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Topics - ChJees

#1


Important notice: This mod is under constant development so expect things to change.

Organ growing, organ extraction, animal and humanoid cloning and growing in vats. And all manner of ethically questionable stuff!

If you ever thought that making human leather hats were too mundane then this mod will spice things up.

*Grow organs in vats to replace or profit from it!
*Clone and grow animals and humanoids! They take on the traits of their "parent".
*Scan brains and apply it onto your clones! Could give your colonists a sort of immortality as long as you make frequent backups.
*Enslave your enemy (or friends) through nerve stapling!
*Install crude bionics and integrated weaponry that would make even the Strogg envious!

Supports Alien Races out of the box.

Credits:
ChJees - Concept, XML & C#
Shotgunfrenzy - Art, Vats and associated items
Shinzy - Art, Organs
Edmund - Art, Organ

Downloads
Steam Workshop
Dropbox

Source Code on GitHub
#2
Releases / [1.0] Androids - The ultimate manpower solution
September 16, 2017, 06:04:53 AM


Requires Alien Race Framework 2.0 (Github)

A race of humanlike robots which are mostly female in model variety.

The origins of these machines are mostly unknown. Some speculate they are escapees from a civilization which used them for labor and some just suggest they are outdated pleasure machines which got dumped by a passing space freigher.

By design by their previous masters they are weak physically but their raw fortitude is enough to make up for it. Beware of their reactors violently exploding if they die by violent means or overheating.

Now you can discover and use the predecessors to Androids; the Droids. They are not much smarter than a improvised turret but they are relatively cheap to produce which make them easily replacable.

Credits:
ChJees – Concept, C# & XML
Xen - Art; Old Android Printer
Rosski - Art; Weapons & Droid battery
A Moist Storm - Art; Droids & Preview image
Saint of Grey - XML; Fixes
Shinzy - Art; Battle maid hat
Lucky_d20 - Art; Battle droids
MrSlyFoxJr - Art; New Android Printer
ShotgunFrenzy - Art; Core launcher
Saint of Grey - Art; Hibernation pad
Diana Winters - XML; Droids
DanielChieh - XML; Maid dresses & Backstories
PinkRainbowz - Art; Maid dresses & Old preview image
밀수업자 - Korean Translation
惡魔先生 - Traditional Chinese
Icons from - https://game-icons.net
Our subscribers - For being awesome!

FAQ:
Q: Is this mod compatible with MAI?
A: Yes, it do not add anything that may interfere with MAI.

Q: EPOE Patch do not work!
A: Make sure the EPOE Patch is loaded last in the load order.
Alien Race Framework 2.0 --> Androids <--any order--> EPOE --> EPOE Androids Patch

Q: Can i use this in a already on-going game?
A: Yes, you won't get any faction though. Unless you use a mod to spawn one in.

Q: How much do one Droidcost?
A: 200 steel and 8 components. Takes 1/4th in-game day to craft.

Q: How much do one Android cost?
A: 20 Nutrition from food and\or corpses, 150 plasteel and 20 components. Takes 1 in-game day to print.

Q: I hate the maid dresses.
A: They are entirely optional. Nobody spawns with them and it is locked behind a 300 point research.

Q: This mod is overpowered.
A: Do not use it then :P .
Update #24
*Three new upgrades:
+Drone mentality which gives the Droids 200 mood buff but greatly reduces learning rate.
+Lover mentality which almost guarantess the Android will love their target of obsession you choose.
+Techprof upgrade which greatly increases the research speed.
*There is a 1 in 10 chance for a Android generated out in the world to get a random upgrade.

Update #23
*HUGE update originally meant for 1.0, but since B19 hit I saw no reason to not update :). Full changelog here: https://www.dropbox.com/s/rmdihuceapp0hdr/Androids%20Changelog%201.0.txt?dl=0

Recommended Mods
[SS]Lovely Hair Style - http://steamcommunity.com/sharedfiles/filedetails/?id=817996020
VOHAIR - http://steamcommunity.com/sharedfiles/filedetails/?id=934480896

Download

1.0 Download
1.0 Steam Workshop

Assembly Source
(License to modify and use in your own mods in both)

A17 Combat Extended by Holy_Tape - http://steamcommunity.com/sharedfiles/filedetails/?&id=1165553198

Discord Server
https://discord.gg/vdb47e9

#3


About
Exploring mechanites beyond just Luciferum.
Use the Mechanite Forge and start crafting your own! Even let your colonists ascend to greater heights with Seraphium like the angels.

*Bastion is a drug which let your colonists stand their ground better by repelling any incoming damage much like a personal shield. Also the flankers best friend in their arsenal. Be sure to take cover when it breaks!



*Seraphium is a wonder drug that greatly increase the fortitude of your colonists by allowing them to take on disease like a champ, clot their wounds during battle and over a quadrum regrow lost limbs and organs. There is a catch though when regrowing lost bits; It hurts. A LOT!


*Trollbood which let you regenerate wounds on the fly, even old scars! Perfect companion drug to Seraphium.

*Addiction purifier will make even the most immersed junkie drug free at first use. Also helps your colonists stop dealing with the devil.

*Herculium and Peithium are benign mechanites of the fibrous and sensory mechanite diseases. They also act as a cure if they are taken after being infected with fibrous or sensory mechanites.

Secondary usage of the Mechanite Forge let you manufacture neutroamine and plasteel with appropiate research.

FAQ
Q: Do Seraphium play nicely with bionics?
A: Yes, should respect any Hediff of the type AddedPart.

Q: Seraphium do not heal scars, is it intentional?
A: Yes, it is great at regrowing whole limbs and stopping a living being from bleeding out but it is not designed for removing old wounds. Use Luciferium for that.

Q: This mod is overpowered!
A: Do not use it then :P. For late game with a bunch of other mods this seemingly do too little.

Credits:
ChJees – Concept, C# & XML
Xen - Art

Update #3
*Updated for B18.

Content Update #2
*Bastion drug added. By the power of quantum mechanics and mechanites anything which consumes it get a shield! Perfect for flankers and cover based defense!
*Tweaked some resource costs.

Content Update #1
*Art overhaul courtesy of Xen.
*Herculium and Peithium added.
*Rebalanced some resource and research costs.

Update #1
Fixed the case where having bionics installed caused Seraphium to "regrow" missing parts on in bionics like bones. It was a complete oversight and is fixed now :D .

B18 Download
B18 Steam Workshop

A17 Download (Dropbox)
A17 Steam Workshop


A17 Source Code (License allows as usual full reuse and modification of it in your own mods.)

Discord
https://discord.gg/vdb47e9

[attachment deleted by admin: too old]
#4


Ever wanted to easily find a certain item after a trade on the map or where one of your named animals are? Then this mod is for you!

Default keybinding for opening the search window is 'Z'. Can be rebound.

Search for:
*Pawns by name or kind.
*Pawns belonging to colony.
*Things by their name.
*Across multiplie maps.
*Planet locations by name.
*With one click you can go to your pawn, thing or location!

Credits:
ChJees – Concept, C# & XML

Screenshots: 1 | 2 | 3

Dropbox: https://dl.dropboxusercontent.com/u/547140/Rimworld/RimSearch.zip
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=964675612

Source Code: https://dl.dropboxusercontent.com/u/547140/Rimworld/RimSearch-src.zip

Update: Updated again which fixed a bug when trying to use the search in the Planet map view with no colony map or event map open and also added translations and settings!

Also translations for languages other than English and Swedish are appreciated :D . Will be added to credits as a translator if you do.

Update: Fixed a derp which allowed you to see hidden (fogged) items and pawns.

[attachment deleted by admin due to age]
#5
Interesting quirk i discovered with text in a MapComponent when drawn using its MapComponentOnGUI() function.

The text change in size when you pan the map up and down. Probably is some weirdness in the GUI state going on doing that.

Code (C#) Select
public override void MapComponentOnGUI()
{
    Widgets.Label(new Rect(32,32, 256, 32), "Thrush Cells = " + thrushCells.Count);
}


https://dl.dropboxusercontent.com/u/547140/Rimworld/SmallText.jpg
https://dl.dropboxusercontent.com/u/547140/Rimworld/BigText.jpg
#6
Outdated / [A16] Exotic Armory
February 06, 2017, 09:26:24 AM


Exotic Armory

Made by: ChJees, sera13 & sma342
Coding, XML & Sound: ChJees
Art: sera13 & sma342

Weapons and machines from far away in the galaxy.

First Major Release
Whirly spinning blades of death edition.
We are proud to announce that this mode add its first machine in the form of a spinning blades trap. It's main purpose is to cause havoc among your enemies until it either breaks or its internal dynamo runs out.
Never before has mass murder been this easy.



Release
Only weapon it provides is the Charge Launcher which is charge weapon technology developed for handling riots on rimworlds developing into Glitterworlds. Also works frightfully well on rimworlds being plagued by raiders and manhunting muffalos.



Trivia
This mod started as a simple test in the Rimworld Discord modding section but then evolved into its own little mod after we discovered it could actually add something new to the game. Weapons and machines will try their best to be balanced with vanilla gameplay.

Feel free to adapt this code for your own mods.
Assembly Sourcecode

Steam Workshop
Dropbox Download

Always open up to suggestions as long as it adds to vanilla gameplay and is not a duplicate of already existing functionality.

Licensing: Allowed for use in modpacks and the Assembly and sound effects themselves can be used for other mods.

[attachment deleted by admin due to age]
#7
Ideas / Stockpile Maximum Stack Limit
December 14, 2016, 05:29:50 PM
Exactly what it says on the tin. Let us in stockpiles set the maximum amount of items that can go in each stack cell. E.g 5 stack limit in a Stockpile which can only receive Artillery Shells.

Why would anyone want this? Ever tried to distribute a small pool of Artillery Shells around the colony? Or try to make a shared stack for 2-3 Mortars only to find out they all can't pick from the same stack at the time?
This would solve that little problem by allowing you to make smaller stacks which each pawn themselves can use instead of trying to reserve from a big stack.