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Topics - Minus

#1
Hey there, wanted to add a bionic that does more than simply increase the efficiency of manipulation.

<HediffDef ParentName="AddedBodyPartBase">
    <defName>Endoskeleton</defName>
    <label>endoskeleton</label>
    <addedPartProps>
      <isBionic>true</isBionic>
      <isSolid>true</isSolid>
      <partEfficiency>1.0</partEfficiency>
      <spawnThingOnRemoved>Endoskeleton</spawnThingOnRemoved>
    </addedPartProps>
<degreeDatas>
      <li>
        <label>android</label>
        <description>NAME can hardly feel emotions any more, instead their head is filled with clear thoughts.</description>
        <permaThought>MoodOffsetAndroid</permaThought>
<statOffsets>
          <GlobalLearningFactor>1</GlobalLearningFactor>
          <MentalBreakThreshold>-0.20</MentalBreakThreshold>
          <PsychicSensitivity>-0.5</PsychicSensitivity>
  <ComfyTemperatureMin>-20</ComfyTemperatureMin>
          <ComfyTemperatureMax>20</ComfyTemperatureMax>
        </statOffsets>
      </li>
</degreeDatas>
  <modifiers>
    <capMods>
     <li>
      <capacity>BloodPumping</capacity>
      <offset>0.5</offset>
     </li>
<li>
      <capacity>BloodFiltration</capacity>
      <offset>0.5</offset>
     </li>
<li>
      <capacity>Metabolism</capacity>
      <offset>0.5</offset>
     </li>
<li>
      <capacity>Eating</capacity>
      <offset>0.5</offset>
     </li>
<li>
      <capacity>Breathing</capacity>
      <offset>0.5</offset>
     </li>
<li>
      <capacity>Manipulation</capacity>
      <offset>0.5</offset>
    </li>
<li>
      <capacity>Moving</capacity>
      <offset>0.5</offset>
    </li>
<li>
      <capacity>Sight</capacity>
      <offset>0.5</offset>
    </li>
<li>
      <capacity>Talking</capacity>
      <offset>0.5</offset>
    </li>
<li>
      <capacity>Hearing</capacity>
      <offset>0.5</offset>
    </li>
    </capMods>
  </modifiers>
   <comps>
      <li>
        <compClass>HediffComp_VerbGiver</compClass>
        <verbs>
          <li>
            <verbClass>Verb_MeleeAttack</verbClass>
            <defaultCooldownTicks>80</defaultCooldownTicks>
            <meleeDamageBaseAmount>12</meleeDamageBaseAmount>
            <meleeDamageDef>Blunt</meleeDamageDef>
          </li>
        </verbs>
      </li>
    </comps>
</HediffDef>

Here I have what is just a bunch of stuff pulled from a trait. Most of the trait abilities weren't listed though for some reason. I assume a lot of their data is hardcoded. But with what's I've managed to pull out, can I get this to work on a bionic's HeDiffDef?

Also ImmersiveMod had a code work to reduce pain.
  <HealthDiffDef ParentName="AddedBodyPartBase">
    <defName>AICore</defName>
    <label>AI Core</label>
    <addedBodyPart>
      <isSolid>true</isSolid>
      <partEfficiency>1.2</partEfficiency>
    </addedBodyPart>
<modifiers>
          <PainchangeBy>-0.2</PainchangeBy>
</modifiers>
  </HealthDiffDef>

But I've not worked out how to make this code A10 compatible.

I already know that increasing a body part's health is not yet feasable, so I'm looking for other things to add as much as I can. Has A10 opened up any new possibilities for bionics? Any help is appreciated.
#2
I can't even begin to make any of my mods compatible (well not quickly at least) when I don't know what needs fixing. Why is there no topic for modders letting them know what big things have been changed? It's just baffling I can't find one anywhere.
#3
Bugs / Crafting hats just deletes all my leather
February 22, 2015, 10:27:42 AM
RimWorld 0.9.722 rev29133
Initialized the EdB Prepare Carefully mod
Initialized the EdBInterface mod
Initializing map from file Hetters 5 with mods Core, Apothecarius, EdBPrepareCarefully, and EdBInterface
Replaced standard gameplay interface with EdB Interface
JobDriver threw exception in initAction. Pawn=Buffy, Job=DoBill(A=TableTailor399386, B=Monkey_Leather446387), Exception: System.InvalidCastException: Cannot cast from source type to destination type.

Just tried a few times to craft some cowboy hats and each time the leather just got deleted. Pretty certain the mods have nothing to do with it. I can't test that as I can't load the game without the mods still on. The mods also don't affect things like that anyway. Wish I could turn them off to make sure I'm not embarrasing myself.
#4
Unfinished / [WIP] Standardized Materials
November 19, 2014, 02:35:06 AM
RimWorld has come far since the old days, when carpeting used metal. And although Alpha 8 is approaching, materials are not going to be a big part of it. We mod makers have struggled to make sense of the costs we give to things, we have so little to pick from.

This is going to be a mod that adds new resources to the game to make more sensible construction costs. And I hope that it will become a mod that other big mods make use of.

So far I have permission to use Glassworks, which saves me a lot of trouble with that. Thank you ITOS!

I want to know from you mod users and makers, what materials you wish were in the game. What resources would create more sense in your mod? If your mod already has its own resource creation system in place, I'd like to add that to this mod too. This will be a mod from which all mods can take advantage of.

Adding new minable metals to the game is an option, but not currently planned.

Mods that will use this in future:
Extended Surgery and Bionics

Modders onboard:
Minus
JuliaEllie
ITOS

Current materials added:
Glass, Safety glass (Made from stone)
Wiring, Advanced wiring (Made from metal and gold)
Chemicals. (Made from plants)
Batteries. (For power armour, or any electrical tools.)
#5
Mods / Top 5 mods you can't play without
November 15, 2014, 02:14:44 PM
Wittling your modlist down to just 5, which mods would you pick as the most essential? Which mods add so much to the game that it'd feel weird to play without them? I've not got many mods right now and am looking to see what most consider the best, so post away! (Preferably post them as links)

Recipe Nurse is assumed to be on all your lists anyway, so no need to add that.
#6
Ideas / Scrollable Operations list
October 27, 2014, 02:00:28 AM
The Extended Surgery mod on it's own often leaves me with a totally maxed out operations list. I wish I could scroll up and down the list, or maybe have it split into two columns. Anything to let me access all options. This could also be solved by having Install and Harvest as two seperate buttons.
#7
Outdated / [MOD] (Alpha 10) Brain Surgery
October 21, 2014, 06:57:42 PM
Another minimal Minus mod!

Brain surgery was coded into the game, but then disabled. This simply re-enables it. I tried making it only work when researched but that failed. So here it is as simple as can be! Download the attachment.

The A7 version has been left up under the name "BrainRemoval". Don't get that one by mistake.

[attachment deleted by admin: too old]
#8
Outdated / [A11] Extended Surgery and Bionics V1.9
October 21, 2014, 04:18:34 PM
    Release 1.8B

    This version does not need the recipe nurse

    Hello fellow Rimworlders! Here's a big mod to rebalance surgery and protsthetics. Graphics are courtesy of jabbamonkey!


    The dream lab you've always wanted.

    What does it do?

    This mod gives you the ability to craft prosthetics yourself through the included prosthetic table.
    Advanced prosthetics, such as Bionic Eyes require a high crafting skill and quite some plasteel. This way, the prosthetics are still somewhat expensive and hopefully balanced.
    A second table can be researched afterwords that allows for organic body parts to be improved with materials, giving you bionic organs!

    Plus, don't you hate it when your colonists take brain damage? Look no further, this mod adds the option to mend the brain with an AI persona core to restore your colonist beyond full capacity. I chose the AI core since it makes sense and the recipe gets really expensive so you don't do it all the time. Also turns out brains are REALLY important and improve everything you do, so the price feels just right balance-wise.

    And now, finally! Stomachs and limbs can be transplanted too! Weather you just want to stop prisoners running away, or can't afford a synthetic limb, or your colonist's a prostophobe, OR your colonist can't eat anymore, now your problems are solved! Ears and jaws can be pulled on and off too as well.

    On top of that, you can even grow your own limbs! Not that you'll ever be in need of spare parts with all the harvesting you can do now, but if you need a specific limb then the Organ Vats can be used to break uneeded parts down into meat, and then reform them into the part you need!

    Oh and ever had to pick between the power claw and the bionic arm? Not sure which to go with? Screw it, go with both! The new power arm is a combination of the two!

    Before you start, you will of course need to research prosthetics, and then later research synthetics.

    Current features

    • Research Prosthetics and Synthetics
    • Build prosthetics table and synthetics table
    • Craft vanilla bionics, 120% efficency
    • Craft bionic organs, 120% efficency
    • Craft vanilla simple prosthetics, leg 85%, arm 50%
    • Missing eyes now make your colonists less beautiful, debuff to talking
    • Craft glass eyes, 0% sight, gives talking buff to counter talking debuff
    • Craft eye patch, 0% sight, gives weaker talking buff (e.g. with both eyes gone and two eye patches 80% talking)
    • Craft crystal eyes, 0% sight, 120% talking buff
    • Craft hook hand, 50% efficency, improves melee damage
    • Motorized Treads as a leg attachment. Couldn't make it a single object sadly. 180% speed, 80% talking and hearing
    • Remove arms and legs
    • Stomachs!
    • Ears and jaws can now be harvested too
    • Power Claw + Bionic Arm = Power Arm
    • All the above can be surgically attached to your colonists!
    • All surgery gives XP
    • Craftable cheaper brain replacement
    • New organ vats added for part growing
    • Can use the vats to turn bodyparts into meat
    • Apothacarius compatable stomach life-suppor.
    • Brain removal mod is also compatible with vat mincing
    • Noses can be grown and attached too now


    Planned features

    • Make the bionic shoulders still allow bionic arms to be attached.
    • Make the motorized tracks a single item that applies to both legs at once.
    • More silly and useful prosthetics.
    • A full body harvesting option.
    • Give bionic parts increased health.
    • Adding a groin mounted gun. Coding this correctly is gonna take some time.
    • Torso upgrades.

    Changelog 1.2

    • Missing eyes have talking debuff
    • Addes glass eyes
    • Added eye patch
    • Added hook hand
    • Eye prosthetics counter talking debuff

    Changelog 1.3

    • Transferred mod ownership to Minus
    • Arms, Legs, and Stomachs can now be removed
    • Extra recipes for bionic limbs
    • Power Arm combo item added

    Changelog 1.4

    • Merged the More Bionic Parts! mod with this one.
    • Also merged the Medical XP gain mod with this.
    • Fixed bionic arm upgrade's 11 arm cost.
    • Fixed bionic jaw's description
    • Gave the hook hand a damage boost.
    • Added pretty crystal eyes which improve socialising
    • Added motorized tracks to make some really fast colonists.
    • Added bionic shoulders. They sadly replace bionic arms.

    Changelog 1.5

    • Fixed costs of crystal eyes and motorized tracks being only a 3rd of what they should be.
    • Fixed a few typos and corrected "moterized" to "motorized".
    • Changed research text.
    • Jostled the HP values of the benches about. Likely not noticeble.
    • Seperated which bench makes what based on if they require body parts in the recipe. It was kinda random before.
    • Craftable cheaper brain replacement.
    • New organ vats added for part growing.
    • Can use the vats to turn bodyparts into meat.
    • Apothacarius compatable stomach life-support.
    • Brain removal mod is also compatible with vat mincing.
    • Ears and jaws can now be harvested too.
    • More organic to bionic recipes.
    • Might have caused problems with Apothacarius by trying to add eye harvesting myself...

    Changelog 1.6

    • Alpha 8 compatible.
    • Eye compatibility with Apothacarius.
    • AI Chip no longer gives AI Core bonus.
    • Minor text fix to the vats turning brains into meat.
    • Bionic shoulders removed.
    • Noses added.

    Changelog 1.7

    • Alpha 9 compatible.
    • Which means surgery can be done with any grade medical kit.
    • Surgery time increased to match vanilla.
    • The risks of failed surgery balance the heck out of this mod!
    • Bionic arms and shoulders fiasco finally sorted!

    Changelog 1.8

    • Alpha 10 compatible.
    • Natural arms and legs can be attached again
    • Synthetic organs now give their 20% boosts like they should have been doing again
    • Couple eye changes. Should be 100% compatible with Apothecarius again
    • Changed gold cost for AI Chip from 500 to 20, close to how it used to be 25

    Changelog 1.8B

    • Crafting bionics now gives XP to crafting
    • Vanilla surgery XP gain reduced by 90%
    • The non vanilla surgeries now give 60% more XP though

    Incompatability

    Compatability
    (It goes well with this mod)
    (Yes, it does work fine)

    Download
    Check the attachment below, and remember to delete old versions.
    If you can't see the attachement then make sure you're logged in!

    PS: I'm very open to discussion regarding balancing or possible future features. Also, please let me know of any bugs and/or conflicts with other mods.

    Have fun! :)[/list]

    [attachment deleted by admin: too old]
    https://dl.dropboxusercontent.com/u/9164057/Rimworld/SurgeryExtendedAndBionics1.9.zip
    A11 update by Cefwyn
    #9
    Ideas / Forum related - Longer signatures
    October 19, 2014, 05:56:13 AM
    Just wanted to say that the current limit on letters I can use in a signature is almost unusably small. It doesn't take into account the fact that URLs are very long. Look at my sig here, and tell me how that is possibly 300 letters.

    If this limit could be increased please, that'd be much appreciated. If someone wanted to make an obnoxious signature, they already easily can, even with only 300 letters. For example:

    QuoteSIG
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    Wow, 300 letters seems HUGE when you're using it nefariously.
    #10
    Outdated / [MOD] (Alpha 7) Power Arm! (Mod merged)
    October 19, 2014, 04:40:48 AM
    This mod relied on Extended Surgery, but now it is part of it. So this thread has now become totally pointless. Sorry about that.
    #11
    Outdated / [MOD] (Alpha 10) Medical surgery XP balance
    October 17, 2014, 11:18:24 AM
    Retweaked my Medical XP mod a tad. This version gives 60% more XP than it used to. However, this amount is 90% LESS than the vanilla XP rate. I have NO IDEA what Tynan was doing when he made surgery so broken, but I presume he just missed out a decimal point.

    But whatever the reasons, I'm offering up the choice now to lower it a bit. This is the same file used in my Extended Surgery and Bionics mod. To give you the proper numbers they're like this:

    Old Medical XP mod.           1XP a second
    Vanilla Alpha 10.               16XP a second
    Current Medical XP mod.     1.6XP a second

    [attachment deleted by admin: too old]
    #12
    I've made a custom bed and I've made 12 textures. Going by the core file textures I assume I need 3 for normal, 3 for prisoner, 3 for medical, and 3 for medical+prisoner. The 3 being front, bottom and side. They are in PNG format.

    I have them all and I've put them in the folder loosely as well as in their own folder using their name. I tried changing <graphicPathMulti> to <graphicPathSingle> and everything. Didn't help.

    I can't work out what's even left to try. Please help me out!
    #13
    Such a tiny mod, but one I expect many of you want. Simply allows dusters and jackets to be made at the tailors bench.

    Gonna feel embarassed if this has already been made, but I didn't see it.

    Version 1.1
    Button-down shirts now craftable too.

    Version 1.1b (27/10/14)
    I had forgotten to add the recipe to the table when I first updated this. it is now fixed and button-down shirts are NOW craftable.

    Downloadable in the attachment.

    [attachment deleted by admin: too old]