Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - arigon2001

#1
General Discussion / Re: Breakdown chance folder?
May 29, 2017, 01:32:29 AM
@ReZpawner, thanks mate. That answers my question regarding how it was coded. Greatly appreciated!

@tyriaelsoban, Yea I know about the mod you are linking, however it completely stops components from ever being used again as long as you just "maintain everything" which is not hard to do in that mod. I was simply looking for the ability to decrease the randomness of the breakdown chance, not stop it.
#2
General Discussion / Re: Spine removal (MODDED)
May 28, 2017, 01:15:20 PM
I would need to understand where the coding is for this and how in depth it really is based on what you want to do. It's possible that the mod is not syncing up with the Vanilla version for determining success, OR, is it possible that they added in new layers of success to this mod in such even a level 20 Doctor would still have some base difficulty (say 30% to fail) for something as extremely complex as removing a spine?
#3
General Discussion / Re: Theory about children
May 28, 2017, 01:09:20 PM
I'm all for having "vat grown" colonists that can start off at the earliest vanilla age or as old as you want. Hell I'm even for adding in the ability to clone your own colonist with the option to save their current skills and traits at the time of clone integration. Naturally I would expect a LOT of resources, power and time (2-3 full years) involved per Vat clone pod

For example, I would look at introducing a synthetic amniotic fluid comprised of medical grade gels and plant extracts in addition to a new style of nutrient paste needed to sustain development (similar to plants needing light to continue growing). Divert enough time, rarer resources and power to maintain 1-2 vat pods by mid game and you could have an interesting meta unfold every few in game years. Take it even further and allow 2 colonists (any gender) to make offspring based on an average of their combined attributes and traits.

The possibilities are expansive and enough options that keeps you clear from the "babies / little children" dilemma while still appealing to the mature crowd.
#4
General Discussion / Re: Breakdown chance folder?
May 28, 2017, 12:39:49 PM
I'm still very new in understanding some coding but slowly learning. In the meantime if anyone knows the file location of the original Breakdown chance (percentage) and where it is located in the game files I would be really thankful. I do wonder though, why are these calculations not put into the .ini files for quick and easy change?

Cheers!
#5
General Discussion / Re: Breakdown chance folder?
May 26, 2017, 10:18:35 PM
Quote from: makkenhoff on May 26, 2017, 09:42:30 PM
It appears (keeping in mind I've not messed with code for RimWorld) this looks like the flag for determining if can break down.
<li Class="CompProperties_Breakdownable"/>
However - I cannot find anything in Defs that suggests it is editable, I would have expected the storyteller to have the option in the xml.  But I came up empty on how to affect the chance. It might be hard coded, in one of the .cs files, or under a different than I'd have expected name.

I know a mod was created that allows you to maintain stuff that requires components in order to basically stop the breakdown from occurring, however I wanted to adjust the chance of breakdown overall as it would still use up components. Hoping @Tynan see's this post and can verify if it is indeed hard coded or if I overlooked it, where is it exactly.
#6
General Discussion / Breakdown chance folder?
May 26, 2017, 09:06:15 PM
Spent prob a solid hour looking into what I thought was all the folders for incident defs to find the Breakdown chance as I desire to make changes to it. Does anyone happen to know the path / folder this is in?

Cheers!
#7
Quote from: EdB on April 07, 2016, 10:55:47 PM
Just a quick update:

Six months is a long time--I have not played RimWorld or looked at any of my mod code in about that long.  I've been reserving judgement on what I was going to do about Prepare Carefully and the Interface mod until I got a chance to look at Alpha 13.  I was hoping I could do a quick update to make it compatible with the new features, without doing any kind of major rethink.  So far, that does not look likely.  It looks like there's a change to the way that the game loads up the map that is no longer compatible with the core technique that I used to replace the UI in the Interface mod and to swap in all of your customizations from Prepare Carefully when you start a game.

I will spend some time to figure out if I can tweak it a bit to get it to work--there are a couple of alternatives that I'm considering--but parts of it may need some significant reworking, and I'm not sure how quickly that will happen.

So unfortunately, I have no estimate on when you might see Alpha 13 versions.  It could be quite a while.

Have you tried reaching out to Tynan himself? I'm sure if you were to contact him with any advice help he might potentially point you in the right direction or even help you figure it out fairly quickly. You'll never know unless you ask right? In any case, keep up the great work on the mod!
#8
Overall I really enjoy this mod. With that being said I do have one request / comment. Since I use the careful planning and the compatible version of your mod with it, is it possible to simply allow my colonists to land normally (vanilla style) and then continue other parts of the ship / other potentials to fall as intended in your mod? I say this because I've started 3 different games, of which the 1st one, everyone dies. The 2nd one, I had one survivor but none of my main players, thus it gave me the option to end the game or continue on (which made the game basically over again).
The 3rd time, I had the same thing happen. It's just way to much to start a game like that with next to zero survivors, let alone any of your starting colonists. lol

Just wanted to know if there was any room for side updates / changes to help out a little more. Ultimately, I just deactivated your mod upon landing to force the vanilla style and then reactivated your mod after the landing with the hopes it will still fire off from time to time. Thanks again for a really cool mod and cheers!
#9
What are the chances of adding in bionic hands / feet? I have yet to try the bionic leg but assume that it replaces everything including the foot? I have a couple colonists that have lost either a foot or hand from battle so wanted to see if there were more options coming in the future updates?

Keep up the great work! Cheers!
#10
Really enjoyed the mod so far! One thing I've found recently with V6 is that none of my doors have the ability to lock or unlock. I've re-downloaded all my mods and put your load in the last order to make sure nothing else is overwriting it. I've even tried with a brand new world... still to no avail :/  Any ideas what I may be doing wrong? I've tested with all normal and powered doors.

Cheers!
#11
General Discussion / Re: Meals - Increasing longevity?
August 15, 2014, 03:59:20 PM
It's all good UrbanBourbon, I've made the appropriate changes and my food stuff has the desired "longevity" for my colonists. However I've found myself utilizing the nutrient paste from another mod and food stuff meals as a backup in case of power failure so my colonists don't go hungry. :D
#12
General Discussion / Re: Meals - Increasing longevity?
August 15, 2014, 08:46:19 AM
Quote from: Neurotoxin on August 15, 2014, 08:32:29 AM
Quote from: UrbanBourbon on August 15, 2014, 08:24:26 AM
1 tick = 1/60 seconds
For the packaged survival meal it's 80000000 ticks, so copy that or do some meth. Uhh, math.

I didn't know how long the tick was myself otherwise I'd have posted it. Guess it never came up before, good to know though.

Will do! (the meth erm math!!)

Thanks all and cheers!  8)
#13
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v1.0
August 15, 2014, 08:45:00 AM
Definitely a must have mod with the latest experience! The only "hang up" I'm having is trying to figure out how to get sand to make glass?  :-[
I already have the glass station up and powered with everything set. I even have my colony in a desert so there's sand literally all around me lol. Just not sure what I'm doing wrong at the moment. Any ideas?

Cheers!
#14
General Discussion / Meals - Increasing longevity?
August 15, 2014, 07:59:02 AM
I tried doing a quick search and was not able to find any links discussing how we can change the amount of time our "meals" are good for. I remember having the all in the one mod in my Beta 5 which included all meals to virtually have no time limit of when it had to be eaten. Was a great help when trying to support a colony of 30, let alone over 60. :)

Anyone know how I can make the same change while waiting for the latest update?

Cheers!
#15
Ideas / Re: Maximize gathering / hauling??
July 26, 2014, 10:49:33 PM
Quote from: BetaSpectre on July 26, 2014, 09:43:44 PM
draft them, pause, undraft, right click haul.

Annoying but it works. Colonists "fight" each other to pick items up. Also carrying to a hopper is more important than hauling more items

Pretty much what I do when I can, however I am hoping or wondering if there is a better way of telling their AI brains to pick up a lot more on their own  ;)  Cheers!