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Topics - kahlzun

#1
Hi all,

I'm mucking around with expanding the function of this mod from 1.0 (https://ludeon.com/forums/index.php?topic=46378.30), adding a cheaper 'short range' pod to allow for travel within the same map.

Similar to the issue that Sandy reported in the final post, trying to add another pod using the same Classes as the "Building_Helicopter" causes the pod to morph upon launch to the mods original "Building_Helicopter" and land in this new configuration.

I dont have much coding experience (any really) but i can see that J.Bear made several hard-coded references in the dll to ensure that the launched vehicle is always "Building_Helicopter":

          Thing thing = ThingMaker.MakeThing(ThingDef.Named("Building_Helicopter"), (ThingDef) null);

What i want to do is to add a reference where it checks for the thingdef name of the pod being launched and replace this hardcoded reference with a generic reference, allowing more flexibility. As i mentioned, this coding is well outside of my experience (i dont even know where to begin looking, or even if im asking the question wrong) and so any help to find the information needed would be helpful.

For the moment, i am still trying to keep everything 1.0 friendly before complicating anything further.

Thanks much for any help,
Sam
#2
Hi there,

I noticed that the Lancers in my game have a body parts "Left Shoulder" and "Right Mechanical Shoulder".
Scythers do not possess this alternate naming system, simply having "Left Shoulder" and "Right Shoulder".

I am unsure if this was intentional or a mistake, and it certainly does not affect the game in any measurable way, but thought i'd mention it in case someone wanted to clear it up.
#3
Ideas / Auto-screenshots showing progress
July 09, 2017, 06:09:04 AM
I have an idea for a feature or mod, where the system automatically takes a screenshot or similar of your base at a certain time every day, allowing you to see an animation of the bases progress as time passes.

Obviously doing the whole map would be a bit much, so maybe just the Home area? I am curious to see what my successful bases looked like as they developed...
#4
Off-Topic / game key giveaway
August 27, 2015, 09:43:43 AM
first come, first served.
gift link for game "Beatbuddy: Tale of the Guardians"
https://www.humblebundle.com/gift?key=yr7mUMfcZXwenxFz
Edit: Someone post if/when it's redeemed.
#5
Ideas / harvest explosives from Boomalo
August 24, 2015, 08:25:59 AM
Perhaps make it so that a very skilled farmer can try[/b] to harvest explosives from Boomalo.

For what purpose? Less effective IEDs? Requirement to build Incendiary Launchers or Molotovs? Fuel for the Ship? Hair gel! Who knows! I am sure there would be plenty of uses once the material is available.
#6
Mods / [Request] Unforbid starting resources.
August 20, 2015, 06:45:05 AM
Hi there! I am sure that, like myself, you have encountered the frustration of having to travel hither and yon across the map whenever a new colony is started, unforbidding all the 'free' resources.

This is really annoying, and i often miss something important. This is apparantly something they are planning to keep in the core game, which is fair enough, but is there a mod that anyone has/can make/whatever to make it so that the resources on the map when you start are unforbidden?
Thanks.
#7
Hi there,

I'm trying to create a listing of the best combinations of backgrounds and traits for individual skills, (for Prepare Carefully or whatever) and  am trying to find the actual xml file in Core that determines which backgrounds are available so I can harvest the data fresh from the source.
Can someone advise which file it is? I found the Traits, but Backstory is a sneaky foe.
Or, if this is already available somewhere that works too.

EDIT: I found this thread: https://ludeon.com/forums/index.php?topic=7572.0
and this doc: https://docs.google.com/spreadsheets/d/1a-2fa75FNirIbgMPCLbZZU1PObIT55BLMxersJA8Imo/edit#gid=838249380
but i don't know how up to date they are..
#8
General Discussion / What does Sight actually do?
August 01, 2015, 07:32:22 AM
Hi guys!

I've recently bought a small stack of Bionic Eyes for my colonists, and i'm trying to figure out who would benefit from them the most.

My first guess is my snipers/high shoot skill guys, but i tried with one and i'm not sure if it helped him at all.

I read on the wiki that medical is boosted by Sight, but what other skills rely on it, and what skillsets should I prioritise my eyes for?

Cheers!
#9
Ideas / Agents for Mechanoid faction
July 31, 2015, 09:44:58 PM
Currently the Agent event has a colonist turn 'evil' randomly, and prompt an attack from a pirate faction.
This works well, and can be especially jarring in small groups, depending on who 'turns'.

My idea is to have an event where one of your colonists is revealed to be some kind of Mechanoid "infiltration unit", who has been using a sheath of living tissue over its mechanoid frame. (You've seen the movies, you know what I mean.)

Anyway, the colonist in question either a: transforms into a mechanoid with a big gun, or b: gets tougher and goes on a rampage with their current weapons.

Or perhaps you get a popup indicating you've intercepted communications between one of your colonists and a Mechanoid Hive, and have to try to hunt down which one (either by looking for a specific moodlet "Communicated with home" or something in the Health tab "Positronic Brain" or similar) is the inflitrator before they do something drastic, and they transform when damaged.

Obviously the idea needs work, but its pretty much a given that these sort of infitrators would exist given the technology they have access to in the games time period.
#10
General Discussion / Does prosthophobe stack?
July 30, 2015, 10:55:22 PM
I've recently recruited a colonist with prosthophobe, whose leg and eye were shot off/out.
He seems perfectly happy with his peg leg, but I am considering taking the mood penalty to replace the eye.
After that, might as well go all the way and replace legs etc.

I can manage a -12 penalty, but my concern is if the -12 penalty stacks repeatedly for each limb, it will rapidly get untenable.

Anyone know for sure?
#11
If this hasn't previously been added, I am hesitant to give the devs ideas of this nature, but I need to confirm this before I mechanise my colony completely.
Do EMP weapons affect pawns with bionic limbs and/or power armour?

#12
Attach Artificial or Bionic limb to pawn (~2000 skill @ Interested)
Operations: Remove Part (~2000 skill points)
This will leave the pawn bleeding, patch them up (~200 skill)
Operation: Reattach Part (~2000 skill points)
rinse, repeat.

Practical example:
Surgeon with a Level 18 Medicine (14904 skill pts) and "Interested" (1.0x speed)
Removes Bionic Leg (14904 -> 16900 skill pts)
Treat bleeding (16884 -> 17376 skill pts)
Attach Bionic Leg (17360 ->  337 skill pts @L19)

(Note the skill point drop between the set. You lose 4 skill points every few seconds at these skill levels)

Total cost: 3 "Herbal Medicine", game states value of $5/per, for approx 4000 skill points (about 1/50 of the skill points required to get all the way from skill 0 to skill 20)

I feel a little bad for doing this to my pawn, especially as he did just join my colony, but it works really well..

Don't know if this is well known out there, but i only just realised it was possible.

All it costs you is 3 medicine, and if you are harvesting Xerigium, you should have piles of it.
#13
Hi there! Many of the items you can buy in-game cost massive amounts of money to buy, especially anything hi-tech.
What is the most cost or time effective way to make money? Growing cloth? Turning rocks to blocks? Sculpture? Simple melee weapons?

I understand that it is somewhat skill-dependant as to actual $/day, but all else being equal, what is my best bet to roll in the money?
#14
Hi there! I am looking to 'tweak' a few parts of my existing game, and was wondering if I can do this with a mod, or whether I would need to directly edit the xml files in Core?

Specifically, the Vents are not transporting heat/cold effectively enough, and i'm seeking to beef them up a bit.
#15
Hi all! I'm running into an issue where I keep getting colonists with "frail" or "bad backs".
Many of the other injuries in the game can be mitigated with bionics, and why should the torso be different?
Perhaps not a full torso replacement, but something like a hi-tech Miluakee Brace to support the dodgy spine, as their 'weakness' is affecting all their actions quite egregiously.
#16
Help / Mechanoid Weapon Harvesting
July 17, 2015, 10:33:51 AM
Hi all! I am putting together a mod with the intention of harvesting weapons from fallen mechanoids.
So far I have bills to pull Scyther Blades and Charge Lances from Scyther corpses, and I am beginning to look at Centipedes.
The issue with Centipedes is they can spawn with a variety of weapons (as opposed to the Scyther's fixed arsenal). I read somewhere that corpses keep a pawn inside themselves listing all the specifics of the character, and was wondering if there was a way, in xml, to pull the data from a dead Centipede, and generate the weapon as part of a bill? Or are we getting into dll territory?

Alternatively, is there a way to assign a probability table to a bill's result? If i match the Centipede's weapon equip probability, that would probably work too.
#17
As discussed here: https://ludeon.com/forums/index.php?topic=14507.15

What I expect to see: Melee damage (from triggered deadfall) penetrating personal shield & causing damage.
What is observed: Shield is depleted before injury is caused.

Essentially, when someone wearing a personal shield triggers a deadfall trap, they are not injured unless the shield is depleted. The trap will damage the shield as if it was a ranged attack, however it does not penetrate as you would expect (as a point-blank melee attack should).
The save below has a shielded pirate trapped in a maze of deadfall traps and fleeing (dev tools were used to create the scenario. All mods are deactivated in this save).
He has not yet stepped on his first trap, but is about to.

I was unable to find this bug previously reported on Mantis or the forums.

(Unable to attach save, file is 849 kB, forum only allows maximum of 600 kB)

world+save zip available here:
https://www.dropbox.com/s/jzg95fjvuosphxh/Worlds.zip?dl=0
#18
Ideas / Remove auto-forbid on items
July 16, 2015, 01:29:51 AM
Hi there!
I've recently started a few colonies in a short period of time trying out different strategies, and i'm noticing that every time i start a new game, all the equipment and supplies scattered across the map are forbidden. I have to scan across the whole thing and find every last piece of about 6 different supplies to unforbid them (and the double-click helps, but not enough). It is very annoying.
Additionally, if an animal dies from a stray shot, or you dismantle an existing wall or any number of other things, the items that drop are forbidden, and i keep finding stuff lying around that i either missed or overlooked to forbid.
Is there any way that the settings can be changed so that the default is "unforbidden"? Especially in the new game?
#19
I've started playing around with Deadfall traps, and they seem like a really good way of stopping enemies without expending resources unnecessarily.
Has anyone built any really good defenses just using these, and are there any tips or caveats to their use?