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Messages - esbe1595

#1
Mods / Re: New to mods
May 22, 2015, 09:01:25 AM
Quote from: Mimic on May 22, 2015, 12:09:52 AM
Haha yes i would like to add mods to the game but i'm probably going to make my own mods at some point i just want to see the mods that exist and what mods can do for game play.

Welcome to the community. We hope you get a long and limb-from-body-tearing stay

I'd recommend these mods:
More vanilla turrets
EdB Interface
Expanded prosthetics and organ engineering
Hospitality
Pawn state icons

If you want more explanation about them you can look them up or just ask me (i dont know why you would want any advice from me though...)
#2
Mods / Re: [Request] Blood Types & Blood Packs
May 15, 2015, 01:29:53 AM
Quote from: TheReboot on May 15, 2015, 12:02:35 AM
Just like the title says.

I feel blood packs and blood types would add a more depth to the surgery in the game. "Medicine" Always being used during surgeries makes sense...but how do you replace lost blood? Especially if the surgery fails. Answer? Blood Packs.

Blood Packs can be bought or harvested one bag at a time, with one bag being about 1 liter of blood. So, a total of 5 liters could be harvested, before killing the 'donor'.

If possible, it'd be nice to have it regenerate somehow, allowing you to keep a prisoner for months, and just taking 2 liters every few days, without killing them.

Blood Types would just be used to determine which blood type can be used on a person during surgery. But, it wouldn't be a big deal if that wasn't in the mod.

Blood Packs AND Medicine would be required to perform an operation safely, it can be performed without a blood pack but that will result in more blood loss.

I'd really appreciate someone making this mod, or at least taking the time to consider the idea. Thank you~!

Concerning the blood harvesting. You could in theory just make a medical operation that requires an empty bloodbag. When the surgery is done the patient gets a 20% bloodloss and a full bloodbag with bloodtype xXImUglyXx or something like that.
#3
Mods / Re: [Request] Faster trading mod?
May 08, 2015, 11:08:48 AM
Quote from: rmurdocci on May 07, 2015, 10:42:13 PM
Hello y'all, quick question [apologies if I'm posting in the wrong place]: Is there a mod to enable faster trading?

I'm at the point where raid waves are large (30-50 pawns) and the aftermath -cleaning-wise & profiting- is getting VERY time consuming. Specifically, I'm looking for a mod to quick-sell clothes and weapons en masse, i.e. one-click selecting ALL tribalwear regardless of material, quality and hitpoints.

Thanks for the help.

You did indeed post this in the wrong place. It should be posted in the general mods section.

I dont think there is a mod that does this. But its probably possible. Trying to make one of those could be a good way to get into modding for you ;)
#4
General Discussion / Re: How do you remove floors?
April 24, 2015, 12:22:26 PM
Quote from: skullywag on April 24, 2015, 12:07:31 PM
A11 not 10. Its not released yet. The change log contains stuff thats indev .

It was mentioned shortly before a hotfix was realeased so i thought it was included there. Thanks anyways.
#5
General Discussion / How do you remove floors?
April 24, 2015, 11:56:35 AM
Hello everyone.

I looked through the changelog a couple of hours ago and i saw the addition of floor removing. I just cant find out how you do it. Is this not released in A10 or am i just stupid?
#6
Quote from: BBream on April 21, 2015, 07:52:46 AM
You should add </HediffDefs> In end of Hediffs_Injuries.XML like:


<?xml version="1.0" encoding="utf-8" ?>
<HediffDefs>

  <HediffDef Name="InjuryBase" Abstract="True">
    <hediffClass>Hediff_Injury</hediffClass>
    <displayWound>true</displayWound>
  </HediffDef>

 
  <HediffDef ParentName="InjuryBase">
<defName>Cytoboil</defName>
<label>cytoboil wound</label>
<naturallyHealed>true</naturallyHealed>
<painPerSeverity>1</painPerSeverity>
    <painPerSeverityOld>0.5</painPerSeverityOld>
    <comps>
      <li>
        <compClass>HediffComp_Treatable</compClass>
        <labelTreatedWell>Restored</labelTreatedWell>
        <labelTreated>Poorly restored</labelTreated>
        <labelTreatedWellInner>Restored</labelTreatedWellInner>
        <labelTreatedInner>Poorly restored</labelTreatedInner>
        <labelSolidTreatedWell>If you see this. I fucked up</labelSolidTreatedWell>
        <labelSolidTreated>If you see this. I fucked up</labelSolidTreated>
      </li>
      <li>
        <compClass>HediffComp_Infecter</compClass>
        <infectionChance>0.0</infectionChance>
      </li>
      <li>
        <compClass>HediffComp_GetsOld</compClass>
        <oldLabel>Old cytoboil wound</oldLabel>
      </li>
    </comps>
<injuryProps>
<bleeding>0.92</bleeding>
<canMerge>false</canMerge>
<fullyHealableOnlyByTreatment>true</fullyHealableOnlyByTreatment>
<destroyedLabel>Vapourized</destroyedLabel>
<destroyedOutLabel>Vapourized</destroyedOutLabel>
</injuryProps>
</HediffDef>
 
</HediffDefs>


I mean cytoboil's english meaning.

Its a term i invented. Its a mix of "cyto" from cytoplasma and "boil" since the weapons boil the cyto plasma.
#7
Quote from: BBream on April 21, 2015, 03:36:39 AM
In Hediffs_Injuries.XML, you omit </HediffDefs> in end of line.

I'm not a compiler. If you upload your log file if you can, you can save earth. This post views are 40 now. If you upload log file, then 40 peoples save installing time. PROFIT! Trust me ::)

You weapon is partially work. Mechanoid is still taken damage. Anyway you finally did it.
What is cytoboil's effect? I can't find in any dictionary.

You mean cytoboil in English or in the scripting?

I also have no clue what you mena with "omit" and pretty much the rest of the post. Im kind of a moron :(
#8
Quote from: BBream on April 21, 2015, 01:57:37 AM
I don't want to check it until you tell something to be changed and what problem is. It is too many possiblity to check it.

My problem is that it gives a bunch of errors when i load the mod and i dont have a clue what these errors mean. So i thought somebody else maybe could tell me where i screwed up.
#9
Help / Re: Damage that only affects flesh.
April 19, 2015, 12:22:23 PM
Quote from: BBream on April 19, 2015, 10:11:55 AM
you can find it Defs/HediffDefs/Hediffs_Injuries.xml

I managed to figure it out a couple of hours before you replied. thanks though. Could you maybe help me a bit with fixing some problems though? I managed to get the damage type and gun and such working (though not with the restriction on only damaging flesh) Unfortunately it all broke down and i dont know why. If someone could help me fix the problems i would be really happy.

Link to the post: https://ludeon.com/forums/index.php?topic=12380.0

Thanks again for all the help.
#10
Hello everyone.

Ive recently been working on my first mod which adds a new gun type and damage type. I had the mod working as intended earlier but after returning from a trip. It somehow doesnt work anymore. I must have accidentally changed something. If someone would try installing the mod, testing it and tell me where i cocked up i would be really grateful. Im also trying to make it only damage flesh and that is why the name of wounds to solid bodyparts is wierd.

https://www.dropbox.com/sh/2kzh89l3ivqn7g8/AADdPO6JfL9H5IgzekG79R5da?dl=0 <-- Link to the mod

Thanks.
#11
Help / Re: Damage that only affects flesh.
April 19, 2015, 06:17:16 AM
Quote from: mrofa on April 19, 2015, 04:02:36 AM
Or just change your damage type to flame ;p

Well. Flame does actually burn Mechanoids. And since my priority is to make it NOT damage mechanoids. That seems quite counter-intuitive.
#12
Help / Re: Damage that only affects flesh.
April 19, 2015, 06:16:09 AM
Quote from: BBream on April 19, 2015, 03:54:12 AM
You should define only hediffSkin. Then it will be applied only skin

And this is example of core. You just modify word, value in your taste.

<HediffDef ParentName="InjuryBase">
<defName>Burn</defName>
<label>burn</label>
<naturallyHealed>true</naturallyHealed>
    <painPerSeverity>1.5</painPerSeverity>
    <painPerSeverityOld>0.5</painPerSeverityOld>
    <comps>
      <li>
        <compClass>HediffComp_Treatable</compClass>
        <labelTreatedWell>bandaged</labelTreatedWell>
        <labelTreated>poorly bandaged</labelTreated>
        <labelTreatedWellInner>sutured</labelTreatedWellInner>
        <labelTreatedInner>poorly sutured</labelTreatedInner>
        <labelSolidTreatedWell>set</labelSolidTreatedWell>
        <labelSolidTreated>poorly set</labelSolidTreated>
      </li>
      <li>
        <compClass>HediffComp_Infecter</compClass>
        <infectionChance>0.20</infectionChance>
      </li>
      <li>
        <compClass>HediffComp_GetsOld</compClass>
        <oldLabel>burn scar</oldLabel>
      </li>
    </comps>
<injuryProps>
<bleeding>0</bleeding>
      <canMerge>true</canMerge>
<destroyedLabel>Burned off</destroyedLabel>
<destroyedOutLabel>Burned out</destroyedOutLabel>
</injuryProps>
</HediffDef>


What place is this text supposed to be? I havent met anything like this yet?
#13
Help / Re: Damage that only affects flesh.
April 19, 2015, 03:46:22 AM
Quote from: mrofa on April 19, 2015, 03:40:21 AM
Well i dont know how to specify  to dinfo what part of the body i want to damage.
But this is actually nice idea to make a list of parts that will be damaged, but thats for later.

Anyways for now that additional options are best you can get without going to C# and doing it yourself :P

Well. From the info i have gathered. Telling it to not damage solid bodyparts would actually do the trick. Im just a moron and therefore i cant get it to work.
#14
Help / Re: Damage that only affects flesh.
April 19, 2015, 03:35:19 AM
Quote from: mrofa on April 19, 2015, 03:28:33 AM
Go here download  the mod.
Read the HowTo.xml it will explain additional commands.
In example if you want damage humans only set multiplayer for damage for aimals and mechanoids to 0
Im not sure if there is a way to do that in xml only

I dont just want it to only damage humans. I want it to only damage flesh and organs. Not bones.
#15
Help / Re: Damage that only affects flesh.
April 19, 2015, 03:33:32 AM
Quote from: BBream on April 19, 2015, 03:24:07 AM
I can't find your hediffDef named Cytoboil. you should define hediffDef named cytoboil.
OR just put any hediff in list! Someone make bolt making vomitting. Haha

        public static HediffDef Alcohol;
        public static HediffDef Anesthetic;
        public static HediffDef BadBack;
        public static HediffDef BionicArm;
        public static HediffDef BionicEye;
        public static HediffDef BionicLeg;
        public static HediffDef BloodLoss;
        public static HediffDef Bruise;
        public static HediffDef Burn;
        public static HediffDef Cataract;
        public static HediffDef Concussion;
        public static HediffDef CryptosleepSickness;
        public static HediffDef Cut;
        public static HediffDef Denture;
        public static HediffDef Flu;
        public static HediffDef FoodPoisoning;
        public static HediffDef Frail;
        public static HediffDef Gunshot;
        public static HediffDef Hangover;
        public static HediffDef Heatstroke;
        public static HediffDef Hypothermia;
        public static HediffDef Malaria;
        public static HediffDef Malnutrition;
        public static HediffDef Misc;
        public static HediffDef MissingBodyPart;
        public static HediffDef PegLeg;
        public static HediffDef Plague;
        public static HediffDef PowerClaw;
        public static HediffDef Shredded;
        public static HediffDef SimpleProstheticArm;
        public static HediffDef SimpleProstheticLeg;
        public static HediffDef Stab;
        public static HediffDef SurgicalCut;
        public static HediffDef WoundInfection;


oh shite. This is a thing too? Well thanks. Could someone tell me what that public static thing is and tell me where to find it and what to do with it? Im really quite lost right now.