RimWorld

RimWorld

[Discontinued] Pawnkind Race Diversification
Showing 1-10 of 39 entries
< 1  2  3  4 >
Update: 31 Oct, 2021 @ 3:41pm

[Auto-generated text]: Update on 10/31/2021 6:41:20 PM.
Version 35:

  • Hacked together a faction exclusion setting - now you can toggle factions that will never have race diversity from this mod.

Update: 30 Aug, 2021 @ 11:55am

[Auto-generated text]: Update on 8/30/2021 2:55:53 PM.

Fixed Character Editor harmony patch (should work for the latest Character Editor version)

Update: 14 Aug, 2021 @ 3:22pm

[Auto-generated text]: Update on 8/14/2021 6:22:15 PM.

Version 33 (Internal changes):

  • Removed "AfterDeterminedRace" method and instead reset pawnkind information before a pawn is ever generated. Was too much of a headache to manage and seems to fix most problems regarding inconsistent backstories from my testing. It also guarantees no generator softlocks, as the defaults for the pawnkind are all reset from information loaded on initialization within the Data class.
  • Added a pawnkind race resetting method with this change.
  • Removed most redundant code.
  • More debugging information is available from pawns generating with the mod's Debug Mode enabled.

Update: 6 Aug, 2021 @ 8:00pm

[Auto-generated text]: Update on 8/6/2021 11:00:23 PM.

Another hotfix of version 32. I need some sleep, really.
If you're getting a SaveableFromNode exception, then unfortunately it appears like your settings were poorly saved somehow by the obsolete world object holder. You can recover your values by looking further into the stacktrace generated after failing to load settings from loading a save. Look where it says something like this:

Subnode:
<li Class="PawnkindRaceDiversification.Handlers.ModSettingsWorldStorage"><localFlatWeights><keys><li>Human</li><li>Ratkin</li><li>Ratkin_Su</li><li>ChjAndroid</li><li>ChjDroid</li><li>ChjBattleDroid</li><li>KlickmalaRace</li><li>SlitherRace</li><li>Lombax</li><li>ATK_Avianmorph</li><li>ATK_Bovinemorph</li><li>ATK_Caninemorph</li><li>ATK_Cervinemorph</li><li>ATK_Dragomorph</li><li>ATK_Felinemorph</li><li>ATK_Gnollmorph</li><li>ATK_Lagomorph</li></keys><values><li>0.1</li><li>0.06</li><li>0</li><li>0.12</li><li>0</li><li>0</li><li>-1</li><li>0.1</li><li>0.02</li><li>-1</li><li>-1</li><li>-1</li><li>-1</li><li>-1</li><li>-1</li><li>-1</li><li>-1</li></values></localFlatWeights></li>

It will display all of your keys (races set) and values (weights of the races) in left-to-right order. Look for the key and jump over to the <li> to see what value you set of your race in this save.
For example: looking at Ratkin here, it is linked to the 2nd <li>, which is 0.06.

Update: 6 Aug, 2021 @ 7:13pm

[Auto-generated text]: Update on 8/6/2021 10:13:10 PM.

Still considered version 32 because it's such a small change I forgot... ugh.
I forgot to take into account of removed races from old worlds. Therefore, I added that as well.

Update: 6 Aug, 2021 @ 5:50pm

[Auto-generated text]: Update on 8/6/2021 8:50:55 PM.

Version 32:
Large update of bugfixes and refactorings.
TLDR: A bunch of internal changes

New:

  • New world setting: starting pawn weights. You can now define what races you can start with in the selection screen. These overwrite world settings.
  • Added a dialogue for choosing a world weight setting in world settings menu.
  • You can now configure overriding starting alien pawnkinds in your colonist selection screen (in world settings menu specifically). Now you can use this to play any scenario with any races, even those that define specific races!

Changed:
  • World weight settings are no longer displayed in mod settings. Local settings are always visible, but the button will be red and disabled if you're not in a world.
  • World weight and starting pawn weights are not persistent after you leave the configuration screens.

Internal:
  • Migrated world saving object to WorldComponent from UtilityWorldObject. Your previous local weight settings should transfer over to this component automatically when loading an old save. UtilityWorldObject should be removed upon loading an old save.
  • Refactored onValueChanged delegate to ValueChanged action, as Unity was saying it was obsolete for setting handles.
  • Added a short description below Column Window title and displayed which race is being adjusted in the Race Adjustment Window.
  • Weight reference grabbing was a trainwreck, so therefore I reorganized the switch case statements to make a bit more sense. Now you shouldn't have a chance to see as much misinformation on the settings as you did before.
  • Entering a save with new races should no longer have the save missing the races in the settings handle until you set the settings. Now all newly added races in a new save are resolved and assumed to have a weight of 0.00.
  • World weight settings no longer change local settings when their values are changed. They are instead only applied to the local settings immediately on world creation.
  • Source code is no longer uploaded on Steam, in order to save space for users. This cuts the file size down from a difference of 6 MB. If you want to see the source, it is always available on Github.[github.com]

Language:
  • Reorganized language files. Titles/description value of categories were renamed to be more generic and to avoid having to rename them to match their English variant constantly.
  • Refactored "Global Weight Settings" to "General Weight Settings." This for better clarification.
  • Refactored "Local Weight Settings" to "Local Save Weight Settings."
  • Added a few extra details to some descriptions for further clarification.
  • Additions to the language for the new feature's dialogue.

Debug mode:
  • Some more debugging information is available when spawning a pawn - displaying their generation weights.

Update: 4 Aug, 2021 @ 6:52am

[Auto-generated text]: Update on 8/4/2021 9:51:57 AM.

Version 31:
Fixed the WeightGenerationPauser being locked up from other mods with custom pawn generators and perpetually skipping the unpausing operation.
Should've mentioned that this fixes compatibility with the following mods:

  • EDB Prepare Carefully (partial implementation)
  • Character Editor
  • Altered Carbon
Added a failsafe for the WeightGenerationPauser. If it's paused more than 4 times, it unpauses itself. However, if another mod is calling the pause function, then the counter is always reset when that is called. Debug mode will report a warning that the WeightGenerationPauser was left paused.
Put the proper version of the assembly in the assembly properties.

Update: 27 Jul, 2021 @ 4:41pm

[Auto-generated text]: Update on 7/27/2021 7:41:50 PM.

Version 30:
Removed the StyleFixProcedure (previously known as HairFixProcedure) because HAR now handles style generation of pawns during pawn generation.
Now hair problems are not related this mod, but rather the alien race's style settings or on HAR's end.

Update: 27 Jul, 2021 @ 4:38pm

Update: 27 Jul, 2021 @ 4:04pm

[Auto-generated text]: Update on 7/27/2021 7:04:21 PM.

(removed this change)