably: using Defs or anything that uses Defs). Classes with the StaticConstructorOnStartup are initialised just before the Main Menu is shown. Classes with this annotation are loaded in the main thread: a requirement for loading any Texture, Material, Shader, Graphic, GameObject or MaterialPropertyBlock.

https://rimworldwiki.com/wiki/Modding_Tutorials/Hello_World#StaticConstructorOnStartup_vs_inheriting_from_Mod

My mod didn't have a Main, and I did the Harmony initialisation in the ctor instead of in the Main. Which somehow makes a reference to PawnGroupKindDefOf, despite only using that reference when the incident is called. The reference is called way too early. Putting the Harmony init in the static Main did the trick.
Zinapse 9 Feb 2020 @ 2:53pm 
Diposting pertama kali oleh Kyrun:
Hey thanks man! Appreciate the time you took to try to explain in detail! I know a bit of C# and Unity as well. Anyway, your comments inspired me to poke around and compare my mod with other mods and also to check back with the tutorials wiki. Basically this:

Subclasses of the Mod class are loaded extremely early during launch. As such, it is less suitable for most purposes (most notably: using Defs or anything that uses Defs). Classes with the StaticConstructorOnStartup are initialised just before the Main Menu is shown. Classes with this annotation are loaded in the main thread: a requirement for loading any Texture, Material, Shader, Graphic, GameObject or MaterialPropertyBlock.

https://rimworldwiki.com/wiki/Modding_Tutorials/Hello_World#StaticConstructorOnStartup_vs_inheriting_from_Mod

My mod didn't have a Main, and I did the Harmony initialisation in the ctor instead of in the Main. Which somehow makes a reference to PawnGroupKindDefOf, despite only using that reference when the incident is called. The reference is called way too early. Putting the Harmony init in the static Main did the trick.

Glad you figured it out! :)
I have no idea what would be involved, but it would be awesome to see a sort of "(Reunion) Enemy" tag that guarantees a pawn will attack eventually. I like the idea of creating some colonists, and then the pursuers hunting them across the galaxy.
Kyrun  [pengembang] 5 Mar 2020 @ 2:32pm 
Actually I have designed the mod with this in mind. I think I didn't put it in because it made things a lot more complicated and at that time I wanted to push myself to launch the basic features first instead of delaying. It's been a while since then and I can't remember exactly what the difficulties were.
Who knows, we might see this feature some day!
Glad it was already on your mind! I'll look forward to it.
Shadmark 16 Jun 2020 @ 8:57am 
is it multiplayer compatible?
Kyrun  [pengembang] 17 Jun 2020 @ 5:05am 
Not tested at all. I have no plans for multiplayer.
Perhaps a debug command that pulls up a list of the pawns saved on the special list?
< >
Menampilkan 1-15 dari 33 komentar
Per halaman: 1530 50