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Messages - Aristocat

#121
Quote from: cuproPanda on June 08, 2016, 09:59:13 AM
I went back and forth on this for a while, but ultimately I decided not to include those traits since they strictly relate to how other colonists perceive the person with the trait; no amount of self-perception changing would alter a busted face or a perfectly chiseled jawline.

Then maybe plastic surgery? And if it's not too inconvenient, would it be possible to make which trait to add using brain mod be definable in xml?

By the way, I included your mod in my mod pack. Name brain mods has been changed to neurotrainers and all are craftable in the new workbench.
#122
General Discussion / Re: So tell me about bugs...
June 08, 2016, 09:59:12 AM
Quote from: milon on June 08, 2016, 09:27:17 AM
Quote from: Aristocat on June 08, 2016, 06:03:53 AM
They spawn based on your wealth ...

I never heard that before.  Please provide a citation.

I don't know why it even require citation, 7 hives spawned in my current colony with about 20 people with no bionic. About 30 hives spawned in previous colony with about 40 people with lots of bionics and power armor, which means they either scales off wealth or time.
#123
General Discussion / Re: So tell me about bugs...
June 08, 2016, 08:05:35 AM
Quote from: BlackSmokeDMax on June 08, 2016, 07:09:46 AM
What? That goes against everything I have heard or seen with bug infestations so far. I have only seen or heard of them spawning under overhead mountain and thin roof as well I believe. My understanding is as long as you are under "contructed roof" you are safe. Is this wrong?

edit: and of course the thin roof can easily be made into constructed roof by making an unroofed area and then removing that I believe.

Thin roof does not cause infestation.



7 hives spawned and none of it in my base. Fridge were -7c so they could have spawned inside, but they didn't.


Also anyone wearing armor vest pretty much never killed by bugs, just pass out from pain but bugs seems never really eat people, heh.
#124
General Discussion / Re: So tell me about bugs...
June 08, 2016, 06:03:53 AM
You can prevent spawn most of bugs in your colony by dig large cave OUTSIDE of your base. They spawn based on your wealth but spawn location is completely random and they scatter everywhere.

So for example, if you dig only 30 square under mountain roof, all of hive will spawn into that room and probably everyone in the room will be killed.

But if you dig 100 square inside colony and 300 square outside of your colony under mountain, 7 out of 10(66%) will spawn outside which is a lot more manageable.

Another possible tactic is hive cannot spawn in a location below -17c, so turn whole base into fridge will pretty much disable it.
#125
Can you make brainmod for beauty/ugly?
#126
Help / Re: Non-random Craftable neurotrainer
June 08, 2016, 12:21:47 AM
Quote from: 1000101 on June 07, 2016, 04:41:09 PM
Since you obviously know where to find the defs and xml, why not look in the core ThingDefs?


  <ThingDef ParentName="ResourceBase">
    <defName>Neurotrainer</defName>
    <thingClass>Neurotrainer</thingClass>
    <label>neurotrainer</label>
    <description>A one-use nanotech trainer device. The neurotrainer is inserted through the orbit of the eye and releases nanomachines into the subject's brain, quickly improving their skills in a specific area.</description>
    <graphicData>
      <texPath>Things/Item/Special/Neurotrainer</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <resourceReadoutPriority>Middle</resourceReadoutPriority>
    <stackLimit>1</stackLimit>
    <tradeNeverStack>true</tradeNeverStack>
    <useHitPoints>true</useHitPoints>
    <statBases>
      <MarketValue>2000</MarketValue>
      <MaxHitPoints>80</MaxHitPoints>
    </statBases>
    <thingCategories>
      <li>Items</li>
    </thingCategories>
    <drawGUIOverlay>false</drawGUIOverlay>
    <tradeTags>
      <li>Exotic</li>
    </tradeTags>
  </ThingDef>
 


Sorry I might be stupid, but I really can't find other than this.
#127
Help / Non-random Craftable neurotrainer
June 07, 2016, 02:06:19 PM

   <RecipeDef>
      <defName>CreateNT</defName>
      <label>Craft NT</label>
      <description>Use heat and strong electromagnets to combine gold, steel and plasteel.</description>
      <jobString>Crafting NT.</jobString>
      <workAmount>15000</workAmount>
      <recipeUsers>
         <li>TableMachining</li>
      </recipeUsers>
      <workSpeedStat>SmeltingSpeed</workSpeedStat>
      <effectWorking>Smelt</effectWorking>
      <soundWorking>Recipe_Smelt</soundWorking>
      <ingredients>
         <li>
            <filter>
               <thingDefs>
                  <li>Gold</li>
               </thingDefs>
            </filter>
            <count>3</count>
         </li>
         <li>
            <filter>
               <thingDefs>
                  <li>Steel</li>
               </thingDefs>
            </filter>
            <count>25</count>
         </li>
         <li>
            <filter>
               <thingDefs>
                  <li>Plasteel</li>
               </thingDefs>
            </filter>
            <count>50</count>
         </li>
      </ingredients>
      <products>
        <Neurotrainer>1</Neurotrainer>
      </products>
      <fixedIngredientFilter>
         <thingDefs>
            <li>Gold</li>
            <li>Steel</li>
            <li>Plasteel</li>
         </thingDefs>
      </fixedIngredientFilter>
      <skillRequirements>
         <li>
            <skill>Crafting</skill>
            <minLevel>8</minLevel>
         </li>
      </skillRequirements>
      <workSkill>Crafting</workSkill>
      <researchPrerequisite>MultiAnalyzer</researchPrerequisite>
   </RecipeDef>


Completely random neurotrainers crafted with this code, what's defname of individual neurotrainer?
#128
Quote from: billycop32 on June 04, 2016, 08:39:58 PM
sorry but no. this would make things so much harder to early to early mid game that the benefits to late game balance would not be worth the cost.

In "early game" you don't even need weapon, just build stone wall and punch them to death one by one when they're spread out. This also provide much more slaves.
#129
Quote from: Thane on June 05, 2016, 09:45:24 AM
...a greater chance to produce high quality crafting items.

Can you confirm this?
#130
Quote from: Thane on June 05, 2016, 09:52:21 AM
Y'all latched onto the ridiculous 10mx10m thing and stopped reading brithnoth's comment.

The bigger issue is pathing. I already have colonists taking weird paths when one colonist is opening a door. I REALLY don't need colonists being obstructed by other colonists even more.  There are ways to break up death balls plus they make extremely easy targets for rockets and one good mortar hit is hilarious.

It doesn't pose as much of an issue, as if pawns were counted like a moving wall.



I really don't want 5 wide hallways just to keep people from walking around the base the long way.... Just no.

Or you know, make it prevent moving through only when pawn is standing on door and slight speed penalty when it's crowded. This will also give more incentive to build auto door. I never build them after game added component.
#131
General Discussion / Re: Today in Rimworld!
May 14, 2016, 06:42:14 AM
"Deep talk"
#132
I think they should send bigger caravans as your colony gets richer(and maybe relation and profit?). Currently I find most caravans little useless (although I haven't used your mod yet), 100 steel or 200 wood is ridiculously small for any colony with +10 colonists.

Other than that, I think this would be one of must have mod, probably should even integrated to game.
#133
General Discussion / Re: Melee Challenge
May 10, 2016, 12:38:14 AM
Quote from: Zem on May 09, 2016, 03:23:00 PM
Thans for that link. Interesting read. I'll try to fight the first mech ship in melee, if that proves impossible i'll allow myself the use of emp.


You can't fight centipedes using only melee unless you're wearing superior power armor, medieval shield and thrumbo shirt, and even then it's risky to fight more than 3 of them at a time.

Melee is extremely useful against scythers though. Scythers doesn't attack vital parts in melee and deal only 11 damage if you're wearing vest armor. Centipedes has virtually no way to penetrate personal armor.
#135
Quote from: Killaim on May 07, 2016, 08:21:13 AM
was using 7 snipers. 5 miniguns and 3 frag grenades took forever.

http://imgur.com/a/7SY1b / http://imgur.com/a/g3vKO

They're extremely weak to explosions and take only half damage from sharp damage(pretty much every weapon except grenade/launcher)