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 - Chiko

#31
Mods / Re: I've created something horrible.
April 22, 2016, 08:29:59 PM
Well, easier said than done.

I made fetus re-implantation possible but it's kinda bugged in a way:
-Since it works like installing an implant, it requires a body part. I choose torso coz I have no idea how to make it so it applies to the whole body, like with normal pregnancy.
-It doesn't seem to advance to the later stages of gestation on its own so I had to make it work like a sickness by making it "go worse" over time till the late stage.
-It's supposed to be one fetus but the pawn will sometimes give birth to more than one baby.
-Newborns will be part of the parent's faction... and if that faction is hostile, the babies will be too.

Another thing to mention is that gender doesn't matter. This means the re-implantation can be done to male pawns as well.

Anyways, it's too weird to let it work this way so I will remove the re-implantation feature for now. Guess it's time to work on other sick ideas of mine. :P
#32
Mods / I've created something horrible.
April 22, 2016, 04:28:38 PM
I've modded this games before and after a long time, I'm back at it. I partially ported my old mod into the new version and started to create new things.

One of them is the ability to "remove" unborn human babies and keep them as items. It's similar to removing a limb but this turns the pregnant condition into an actual item that can be sold and bought.

The next thing I have in mind for this feature is to be able to put them inside other people. Soon it will be possible to use my prisoners as incubators to grow babies to harvest their organs or sell them as slaves... or both. =D

Another idea I have in mind is the ability to remove those mechanites sickness conditions from affected pawns. This will turn them into an item, which will be usable for a number of medical options, like removing scars, new body augmentations similar to implants, lost limb regeneration, etc.

One evil idea I have for extracted mechanites is to program them to slowly grow a number of carcinomas on the victim. You can then either watch the victim die horribly or use this opportunity to train your surgeon by letting him try to save the victim! :3

Edit: For those interested in the coding or mod: https://www.dropbox.com/s/liyip5d4lg00k2a/RWExtended.rar?dl=0
There are other stuff in there. Too lazy to separate them into different mods. :P
#33
Outdated / Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
August 28, 2014, 11:07:21 AM
Quote from: ScorchingBlaze on August 28, 2014, 10:27:14 AM
Update for Alpha 6 coming? 

Missing this mod so much  :'(
I was actually about to update this mod some days ago but Alpha 6 hardcoded the part needed to change the starting materials in new games. I decided to wait till a new Alpha but if ppl want this mod sooner than later then I guess I could update it with some changes.
#34
Help / Re: Genstep_ScatterThingGroups
August 24, 2014, 12:43:32 AM
Quote from: RawCode on August 24, 2014, 12:18:34 AM
player placement is hardcoded now, you can't override it, but can suppress by removing placed objects right after map is initialized and placing your own stuff.
That kinda sucks. I think I'll just leave the mod like that for a while and come back later.
#35
Help / Genstep_ScatterThingGroups
August 23, 2014, 10:03:38 PM
I was about to update my mod but I noticed the BaseMapGenerators.xml does not have "Place starting resources near players' start location" part, among others. Is that somewhere else or is now a hardcoded?
#36
Outdated / Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
August 03, 2014, 12:37:59 AM
Mkay, I managed to fix the compatibility patch with CCM and uploaded it into the main page.
#37
Outdated / Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
August 02, 2014, 06:20:34 PM
I think I know what the problem is. I think CCM got an update that changes his map generation file, which the patch changes back to the old one and causes the error.

I will fix it as soon as I get time, I'm currently working on other things right now.
#38
Outdated / Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
August 02, 2014, 06:14:24 PM
Quote from: Khadi on August 02, 2014, 06:06:42 PM
Quote from: Chiko on August 02, 2014, 05:59:40 PM
Where did you put the compatibility patch? Inside this mod or inside CCM? You have to put it inside CCM because the game loads that game first.
Yes, i puted it inside the ccm. And now it won't work.
That's weird. I just tried it myself and it works with no problems. Maybe your game loads my mod first or something.
#39
Outdated / Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
August 02, 2014, 05:59:40 PM
Quote from: Khadi on August 02, 2014, 05:40:15 PM
Sorry, for the double post, but i have another problem, and i wanted this to be seen. xD
The compatibility patch you made for ccm. When i don't install it then well, the resources from your mod won't appear, but when i install it the ccm won't work. The starting panel for this mod saying "want to use ccm?" i can only click on "no" now. Got any clue what to do? :P
Where did you put the compatibility patch? Inside this mod or inside CCM? You have to put it inside CCM because the game loads that game first.
#40
Outdated / Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
August 02, 2014, 03:55:29 PM
Quote from: Khadi on August 02, 2014, 02:22:16 PM
I have problem with it. Like you said, things now require new resources to be build. But, on the start of the game i don't get any of the new ones. I mean no wood planks, metal bars, and so on. And I need them to do a basic workbench. And i have no way to get them. So what now? Is this some kind of a bug or what?
Are you using other mods? As mentioned before, this mod is not compatible with any other mods that change the map generation xml file.
#41
Outdated / Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
August 01, 2014, 12:01:11 PM
I'm kinda running out of ideas. I mean, things I can implement only with xml editing. I tried editing dll files but even looking at VS express and assemblies makes me feel frustrated. xD

The only things I have done so far for the next update are small time things like making weapons now having the mechanoid disassembly sound and effect, Stats for the Hide Coat, and ideas for new weapons and decoration like stone or metal statues.

I do have new armor ideas like the chainmail shirt, a decent armor that uses the "on skin" layer. Leather and metal armors which will be like medieval versions of power armor. Making apparel is kinda hard for me so I will probably make these not in the next update. :P
#42
Outdated / Rimworld Extended update to v0.8
August 01, 2014, 02:08:20 AM
Small update for today:

-Made some changes so buildings that glow but don't need power stop sending notifications of them being without power.
-Crossbow is now a midworld weapon, usually carried by pirates and outlanders.
-Tribesmen have a chance to spawn with a new weapon, bundle of torches, which is the most primitive way of causing fires.
-Added a new spacer tech weapon, Charger Sharpshooter. It's a powerful energy/projectile sniper rifle.
-Added a new energy weapon, Inferno Burner. It's similar to a flamethrower so it's only effective at close range.
#43
General Discussion / Re: Steam
July 31, 2014, 09:19:18 PM
The trolling comes with the territory, I guess. It all depends if it explicitly says the game is still in development, which some games in steam fail to properly mention.

Also, Steam does support version selection. A number of games that are still under heavy development have old versions still there so players can choose them. Players just have to right click the game, select BETAS and choose the available versions. Steam then "reinstalls" the game in the chosen version.
#44
I'm working on some weapon ideas now.

Tribes have been using crossbows but I will change that so it will be a Midworld weapon instead. So it won't be sold by traders and it will be used by pirates and other settlers.

Tribesmen are little trouble at first so I will add a new weapon for them, Bundle of Torches. It's like Inferno weapons but highly inaccurate, short range and slow but it will give Tribes the ability to burn down flammable structures and items.

And I'm also adding a new charger sniper rifle to increase the spacer tech weaponry.

I've also started making the sprites for the Hide Coat, which is looking like a mix of Tribalwear and Duster. I'm thinking about changing the starting apparel so your first settlers start with no jackets/Dusters so it make sense to make Hide Coats. Either that or make them like a faction apparel for Outlander factions.
#45
Outdated / Re: Rimworld Extended update to v0.7
July 30, 2014, 04:04:19 PM
I guess it's time for that update to be released:

-I managed to "fix" the cooking bug in the Basic Stove by making logs edible. It's not an ideal fix but I made it so pawns would only start eating them when there's nothing else to eat and when they do, they will get a stackable x6 thought that will most likely cause mental breaks.
-Raw Materials traders will now sell Logs instead of just buying them.
-Increased the input and output when turning logs into charcoal.
-Basic Smelter needs more charcoal to make bars.
-Electric Smelter now needs charcoal but a lot less to make metal bars. This is because Charcoal (Carbon) is an ingredient for Steel, which is what I imagine Metal is.
-Added Purple Carpet because reasons. :P
-Most of the research times have been increased a bit.
-Fixed some small details with the new additions, like for instance, the wooden equipment rack now having the correct wood sounds and effects when being built.

Important Note: This new update lacks a couple of unnecessary files, so it's best to delete the previous version of this mod before installing this one.