(http://i.imgur.com/Jpqjo18l.jpg) (http://i.imgur.com/yimeQrP.png)
I finally found time to fix it
Hey everybody,
this is my new mod. It adds the Cryptohax Cryo Charges which allow us to hack the Crypto Caskets.
This mod was made live on stream in about 7 hours. Thanks everyone who was with me during that hard time (http://static-cdn.jtvnw.net/jtv_user_pictures/chansub-global-emoticon-ddc6e3a8732cb50f-25x28.png)
Features:
Cryopop Charge - makes the Casket explode after some time.
Cryopoison Charge - makes the Pawn inside suffocate within seconds.
Cryoknock Charge - incaps the Pawn for further "use" (you know the drill guys)
Cryoactivator Charge - used to activate the other charges all at once. You only need one to activate them all and should be built LAST!
All Charges must be built adjacent to a Crypto Casket to work and they are expensive.
Now with Textures by Unifex (https://ludeon.com/forums/index.php?topic=8305.0)! Thanks a lot :)
DOWNLOAD ME! (https://www.dropbox.com/s/peghhmd3kjzpask/CryptoHax.zip?dl=0)
Thank you!
I do love you, you know. Absolutely amazing!
I love you guys too :)
How do you activate the charges they just say Unactive even thought i have the Cryoactive charge placed next to the casket
I couldn't get it to work either :( I tried adding power via a solar panel and conduits but got nothin' :/
Sadly, I must also humbly request as to how to use said 'coffin bombs' in-game, as one cannot 'use' them, not attack them. Must one have a throwable weapon or do I need to mortar it from afar?
I just tried it again and they actually work fine for me. They do start a count down and then crumble after their work is done. Did you build the activator after the other charges were built or did you place them together?
Quote from: JuliaEllie on December 15, 2014, 03:02:23 AM
I just tried it again and they actually work fine for me. They do start a count down and then crumble after their work is done. Did you build the activator after the other charges were built or did you place them together?
I placed the knockout charges (I like new fodder to throw at mechanoids) and the activator all together. When I clicked on the activator or the charges, they had the (inactive) tag. Is a button supposed to show when you select the activator, or are we supposed to right click on the activator to get a menu?
They activate themselves when they are done. You are supposed to build the activators LAST - AFTER all other charges are finished.
In the activator class you enumerate through all the colonists' buildings and assume they are cryptocharges/poison_charges etc resulting in some class cast exceptions. If you change to e.g.:
IEnumerable<cryptocharge> cryptoCharges = Find.ListerBuildings.AllBuildingsColonistOfClass<cryptocharge>();
foreach (var charge in cryptoCharges.ToList<cryptocharge>())
{
charge.start = true;
}
and the same for poison_charge etc. it should behave (works OK for me with that). Or test each Building's type if you use the allBuildings approach, otherwise it'll result in a class cast exception. My C# is fairly sketchy so the above probably isn't idiomatic C#.
As it stands the mod should still work OK if the only buildings you have are cryptocharges before placing the activator I think, otherwise I guess it throws the exception and doesn't look at the poison_charges and incap_charges.
Quote from: JuliaEllie on December 15, 2014, 05:23:54 AM
They activate themselves when they are done. You are supposed to build the activators LAST - AFTER all other charges are finished.
I did just that, still can't figure out how to get them to work :/
I built 3 Cryo stun thingies first, one each next to a cryo-coffin, waited until all three were finished and built. Then built the activator next to a random one of the three. Nothin' :/ Should the victims just pop out and start squirming on the floor right after the activator is built? Or do you need to like coax them out by shooting at one of the coffins or activator?
Quote from: Xiupan on December 15, 2014, 07:04:22 PM
Quote from: JuliaEllie on December 15, 2014, 05:23:54 AM
They activate themselves when they are done. You are supposed to build the activators LAST - AFTER all other charges are finished.
I did just that, still can't figure out how to get them to work :/
I built 3 Cryo stun thingies first, one each next to a cryo-coffin, waited until all three were finished and built. Then built the activator next to a random one of the three. Nothin' :/ Should the victims just pop out and start squirming on the floor right after the activator is built? Or do you need to like coax them out by shooting at one of the coffins or activator?
Try building a cryopop charge as the very first thing you do, then an activator. Should work OK (actually I think poison will too).
Now try a fresh map, but build a butcher table first, then the cryopop charge and activator. This'll prevent the activator from doing its thing (delete the activator and butcher table, then place another activator, and it will work OK again).
If you want it to work, build every cryocharge but the activator, let them finish building, then build activator. Don't build activator before other charges, otherwise it doesn't work. If it doesn't work the first time, deconstruct every cryocharge on the map, then try again. Remember, only one activator is needed for the charges to work.
Have tested again, received the attached error. Ist built the cryo-knockout charges 1st, saved, then built the activator. 2nd try, I deconstructed the activator & my butcher tables, then built it again. Same error.
Save File is here (https://www.dropbox.com/s/n50gye19q0e1r4r/Pod%20City%203.rwm?dl=0), and the World Seed is attached.
[attachment deleted due to age]
I've uploaded a couple of WIP mods here:
https://github.com/calmhorizons/innerworlds (https://github.com/calmhorizons/innerworlds)
The release/Innerworlds-Armoury-Mines folder is a mod that does pretty much the same as the cryptosleep charge mod, with some tweaked graphics and slightly different effects when triggered (alternates a puff of smoke with the sparks), as well as different resource requirements. Its not actually something I anticipate keeping in the mod in its current form and was more to experiment, but if it helps please try it (and give any credit back to the original mod author, not my idea). I can submit any of the C# code back if anyone is interested before its committed properly, the SVG vector images (I used Inkscape, recommend it) etc are all made by me and are fair game under the Apache license. Only PNG's in the upload just yet, they get filtered from the packages but if anyone wants the source SVG images I can send them on.
I'll commit the source for the WIP when I've cleaned up the gradle scripts a bit. The Innerworlds-Base mod there doesn't do too much at the moment apart from add some new (untweaked) metals, and plump helmets :) Its not required for the armoury-mines mod. The plump helmets uses a new Fungi class that will only grow in the dark, and if hit with light it resets the fungi' growth. Some things in there that'd be nice to amend in the base Plant class to make it more conducive to subclassing. I attempted to add a drop shadow effect to the shrooms, but I don't think I've picked the right transparent shader or I'm missing something, can't see the alpha PNG bits.
Ultimately I'm aiming for a bit of an overhaul series of mods, with extra races, tech levels/research trees and end game scenarios but I'm cutting my teeth by poking around things atm :)
FIX: I finally found time and motivation to fix that stupid shameful mistake - sorry that it took so long.
Updaterino
Now with Textures by Unifex! Thanks a lot :)
Oooo, nice textures! Reminds me of Glitterworld tech :D
Good stuff!
Great mod :) I just have a question:
Would it be possible to mod in a device that scans the pod and tells you what's in it? Or is each time it pops up to to the RNG gods?
I'm not near the pc for a few days so I can't save, open a crypto cask, reload and just do it again to see lol
Yes it would totaly be possible. The content of the casket is generated on map generation - no more RNG after that.
(http://i.imgur.com/aIajqg0.png)
UPDATERINO
Do you only need 1 for all the sleep pods? Or multiple like if i put the cryopop and the knock out on by 1 pod will it knock out all of them? you know what i mean?
From memory you need one right next to each pod, and just one detonator.
Quote from: unifex on March 17, 2015, 04:30:07 AM
From memory you need one right next to each pod, and just one detonator.
Also, to add, put the charges 1st, then once they are all in place, do you put the detonator, since that activates all charges in range.
1 detonator (last), 1 cryo-pop-charge (noticed 1 charge pops them all) and then however many pods they are, add posion or knock-out etc next to each pod.
i made the mistake of putting only one knockout charge next to a pod, as i thought the pop charge only did one. ended up popping all 6 pods and leaving 5 heavily armed guys for my 4 lone melee armed guys to fight.
(http://i.imgur.com/D3kTe3P.png)
Any luck we can get this updated to 11B, Julia? Pretty Please?
Any chance for update for A12D version?
This mod is really helpfull :)