Hey there, wanted to add a bionic that does more than simply increase the efficiency of manipulation.
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.
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.
Code Select
<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.
Code Select
<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.