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Messages - Chiko

#1
Unfinished / Re: [WIP] Rimwold Extended
May 20, 2016, 03:15:28 PM
Quote from: joaonunes on May 20, 2016, 01:03:04 PM
Quote from: Chiko on May 20, 2016, 11:20:59 AM
Sorry about the inactivity, lads. Stellaris has taken my soul for the time being. D;
np :P

off-topic, how is that game? Worth purchasing?
If you like 4X strategy games then yes it is. :3

It's also really easy to mod so that's why I'm liking it so much too, lol.
#2
Unfinished / Re: [WIP] Rimwold Extended
May 20, 2016, 11:20:59 AM
Sorry about the inactivity, lads. Stellaris has taken my soul for the time being. D;
#3
Unfinished / Re: [WIP] Rimwold Extended
May 10, 2016, 01:20:15 PM
What do you guys think about this?

In the old mod, steel used to be iron ore before, so colonies would need to process them in a smelter to turn it into steel bars and work like steel does in vanilla. There was also a basic or makeshift workspot (replacing the stonecutter's) that would turn logs into planks, rock into blocks and metal slag into steel bars. All this means a slower colony progression but not in a bad way.

Maybe I could make it so iron ore gets smelted into iron bars as a new resource, and iron bars plus coal would be needed to make steel. I could also add a way to be able to turn steel bars into plasteel.
#4
Unfinished / Re: [WIP] Rimwold Extended
May 09, 2016, 10:22:54 PM
Quote from: dareddevil7 on May 09, 2016, 12:41:54 PM
Say a colonist is hit in the brain, the damage is applied to the skull and the head, does the bullet going through the skull and the head reduce the chance of the bullets reaching the brain, if it does than could you potentially make sub dermal armor?
I have no idea how damage really works in that case. I've seen it go thru layers but I'm not certain. Also, I wish I could do something like that but I've found no way to add health points or armor to body parts. :(
#5
Mods / Re: Damage to the nose and ears?
May 08, 2016, 09:04:20 PM
Mkay, lads. Here's the mod's thread: https://ludeon.com/forums/index.php?topic=19993.0
#6
Unfinished / [WIP] Rimwold Extended
May 08, 2016, 09:02:50 PM
This is a revival of the very old mod of the same name I created back when the latest update was Alpha 5D version of the game. Back then I was planning on adding from new items and weapons to pawns and buildings, all within xml editing. Today it will be pretty much the same.

Features currently in the mod:
-Food: Different sprites for food items. Added Slop meal, which is produced from meat only. The kind of food for carnivorous animals or prisoners.
-Standing Torches: Wood-fueled version of standing lamps.
-Furnaces: These replace crematoriums. In addition to burn corpses and apparel, they are used to produce 5 coal from 1 wood. They work on fuel instead of electrical power and need to be researched.
-Coal: Alternate fuel source used on all fueled buildings. These can stack to 500 units. Some buildings will only work on coal.
-Manned Turrets: Cheaper and use less power but they need to be manned in order to work.
-Sentry Turrets: These are the vanilla ones but they need to be researched now.
-Crossbow: Does more damage and has better aim than bows but it's a lot slower.
-Revolver: Weaker than a pistol in most aspects but damage.
-Assault Shotgun: A deadly semi-automatic shotgun. Specially useful when fighting indoors.
-Charger Weapons: Charge-shot weapons are energy weapons only now. They deal burn damage and there's now a pistol and sniper rifle version apart from the assault rifle.
-Shocker Weapons: Different charger energy rifles and batons that do minimal damage but can neutralize the target by causing shock from pain. They can still kill the target.
-Inferno Weapons: The incendiary rifle has been replaced by a set of different charger energy weapons that work pretty much the same as the original rifle. There's now a pistol, a rifle and a short range cannon version of them.
-Vatgrown Embryos: These can only be bought from traders. They can be implanted inside a pawn, which will turn them into an incubator. It will then give birth to 1 or 2 fully grown pawns which will be part of the parent's faction.
-Wargs have two hearts now, which makes them more resilient.
-Losing the nose means a 20% impairment to breathing.
-Losing both ears doesn't mean total deafness now.
-Damage to the head will impair both breathing and hearing.
-Losing both legs doesn't mean total movement paralysis now. Pawns can still use their arms to drag themselves but at a greatly decreased speed.
-Losing both arms doesn't mean a total manipulation impairment now. Pawns can use their feet and toes to manipulate things but at a greatly decreased speed.
-Added Hook replacement for a hand. Weaker than a natural hand in all aspects. Does scratch damage instead of blunt.
-Peg legs can also be put on animals now.
-Simple prosthetic limbs for animals. They are universal, meaning they work for most animals.
-Spines can now be harvested from a Pawn, which will render them paralytic.
-Reconstructive surgery for missing face features with synthetic tissue using Glitterworld Medicine.
-Bionic parts now give a small debuff to mood since going bionic means being less human. This doesn't affect those with the prosthophile and Prosthophobe traits.
-Replaced bionic legs and arms with one single item, bionic limb. Using one will allow the installation of either a bionic hand or feet, and using two will allow the installation of either an arm or leg entirely, which also works on animals. Will also require Glitterworld meds only.
-A bionic limb plus a power claw or a scyther blade will add a whole arm version of them instead of the hand one.
-Bionic Tentacles. They can be installed as any of the 4 limbs. They affect manipulation, movement speed and melee attack style. They do less damage but are faster and do crushing damage.
-Bionic Spine: Increases both Moving and Manipulation.
-Bionic Heart: Increases Blood Pumping and slightly increases Blood Filtration.
-The ability to harvest mechanites and be able to reprogram them upon implantation into a new host to increase certain body functions. Unlike bionics, they have no mood effect.
-The ability to use mechanites to completely heal scars, including brain and heart scars.
-Other misc small changes I can't recall right now.

I think that's all. I will continue to work on the mod by adding new features and porting the rest of the features from the old one. Here's the download link:

https://www.dropbox.com/s/o74gt6dzddc69me/RWExtended00.rar?dl=0
#7
Mods / Re: Damage to the nose and ears?
May 08, 2016, 09:07:05 AM
Hmm... Well, as I explained before, the mod itself is a collection of different unrelated features, mostly from my old mod, Extended Rimworld, which even the thread doesn't exist anymore. I've been slowly porting the old mod into the newest version of the game but also implementing new things, all in the same mod file.

What if I post a thread about the mod, with current features and download link?
#8
Mods / Re: I made a lantern but...
May 07, 2016, 08:46:23 AM
I ran into the same question when I made a similar appliance, the standing torch. I just made it work with wood because it's not totally immersion breaking for a standing torch. :P
#9
Mods / Re: Damage to the nose and ears?
May 06, 2016, 09:49:08 PM
Quote from: hector212121 on May 06, 2016, 09:28:36 PM
False...

Since they connect to the SHOULDER, they could easily be seen as connected to the shoulder BLADE. See?
I still want them to be either one or the other. :P

I usually try to avoid making OP stuff and tentacles will have disadvantages as well. I want to add more equipment variety rather than allowing them all to be equippable at the same time... I don't want all upgrades to go in the same direction.
#10
Mods / Re: Damage to the nose and ears?
May 06, 2016, 09:27:48 PM
Quote from: hector212121 on May 06, 2016, 05:41:51 PM
Maybe you could make the tentacles as implants rather than as prosthetics so you can have a tentacle and a bionic?
That wouldn't make much sense since implants cannot be damaged and having both a bionic arm and a tentacle would be kinda weird. It's either one or the other.
#11
Mods / Re: Damage to the nose and ears?
May 06, 2016, 08:26:16 AM
Hmm... what about this?

So we all know that loosing a leg pretty much means movement paralysis. What about making it so loosing both legs means movement speed gets reduced to 17% instead? That seems like a decent drag-yourself-with-both-arms speed, IMO.

This would also mean that Bionic Tentacles would finally work as intended since I made them so pawns can move at decent speed if put in the arms.

Maybe I can even make the same with manipulation. Pawns without arms could still manipulate things with their feet at a greatly reduced speed, provided they have enough toes for that. xD


Quote from: Raccoon on May 05, 2016, 11:35:15 AM
But please, dont give up with your Mod.
No worries, lad. I have little free time but I like modding so I'll probably keep at it. :P
#12
Mods / Re: Damage to the nose and ears?
May 04, 2016, 10:07:31 PM
Oh noes... Bionic tentacles are not working as intended. If you loose a leg tentacle, you will still be unable to move, which is something I want them to overcome with this. Hmm... One thing I could do, is to make it so missing legs means a reduction in movement speed instead of movement paralysis. Technically, someone could still move by dragging themselves. If I do this, then Tentacles would work as intended when replacing that limb.


Quote from: hector212121 on May 04, 2016, 04:35:02 PM
When can we expect a download for this? :O

I *may* do a LP of rimworld soon, and, you know, tentacles.... "seen enough anime to know where this is going"....
Well, I could provide a download but I'm modding a lot of different things within the same mod. Apart from these extra surgery options, there are weapons, buildings and lots of small changes. I'm like working in a lot of things at the same time. :P

Also, as Raccoon said, this mod might conflict with other mods, specially because I not only like to add new stuff into the game but change vanilla content as well. :P
#13
Mods / Re: Damage to the nose and ears?
May 03, 2016, 10:33:33 AM
Dayun, adding the ability to add redundant organs is proving to be complicated... For them to work I would need to make the "slot" already in there, meaning they can be damaged even if there's no organ in there, which would be kinda weird. I could also make them work like implants do but that means there would be no way to be affected by damage... sigh, more thinking will be required for this.

Also. Ewww, bionic tentacles:

Tentacles will give a low manipulation boost and movement, maybe even less than an original limb but they can replace all 4 limbs, meaning the user moves and manipulate things using with all of them, nasty. Also, they will do little damage but will be faster and do stun effect.


Quote from: Withteeth on May 03, 2016, 12:05:01 AM
Really cool, and I have a tentative suggestion. If it's not very complicated adding a healthy reduction in skills to brain damage or brain repair might be fitting. and 20% might be a bit steep for loosing a nose but 10-15 + pain would probably be fair. Otherwise looks cool to me.
Hmm... I have no idea if that's possible. I will take a look as soon as I come back from work. Also, I'll see if I can reduce the 20% impairment a bit more, it does seem a lot. :P
#14
Mods / Re: Damage to the nose and ears?
May 02, 2016, 09:25:00 PM
Quote from: Raccoon on May 02, 2016, 10:49:28 AM
I love how the body parts work and its easy too add new ones.. this is awesome.


#Offtopic
i like you pigs on your screen. what is this thing in the middle?
That would be a standing torch. It's a wood fueled version of a standing lamp. They give less light and need to be fueled regularly but they are not affected by sort circuit, low power or solar flares. :3


Quote from: dareddevil7 on May 02, 2016, 12:04:25 PM
Does this mean you could mod it so you can give people extra organs for redundancy, like giving a pawn a second liver?
Yes. It's what I'm hoping to do. I'm reworking surgeries and the ability to add extra organs is what I have in mind.

So far I've added:
-Reconstructive surgery for missing face features with synthetic tissue.
-Bionic parts now give a small debuff to mood since going bionic means being less human. This doesn't affect those with the prosthophile and Prosthophobe traits.
-The ability to harvest mechanites and be able to reprogram them upon implantation into a new host to increase certain body functions. Unlike bionics, they have no mood effect.
-The ability to use mechanites to completely heal scars, including brain and heart scars.

What I'm working on right now:
-Glitterworld meds will be required for reconstructive surgery.
-Simple prosthetic limbs for animals. They will be universal, meaning they will work for most animals. I don't think I should add a different version for every animal race.
-Replace bionic legs and arms with one single item, bionic limb. Using one will allow the installation of either a bionic hand or feet, and using two will allow the installation of either an arm or leg entirely. Will also require the glitterworld meds only.
-A bionic limb plus a power claw or a scyther blade will add a whole arm version of them instead of the hand one.
-Bionic Tentacle. They will be able to be installed in any limb. They will affect manipulation, movement speed and melee attack style. They will probably do less damage but will be faster and do crushing damage.
-Animal bionic parts. I'm thinking about making bionic parts universal, meaning most of them will work on humans and animals but will probably add slightly different hediffs depending on the animal.
-Ability to add redundant or backup organs like an extra heart.
#15
Mods / Re: Damage to the nose and ears?
May 01, 2016, 07:59:57 PM
Ohhh nice. Adding new body parts is easier than I thought:



Wargs now have a lotta heart. =D