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GeodesicDragon committed Oct 17, 2023
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2 changes: 1 addition & 1 deletion MyLittleRimPony/About/About.xml
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<author>GeodesicDragon</author>
<packageId>geodesicdragon.rimpony</packageId>
<url>https://discord.gg/BGKnpza</url>
<modVersion>4.30.82</modVersion>
<modVersion>4.33.98</modVersion>
<supportedVersions>
<li>1.4</li>
</supportedVersions>
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50 changes: 50 additions & 0 deletions MyLittleRimPony/About/Changelog.txt
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Version 4.33.98 (October 17th 2023)

* Alpha Genes: Added the Batpony xenotype. (Requires Alpha Genes because that's where most of the important genes come from.)
* Intense UV sensitivity
* Night owl trait
* Fertility in darkness
* Bat wings
* Human ears
* Red or grey eyes
* No beards
* Human nose
* Human jawline
* Human headbone
* Horse voice
* Standard or thin bodies
* Mid/dark/ink black hair
* Brony trait
* Dark vision
* Human hands
* Great medical skill
* Terrible social skill
* Alpha Genes: Added the batpony faction.
* Starts out hostile, but can be allied with.
* Works much like the main NPC faction, but is 100% batpony.
* Uses the same pawnkinds as the NPC faction (because I was too lazy to make new ones).
* Uses the same traders as the NPC faction (because I was too lazy to make new ones).
* I'll try not to add any more new factions (for now).
* XML Extensions: Added a setting for the rainbow laser that lets you decide whether or not you need the Elements of Harmony to make it.
* Option is enabled by default.
* Disabling it will change the recipe for the rainbow laser to require 3 advanced components instead of the Elements.
* Core: NPC faction pawns can now spawn with leather apparel.
* Core: Reduced combat power of brony traders to 20 (was 45).
* Core: Reduced combat power of regular brony mercenaries to 40 (was 60).
* Core: Reduced combat power of melee brony mercenaries to 40 (was 60).
* Core: Reduced combat power of elite brony mercenaries to 50 (was 75).
* Core: Reduced combat power of brony mercenary grenadiers to 40 (was 70).
* Core: Updated the description of the wife thrower so that it actually explains what it does.
* Core: Reduced the wood cost of the wife thrower to 70 (was 75).
* Core: Reduced the wood cost of the Mudbriar turret to 200 (was 300).
* Core: Removed a lot of conversion recipes from the Daybreaker statue.
* The only ones left are [Silver <=> Material] and [Gold => Material].
* It was often better to convert materials to silver first, and then convert that silver to what you needed.
* This may cause a ton of one-time red errors when starting the game or loading a save, but you should be able to ignore them.
* Royalty: Brony mercenary grenadiers can now be used by the Empire for some quests.
* Biotech: Diamond Dog soldiers can now be used by the Empire for some quests.
* Biotech: Diamond Dog clans should no longer send you quests. (For real this time.)
* Biotech: As a result of the above, Diamond Dog clans no longer get along with each other.
* Biotech: Changed tech level of the Diamond Dog faction to Medieval (was Neolithic).
* Dubs Bad Hygiene: Fixed the harmony chip not granting pawns the bonus applied by the Pipp Petals plushie.

Version 4.30.82 (October 2nd 2023)

NOTE: If you are installing this update manually, you will need to go into MyLittleRimPony/Core/Languages/French/Keyed and then delete the extra 'Keyed' folder once you have extracted it, in order to remove the extra localisation file (which is in the wrong place due to my own mistake).
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3 changes: 2 additions & 1 deletion MyLittleRimPony/About/Credits.txt
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Expand Up @@ -125,8 +125,9 @@ Broken Wall icon (Biotech): https://game-icons.net/1x1/delapouite/broken-wall.ht
Horseshoe icon (Biotech): https://game-icons.net/1x1/delapouite/horseshoe.html
Insect jaws icon (Biotech): https://game-icons.net/1x1/lorc/insect-jaws.html
Diamond Dog xenotype icon (Biotech): https://game-icons.net/1x1/lorc/diamond-hard.html
Diamond Dog settlement icon (Biotech): https://game-icons.net/1x1/lorc/bone-gnawer.html
Diamond Dog faction icon (Biotech): https://game-icons.net/1x1/lorc/cut-diamond.html
Batpony xenotype icon (Biotech): https://game-icons.net/1x1/lorc/batwing-emblem.html
Batpony xenotype faction icon (Biotech): https://game-icons.net/1x1/delapouite/bat.html

SOUNDS

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2 changes: 1 addition & 1 deletion MyLittleRimPony/About/Manifest.xml
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@@ -1,6 +1,6 @@
<Manifest>
<identifier>My Little RimPony</identifier>
<version>4.30.82</version>
<version>4.33.98</version>
<showCrossPromotions>true</showCrossPromotions>
<manifestUri>https://raw.githubusercontent.com/GeodesicDragon/mylittlerimpony/main/MyLittleRimPony/About/Manifest.xml</manifestUri>
<downloadUri>https://github.com/geodesicdragon/mylittlerimpony/releases/latest</downloadUri>
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39 changes: 39 additions & 0 deletions MyLittleRimPony/Alpha Genes/Defs/GeneDefs/Xenotype_Batpony.xml
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<Defs>

<XenotypeDef>
<defName>MLRP_Xeno_Batpony</defName>
<label>batpony</label>
<description>This xenotype is one of several that was created by a group calling itself the 'Equestrian Integration Society.' Their goal was to create xenotypes based on the many races that inhabit Equestria, but the end results turned out to be much different than they expected.\n\nBatponies are a race who, for the most part, are 'jacks of all trades,' not really excelling at one skill or another unlike their other pony counterparts. They are entirely nocturnal, to the point where they cannot handle any exposure to UV radiation. Because of their unwillingness to co-operate with non-batponies, their social skills are somewhat lacking, though they are good doctors because they've had to look after themselves for so long.\n\nA side effect of the xenogerm implantation process makes them more fertile during the night.</description>
<descriptionShort>Batponies are nocturnal creatures who cannot tolerate the light and have poor social skills, but make for excellent doctors. They are more fertile during nighttime hours, can see in the dark, and are night owls by nature.</descriptionShort>
<iconPath>UI/Icons/Genes/Batpony</iconPath>
<nameMaker>NamerBrony</nameMaker>
<nameMakerFemale>NamerBronyFemale</nameMakerFemale>
<chanceToUseNameMaker>1</chanceToUseNameMaker>
<inheritable>true</inheritable>
<genes>
<li>UVSensitivity_Intense</li>
<li>AG_NightOwl</li>
<li>AG_FertilityDarkness</li>
<li>AG_BatWings</li>
<li>Ears_Human</li>
<li>Eyes_Red</li>
<li>Eyes_Gray</li>
<li>Beard_NoBeardOnly</li>
<li>Nose_Human</li>
<li>Jaw_Baseline</li>
<li>Headbone_Human</li>
<li>MLRP_VoiceHorse</li>
<li>Body_Standard</li>
<li>Body_Thin</li>
<li>Hair_MidBlack</li>
<li>Hair_DarkBlack</li>
<li>Hair_InkBlack</li>
<li>MLRP_BronyGene</li>
<li>DarkVision</li>
<li>Hands_Human</li>
<li>AptitudeRemarkable_Medicine</li>
<li>AptitudeTerrible_Social</li>
</genes>
</XenotypeDef>

</Defs>
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<Patch>

<Operation Class="PatchOperationAdd">
<xpath>/Defs/XenotypeDef[defName="MLRP_Xeno_Alicorn" or defName="MLRP_Xeno_Pegasus"]/genes</xpath>
<value>
<li>AG_PegasusWings</li>
</value>
</Operation>

</Patch>
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165 changes: 165 additions & 0 deletions MyLittleRimPony/Biotech/Defs/FactionDefs/MLP_Faction_Batponies.xml
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>

<FactionDef ParentName="FactionBase">
<defName>MLRP_Batpony_Faction</defName>
<label>batpony tribe</label>
<categoryTag>Outlander</categoryTag>
<description>A colony of people who have undergone xenotype implantation to become batponies. Given that they have spent a lot of time by themselves, they are initially hostile towards outsiders, but they are willing to get over this if shown enough respect.\n\nIn combat, they employ the same mercenaries use by the other pony-themed faction which exists in the world, though the two don't get along.</description>
<naturalEnemy>true</naturalEnemy>
<pawnSingular>batpony</pawnSingular>
<pawnsPlural>batponies</pawnsPlural>
<settlementGenerationWeight>2</settlementGenerationWeight>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<maxCountAtGameStart>1</maxCountAtGameStart>
<canSiege>true</canSiege>
<canStageAttacks>true</canStageAttacks>
<leaderTitle>top bat</leaderTitle>
<leaderForceGenerateNewPawn>true</leaderForceGenerateNewPawn>
<factionIconPath>Things/Batpony</factionIconPath>
<xenotypeSet>
<xenotypeChances>
<MLRP_Xeno_Batpony>1</MLRP_Xeno_Batpony>
</xenotypeChances>
</xenotypeSet>
<playerInitialSettlementNameMaker>MLRP_BronySettlementNames</playerInitialSettlementNameMaker>
<factionNameMaker>MLRP_BronyNames</factionNameMaker>
<settlementNameMaker>MLRP_BronySettlementNames</settlementNameMaker>
<requiredMemes>
<li MayRequire="Ludeon.RimWorld.Ideology">Darkness</li>
</requiredMemes>
<allowedCultures>
<li>Kriminul</li>
<li>Rustican</li>
</allowedCultures>
<techLevel>Industrial</techLevel>
<backstoryFilters>
<li>
<categories>
<li>Outlander</li>
<li>Outsider</li>
<li>Tribal</li>
</categories>
</li>
</backstoryFilters>
<apparelStuffFilter>
<stuffCategoriesToAllow>
<li>Metallic</li>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategoriesToAllow>
</apparelStuffFilter>
<allowedArrivalTemperatureRange>-40~45</allowedArrivalTemperatureRange>
<settlementTexturePath>World/WorldObjects/DefaultSettlement</settlementTexturePath>
<colorSpectrum>
<li>(0, 0.5, 0.5)</li>
</colorSpectrum>
<fixedLeaderKinds>
<li>Brony_Leader</li>
</fixedLeaderKinds>
<baseTraderKinds>
<li>MLRP_BronyBaseTrader</li>
</baseTraderKinds>
<caravanTraderKinds>
<li>MLRP_PlushieTrader</li>
<li>MLRP_NPCFaction_BulkGoods</li>
<li>MLRP_NPCFaction_CombatSupplier</li>
<li>MLRP_NPCFaction_ExoticGoodsTrader</li>
<li>MLRP_NPCFaction_Stonemason</li>
</caravanTraderKinds>
<raidCommonalityFromPointsCurve>
<points>
<li>(0, 1)</li>
</points>
</raidCommonalityFromPointsCurve>
<raidLootMaker>MLRP_BronyLoot</raidLootMaker>
<maxPawnCostPerTotalPointsCurve>
<points>
<li>(500, 100)</li>
<li>(1000, 150)</li>
<li>(2000, 250)</li>
<li>(3000, 10000)</li>
<li>(5000, 15000)</li>
<li>(7500, 20000)</li>
<li>(10000, 30000)</li>
</points>
</maxPawnCostPerTotalPointsCurve>
<pawnGroupMakers>
<li>
<kindDef>Trader</kindDef>
<traders>
<Brony_Trader>1</Brony_Trader>
</traders>
<carriers>
<Muffalo>6</Muffalo>
<Dromedary>5</Dromedary>
<Alpaca>2</Alpaca>
<Elephant>1</Elephant>
</carriers>
<guards>
<Brony_Villager>4</Brony_Villager>
<Brony_Mercenary>6</Brony_Mercenary>
<Brony_Mercenary_Melee>4</Brony_Mercenary_Melee>
<Brony_Mercenary_Elite>2</Brony_Mercenary_Elite>
<Brony_Mercenary_Grenadier>1</Brony_Mercenary_Grenadier>
</guards>
</li>
<li>
<kindDef>Peaceful</kindDef>
<options>
<Brony_Villager>1</Brony_Villager>
<Brony_Mercenary>10</Brony_Mercenary>
<Brony_Mercenary_Melee>5</Brony_Mercenary_Melee>
<Brony_Mercenary_Elite>2</Brony_Mercenary_Elite>
<Brony_Mercenary_Grenadier>1</Brony_Mercenary_Grenadier>
</options>
</li>
<li>
<kindDef>Combat</kindDef> <!--Mostly ranged units with melee support-->
<commonality>100</commonality>
<options>
<Brony_Mercenary>20</Brony_Mercenary>
<Brony_Mercenary_Melee>5</Brony_Mercenary_Melee>
<Brony_Mercenary_Elite>10</Brony_Mercenary_Elite>
</options>
</li>
<li>
<kindDef>Combat</kindDef> <!--Breaching-->
<commonality>5</commonality>
<options>
<Brony_Mercenary>10</Brony_Mercenary>
<Brony_Mercenary_Melee>10</Brony_Mercenary_Melee>
<Brony_Mercenary_Elite>5</Brony_Mercenary_Elite>
<Brony_Mercenary_Grenadier>10</Brony_Mercenary_Grenadier>
</options>
</li>
<li>
<kindDef>Combat</kindDef> <!--Mostly melee units for rushing enemy positions-->
<commonality>100</commonality>
<options>
<Brony_Mercenary>5</Brony_Mercenary>
<Brony_Mercenary_Melee>20</Brony_Mercenary_Melee>
<Brony_Mercenary_Elite>5</Brony_Mercenary_Elite>
</options>
</li>
<li>
<kindDef>Combat</kindDef> <!--All Elite units for when copious amounts of ass needs to be kicked-->
<commonality>100</commonality>
<options>
<Brony_Mercenary_Elite>40</Brony_Mercenary_Elite>
</options>
</li>
<li>
<kindDef>Settlement</kindDef> <!--Heavily guarded by mostly elite units-->
<options>
<Brony_Villager>5</Brony_Villager>
<Brony_Mercenary>5</Brony_Mercenary>
<Brony_Mercenary_Melee>5</Brony_Mercenary_Melee>
<Brony_Mercenary_Elite>30</Brony_Mercenary_Elite>
</options>
</li>
</pawnGroupMakers>
<maxConfigurableAtWorldCreation>1</maxConfigurableAtWorldCreation>
<configurationListOrderPriority>70</configurationListOrderPriority>
</FactionDef>
</Defs>
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<label>diamond dog clan</label>
<categoryTag>Outlander</categoryTag>
<description>A colony of people who have undergone xenotype implantation to become Diamond Dogs. They have a zero tolerance approach to outsiders, and will attack anyone who is not one of them. In combat, they rely solely on large numbers of melee combatants wearing plate armour.</description>
<permanentEnemyToEveryoneExcept>
<li>MLRP_DiamondDog_Faction</li> <!--If you have more than one clan, they will get along with each other and nobody else.-->
</permanentEnemyToEveryoneExcept>
<permanentEnemy>true</permanentEnemy>
<pawnSingular>Diamond Dog</pawnSingular>
<pawnsPlural>Diamond Dogs</pawnsPlural>
<settlementGenerationWeight>2</settlementGenerationWeight>
Expand Down Expand Up @@ -43,15 +41,14 @@
<li MayRequire="Ludeon.RimWorld.Ideology">Blindsight</li>
</disallowedMemes>
<requiredMemes>
<li MayRequire="Ludeon.RimWorld.Ideology">Darkness</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Raider</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Supremacist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Tunneler</li>
</requiredMemes>
<structureMemeWeights>
<Structure_Animist MayRequire="Ludeon.RimWorld.Ideology">2</Structure_Animist>
</structureMemeWeights>
<techLevel>Neolithic</techLevel>
<techLevel>Medieval</techLevel>
<backstoryFilters>
<li>
<categories>
Expand Down Expand Up @@ -119,6 +116,7 @@
<filter>
<thingDefs>
<li>Gold</li>
<li>Jade</li>
<li>Plasteel</li>
<li>Silver</li>
<li>Steel</li>
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@@ -1,26 +1,6 @@
<Patch>

<Operation Class="PatchOperationFindMod">
<mods>
<li>Alpha Genes</li>
</mods>
<match Class="PatchOperationSequence">
<operations>
<li Class="PatchOperationAdd">
<xpath>/Defs/XenotypeDef[defName="MLRP_Xeno_Alicorn"]/genes</xpath>
<value>
<li>AG_PegasusWings</li>
</value>
</li>

<li Class="PatchOperationAdd">
<xpath>/Defs/XenotypeDef[defName="MLRP_Xeno_Pegasus"]/genes</xpath>
<value>
<li>AG_PegasusWings</li>
</value>
</li>
</operations>
</match>
</Operation>

<!--Patch has been moved to the main Alpha Genes load folder.-->
<!--This file only continues to exist so that non-Steam users don't have to do a manual reinstall for the millionth time.-->

</Patch>
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<Patch>
<Operation Class="PatchOperationAdd" MayRequire="Ludeon.RimWorld.Royalty">
<xpath>/Defs/QuestScriptDef/root[@Class="QuestNode_Sequence"]/nodes/li[@Class="QuestNode_GetRandomPawnKindForFaction"]/choices</xpath>
<value>
<li>
<factionDef>MLRP_DiamondDog_Faction</factionDef>
<pawnKinds>
<li>DiamondDogSoldier</li>
</pawnKinds>
</li>
</value>
</Operation>
</Patch>
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2 changes: 1 addition & 1 deletion MyLittleRimPony/Biotech/Source/Class1.cs
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Expand Up @@ -161,7 +161,7 @@ public override float OpinionOffset()
public class ThoughtWorker_AntiBronyIsPonyXenotype : ThoughtWorker
{

protected override ThoughtState CurrentStateInternal(Pawn p) => (ThoughtState)(p.story.traits.HasTrait(MyDefOf.MLRP_AntiBronyTrait) && p.genes.Xenotype == MLRP_BiotechDefOf.MLRP_Xeno_Alicorn || p.genes.Xenotype == MLRP_BiotechDefOf.MLRP_Xeno_EarthPony || p.genes.Xenotype == MLRP_BiotechDefOf.MLRP_Xeno_Unicorn || p.genes.Xenotype == MLRP_BiotechDefOf.MLRP_Xeno_Pegasus || p.genes.Xenotype == MLRP_BiotechDefOf.MLRP_Xeno_Changeling);
protected override ThoughtState CurrentStateInternal(Pawn p) => (ThoughtState)(p.story.traits.HasTrait(MyDefOf.MLRP_AntiBronyTrait) && p.story.traits.HasTrait(MyDefOf.MLRP_BronyTrait) && p.genes.Xenotype == MLRP_BiotechDefOf.MLRP_Xeno_Alicorn || p.genes.Xenotype == MLRP_BiotechDefOf.MLRP_Xeno_EarthPony || p.genes.Xenotype == MLRP_BiotechDefOf.MLRP_Xeno_Unicorn || p.genes.Xenotype == MLRP_BiotechDefOf.MLRP_Xeno_Pegasus || p.genes.Xenotype == MLRP_BiotechDefOf.MLRP_Xeno_Changeling);

}

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