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Topics - TheFlameTouched

#1
Outdated / [A14] Grenade Fix v1.1
July 22, 2016, 03:32:54 PM
Hey guys, this tiny mod happened because I'm bored and slack brought up how its stupid you can throw grenades at your own pawns feet. So here is a fix that adds a minimum range to grenades = to the grenades splash damage radius +0.1. This should keep your pawns from killing themselves with grenades. Also applies to emp grenades and molotovs and all of the rocket launcher type weapons. (Excluding the ones you can't use, since hey, who cares if a centipede blows itself up.)

Download Grenade Fix v1.1 Here

Do whatever you want with this mod, just no monetization.

Changelog:
v1.0 - Gave grenades a min range.
v1.1 - Now gives launchers a min range.
#2
Help / Decrease rate at which rest diminishes?
May 15, 2016, 03:10:09 PM
I'm struggling to find how to make rest slow down how long it takes reach the point where a pawn has to find a bed. Any help would be appreciated.
#3
Mods / More Traits (Taking suggestions)
May 15, 2016, 01:07:05 PM
Alright, so I'm slowly working on trying to get a few more traits available to use, just for some more variety, and while I have plenty of ideas that I'm willing to try and implement, there's no way I can think of all the ideas you can come up with. So if there are any traits you'd like to see, let me know and I'll do my best to add them.

Take a look here https://ludeon.com/forums/index.php?topic=20166.msg220693#msg220693 for the Trait pack.
#4
Stories / The Centurion Saga
May 14, 2016, 07:57:21 AM
The story of my pawn Centurion in attempting to survive a frozen mountain range. I do play with mods, so there'll be quite a few references to them. Before we begin, let me introduce you to my pawns.

Centurion: Vatgrown Soldier + Space marine. Main character and main point of view.

Dev "Blackout" Dilorenzo: Military Child + Government Agent. Centurions commanding officer.

I woke to the sound of an alarm blaring a warning "Critical failure, life support systems at 20%. multiple hull-breaches detected. Recommend immediate evacuation." The automated system calmly stated its looping message. I felt my instincts kick in as I hit the release for the cryopods hatch. As the hatch smoothly slid open I became aware of the smoke that seemed to be filling the room and then the heat. Fire! I leapt out of the pod and raced down the hallway towards the armoury, if there were boarders on the ship I would need to be able to fight back. From the looks of the empty hallways and locked doors I was the only one moving at the moment, so grabbing my rifle from the armoury I headed for the bridge.

Upon reaching the bridge I was presented by the sight of a planet looming ominously close to the ship, and a glance at a nearby monitor confirmed my fears. The ship was about to enter the atmosphere. I activated the emergency evacuation protocols before turning and sprinting to the drop pods, hopefully I would make it there before the ship began entry to the planets atmosphere... other wise I couldn't hope to survive the inevitable impact against the surface. A thought lingered in the back of my mind "Where am I and what year is it." Reaching the drop pod hanger I noticed movement off to my side, and upon recognizing the cause of the disturbance as Dev "Blackout" DiLorenzo, my commander, I quickly moved to help her into a nearby pod.

"Centurion" she said with a brief smile, "I was worried I was the only one awake." "Not quite ma'am" I've activated the evacuation protocols, but unless we drop now, we wont be able to get out of the ships slipstream. We have to leave now." I responded. A nod was all the assurance that I needed to prep my drop pod, the sound of the hatch opening next to me turned my head, and I watched as Dev's pod quickly dropped out of sight. Closing the hatch on my own pod I waited for a few seconds longer before activating my hatch, to ensure that she was clear from my path.

As the pod fell, I managed to get a look at the dying ship lumbering towards the ground at a speed that would surely kill everyone still on board. I watched it fall as I waited for any sign that someone else had made it off of the ship besides myself and Dev.

Nothing. No other pods launched, so I locked my pods trajectory to match that of Dev's and steeled myself for the trials to come.


More to come soon, I'll update it on a daily(in game) basis.
#5
Outdated / [A15] Expanded Traits and Misc Mods
May 14, 2016, 03:06:03 AM
Just a small mod that introduces 35 48 49? 53 (May of miscounted) new traits into the game. The new traits are aimed mostly at making your pawns more interesting and more capable, all at once. The traits are a mixture of traits and mini backstories but they all fall under the trait section. For now they mostly add skill bonuses and de-buffs according to their classes but a few do have other effects. (I'm still learning.) All traits will appear on all pawns, however quite a few traits cancel each other out, and others are rare enough to have a relatively low spawn rate.

Included on this page are other small mods of mine, such as the Grenade fix (updated to A15 by Dingo) and a Stun turret mod (which will soon become a full set of "non-lethal" weapons.)

Stun Turret: Adds a single turret, that will knock enemies out. Due to limitations with the hediff's stun turrets can in fact be lethal and can kill instead of stunning. However, my own testing has shown a roughly 60% chance to stun instead of kill. Mileage may vary since damage resistance, previous consciousness levels and the amount of times hit with a stun bullet can vary the chances of death.

Stun turrets have limited range and fire in single shots. Two stun rounds should incapacitate a target, and anymore will result in a kill. It is not recommended to use these against your own pawns, due to the inconsistencies caused by numerous features.

Grenade fix has been removed and a link to Grenade Fix Reloaded by Dingo has been provided.

DownloadsExpanded Traits
                  Grenade Fix
                  Stun Turret

Compatibility: The Expanded Traits Pack will work with any other mod, except if they introduce a trait, mental state or related Def with the exact same name as mine. The Grenade and Launchers Fix will work
with any mod that doesn't change the same lines they do. And finally the Stun turret mod will be compatible with absolutely every mod, unless they completely redo the way turrets and hediffs are treated by the game.

License: Feel free to include it in any mod-packs and mods that you want to as long as you give credit. No monetization in any way please.

Credit
: TheFlameTouched, RazorHed, Dingo and Peppson for the wikipage. Special thanks to everyone who has made suggestions!

Change log: Expanded Traits
v.1 - Initial Release.
v.1.1 -  Typo fixes and slight rebalancing, fixed errors.
v.1.2 - Added more traits (Total added comes to 48, there are 46 traits in vanilla, therefore there are now 94 traits) Rebalanced the roll rates on most traits, Rarest traits now have a 5% chance instead of 1% chance. Fixed a few bugs (no more +50% paranoid mental break :o).
v.1.2a - Fixed grammar mistakes and allowed for the survivor trait to roll naturally. Fixed Cultist giving both happy and sad reactions from Psychic Drones.
v.1.3 - Updated for A14. Reworked Roll Rates, Rebuilt several traits, Fully Implemented 4 special traits (hopefully).
v.1.3.1 - Fixed Religious and Cultist trait(hopefully)
v.1.3.1.1 - Actually Fixed Religious, Numb, Naive, Fanatic and Cultist traits.
v.1.4 - Official A15 Update. Added Mental State Traits. Standardized naming scheme, Post, Folder and Directory are all Expanded Traits now.
v.1.4.1 - Fully Implemented new traits.

Change log: Grenade Fix
v.1 - Official A15 Release by Dingo

Change log: Stun Turret
v.1 - Official A15 Release
#6
Mods / [Mod Request/Mod Help] New Traits
May 11, 2016, 02:52:53 AM
Hey guys, I'm fairly new to both Rimworld and modding anything really, but I thought it would be cool if there were a few more traits like psychopath, bloodlust, iron-willed/steadfast. I was thinking of something along the lines of traits that people have in real life and don't know about until a crisis hits or have acquired due to their line of work, for example:

Hardened: No mood loss from seeing dead and rotting pawns, no mood loss from unburied pawns, or pawns sold into slavery. A minor buff to mental break threshold, maybe -3% (less than either of the previous vanilla buffs) and no penalty to social.

Survivor: No mood loss from seeing dead, rotting, unburied pawns, no mood loss from selling pawns into slavery. Less mood loss from forced cannibalism. Greatly reduced "peaceful skills" maybe a global -3 modifier to all non-combat skills excluding crafting.

Veteran: No mood loss from seeing dead,unburied or rotting pawns. Enhanced Combat abilities at cost of peaceful abilities, namely growing, medicine, crafting related skills. Normal mood loss from selling slaves.

Naive: Shocked more by seeing dead, unburied, rotting pawns, counterbalanced by a social buff and a slight mood perma buff +2.

Pragmatist: Unaffected by any deaths, unburied or rotting pawns, doesn't mind selling slaves, or butchering pawns. Minor penalty to forced cannibalism. Reduced Social.

Doomsday Prepper: Minor penalty to seeing all the death related stuff I've been repeating. Normal mood lose from slavery, butchering and enforced cannibalism. Reduced artistic, social, animals. Slight buff to Growing, Shooting (hunting) and crafting.

If you have any feedback or idea's that build on these that would be great, but what I really need is some help learning how to actually do this, as my current skills are non-existent and I'd rather not risk breaking my game.