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Messages - BukTaki

#1
Help / Re: Pain Medicine
March 13, 2019, 02:59:35 PM
Anesthetics is a recipe the cost is a piece of medicine
#2
Help / Re: Pain Medicine
March 12, 2019, 04:35:00 PM
That's interesting i was able to to create a heddiff that reduces pain but you have to ingest the herbs. i just cant think of away to get a doctor to apply the heddiff when tending with the same herb.
#3
Help / Re: Pain Medicine
March 11, 2019, 01:19:19 PM
So far i got this using the herbs as a drug but i want the hediff to be called when the herb is used during tending. Right now it only works when i command a pawn to apply it to them selves.


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

<ThingCategoryDef>
    <defName>MedicalHerbs</defName>
    <label>Medical Herbs</label>
    <parent>Drugs</parent>
    <iconPath>UI/Icons/ThingCategories/Drugs</iconPath>
    <resourceReadoutRoot>true</resourceReadoutRoot>
  </ThingCategoryDef>
 
  <!--=============== Herb Base ====================-->


  <ThingDef ParentName="MakeableDrugBase" Name="HerbBase" Abstract="True">
    <thingClass>Medicine</thingClass>
    <stackLimit>750</stackLimit>
    <uiIconForStackCount>1</uiIconForStackCount>
    <soundInteract>Standard_Drop</soundInteract>
    <soundDrop>Standard_Drop</soundDrop>
<ingestible>
      <foodType>Processed, Fluid</foodType>
      <baseIngestTicks>100</baseIngestTicks>
      <ingestSound>RawMeat_Eat</ingestSound>
      <ingestCommandString>Apply {0}</ingestCommandString>
      <ingestReportString>Applying {0}.</ingestReportString>
<drugCategory>Medical</drugCategory>
<chairSearchRadius>0</chairSearchRadius>
<ingestHoldUsesTable>false</ingestHoldUsesTable>
<ingestHoldOffsetStanding>
<northDefault>
<offset>(0.18,0,0)</offset>
</northDefault>
</ingestHoldOffsetStanding>
</ingestible>
<socialPropernessMatters>false</socialPropernessMatters>
<thingCategories Inherit="false">
<li>MedicalHerbs</li>
</thingCategories>
<statBases>
      <MaxHitPoints>10</MaxHitPoints>
    </statBases>
   </ThingDef>
   
 
  <ThingDef ParentName="HerbBase">
    <defName>GreenHerb</defName>
    <label>Green Herb</label>
    <description>Green herb from plant.</description>
    <graphicData>
      <texPath>Things/Resource/Herbs/GreenHerb</texPath>
      <graphicClass>Graphic_StackCount</graphicClass>
      <drawSize>0.85</drawSize>
    </graphicData>
<techLevel>Neolithic</techLevel>
<statBases>
      <WorkToMake>450</WorkToMake>
      <MarketValue>0.8</MarketValue>
      <Mass>0.15</Mass>
      <Flammability>1.00</Flammability>
      <MedicalPotency>0.2</MedicalPotency>
      <MedicalQualityMax>0.3</MedicalQualityMax>
      <DeteriorationRate>3</DeteriorationRate>
    </statBases>
<ingestible>
<outcomeDoers>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>SoothPain</hediffDef>
<severity>0.5</severity>
</li>
</outcomeDoers>
</ingestible>
    <recipeMaker>
  <recipeUsers>
        <li>CraftingSpot</li>
        <li>DrugLab</li>
      </recipeUsers>
      <workSpeedStat>DrugCookingSpeed</workSpeedStat>
      <workSkill>Cooking</workSkill>
    </recipeMaker>
    <costList>
      <MedicineHerbal>1</MedicineHerbal>
    </costList>
<comps>
<li Class="CompProperties_Drug">
<listOrder>1505</listOrder>
<overdoseSeverityOffset>
<min>0.01</min>
<max>0.03</max>
</overdoseSeverityOffset>
</li>
</comps>
</ThingDef>

  <HediffDef>
  <defName>SoothPain</defName>
    <hediffClass>HediffWithComps</hediffClass>
    <label>SoothPain</label>
    <defaultLabelColor>(1,0,0.5)</defaultLabelColor>
    <scenarioCanAdd>true</scenarioCanAdd>
    <maxSeverity>2.0</maxSeverity>
<lethalSeverity>-1.0</lethalSeverity>
<isBad>false</isBad>
    <comps>
    <li Class="HediffCompProperties_SeverityPerDay">
        <severityPerDay>-0.95</severityPerDay>
      </li>
        </comps>
    <stages>
<li>
<lifeThreatening>false</lifeThreatening>
<painOffset>-0.10</painOffset>
</li>
     </stages>
  </HediffDef>

</Defs>
#4
i think your missing <Defs> at the beginning

<?xml version="1.0" encoding="utf-8" ?>
<Defs>
#5
can you post it using the code insert
#6
could you post the Standard_Issue_Rifles.xml
there is a problem at line 29
#7
Help / Pain Medicine
March 10, 2019, 07:55:30 PM
I need some guidance i am making a mod that adds medicine. I want to make a painkiller i can see how pain is calculated here. https://rimworldwiki.com/wiki/Pain

What i want is an effect that reduces pain. But i am not sure were to begin i have been searching .xmls all day looking for anything that remotely looks right.Even the pain stopper defs was no help.

It seems there is no direct link to a pawns Pain hat can be accessed or modified threw the stat bases.

I think i will have to use the CompProperties
I Don't really understand what a comp proproperties is though. I See them implemented to add light add heddiff
I want to add a heddiff that reduces pain when when medicine is used during tending but i do not know what compproperties to use in. Is there a list of compproperties and how they are implemented somewhere?


#8
Help / Re: Need help with a sling
February 09, 2019, 06:55:25 PM
You guys are awesome that was exactly what it was.
#9
Help / Need help with a sling
February 09, 2019, 01:26:21 PM
I am trying to add more weapons to rim world i added a spear which works fine.
But when i try to do a Sling the pawn misses every time when it range attacks i know i am missing something i just dont know what.


  <ThingDef ParentName="BaseWeaponNeolithic">
    <defName>RangedWeapon_LeatherSling</defName>
    <label>LeatherSling</label>
    <description>Long leather pouch used to fling rocks can used as simple blunt weapon when througher does not release the stone.</description>
    <graphicData>
      <texPath>Things/Weapons/Neolithic/LeatherSling/LeatherSling</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <techLevel>Neolithic</techLevel>
    <weaponTags>
      <li>NeolithicMeleeBasic</li>
    </weaponTags>
    <costStuffCount>5</costStuffCount>
    <statBases>
      <WorkToMake>1600</WorkToMake>
      <Mass>1.25</Mass>
      <AccuracyTouch>0.30</AccuracyTouch>
      <AccuracyShort>0.70</AccuracyShort>
      <AccuracyMedium>0.90</AccuracyMedium>
      <AccuracyLong>0.60</AccuracyLong>
      <RangedWeapon_Cooldown>1.65</RangedWeapon_Cooldown>
    </statBases>
    <verbs>
      <li>
        <verbClass>Verb_Shoot</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>SlingStoneBullet</defaultProjectile>
        <warmupTime>2</warmupTime>
        <range>22</range>
        <soundCast>Interact_BeatFire</soundCast>
      </li>
    </verbs>
<equippedAngleOffset>0</equippedAngleOffset>
    <stuffCategories>
      <li>Leathery</li>
    </stuffCategories>
    <recipeMaker>
      <recipeUsers>
        <li>CraftingSpot</li>
      </recipeUsers>
    </recipeMaker>
    <tools>
      <li>
        <label>head</label>
        <capacities>
          <li>Blunt</li>
        </capacities>
        <power>6</power>
        <cooldownTime>2</cooldownTime>
      </li>
    </tools>
  </ThingDef>



and the charge is


  <ThingDef ParentName="BaseProjectileNeolithic">
    <defName>SlingStoneBullet</defName>
    <label>Sling Stone Bullet</label>
    <graphicData>
      <texPath>Things/Weapons/Neolithic/LeatherSling/LeatherSlingBullet</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <shaderType>CutoutComplex</shaderType>
      <drawSize>(1,1)</drawSize>
    </graphicData>
    <projectile>
      <flyOverhead>true</flyOverhead>
      <damageDef>RangedStab</damageDef>
      <damageAmountBase>10</damageAmountBase>
      <stoppingPower>20</stoppingPower>
      <armorPenetrationBase>0.10</armorPenetrationBase>
      <speed>26</speed>
    </projectile>
  </ThingDef>
#10
Help / Re: 0.0.0 Interaction Point
January 22, 2019, 10:02:51 PM
The work around i came up with for now is to go 3 by three and put the interaction point at (0,-1,0) so it kind of works for now.
#11
Help / 0.0.0 Interaction Point
January 22, 2019, 08:23:10 PM
I am having a problem with 1x1 sprite and a (0,0,0). I thought that the pawn would face the direction of the Interaction point but when i do (0,0,0) the pawn just faces north.  I tried resizing to 3 to 3; Anybody know a work around?
#12
Help / Re: Work bench not Working
January 20, 2019, 03:20:47 PM
Omg Thank you
#13
Help / Work bench not Working
January 20, 2019, 03:07:19 PM
Work bench not Working

Pawns wont build and i can't right click and prioritize any help would be greatly appreciated


  <ThingDef ParentName="BenchBase">
    <defName>MedievalShieldBench</defName>
    <label>Medieval Shield Crafting Bench</label>
    <description>A workbench for crafting shields by hand</description>
    <thingClass>Building_WorkTable</thingClass>
    <graphicData>
      <texPath>Things/Building/Production/ShieldBench</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>(2,2)</drawSize>
      <damageData>
        <cornerTL>Damage/Corner</cornerTL>
        <cornerTR>Damage/Corner</cornerTR>
        <cornerBL>Damage/Corner</cornerBL>
        <cornerBR>Damage/Corner</cornerBR>
      </damageData>
    </graphicData>
    <castEdgeShadows>true</castEdgeShadows>
    <staticSunShadowHeight>0.20</staticSunShadowHeight>
    <costList>
      <Steel>100</Steel>
      <WoodLog>50</WoodLog>
</costList>
    <altitudeLayer>Building</altitudeLayer>
    <fillPercent>0.5</fillPercent>
    <useHitPoints>True</useHitPoints>
    <statBases>
      <WorkToBuild>1000</WorkToBuild>
      <MaxHitPoints>180</MaxHitPoints>
  <WorkTableWorkSpeedFactor>0.5</WorkTableWorkSpeedFactor>
      <Flammability>0.75</Flammability>
    </statBases>
    <size>(2,2)</size>
    <designationCategory>Production</designationCategory>
    <passability>PassThroughOnly</passability>
    <pathCost>70</pathCost>
    <hasInteractionCell>True</hasInteractionCell>
    <interactionCellOffset>(1,0,0)</interactionCellOffset>
    <surfaceType>Item</surfaceType>
    <constructionSkillPrerequisite>3</constructionSkillPrerequisite>
    <inspectorTabs>
      <li>ITab_Bills</li>
    </inspectorTabs>
    <comps>
      <li Class="CompProperties_AffectedByFacilities">
        <linkableFacilities>
          <li>ToolCabinet</li>
        </linkableFacilities>
      </li>
    </comps>
    <building>
      <spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
    </building>
    <constructEffect>ConstructMetal</constructEffect>
    <designationHotKey>Misc7</designationHotKey>
    <placeWorkers>
      <li>PlaceWorker_ShowFacilitiesConnections</li>
    </placeWorkers>
<researchPrerequisites>
      <li>MedievalShield</li>
    </researchPrerequisites>
  </ThingDef>
#14
Unfinished / (WIP) version 1 Shield Mod
December 16, 2018, 10:32:17 PM
Huge thank you to Mehni for the help with harmony
Huge thank you to Skullywag the origional author

Stand alone

https://steamcommunity.com/sharedfiles/filedetails/?id=1630607556

Updates

*** Brand new inventory swapping *** let me know if you encounter bugs
*** Fixed Weights ***




#15
Help / Re: Really need help
December 16, 2018, 07:39:30 PM
That's wild if you aren't using mods and you reinstalled it, it should be fine. only thing i could see maybe
right click it in steam library
under properties make sure you opt out of the betas