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Messages - UMK

#76
You know you could just make two separate types of pipes and joint points between them. This will be much easier for you and for players.
#77
Quote from: cythedag on March 13, 2015, 08:10:42 AM
I tried this mod, and I love it. But, the pawns will not seek out and find the brewed items by themselves to drink it. I tested this with beer also, they will "auto-consume" beer without a problem. But the other liquors they act completely oblivious to until you order them to drink it. Maybe the need to drink beer is hard-coded?
Of course they are. To dev: can you group all your beverages and beer into separate category? This will allow to differentiate marijuana, coffee and cigarettes from drinks. You should also remove beer from game (make it non-craftable), but make a copy of it with another defName - this will give all beverages same priority. I'm making a mod to set bewerages consumable automatically.
#78
Meanwhile, update for FixScar, now it makes even Frail healable.

Quote from: cythedag on March 13, 2015, 08:24:18 AM
I love that meal dispenser man. But it's kinda overpowered. I have mine fully upgraded and it only takes 5 food to make a fine meal with zero chance at food poisoning. Is there a way to make it so as you research better meals for it, that the food cost goes up? Really the only reason I use it is because I get tired of my survivors running around vomiting all over the place from food poisoning (even though i have somewhat decent cooks). That poisoning mechanic can almost cripple an early base. Thanks for the mods!
There is a way to do it, but it involves black magic which even scares even me. Anyway this dispenser is somewhat balanced because it can't dispense lavish food. At the moment player finishes those projects they might have cooks skilled enough to make lavish meals without causing poisoning.
#79
Quote from: b0rsuk on March 13, 2015, 03:21:57 AM
Parkas have -20% global work penalty, isn't that nice ?

Has anyone tried flat tundra and survived ? I mean on 100% difficulty.
I did. Had to switch to 5% Phoebe just to give me some time to haul all things to base and sell all slaves. Sniper rifles are your friends.
#80
Ideas / Re: Fans/Vents
March 13, 2015, 05:32:35 AM
QuoteA vent unit would actually be non-powered wall unit that simply makes the entire space count as the same area for climate control, or helps one temperature spill into another the same way an open door does, but without people being able to pass through it.  It might have an open/close setting too.
Actually this is much better (less computitional intensive and more reliable) mechanism than the one implemented in RedistHeat mod. But it can't be implemented by modders without hacking game code hard.
#81
Currently NPDs and beer are hardcoded, and there is no way to make own dispensers and bewerages acceptable by ingest job code (if there is I hope you can tell me). What I'd like to see is IFoodDispenser interface or something like that and code checking for it. More complex suggestion is to allow such dispenser interfaces for every kind of job which seeks for particular item (IThingDispenser with methods like CanDispenseOfDef/Category(ThingDef/ThingCategory), and DispenseThing()).
The other suggestion is to give hediffs ability to affect stats directly. This will allow modders and you make slaves with bad back or malaria cheaper, or make brain implants that will decrease psychic sensitivity.
#82
Ideas / Re: Fans/Vents
March 13, 2015, 01:51:37 AM
Actually 2 coolers built in opposite directions work as 'vent'
#83
You can install Gardening and place your own soil.
#84
Added Rhino dermal armor - it reduces incoming damage. To make it I had to modify damage workers of all vanilla damage defs from LocalInjury. If your mod modifies them too there will be conflict. Also won't affect additional damage types from mods like optic damage from Rimsenal and radiation from Industrialization.
#85
Quote from: silentlord on March 12, 2015, 10:14:21 AM
hi.

just wanted a quick clarification on the fixing scars...... i gotta chop a human up for human meat, and get leather (any leather?) and then when i click operation i'll get the option to fix scars?

i got a pawn now who sorely needs this. lol i renamed him Scars as he has loads of scars everywhere and missing toes and fingers.
Nope, you need to chop human or buy human leather/meat from traders for 10 of each. Then you can apply it to scars on torso, neck and head. Missing fingers are easily fixable in vanilla game: you simply chop off arm and attach it back. Same for toes. But why bother yourself with this organic filth when you can go full bionic?
#86
Mods / Re: Damage Resistance on Structures?
March 12, 2015, 11:05:52 PM
You can do it yourself. All structures already include section where they get Bomb damage multiplied by 3. What you can do is to add own sections for Cut, Bite and whatever you wish.
#87
It is not possible:

  • Making own autoconsumaple bewerages
  • Making own autoconsumable nutrient dispenser

It is possible to ignore all armor if you set damage category to IgnoreArmor. Why there is no AP rounds yet!?
#88
If I had to choose only one mod I will play with it will be the one which makes everybody psychopaths.  ;D
#89
Help / Where is damage calculated
March 12, 2015, 01:54:52 AM
The task is to make hediff that will affect stats such as damage resistances. As I see it is not possible because theese stats are bound to pawn def and apparel def. My next thought is to override pawn code where is damage applied to check for some hediffs and their severity. But I can't find any method which must be overriden to do so.
Do you have any elegant way to solve the problem or at least do you know the place in code where is damage calculated?
#90
They are not autoconsumed.