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Messages - Wildcard82

#1
Hi all, I am trying to make a Power Assisted Loading Frame which is to increase a pawns carry capacity but reduce their movement speed, something like the loader exo-frame in Aliens. I can get the movement speed to reduce but the carryable weight increase doesn't seem to work.
Does anyone know if it has been changed since the 1.1 update and if so what the correct variable is? Currently:
<equippedStatOffsets>
<CarryingCapacity>150</CarryingCapacity>
</equippedStatOffsets>
Any help would be greatly appreciated :)
#2
Releases / Re: [A17] chickens Multiproduce
July 10, 2017, 06:36:00 AM
Great mod, thank you so much. I had recently scanned the forum for a way to multi craft smokeleaf and hadn't found anything so was going to try and mod it myself so I'm very glad you beat me to it and saved my poor grey matter from a racking  ;D
#3
Help / Research Bench Issues
June 28, 2017, 09:18:12 AM
Hi all,
I am making a mod which reduces the footprint of some of the tech benches. I have successfully cut down the size of the comms console and the simple research bench but the new complex research bench i have created only works the same as the simple one, I can't find anything in the code that gives the two benches any different traits so how does the game determine between the two? What makes the complex bench act as such?
I searched the forum and found some posts relating to creating new research benches and it was suggested this wasn't possible. These examples were from a few alphas previous to this so if this is still the case then fine, i will stop with what i have so far, but if it is theoretically possible then any hints/clues at what i need to do would be appreciated.
Thanks in advance :)
#4
Unfortunately I don't think so, the automated machine definitions are introduced by the CCL framework so you would have to re-write that functionality from scratch, which is very much beyond my ability..
#5
Hi all, I will certainly be updating this as soon as the A15 release of CCL is available. If anyone has any suggestions for improvements/tweaks they would like to see, please post and those that seem reasonable will be included :)
#6
Hi, I am planning to update this for A14 this week (hopefully), including the new graphics provided by Nonmomentus Brain, unfortunately rl has not been as accommodating to my modding time as i would like recently :(
#7
Help / Re: Tranquilliser gun killing pawns... Help!
June 29, 2016, 05:36:03 AM
So do I set the damage to more than 1? I tried using a fraction but that wasn't valid.. Does the projectile speed affect the damage too?
#8
@mechanoid hivemind, if you have CCL installed you should have 2 types of hopper available, regular and refrigerated (with the yellow chevrons on) they are the ccl hoppers and the only ones that will work. If you only have the vanilla hoppers available something in the load order is interfering with ccl.
#9
Hi Ghizmo,
I'm pretty sure you don't have to start a new game to get the benches, can you post you're mod list to I can check compatibility?
#10
Mods / Re: Icecream Machine
June 22, 2016, 05:34:08 AM
Ok guys, so at the moment I have the growing/harvesting of sugarcane, making cones and plain icecream and getting enjoyment from eating said icecream working.
I'm doing the flavourings now, I don't really want to clutter up your games with too much extra stuff as this mod was supposed to keep things simple, we could do chocolate and berry flavours with the existing in game items but do you want any additional flavours? I was thinking at least vanilla.. Also, Z0MBIE2's original mod has cocoa plants included so you could produce your own chocolate, rather than waiting around for a trader who happens to stock it, so do you want that included?
I'm trying to simplify as much as I can so raw sugar is harvested from the sugarcane (much as cloth is harvested directly from cotton plants) so with that in mind do you want to make icecream cones and icecream separately and then put then together (3 jobs) or just throw all the ingredients in together and get a finished icecream at the end of one job?
#11
Hi Nonnmomentus Brain, oh I love it, that looks great! Yes please, if you can do the other views I'll update the mod and repost it :)

@JarJar, do you have CCL installed? It requires those hoppers.

@Ghizmo, do you have CCL already? If not you will probably need to start a new colony as it changes some core values. If you're already using CCL you also need to have researched 'component assembly' to unlock the machine.
#12
Mods / Re: Icecream Machine
June 15, 2016, 11:11:38 AM
Hi @Z0MBIE2, I'm gonna have a go at this, do you mind if I tweak some of the recipes, I'm not mad keen on a potato based icecream cone :)
#13
Nonmomentus Brain please feel free, I was hoping to change the texture myself but all the things I've come up with so far have been shockingly bad, artistic talent is not in my skill set..
#14
Help / Re: Tranquilliser gun killing pawns... Help!
June 13, 2016, 06:14:52 AM
No idea, they don't survive the first shot  :-\

****Edit****
Okay I have tested that, if they survive the first shot and get back up after the hedif expires 100% of pawns tested died from a second dart shot.
#15
Help / Re: Tranquilliser gun killing pawns... Help!
June 13, 2016, 05:24:08 AM
Thanks for all the suggestions guys! I have tried your suggestion of making a custom hedif mofra, well I copied in the example you gave me, and I have scoured through the LessLethals code and added the line to damagedef I was missing: <hasForcefulImpact>false</hasForcefulImpact>. I was certain this would be the solution i needed and the first pirate taken down was 'downed' as I had hoped! Ecstatic, i spawned some more pirates to check it wasn't a fluke and only 4 of the 12 pirates spawned survived.. I changed the Consciousness adjustment from offset to set max version as it was possible the spawned pirates already had reduced consciousness when they arrived but the new testing phase saw 15 of 16 pirates dead..
So close and yet so far. I have tried reducing the projectile speed, as they are slow in lesslethals, but they still kill more pawns than they stun..
I will continue to try things to see if I can stumble upon a solution but again, suggestions welcome  :)