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Messages - Chiko

#16
Mods / Damage to the nose and ears?
May 01, 2016, 02:11:48 PM
I've noticed a damaged nose does nothing physically on pawns but missing ears will render a pawn deaf.

I'm thinking about changing this to make something in between. I've been playing with the stats in body parts and I think I made something that seems to be working right now.

-I made it so 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.

This body part thing is interesting. I will see if it's possible to make some other changes, like making it so muffalos have 2 hearts or changes to make animals more unique... or even find a way to add "extra slots" so it's possible to add an extra heart to pawns and stuff like that.
#17
Mods / Re: Disable insect spawns
April 27, 2016, 10:02:13 PM
That's nice to know. I had no idea about them having a weakness to extreme temperatures. I'll probably just extend my ventilation system so there is even less chance for them to spawn inside the base, though. It's like the cheapest way I can think of to deal with them.
#18
Mods / Re: Disable insect spawns
April 27, 2016, 08:42:04 PM
I had no idea they spawn in random underground tiles. They always seem to spawn in my ventilation system, which makes things really easy for me. I usually just take a bunch of guys in there and blast the hell out of them in the vents.

I agree about them spawning in unused areas. Maybe even in unlit areas or around the tiles closest to the center of the mountain or something.
#19
Mods / Re: I've created something horrible.
April 26, 2016, 08:19:44 PM
Quote from: Jakub k. on April 26, 2016, 10:30:56 AM
Quote from: Chiko on April 26, 2016, 07:00:01 AM
Quote from: Jakub k. on April 26, 2016, 02:30:40 AM
also quick question, are the children small or fully grown like vanilla "children"/freaks
They are fully grown. It just spawns one or two random colonists.
darn, what about skills? you could use help from the MAI robot mod for creating pawns with no background and skills
Their skills and backgrounds are randomized. It's just like spawning a pawn via cheat command. Also, I haven't checked that mod but it probably won't do much for this since it has nothing to do with the hardcoded pregnancy code.
#20
Mods / Re: Stun weapons or turret?
April 26, 2016, 08:34:19 AM
Hmm... I used consciousness first but I noticed that raises the chance of them dying since losing all of it kills, which might happen if the weapon still causes damage. I think I'll make it so the final stage of it paralyzes via movement reduction instead of shock from pain.
#21
Mods / Re: [Request] Showers
April 26, 2016, 07:08:29 AM
I imagine it can be done by just copying, pasting and editing the Telescope joy xml related code. No idea if there's a way for the pawn to stand in the items's tile instead of next to it, though.
#22
Mods / Re: Stun weapons or turret?
April 26, 2016, 07:04:23 AM
Quote from: skullywag on April 26, 2016, 05:04:55 AM
I have a less lethals pack here:

https://ludeon.com/forums/index.php?topic=13992.0
Can the less lethal weapons still kill the targets? I made my own, which incapacitate via pain and movement reduction but they sometimes kill even if they do 1 damage.
#23
Mods / Re: I've created something horrible.
April 26, 2016, 07:00:01 AM
Quote from: Jakub k. on April 26, 2016, 02:30:40 AM
also quick question, are the children small or fully grown like vanilla "children"/freaks
They are fully grown. It just spawns one or two random colonists.
#24
Mods / Re: I've created something horrible.
April 25, 2016, 08:18:05 PM
Quote from: Jakub k. on April 25, 2016, 12:42:12 PM
i looked through the mod,why do you copy and paste every single xml document into the folders, did you edit them all?
Maybe. I'm kinda messy with my modding. :P


Quote from: Jakub k. on April 25, 2016, 12:42:12 PM
also, can you explain how it works? you implant the embroy into the person,then what happens?

i don't actually see any code to spawn the human :P
The implanted person will get a rather painful variant of the pregnant condition. It will worsen as the days pass and incapacitate the pawn when they are about to give birth. The pawn will give birth from one to two pawns, which will be loyal to the faction of the parent.

There's no spawning code coz it's hardcoded. The <hediffClass>Hediff_Pregnant</hediffClass> thing is probably what's making it work like it should.


Quote from: Jakub k. on April 25, 2016, 12:42:12 PM
also i wonder if it's possible to make the embryo be auto implanted due to lovin between 2 people,just like during vulcanic winters,where the condition is applied to the colonist
I think that's require dll sorcery. :P
#25
Mods / Re: I've created something horrible.
April 25, 2016, 10:25:21 AM
Quote from: Illusion Distort on April 25, 2016, 10:21:52 AM
Quote from: Chiko on April 24, 2016, 10:49:16 PM
Hmm... question about organ function. Does Metabolism and Blood Pumping do something in the game?

Those 2 are the only ones I can't really tell if they do something or not.
They are linked to development of immunity to different diseases.
Both of them? I thought Blood Filtration was in charge of that. D:


Quote from: Jakub k. on April 22, 2016, 08:37:17 PM
did you just say children?

GIVE ME THE DOWNLOAD OR I'LL SHOOT YOU
There you go: https://www.dropbox.com/s/liyip5d4lg00k2a/RWExtended.rar?dl=0

I was too lazy to separate the files into their own mods so have them all instead. The artificial pregnancy is working as explained before. The only way to obtain vat-grown embryos is by buying them. Try to ignore the rest of the features in there. xD

Edit: Artificial pregnancy wont cause death, I forgot to mention that. I couldn't make it spawn the death Hediff I wanted it to have.
#26
Mods / Re: I've created something horrible.
April 24, 2016, 10:49:16 PM
Hmm... question about organ function. Does Metabolism and Blood Pumping do something in the game?

Those 2 are the only ones I can't really tell if they do something or not.
#27
Mods / Re: I've created something horrible.
April 24, 2016, 03:23:20 PM
Quote from: charkesd on April 24, 2016, 02:57:12 PM
in order to remove the fetus you have to skill for and make some sort of vats, these connect to a patient bed like a vitals monitor or toolbox

this allows you to grow the fetus until it can walk (this method produces worse skilled/trait/health children?) OR make another machine that you can connect to a diff patient bed that will enable you to re implant the fetus
They developing in a facility does make sense but I have no idea how to make that with basic modding. I have no dll knowledge to accomplish something like that.

The closest thing I can implement is for them to be implanted into pawns and use them as incubators instead. It's already working this way in my mod. :P


Quote from: charkesd on April 24, 2016, 02:57:12 PM
as to the mechanites - would it be possible (im COMPLETELY ignorant) to have the person really be working on the bed the patient is in? or maybe something like spawning an invisible item to interact with instead of the real person? reminder i have no clue what im talking about
There's a way but it's kinda complicated. I could make it so the mechanite implantation procedure takes but a moment. This will implant a sickness-like version of it that should force the pawn to stay in bed until the "sickness" finishes and turns into the real mechanites implanted. But there's a problem... the newly spawned mechanites will always appear in the "whole body" slot, meaning there will be no way to interact with them again.
#28
Mods / Re: I've created something horrible.
April 23, 2016, 03:23:07 PM
Quote from: Jakub k. on April 23, 2016, 12:43:39 PM
well if you make pregnancy be possible during lovin' then i'll worship you.

well,i know thats not really your goal but still,thats like the most requested feature.0 skills,no colony background,teaching your child every skill from nothing.blockading your child to stop the raiders taking it.... :'(
That might require dll skillz... skillz I don't have. D:

Human pregnancy seems to be only possible via artificial ways. The method I implemented before is too buggy... unless we refer to them as a canister with vatgrown embryos of cloned people or something like that instead. That way it would make sense for them to have skills and be fully functional colonists as soon as they are born. Maybe there's a way to make them spawn in child size, though coz they just spawn in adult size, which is still weird. xD

Maybe giving birth should kill the implanted patient.
#29
Mods / Re: I've created something horrible.
April 23, 2016, 11:31:17 AM
Mechanite harvesting is only possible if they affect a body part, it seems. I had to make some edits so the option to harvest them appears in the menu.

I ran into another issue with my last idea, though. I managed to make Malign Mechanites to spawn carcinomas in a victim but they all appear in the "whole body" slot, which makes them unable to be removed and it's also not what I want, since I expected them to spawn in different body parts, like they usually do. Sad news for prisoner torturers. :(

Anyways, I guess I'm gonna go with the benign ideas like non painful versions of Mechanite sicknesses and other augmentations. I kinda want to make bionic augmentation give a mood penaly, unless Prosthophilic. I want mechanite augmentation to be the best kind of augmentation since they are practically invisible and should not give mood penalties.
#30
Mods / Re: I've created something horrible.
April 22, 2016, 09:06:32 PM
Quote from: Ykara on April 22, 2016, 08:35:50 PM
Haha, love your ideas! But creepy fetus experiments aside, making use of mechanites sounds really interesting!
Indeed! I hope these mechanite ideas can be done, though.

One problem I'm running into is item duplication. If the mechanite harvesting fails, it will still spawn the item. This happens because they are not a body part and the only way I've found to add them as an item is via the <products> command. To counter it, I'm making it so it has a skill lvl requirement and implanting the mechanites for another function will have a chance to fail and to kill the patient too. Maybe these procedures should require more medicine too.

Also, it would be cool if we could affect the pregnancy condition a bit more. Like having an insectoid with a bug impregnation attack. Kinda like in Aliens. :P


Quote from: Jakub k. on April 22, 2016, 08:37:17 PM
did you just say children?

GIVE ME THE DOWNLOAD OR I'LL SHOOT YOU
Lol sure. I'll need to separate the other features from it first coz there are a number of unrelated ones in it. I tend to put all the things I make into one mod instead of making separated ones. :P

Quote from: Mr.Cross on April 22, 2016, 08:52:21 PM
Are humaniod babies even apart of the base game? Or is this another feature added by you?
...Wait. Human pregnancy is not implemented in the main game? That would explain why I've never seen it happen naturally. That also explains why it never advances to the later stages on its own... and also explains why they are born fully grown, able to walk, work, haul and with child and adult backgounds. xD