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Topics - twoski

#21
Releases / [B19] Synthmeat: Space Tofu
August 27, 2016, 12:42:12 PM
This mod adds a new type of genetically engineered plant that produces synthetic meat.

You must research Synthmeat before you are able to grow it. A growing skill of 8 or higher is needed.

I am aware someone else may have done this before. I wanted to do it myself because i like to make sure things are balanced appropriately.

Get it now: http://steamcommunity.com/sharedfiles/filedetails/?id=938860383

Non-steam link (and source code): https://bitbucket.org/twoski/rimworldmods/downloads

Licensing:

You may include this mod in a modpack, however do keep in mind that i may update it. It is better if you add this to a steam-based modpack since steam automatically updates when i submit my changes.

You may derive from this mod but please add a visible link to this mod if you do.
#22
Help / Texture looks bad when zoomed out
August 27, 2016, 03:33:29 AM
I have a new plant texture i made based on a texture i got from the old vanilla stuff. For some reason parts of it seem transparent ingame. In photoshop even if i put opaque layers behind that spot, it still appears transparent ingame.

Does someone have A14 plant/harvested plant textures they could send me? I think the fact that i'm using old art doesn't help.
#23
Outdated / [A18] Improved Surgery
August 24, 2016, 11:31:27 PM
Note: This mod uses HugsLib. If you do not have that mod installed you will get errors. Grab it: https://ludeon.com/forums/index.php?topic=28066.0

This mod tweaks surgery to be a bit more forgiving.
   
- Failures no longer instantly destroy prosthetics/bionics/implants being installed. The item that was being installed will be returned, but with less health. This means that if you are installing an item that is worn out or damaged, failing too many times will destroy it.

- Extreme failures which cause random body part damage are much less likely to occur. In these cases, it will more likely be a major failure that causes an infection instead.


Other surgery mods may possibly conflict with this one.

Get it now: http://steamcommunity.com/sharedfiles/filedetails/?id=751352140

Non-steam link (and source code): https://bitbucket.org/twoski/rimworldmods/downloads

Licensing:

You may include this mod in a modpack, however do keep in mind that i may update it. It is better if you add this to a steam-based modpack since steam automatically updates when i submit my changes.

You may derive from this mod but please add a visible link to this mod if you do.
#24
Help / Override existing medical recipes
August 22, 2016, 11:05:29 PM
I'm trying to make changes to how medical recipes work, but i need to know what the GetPartsToApplyOn function does:


namespace RimWorld
{
internal class Recipe_RemoveBodyPart : Recipe_MedicalOperation
{
private const float ViolationGoodwillImpact = 20f;

[DebuggerHidden]
public override IEnumerable<BodyPartRecord> GetPartsToApplyOn(Pawn pawn, RecipeDef recipe)
{
Recipe_RemoveBodyPart.<GetPartsToApplyOn>c__IteratorA9 <GetPartsToApplyOn>c__IteratorA = new Recipe_RemoveBodyPart.<GetPartsToApplyOn>c__IteratorA9();
<GetPartsToApplyOn>c__IteratorA.pawn = pawn;
<GetPartsToApplyOn>c__IteratorA.<$>pawn = pawn;
Recipe_RemoveBodyPart.<GetPartsToApplyOn>c__IteratorA9 expr_15 = <GetPartsToApplyOn>c__IteratorA;
expr_15.$PC = -2;
return expr_15;
}

public override bool IsViolationOnPawn(Pawn pawn, BodyPartRecord part, Faction billDoerFaction)
{
return pawn.Faction != billDoerFaction && HealthUtility.PartRemovalIntent(pawn, part) == BodyPartRemovalIntent.Harvest;
}

public override void ApplyOnPawn(Pawn pawn, BodyPartRecord part, Pawn billDoer, List<Thing> ingredients)
{
bool flag = MedicalRecipesUtility.IsClean(pawn, part);
bool flag2 = this.IsViolationOnPawn(pawn, part, Faction.OfPlayer);
if (billDoer != null)
{
if (base.CheckSurgeryFail(billDoer, pawn, ingredients))
{
return;
}
TaleRecorder.RecordTale(TaleDefOf.DidSurgery, new object[]
{
billDoer,
pawn
});
MedicalRecipesUtility.SpawnNaturalPartIfClean(pawn, part, billDoer.Position);
MedicalRecipesUtility.SpawnThingsFromHediffs(pawn, part, billDoer.Position);
}
BodyPartDamageInfo value = new BodyPartDamageInfo(part, false, null);
DamageInfo dinfo = new DamageInfo(DamageDefOf.SurgicalCut, 99999, null, new BodyPartDamageInfo?(value), null);
pawn.TakeDamage(dinfo);
if (flag)
{
if (pawn.Dead)
{
ThoughtUtility.GiveThoughtsForPawnExecuted(pawn, PawnExecutionKind.OrganHarvesting);
}
else
{
ThoughtUtility.GiveThoughtsForPawnOrganHarvested(pawn);
}
}
if (flag2)
{
pawn.Faction.AffectGoodwillWith(billDoer.Faction, -20f);
}
}
}
}



Any insight?
#25
Ideas / What is the deal with insect hives?
August 21, 2016, 10:07:27 PM
The first time an insect hive appeared i dealt with it easily. It was in an overhanging cliff area facing the outdoors so a sniper could just stand in the distance and pick them off one by one and none of them could do anything.

But in my latest game they appeared in my mining network deep inside of a cliff. I couldn't even deal with them at the time since i had another raid appear.

Fast forward to after the raid and the colony is doubling. I assign a sniper to stand at a distance and plink away at them but it's too late and the colony doubled again.

It seems like there is no limit to how many hives can spawn, which i find completely ridiculous. Their growth is exponential and there is an inevitable point you reach where there are so many insects spawned that not even assigning all your snipers to stand and pick them off will do anything.

My suggestion is to have an upper limit to how many hives can spawn - something like 5 - and have only one hive spawn initially. And instead of having the bugs just stand there as easy sniper targets, make them a bit more aggressive. Aggroing them should piss off the hive. This way they are more of a threat, and they can't snowball to the point where they basically end the game.

I will probably mod this myself because the current implementation just seems lazy and kind of absurd. I had something like 9 hives spawned and the sheer number of npcs there made my screen lag when i zoomed out
#26
Outdated / [B19] A collection of all my mods
August 20, 2016, 07:49:34 PM
I'm going to put links to all the mods i have done in this thread as a way to keep track.

IMPROVED SURGERY - Tweaks surgery to be a bit more forgiving

Thread: https://ludeon.com/forums/index.php?topic=24975.0

MORE MENTAL BREAKS - Adds more mental breaks to the game

Thread: https://ludeon.com/forums/index.php?topic=24164.0

TOMB WORLD - Adds a new scenario and makes the map generator place derelict buildings everywhere

Thread: https://ludeon.com/forums/index.php?topic=22804.0

SYNTHMEAT - Genetically engineered plant that grows a meat substitute

Thread: https://ludeon.com/forums/index.php?topic=25056.0

IMPROVED INFESTATION - Less hives, more angry bugs

Thread: https://ludeon.com/forums/index.php?topic=25549.0
#27
If i name my colony POOPBALLS then save and exit, it picks some weird random name (which is not POOPBALLS) for my save file.
#28
About a year ago when i played this game the pacing of gameplay on challenging was near perfect.  The enemy waves hit hard but there was appropriate time between waves improve your defenses. Granted, I found A12 a bit on the easy side but difficulty aside, the pacing felt phenomenal. The time between waves felt fair and generally gave the player time to improve on their setup before the next big wave hit.

Now in A14 it seems like the waves come in much more quickly.  Normally i can deal with these waves but given the timing you barely have enough time to even begin recruiting prisoners from the last wave.

I wouldnt mind this change of pacing if there were some sort of early game version of gun turrets such as ballistas that you could set up. But as it stands it feels like the only real strategy to reaching endgame is to have one colonist with super high research locked in a room from day 1 with a research bench.

Either expand the grace period before the attack waves start or give the player a bit more time between waves,  imo. 
#29
Ideas / Fishing in deep water
August 14, 2016, 12:55:44 PM
It would be cool if you could tell pawns to fish in deep waters.

Their chance to catch fish would be related to their animal handling skills as well as the size of the body of water.
#30
Outdated / [A18] More Mental Breaks
August 13, 2016, 11:26:51 PM
This mod adds new mental breaks to the game and tweaks the Berserk trait.

Extreme mental breaks:
> Self-Harm: The pawn will cut their wrists and hide in their room.
- Medium base chance to occur.
- High chance to occur for Masochist trait.

Moderate mental breaks:
> Compulsive cleaning: The pawn relentlessly cleans their surroundings, usually until they pass out from exhaustion.
- High base chance to occur.

Minor mental breaks:
> Antisocial: The pawn wanders off into the wilderness for a while and avoids their fellow colonists.
- High base chance to occur.

> Apathy: The pawn becomes lethargic and will often wander around instead of working. They cannot be manually assigned to tasks or drafted while they are apathetic.
- High base chance to occur.

Get it now: http://steamcommunity.com/sharedfiles/filedetails/?id=837047494

Non-steam link (and source code): https://bitbucket.org/twoski/rimworldmods/downloads



Licensing:

You may include this mod in a modpack, however do keep in mind that i may update it. It is better if you add this to a steam-based modpack since steam automatically updates when i submit my changes.

You may derive from this mod but please add a visible link to this mod if you do.
#31
Help / RequiredTrait not working with spectrum traits
August 13, 2016, 03:02:43 PM
So if i want to add a mental break that only applies to Neurotic or Nervous or Teetotaler, i cannot do that since these traits are defined a bit differently than normal traits.

What would be nice is if the RequiredTrait tag for mental breaks searched by name or something rather than using TraitDefOf.
#32
Help / Creating new mental breaks
August 08, 2016, 08:09:33 PM
Hey all, i'm trying to mod new mental breaks into the game. Not entirely sure where to start though. The source folder in my game directory seems to be lacking stuff, is it just snippets for reference?
#33
Ideas / More Types Of Severe Mental Break
August 07, 2016, 10:51:45 PM
I'm getting really annoyed with my pawns constantly going berserk. It's a mental break that should happen very rarely but currently it's the only thing that happens when a pawn is severely unhappy. I got a mod that reduces the chance of berserk happening because it's just incredibly annoying and unrealistic for a pawn to go active shooter because they're unhappy.

We need more interesting severe mental breaks, i have a few ideas for simple and cheap ones:

- Antisocial mental break: The pawn moves to the other side of the map for a couple of days and lives on their own
- Animal violence mental break: The pawn finds the nearest animal and takes their anger out on it. If it can't find an animal then it just wanders around.
- Destructive mental break: The pawn walks around and punches furniture/etc, damaging it.
- Self harm/suicidal: The pawn cuts their wrists/arms and causes severe bleeding then sadly wanders around.
- Faint: The pawn becomes very exhausted from being so stressed out and faints on the spot, and has to sleep for a few days before they'll feel better.
- Verbal abuse: The pawn goes crazy and takes out their anxiety on any nearby pawns, ruining their relationship (ie. their relationship with that pawn suffers greatly and goes into the negatives). This would have implications for marriages/lovers.

I would mod these in myself but i don't know exactly what i need to do to do this.
#34
Mod bugs / Massive FPS drop due to sleeping spot bug
August 06, 2016, 08:09:00 PM


steps to reproduce:

1. get my mod: http://steamcommunity.com/sharedfiles/filedetails/?id=737842420
2. start a game and find a building with a bed in it.
3. uninstall bed and install it in your settlement
4. all the animals on the map start throwing the error in the image i posted. and your game lags horribly.
#35
The last time i played, turrets didn't require you to research electronics before you could research them. I think it is this, coupled with generally more resource bottlenecks (such as components) which has made reaching endgame on challenging particularly hard for me.

I think mainly the issue is i can never seem to get enough turrets up before the game sends a massive tribe into my base and overwhelms my pawns. That specific event can only be overcome with turret farms. Even if your pawns have high stats, you simply can't kill that many enemies before they get up in your face. You need turrets distracting them and killing them so that your pawns can actually focus on killing instead of fist fighting.

Is the game balance going to be re-evaluated any time soon? Or should i just downgrade to Rough from Challenging? Because the difficulty curve seems to have gone up significantly with all these new research/construction bottlenecks being added.
#36
Kind of a humorous bug i think...



This guy got his left arm and right hand torn off by boars, rendering him pretty much useless and incapable of even simple tasks like hauling. Except for some reason he can still doctor people.

A side thought: Missing an arm should be a -50% manipulation penalty, but missing a hand should be like -48%. Because technically if you had 2 stumps for hands you could still (with much difficulty) haul things. Just my $0.02.
#37
Scenarios / [B19] Tomb World
August 04, 2016, 10:19:16 PM
Note: This mod uses Misc MapGenerator. If you do not have it installed you will get errors. Grab it: http://steamcommunity.com/workshop/filedetails/?id=704182588

In this scenario you start off with 3 pawns, but with less useful gear. You have only a couple of knives and a pistol. Most of the food you have is nutrient paste rations. You must find shelter among the derelict buildings from a long dead civilization and rebuild society.

This mod completely overhauls the map generator so you'll need to disable it if you want to play a normal game.

Download it here: http://steamcommunity.com/sharedfiles/filedetails/?id=737842420

Non-steam version here: https://bitbucket.org/twoski/rimworldmods


Licensing:

You may include this mod in a modpack, however do keep in mind that i may update it. It is better if you add this to a steam-based modpack since steam automatically updates when i submit my changes.

You may derive from this mod but please add a visible link to this mod if you do.
#38
Ideas / More Mood Buffs
August 03, 2016, 01:50:13 PM
It seems that there are ample mood debuffs that occur for most situations but not as many mood buffs. I think it would be cool to reward the player for going the extra mile to improve the lives of pawns.  Some ideas:

- Mood buff for killing raid leaders or mechanoids. Straightforward. A pawn would gain happiness for a few days knoeing they protected their base.

- Achievement buff for leveling up. When a pawn levels up they get a small mood buff for a day.

- X days without incident buff. After a pawn goes without being hurt or having a mental break, every month they get a small mood buff for a day.

Stuff like this which subtly rewards players for running a tight ship
#39
Bugs / "Colonist Died" Debuffs Stacking
August 02, 2016, 09:37:10 PM
Not sure if this is a bug, but in my opinion it really needs to be evaluated.

Basically, if you have 2 pawns who are in love and one of the pawns dies, then the living pawn gets 2 debuffs: One because his lover is dead and one because [dead pawn] died. It got even worse when the pawn's bonded animal died.

The guy basically had -30 or -40 mood for half a year. Not only is that basically unmanageable, it just seems wrong. A debuff of that magnitude that lasts that long is an automatic anxiety spiral for the pawn it affects. In my game, the pawn completely lost his mind several times and went berzerk over and over. I eventually had to execute them because no matter what you do, you can't offset a debuff of that size.

If you were stranded on a planet with some other people and your wife and pet died, yeah it would be shitty. But is the appropriate response to this to continually go insane and attack people?

What i'm saying is that these death debuffs either need to have their values adjusted to be a bit more forgiving, or maybe there needs to be a general "mourning dead colonist" debuff and a general "mourning dead pet" debuff, instead of personalized debuffs for every colonist/pet that dies.

That, and i think there needs to be some sort of categorization of mental breaks (ie. mourning pawns are less likely to become murderous assholes and more likely to just become severely depressed), but that's a topic for the suggestions forum.

#40
Bugs / Steel disappears on load
September 03, 2015, 11:00:50 PM
I saved my game, then when i reloaded my stockpile of ~8000 steel disappeared.

Not sure if this is a common thing or not.