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Messages - A_Soft_Machine_Man

#1
You get the cores by butchering bions, they also drop synthetic meat (doesn't give cannibal mood debuff) and foerum.
#2
Quote from: eksynn on October 31, 2018, 08:23:56 PM
do all of these work with 1.0?

Steam workshop version is totally updated. The dropbox version for at least Rimsenal (base mod) is still saying it's 0.19. However, I haven't tested whether or not there's actual compatibility issues for the older version.
#3
Quote from: Gemima on July 21, 2018, 02:25:14 AM
Question: Do the effects of the painkiller rib stack? Or should i just use one rib per colonist?

I believe they stack, but with diminishing returns. I typically added multiple just for the sake of "flavor" than for actual noticeable effect.
#4
Quote from: Tubal on March 17, 2018, 10:41:39 AM
Love the mod, ect etc  8)

Question though, can I not build the Greydale Pioneer armour? I got the research and the bench, but I can only build weapons and kits, not the armour.

The other brands mention armour so presumably I can build those later.

You need to also research the vanilla power armor tech before you can build it at the bench.
#5
Hey ya'll, been a spell. I noticed that only the Rimsenal Vanilla weapons have <tools> for built-in melee. Edit: Tried monkeying around in the raws and yeah, it caused some hinky bizniss. My best guess is that Rook1 designated the base 4-pack guns' parent def as "BaseWeapon" rather than "BaseHumanMakeableGun" back prior to the Beta Release and never modded them back, at least not for the dropbox files. I'll monkey around some more and let you know my findings.
#6
Releases / Re: [A17] Psychology (2017-9-12)
November 10, 2017, 01:05:22 PM
Quote from: Rasperry_Hero on November 07, 2017, 06:04:31 PM
Ok, so the "Default" option uses a gaussian distribution trying to emulate how common homosexuality is in the real world, but what exactly does the "Inverse" and "Center" do then? I play on default, and seemingly only ever get people with 0 or 1 on the Kinsey scale!

Inverse makes 6-5 on the Kinsey Scale the most common rather than the standard 0-2 range. Center means that most pawns will generate on the 3-4 scale.
#7
Releases / Re: [A17] Psychology (2017-7-1)
July 02, 2017, 10:21:01 AM
Hell yeah, been looking forward to this.

Also,

Quote from: Linq on July 02, 2017, 03:40:39 AMSoon.

Looking forward to this too.
#8
Hell yeah, Rooki1 !
#9
The tally marks on the rear plate of the Prot. Armor are fantastic. Can't wait for the full A17 update!
#10
Mods / Re: Variable Projectile Velocity
February 06, 2017, 05:25:52 PM
Quote from: RawCode on February 01, 2017, 12:34:34 AM
after that dnspy + assemblycsharp + Verb_Shoot

Right, so I've finally had the free time to actually look over the assemblies in depth. My question now is why would  I mod into the Verb class rather than to the ProjectileProperties class? While the private, floated assemblies for accuracy are defined in Verb, the preexisting speed assembly is defined in ProjectileProperties. Given that the XML defs for projectiles exist independent of the XML defs for the gun (or whatever is using the verb command to shoot) would it not make more sense for me to mod around the preexisting assembly? 
#11
Mods / Re: Variable Projectile Velocity
January 30, 2017, 11:28:32 PM
Quote from: RawCode on January 30, 2017, 09:20:28 PM

if you don't know where to start or unable to start for any reason, please explain what you had checked and what research you had done so far.

Right, my bad. So far I have done most of my modding in XVM. Since I know each gun defines its projectile speed separate of the BaseBullet parent def, I simply just tried adding some defs using the same language of the accuracy modifiers, basically hoping to see if there was a preexisting class in the Assembly. So the end result was:

<ThingDef ParentName="BaseBullet">
    <defName>Bullet_Pistol</defName>
    <label>pistol bullet</label>
    <graphicData>
      <texPath>Things/Projectile/Bullet_Small</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <projectile>
      <flyOverhead>false</flyOverhead>
      <damageDef>Bullet</damageDef>
      <DamageAmountBase>9</DamageAmountBase>
      <Speed>55</Speed>
      <SpeedTouch>0.99</SpeedTouch>
      <SpeedShort>0.75</SpeedShort>
      <SpeedMedium>0.55</SpeedMedium>
      <SpeedLong>0.35</SpeedLong>
       </projectile>
  </ThingDef>
  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>Gun_Pistol</defName>
    <label>pistol</label>
    <description>Ancient pattern automatic pistol. Weak and short range, but quick.</description>
    <graphicData>
      <texPath>Things/Item/Equipment/WeaponRanged/Pistol</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractPistol</soundInteract>
    <statBases>
      <WorkToMake>15000</WorkToMake>
      <Mass>1.2</Mass>
      <AccuracyTouch>0.91</AccuracyTouch>
      <AccuracyShort>0.71</AccuracyShort>
      <AccuracyMedium>0.50</AccuracyMedium>
      <AccuracyLong>0.32</AccuracyLong>
      <RangedWeapon_Cooldown>1.26</RangedWeapon_Cooldown>
    </statBases>
    <costList>
      <Steel>30</Steel>
      <Component>2</Component>
    </costList>
    <verbs>
      <li>
        <verbClass>Verb_Shoot</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <projectileDef>Bullet_Pistol</projectileDef>
        <warmupTime>0.3</warmupTime>
        <range>24</range>
        <soundCast>ShotPistol</soundCast>
        <soundCastTail>GunTail_Light</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
      </li>
    </verbs>
  </ThingDef>
       
Just as an experiment. While the new XML defs didn't force any errors in a completely Vanilla load, it had no effect. Seeing this, I knew that meant that the new defs were not defined in the assembly. So, taking a look I have seen that the Assembly defines projectile speed as:

//Verse.ProjectileProperties
public float speed =4f

And that there are separate classes for accuracy modifiers in both the VerbProperties and StateDefOf. Defined in both cases as:

public float accuracy[range] = 1f

Now, I'll fully admit to being functionally illiterate in C#, so I didn't know how I would implement the new definitions for range modifiers on speed without causing conflict between the base class and the new classes. As far as I am aware, no mod so far has altered or added to the projectile velocity class in such a way, so that's why I was hoping someone more experience in C# might have some ideas on how I could properly implement them.



#12
Stories / Re: Tribal Suicide Cults?
January 30, 2017, 06:40:27 PM
Perhaps this is the start of the Ben Drowned of Rimworld.
#13
Mods / Variable Projectile Velocity
January 30, 2017, 06:34:26 PM
Hey guys,

So I'm trying to get into modding for myself from scratch, rather than just altering someone else's assets to suit my own tastes. I ultimately have two ideas in mind, one I'm 99% certain will require some C# trickery while the second may be (hopefully) managed with only a little work in XML.

Long story short is I want to add in variable projectile velocity and an armor set which allows for short range teleportation.

Focusing on the former, I know Plymouth already made a thread about it but got no replies. My question is can it be done purely in XML, or would it require some baseline alterations to projectile behavior in C#?

As for the latter, I know this will require some C# trickery. The basic Idea I have is that the pawn wearing the armor set would have a commanded ability to teleport within a limited radius (think the standard command for directed shooting, but instead instantly altering the pawn's tile position). Any and all help/advice would be extremely appreciated
#14
Outdated / Re: [A16] Enhanced Development - 2017-01-21
January 25, 2017, 12:04:44 AM
Hey Jaxxa, what detours does Plant24H use exactly? I'm of a mind to try monkeying around with the raws myself and see what I can come up with. It's actually kind of funny that that's the ED mod I miss the most from A14, even over the more flashy mods like the nanoshield. The biggest barrier to late-game large colonies for me is having a large enough food surplus, and it's often due to not being able to grow crops quick enough due to the nighttime resting.
#15
Outdated / Re: [A16] Psychology (2017-1-21)
January 23, 2017, 07:31:08 PM
edit: Disregard I can't read