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#31
Releases / Re: [MOD] (Alpha 8) Natural Surgery (More)
January 09, 2015, 11:03:24 AM
What's all this "Finally a working brain mod!" malarky?! I made a brain mod that works fine ages ago!

That torso surgery is the real addition here! Shame it doesn't quite work the way it ought to. Gonna keep an eye on this mod incase you figure out how to repair torsos without it fixing all parts.
#32
Quote from: sanya02 on January 08, 2015, 05:28:23 PM
Strange! I do not have these files! where they lie? Why the owner does not correct the error !! ??
Honestly, I don't know what the heck is up with the spawn errors. Alpha 8 is kind of a mess of rewording code without really improving the code. I'm back to knowing as little about modding as any of you guys do now. This whole mod is garbage now!
*Breaks down and sobs*


Maybe that's a bit much. But it's hard to continue on with this mod when the surgery list has yet to be updated. It's still too small to even list the current surgeries let alone the others I want to add. There are only fixes to do... And Turtle Medic has taken care of those.
So uh, I'm gonna update the first page with Turtle Medic's version. I don't know when I'll update this mod myself. Nothing in Alpha 8 really gave me anything more to work with.

I'll try to keep a little more active here though. I'm sorry everyone.

EDIT: So 2866 people downloaded my mod and played with a broken version. That's the minimum amount of people I've dissapointed. I'm a pretty bad person.

Oh also the Turtle version is now in the first post. It's the same as the one he posted, but his did not have the fixed description for Organ Vats brain mincing option. I also tweaked the nose making cost to be in line with the ears and eyes.
#33
Quote from: Drone on December 22, 2014, 11:25:09 AM
I think you broke something in the stock game that lets bionic arms be attached to people with missing shoulders. It was a fix that Tynan did so that you don't end up with people with missing shoulders wandering around with arms connected to mid-air. At any rate, you can't attach bionic arms to people with missing shoulders after this mod is installed.
I knew Tynan was gonna fix shoulders, but I thought he'd made it so you could install bionic shoulders AND bionic arms together. I did not know arms were now attached to shoulders. This shouldn't be a hard thing to fix. Just make sure you don't have any bionic shoulder lying around after the update, because I'm about to remove them.
#34
Outdated / Re: [MOD] (Alpha 8) Brain Surgery
December 22, 2014, 08:05:55 PM
Quote from: Girlinhat on December 22, 2014, 06:43:41 PM
What does this... do?  Like, what's the effect?
I did say already, and the name of the mod is pretty clear. It let's you harvest brains, as well was implant brains, as you would any other organ. Naturally harvesting a brain kills a colonist.

This was removed in the main game presumebly because a brain transplant has other implications thta cannot yet be coded in. But if you want an easy way to cure a colonist of brain damage than this is the solution. If you're using a more advanced mod with their own solutions though then this isn't a very useful mod.
#35
Using the update, but among the many choices of textures, the one I was using wasn't there. Am I the only one that prefers the sloped bottom?

[attachment deleted due to age]
#36
I got this mod orginally only for the hivemind I beleive. And when I got it working I loved it! Turning those useless prisoners into useful workers instead of food was nice! I have since stopped using it only because of how often their stats get reset. If you think you can get it working again though that'd be great! Really enjoyed it!
#37
Outdated / Re: [MOD] (Alpha 8) Brain Surgery
December 22, 2014, 10:50:28 AM
This mod is compatible with Extended Surgery even though that mod has it's own brain modifiers already. Should be compatible with others too. Updated to Alpha 8!
#38
Updated to Alpha 8!
Many thanks to JuliaEllie for being the one to notify me today that Alpha 8 is out. I've not been here in ages because I wanted to update after 8 was released and had no idea it was already out. Really REALLY sorry guys! On that note, kinda surprised I didn't get any PMs. Not even from Turtle Medic who saw fit to hijack my mod without contacting me first. >:(

Only kidding Turtle, your updated version was actually really damn helpful in helping me work out why my mod wasn't working. So many tiny things were changed it'd've taken me days without your edit as a reference. So thanks to you and Voodoo too!

The version uploaded now is barely different to Turtle's, just has a couple extra fixes. Learning about Alpha 8 is gonna take me quite a long time, but I hope to take advantage of the new features soon!
#39
Quote from: Commander Beanbag on November 25, 2014, 05:38:23 PM
Edit: Unfortunately it will probably be hilariously abusable. Harvest all their organs individually, then do it again with the all-recipe for double the organs.
Hadn't even thought of that. So now I'd also need to find a way to code in a requirement that they have all their body parts intact... I'm gonna need to consult an expert.
#40
Quote from: Aristocat on November 24, 2014, 11:04:26 PM
I indeed tested mod before release but here's comparison

Leg enhancer vs no enhancer (no immersive Floor, no bionic)
http://i.imgur.com/54IjpRF.jpg

Full bionic + Leg enhancer vs Bionic legs (no immersive Floor)
http://i.imgur.com/BHV2J8Y.jpg

Full bionic and power armor vs bionic legs, no armor (no immersive Floor)
http://i.imgur.com/htECRdn.jpg

Immersive Floor
http://i.imgur.com/sg4nGui.jpg?1

If you feel like using +1000 metal just to make a colonist move twice faster is cheat, don't craft them(actually you'll have to since now weapons and armor now has weight..). If you feel like faster floor mod(which is cheat by your definition, when you use cheat to make resource *facepalm*) is cheat, don't use it.
I did not use ANY metal in the things I crafted from your mod, nor did I put down any floors. I simply made bionic legs and the leg boosting implant. My colonist also had the fast walker trait I think, but his speed was like 4 times more than everyone else. It's just silly. I also HAD to cheat in resources because you did not mention that this mod needed other mods to work in your first post when I was downloading it.

Quote from: Aristocat
IBody
  <HealthDiffDef ParentName="AddedBodyPartBase">
    <defName>BionicLeg</defName>
    <label>bionic leg</label>
    <addedBodyPart>
      <isBionic>true</isBionic>
      <isSolid>true</isSolid>
      <partEfficiency>1.0</partEfficiency>
      <spawnThingOnRemoved>BionicLeg</spawnThingOnRemoved>
    </addedBodyPart>
    <modifiers>
          <PainchangeBy>-0.05</PainchangeBy>
      <activities>
        <li>
          <activity>Moving</activity>
          <changeBy>0.2</changeBy>
        </li>
      </activities>
    </modifiers>
  </HealthDiffDef>

Vanilla
  <HealthDiffDef ParentName="AddedBodyPartBase">
    <defName>BionicLeg</defName>
    <label>bionic leg</label>
    <addedBodyPart>
      <isBionic>true</isBionic>
      <isSolid>true</isSolid>
      <partEfficiency>1.0</partEfficiency>
      <spawnThingOnRemoved>BionicLeg</spawnThingOnRemoved>
    </addedBodyPart>
    <modifiers>
      <activities>
        <li>
          <activity>Moving</activity>
          <changeBy>0.2</changeBy>
        </li>
      </activities>
    </modifiers>
  </HealthDiffDef>

Can you tell me where's BIG F-ING LOAD? On base bionics?
I didn't check the code, I went by what the game told me. And it said I was getting a 0.3 instead of 0.2 bonus from most bionics in this.


Quote from: Aristocat
Descriptions

Edit : Only Catalepsean Node increase speed, don't use it if it's op. probably will nerfed, maybe.

What description do you more need?
The description is "." and that is just lazy. You also say this node increases speed, but where does it tell me that here ingame?

Quote from: Aristocat
Actually it seems you just didn't even played SINGLE HOUR WITHOUT CHEAT and just complaining for the sake of complaining.
Try to stay mature and not say things like this. I know it's upsetting when someone doesn't enjoy your mod, but they don't have to be wrong.

Quote from: Aristocat
Centipedes move 5 time faster and droid doesn't require aim, Power armor can't salvaged, Add boss raider(cyborg) that 95% chance to ignore damage + 4 time stronger melee attack + shoot three time faster, Trigger happy now only grants 10% aim time. And it's suddenly EFFORTLESSLY easy? Also you said research take too long and craft take too much resource, and it's suddenly so easy? how?
And this is what really makes me dislike this mod so much. Loads of research and expensive crafting to balance out the completely OP implants just doesn't work. Everything else in this game is gradual. The balance is thrown out the airlock when you put in things like this. And if I ever struggle to get what I need to make the implants in this, now the enemy are OP against me and will wipe me out. This isn't balancing, this is just making both sides OP.

Kinda kills the immersion. But I expect some people would love to have two madly OP guys duke it out. Just isn't for me.
#41
Ideas / Re: Adventurer Mode
November 24, 2014, 10:54:25 AM
The moving from map to map part of this suggestion is the only currently sensible thing Tynan can work on adding. Once that's sorted, adventure mode and multiplayer and ALL SORTS become good suggestions, but without map moving they're pointless.
#42
Quote from: Aristocat on November 24, 2014, 06:49:51 AM
Normally Immersive Craft(which you probably downloaded with pack), but any other mods that let you craft resource is also should be fine(isn't bionics mod also has this? nuclear something something refine?)

And yes "Pursuit of super human creation" will used for making Astarte and Dreadnought, maybe name should be something like Cyberware/Bionic craft?
Your typing isn't that good, which probably explains why most things in this mod have bad or no descriptions. You added some extra body parts like the healer that really aren't clear on what they do.

But anyway I got myself kitted out with several sub-dermal implants and bionics. And now my colonist is totally broken. I mean, he's flinging himself ALL OVER THE MAP with such speed! It feels like cheating how unbalanced this mod is! The base bionics have been enhanced a big load too, and their effects stack with the implants. I don't think you've tested this, or you WANT the game to be effortlessly easy for the player. Either way, not a mod I can say I like.

It's still got some impressive coding going on though. And I hope you continue to experiment and discover new things. Mostly how to increase the health of body parts with bionics.
#43
Quote from: Shinzy on November 24, 2014, 08:54:07 AM
Oh it needs the mask image only if there's bits of the image you don't want to be recoloured, without that stuff it's gna recolour the entire image
That's odd, I couldn't get it to change colour at all until I added the mask. Unless that's because I added that bit of coding in too... May have jumped the gun here. Thanks for letting me know.
#44
Quote from: Aristocat on November 20, 2014, 02:28:21 PM
"Pursuit of super human creation" Unlock Implant and bionic table.
"Understanding of implant and bionic creation"
It only opened two more researches for me instead, and those two are what actually did anything. I don't like having to research something just to unlock researches. Especially given how very long it takes.

Any chance of making a version of this that uses materials I can get normally? Or at least add in the main page in big letters that this mod relies on other mods, and what the mods are? I can only use this mod with cheating at the moment.
#45
Quote from: Rask on November 20, 2014, 01:59:11 PM
Does this mod add bionic shoulders?
If it does, it forgot to add regular (meaty) shoulders.
Bionic shoulders replace arms, etc, but can't be uninstalled effectively (only shoulder part is bionic shoulder).
Arms can't be installed to replace the removed shoulders.
Shoulders are getting changed in A8 anyway. I added bionic ones only for the time being, incase your colonist gets theirs blown off. Not going to add any more to it until A8.

Quote from: Vas on November 21, 2014, 05:00:06 PM
Would it be possible to make it so pawns don't die when you remove things like the stomach or liver or both kidneys?  Like, giving them a time limit before they die.
As far as I know, nope. Not possible. Stomach don't cause instant death though, just so you know.

Quote from: Vas
What would be another funny body part to be able  to harvest, is the testicles!  Make a man incapable of violent and scary things! :P  Install the woman parts into a man to change his gender with an added effect of hormones -10 always.  :P  So they are more prone to mental break.  I was just thinking out loud.  xP  I doubt the game would add those body parts, so someone would have to do it in a mod.  :P
That made me laugh, but no. Unless they're already in the game, adding new body parts in to be harvest causes too many compatibility issues. I also don't think you'd be able to set the new body parts to only work for women or men, so they'd end up with both.

Quote from: Ouan on November 21, 2014, 11:14:49 PM
I came to download 1.5B and your links on the first post transfer me to invalid links within the Ludeon server. Is this a error? Or am I bumbling around in the dark and clicking on the .rar links for no reason and the real links are elsewhere? It makes me sad.
Seems the forums have had their second (I think) attachments failure. Damn. I'll go about fixing this soon.

Quote from: Vas on November 22, 2014, 12:37:02 PM
I just think it'd be nice if you could put someone in a sort of life support, one single dose of anestetic (So, one med pack only) and click a harvest all button, that gives you all their body parts :P  I hate having to choose which one I want before they die.
This is a feature I have wanted in this mod for a long while now. I could code it in with a special workbench now that I think about it, but not sure I could add it to work with the normal beds. We'll see.

Quote from: Nommy on November 23, 2014, 06:45:21 AM
last I checked there was no way to craft the power claw (the bit you need to make the power arm I mean). Is this intentional?
It is. The power claw and AI core have been left as the two you need to get from trading. The reason being how good the power arm ended up being. Any colonist with an AI core and power arm is quite the monster, so it was done for balance.