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Topics - Wildcard82

#1
Hi all, I am trying to make a Power Assisted Loading Frame which is to increase a pawns carry capacity but reduce their movement speed, something like the loader exo-frame in Aliens. I can get the movement speed to reduce but the carryable weight increase doesn't seem to work.
Does anyone know if it has been changed since the 1.1 update and if so what the correct variable is? Currently:
<equippedStatOffsets>
<CarryingCapacity>150</CarryingCapacity>
</equippedStatOffsets>
Any help would be greatly appreciated :)
#2
Help / Research Bench Issues
June 28, 2017, 09:18:12 AM
Hi all,
I am making a mod which reduces the footprint of some of the tech benches. I have successfully cut down the size of the comms console and the simple research bench but the new complex research bench i have created only works the same as the simple one, I can't find anything in the code that gives the two benches any different traits so how does the game determine between the two? What makes the complex bench act as such?
I searched the forum and found some posts relating to creating new research benches and it was suggested this wasn't possible. These examples were from a few alphas previous to this so if this is still the case then fine, i will stop with what i have so far, but if it is theoretically possible then any hints/clues at what i need to do would be appreciated.
Thanks in advance :)
#3
Help / Tranquilliser gun killing pawns... Help!
June 10, 2016, 11:59:27 AM
Hi y'all, I'm trying to make a gun to take down pawns with anaesthetic darts, currently a turret but hopefully a rifle too when I can get it working. Its function is to put pawns into an anaesthetized state for retrieval, ie humanly subduing berserk prisoners/animals etc.
I have made a damage type that applies the anaesthetic hediff, and you can see it applied to the pawns that have been shot, the trouble is they are also dead..
Does anyone know how I can apply anaesthetic to a pawn without killing them? How is it applied for surgery? Failing that, is there a way to put a pawn in a downed state? What makes that happen in combat and could it be made to happen everytime?

This is the code for the damage type:
<?xml version="1.0" encoding="utf-8" ?>
<Defs>

  <DamageDef Name="LocalInjuryBase" Abstract="True">
    <workerClass>DamageWorker_AddGlobal</workerClass>
  </DamageDef>
 
    <DamageDef ParentName="LocalInjuryBase">
    <defName>Anaesthetized</defName>
    <label>Anaesthetized</label>
    <harmsHealth>false</harmsHealth>
    <canInterruptJobs>true</canInterruptJobs>
    <makesBlood>false</makesBlood>
    <externalViolence>true</externalViolence>
    <hediff>Anesthetic</hediff>
    <harmAllLayersUntilOutside>false</harmAllLayersUntilOutside>
    <impactSoundType>Bullet</impactSoundType>
  </DamageDef>
 
</Defs>


And the turret top:

<ThingDef ParentName="BaseBullet">
    <defName>Bullet_StunTurret</defName>
    <label>Stun_Rounds</label>
<graphicData>
    <texPath>Things/Projectile/Bullet_Small</texPath>
    <graphicClass>Graphic_Single</graphicClass>
</graphicData>
    <projectile>
      <damageDef>Anaesthetized</damageDef>
      <damageAmountBase>1</damageAmountBase>
      <speed>90</speed>
    </projectile>
  </ThingDef>

  <!-- =================== Stun Turret ================== -->

<ThingDef ParentName="BaseHumanGun">
<defName>Gun_StunTurret</defName>
<label>Stun Gun Turret</label>
<menuHidden>true</menuHidden>
<description>A turret fitted with a modified needler rifle which fires paralysing bolts to stun targets.</description>
<graphicData>
<texPath>Things/Turrets/StunTurretBase</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>InteractRifle</soundInteract>
<canBeSpawningInventory>false</canBeSpawningInventory>
<tradeability>Never</tradeability>
<statBases>
<AccuracyTouch>0.85</AccuracyTouch>
<AccuracyShort>0.90</AccuracyShort>
<AccuracyMedium>0.95</AccuracyMedium>
<AccuracyLong>0.90</AccuracyLong>
<RangedWeapon_Cooldown>0.10</RangedWeapon_Cooldown>
</statBases>
<weaponTags>
<li>TurretGun</li>
</weaponTags>
<verbs>
   <li>
<verbClass>Verb_Shoot</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
<projectileDef>Bullet_StunTurret</projectileDef>
<defaultCooldownTicks>100</defaultCooldownTicks>
<warmupTicks>20</warmupTicks>
<range>56</range>
<burstShotCount>1</burstShotCount>
      <soundCastTail>GunTail_Light</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
   </li>
</verbs>
</ThingDef>

If anyone can offer any assistance I would be most grateful  :)
#4
Hi all, are you tired of watching your pawns toil away all day to produce one lousy component? Want to free them up for important hunting duties without out halting production?
I give to you the Component-a-tron 3000!!!
Okay, maybe it's not all that dramatic but here is my first proper mod release, it is a component making factory based on the CCL framework, It takes 100 steel and eventually you get 10 components. Not uber fast but faster than your pawns making them individually. You need to attach 2 hoppers and there must be at least one clear adjacent space for the machine to output onto. You need to have completed the same research as for the manual component bench, additional research requirements may be added if enough people want it. Currently the graphic is the same as the vanilla bench, I may give it shiny new graphics if I develop any artistic talent in the near future ;)
Feel free to adjust outputs/work rate as suits and use in any way you like. Any bugs or suggestions please post and I'll do what I can :)


Crusader2010 has also included this in his modpack, if you want to check it out you can find it here!

Updated for A14 (finally!!)
I have changed the build cost slightly, the factory now costs 200 steel, 10 plasteel and 15 components, this was mainly because my components seem to evaporate like water and by the time I had researched the bench I couldn't find enough components to build it. If you prefer the old values I will create a few different releases. Or if you are happy tweaking the values yourself please feel free to tailor to your preference.
I have also reduced the steel required per batch to 75 so you only need one hopper, again if you want this adjusting please comment and I'll do them or just adjust to your needs  :)


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#5
Help / How to determine weapon availability?
May 20, 2016, 04:51:59 AM
Ok here's the deal, I'm working on a mod to introduce 2 types of weapon, one is a selection of 'improvised' scrap weapons, by that I mean kinda of like the pipe weapons in fallout 4, and the other will be highly specialised, ornate, powerful weapons.
I want the improvised weapons to be used by pirates/raiders but not sold by orbital traders, so you can only get them from raids or (if possible) rarely from the caravan traders.
The specialised weapons I want to only be available from the exotic trader, they should be beyond the grasp of your average rimworld dweller (and are going to cost a cr*p ton to reflect their rarity), something my colony can aspire to but I shouldn't find the first raid that hits is equipped with them.
Can anyone tell me if I can restrict the weapon usage in this way and which tags I need to use to do so?
Thanks in advance  ;D