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Topics - O Negative

#41
WARNING | Potentially stupid question incoming.


Right now, the code for HealthUtility.AdjustSeverity looks like this:


public static class HealthUtility
{
public static void AdjustSeverity(Pawn pawn, HediffDef hdDef, float sevOffset)
{
if (sevOffset == 0f)
{
return;
}
Hediff hediff = pawn.health.hediffSet.GetFirstHediffOfDef(hdDef);
if (hediff != null)
{
hediff.Severity += sevOffset;
}
else if (sevOffset > 0f)
{
hediff = HediffMaker.MakeHediff(hdDef, pawn, null);
hediff.Severity = sevOffset;
pawn.health.AddHediff(hediff, null, null);
}
}
}


My goal is to change a null value to a specific body part.

Let's say, for instance, the brain. Just about everything in RimWorld has a brain, right? ;)

I've tried to change: pawn.health.AddHediff(hediff, null, null) -----> pawn.health.AddHediff(hediff, BodyPartDef.defName("Brain"), null)

Alas, visual studio informs me that I am doing something silly and should fix it.

Any suggestions? Help would be greatly appreciated :)
#42
Releases / O Negative's Misc Mods
January 27, 2017, 06:28:11 AM
O Negative's Misc Mods




Venom ☣️


Download | B18

Bulk Medicine Production


Download | B18
Download | A17

Wild Haygrass - Temperate & Arid Shrubland Biomes


Download | B18
Download | A17

Animated Marshes


Download | B18
Download | A17




Halo

Game Content Usage Rules
http://www.xbox.com/en-US/developers/rules

Halo - Weapons


This mod adds various weapons from the Halo universe. Not every weapon is included, mostly due to implementation issues. However, many of the weapons that are included work as expected. For example, the needler and needle rifle cause super-combustion explosions once a certain number of needles have penetrated a target and promethean weapons disintigrate the targets they are responsible for killing.


Download | B18
Download | A17
Download | A16

Weapon Balance Spreadsheet
#43
Blowguns - Lethal & Nonlethal


I like snakes, biological warfare, and different ways of approaching problems.

So, I threw this together real quick.

Summary


With a bit of wood and some snake venom, you'll be able to produce your very own lethal or nonlethal blowdarts in no-time!
Getting wood is easy. The trick is getting the snake venom! You'll have to tame some cobras, and "milk" them for their venom.
Obviously, this is risky business, but the payoff is well worth it.

The blowgun is an incredibly short ranged weapon, that can prove useful or catastrophic for your colonists. It does minimal damage (literally), but applies one of two toxins to the target on-hit.

The lethal variation of the blowgun fires darts with concentrated snake venom on the tip.
The result is the same toxic buildup that occurs when bitten by a snake, only much more severe.
A few hits can kill even the largest beasts.

The nonlethal variation of the blowgun should only be used to hit a human target once.
Results are not immediate, but over time the tranquilizing properties of the dart will cause the target to slowly go temporarily blind and paralyzed.
The effects can last anywhere from 12 to 16 hours.

The rate and cap of each toxin's severity is determined by the body size/meat amount of your target, as well as how many darts hit your target.
You'll find this information useful if you ever find yourself wanting to tranquilize an elephant or thrumbo.

NEW - Antivenom

Antivenom is a form of modern medicine that will prove useful to your colony.
It rapidly slows, and eventually stops the progression of both forms of toxic buildup.
You will want to have a vial or two of this lying around, just in case.

Production

You can produce blowguns at any weapon production station in the core game.
Aside from the easily obtained wood you'll need for the basic "tube" of the blowgun, you're going to need some venom for the darts.
Venom can be obtained via "milking" tamed cobras.

Antivenom can be produced at a drug lab once medicine production is researched, and you have a colonist with basic familiarity in crafting and medicine.

Applications


Both of these weapons are incredibly tactical, even for the simplest AI. And, yes, tribal raiders do spawn with these from time to time.

Lethal
Quickly puts victim into a disadvantaged position, which is only exacerbated by multiple hits.
Multiple consecutive hits are guaranteed to kill, if left neglected.
HINT: Try not to get hit with a lethal dart if you don't have some antivenom lying around!

Nonlethal
Best used as a hit-and-run weapon.
Great for bringing down large/dangerous animals and other beasts.
Be careful when using it on quick predators, such as the panther.
Also useful in ending the mental breaks of colonists you don't want to risk permanently damaging.
Just remember the effects are not instant.

Toxic Fallout
Antivenom will not prevent the progression of toxic buildup entirely.
But, it can prove incredibly helpful in keeping your colonists and livestock alive until you can get the proper roofed setup ready for the duration of the event.

Colony Economy
Snake venom can be sold for a decent price, making your cobras worthy of keeping around.
Further investment of time and resources into crafting antivenom will prove even more profitable!

Feedback
The textures are rough, and I apologize for that.
Make sure to leave feedback, though! I know the mod isn't perfect, and probably never will be.
I am, however, always interested in ways to improve upon my work.

Recommended Supplement Mods
No RNG Death


Download | Steam Workshop
#44
Ideas / Ways to Make Melee More Interesting
January 20, 2017, 06:57:59 AM
These are just some small ideas which might improve the melee combat system.

Chance to stun
I've witnessed predators stun their prey, and thought it might be interesting to see more skilled melee fighters stun their opponents from time to time.
Perhaps this already happens, but it isn't noticeable (to me) if so.

Chance to block
A higher melee skill already gives an advantage with respect to melee accuracy.
However, I think it would be interesting to see a chance to block an enemy's attack at higher levels.

Change to disarm
Incredibly highly skilled melee fighters could have a chance to disarm their opponents, causing them to drop their weapon.
Given complications with AI, I can see how this might be overpowered.
#45
Outdated / [A16] Reworked Temperature Extremes
January 19, 2017, 08:26:06 PM
Summary


The goal of this simple mod is to alleviate some of the frustration associated with the temperature extreme events.

As many of you may already know, Heat Waves and Cold Snaps are events in the game which cause the local temperature to change dramatically.

Both temperature extremes can be rather lethal, especially in the early game.

This mod adds lesser Heat Waves and Cold Snaps, while maintaining base game content.
Minor events are just far more likely than extreme events.

Heat Waves

EventTemperature Change
Heat Wave - Extreme
+20C
Heat Wave - Minor
+10C

*Heat-Wave events will never occur at the same time.

Cold Snaps

EventTemperature Change
Cold Snap - Extreme
-20C
Cold Snap - Minor
-10C

*Cold-Snap events will never occur at the same time.


Download | Steam Workshop
#46
Outdated / [A16] Halo - A Collection Of Small Mods
January 13, 2017, 08:41:48 PM
Existing mods have been integrated into my misc mod thread
#47
Stories / Good Boy, Nigel
January 04, 2017, 09:57:45 PM
I've just defeated my second raid of my latest colony. Thankfully, my pet corgi "Nigel" was at least trained in obedience.

Even though he arrived to the fight just moments too late to participate, Nigel decided he wanted to make a statement.

He ran over to the dead tribal raider, and proceeded to bite his head off. Then, he just walked away...



Good boy, Nigel...
#48
Ideas / A More Meaningful Mood System
January 04, 2017, 01:35:00 AM
The thought and mood systems are one of the main things that separate our beloved human pawns from the rest. They have feelings, a sense of morality, and are only capable of handling so much before they snap. However, I think there is a fairly cheap way to make these "humane" systems much better than they currently are.

Currently, the mood and thought system is incredibly linear.
There are good thoughts, and there are bad thoughts.
There are good moods, and there are bad moods.
If a pawn's mood is low for too long, they have a mental break.
That's it.


We don't need a Sims 4-esque mood system, with people's emotions and behaviours bouncing around at the slightest environmental change... But,

We could retain the current linear good vs bad mood layout. Have bad moods negatively impact stats like casual MoveSpeed and GlobalWorkSpeed, and good moods positively impact those same stats. Also, make mental breaks more of a rarity by having them associated with specific traits and uncommon thoughts - which are already linked together in a lot of ways - instead of a person's "mood."

These simple changes, I feel, would make deepen the feel of colonists being humans with actual emotions.

What are your thoughts on this?
#49
Outdated / [A16] Bulk Medicine Production
January 01, 2017, 04:08:49 AM
Bulk Medicine Production


"Every good doctor has patience."



Summary
The mod was made by request of another user.

This mod adds the simple ability to make 5 medicines at a time, without removing the ability to make individual medicines.

Making 5 medicines requires 5x more ingredients than making 1 individual medicine.

Knowledge Prerequisites
Making medicine in general requires some knowledge of the basics.
Making medicine in bulk just requires a bit more knowledge with respect to crafting.
The Skill Requirements are as follows:


BillMedicine Lvl. Crafting Lvl.
Make medicine
6
3
Make medicine in bulk
6
6

The skill requirements for the single medicine bill have not been altered from vanilla/core.

Work Amount & Efficiency
Making medicine in bulk isn't overly efficient, but it is more efficient than making individual ones.


BillWork Amount
Make medicine
700
Make medicine in bulk
3000

The work amount for the single medicine bill has not been altered from vanilla/core.

Experience Gain Adjustments
Due to the way experience is gained with tasks like this, minor adjustments were made to the new bill which allows for proper experience gain.
Vanilla bill and its experience gains are untouched.

Download
Download is below, or on the Steam Workshop
Enjoy!

[attachment deleted by admin due to age]
#50
I decided to start up a new game, and one of my random 3 is a 17 y/o male with the childhood backstory of "Sheltered Child"
Yet, no adulthood backstory (only makes sense, I guess, given the age)

I noticed he had very few passions, and wasn't restricted on much at all.
I can't help but to wonder... Is this one step closer to having children and character development in the game?
Are systems being built which will determine the adulthood backstory for pawns, as the game progresses?
Am I just reading way too much into this? Probably!

Let me know what you guys think ;D
#51
Outdated / [A16] Appetite Suppressant [Outdated]
December 29, 2016, 02:27:39 AM
Appetite Suppressant


"Eat this. You're not yourself when you're hungry."



Summary

This rather simple mod adds the ability to produce an appetite suppressant.
They're rather cheap to buy, as well as produce.

"By significantly reducing the metabolic rate of the recipient, nutrional needs can be cut in half for up to 16 hours!"

All you need to get started is the Drug Production research, and some neutromine.
I opted not to give this its own research branch due to the complicated new research tree layout.

Practical Uses

Famine/Food Shortage:
When you're short on food, you don't want people consuming what little you have like crazy.
Having appetite suppressants in stock can cut your food consumption/losses in half, prolonging the lifepan and improving the prognosis of your colony.
Plus, unlike food, appetite suppressants don't go bad over time!

Side Effects

A lowered metabolic rate means consumption of less food, but it also means hindered pawn capabilities. Pawns under the influence of appetite suppressants are slightly slower walkers and workers. The endothermic capabilities of pawns is also hindered, meaning they cannot handle cold weather as well as they normally would be able to.

Long term abuse (20+ Consecutive Days) of appetite suppressants can lead to an individual becoming permanently frail.

Download is below, or you can find it on the Steam Workshop
Enjoy! ;D

[attachment deleted by admin due to age]
#52
Outdated / [A16] Bulk Meals [REMOVED]
December 28, 2016, 05:47:52 PM
Bulk Meals [REMOVED]



Summary
This mod has been removed from Steam and Ludeon Forums.
Some users made it rather clear that this one functioned far too closely to Feed The Colonists.

The goal of this mod was to ease the min/max urge a lot of people feel when designing their colony's kitchen(s).

You Broke My Save, Jerk! [Steam]
My sincere apologies, honestly.
I take full responsibility for your frustration.
I should have tested how saves would react before purging on Steam.

Fix Your Save
Hope is not lost.

Quote from: SvPateyl on March 01, 2017, 06:35:03 PM
It seems Lethe uploaded some older version of the mod, which does not contain recipe for bulk kibble. That's probably why the game still won't load.
I've managed to edit my save to remove Bulk meals and so far the surgery seems to have been successfull :]

How I did it:
- Make a copy of the save.
- Open it in Notepad++ or something similar that displays XML nicely.
- Search for texts:

  • <recipe>BulkMakeKibble</recipe>
  • <recipe>BulkCookMealSimple</recipe>
  • <recipe>BulkCookMealFine</recipe>
  • <recipe>BulkCookMealLavish</recipe>
- Those are active bills. In my case they were enclosed within <li> element under stove and butcher table. I removed the whole <li> elements.
- Load the edited save, confirm missing mod (click Load anyway).
- Check if the stove and butcher table works correctly, if you can add the classic work bills it's fixed. Probably.

I provide no guarantee, it might make your computer explode for all I know :) but mine hasn't exploded yet...

Download
Download should be below.
Will be removed upon release of A17.

[attachment deleted by admin due to age]
#53
Ideas / Give Disease(s) Some Love
December 25, 2016, 10:41:57 PM
The health system in RimWorld has always fascinated me. I would even say it was the system in the game that got me over the "I need this game" threshold ;) I just think the disease system could use a little love, and that love could turn into a lot of really neat stories; which is kind of what the game is all about. The main idea here is to make diseases communicable, instead of having random "BAM, YOU HAVE MALARIA" events...

I'm not the best at using rhetoric to make an argument, but I have thought this through a bit:
-----
Q: Okay, but even if diseases were communicable/contagious, how would your colonists get them in the first place?
A.a: Coming into contact with raiders and trade caravans isn't exactly an uncommon event. Even visitors and wanderers are great vectors! Generating/spawning pawns with diseases like the flu with varying severities would be an amazing way of creating a situation where someone might get sick. I'm sure most people would prefer the pawns spawned with the disease at a stage that was visible, yet minimally debilitating, so they could decide if they wanted to risk coming into contact with said raider/trader.

A.b: Events that introduce disease offer a more controlled way of introducing a disease to a player's colony. Not 100% abiogenesis, like we have now, of course. Sure, the flu could be a spontaneous thing. But, for the others, an event where an enemy faction intentionally sends an infected pawn to your colony. Insect hives (which are a mid-late game enemy, usually) as a way of introducing parasitic infections (malaria, etc.) These are only a few examples of possibilities and aren't necessarily must-haves.
-----
Q: Not all diseases are transmitted by human-to-human contact. Take malaria, for example. How would those diseases be contracted?
A: Rats, Megaspiders, Megascarabs, and Spelopedes are all great options for diseases that require an animal vector. Verbs that add Hediffs work great for those kind of diseases, and I would know because I've tested them personally. Plus, it saves the hassle of drawing a mosquito with a single pixel ;)
-----
Q: How do you scale diseases from early to late game?
A: The easiest way to do that would be through events. The flu could remain a spontaneous early-game disease which is easily treated, but still deadly if neglected. Other diseases could be introduced via enemies (insects, mechanoids, etc.). New events, such as a Fungal Spore event, could be used to potentially introduce slow-progressing disease to entire colonies, also.
-----
Q: How do you prevent diseases from being colony killers?
A.a: Preventative care options. We have something very similar to a broad-spectrum vaccine already in the game. Having a drug that increases the immunity strength of a pawn would be a simple option to keep doctors from getting too ill. Another form of preventative care might involve apparel (ie. masks or gloves) to be worn to prevent spread/contraction of disease.

A.b: Players will have to adjust their hospital designs a bit, most likely. This doesn't mean an individual room for each sick/injured colonist. Rather, simply 2 separate rooms. One for sick colonists, and another for injured colonists.
-----
Q: How would this benefit the player experience?
A: Diseases having true cause is a great way to relieve player frustration with diseases, and can keep them from just modding them out, like I know a lot of people do. I've even done it in the past, because diseases just fell on my people for absolutely no reason, and there was nothing I could do but give medical treatment and wait it out. Just imagine the stories of quarantine, banishment, etc. that could come from a system like this one.
-----
Anyways, I understand that this may not be in the future for RimWorld, but I shall cross my fingers :)

I'm open to discussion by the way :D

Survey: Rimworld - Diseases (Pathogenic)

*Click* the monkey head to participate in the survey!
#54
Ideas / Ugly/Attractive Rework
November 09, 2016, 09:17:35 PM
Currently,
1) Ugly traits reduce relationship/opinion significantly, causing positive opinions of ugly people to never really happen
2) Attractive traits increase relationship/opinion significantly, causing negative opinions of attractive people to never really happen

This leads to some rather odd social interactions; which don't make a whole lot of sense, honestly.


My suggestion(s),
1) Nerf the opinion offset significantly
2) Have these traits factor into the "attraction" component of the current social system

Personally, I feel like these changes would make the social system in Rimworld seem a bit more fluid and realistic, without putting a lot of strain on performance or gameplay. I'm open to others' thoughts on this.
#55
General Discussion / A16 Hype
November 02, 2016, 11:10:43 PM
So, Tynan recently posted this pic on twitter, and then a few hours later on a Steam announcement



Is anyone else hyped? :D
#56
Ideas / Hunting: Think trees and Bleeding out
November 02, 2016, 02:08:45 PM
I've been thinking a lot about the hunting mechanic lately. As of now, animals either take the abuse or go full man hunter when they're injured. It would make more sense, to me at least, if most animals ran away when shot/injured. Not necessarily leave the map, because I'm sure people would cry all day about that. Maybe just giving them the RunRandom mental state on injury would be good?

On that note, your biggest loss when hunting herds of herbivores would be time. You'd have to chase your prey around until they bleed out (blood loss rate could be increased significantly for all pawns, in my opinion)

Open to other opinions on this, by the way.
#57
Help / Genetic Diseases - Method Brainstorming
October 26, 2016, 10:24:26 PM
I'm trying to figure out a good way to insert a rare "genetic" global hediff into the game. For example: Sick Cell Anemia
The idea is: People of all ages can spawn with it (with a certain commonality), but people can't develop it due to age.
I had considered using HediffGiver_Birthday, but I don't think it's going to give me the results I'm looking for.
Part of the problem is that I have no clue how pawns are generated, or how their diseases (ie. artery blockage) are generated on spawn.

Thoughts? Any ideas would be super helpful.
#58
Mods / Metabolism Capacity: Checked by what?
October 26, 2016, 03:53:39 PM
What functions check for the efficiency/capacity of a person's metabolism?

Move speed doesn't take it into account, and neither does hunger rate.

What does it do? I'm so confused lol
#59
Description:
I started this mod for my own personal playthroughs because I was tired of my colonists getting sick for literally no reason.
I was also pretty sick of diseases not making sense, as far as symptoms are concerned. (Example: Flu killing you, instead of complications of flu killing you)
I decided to post it on this public forum because I thought someone else might enjoy it as much as I do.
You will find the details of what I've done below :)

Current Features:

  • Most diseases aren't a magical "incident" anymore; they have cause
  • Insectoids and other animals are known vectors for deadly diseases
  • Some mechanoid weapons are capable of "injecting" a colonist with mechanites
  • Vaccines are available for production upon research of vaccination technology
  • Complications of diseases are far more abundant, and constantly being expanded upon

Basics Status: meh~


Notes

  • Being attacked/hit by an infected animal/pawn does not guarantee infection
  • Infections aren't immediately noticed; they start asymptomatic and develop into noticeable symptomatic stages
  • Most diseases are recoverable, if treated in time
  • Some diseases are less deadly than the complications they potentially cause


Current Bugs

  • None Known; Waiting for reports


Planned/Advanced Features:

  • Respiratory Failure (Similar to Heart Attack): In Progress, Moderate [.dll]
  • Stroke (Permanently Damages the Brain): In Progress, Moderate [.dll]
  • Genetic Diseases (Born with; Not aqcuired): Suspended, Moderately Difficult [.dll]
  • Food = Vector for Parasitic Infections: Suspended, Moderately Difficult [.dll]
  • Other Infected People = Vector for Flu & Plague: Suspended, Difficult [.dll]
  • Rotting Corpses = Vector for Plague: Suspended, Difficult [.dll]

Advanced Status: Suspended


I would have liked to make diseases communicable between people, but I'm afraid I just don't have the know-how as of right now :(
I'm a physiology major, not a software developer :P
I'm all for any advice/opinions on this, by the way. :)


Suspension Reason: Lack of C# knowledge. Will continue once I learn a bit more.
Current Build (v0.0.1b): Download
#60
Circumstances
When observing the information tab of a plant, the Growing time is shown to be much shorter than the amount of time a plant actually takes to grow.
Take potatoes, for instance...
If you select a potato plant and open its information tab, you can see the potato's Growing time is listed as 3.09 days.
This is incredibly misleading for players.

What happened
The potato plant actually takes a minimum of 5.34 days to grow on standard soil.
3.81 days to grow on fertile soil.

What I expected to happen
The plant should have grown in the time listed by the information panel under consistently optimal (temp and light) conditions; 3.09 days.

How to reproduce
Save yourself the trouble. I've attached a save game, with a controlled plant-growth experiment set up.
Just launch the save PlantBefore to see the plant's starting time, and then launch the save PlantAfter to see the actual time difference.
My math shows this plant completing growth during the 7th hour of the day, not long before the 8th hour will begin.
You tell me if I was right :P

Save game(s)
Attached

Problem->Solution
There is a mathematical error as to how GrowthPerTick is calculated.
Current: num=1/(60000f * this.def.plant.growDays);
Corrected: num=1/(33000f * this.def.plant.growDays);

Multiplying all current growDays (in xml) by 1.727 will retain current plant growth balance, while only off-setting feral flora population growth rates (+) minimally due to an increased lifespan.

[attachment deleted by admin - too old]