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Messages - DigitalCore

#1
Releases / Re: [A17] SimpleSidearms
May 18, 2017, 04:40:38 AM
This should be in the base game. Granted, with a couple of restrictions such as two slots only for balance purposes but this should be in the base game.
#2
Hey Ratys, just had a question regarding solar flare shields. Do you have any plans to make them function on only networks they're connected to for a lower power draw? Or are they just for blanket protection?
#3
Yo Alistaire, just something I caught when using the machining table: the crafting recipe text doesn't change with the names of the guns. So if I'm using the A8 name pack and try to craft the MP5, it shows up as 'craft aviation crew SMG' in the machining table bills. Just wanted to let you know.
#4
Hey, just found a very small bug in your mod:
Kitchen tools cabinet says it increases work speed by 15%. I've noticed it actually only provides a 14% boost. Likely to be just a typo, but thought I should let you know!
#5
Help / Adding the Stun effect to Melee Weapons
April 20, 2017, 03:06:49 AM
Purely out of curiosity, I wanted to try and mod the mace to have a small stun effect on hit. I think I'm on the right track, but before I actually break something I wanted to check with anyone who knew.
<surpriseAttack>
          <extraMeleeDamages>
            <li>
              <def>Stun</def>
              <amount>21</amount>
            </li>
          </extraMeleeDamages>
        </surpriseAttack>

I've taken this from the bear paw attack code found in the Core. Can I just paste this after MeleeWeaponCooldown in the statBases or do I have to do something else?
#6
Hey, as long as I can manage that by editing defs then I'll do it myself. If it requires some more complex behaviour programming then I'll go make a suggestion.
#7
I swear, I can't even get two minutes into the game without at least one couple forming. Hell, I've even had a marriage less than thirty seconds into two people getting together, both within the first ten minutes (about a week).

Like Christ guys I know you've just crash landed on a Rimworld and are possibly a little desperate and wanting to have a good experience before your inevitable deaths but calm down just a bit. You've known each other for less than 48 hours. That is not long enough to figure out whether your SO is marriage material.

Is there any way to drastically reduce the frequency at which this happens? Besides just playing a colony of psychotic cannibals (I'm fairly sure that wouldn't really do much either, God forbid).
#8
Outdated / Re: [A11b] Pawn State Icons (v04c) 22.07.2015
November 13, 2015, 12:24:00 PM
So the patch make Icons fully compatible with a12?

Neat.
#9
Don't send your colonists hunting with grenade launchers. ESPECIALLY if you have other colonists hunting the same pack of Rimdogs.

>Colonist needs rescue
'Huh?'
>Iris
>Luna
>Hawk
>Jen
>4/7 down
'WHAT?'
>scroll over to Rimdog pack
>And there's Doc, with a smug look on his face, still plugging grenades across the field.
'DOC WHAT THE HELL'

The irony that he was my go-to medicine man was not lost on me.
#10
Quote from: Adamiks on May 17, 2015, 09:09:48 AM
You need to "attach" this recipe to the BenchDef (ThingDef).
And... How would I do that? This entry is under the bills list for the workbench btw.
#11

<RecipeDef>
    <defName>CreateCuttingArm</defName>
    <label>craft blade arm</label>
    <description>Integrates a Scyther telescoping blade into a bionic arm. Difficult, but rewarding.</description>
    <jobString>Crafting bionic.</jobString>
    <workAmount>1000</workAmount>
<ingredients>
      <li>
        <filter>
          <thingDefs>
            <li>BionicArm</li>
          </thingDefs>
        </filter>
        <count>1</count>
      </li>
  <li>
        <filter>
          <thingDefs>
            <li>ScytherBlade</li>
          </thingDefs>
        </filter>
        <count>1</count>
      </li>
  <li>
        <filter>
          <thingDefs>
            <li>Plasteel</li>
          </thingDefs>
        </filter>
        <count>10</count>
      </li>
    </ingredients>
<fixedIngredientFilter>
<thingDefs>
                <li>BionicArm</li>
<li>ScytherBlade</li>
<li>Plasteel</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<CuttingArm>1</CuttingArm>
</products>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>7</minLevel>
</li>
</skillRequirements>
  </RecipeDef>

Okay so I'm using the Extended Surgery mod and decided that I would make Scyther blades a bit more useful. So I made this, along with the Hediff, the BodyPart Def, and the Recipe. Those three work fine. Brilliantly. I tried splicing it onto my brawler and it went swimmingly well. However, I can't get it to show up in the bills tab when I select the Prosthetics Workbench. I've looked over the xml a thousand times and by all rights it should work. All the definitions are under 'CuttingArm', so there should be no problem there.
#12
See my above post. It seemed like my Windows had failed to copy over the files entirely, leading to the name generation bug.
#13
I'm getting this coming up where a world name will normally be every time I generate a new world. Any quick fix for this? It wasn't doing this before I reinstalled Rimworld to fix a couple of Core Issues.

EDIT: It appears there is a simple fix for this. If you're getting any sort of name generation bug like this one (where it begins with SUBENTRY), just delete your Core mod and copy over a new one to replace it. The issue should fix itself.
#14
Ideas / Re: Your Cheapest Ideas
April 11, 2015, 11:39:49 AM
A reorganisation of the tech tree would be nice.

Just starting out with some overarching subcategories:
Biology
Production
Basic Power
Defence
Communications

And then sensibly reorganising the current research topics into something that isn't as all-over-the-place would be pretty good. It'd definitely deal with the clutter, and it could add a little more depth to the game.
#15
Help / Re: Modifying Vanilla Weapons
April 11, 2015, 04:27:12 AM
Exact error is as follows.

Found no usable data when trying to get Verse.DamageDefs from file IonDamage.xml

Could not resolve cross reference: No Verse.DamageDef named Ion found to give to Verse.ProjectileProperties


EDIT: GOT IT! I'd entered the IonDamage as a <DamageTypeDef> which A9 DOESN'T use. I changed it to DamageDef and the issue was resolved. I can get on with my mod now!