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Messages - general222291

#31
Maybe add tobacco that can be added joints along with weed, which will have greater effects on the user.
#32
Help / Re: HediffDefs
February 20, 2015, 05:26:49 PM
Thanks, but I may not of made this clear, the code has no effect on the body at all!
#33
Help / Re: HediffDefs
February 20, 2015, 03:28:11 PM
It posted twice????
#34
Help / HediffDefs
February 20, 2015, 03:26:29 PM
Hi,

My new mod I am working on called 'Meds Galore' will add a variety of new drugs and medication to the game, but I am stuck on two important factors, the effect and the thought defs! The mod is in WIP - https://ludeon.com/forums/index.php?topic=8763.0 - if you want to check it out!

Anyway my problem is the programmed effects on the body just appears in black (in the colonist health tab) when the drug is taken, this happens for all drug stages. Also, thoughts don't appear at all.



Here are all my current def files:

NOTE - I don't actually have a way of obtaining them (unless you use dev mode and spawn them in).

HediffDefs:
Drugs_Hediffs_Drugs

<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <HediffDef>
    <defName>Extract_42a</defName>
    <hediffClass>Hediff_Alcohol</hediffClass>
    <label>Extract</label>
    <naturallyHealed>false</naturallyHealed>
    <thought>Extract 42</thought>
    <defaultLabelColor>(0,0,0)</defaultLabelColor>
    <stagedProps>
      <initialSeverity>0.15</initialSeverity>
      <treatable>false</treatable>
      <severityPerDay>-0.5</severityPerDay>
      <severityStages>
        <li>
          <fromSeverity>0.1</fromSeverity>
          <label>Energized</label>
          <painFactor>0.2</painFactor>
          <modifiers>
            <actMods>
              <li>
                <activity>Moving</activity>
                <offset>0.3</offset>
              </li>
            </actMods>
          </modifiers>
        </li>
        <li>
          <fromSeverity>0.25</fromSeverity>
          <label>Zooming</label>
          <painFactor>0.3</painFactor>
          <modifiers>
            <actMods>
              <li>
                <activity>Moving</activity>
                <offset>0.5</offset>
              </li>
            </actMods>
          </modifiers>
        </li>
        <li>
          <fromSeverity>0.5</fromSeverity>
          <label>Slightly Overdosed</label>
          <painFactor>0.1</painFactor>
          <modifiers>
            <actMods>
              <li>
                <activity>Moving</activity>
                <offset>1.0</offset>
                <activity>Consciousness</activity>
                <offset>-0.10</offset>
              </li>
            </actMods>
          </modifiers>
        </li>
        <li>
          <fromSeverity>0.7</fromSeverity>
          <label>Overdosed</label>
          <painFactor>0.4</painFactor>
          <modifiers>
            <actMods>
              <li>
                <activity>Moving</activity>
                <offset>1.3</offset>
                <activity>Consciousness</activity>
                <setMax>-0.40</setMax>
              </li>
            </actMods>
          </modifiers>
        </li>
        <li>
          <fromSeverity>1</fromSeverity>
          <lable>Dangerously Overdosed</lable>
          <painFactor>0.6</painFactor>
          <modifiers>
            <actMods>
              <li>
                <activity>Moving</activity>
                <offset>1.5</offset>
                <activity>Consciousness</activity>
                <setMax>-0.50</setMax>
              </li>
            </actMods>
          </modifiers>
        </li>
      </severityStages>
    </stagedProps>
  </HediffDef>
</Defs>


This code is meant to do the following:

Energized - increase movement speed by 30% (and some pain)
Zooming - increase movement speed by 50% (and some pain)
Slightly overdosed - increase movement speed by 100% and decrease consciousness by -10% (and some pain)
Overdosed - increase movement speed by 130% and decrease consciousness by -40% (and some pain)
Dangerously overdosed - increase movement speed by 150% and decrease consciousness by -50% (and some pain)

ThingDefs:
Drugs_Items_Drugs

<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <ThingDef Name="MealBase" Abstract="True">
    <eType>Item</eType>
    <label>meal</label>
    <thingClass>Meal</thingClass>
    <category>Item</category>
    <useStandardHealth>true</useStandardHealth>
    <selectable>true</selectable>
    <statBases>
      <MaxHealth>50</MaxHealth>
      <Flammability>1.0</Flammability>
    </statBases>
    <altitudeLayer>Item</altitudeLayer>
    <stackLimit>10</stackLimit>
    <tickerType>Rare</tickerType>
    <description>"Meal lacks desc."</description>
    <socialPropernessMatters>true</socialPropernessMatters>
    <thingCategories>
      <li>FoodMeals</li>
    </thingCategories>
    <alwaysHaulable>true</alwaysHaulable>
    <comps>
      <li>
        <compClass>CompForbiddable</compClass>
      </li>
    </comps>
    <pathCost>15</pathCost>
    <resourceReadoutPriority>Last</resourceReadoutPriority>
    <drawGUIOverlay>true</drawGUIOverlay>
  </ThingDef>
  <ThingDef ParentName="MealBase">
    <defName>Extract_42a</defName>
    <label>Extract 42</label>
    <description>After the plasmatic civil-war that took place in Planetary-System 67a, a gravatational weapon projected everything on that war-plagued planet into numerous different places around the universe, including this semi-illegal drug.</description>
    <graphicPath>Extract 42</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <rotatable>false</rotatable>
    <stackLimit>10</stackLimit>
    <statBases>
      <DeteriorationRate>0</DeteriorationRate>
      <MarketValue>55</MarketValue>
    </statBases>
    <ingestible>
      <taste>Simple</taste>
      <nutrition>1</nutrition>
      <maxNumToIngestAtOnce>1</maxNumToIngestAtOnce>
      <foodPreference>NeverForFood</foodPreference>
      <isPleasureDrug>true</isPleasureDrug>
      <hediffGivers>
        <li>
          <chance>1</chance>
          <hediffDef>Extract 42</hediffDef>
        </li>
      </hediffGivers>
    </ingestible>
  </ThingDef>
</Defs>


ThoughtDefs:
Drugs_Thought_Drugs

<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <ThoughtDef>
    <defName>Extract_42a</defName>
    <stages>
      <li>
        <label>Extract 42-hidden</label>
        <description>Invisible.</description>
        <baseMoodEffect>0</baseMoodEffect>
        <visible>false</visible>
      </li>
      <li>
        <label>Energized</label>
        <description>I feel like doing some exercise.</description>
        <baseMoodEffect>10</baseMoodEffect>
      </li>
      <li>
        <label>Zooming</label>
        <description>My legs! My body! I feel like an athlete!</description>
        <baseMoodEffect>30</baseMoodEffect>
      </li>
      <li>
        <label>Slightly Overdosed</label>
        <description>I could do 40 laps around this planet!! This is insane!</description>
        <baseMoodEffect>40</baseMoodEffect>
      </li>
      <li>
        <label>Overdosed</label>
        <description>M-my head ca-n't k-keep up with m-my m-ou-th...</description>
        <baseMoodEffect>-20</baseMoodEffect>
      </li>
      <li>
        <lable>Dangerously Overdosed</lable>
        <description>I-I feel s-cared... He-lp meee.</description>
        <baseMoodEffect>-35</baseMoodEffect>
      </li>
    </stages>
  </ThoughtDef>
</Defs>


I think its clear what the mood effect is but it just doesn't show up in the colonists thought when taken.

Corrections would be HUGELY appreciated on how to get this mod working and get it released in its early stages, I'm trying my best :)
#35
Well, its up to you, but its a great mod anyway, we should just be thankful that there are people out there willing to put the effort in the mod these games (and Tynan of course :P )
#36
Outdated / Re: [Mod] (Alpha 9) Weed!!(v.1.2) New Cloths!
February 20, 2015, 09:34:34 AM
Maybe you could add more potent strains that you get from trade ships, there are thousands of strains, good luck ;)
#37
Can you put multiple guns on one turret, if not can you add that feature, it would be very useful for putting guns that are not as powerful as my colonist's weapons to use!
#38
Outdated / Re: [Mod] (Alpha 9) Weed!!(v.1.1)
February 19, 2015, 05:22:42 PM
Correct, I have high hpes for where this can go, keep this updated and add more content ;)
#39
Yes, Alpha 9, update this mod pack because I won't be playing without it :D
#40
Outdated / Re: [Mod] (Alpha 9) Weed!!(v.1.1)
February 19, 2015, 06:47:56 AM
I may try this out if it works with Epyk!

Is there just a mood boost that comes with smoking or is there any other side effects (mainly health) currently implemented or planned, and how do colonists 'take' the weed?
#41
Ideas / Re: Base Raids/Visiting
January 26, 2015, 11:49:35 AM
Already suggested and would put pressure on development :(
#42
Ideas / Re: Advanced siege mechanics!
January 26, 2015, 11:35:17 AM
Quote from: Feirfec on January 25, 2015, 10:23:38 PM
maybe we start with small siege groups like normal,
> adding a small 8x4 (internal 6x2) structure for sleeping spots. could have wooden floors.
D S S S S
    S S S S D
> maybe one or two of them clear vegetation from the nearby area.
> light camp fire for light and warmth.
... a few seiges more ...
> 3x3 sandbags with central turret
> multiple buildings 4x5 (internal 3x2 )with two visitation beds within (to allow rotor sleeping)
    D
V F V
V F V
    D 
> stockpile food from earlier sieges more food the longer it goes on.
later on
... a few seiges more ...
> raiders call in "attack teams" (5-7 man team)
>> attack team : consists of 2-3 assassin/sniper/brute raider types (variety)
> raiders use existing mortars if not claimed (must be close by)
> raiders build emp mortar to attack power supply.
> raiders call in "wall breaker team" (2-4 man team)
>> "wall breakers" attack primarily walls using rockets, once weaponless they retreat.
Exactly the kind of content I and probably many other players would love to see!

Quote from: inman30
link=topic=9596.msg96535#msg96535 date=1422243537

Maybe, but my idea of a siege is when the place is surrounded and they try to starve you out. The typical group and strait attack gets boring. I would love to see them spread out and attack you at all sides. Just an idea
Of course! Should of included that in the first post :P Editing now.
#43
Ideas / Re: Advanced siege mechanics!
January 25, 2015, 03:43:36 AM
Quote from: Outbreak on January 24, 2015, 06:35:56 PM
I haven't been playing long but my experiences with sieges have seemed underwhelming. my usual tactic is to build a single fire mortar, and usually the siegers fight the fires and don't bother manning their mortars and rush their attack after very little damage to themselves or their sandbags. Would be fun to some stone castle like defences set up that really force you out to engage them rather than tricking the AI into an defensive fight like they always do anyway.

While we're on that thought anyway, would be nice if WE could raid the other factions. They could have a pre-gen'd base and we could take a squad of survivors to load onto their map and set up a small away-base to engage in a counter siege. I wondered if the world map would let me try settling on a tile where a tribe/colonist/pirate base already was and was dissappointed i couldn't =D
Ye, other factions could have small settlements around the map, so we can fight more than just 1 super-fortress were the colony would probably get wiped out :P
#44
Ideas / Re: Advanced siege mechanics!
January 24, 2015, 02:29:42 PM
Quote from: inman30 on January 24, 2015, 01:40:20 PM
Not a bad idea... Not bad at all of course like you stated they can't be to large but i would love to see them set up more advanced defenses to hold out longer against you. They should also be able to dig into caves to put food, materials, etc. They could also hunt the animals in the area making even more of a nuisance. They could be able to hold out for a few months? and only til you destroy them will it end.
Ye, they could do more than just hold out, like starting forest fires and being a general annoyance like u said :D
#45
Ideas / Advanced siege mechanics!
January 24, 2015, 01:03:55 PM
Hi,

When i'm under siege, the attacks either get their settlement burnt by my 6 lines of 3 mortars (I have a pretty advanced colony) or get wiped out by a 4-team fire squad with OP project armory guns and personal shield (thanks modders and Epyk for the pack). So I was thinking, dynamic sieges?

instead of a line of sand-bags and a mortar or two, what about them setting up a real small fortification (turrets, walls etc.). The fortification could send small waves/skirmishes at your base (mainly snipers) and call supply reinforcements via a comms console so they all don't starve. The longer the fortification holds, the harder it is to destroy and the bigger the final attack will be (after about a month or so). The main attack should not just be an attack coming in one direction, but the raiders take into account where the weakest part of the defense is and launch many of the attackers troops at that point(s), this mechanic should be applied in every normal attack (might be pushing it with development here :) ). This would force you to pay even more attention to strategy, both offensive and defensive (and make the game even more awesome :D :D :D)

Small sieges like the current ones can stay for lower levels because these sieges will probably hard to fight with 6 colonists. 3 new fortifications I just came up with are:

- Trenches: Numerous lines of sandbags and turrets facing your base along with a few mortars
- Castle: A walled fortress with a main gate and many places to shoot your colonists from
- Hunters den (tribes only): A small central hut with many small pockets of tribes-people ready to ambush your soldiers

NOTE - Advanced sieges shouldn't be too large to stop them taking up too much space or be unable to fit in mountainous areas. Hope to see this added :D

Kind regards - general223