OpenXcom Forum
Modding => Released Mods => The X-Com Files => Topic started by: Thermite on April 10, 2020, 04:53:34 pm
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I had this idea for a XCF submod, actually more like a few features, but I don't know how I would do them, could someone help me? It would involve a few recipes and techs.
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Alright, here's how-
1. Make the mod
2. put the folder with the rulesets in another folder
3. Add metadata.yml to the same folder hierarchy as the ruleset folder.
4. Configure metadata .yml to something similar to my attached metadata.yml.
P.S. obviously based on the description this mod is intended for both xcomfiles and xpiratez. To do that, you need to change the x-com-files inside to a *.
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Alright, here's how-
1. Make the mod
2. put the folder with the rulesets in another folder
3. Add metadata.yml to the same folder hierarchy as the ruleset folder.
4. Configure metadata .yml to something similar to my attached metadata.yml.
P.S. obviously based on the description this mod is intended for both xcomfiles and xpiratez. To do that, you need to change the x-com-files inside to a *.
But how would I work around the rule sets?
This would be my first mod...
>_<
Is there a guide anywhere?
*screms*
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well if its your first modding attempts, i´d suggest trying something easier than customizing xcf.
in the modding section is most stuff described you need to know.
however, most of starting to mod is figuring stuff out.
so get to it and read and try stuff ^^
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But how would I work around the rule sets?
This would be my first mod...
>_<
Is there a guide anywhere?
*screms*
There is the ruleset reference, it's stickied in the OXCE sub-forum. However, if you want to mod, you will have to work with rulesets in some form or another.
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Here's you new bible :)
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)
I would start with analysing other mods and copying them.
What exactly are you trying to do, by the way? We can show you the ropes.
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Here's you new bible :)
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)
I would start with analysing other mods and copying them.
What exactly are you trying to do, by the way? We can show you the ropes.
I want to make two things: a mod that allows you to breed domesticated strange creatures (rats, gilldogs and hellhounds).
And another one that would allow you to have a sort of "blood donation" system for the more intelligent zombies (vampires, ghouls and mummies) since they seem to be able to be reasoned with.
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First idea is pretty simple if you want it to be, make a manufacturing project along the ruleset guidelines, put 2 strange creatures of whatever type as input and 3+ as output.
Or, if you want it more complicated, you could set up a random production system, outputting only 1(net loss), 2(failed breeding, 3(successful breeding), 4(extra successful breeding).
The second idea needs to be clarified first. What exactly do you mean by a blood donation system?
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The second idea needs to be clarified first. What exactly do you mean by a blood donation system?
Creature goes in, price and work is done, creature goes out + blood plasma.
Possibly a way to purchase it, at a hefty price, from the buy list too?
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Heres a sort of template for the second one, using a zombie boomer(shamelessly copied and edited from the live zombie boomer blood plasma extraction in xcomfiles).
- name: STR_BLOOD_PLASMA_DONATION_ZOMBIE_BOOMER_LIVING
category: STR_BIOEXTRACTION
requiresBaseFunc: [BIOLAB]
requires:
- STR_MUTANT_BLOOD_PLASMA
- STR_ZOMBIE_BOOMER
space: 3
time: 50
cost: 100
requiredItems:
STR_ZOMBIE_BOOMER_TERRORIST: 1
producedItems:
STR_MUTANT_BLOOD_PLASMA: 2
STR_ZOMBIE_BOOMER_TERRORIST: 1
listOrder: 207915
I hope most of the values in this are self-explanatory
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Yep, the code looks fine at a glance.
But please kindly use the "code" marking in the future, otherwise it's impossible to copy and paste without messing up the indentation - like this:
- name: STR_BLOOD_PLASMA_DONATION_ZOMBIE_BOOMER_LIVING
category: STR_BIOEXTRACTION
requiresBaseFunc: [BIOLAB]
requires:
- STR_MUTANT_BLOOD_PLASMA
- STR_ZOMBIE_BOOMER
space: 3
time: 50
cost: 100
requiredItems:
STR_ZOMBIE_BOOMER_TERRORIST: 1
producedItems:
STR_MUTANT_BLOOD_PLASMA: 2
STR_ZOMBIE_BOOMER_TERRORIST: 1
listOrder: 207915
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Yep, the code looks fine at a glance.
But please kindly use the "code" marking in the future, otherwise it's impossible to copy and paste without messing up the indentation - like this:
- name: STR_BLOOD_PLASMA_DONATION_ZOMBIE_BOOMER_LIVING
category: STR_BIOEXTRACTION
requiresBaseFunc: [BIOLAB]
requires:
- STR_MUTANT_BLOOD_PLASMA
- STR_ZOMBIE_BOOMER
space: 3
time: 50
cost: 100
requiredItems:
STR_ZOMBIE_BOOMER_TERRORIST: 1
producedItems:
STR_MUTANT_BLOOD_PLASMA: 2
STR_ZOMBIE_BOOMER_TERRORIST: 1
listOrder: 207915
Thank you, never posted a code snippet up here before :)
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Thanks you all.
All of this was lovely.
xoxo
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Heres a sort of template for the second one, using a zombie boomer(shamelessly copied and edited from the live zombie boomer blood plasma extraction in xcomfiles).
- name: STR_BLOOD_PLASMA_DONATION_ZOMBIE_BOOMER_LIVING
category: STR_BIOEXTRACTION
requiresBaseFunc: [BIOLAB]
requires:
- STR_MUTANT_BLOOD_PLASMA
- STR_ZOMBIE_BOOMER
space: 3
time: 50
cost: 100
requiredItems:
STR_ZOMBIE_BOOMER_TERRORIST: 1
producedItems:
STR_MUTANT_BLOOD_PLASMA: 2
STR_ZOMBIE_BOOMER_TERRORIST: 1
listOrder: 207915
I hope most of the values in this are self-explanatory
How did you figure out the list Order, btw?
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The list order is completely arbitrary based on where you want this project to appear in the manufacturing screen. As stated earlier, I copied most of the ruleset code from Solar's blood plasma extraction projects and this was the list order he had assigned to zombie boomer extraction.
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ListOrder is also completely optional.
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Here's you new bible :)
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)
I would start with analysing other mods and copying them.
What exactly are you trying to do, by the way? We can show you the ropes.
Is there a reference for the metadata file?
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How do I edit a ruleset without editing the file directly?
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How do I edit a ruleset without editing the file directly?
What do you mean? You can edit or reference the sea object/item in a different .rul file but other than that you pretty much always have to open the file to edit it??
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Is there a reference for the metadata file?
I don't know, but in most cases altering an existing metadata file is good enough.
What do you mean? You can edit or reference the sea object/item in a different .rul file but other than that you pretty much always have to open the file to edit it??
I hope it's not about editing vanilla files... ;)
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or an already compiled .exe 🥶.
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What do you mean? You can edit or reference the sea object/item in a different .rul file but other than that you pretty much always have to open the file to edit it??
I want the STR_GILLDOG, the STR_BLOODHOUND and the STR_GIANT_RAT to unlock my research, so I have to only have one of them researched.
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I don't know, but in most cases altering an existing metadata file is good enough.
I wanted to know if there was a "requiredMasterVersion" namespace.
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I wanted to know if there was a "requiredMasterVersion" namespace.
No.
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I want the STR_GILLDOG, the STR_BLOODHOUND and the STR_GIANT_RAT to unlock my research, so I have to only have one of them researched.
- name: STR_GIANT_SPIDER
cost: 0
points: 50
needItem: true
unlocks:
- STR_STRANGE_CREATURE
- STR_RANDOM_ANIMAL_RESEARCHED
- name: STR_RANDOM_ANIMAL_RESEARCHED
cost: 0
points: 500
I think that should work...
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- name: STR_GIANT_SPIDER
cost: 0
points: 50
needItem: true
unlocks:
- STR_STRANGE_CREATURE
- STR_RANDOM_ANIMAL_RESEARCHED
- name: STR_RANDOM_ANIMAL_RESEARCHED
cost: 0
points: 500
I think that should work...
Even if it is defined on the XCF files?
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Even if it is defined on the XCF files?
I really am not sure on how a sub-mod would interact with this, but I think so long as you redefine each of the researches involved FULLY in your submod exactly as they were in xcom-files but with your modifications it should work.
Bear in mind that I'm not someone who works heavily with modding.
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I really am not sure on how a sub-mod would interact with this, but I think so long as you redefine each of the researches involved FULLY in your submod exactly as they were in xcom-files but with your modifications it should work.
Bear in mind that I'm not someone who works heavily with modding.
Thanks