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Messages - WraithCadmus

#1
Thanks Syrchalis!

I guess there's no point PRing it in until we see if Tynan re-adds friendly interaction.
#2
Could be related to the Alien Framework and Android mods I'm running, they might affect the death code for the exploding droids. Not to worry, I'm sure it'll be sorted soon.

EDIT: Yup, worked, an immortal squirrel keeled over on load, top work Tynan.
#3
Quote from: Jstank on July 13, 2018, 07:47:06 AM
It's only a bunny rabbit!

Weirdly it's not dangerous, it seems to be intangible, can't shoot it any more, and meleeing it results in them jabbing at each other for a while before getting bored and wandering off.
#4
Quote from: Tynan on July 13, 2018, 07:16:50 AM
There's a back compatibility problem, I'm fixing it now. Fix should be up in 10-30 minutes.

Yup, loaded a game from a few hours ago, and now have immortal bunlings wandering around

https://gist.github.com/WraithCadmus/76e2fb4181a18f897f752165697d07ca

[attachment deleted due to age]
#5
Outdated / [B18] Arc Launcher
June 18, 2018, 05:42:37 PM
It's been on GitHub for a while but I just updated it and realised I never released it on the forum.

The Arc Launcher! An anti mech/shield/turret weapon based off a Charge Rifle. As the Incendiary Launcher is to molotovs so the Arc Launcher is to EMP grenades.

https://github.com/WraithCadmus/ArcLauncher/releases/tag/v0.3.1
https://steamcommunity.com/sharedfiles/filedetails/?id=1373234389

==Description==
One new weapon, an anti mech/shield/turret Arc Launcher.
Gated behind the Charged Shot research this weapon fires an energy projectile which bursts into a powerful EMP blast.

==Acquiring==
The Arc Launcher can be bought from traders, or built at a machining table.

==Bill of Materials==
At the machining table you can make you own, once Charged Shot has been researched. Costs and time are identical to the Charge Rifle
* 20 Steel
* 40 Plasteel
* 7 Components
* 833 Seconds (50,000 ticks)

==More stats==
The weapon copies the accuracies and ranges of the Incendiary Launcher, (range 24, accuracies 0.79/0.42/0.18/0.06 touch/short/medium/long)
The shot has a larger radius and damage though, 85 EMP damage in a 2.5 tile radius

==Notes==
Beware! The Arc launcher might (rarely) replace a Charge Rifle on a Mercenary Elite, giving raiders a way to stun your turrets or strip the shields from your brawlers.

Issues? Please report on Github
#6
Also I just wanted to say I love the mod and I'm amazed it works as well as it does given how ambitious it is as a concept. ;D
#7
Landing in the centre isn't the issue (hey it makes chain shottys more fun!), it was that I couldn't load in prisoners/loot, but krzychukoko on the RimWorld Discord pointed me towards needing items to be in stockpiles and/or home areas. I'll give that fork a try. Is it intentional that Touchdown creates a full-size map or is that something going weird with another mod?
#8
What's the 'correct' way to go to events with this mod? Is it to Touchdown or do you need to land a hex over and leave someone with the ship?
#9
I'm struggling to launch my first dropship. I have a large amount of disparate items to load so it takes a while, so I assign a few haulers in the bottom-left of the UI. The problem is if they get interrupted by food, sleep, or taking penox they forget about loading the ship and return to normal. I could try again but I don't know if that's going to cause me more issues down the line, and for some cargo as it tracks stacks I don't know how much I already have easily.

I tried this with all my other mods disabled on a fresh map and I was able to replicate the issue, even with starter colonists who had nothing better to do but haul.
#10
Help / Re: Making a new meal, nutrition plus another item
February 11, 2017, 11:33:17 AM
A good idea, but it doesn't seem to make a difference, I guess either the costList tag isn't appropriate for meals, or having the recipe defined twice (sort of?) is causing one of them to be ignored.
#11
Help / Making a new meal, nutrition plus another item
February 11, 2017, 08:05:18 AM
Hello, first-time modder trying to make a meal which needs nutrition plus another non-food item.

The problem I'm having (as I mostly just copy-pasted Simple Meal) is that the non-food ingredient is in some sort of filter, and I guess it's this line

<ingredientValueGetterClass>IngredientValueGetter_Nutrition</ingredientValueGetterClass>

So this makes all ingredients need a nutrition value, right? How do I 'break out' of this filter or reset it so I can have my non-food ingredient be a normal item?

Full RecipeDef below

  <RecipeDef>
    <defName>CanFood</defName>
    <label>can food</label>
    <description>Heat and preserve food in a can. Time-consuming and uses more ingredients to compensate for losses in the process.</description>
    <jobString>Canning food.</jobString>
    <workSpeedStat>CookSpeed</workSpeedStat>
    <requiredGiverWorkType>Cooking</requiredGiverWorkType>
    <effectWorking>Cook</effectWorking>
    <soundWorking>Recipe_CookMeal</soundWorking>
    <recipeUsers>
        <li>ElectricStove</li>
        <li>FueledStove</li>
    </recipeUsers>
    <workAmount>1000</workAmount>
    <allowMixingIngredients>true</allowMixingIngredients>
    <ingredientValueGetterClass>IngredientValueGetter_Nutrition</ingredientValueGetterClass>
    <ingredients>
      <li>
        <filter>
          <categories>
            <li>FoodRaw</li>
          </categories>
        </filter>
        <count>0.6</count>
      </li>
      <li>
        <filter>
          <thingDefs>
            <li>FreshCan</li>
          </thingDefs>
        </filter>
        <count>1</count>
      </li>
    </ingredients>
    <fixedIngredientFilter>
      <categories>
        <li>FoodRaw</li>
      </categories>
      <disallowedSpecialFilters>
        <li>AllowPlantFood</li>
      </disallowedSpecialFilters>
    </fixedIngredientFilter>
    <defaultIngredientFilter>
      <categories>
        <li>FoodRaw</li>
      </categories>
      <exceptedCategories>
        <li>EggsFertilized</li>
      </exceptedCategories>
      <exceptedThingDefs>
        <li>Human_Meat</li>
        <li>Megaspider_Meat</li>
      </exceptedThingDefs>
    </defaultIngredientFilter>
<products>
<FilledCan>1</FilledCan>
</products>
    <workSkill>Cooking</workSkill>
  </RecipeDef>


</RecipeDefs>