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Messages - Dermeseti

#1
Outdated / Re: [A17] TiberiumRim v1.3 - It evolves!
July 19, 2017, 12:04:53 AM
I went through the forum kinda quick so I might have missed it but I was wondering if there was a way to better cure tiberium poisoning? I had a pet die of it a while back even though I tried to treat it and I'm currently trying to save a couple of traders who traveled a little too close to the tiberium field north of my base.
#2
You had me at Obelisk Of Light.  :D
#3
Outdated / Re: [A17] Project Fallout v1.5
July 15, 2017, 09:01:21 PM
Quote from: mrsebseb on July 15, 2017, 08:11:58 AM
Quote from: Dermeseti on July 14, 2017, 10:17:01 PM
Quote from: DocEternal on July 14, 2017, 04:41:37 AM
I've been trying to look thru the Steam forums and here as well but can't seem to find an answer. If someone could tell me how to get stimpacks crafted I'd really appreciate it. I have all medical research done, the drug lab built, and have crafted syringes but the stimpack doesn't show up in any bill lists at all. Has anyone else a similar issue?

Sadly the only way I found to do it was doing some coding of the file Chems_Stimpak.xml found in the Fallout mod folder (RimWorld\Mods\Project Fallout v1.5\Defs\ThingDef_Chems) it seems to be missing the lines needed to show up to be produced. If you open the file in Notepad++....actually I'll just add my copy of the file here and you can use it if you wish, just replace it with the old one. I haven't seen or heard from the mod author in a little while but if they come back and ask for this to be removed I will but until then have fun with it.

The lines I changed were around line 40 I think and I just added the recipe to make it, should look like this in the file...

<recipeUsers>
<li>DrugLab</li>
</recipeUsers>
</recipeMaker>
<costList>
<PFBrocFlowerItem>2</PFBrocFlowerItem>
<PFXanderRootItem>2</PFXanderRootItem>
<PFEmptySyringe>1</PFEmptySyringe>
</costList>

As you can see it's fairly simple recipe, 2 broc flowers, 2 xander root, and 1 syringe. I did not do this for super stims and ultra stims, I figured they fit more as a merchant/loot drop item.
The recipe is there, in the recipeDef but it's incomplete/non-functioning. I fixed it and added one for Super Stimpaks (but not Ultra) based on the crafting recipe in the Fallout games.

Recipes are as follows:
Stimpak (mostly as above):

  • 2 Broc Flowers
  • 2 Xander Roots
  • 1 Syringe
  • Medicine Skill of 14 (70 in the games)

Super Stimpak:

  • 1 Stimpak
  • 1 Mutfruit
  • 1 Nuka-Cola
  • 1 Leather
  • Medicine Skill of 18 (90 in the games)

Added a medicine skill check that's rather high, but the skill required to craft the things in the original games is high as well (70 and 90 out of 100 respectively), and stimpaks are quite awesome so I left it that way I feel it's balanced.

Also fixed the recipe to make Broc flower and Xander root into herbal medicine (not tested it though).
1 of each, no prerequisites.
I'll attach the "fixes" if anyone wants them

sweet that works too, thanks mrsebseb.
#4
Outdated / Re: [A17] Project Fallout v1.5
July 14, 2017, 10:17:01 PM
Quote from: DocEternal on July 14, 2017, 04:41:37 AM
I've been trying to look thru the Steam forums and here as well but can't seem to find an answer. If someone could tell me how to get stimpacks crafted I'd really appreciate it. I have all medical research done, the drug lab built, and have crafted syringes but the stimpack doesn't show up in any bill lists at all. Has anyone else a similar issue?

Sadly the only way I found to do it was doing some coding of the file Chems_Stimpak.xml found in the Fallout mod folder (RimWorld\Mods\Project Fallout v1.5\Defs\ThingDef_Chems) it seems to be missing the lines needed to show up to be produced. If you open the file in Notepad++....actually I'll just add my copy of the file here and you can use it if you wish, just replace it with the old one. I haven't seen or heard from the mod author in a little while but if they come back and ask for this to be removed I will but until then have fun with it.

The lines I changed were around line 40 I think and I just added the recipe to make it, should look like this in the file...

<recipeUsers>
<li>DrugLab</li>
</recipeUsers>
</recipeMaker>
<costList>
<PFBrocFlowerItem>2</PFBrocFlowerItem>
<PFXanderRootItem>2</PFXanderRootItem>
<PFEmptySyringe>1</PFEmptySyringe>
</costList>

As you can see it's fairly simple recipe, 2 broc flowers, 2 xander root, and 1 syringe. I did not do this for super stims and ultra stims, I figured they fit more as a merchant/loot drop item.

[attachment deleted by admin due to age]
#5
Outdated / Re: [A17] NoFriendlyFire
July 14, 2017, 09:53:05 PM
Awesome mod and I'm really tempted to use it but part of the story drama are these "accidental" shootings. Like was it really an accident when Dizz shot Kit Kat when everyone knows they didn't like each other lol

I'm gonna DL it just to have it as an option. Thanks!
#6
Outdated / Re: [A17] Project Fallout v1.5
July 08, 2017, 10:30:22 PM
Quote from: Trimm on July 08, 2017, 07:18:22 PM
I apologize if this has been asked before, I'm sure it has. Is there any way to craft Plasma superconductors or focusing lenses? I have a full research tree completed and they don't show up on any workbenches or traders at all in multiple playthroughs. Perhaps a different mod is conflicting with them, but the only way I can find plasma or laser weapons is finding them on raiders. I'd love to be able to craft these awesome weapons.

Sadly no, you have to buy them from a merchant(usually exotic goods one...or weapon merchant...I think). I actually modified the file for the energy weapons to remove the plasma superconductors and focusing lenses requirements and just increased the steal and component cost so I could stockpile my lasers without having to wait for a merchant and hope they might have what I'm looking for.
#7
Death by roof collapse. Well kinda. I had my Bob the Builder tearing down an old building to make room for something new and I forgot to tell him to pull down the roof first. It collapsed and caused a permanent brain injury. After about a season of the good doc caring for him I had her go ahead and put him to rest.
#8
Outdated / Re: [A17] Project Fallout v1.5
July 03, 2017, 10:13:51 AM
hmmmm The Caravan fix didn't seem to work for me, unless there's something I need to do extra when loading a save game to get it to register.
#9
Outdated / Re: [A17] Project Fallout v1.5
July 02, 2017, 10:23:16 AM
Quote from: Jedi0n on July 01, 2017, 09:30:24 PM

I can confirm. The issue is with the reference for the brahmin bull juvenile..

EDIT:: I attached a fix, idk if that's ok? Just drop the folder in /mods dir and say yes to overwrite.

Sweet, thanks.

Also found that Vaults can't send caravans apparently, I ordered one and a few days later when they should have showed up I got an error report instead. Not a huge issue in this game, I have another group of friendlies I can order from but I would like a random caravan or two once in a while.
#10
Outdated / Re: [A17] Project Fallout v1.5
June 28, 2017, 12:53:58 PM
Awesome mod I like all the weapons and stuff.

Not long ago I got a couple of Brahmin(1male/1female) and eventually they had a couple of babies. The young Brahmin seen fine but when they got to juvenile age of the growing up process they became big pink squares. Don't know if anyone else pointed that out yet but wanted to let you know.