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#1
This will be my last post here most likely. I can't continue this mod anymore incase that wasn't clear. Don't PM be to ask if you can continue it in my stead, because the answer is a huge yes. Take any parts you want from it, copy-paste any of the codes into your own mods.

I know many of you depended on me and that this mod was one of the bigger ones people used. So I am sorry yet again for not only not updating it, but for not coming back here to let people know I wasn't gonna be making mods anymore.

If someone has already taken over this mod, but changed the name and made a new thread, can I get a link?
#2
Hey there, wanted to add a bionic that does more than simply increase the efficiency of manipulation.

<HediffDef ParentName="AddedBodyPartBase">
    <defName>Endoskeleton</defName>
    <label>endoskeleton</label>
    <addedPartProps>
      <isBionic>true</isBionic>
      <isSolid>true</isSolid>
      <partEfficiency>1.0</partEfficiency>
      <spawnThingOnRemoved>Endoskeleton</spawnThingOnRemoved>
    </addedPartProps>
<degreeDatas>
      <li>
        <label>android</label>
        <description>NAME can hardly feel emotions any more, instead their head is filled with clear thoughts.</description>
        <permaThought>MoodOffsetAndroid</permaThought>
<statOffsets>
          <GlobalLearningFactor>1</GlobalLearningFactor>
          <MentalBreakThreshold>-0.20</MentalBreakThreshold>
          <PsychicSensitivity>-0.5</PsychicSensitivity>
  <ComfyTemperatureMin>-20</ComfyTemperatureMin>
          <ComfyTemperatureMax>20</ComfyTemperatureMax>
        </statOffsets>
      </li>
</degreeDatas>
  <modifiers>
    <capMods>
     <li>
      <capacity>BloodPumping</capacity>
      <offset>0.5</offset>
     </li>
<li>
      <capacity>BloodFiltration</capacity>
      <offset>0.5</offset>
     </li>
<li>
      <capacity>Metabolism</capacity>
      <offset>0.5</offset>
     </li>
<li>
      <capacity>Eating</capacity>
      <offset>0.5</offset>
     </li>
<li>
      <capacity>Breathing</capacity>
      <offset>0.5</offset>
     </li>
<li>
      <capacity>Manipulation</capacity>
      <offset>0.5</offset>
    </li>
<li>
      <capacity>Moving</capacity>
      <offset>0.5</offset>
    </li>
<li>
      <capacity>Sight</capacity>
      <offset>0.5</offset>
    </li>
<li>
      <capacity>Talking</capacity>
      <offset>0.5</offset>
    </li>
<li>
      <capacity>Hearing</capacity>
      <offset>0.5</offset>
    </li>
    </capMods>
  </modifiers>
   <comps>
      <li>
        <compClass>HediffComp_VerbGiver</compClass>
        <verbs>
          <li>
            <verbClass>Verb_MeleeAttack</verbClass>
            <defaultCooldownTicks>80</defaultCooldownTicks>
            <meleeDamageBaseAmount>12</meleeDamageBaseAmount>
            <meleeDamageDef>Blunt</meleeDamageDef>
          </li>
        </verbs>
      </li>
    </comps>
</HediffDef>

Here I have what is just a bunch of stuff pulled from a trait. Most of the trait abilities weren't listed though for some reason. I assume a lot of their data is hardcoded. But with what's I've managed to pull out, can I get this to work on a bionic's HeDiffDef?

Also ImmersiveMod had a code work to reduce pain.
  <HealthDiffDef ParentName="AddedBodyPartBase">
    <defName>AICore</defName>
    <label>AI Core</label>
    <addedBodyPart>
      <isSolid>true</isSolid>
      <partEfficiency>1.2</partEfficiency>
    </addedBodyPart>
<modifiers>
          <PainchangeBy>-0.2</PainchangeBy>
</modifiers>
  </HealthDiffDef>

But I've not worked out how to make this code A10 compatible.

I already know that increasing a body part's health is not yet feasable, so I'm looking for other things to add as much as I can. Has A10 opened up any new possibilities for bionics? Any help is appreciated.
#3
Not gonna test this out, but you really given yourself a lot of work to do! I don't know much about Glitter Tech, but combining ESaB, EPOE, and CS is gonna be pretty irritating. There'll be so many duplicate surgeries to go though! But in the end I can imagine you'd have a pretty straight forward and neat mod, so I wish you luck! Let's just hope Alpha 11 doesn't come out straight after you finish haha!
#4
Quote from: NotAnHiro on May 12, 2015, 12:56:12 PM
- Could you also include a recipe for creating power claws, since you made the power arm?
- Any possibility of a recipe for a spinal buff soon?
Since the surgery list is now bigger, I can add more things to this mod. Spine and torso buffs are not one of them, but adding a way to repair spinal damage, as well as other minor injuries, I should be able to do.
I've also got a robot conversion surgery planned.

But making power claws? Hmm. I kinda wanted to keep the AI core and power claws as rare items, but I guess I could at least let you upgrade those scyther blade arms that you get from robot enemies into power claws. To make it more even with AI cores, which you can get outside of trading, but you gotta fight for it.
Once the game lets me give more health to cybernetic parts it'll make your colonists really tough. So in preperation for that, i'm putting in these limits. But hey, play long enough and you'll get all the power claws and AI cores you need.

And if I ever get that gun-arm to work, you won't even want a power claw anymore! But thanks for the input. Really wanna keep this mod fun, without letting it break the game's balance.

Update:
I've made the workbenches passable like the normal ones are now. Also adding in a new workbench sadly, as I need one that's much bigger for the robot crafting. I might find some other uses for it later to make it feel more worthwhile. Also increased building time of all workbenches as they were really low. AND made them use electric. Doesn't make sense that you could craft bionics with no electonic help.
OH and changed the arm removal surgery to remove arms from your shoulders instead. This keeps everything in line, and removes the bug where attaching a bionic arm wouldn't drop an organic one like it used to. Although limbs plopping off after having a bionic installed was itself a bug, but I've come to like it.
#5
Quote from: Ykara on May 03, 2015, 06:55:14 AM
All recipes are in a random order and I don't think that looks good. Since I'm a perfectionist, there's no other way to organize the recipes than making changes to the Races_Humanoid. Of course that's not a problem if there are only a few recipes like in your mod, but mine is a little bit bigger so it just looks messy.
Weird, they're in order for me on my mod, mostly. I don't think it's random, I think it's probably based on what DefName you give them. I know you can't change that without making old save games incompatible, but try it out and think about it for the next Alpha update.
#6
Yo Ykara! Your rival here! Just wonder if you're still using races_humanoid for your mod. If you're still 2 Alphas behind in your coding like it seems then here's a fix for ya.

<recipeUsers><li>Human</li></recipeUsers>

Put that in all the bionic install recipes, then delete your races file. Hope this helps all the compatibility issues and patches you keep having to make.
#7
Outdated / Re: [MOD] (Alpha 10) Brain Surgery
May 03, 2015, 02:12:21 AM
Alpha 10 compatible, with storage issues fixed, I think.
#8
Updated to Alpha 10. Probably redundant.
#9
Outdated / Re: Alpha 10 Mod List
May 03, 2015, 01:44:29 AM
https://ludeon.com/forums/index.php?topic=7029.0
Extended Surgery and Bionics
This mod gives you the ability to craft your own prosthetics and artificial organs, as well as having a lot more body parts to pull off and reattach.

https://ludeon.com/forums/index.php?topic=6937.0
Medical XP Balance
Gives less XP for surgery.

https://ludeon.com/forums/index.php?topic=7035.0
Brain Surgery
Re-enables brain removal and brain transplants.

All mods were surgically attached. The operation was a success.
#10
Quote from: Boboid on May 03, 2015, 01:17:18 AM
Well at least it's fixed, glad I could be of no-help :P
Hey now, it was because of you I went back and checked and checked and checked and checked and checked and checked until I FINALLY realised my mistake! New version is now up!
#11
Quote from: Boboid on May 03, 2015, 01:01:42 AM
But originally it was just missing <workSkill>Crafting</workSkill>
Once I added it worked fine, xp was gained as per normal.

All your prosthetic workbench recipes are missing workSkills.
The issue wasn't that it was missing the code. The code was there at the top. What I didn't realise was that I had to connect each def to the top bit now.
I also found out that the medical operations were totally broken. Giving someone a bionic heart would give an okay amount of XP. But giving someone a new hand would give you SIXTEEN TIMES more XP. I think I screwed up my maths by ignoring the passions a colonist might have. So now crafting AND medical XP gain have both been fixed a new version will go up shortly. If you don't see 1.8B, then I've not uploaded the new file yet.

EDIT: The 16x XP boost is a vanilla thing... Tynan finally made the base game give XP for surgery, but went a bit mad with how much to give. Given that I was the one to make the medical XP mod in the first place it feels weird for me to now be the one reducing the amount of XP it gives. But it's totally broken as it is, so I hope you guys are okay with this recuction. Also fixed a typo with creating a Bionic Jaw.
#12
Quote from: Boboid on May 02, 2015, 05:20:46 AM
Had a quick look - I think it's because you haven't assigned a workSkill to your recipes. Or a workStatSpeed but that shouldn't matter.
But I have. I can see it there, and it's been there since Alpha 9. Not sure if it was broken then too or not. Testing it more, and still not getting any XP at all. Even though I am using the identicle code used to make medical operations give XP, and that works fine.

How did you get it to work with crafting?

EDIT: I think I worked it out! <RecipeDef ParentName="this is a cool feature">
#13
Okay found some bugs. Crafting bionics refuses to give crafting XP for some reason. I can't work out why. I also cannot find the core game recipes for tailoring and smithing which would've helped me sort this out. Bear with me guys.

Quote from: dareddevil7 on April 30, 2015, 08:57:13 PM
you just sorta vanish unless its for updating to a new version
Yeah... Kinda got some health issues that are taking up my time. But regardless, I wanna make sure I never let this mod fall behind. That would be unfair to you guys.
#14
Quote from: Neocryptorian on April 28, 2015, 03:01:27 PM
Known Issues:
- When using the Apothecarious mod there will be a second install eye entry on surgery, only way for the moment to remedy this issue is to remove "AdditionalBodyPartsRecipes.xml" and "AdditionalBodyParts.xml" from the Apothecarious mod folder when using it with this mod.
~Tested with (Alpha 10) Apothecarius FML - A10Update (23.04.2015)
I ran into this issue myself. The problem is simply that Julia calls her eye an "eye" isntead of an "Eye". So I changed the first 'e' in my eye def to match hers. That solved the issue.

Gonna fix that little bit before I add the posted update to the first page.

EDIT: Damnit Julia! It was actually the recipe name. This hurts my OCD to do, but I'm changing "<defName>InstallNaturalEye</defName>" to her "<defName>installeye</defName>"

EDIT2: Fixed gold cost on AI chip too!

To all of you suggesting something to heal torsos, or give regeneration, those are either beyond the game's capabilities, or beyond my own coding skills. Sorry about that. This mod is unlikely to add anything more until the medical drop-down list is changed to fit more options in, as well as give more freedom in altering other parts like the torso. It still bothers me that Mechanised Treads don't automatically attach to both legs. But I am still glad to hear suggestions.

Sorry that the Alpha 9 version which I updated all by myself, turned out to be surprinsingly buggy. And even worse, I fixed several issues that you guys were having, and was SURE I uploaded it, but... Whoops. Don't really deserve forgiveness for that big a mistake. Accidentally hogging version 1.7B to myself, really feeling guilty.

Luckily Neocryptorian and D141370 are great guys! You have all of my gratitude!
#15
Quote from: skullywag on April 19, 2015, 03:37:46 PM
Im having major issues with naming my colonists the name fields are royally messed up...anyone else having this?
Been having that since Alpha 6. Thought that was a core game bug.

Also like everyone else, I can't play a new Alpha until I get this mod.