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Topics - Chaia

#1
Hello, I need some help with adding custom properties to RimWorld.IngestibleProperties.
I've tried similar ways like with StatDef, but none won't work, as I always get an error, that IngestibleProperties don't contain my new property.

Quotepublic class _StatDefOf
    {
        public static StatDef ArmorRating_Toxin;
       
        public _StatDefOf()
        {
            DefOfHelper.RebindAllDefOfs(true);
        }
    }

This is how I do that with a custom stat for my toxin protection suit, which works flawless so far.
Any ideas how to modify that to add new properties to IngestibleProperties?
#2
Toxic Fallout Protection Suitâ„¢
or simply ABC-Suit now called Enviromental Protection set
Description

This mod adds a few items to deal with toxic fallout events. Currently included is a suit, which protects from toxic buildup, a modifier for the vanilla power armor (Complete set adds 45% protection) and a drug, which reduces the effect of toxic fallouts (with some good and bad side effects)

You can modifier your own clothes to give protection against toxic buildup!

Quote<equippedStatOffsets>
     <ToxicSensitivity>-0.20</ToxicSensitivity>
    </equippedStatOffsets>

If your piece of apparel already has the tag <equippedStatOffsets>, just add the ToxicSensitivity to it, if not, you can copy this little piece of code and put it into your apparel xml! An offset of -1 means 100% protection against toxic fallout.

You can obtain the suit with researching and crafting it (at the tailoring bench).

Also the suit is set up that way, that you can wear some clothes beneath it, useful for colder climates.

This is my first release of that suit (and my very first mod release at all), there could be some balancing issues or other stuff coming


Expanded mods

- Enviromental Protection set protects from chemical weather

- Enviromental Protection set protects from radiation from RimAtomics. The whole set of my protection suit gives the same protection against radiation as the two-pieces-set already in RimAtomics.


Dependencies and Incompabilities

It requires Community Core Library - no longer needs CLL (as it isn't updated anymore anyway)

Since V1.3 this mod also detours the "Ingested"-method, which is called upon eating something. - Currently not included

Since V1.2 a xml-change to the power armor is included. This makes it incompatible to other mods, which modifies the power armor xml. If you don't like my change, simply remove it as mentioned in the changelog Since V1.6 compatibility is given by the new vanilla def modification abilities, unless a mod replaces the whole <equippedStatOffsets> of the power armor, everything should work fine!

There could be also incompabilites with mods that change how the toxic fallout works, but there are no out there, as far as I know. For its function this mod detours and overrites the MapConditionTick() of the MapCondition_ToxicFallout. If you experience incompabilities, please tell! - Now uses vanilla method of protection


Download and Installing

-Delete any existing Installation of the Mod
-Download the Mod here

or just use the steam workshop

I also recommend using the Clutter mod as this offers a storage locker for storing your complete outfit with one click! Awesome for fast switching between in-base outfit and toxic protection suit. Thanks to mrofa for his awesome mod and drakulux for mentioning it!


Terms of Usage

You are free to use this mod as it is for modpacks, if you mention me as author.


Changelog

Quote
Version 1.0 - Release

Version 1.0a - Cleanup of Mod-Data

Version 1.1 - Updated for Rimworld Alpha 14, added Fallout-scenario and also moved to Github

Version 1.2 - Added AddOn for Power Armor, so a complete Power Armor gives you 45% toxin protection - if you don't like that, go to RimWorld/Mods/ABC-Suit/Defs/ThingDefs and delete Power_Armor_AddOn.xml

Version 1.3 - Added makeshift ToxAway for removing already built up toxins; Added a XML-entry to modify difficulty of toxic fallout events; Toxic Buildup ticks now 10x more, but with only 10% power. That should make toxic buildup more steadily, without increasing the difficulty.

Version 1.4 - Updated for 0.16; Removed ToxAway for now; Toxic buildup ticks now again in vanilla-mode

Version 1.5- ToxAway is available again; Added in a Hediff, which reduces toxic sensitivity, but with some drawbacks
-> ToxAway currently reduces 0.25 toxic sensitivity per pill and each pill last 0.25 days. If you take more pills at once, the duration and effects will stack/rise.
-> Overdosing ToxAway will lead to kidney and liver damage
- ToxAway can be crafted after some mid-game research, but is kinda cheap to craft right now compared to the other good drugs (probably going to nerf that)

V1.6 - Updated for RimWorld 0.17
- Power Armor AddOn now uses the vanilla def modification abilities
- ToxAway stages are corrected (one Pill of ToxAway should give only low dose of it)
- Removed the permanent Toxic Fallout scenario, as a lot defs were changed and broke everything, the scenario will come back soon

V1.7 - Updated for RimWorld 0.18
- Fixes

V1.8 - Updated for RimWorld B19
- Moved ToxAway production to the drug labor
- Reduced the cost of the ABC-Suit slightly
- Added compability to mods using StatDef "Radiation", for example the RimAtomics (https://ludeon.com/forums/index.php?topic=25124.0). The ABC-Suit gives the same protection against radiation as the RadSuit with the buff split up on the three parts of the ABC-Suit

V1.8.1
- Fixed an issue with raiders trying to spawn with an addiction to ToxAway

V1.9
- Updated for Rimworld 1.0

V1.9.1
- Fixed an issue with pawns wearing the suit being able to die of heatstroke and frostbite at the same time

V1.9.2
- Added russian language (thanks kr33man for making it!)
- Added german language
- Fixed an issue with RimAtomics radiation protection not added properly
- Renamed the ABC-Suit [Helmet/Jacket/Pants] to Enviromental Protection [Helmet/Suit/Pants]

V1.9.3
- Fixed issue with CE compability - resulting in an error (Thanks duanethebathtub for reporting it!)
#3
Ideas / Bill setting : "max crafting level"
September 01, 2015, 08:42:50 AM
I would like a setting for work tables which gives a maximum crafting level similar to the minimum one to bills.

You can already set a minimum level for bills to make sure that your low-skilled colonists don't waste materials on difficult bills, but why can't you set a maximum level for bills?
Example:
Wooden sword with mimimum level 0 and maximum level 3
Steel sword with minimum level 3 and maximum level 9
Plasteel sword with minimum level 9 and maximum level 20

Everyone with crafting enabled and between crafting level 0 - 3  will make wooden swords.
Between 3 and 9 they will make steel swords, between 9 and 20 they will make plasteel swords.

That will allow us to limit good crafters to certain materials, so they don't "waste" their level on low-value materials