Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
5. Deconstruction is one of those few where xp is only generated once the action is completed rather than per tick. As such the 0.1xp default doesn't apply and a value should be provided.
6. E is export. I believe the docs explain what is exported and where. Note that if you dont export and move the generated files into your mod folder, they will be lost when you restart. All we are really doing is modifying the defs in memory and then generating xml based on that.
7. Magic was always out of scope, so there aren't any proficiency that accurately represent magic. Applying them to magic items at all risks making the magic more of a scientific process, which isn't ideal.
That said, exotic physics is more or less the stand in for "space magic" like energy shields and the like.
Future extensions may make this easier if psycast proficiency ever become a thing.
8. Maybe, but likely not. Most likely I'd still need to go through them for validation, so it probsbly wouldn't save a lot of time and might take more trying to understand the reasoning behind certain applications.
Not saying I won't look through what's sent in, but it's not going to be a high priority.
Thanks for the feedback, I'll consider it in the next release cycle.
The Help menu says:
"All generated content is stored in ....%appdata%LocalLow/...etc,etc,etc..../DevOutput/LifeLessons
Patches are generated in the Content folder and should be placed in the LifeLessons/Content/Mods folder, or the corresponding loaded folder of your own mod"
This is perhaps a stupid question, but I don't find the wording very clear: does that mean use the LifeLessons/Content/Mods folder within DevOutput in the appdata, or does it mean put it in the Content/Mods folder within the main LifeLessons mod folder in your Steam Workshop rimworld mods folder (or obviously your local mod directory if installed manually)
And do either of those risk the files getting deleted when the mod's updated or reinstalled? So it would be safer to put them in a personal mod folder?
----------------------------------------
Tried patching some backstories, and it seems like the Template function and/or the conditionals are kind of buggy, and in particular something seems very broken with how the mod saves the templates.
For one thing, I did notice that if I used a conditional inside a template, then applied it to a background, then edited the conditional within the background, those changes would affect the template and every background using the template. Changing the non-conditional proficiencies or adding new conditionals didn't affect the template, which seems inconsistent, so I'm assuming part of this is bugged. It seems like the template SHOULD just paste a copy of itself into the backstory and then subsequently the two should be independent,
I've also noticed sometimes if you add non-conditional proficiencies BEFORE adding conditional ones, sometimes some of the non-conditional ones disappear when you add a conditional proficiency. I think this is only when the non-conditional proficiencies are prerequisites for the conditional ones, but I'm not completely certain. My guess is that it's the same mechanism that's supposed to prune redundant proficiencies when a higher tier one is added to the list, but that it's not supposed to fire when those proficiencies are added to a conditional.
Those are relatively minor issues though - setting up and saving the backstories seems to still work. The bigger problem is that the templates always seem to get corrupted after saving them. They work fine within one session, but if I quit and then launch the game again, I get a whole load of errors in the log, and all the proficiencies have disappeared from inside the templates (although the conditionals with their rolls & percentages are still there - but empty of any actual proficiencies). And sometimes when I click on the template I get a spam of errors that break the GUI.
If I quit and then relaunch a second time, all the errors usually disappear and the GUI works fine, but the templates are still empty of proficiencies.
Full log here tested with no additional mods: https://pastebin.com/BBgjMB0X
Errors on start-up:
Errors when the GUI breaks (this one spams constantly):
When you export patches from the UI, they will be saved to the dev output folder. In order for those patches to reflect in-game, you need to add them to a mod. Preferably, you will create your own mod for patches as this will prevent them from being overridden and allow for distribution if you like. If you do put them in the LL folder, bear in mind that steam may overwrite them.
I wrote the documentation from my own perspective, so naturally where you install the patches is different.
I believe I later found the save-load issue you mention above and fixed it in the 2.0 branch, but haven't (and most likely won't) cherry pick the fix into the main-line. Mostly because I don't remember when or what the issue was. Since the 1.1 release, the template system has been refined further to include templates as Defs, so the existing system is fixed but doesn't really exist in a form that I Can easily backport to 1.1. Sorry! Just count on the whole system being more useful in the next release.
The template application issue is definitely something I haven't caught. Most likely I'm not creating a new list of conditionals when applying the template, so each background is getting a copy of the address rather than a copy of the contents. It's an easy fix I'll make for the 2.0 branch.
- In-patcher templates were removed due to being an inferior implementation of the template def and causing a lot of headaches with saving and loading.
- Per your original request 3, the proficiency tree can be opened from any panel in the patcher to reference the hierarchy.
- The research tree can also be opened from the research panel (if in-map) but has limited usefulness
If you want to experiment with the new patcher, a prerelease is available on Discord. We're moving towards release sometime in the next 2 weeks if all goes well in testing.