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Messages - DarkSlayerEX

#1
Releases / Re: [1.2] Children and Pregnancy - v3.5.2
October 31, 2020, 01:42:59 AM
Quote from: Tragix on October 18, 2020, 04:49:22 PM
Quote from: DemonLunar on October 18, 2020, 02:48:35 PM
So I don't know if this is from my load order but it seems like the update of this mod breaks some of the alien race. Example are Ratkin had lost their ear and tail, and Arachne lose their spider body. I don't know if this mod or my load order. Would like to see if someone else can confirm it.
Probably this mod, as we patch HAR's methods to allow us to tweak offsets for specific pawns - children. If I had to take a wild guess, you're probably ignoring log spam errors that indicate the "drawBodyAddon" method is failing - which would cause body addons for all races to disappear.

I can confirm the same issue is happening to me, though I'm currently running 430+ mods. Orassans, Arachne, and other races are breaking with the same error type. I tried with 3.5.2 and 3.5.3.
#2
Quote from: Jdalt40 on December 03, 2016, 08:47:28 PM
Please note that you cannot load the Combat Realism Patch version with the normal Zombie Apocalypse version, this is a completely edited version to make this work with the Zombie Mod


How is it a patch if it is a replacement while using CR?
#3
Is this mod also compatible with the Silage animal feed item from Vegetable Garden?
#4
When I do something, I try to do it in a way that allows -as many people as possible- to be able to use it with as little compatibility issues as possible...

His method could potentially break the game should someone else's mod also try to detour the same thing. But that isn't exactly why we said anything...

His timing with releasing his mods, with the timing in which we had discussed it on discord made it seem very likely he was making mods based off of our fleshed out ideas. That's why I showed such concern. If he had actually worked on them without having seen our discussions, then that is a very huge coincidence, and I apologize if so, but, if you think about it, if multiple mod topics you were to discuss are all of a sudden released within a day or two of being discussed, by someone completely unrelated to your discussion, what would your reaction be?

To be honest, when I replied to this originally, I did not actually know of Brit's version whatsoever, but that doesn't really clear up the timing of the release of James' mods to our discussions about them on discord...Literally within a day or two of us discussing the same idea, on 3-4 different topics.

This isn't some sort of attempt at getting him to remove them... I acknowledge that it's his own code. There is no question about that.
But I felt I needed to get it off my chest. Again, I hope you can understand why we felt like we were at least slightly wronged. It felt like we were being unwittingly farmed for ideas.

#5
Quote from: erdelf on October 14, 2016, 03:15:43 PM
Quote from: Jamestec on October 14, 2016, 10:28:44 AM
Quote from: erdelf on October 13, 2016, 10:29:27 AM
Hey Jamestec,
since you are already reading in the discord server,
you could tell us your name and we would give you a modder rank there.
I don't know any discord server thingy.
oh.. sure, is that why the wall replacer is the third (or arguably the fourth) mod you made from the ideas mentioned there only two or three days after they get mentioned ? Come on.

I agree... Erdelf and I were talking indepth over the last few days on discord, regarding the mechanics on our own replacewall mod. the day Erdelf finished his mod, this one popped up pretty much at the same time. Now I know the code is different, but if you're going to be taking ideas from the rest of us without our knowledge, at least give us some credit... As it stands now, your timing on this seems a bit fishy. We may be wrong about this, but it's still way too "coincidental" for this to actually be a coincidence..

This isn't intended to be a hostile post, but it's one of concern.
#6
Ideas / Re: Let us fine tune drugs & medical conditions
September 25, 2016, 10:54:39 AM
This concept could be very interesting. It would make bruises still treatable without needing to waste precious medicine on them, while at the same time allowing them to be treated for more severe things without manually modifying their treatment level

Edit: It might be better actually to make it a global thing for all colonists/prisoners in a "medical policy" tab, and then allow special cases on the colonist's medical tab
#7
I had a thought about making the unpacking of crates autonomous... If you could find a way to make the packer and unpackers use "plates" as fuel, and have it only drain "fuel" as you craft the crates, you could then make the unpacking output only give the contents of the crate, and use assembly to increase the "fuel" in the machine accordingly. This should allow you to hopefully designate "do until you have x" for unpacking.
#8
Outdated / Re: [A15] Crafting Hysteresis (v1.0.2)
September 02, 2016, 01:23:27 AM
I would like to request a toggleable option to only allow a bill to be done if the input items are in stock above a threshold.

Example:
"Make Component" until you have 50, while Steel is Above 100

This would also allow mods like "Storage Crates" to require less micromanagement.
Example:
"Store Steel In Crate" Forever, while Steel is above 300.
#9
Outdated / Re: [A12d] Assignable Crafting (v2a)
February 01, 2016, 10:18:05 AM
It's a shame the download link isn't working =(

This mod was exactly what I've been looking for...
#10
Ideas / Dynamic Modification to Body Defs
January 31, 2016, 10:29:05 AM
Iapologise in advance if this doesn't make much sense at first. I'd be happy to give further detail if asked.

I was looking into trying to make a more varied race, only to learn that the race's body definition is defined to the point where each body part's label would be what displays in game.

IE:
        <li>
          <def>Rib</def>
          <coverage>0.001</coverage>
          <depth>Inside</depth>
          <groups>
            <li>Torso</li>
          </groups>
        </li>


Multiple instances of this appear to use the same  BodyPart Def. Should you however decide to label each rib, you are forced to make a new BodyPart def for each new label.

What I propose, is to make a change, sort of like so.

        <li>
          <def>FirstRib</def>
          <label>First Rib</label>
          <BodyPartType>Rib</BodyPartType>
          <coverage>0.001</coverage>
          <depth>Inside</depth>
          <groups>
            <li>Torso</li>
          </groups>
        </li>


This should allow your races to have more than one heart for example, while still being able to use a single heart Def:

        <li>
          <def>PrimaryHeart</def>
          <label>Primary Heart</label>
          <BodyPartType>Heart</BodyPartType>
          <coverage>0.001</coverage>
          <depth>Inside</depth>
          <groups>
            <li>Torso</li>
          </groups>
        </li>
        <li>
          <def>SecondaryHeart</def>
          <label>Secondary Heart</label>
          <BodyPartType>Heart</BodyPartType>
          <coverage>0.001</coverage>
          <depth>Inside</depth>
          <groups>
            <li>Torso</li>
          </groups>
        </li>


I feel this can greatly expand the ability to make more variety, without having to tediously add new body part defs just to have them show up with different labels in game.

We could also possibly expand the Bodypart Def setup itself, to allow flags like <Race> to show which race it belongs to, and as well as <CompatibleWith> tab, for if you are using a custom racial Organ set (AlienX heart - Compatible with Humans)

This should then allow Harvested organs/bodyparts to be innately configured to allow installing any organ/bodypart with an appropriate set of flags, without further coding needed.

Example:

  <BodyPartDef>
    <defName>HumanHeart</defName>
    <BodyPartType>Heart</BodyPartType>
    <label>Heart</label>
    <hitPoints>20</hitPoints>
    <Race>Human</Race>
    <CompatibleWith>
        <li>Norbal</li>
        <li>Pigman</li>
    </CompatibleWith>
    <oldInjuryBaseChance>0.08</oldInjuryBaseChance>
    <bleedingRateMultiplier>1.5</bleedingRateMultiplier>
    <skinCovered>false</skinCovered>
    <activities>
      <li>BloodPumping</li>
    </activities>
    <spawnThingOnRemoved>HumanHeart</spawnThingOnRemoved>
    <dontSuggestAmputation>true</dontSuggestAmputation>
  </BodyPartDef>


and as for a race definition:

  <BodyDef>
    <defName>Pigman</defName>
    <label>Weascon</label>
..
..
        <li>
          <def>Heart</def>
          <bodyPart>Heart</bodyPart>
          <coverage>0.015</coverage>

          <depth>Inside</depth>
          <groups>
            <li>Torso</li>
          </groups>
        </li>
..


With compatibility similar to this, we should be able to make races with multiple sets of arms, legs, lungs, hearts or anything like that much more simply.