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Messages - rawr161

#1
Mods / Re: need ideas for a mod
May 08, 2016, 10:34:45 AM
GAS/SMOKE
-Using something similar to temp control to regulate gas flow and or smoke
-Using wood stoves or generators would cause smoke and suffocate people underground
-Tear gas grenades
-Air pumps to supply oxygen into mines and buildings.
-Adds more complexity to toxic fallout event.

All need a Gas/Smoke system implemented to be effective. You could then add natural gas pockets in the rock and have other ways of generating power such as natural gas, of methane from a compost pile or grave. Configure it to work with zombie mods so they can spread  zombie virus!
#2
Unfinished / Re: [WIP] Drugs Inc
May 08, 2016, 10:00:00 AM
Quote from: Raccoon on April 30, 2016, 09:05:00 PM
I hope i improved the textures a bit.
Thank you! they look awesome. I'll post your name in the credits!

Quote from: Illusion Distort on May 07, 2016, 08:52:53 AM
I "fixed" it so that the drugs actually do something. The numbers are just for testing, just to give you an idea. Also made a traderdef
Made a test world and my colonist got hammered and had a blackout.
In the rar file is the entire mod with changed stats. BTW, I dissabled the Workgiver "DoBillsDrugTable" since it does not do anything yet.

I included a few "Skjembilder" (Im norvegian) to prove that it actually gives a Hediff, can be found in the .rar
Im gonna do some sesonal testing and see if it is too op. (spoiler, it is)

-Illusion Distort

Thank you for the effort. I just tested it along with the improved textures and it runs with no errors. So far the only few other bugs need fixing are: Recode the tex path for plants, Make Ephedra plantable, Make only refined "bud" ingestible, Then finish the hediffs, and I'd happily call it 1.0  UPDATED MOD IN ORIGINAL POST!!!
#3
Even if you could just release a build with spawnable zombies I'd be estatic!
#4
Unfinished / Re: [WIP] Drugs Inc
April 28, 2016, 04:08:52 PM
Quote from: Raccoon on April 28, 2016, 04:02:52 PM
Are you ready to share your files atm? I want to change your sprites :D

Yes please :) My drawing skills just aren't what they used to be lol. I uploaded the mod to the original post. Ill even throw in brownie points if you can fix the growing plant textures from erroring out.
#5
Mods / Re: [Request] Gases
April 28, 2016, 02:37:04 PM
Somehow I did.. My bad! Been up all night working on https://ludeon.com/forums/index.php?topic=19601.0
#6
Unfinished / Re: [WIP] Drugs Inc
April 28, 2016, 01:50:52 PM
Progress! Fixing all the coding errors I have and doing good. LAst step is adding the rest of the drugs and working on the hediff.
#7
Mods / Re: [Request] Gases
April 28, 2016, 01:10:46 PM
Quote from: Kilroy232 on April 28, 2016, 12:58:20 PM
The closest thing in the game already to gasses though is the heating and cooling mechanism where if there is a fire in an enclosed room the temp shoots up. I think you would want to look at that mechanism and possible replicate aspects of it to make gasses that could be trapped in a room by say burning white sage or vented from one room to another with vents.

That was my thoughts exactly. The only new mechanic that would have to be added would be dispersion and how the gas/smoke would fill areas of dissapate. Another idea is that I use alot of fueled generators underground and in reality burning in a generator would make smoke and large amounts of carbon dioxide which if not porperly vented out would kill anyone seriously exposed for extended periods. Also burning bodies release really bad smoke. Theres alot of very practical uses for a system like this. I however have no way of making this happen. Im still relearning to mod and a prject of this scale is way beyond my possibility.
#8
Mods / Re: [REQUEST] Selective breeding
April 28, 2016, 12:37:13 PM
Also you could have it so that if parents have hereditary conditions there would be a chance of passing in to their offspring.
#9
Mods / Re: [Request] Gases
April 28, 2016, 12:15:36 PM
Well my initial idea was to incorporate it with the drug mod i'm working on. So if a room full of people smoked any bystanders would feel effects of second hand exposure. Then on a crueler note, Pumping hallucinogenic gases into your prison to watch them flip out. Old school cia style lol. Then with smoke added in general, if there was a fire inside the colonists would also have to worry about the smokes effects and would then offer more use for vents and create potential for other air moving equipment. Then another idea would be to create tear gas shells for artillery and grenade launchers. Or be even more sinister and use dirty weapons. Id then even mod it to incorporate a zombie mod and then have gas to zombify someone. The possibilities are pretty cool. But ya I realize how bad that original post sounded. But I was thinking more like portal... just saying
#10
Unfinished / Re: [WIP] Drugs Inc
April 28, 2016, 10:42:36 AM
Quote from: cuproPanda on April 28, 2016, 09:56:52 AM
RimPharma adds drugs, but not to this degree. If it'll help, check out what I've done with the RimPharma mod, since I've had my hands in just about all the defs you'll probably need.
I deffinantly will. The biggest set back is applying the drug effects. I havent figured out how to work the hediffs correctly. I'll post the pack I have so far if you wanna look at it. Maybe you can spot the mistakes preventing everything from showing up in game. They all show up in the debug spawn menu and the texures are there yet they will not spawn. Sigh.. Mayb i just need a break I spent the entire night restarting the project. Still nowhere close to being familiar with how the game handles itself now. When I first started in whatever alpha it was you still needed a def for each object instead of the current system. Just a learning curve though.
#11
Mods / [Request] Gases
April 28, 2016, 04:15:22 AM
My idea is to have gasses. My idea would have the gas use the tempurture system to disperse and regulate the gas. Perhaps make an air pump to move air of other gas. Possibly have natural gas in hidden areas that can be used for fuel. or make a poisonous gas and use it to kill prisoners.
#12
For the bug problem I use explosives. RPGs work great, nades are a little riskier because you have to get closer.
#13
Mods / Re: [Request] Addictive drugs and withdrawal
April 28, 2016, 03:17:06 AM
https://ludeon.com/forums/index.php?topic=19601.msg213979#msg213979

I'm trying it. If anyone is really good with code I could use a hand. Havent modded since A4
#14
Unfinished / [WIP] Drugs Inc V0.2
April 28, 2016, 03:08:49 AM
    Hello everyone! I recently rebooted an old A4 or so mod I was working on. Drugs!!!! After seeing countless colonists lose their minds, go crazy, or beserk, I would always just think to myself why don't they just chill out and smoke a bowl or have a beer. Keep in mind this was before alchohol was in the game. I was more than halfway finished back then, however I lost all the original files and with the updated game they wouldnt have worked anyways so I'm starting from scratch.

Features
-All major drugs (Weed,Booze,Stimulants,Downers,Painkillers,Psycedellics,Pharmacuticals,ect.)
-Varying mental effects (Increased energy, Sedation, Mood Lifters, Snap out of dazed states)
-Plantable drugs and precursors(Weed,Coco,Ephedra,Poppy)
-Refine simple drugs into medical grade medicine(Opium crafts into Morphine)
-Sustainable income via drug farming!
-Useful perks(Morphine lets you take more damage/Walk with broken leg, Speed increases productivity and reduces food comsuption, Psychedellics can be used on colonists near mental breaking point to force a "happy snap" Where they become dazed until fully happy)
-Much more!

Drugs to be included           
-Marijuana
-Happiness
-Lazy
-Hungry
-Slowed reaction time
-Methamphetamine
-Instant mood boost
-increased move speed
-Faster productivity
-Heightened reflexes
-Not hungry
-More inclined to go beserk
-Less sleep
-Heroin
-Slowed movement
-Harder to incapactitate
-Happiness 
-LSD
-Goes into a daze
-Dazed until fully happy
-Zero chance of violence                                           
-Mushrooms
-Goes into a daze
-Dazed until fully happy
-Zero chance of violence
-1 in 4 chance of being sick
-Cocaine
-Instant mood boost
-Faster movement
-Faster productivity
-Not tired
-Pills
-Any effect

Workbench
-Hydroponic grow
-Chemistry station
-Refining station
-Distribution station
-Pharmacutical station
-Pharmacy Grade Chemistry Station   
-Pharmacy Grade Hydroponics

Current status is ~60% Most of the content is there however my coding skills seem to fail. Just need it cleaned up and I need to learn to add the debuffs for the drugs. Otherwise almost all textures and base code is there.

SNAPSHOT INCLUDED! Minimal drug effects included, Texture for Chem table errored so tempararly using hand tailor texture. Everything's spawnable and craftable. Feel free to play around with it.

CHANGELOG
V0.2
-Improved plant textures(Raccon)
-Fixed coding debuff(Illusion Distort)
-Temp fix for texure problem
-Weed 99% implemented
-Playable!

V0.1
-Marijuana
-Meth
-Heroin
-Cocaine
-LSD
-Chemistry Table

[attachment deleted by admin - too old]
#15
Mods / Re: Mod requests for vanilla
April 27, 2016, 11:57:50 PM
I haven't been playing for quite some time however when I was I think it was like alpha 4 era, I was working on a complete drug mod. It would have added every drug imaginable with ways to craft and manufacture. For example you would plant weed in the hyrdo basin, then trim and harvest. Finish it off by either packaging or crafting into joints. I had gotten all the main drugs made, had them working in game and was only trying to figure out how to add the psycological effects the drugs would have on the colonists. It was originally meant to provide solutions to the settlers going crazy and having mental breakdowns. For example after smoking marijuana they would be pleasantly happy and have lets say a 10% less chance of having a mental breakdown. After that I went more in depth liek adding speed to aid in the many sleepless nights or to increase productivity. Heroin for injuries, Psychedelics for fixing mental breaks. Had alchohol in. I made a universal chemistry workbench for the drug crafting. There was weed, ephedra, poppy, coco, and a few other plantable and harvestable. I was near complete with the mod but lost all my files after a HDD crashed. However now that alchohol is in thew vanilla game and its much simpler to work out the psycology aspects I plan to redo the mod.