Quote from: Shurp on June 25, 2016, 08:06:32 PMYou don't need to do that, you could just amputate the area of infection, but for some reason when I did that it didnt amputate the Arms/Legs only the infection... I'm using the EPOE mod with it too.
So I am trying to modify the Zombie infection to be treatable, but reading the xml has confused me. Here's the bit I'm looking at:
<compClass>HediffComp_Immunizable</compClass>
<severityPerDayImmune>0</severityPerDayImmune>
<severityPerDayTendedOffset>-0.03</severityPerDayTendedOffset>
<immunityPerDayNotSick>0</immunityPerDayNotSick>
<immunityPerDaySick>0</immunityPerDaySick>
So I understand that there's no immunity gain in the base mod. But what I don't get is that there's no severity gain specified. If severity gain isn't specified in Hediffs_Zombie_Infection.xml then where is it specified?
I could arbitrarily set immunityPerDaySick to 0.3 but I wanted to pick something relative to the actual severity gain rate to balance it with the infection rate.
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#1
Outdated / Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
June 26, 2016, 09:47:04 AM #2
Outdated / Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
June 21, 2016, 10:35:33 AM
With my experience they don't use the butt of the weapon in melee, they use their fists, when I check the health tab for damage its just Crack/Bruise (human fist), and you'll have to switch out manually I think.
#3
Releases / Re: [A13] USCM weapons and equipments v1.18 (03/06/2016)
June 21, 2016, 06:08:26 AM
If you cant un-select it in the mods menu you can either go to ur mods folder and delete it there or delete your modsconfig.xml file, you'll have to re-enable all your other mods if you do it that way though
#4
Outdated / Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
June 19, 2016, 07:09:21 AM
cool beans
#5
Outdated / Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
June 17, 2016, 06:03:09 PMQuote from: Knedl on June 17, 2016, 03:32:51 AMYeah sorry man I'm not sure what's wrong, I my self have not built the 90mm flak turret yet only the m240b.Quote from: notfood on June 17, 2016, 03:06:25 AM
Did you try picking up the ammo for the turret with the colonist then using that colonist to shoot?
Yes I tried with pawn having shells in his "pockets" . I also tried all possible options equipping shells and/or flak turret through the Assign tab with different pawns. Nothing worked. I suspect my game was bugged since the reload icon and select ammo type didn't respond if I clicked on those. Tried all possible left/right/double clicks as well lol.
#6
Outdated / Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
June 16, 2016, 06:31:32 PMQuote from: Knedl on June 16, 2016, 03:34:40 AMHave you tried the reloading option when u select the turret, and do you have the right ammo selected for the reloading option, if you right click the ammo you can switch which type of shells it can take
I need a little help. How the hell can I reload the flak gun? No matter what I do it just won't get reloaded. Tried all possible options I could think of but nothing works. I do have 90mm HE shells next to it. I tried with a hauler using the gun. If I select a target the gun will point and aim but I just can't get the darn shell in it no matter how I try. Any advice on this one?
Edit1: the ammo might also be out of the colonists Restricted area if you have them restricted
#7
Unfinished / Re: [WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]
June 16, 2016, 12:24:13 AMQuote from: Evul on April 15, 2015, 07:14:19 AMYou're updating both mods?? I can't contain my excitementQuote from: Dragoon on April 15, 2015, 07:12:46 AM
ptw = posting to watch.
Ahhh Allright ^^
This mod is not a high priority Until I get Project Armory released.
#8
Outdated / Re: BUG: World Generation?
June 14, 2016, 05:27:21 PMQuote from: Ph34rthemachine on June 14, 2016, 12:37:29 PM
Hi there! The mod looks really cool! Thanks for making this.
For some reason, I can't get the mod to work. I put the mod in the mods folder, enabled the mod in the game, and went to create a new world as the instructions say to... but it doesn't work. I click generate, then it moves to the 'generating world' screen. When that is finished, nothing happens, it just reverts back to the seed generation window. It also doesn't allow me to start a colony on a pre-mod seed.
It is entirely possible I messed up with the process of installing the mod, since I have no experience doing such things. I downloaded the mod from Nexus (the link given by JustinC), and then I extracted the mod files into the mod folder. Afterwards, I started the game and enabled the mod. Alas, like I stated before, nothing is working.
Did I make an oops when I installed the mod? Or is there some bug that I couldn't have anticipated?
I think you downloaded the A11 version, if you scan a bit ahead of your post you can see a non offical updated version for A13 by our lord and saviour Skyarkhangel
#9
Releases / Re: [A13] USCM weapons and equipments v1.18 (03/06/2016)
June 07, 2016, 12:45:56 AM
Looks just as creepy as in the movie, noice.
#10
Outdated / Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
May 17, 2016, 12:49:43 AMQuote from: Killaim on May 16, 2016, 09:23:32 PM
damn think i got a mod conflict.
enemy dropped in with siege equipment.
killed them but now in their siege camp are unlootable/usable mortars (that have the charge rifle) as a picture.
very quirky.
yeah I've got the same problem, and the defensive turrets are like that as well for me
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