RimWorld

RimWorld

Empire 1_4 (Continued)
 This topic has been pinned, so it's probably important
TheSeaMoon  [developer] 11 Aug, 2023 @ 11:19am
Development Update
I have been working most yesterday and today to add a new trait, something simple to start me on C#, I had tons of issue but I *think* it shouldn't take more than a few day for the trait to be added.
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TheSeaMoon  [developer] 13 Aug, 2023 @ 4:30am 
I was working on adding a button to change Units Xenotype, I managed to make one that changes the Xenotype Randomly but have trouble finding out how to make the Xenotype List to show up, I might release the random Xenotype Button still though, it's progress at least
TheSeaMoon  [developer] 13 Aug, 2023 @ 8:56am 
I have managed to make what I wanted and released the update
TheSeaMoon  [developer] 15 Aug, 2023 @ 1:01pm 
I have been working on fixing the Xenotype button throughout most of today, made some progress but still not done.
TheSeaMoon  [developer] 17 Aug, 2023 @ 6:15am 
I think I know what line of code to add to fix the Xenotype Generation, but the fact that the spawning of Unit is in 5 different files makes it hard for me to find out where the code needs to go.
TheSeaMoon  [developer] 19 Aug, 2023 @ 2:25pm 
With the help of an helpful @pinedog, the Xenotype Generation has been fixed.
Next task to fix is the Authoritarian Loyalty Buying
TheSeaMoon  [developer] 22 Aug, 2023 @ 5:24am 
I have fixed the Authoritarian Loyalty Buying bug, was literally the smallest mistake I have ever seen, will try to fix CE Compatibility before pushing an update on Steam
TheSeaMoon  [developer] 18 Feb, 2024 @ 7:19am 
So, after a few months of no update from me, I finally have enough free time to continue working on the mod, first thing that I did was integrate a code that someone else made that fixes an issue with CE and the Artillery from Empire, I also added an early military building to get back my lackluster coding skill slowly.
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