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Messages - waywardking

#1
Quote from: Ykara on August 24, 2015, 07:04:55 PM
I haven't tested it for alpha 12, but unfortunately I don't think that it's possible. Would provide some interesting possibilities though...
Thanks for the response! That's too bad though. It definitely would open some possibilities, since the stats category has a lot of cool features related to skill chances, armor, mental break thresholds... I was hoping to get an Aimbot Implant that increases accuracy and reduces aim time.

If armors can't be modified, what about BodyPartDef attributes like hitPoints? The left arm has a puny 30 hitpoints as flesh and bone. I notice it also has a frostbiteVulnerability value.
#2
I've been looking around in the Defs for a while, but don't know much about modding myself. I'm learning quite a bit about the surgery defs from your files though! I was curious, is it possible to have a prosthesis effect armor values? I noticed you added the exoskeleton, but it's only written to increase manipulation and movement. I'm trying to build super soldiers by completely replacing people with advanced bionics, but it seems like a lucky arrow or wooden shiv always manages to deal a fatal wound to a colonist who is 90% metal. Do you know, can the surgery system support stats like ArmorRating_Sharp and ArmorRating_Blunt?
#3
Hi Haplo, I was just trying to modify your mod a little for my own personal use, and ran into an issue. I'm trying to add a third type of AI, I've found the definitions needed to set one up, but I don't understand how the game spawns it.

Am I right in thinking that the recipe produces the invisible AICreator building, which spawns the pawn and deletes itself? Is the actual spawning function of the AICreator assembled into one of the .dll files your mod includes?