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Rapportera problem med översättningen
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)
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
(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!!
- 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
@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".
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:
Very pseudo-code, but I hope that's helpful!
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! :)
Who knows, we might see this feature some day!