![]() Custom tick scheduling: Includes tools for executing callbacks with a specified tick delay, and registering recurring ticks with non-standard intervals.Since A16 MapComponents are no longer a reliable way to store your data, and UWO’s are designed to be a drop-in replacement. UtilityWorldObjects: A convenient way to store your data in a save file.This is how the library stays up to date. A dialog is displayed if a problem is detected, helping the player to resolve the issue. Checker assembly: A small dll designed to be included with your mod, that ensures the player is running at least the version of the library you specify.This is a great way for a mod author to get the logs from a player who is experiencing an issue with his mod. The published logs also include the list of running mods and their versions, as well as the full list of active Harmony patches. Returns a URL that you can share with others or send to a mod author. Log publisher: Adds a keyboard shortcut (Ctrl+F12) to publish the logs from within the game.Messages include support for images and basic formatting. This is especially true on Steam, where the player may not have even read the description before subscribing. This is a good way to ensure that new mod features do not go unnoticed by the majority of players. These messages will be shown once to the player the next time he starts the game. Mod update news: Mods can provide a message for each version they release, highlighting new features.Settings are stored in a file in the user folder. Persistent in-game settings: Implementing mods can create custom settings of various types that can be changed by the player in the new Mod Settings menu.Extending classes have access to custom logging, settings, and receive the following events from the library controller: Initialize, DefsLoaded, Tick, Update, FixedUpdate, OnGUI, WorldLoaded, MapComponentsInitializing, MapLoaded, MapDiscarded, SceneLoaded, SettingsChanged. Mod foundation: Base class to build mods on.Many mods for RimWorld will require you to have this library installed in order to work. Your colony will quickly collapse if it has three excellent craftspersons but none capable of defending themselves, or three incredible warriors but not a single person capable of medical care.HugsLib is a shared mod library for RimWorld designed to provide a foundation for mods and deliver shared functionality. Preferable to any of my advice, however, is good variety. Food is the biggest issue early on as the raids are generally weak and you have enough medicine for sickness without a good cook food poisoning and starvation will end your game very quickly. The most important part by far is your excellent cook. A shooter may take your rifle and hunt/defend, the cook will provide you with simple meals, and the constructor will provide shelter. My reasonings for all of this is that you get a very well-rounded crew this way, with the bare minimum requirements cared for. Re-roll any of the following (these will absolutely ruin your game if you don't know how to deal with them)īloodlust (maybe fine? I've had colonists die from bloodlust fights though)Īny dependance (look at the health stats) While I've learned to love most pawns for what they are and let them grow on their own, this will help a LOT for a good easy start.ġ pawn with Burning passion and good skills in cooking, rest variable (my cooks tend to spend little time outside the kitchen)ġ pawn with any combination of good stats/interest in Shooting AND Crafting, social, Intelligence, Mining or doctoringġ pawn with any combination of good stats/ interest in Construction AND Crafting, social, Intelligence, mining or doctoring I'm by no means as well versed as some here (I did just recently pick the game up) but I've made a few colonies and wasted a few nights so far.
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