Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - LoonyLadle

#1
Releases / Re: Fuel Filter
December 19, 2021, 09:07:24 AM
This is brilliant. I tried to make this mod myself but I couldn't figure out a way to make it work. Good job; if I ever update my mods again I'll be sure to post a link to this one as a companion mod.
#2
I'm glad you're enjoying my mods and that they still work even though it has been a long time since I last recompiled them!
#3
Absolutely! They make such delightful screams when they die. *Grabs chain shotgun*
#4
D'aww, thank you Sarge. I was having a bad day and a kind word made it slightly less sucky. <3
#5
All mods recompiled and flagged as RimWorld version 1.2 compatible. Enjoy!

Quote from: Flimflamshabam on August 12, 2020, 01:07:13 PM
Quote from: LoonyLadle on May 25, 2020, 05:45:08 AM
I did implement chitin in a way that I'm sure conflicts with a lot of other chitin mods.
I was wondering if a toggle could be added...

Learning how to use HugsLib to make mod settings is something that has been on my bucket list for a long time. The inclusion of chitin in my bone mod seems to be the most contentious thing I have ever done, so if any mod is worthy of learning how to do that it'll probably be that one.

Until that happens, removing general chitin drops is fairly easy. Most mods implement their chitin using features already in RimWorld -- namely, as either a leather product or a special butchery product. I implemented mine by postfixing a code patch that checks the new BoneAmount stat and adds the bones as a new butcher product. It should not hard conflict with anything. As such, if you really don't want insects to drop chitin it should be a trivial step to go into /Patches/LuluBones_Patches.xml and delete the following section:

<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[@Name="BaseInsect"]/statBases</xpath>
<value>
<BoneAmount>50</BoneAmount>
</value>
</Operation>
#6
New mod available: Scrap Anything. Break down (almost) any player-craftable object for resources at the same workbench used to create it.
#7
Quote from: Maaxar on May 24, 2020, 09:08:34 PM
Hmm, makes sense regarding human butchery products and how pawns react to them. Would it be possible to make a "human bone" extension similar to the one you made for thrumbone that gives similar reactions to pawns for products made from it? I would have to dig around in how the "wearing human leather" thoughts are generated, but it should be possible right?

The human leather debuffs are hardcoded into the game. Fortunately, I'm awesome, so I could implement that pretty easily. My main concern is not with wearing human bones but more in building furniture out of it. I could just give human bone some really nasty beauty debuffs (and a cool red color that no other stuff in the game currently has; that'd be cool!). The problem comes when I ask "wait, wouldn't a cannibal think a human bone bed is HARDCORE METAL?" I did some cursory investigations but there isn't any precedent for making things have different perceived beauty values by different pawns. It would be a very complex undertaking, and I know I have to do it right the first time because if I just give human bone a straight beauty debuff with intent to patch in cannibal effects later I'll get a million angry comments by people who don't understand how difficult the problem is.

Quote from: Maaxar on May 24, 2020, 09:08:34 PM
I can see what you mean about potential caveats of making non-stuffed weapons stuffed, but out of curiosity what are some of the problematic interactions? Does making a bow out of bone or chitin alter its combat behavior in unintended ways?

The main thing is that stuff passes its properties to the item, with wood and bone having very different blunt and sharp ratings. Bone weapons are more than twice as sharp as wood weapons, but both have a multiplier of less than 100%. You'd have to buff bows for them to keep them effective when made of wood, but using bone would cause them to suddenly become disproportionately powerful... about as powerful as a heavy SMG, actually.

There was a mod once upon a time that implemented stuff for ranged weapons using a new set of "ranged blunt" and "ranged sharp" stat modifiers. I don't know if it still exists. If it doesn't, I may consider remaking it myself as a sort of companion mod for this one. I could use a new project.

Quote from: Maaxar on May 24, 2020, 09:08:34 PM
I am of course, willing to take down the patch repository and continue to only use it for my personal games if you would prefer.

Naw, I've no desire to be that person who thinks their mods are sacred and untouchable by mere mortals. I'm not that arrogant. Besides, the stuff I did not specifically mention seems good. I did implement chitin in a way that I'm sure conflicts with a lot of other chitin mods, and I don't use alien races, so I'm sure some patches for those are necessary.
#8
Quote from: Maaxar on May 24, 2020, 08:27:21 PM
- Adds bones to Humans
- Allows the Pila, Short Bow, Long Bow, and Recurve Bow to be also be made out of Bone, Thumbone, or Chitin

I believe there is still unused references to a human bone def in my mod code because I originally had planned to have such a product. I later abstracted it out because of how humans react to human butchery products. But I know that most people who play this game don't understand or appreciate why that is.

More importantly, there is an actual technical reason why I did not stuff weapons.  It is not so blatantly illogical for buildings but the interaction of stuff with otherwise non-stuffed items, especially things like archaic weapons, is nonsense. Making a sensible interaction for this is a delicate balance matter that is not so easily solved; it is best done with a mod dedicated to that purpose. I strongly disapprove of these patches.
#9
Regarding bones: I use the same stat curve for bones as the game does for meat and leather. Due to how it works, small creatures give disproportionately higher butchery returns up until reaching a certain minimum value at which point it becomes linear with body size. I had briefly experimented with doing something more sophisticated with the formula, but decided to retain a vanilla-style approach.

If you want something useful to do with bones, may I suggest spike traps? Bones are particularly well suited to spike traps.
#10
I have begun updating my mods! Now that I am familiar with the changes in the new RimWorld version I will be cranking out updates as fast as I can! Please check back frequently, and if you have a favorite mod you'd like me to prioritize please drop me a message!
#11
Thanks Maaxar! I've been thinking of getting back into RimWorld sometime in the next month or so; I'll probably merge much of your work as soon as I get up to speed on how the new mod format works. In the meantime, thanks for keeping my work alive!
#12
Hello Kiame!

I'm on a (probably temporary) hiatus from RimWorld; I hadn't even realized there was a new version! I can't test the update right now but it seems you know what you're doing so in the meantime you have my full permission to upload your updated Hediff Apparel to Steam. When you've done so, drop a link here and I'll point to it in the OP!
#13
Hello Sandy! I have never used EPOE because it overrides vanilla bases which is ABSOLUTELY UNACCEPTABLE given the current state of RimWorld modding. Because EPOE prevents any other mods from correctly using the vanilla bases that it overrides the only advice I can give you is to either change to a mod that doesn't break mod compatibility or resign yourself to the fact that you cannot use any other surgery mods with EPOE.

Because my mods do not override any vanilla bases, load order should not matter -- unless you have mods that override the vanilla bases that I am trying to patch.
#14
Don't forget that if you encounter bugs, errors, or other bad behavior that you have to report it to me in order for it to get fixed! When I become aware of a problem I will likely fix it within twenty-four hours.
#15
New mod available: Inspiration Chip. Adds a brain implant that triggers more frequent inspirations.