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Messages - elStrages

#151
Getting off topic guys... So...

I will be looking at this mod around the end of the week is there anything you think you would like to see it it?
#152
Mods / Re: Glass Limbs and Rubber Organs (Number Tweak)
February 15, 2015, 06:09:12 PM
you can change the health each limb has but this effect every pawn in the game, colonist or not, so its not advisable.
if you want to up the health of each part of the body look in:
RimworldFolder > Mods > Core > Defs > BodyPartDefs >BodyParts.xml
this is a quick fix for a problem that would ultimately need fixing through hard code. It will increase each limbs life reducing the chance to get it shot off. The major problem being all raiders will get the same effect and battles will become prolonged and grinding.
But hope this resolves your problem to some extent.
#153
Quote from: popster99 on February 15, 2015, 07:25:22 AM
no updates :(
very busy, I have 5 mods for rimworld out and 2 in development, I work on project armoury.
Then imagine this for 4 or 5 games. So I have dedicated time to different things.
But don't threat, updates will be coming :)
#154
Quote from: kingtyris on February 14, 2015, 10:40:11 PM
Fantastic mod btw. I love it. Once I dl'd it, I've spent at least a week straight replaying the game. I'm hooked. Thanks. Adds in mid and later game content that I've been dying for.

thanks, I'm glad you are enjoying it.
#155
Quote from: CorSec on February 15, 2015, 05:14:34 AM
Can turrets fire through the embrasures?
you know what, I haven't tested it, but I wouldn't see why not, make sure that you place them right next to it.
#156
Quote from: skullywag on February 14, 2015, 10:24:29 AM
aahhh im mixing the 2 together, im not in the right mind frame to do this.

I have 2 ways I would like to achieve this, both are acceptable:

1. a pawn grab 10 herbal meds takes them to the casket and gets in, via the float menu option.
2. a pawn does a bill to " add charges " to the worktable that is the casket.
i understand what your trying to do now, as a point,
i think you should add medicine to the casket to hold a total,
the total is reduced every bill down to 0
once 0ed its replenished.
this would be the best way to do it
#157
this is a great idea, but is hundreds of hours till build 1. good luck.
#158
go nuts :D if you make any progress that I missed let me know we can put it in the mod.
#159
Quote from: skullywag on February 14, 2015, 09:38:37 AM
Not the whole Bill complete, 1 part of it, if bill is make 10 charges, i want to up an int in the building class when each charge is made AS its made. The issue is the bill only tells the worktable when its complete, not when its done 1 part of the bill.
add an int to the table for total count and
add a += code to the total count before the bill completes
the bill creates an invisible item and auto destroys as stated above
then you would need a reset class which would execute your final idea and clear the int.

what is it for? I mean why are you counting charges?
#160
Quote from: HahaOhWow on February 14, 2015, 09:22:58 AM
Quote from: elStrages on February 14, 2015, 09:18:14 AM
Quote from: popster99 on February 14, 2015, 04:19:49 AM
that misspelling of nerf lol nurf
phone post auto correct!
Quote from: HahaOhWow on February 14, 2015, 06:58:56 AM
I've yet to see an installed body part hit harder than a legendary knife (40 every .33) or spear ([email protected]) the body parts seem to be 15-17 damage if I remember... Not sure if it's one of the many mods I use or vanilla legendary vanilla weapons being really stronk. Will take a look the xmls then.
sorry what I should have said is they are higher the coded weapon stats. legendary knife ay, never seen this. As it stands then Im not sure what I can do about it, this would be a hard coded pawn issue. It would need to know that it needs to use the melee weapon with the highest damage, equipped or not.  i don't know what else to suggest other than don't install them, sorry. But as it stands right now i cant do much about it.

Yeah I was looking over it all and coming up with a work around for using the highest damage equipped limb/weapon would have been too much work, I did edit the damage/swing on the cyberHands and upped the cost to compensate. But now I'm stuck with not being able to put cyberHands on any pawn that's had surgery on their arms (including transplanted human arms).
yeah that is the way the items are installed, the code tynan put in place removes a large amour of parts and when you install the arm it counts as 1 item apposed to the complete set of items that it replaced, I may look into a dll to se if I can code it to re add all the pieces when tat specific item is installed, would be a lot of work though.
#161
I'm sure you can add a totalcount int to the worktable dll would be simple.then you can add or subtract to the int.
idea :
if 'bill is complete' {
  'totalcount' += 1
}
if 'totalcount'  = 10 {
  'what you want to happen'
  'reset totalcount'
}
is this what your on about? or have I missed the point.
#162
Quote from: popster99 on February 14, 2015, 04:19:49 AM
that misspelling of nerf lol nurf
phone post auto correct!
Quote from: HahaOhWow on February 14, 2015, 06:58:56 AM
I've yet to see an installed body part hit harder than a legendary knife (40 every .33) or spear ([email protected]) the body parts seem to be 15-17 damage if I remember... Not sure if it's one of the many mods I use or vanilla legendary vanilla weapons being really stronk. Will take a look the xmls then.
sorry what I should have said is they are higher the coded weapon stats. legendary knife ay, never seen this. As it stands then Im not sure what I can do about it, this would be a hard coded pawn issue. It would need to know that it needs to use the melee weapon with the highest damage, equipped or not.  i don't know what else to suggest other than don't install them, sorry. But as it stands right now i cant do much about it.
#163
@Didact04
Simple put nano is a pre programmed machine that does something it's told. The nano in front of name is to distinguish the tier it's built at and what ingredients it's likely to use.
Cyber is the next tier of self aware machines that help the user. This again is a tier distinguishing feature.
I'm not going to write a while back story to each part and item in the mod. This is a mod and not the vanilla game. If it gets to a piont where the mod doubles in size I will employee you to come and immerse people. As it stands I don't really have the time or want to do it sorry.

@hahaohwow
Once you install those parts their melee damage will be better than any weapon you can make in the game. That is why they don't use them. If you want all the stats of items feel free to look through the XML code. You can nurf anything you don't like
#164
General Discussion / Re: What do you name your colonist?
February 13, 2015, 03:47:27 PM
whatever their job is if im used Eds' interface mod
#165
Quote from: Epyk on February 12, 2015, 03:39:41 PM
Quote from: elStrages on February 12, 2015, 03:34:33 PM
The idea behind cybernetic armour is just that. It is a complete cybernetic object that gives you ultimate control. It's an end game piece of armour that gives the wearer great power. It will increase muscle output speed manipulation. It will give great defence as it processes thousands of processes a second. Same with the weapons. They are end game things which are given to the player. They may get down graded a little but not to the point of anywhere near power armour.

I haven't taken a look at them, but I'll keep the armors and weapons almost untouched. Just need to balance them to accordance to other mods for example, Apparello may have a weaker armor that is  harder to get than than the Cybernetic armor.
maybe but to get cyber armour you have to do like 5/6 research projects t 500,1000,1500,2000,2500 then build the production table and run it, very high costs and you need a vast mount of late game resources to build them. not sure how I can make it any harder to get.