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CE 1.4.5.3 7 Mega HSK Update
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Patch Notes:

Workshop Mod Updates:
- Dubs Mint Menus
- Character Editor

Combat Extended to 1.4.5.3 Latest:
- Better SRTS Bombing support
- Vehicles Framework support
- Vanilla Framework Expanded better support
- Vanilla Psycasts Expanded support
- Better Mech Ammo system
- New Hard Armor Damage Factor System. (Needs adding to existing content to work)
- New DamageOutsideSquishy system for better damage calculations.
- Better Ammo Provider system for spawned pawns.
- New Ammo Types:
    - Air burst
    - Dual Purpose
- Casing Fleck and Filth system added to some ammo's
- Updated Textures
- Corrected a bunch of sounds + updated to new ones
- Bug Fixes & Optimisations
- Disabled options for:
    - Disable Ammo System
    - Enable Generic Ammo
- Reorganised and moved xml closer to the structure of the workshop CE, for easier updating.
- Added Thermal Bolt Projector for Legionary (was weaponless before)
- Added FlareGun
- Corrected a few Mechanoid Guns

Moved the Following Mods out of Core SK folder, for the sake of better mod compatibility recognising these mods are active:
- Rimfridge
- Deep Storage
- Mending
- Quarry
- Expanded Roofing
- Fertile Fields

Replaced Mods:
- Moonlight SK (Replaced Realistic Darkness)

New Default mods:
- Possessions for Everyone
- Colonists are not Zerglings
- Childhood Backstories
- Better Relationship Value
- Clean Pathfinding 2
- Prized Companions
- Thing Filter Resizer
- Resize Character Info
- Resize Architect Info
- Silence the HAR

New Optional Mods:
- Variety Matters Improved
- Cleaning Area (works alongside Cleanie)

Bugfixes:
- Fences Fix
- FixDeepStorage Error On Load Fix
- Architect Sense UI Scale Fix
- SkyAI Landing Pod Tick error spam Fix
- Constructed androids from kits wont be invisible
- Corrected some unfnished def assigned for clothing.

- Updated Mod Indicator List

For Modders:
- Apparel_TacVest renamed to CE_Apparel_TacVest
- Ammo155mmCannonShells renamed to Ammo155mmHowitzerShells
- Various defnames for Arrows,Bolts and recipes for them with "Poison" renamed to "Venom" where appropriate. (not Poison Darts, they stayed the same as they use a different damage def called "Poison").
- PoisonGland label is now Venom Gland
- AmmoCategoryDef defName "Poison" changed to "VenomArrow"

- Any patches that check for any of the mods moved out of the Core SK folder, need to be deleted, as people shouldnt be using the workshop versions of them anyway
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TheLoneTec committed Jul 24, 2023
1 parent 17ebce8 commit e457188
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Showing 1,622 changed files with 16,410 additions and 1,787 deletions.
6 changes: 5 additions & 1 deletion Mods/Androids/Defs/AlienRace/AlienRace_Droids.xml
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</li>
</options>
</first>
<second Class="AlienRace.ColorGenerator_CustomAlienChannel">
<colorChannel>skin_1</colorChannel>
</second>
</li>
</colorChannels>
</alienPartGenerator>
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<raceRestriction>
<blackEndoCategories>
<li>HairColor</li>
<li>Melanin</li>
<li>BodyType</li>
<li>Ears</li>
<li>Nose</li>
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<li>Buckler</li>
<li>MedievalShield</li>
<li>BallisticShield</li>
<li>Apparel_TacVest</li>
<li>CE_Apparel_TacVest</li>
<li>CE_Apparel_Backpack</li>
<li>CE_Apparel_TribalBackpack</li>
</whiteApparelList>
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<apparelRequired>
<li>Siegearmor</li>
<li>CE_Apparel_Backpack</li>
<li>Apparel_TacVest</li>
<li>CE_Apparel_TacVest</li>
</apparelRequired>
<apparelTags>
<li>AsariCommando</li>
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30 changes: 30 additions & 0 deletions Mods/Better Relationship Value/About/About.xml
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<?xml version="1.0" encoding="utf-8"?>
<ModMetaData>
<name>Better Relationship Value</name>
<supportedVersions>
<li>1.3</li><!-- 待测试 -->
<li>1.4</li>
</supportedVersions>
<author>Alfie Brrok</author>
<description>
&lt;size=20&gt;Better Relationship Value&lt;/size&gt;

Change the way of calculating relationship value.Now the maintenance of faction relationships becomes increasingly important.
You won't become hostile to a faction just because of one evil deed, and you can't get friendly with a faction simply by giving away some crap.

改变派系关系值计算方式,现在维护派系关系变得更加重要。你不会因一次恶行就和某派系敌对,同时也不能赠送一些垃圾就和某派系轻易交好。
</description>
<packageId>Alfie.BetterRelationshipValue</packageId>
<modDependencies>
<li>
<packageId>brrainz.harmony</packageId>
<displayName>Harmony</displayName>
<steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl>
<downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl>
</li>
</modDependencies>
<!-- <loadAfter> 待定
<li>Ludeon.RimWorld</li>
<li>Ludeon.RimWorld.Royalty</li>
</loadAfter> -->
</ModMetaData>
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1 change: 1 addition & 0 deletions Mods/Better Relationship Value/About/PublishedFileId.txt
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20 changes: 19 additions & 1 deletion Mods/Character Editor/About/About.xml
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<li>Ludeon.RimWorld.Biotech</li>
<li>UnlimitedHugs.HugsLib</li>
</loadAfter>
<description>v1.4.1235 build on 2022-12-31 for RimWorld v1.4.3580
<description>v1.4.1240 build on 2023-01-07 for RimWorld v1.4.3580
Editor for humanlike pawns on map and for crashlanding (colonists, enemies, dead pawns)


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CHANGES OF LAST UPDATE
• 2023-01-07 build 1240
- fixed bug causing editor ui not starting, when starting to new worlds and then clicking on escape instead of continue
- added visual effect for moving objects from map to interstellar container
- changed recruit button - recruit now should be able to recruit even unwaveringly loyal pawns
- changed maxvalue for slotcount from 100 to 400
• 2023-01-07 build 1239
- fixed bug that prevented animal gears from being worn
- fixed scribe_deep instead of scribe_values for pawn name in capsule ui
- performance update for capsule ui
• 2023-01-05 build 1238
- fixed hotkeys not saved for keys (like Kp-) without preexisting keycode in the keyprefs
- stability checks for the extended view
• 2023-01-05 build 1237
- 'Humanoid Alien Races ~ Dev' modname added for the check if Humanoid Alien Races mod is active
• 2023-01-05 build 1236
- fixed save button in capsule ui not working
- fixed missing toggle button between interstellar view and rescue-pod view (click on the title in the capsule ui dialog to switch, while playing on map)
- fixed scribe_def bug when clicking on save game
• 2022-12-31 build 1235
- when starting to new worlds, the current colony animals will be taken with you
- fixed bug: taken scenario items gets removed from scenario when scenario is started multiple times in a row using the load button
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37 changes: 37 additions & 0 deletions Mods/Childhood Backstories/About/About.xml
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<ModMetaData>
<name>Childhood Backstories</name>
<author>Zylle</author>
<supportedVersions>
<li>1.4</li>
</supportedVersions>
<packageId>zylle.ChildboodBackstories</packageId>
<modDependencies>
<li>
<packageId>brrainz.harmony</packageId>
<displayName>Harmony</displayName>
<steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl>
<downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl>
</li>
</modDependencies>
<description>
Adds childhood backstories for colony children. Backstories are assigned based on what the child actually did/experienced for proper immersion. Backstories come with skill modifiers, which are added to the child's skills.

Childhood backstories are populated when the child turns 13, as this is when vanilla assigns the "Colony child" backstory. Teens will have a blank adult backstory, and will have a title based on their childhood backstory. Adults will have the normal adult backstories.

Suggestions for more backstories are welcome!

-------------------------

For modders: To make your own childhood backstories in xml, see the wiki here: https://github.com/Zylleon/ChildhoodBackstories/wiki

-------------------------

Links:
Github: https://github.com/Zylleon/ChildhoodBackstories/releases/latest
Discord: https://discord.gg/4EFv76C
ko-fi: https://ko-fi.com/zylleon
My other mods: https://steamcommunity.com/profiles/76561197998830956/myworkshopfiles/?appid=294100

</description>
</ModMetaData>
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1 change: 1 addition & 0 deletions Mods/Childhood Backstories/About/PublishedFileId.txt
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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!-- baseline backstory, nothing special -->
<ZCB.ZCBackstoryDef>
<defName>ZCB_ColonyChild</defName>
<title>colony child</title>
<titleShort>colonist</titleShort>
<baseDesc>[PAWN_nameDef] grew up in our colony.</baseDesc>
<slot>Childhood</slot>
<spawnCategories>
<li>ZCB_Placeholder</li> <!-- not part of child pool -->
</spawnCategories>
</ZCB.ZCBackstoryDef>

</Defs>
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@@ -0,0 +1,105 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>

<!-- child soldier -->
<ZCB.ZCBackstoryDef>
<defName>ZCB_ChildSoldier</defName>
<title>child soldier</title>
<titleShort>soldier</titleShort>
<baseDesc>[PAWN_nameDef] was exposed to the harsh realities of battle at a young age.
\n[PAWN_pronoun] is skilled in combat, but the trauma has stunted [PAWN_possessive] social skills.</baseDesc>
<slot>Childhood</slot>
<commonality>3</commonality>
<requiredRecords>
<li>
<name>KillsHumanlikes</name>
<minValue>2</minValue>
</li>
<li>
<name>PrisonersChatted</name>
<maxValue>5</maxValue>
</li>
</requiredRecords>
<spawnCategories>
<li>ZCB</li>
</spawnCategories>
<skillGains>
<li>
<key>Shooting</key>
<value>2</value>
</li>
<li>
<key>Melee</key>
<value>2</value>
</li>
<li>
<key>Social</key>
<value>-3</value>
</li>
</skillGains>
</ZCB.ZCBackstoryDef>


<!-- child sniper -->
<ZCB.ZCBackstoryDef>
<defName>ZCB_ChildSniper</defName>
<title>child sniper</title>
<titleShort>sniper</titleShort>
<baseDesc>[PAWN_nameDef] grew up practicing with all manner of ranged weapons.</baseDesc>
<slot>Childhood</slot>
<spawnCategories>
<li>ZCB</li>
</spawnCategories>
<requiredRecords>
<li>
<name>ShotsFired</name>
<minValue>30</minValue>
</li>
</requiredRecords>
<skillGains>
<li>
<key>Shooting</key>
<value>4</value>
</li>
</skillGains>
</ZCB.ZCBackstoryDef>


<!-- child supersoldier -->
<ZCB.ZCBackstoryDef>
<defName>ZCB_ChildSuperSoldier</defName>
<title>child supersoldier</title>
<titleShort>soldier</titleShort>
<baseDesc>[PAWN_nameDef] grew up on the battlefield. All [PAWN_pronoun] knows is combat.</baseDesc>
<slot>Childhood</slot>
<spawnCategories>
<li>ZCB</li>
</spawnCategories>
<commonality>5</commonality>
<requiredRecords>
<li>
<name>KillsHumanlikes</name>
<minValue>10</minValue>
</li>
<li>
<name>ShotsFired</name>
<minValue>50</minValue>
</li>
</requiredRecords>
<skillGains>
<li>
<key>Melee</key>
<value>3</value>
</li>
<li>
<key>Shooting</key>
<value>5</value>
</li>
</skillGains>
<workDisables>
<li>Social</li>
<li>Artistic</li>
</workDisables>
</ZCB.ZCBackstoryDef>

</Defs>
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<?xml version="1.0" encoding="utf-8"?>
<Defs>

<!-- Backstories for children not originally from the colony -->

<!-- lost child -->
<ZCB.ZCBackstoryDef>
<defName>ZCB_LostChild</defName>
<title>lost boy</title>
<titleFemale>lost girl</titleFemale>
<titleShort>lost</titleShort>
<baseDesc>Much of [PAWN_possessive] early childhood is a mystery, but [PAWN_nameDef] came of age in our colony.</baseDesc>
<slot>Childhood</slot>
<spawnCategories>
<li>ZCB</li>
</spawnCategories>
<requiredRecords>
<li>
<name>TimeAsColonistOrColonyAnimal</name>
<maxValue>3000000</maxValue> <!-- one year -->
</li>
</requiredRecords>
<skillGains>
<li>
<key>Cooking</key>
<value>1</value>
</li>
<li>
<key>Melee</key>
<value>2</value>
</li>
<li>
<key>Crafting</key>
<value>2</value>
</li>
<li>
<key>Plants</key>
<value>-2</value>
</li>
</skillGains>
</ZCB.ZCBackstoryDef>


<!-- builder -->
<ZCB.ZCBackstoryDef>
<defName>ZCB_Builder</defName>
<title>builder</title>
<titleShort>builder</titleShort>
<baseDesc>After [PAWN_possessive] parents abandoned [PAWN_objective], [PAWN_pronoun] was taken in by pirates and forced to fight. Later [PAWN_pronoun] jonied [PAWN_factionName] and discovered a passion for building, quickly signing up to help renovate [PAWN_possessive] new home.</baseDesc>
<slot>Childhood</slot>
<spawnCategories>
<li>ZCB</li>
</spawnCategories>
<commonality>5</commonality>
<requiredRecords>
<li>
<name>TimeAsColonistOrColonyAnimal</name>
<maxValue>4000000</maxValue> <!-- 1.3 years -->
</li>
<li>
<name>ThingsConstructed</name>
<minValue>20</minValue>
</li>
<li>
<name>CellsMined</name>
<maxValue>5</maxValue>
</li>
</requiredRecords>
<requiredPassions>
<li>Construction</li>
</requiredPassions>
<skillGains>
<li>
<key>Melee</key>
<value>2</value>
</li>
<li>
<key>Construction</key>
<value>4</value>
</li>
<li>
<key>Mining</key>
<value>2</value>
</li>
</skillGains>
<workDisables>
<li>Animals</li>
</workDisables>
</ZCB.ZCBackstoryDef>







</Defs>
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