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Messages - mattyboof

#1
What sort of item? food, horn etc

You could make it Milkable (see the cow or muffalo for a template)

Then make a custom "milk" which is the item you want?

Or add a bodypart to it which you get on butchering (see thrumbo for a template) You will need to make the ThingDef also unless it is a vanilla item you are wanting.
#2
Help / Re: Custom Generator - Refuel problem
September 20, 2017, 04:03:15 AM
Quote from: Albion on September 19, 2017, 09:57:02 PM
I don't know the issue but I don't recommend filling the generator with only one pellet.
If you don't have the 100 hay you can't make the pellet and depending on how long the generator can run with one pellet you still have to refuel it constantly.
I'd recommend making something like 20, 30 or 50 hay into one pellet and adjust the generator fuel stock accordingly.

Thanks Albion, I now agree after having tested this for a few days. With a capacity of 1 It cannot be refuelled unit it runs out.

I did however also cheese away that problem by making the generator have a small battery capacity (500w) which is long enough to sustain it from when it runs out of fuel to when the pawn reloads it.

I will reduce the cost of pellets to 25 and make it hold 4 at once, then it will be reloaded when fuel gets to 1 or 2.

Thanks for your your help.
#3
Help / Re: Custom Generator - Refuel problem
September 15, 2017, 06:11:10 AM
Ive not fixed the issue but have cheesed a workaround

I made a new fuel (using chemfuel as a base) and made it need 100 hay to make 1 "pellet" and be constructed in the refinary. The generator then needs 1 pellet to be 100% full.

Not ideal but a reasonable workaround. I'd like to see if I can solve the problem for the future however.
#4
Help / Custom Generator - Refuel problem
September 14, 2017, 08:54:05 AM
Hi All

I made a copy of the vanilla generator in my mod but instead of running on wood Ive set it to run on hay.

Whilst this seems to work fine the only problem is that once it drops below 30% fuel the pawns re-fuel it but by taking 1 hay at a time not a stack (or whatever their carrying capacity may be). This leads to my pawns literally constantly going back and forward to the generator with single items of hay.

This happens regardless of the capacity and use rate (and various ratios) I set.

Ive taken a look at several other generator mods and keep seem to see anything im doing wrong.

#5
I hope it's ok that I edited the title to encompass an additional question? I thought as they are related may keep things tidy for searches for others.

Is there any way I can get the effects (good and bad) to stack at all? I tried changing the MaxHediff to say 3 and then went in game and did three hits of the drug but all the effects remained the same?

Edit...

Ok, so I think I was looking at this far too simplistically. From looking at a couple of other chemicals I think I need to be playing around with these factors in order to get my doses to stack:

<initialSeverity>

and multiple <stages> of severity within my <comps>

Am I on the right track with this?

--------

Also whilst I have your attention is there any way I can make a drug alter body size? I'm thinking of a drug that enhances performance in melee combat by making the user slightly larger. I could use the same drug to beef up (no pun intended) my cattle for greater meat/leather yield.

Thanks for all your help so far.

#6
Help / Re: Drugs - modify how long they last
September 09, 2017, 03:03:19 PM
Thank you for your help :)
#7
Help / Re: Drugs - modify how long they last
September 08, 2017, 05:59:17 PM
Thank you very much my friend and please excuse my ignorance, where abouts in the file should these lines be placed?

#8
Hi everyone.

I made a new drug and whilst it works great I cant seem to find the parameter which determines how long the effects last.

I have downloaded a few mods do deconstruct and looked over the wiki but nothing jumps out as obvious. Can anyone tell me the parameter I should add / modify?

I basically want the drug to last 3-5 days before another administration is needed.
#9
Help / Re: Custom Milk
September 02, 2017, 04:44:09 AM
SOLVED....

Feel like such an Idiot. I had a space at the start of my XML tag. literally line 1 point 1!!!!

Works like a dream now.

Hope I didnt inconvenience anyone.
#10
Help / [SOLVED]Custom Milk
September 01, 2017, 12:03:58 PM
I have successfully followed Emans tutorial for adding a new animal.

I made a custom cow with an enhanced amount of leather and a changed the stats of the leather to suit.

I have also successfully given the cow wool to be harvested.

The cow all works fine in game etc however

What I can't seem to get to work is custom milk when i add this the cow is no longer available in game (but i get no errors). I wanted a more robust and nutritious milk to be produced without overwriting the main milk in the game. I called my custom milk "Amilk"

I have therefore copied the milk part of the xml from the core mod and made a fully tagged etc and placed it in "ThingDefs_Items" and called the file "Items_Resource_Amilk.xml" I have also changed the "<milkDef>Milk</milkDef>" to "<milkDef>Amilk</milkDef>" in the "Races_Animal_Acow.xml" etc and changed all references from Milk (or milk) to Amilk or amilk respectively.

Am I missing something here guys?

I can post the files a little later as im away from my main pc.

Many thanks in advance.