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Topics - DigitalCore

#1
Help / Adding the Stun effect to Melee Weapons
April 20, 2017, 03:06:49 AM
Purely out of curiosity, I wanted to try and mod the mace to have a small stun effect on hit. I think I'm on the right track, but before I actually break something I wanted to check with anyone who knew.
<surpriseAttack>
          <extraMeleeDamages>
            <li>
              <def>Stun</def>
              <amount>21</amount>
            </li>
          </extraMeleeDamages>
        </surpriseAttack>

I've taken this from the bear paw attack code found in the Core. Can I just paste this after MeleeWeaponCooldown in the statBases or do I have to do something else?
#2
I swear, I can't even get two minutes into the game without at least one couple forming. Hell, I've even had a marriage less than thirty seconds into two people getting together, both within the first ten minutes (about a week).

Like Christ guys I know you've just crash landed on a Rimworld and are possibly a little desperate and wanting to have a good experience before your inevitable deaths but calm down just a bit. You've known each other for less than 48 hours. That is not long enough to figure out whether your SO is marriage material.

Is there any way to drastically reduce the frequency at which this happens? Besides just playing a colony of psychotic cannibals (I'm fairly sure that wouldn't really do much either, God forbid).
#3

<RecipeDef>
    <defName>CreateCuttingArm</defName>
    <label>craft blade arm</label>
    <description>Integrates a Scyther telescoping blade into a bionic arm. Difficult, but rewarding.</description>
    <jobString>Crafting bionic.</jobString>
    <workAmount>1000</workAmount>
<ingredients>
      <li>
        <filter>
          <thingDefs>
            <li>BionicArm</li>
          </thingDefs>
        </filter>
        <count>1</count>
      </li>
  <li>
        <filter>
          <thingDefs>
            <li>ScytherBlade</li>
          </thingDefs>
        </filter>
        <count>1</count>
      </li>
  <li>
        <filter>
          <thingDefs>
            <li>Plasteel</li>
          </thingDefs>
        </filter>
        <count>10</count>
      </li>
    </ingredients>
<fixedIngredientFilter>
<thingDefs>
                <li>BionicArm</li>
<li>ScytherBlade</li>
<li>Plasteel</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<CuttingArm>1</CuttingArm>
</products>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>7</minLevel>
</li>
</skillRequirements>
  </RecipeDef>

Okay so I'm using the Extended Surgery mod and decided that I would make Scyther blades a bit more useful. So I made this, along with the Hediff, the BodyPart Def, and the Recipe. Those three work fine. Brilliantly. I tried splicing it onto my brawler and it went swimmingly well. However, I can't get it to show up in the bills tab when I select the Prosthetics Workbench. I've looked over the xml a thousand times and by all rights it should work. All the definitions are under 'CuttingArm', so there should be no problem there.
#4
I'm getting this coming up where a world name will normally be every time I generate a new world. Any quick fix for this? It wasn't doing this before I reinstalled Rimworld to fix a couple of Core Issues.

EDIT: It appears there is a simple fix for this. If you're getting any sort of name generation bug like this one (where it begins with SUBENTRY), just delete your Core mod and copy over a new one to replace it. The issue should fix itself.
#5
Help / Modifying Vanilla Weapons
April 10, 2015, 08:19:35 AM
Umm... Okay. So I'm a total noob when it comes to modding: I haven't the faintest clue what I'm doing as this is my first time attempting to mod, well, anything. I'd be really appreciative if you guys could help me out here!

So, the idea here is to tweak some of the vanilla weapons. I mainly just want to play with ranges and accuracy and such but I'd also like to know if I can change a shotgun's single sprite to multiple pellets which spread out, much like a normal shotgun would. Unfortunately, I can't code, but if someone could point out how to make this work I'd be so grateful!

Can I change vanilla weapons with just XML files or will I have to make an assembly (which I'm trying - and failing - to learn how to do)?
#6
Ideas / Alternate Power Sources (And Storage)
April 08, 2015, 07:40:39 AM
I apologise in advance if these have been posted before, I did a quick search and these didn't seem to come up (maybe I wasn't looking hard enough). Also, I know these are in some mods, but I feel like they should be integrated into the base game because only two methods of power generation feels... A little shallow.

Radioisotope Thermoelectric Generator (RTG)
Pretty simple, crafted from 40 uranium (or perhaps nuclear waste) and 100 steel, and provides a limited amount of constant electricity, around 700W. Can be built anywhere, as long as it's sheltered from the rain. You have to do research to unlock it, though.

You could have an upgraded version, the Stirling RTG which is more expensive resource wise, but produces more electricity. Made after a research upgrade on the basic RTG.

Nuclear Reactor Chamber
You could possibly research this after you have Stirling RTGs, with a pretty hefty cost (3000 or so) because nuclear reactors are dangerous.

You only need to build the reactor vessel itself and you can start producing large amounts of electricity (in the region of 2500W or so), but then you have issues: it will irradiate the area it's placed in, causing acute radiation sickness in your colonists. You can only avoid this by making a 2 block thick wall of concrete (twice the resource cost of steel walls with more health to go with it) or a 3 block thick wall of steel to contain the radiation. Or you could just surround it with industrial coolers (at least 3), which is gonna require a lot of ventilation.

And then there's the matter of explosions. Well, if a nuclear reactor goes boom, it generally just destroys everything within a large radius around it. So it's pretty much an automatic game over for you if a lucky mortar shell hits it. Solution? Build it in a mountain. You're also going to have to regularly supply it with uranium. If it doesn't have any in it, it'll just shut down.

Fossil Fuel Reactors
Gas and Coal? Maybe not gas. Make Coal a mineable resource that occurs more often in forests and such and you can just build a fossil fuel generator. Coal produces less energy, but does not require refuelling nearly as often as gas (which produces substantially more electricity) does.

Batteries
An expansion on the current power storage system would be nice. You could have a 2x2 battery which stores more power but is less efficient, and then a research upgrade that makes your batteries more efficient. It gives more options for how you store your power.

And I think that's it.