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Topics - Pelador

#1
Releases / [1.0] Medical Supplements (2018/12/24)
March 22, 2019, 01:27:45 PM


(Images of items are available on the Steam page).

Description:

Overview

Adds "supportive" pharmaceuticals and new food items.

Drug Chemical Mixer

The Drug Chemical Mixer allows you to autonomously produce precursor chemicals. Though the mixer itself has "input" and "output" hoppers that are used to control the supply of the resources and product. There is a selector for the chemical to produce, control production and also set any sensible limits to production as required.

Drug Cabinet

Can be used to store items (acts as a shelf). Additionally provides a small amount of cleanliness to a room whilst also slightly boosting production of drug lab benches.

Disinfectant Stand

A disinfectant stand that passively sterilises its surrounding. It adds cleanliness for rooms and adds a little beauty. Great for makeshift hospital, addition to food area or bathroom(if you are using dubs hygiene.)

Requires Medicine Production and Sterile materials research. Can link to beds to boost immunity gain by 0.03% (While this gain looks marginal it can be the difference between life and death). Cost 1 component, 40 silver, 4 medicine, and 40 material of choice.

Medical Mats

Effectively medical bedrolls that can be carried to be used in the field as better medical facilities or as a part of caravan itinerary. There are four tech versions (Medieval, Industrial, Spacer and Ultra) which can be researched after hospital beds (except for Medieval which is after Carpet Making). Note that the items are best made in advance at a tailoring bench/crafting spot to allow for rapid deployment. Upon deconstruction it will return the base item used in construction and the use of a crafting spot can be applied to repack any uninstalled buildings to be rolled back up into a bag or roll as preferred. For best use I would suggest using a mod like "pick up and haul" to allow for the item to be readily placed into a field medics inventory.

Glycerol

Glycerol is a simple polyol compound. It is a colorless, odorless, viscous liquid that is sweet-tasting and non-toxic. Once researched it is made using Chemfuel and Beer.

Glycerol can be used in food recipes as a vegetarian ingredient and is categorised as a vegetarian food. It has less nutrition than vanilla vegetable/fruit food sources and would be considered uneconomical to use.

Glycerol can, however, be used as a flavoring enhancer to improve simple meals, a small amount can be used to produce a resulting fine meal. (Fueled and Electric Stoves).

Glycerol can be used to make "Neutroamine" with additional Chemfuel filtering.


Phenol

Phenol is an aromatic organic compound that is mildly acidic and requires careful handling due to its propensity to cause chemical burns. Used as a precursor chemical for other items.

Lithium Salts

A white powdery salt used as a precursor chemical known as Lithium Carbonate which is an inorganic compound. Made from breaking down rock chunks with further chemical reactions/filtering using Phenol and Chemfuel.

Opiates

The Opium poppy flower can be grown and the seed pods collected during harvesting. These can either be converted into poppy seeds as a food substance or with research converted into Opium Latex, which is the raw form of Opium. The Opium Latex can be later researched for Opiate pain drugs, but also includes the Opium pipe, an early drug. (See details below).

Mercury Salts and Ethyl Mercury

Mercury salts are a vermillion powdery salt otherwise known as Cinnibar, which contains mercury, this is extracted from stone chunks in limited quantities and is used to form other chemicals. Ethyl Mercury is a precursor chemical used as a preservative in some immunisation drugs and other medications.

Sulphur and Sulphuric Acid

Sulphur is a bright yellow crystalline salt more colloquially know as brimstone. An inorganic precursor chemical. It can be extracted from rock chunks at the stone cutting table.

Sulphuric acid (alternative spelling sulfuric acid), also known as vitriol, is a mineral acid composed of the elements sulfur, oxygen and hydrogen, with molecular formula H2SO4. It is a colorless, odorless, and syrupy liquid that is soluble in water and is synthesized in reactions that are highly exothermic. Used as a precursor chemical to form other items. Made from Sulphur at the drug lab.

Ethanol (Synthetic)

Ethanol (synthetic) is a volatile, flammable, colorless liquid with a slight characteristic odor. It is a psychoactive substance and is the principal type of alcohol found in alcoholic drinks. Used as a precursor chemical to form other items (specifically Glycerol). Excessive consumption can lead to alcohol blackouts and, over time, addiction. Made at the biofuel refinery from Chemfuel and sulphuric acid.

Hydrogen Peroxide

Hydrogen peroxide in its pure form, it is a pale blue, clear liquid, slightly more viscous than water. Hydrogen peroxide is the simplest peroxide (a compound with an oxygen–oxygen single bond). It is used as an oxidizer, bleaching agent and antiseptic. It is a reactive oxygen species and has been used as a propellant in rocketry. Made from Chemfuel, Neutroamine and sulphuric acid at the biofuel refinery.

Drugs

Details for all the MS drugs can be found in the following PDF:

MS Drugs reference (PDF)


Immunisation

An immunisation injection can be made with the completed Rimoxicillin research. This is derived from ethyl mercury, Neutroamine and Rimoxicillin with the use of an industrial Medicine kit. The immun-isation will either remove the "Sickly" trait from a colonist or will add the "Super-Immune" trait in-stead. It is provided in the form of a self-administered injection.

Cerebrax injection

Cerebrax is an injection that removes "negative" psychic sensitivity traits. Being spacer tech it is made with Ultratech medicine, Neutroamine, Lithium Salts and Clarity. The injection will remove psychic susceptibility traits in stages, so hyper-sensitivity will require two injections in order to remove all aspects of the condition. It is provided in the form of a self-administered injection.


Additional Surgical procedures:

Medical Stent: Can be used to remove arterial blockages.

Artificial back discs: Can be used to remove the bad back condition.

Advanced Surgical tools: Can be used to perform complex surgeries where additional precision tools are required. Currently used in the following:

•   Removal of Cataracts. (Combined with contact lenses).

Battle Stims

Battles stims are short term mechanite boosters akin to Luciferium, but the negative effects are different and more controlled in that there isn't any lethality or addiction issues. Applied by self-administered injection prior to being drafted. The stim lasts for about half a day. (Further details can be found in the PDF notes provided).

Transcendence

Transcendence is a stim that is similar to the Mechanoid Neurotrainer, it is an injection of treated mechanites that will effect the neural arrangements and chemistry of the brain. The effects of transcendence are less random with the capability of ordering the applied qualities of knowledge and skills learned into more characteristic skill sets. However, the amount gained is slightly less than that of a normal Neurotrainer. (Further details in the PDF).

Condom

A condom is a sheath-shaped barrier device, used during sexual intercourse to reduce the probability of pregnancy or a sexually transmitted infection (STI). The version provided is of unisex design.

Once researched they can be used by pawns, but also there is additional AI provided that if you place them inside their rooms, e.g. on a shelf, they will use them automatically prior to having sexual intercourse.

MS Condoms themselves offer a small reduction to toxic sensitivity for about half a day, but used alongside the mod "Common Ailments" will provide protection from STDs.

(Further mod compatibility will be reviewed, especially mods that enact pawn childbirth, with a view that the condom can be used as a birth control item.)


Mod Notes

Several research projects (in a number of tabs). Recommend using mods that make the management of research projects more user friendly.

Includes a mod option to vary the base cost of research projects by a percentage.

Examples include (but not limited to): Research Tree , ResearchPal

Includes bulk recipes as relevant.

Includes bulk recipes for vanilla medicine and penoxy. (Will avoid some duplications with other mods).

Includes ultratech research and recipes for Ultratech medicine, Healer mech serum and Ressurector mech serum. (Note that the mech serums will need a number of metasis vials aswell as other materials to make).

Includes 3 different bandages at differing tech levels that act as a weaker counterpart to vanilla medicine but have advantages with weight, so ideal for caravan use or when medicine production might be difficult.

Save compatible (Note: You will need to reassign new drug policies if part way through a savegame to schedule the use of the above MS drugs). Written with mod compatibility in mind.

To remove the mod you would have to remove all the items introduced first.


Expansions for this Mod

Social Supplements (Steam) or (Github rar)

Utility Supplements (Steam) or (Github rar)


Compatibility Notes

Apothecary - Integrated elements.
Children, School and Learning - MSCondom will reduce fertility. (Act as birth control).
Common Ailments - Specifically adds a condom for minor STIs.
Diseases Overhauled - Adds additional drug responses for conditions. (See pdf notes above).
Electric Stone Cutting Table - will produce salts.
Fertile Fields - will use Rock mill to help provide Mercury Salts and Sulphur.
Kuratheris's Extra Stone - Adds mining "bits" support for stone.
LWM Deep storage - drug cabinet will make use of storage capabilities for medical related items.
Multiplayer - native support added (beta).
RimCuisine (V1.2) - Will use fruits and fungi in recipes.
RimCuisine 2 - Will use fruits and fungi in recipes.
RimPlas - Production of Luci.
[sd] Medical Addons - Medical Mats make use of "linkable" facilities.
Seeds Please - Patches the plants used in the mod to be able to have seeds.
VGP Vegetable Garden - Will use fruits and mushrooms in recipes. (Best putting VGP before this mod in the mod order).
VGP Garden Medicine - Bulk penoxy recipe is not loaded to avoid duplication.
Vanilla Furniture Expanded - Medical Module - Medical Mats make use of "linkable" facilities.

Author/Mod Team
Pelador

Credits

"OskarPotocki": Majority of the graphics.

"jabbaMonkey": Modified version of cannister graphic (with permissions) for hydrogen peroxide.

"who_stole_my_name/svc_bot" for allowing the use of his/her well-considered "Luci Heals More" (LHM) C# process. I have included an assembly as a part of this mod (MS version) but the associated mod can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=965087548

"Broken Valkyrie" - original author of the disinfectant stand.

"Maxwell.J" - Chinese (Simplified) translation.

"Erdnussbrot" - German translation

Download

Steam Download

Github rar



(CC BY-NC-SA 4.0)
#2
Help / Misc Spots placement handlers
February 10, 2019, 06:58:02 PM
For the Misc buildings that add floor emplacements like Party spot, Caravan Spot and Wedding spot they have some coding handler that prevents you from placing duplicates.

There is no particular "placeworker" assigned to them in their thingDefs, so there has to be something else performing this function.

Can anyone point me in the right direction in the source code where this functionality is handled?
#3
Help / Pawn's Short Labels
January 23, 2019, 12:42:10 AM
Has anyone noticed since the last update whether a number of short labels (pawn "nicknames") are no longer being defined or was this the case before?

This seems concerning as a number of definitions and messages in the game rely on this definition.

I'm unsure at this stage whether it is another mod causing this or whether it has been changed/bugged in vanilla. Though I can't see it as being an intentional vanilla change since there are lots of definitions/code still requiring a short label for your pawns.
#4
Help / Setting verbs in mod options
January 13, 2019, 06:34:55 PM
List<ThingDef> allDefsListForReading = DefDatabase<ThingDef>.AllDefsListForReading;
            checked
            {
                for (int i = 0; i < allDefsListForReading.Count; i++)
                {
                    if (allDefsListForReading[i].defName == "Gun_Fire_Ext")
                    {
                        allDefsListForReading[i].SetStatBaseValue(StatDefOf.RangedWeapon_Cooldown, Controller.Settings.CoolDownValue);

                        //allDefsListForReading[i].Verbs ???? warmupTime = (float)(Controller.Settings.WarmUpValue);
                        //allDefsListForReading[i].Verbs.range = (float)((int)Controller.Settings.RangeValue);
                        //allDefsListForReading[i].Verbs.burstShotCount = (float)((int)Controller.Settings.BurstValue);
                    }
                    if (allDefsListForReading[i].defName == "Bullet_Fire_Ext_Foam")
                    {
                        allDefsListForReading[i].projectile.speed = (float)((int)Controller.Settings.SpeedValue);
                        allDefsListForReading[i].projectile.explosionRadius = (float)(Controller.Settings.RadiusValue);
                    }
                }
            }


Please see above code.

I'm trying to set the values of verbs for a thingdef, but am unsure as to the best way of processing the verb listings. Can anyone advise the best course of action here?
#5
Help / [Artwork Request] Melee Weapons
January 09, 2019, 10:56:36 AM
I really could use some assistance in producing some artwork for a mod I'm producing. I've done most items including the ranged weaponry but I'm simply not happy with my melee art. So I was hoping that someone with more flair and creativity could produce something for me.

I need a knife, sword and spear, possibly mace as an addition.

The theme is spacer tech and is computerised gear. The sharp weapons have assisted gyro stabilisers and vibro-cutting, with the capability to slot an additional chip into the unit to boost performance. The mace would use gyro stabilisation and chip but not the cutting element.

The fulfilment of showing the tech elements is not overly crucial but would be nice to have. My preference for the theme is clean future high-tech, but am open to some creative license here for any contribution.

There is a three-tone colour theme that I'm using that varies around these RGB values:

Main body: (37, 102, 101) with lighter tones (88,195,193).
Glow aspects: (242, 213, 167).

Of course, credit for any work will be applied accordingly.
#6
Help / Bullet animation
January 08, 2019, 06:55:39 AM
Do the XML graphic definitions support animated bullets. Multiple graphics as a sequence?

Or would this only be achievable with an assembly that "tick" changes the graphic definition?
#7
Help / Finding out upcoming Hediff conditions
January 01, 2019, 03:45:29 AM
Where would you locate and access for use, the various "upcoming" illnesses for pawns? (This was prompted by the text description of "penoxycyclone" and was wondering if all potential infections where in some way held against a pawns details and manipulated until then being valid to apply as a live illness).

"OR"

As I suspect, are all illnesses triggered by hediffgivers at the moment of infection/contagion? Either as a random event or something triggered conditionally due to the environment, e.g.s: pawn age, room cleanliness, biome, etc.

If there is data being stored however prior to illnesses being relevant this would prompt a mod idea I have.
#8
Mods / [Mod Request] Gender of animals on caravan
December 30, 2018, 08:04:55 PM
Simple request to alter the caravan GUI to include gender of pack animals.
#9
Help / Child Thingdef with no recipe
December 29, 2018, 07:15:45 AM
Is there a node in "thingdef" to specify that the item should be treated as not having a recipe?

Have a situation with a number of child defn's of a parent def, but would like to be able to simply remove or omit some child definitions from having a recipe?
#10
Help / Writing AI behaviour/Pawn Movement
December 25, 2018, 04:51:35 AM
I have a particular idea in mind that will require C# development in order to achieve.

I have been looking over the web for various guides/sources that could provide the relevant command hookups or the instruction sets and qualifiers used by Rimworld to create AI behavior and movement, inspect a pawns environment and gear and any other useful library references that might allow me a comprehensive listing of the C# Rimworld instructions that explains their uses including helpful syntax details where possible.

I haven't been able to locate anything as yet that really helps me other than the idea of looking at the source code itself, looking over other mod developers work and/or snippets of instructions shared in test case examples on sites like this and following a process of reverse engineering.

So I was wondering and hoping that someone might be able to point me to a useful "manual" or references. Either that or suggest the best method and tools to use to help me start reverse engineering code in order to provide my own material.