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Messages - klassekatze

#1
You can just not complete that research item. If you don't have the research, you won't receive organs.
#2
Quote from: DoctorVanGogh on August 06, 2017, 11:30:58 AM
Quote from: tonsrd on August 05, 2017, 09:35:33 PM
just saw this mod in "release" is it the same / different than yours ?

No of course not there is no equal to this wonderful recycling mod - Also that is clearly a rushed, sloppy copy of myyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy precious idea (channeling my inner Gollum here).

Nah - from a first look it seems like there are some similarities to my initial version from the end of June - you butcher people, it vomits bionics. So if that's what you're looking for, maybe that is the mod for you. There's also some weird organ vomiting on top of that.

This one will keep the 'reclamation & refurbishment' & failure logic in it. I consider it a lot more balanced. Otherwise it's really way too easy to just make tons of money from corpses. You might as well just open the dev settings and spawn in your bionics - or get 'that' mod ;)
There really ought to be a better way to find mods, maybe by category - I didn't know this existed or I wouldn't have written that mod in the first place.

In all sincerity unless there is something incomplete or broken still in the current state of this mod, you maybe ought to update the title/initial post similar to the github and have it moved to the release forum. There are probably a fair few people who would like this and will never see it, or even if they do will read the outdated first post and think it is a lot less than it now is.

Vis a vis money from bionics, I gather from the github page that you make no distinction between the implants of friendlies and hostiles  - if you're looking for reasons to make life more difficult for the colonists who are farming raider implants rather than crafting them, that seemed to me like it came closer to the heart of the issue, and it isn't something that is mutually exclusive with the repair-required mechanic.
#3
Quote from: Canute on August 06, 2017, 03:24:52 AM
100% retrieval chance ?
If yes, i would lower the chance based on the butcher/cooking skill. Unskilled butcherer may chop the synthetic liver into 2 useless pieces.
Maybe. It'd require fiddling to balance and would by design still leave room to lose precious things, sometimes ludicrously - a butcher shouldn't be able to evaporate a bionic leg made of plasteel into nothing whatsoever because he's a bad cook. (I've heard of burning water but...)

I could make it deconstruct things on failure and take a cut of the metals and any complex bits like chips, maybe. It gets tricky because its supposed to be one-mod-fits-all and it just makes the problem rear up again if another mod has super expensive multi-stage subcomponents and it loses them.

At the core of it I made this mod because I felt like the point of Rimworld was fun and legendmaking and losing an item you invested a lot into (research, mining, etc) and cannot afford to replace for thin reasons was unfun for me, really sucked. It would go against that to just turn around and lose the item at the butcher table.

I'm open to ideas, though.
#4
Quote from: faltonico on August 05, 2017, 10:52:04 PM
Congratulations on the release!
Question, do reclaimed parts are ready to be used immediately with no further processing?
Yes.

More specifically, the code attempts to match whatever "Harvest" / "Remove part" in surgery would produce. So whatever you'd get from removal from a live patient, that's what you get from the corpse at the butcher table. If a mod gave you something needing reprocessing instead, the same would apply here, but I don't know of any mods like that.
#5
I tested it with EPOE, and it worked fine. I haven't tried other mods but in the worst case it should just not harvest something. If that happens to anyone just mention it here and I can take a look!

I'd expect it to work with most things though. My code is similar to the stuff the core game is using when you consider surgery and such, so a surgery mod would have to do something really outlandish to mess it up.
#6
Bionic Butchery

Description:
Retrieve your painstakingly crafted implants from your dead. Salvage natural organs from corpses. With appropriate research, co-opt your enemies bionics, as well. HugsLib required.

More info
I vaguely recall Tynan said somewhere you couldn't harvest corpses because OP because raiders, or something. Now I can't say that's not understandable, but I was a bit displeased when I empty my storehouse to make a fancy bionic whatsit and then my colonist goes and gets his head shot off. No big deal, except I can't retrieve his metal whatsit. Even though I made the whatsit. My whatsit has betrayed me?

So now you can do that. This mod makes it so if you are a callous monster willing to butcher your honored dead, you may retrieve their implants and assorted widgets. Enemy bionics will self-destruct without security codes you lack, so to collect those will require "Hostile bionics repossession" research, a branch off the ship AI core.

While I was in there natural organs was bugging me so I added some bits for that. If a body has not 'rotted' the amount you'd get in say, 20 minutes at 21C, you can butcher it and get things like kidney, liver, heart, stomach. Lungs last an hour. In practice... this is only useful to snowmen or if your prison/killbox+butchery is a freezer. Otherwise you'll find that a hard deadline. This requires "NHBD transplant theory" research branching off hospital beds.

Author
klassekatze

Download
Attached file. Also Dropbox here.

How to install:
- Be sure you have HugsLib already.
- Unzip the contents and put them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

License
MIT License.
Can modpack makers include your mod in their modpack?: Yes.
Can other modders make derivative mods based on yours?: Yes.


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#7
Tools / Re: [Tool] (A16) Research Tree Generator
February 13, 2017, 05:31:03 AM
Unfortunately I'm not. I have not investigated Rimworld modding more directly - is it flexible enough you could do the obnoxious-but-effective solution of simply embedding a Javascript engine?  :P

Or C# graph libraries, for that matter. But I'm guessing since you said using such a library was the smart thing yet are still stymied that mods cannot do that?

If you are forced to implement one yourself the author of dagre (which I used here) has some 'recommended reading' listed at the bottom of https://github.com/cpettitt/dagre/wiki

Edit:

As obnoxious as it may be, I suggest using something like http://www.awesomium.com/ or otherwise embedding a browser, then using dagre, and appropriate javascript bindings back into your mod. That is the path with the least trial-and-error, I think - assuming of course that the output I've demonstrated is what you are aiming for. Otherwise, you will have to do a lot of suffering to implement various algorithms, or be forced to use another library blindly with no assurance it will come out the way you want until you are stuck in (at which point if it isn't what you want you've wasted a lot of time).

If done appropriately, the browser can be shut down completely when the user is not in the Research page, so it would not otherwise impact play.


#8
Tools / [Tool] (A16) Research Tree Generator
February 13, 2017, 04:59:24 AM
I couldn't get anything done in A16, so I grabbed the old style list from this very forum. (https://ludeon.com/forums/index.php?topic=28609.0)

Still, that was pretty troublesome too. I googled and found RimSearch, except... it was gone.

So I wrote a node.js+dagre-3d thing to generate my own graph.

This program takes your active mods in appropriate order and scans all their research, then it updates the data rendered by the html document included.

image

Instructions in the README.txt in brief are
1) Install node. It needs to be in your path. Node can be found at https://nodejs.org/en/.
2) Run genResearch.bat on Windows (or the command "node research.js" if you aren't).
3) Drag the file dagre.html onto a browser window, or otherwise open it in your browser. Enjoy readable research tree.

Warranty void if you are using Steam or anything else - hopefully it works for you, there are instructions to make it easy to either hardcode the paths or bring the mods to it. As with RimSearch, it can be placed in the application directory if nothing else, and this is covered in the readme.

If you want to distribute only the generated graph without the ability to regenerate, you can remove everything except dagre.html and the js folder.

Modpack authors or anyone else can feel free to do so - in fact, consider it under the CC0 license, public domain.

Download: https://www.dropbox.com/s/vx1apanq21ldi0f/ResearchDiagram.zip?dl=0