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Messages - cythedag

#31
Help / Flame traps?
March 25, 2015, 05:24:56 AM
I got an idea from JuliaEllie's mod https://ludeon.com/forums/index.php?topic=7222.0 Floor spike trap. Is it possible to make a flame trap, that causes everything within a certain radius to burst into flames? Not only could it be used as a trap, but you could hypothetically set a dumping stockpile within the radius of the trap and use it as a makeshift incinerator. Thoughts? Comments?
#32
Help / Re: XML?
March 23, 2015, 09:40:11 PM
Actually wait, i just noticed you forgot to include the closing tag </ThingDefs> on the bottom of the XML. My bad I should have noticed that right as soon as I opened the file. Never forget to include the closing tags in your code. For example <ThingDefs> should always have a </ThingDefs> after all of the other content between those tags.
#33
Help / Re: XML?
March 23, 2015, 09:21:20 PM
Quote from: Dante King on March 23, 2015, 08:39:29 PM
I figured this out with some help a few minutes ago, now, after I fixed the .XML issue, I have a "Charge Rifle has null ThingClass" in the console when I activate my mod, AND the charge rifle is gone from the dev spawn menu. I C&P'ed the Charge rifle from Weapons_Guns in ThingDefs and changed some stats, what is wrong?
Again I'm rather new so I may be wrong. But on line 50 you are missing a line of code from the core xml:

<ThingDef Name="BaseHumanGun" ParentName="BaseGun" Abstract="True">
    <weaponTags>
      <li>Gun</li>
    </weaponTags>
</ThingDef>

Try this out and let us know if it works or not.
#34
Help / Re: XML?
March 23, 2015, 09:08:28 PM
Quote
Ok then, I get XML files, SO HAPPY! Now, onto textures, GIMP is good from what I hear
I'm pretty new to modding this game, but I've been into texture editing for a while. I use Paint.net, but ive seen some others use Inkscape. Both are free programs.
#35
Help / Re: Trying to mod in a human flesh receipe
March 22, 2015, 01:33:50 PM
Awesome. Thank you very much. It works now. I wish the Wiki had information as concise as that.
Also, apparently it IS case sensitive. I tried human_meat and I was getting errors. Took me 5 minutes to figure that part out lol.
#36
Help / Trying to mod in a human flesh receipe
March 22, 2015, 06:08:05 AM
Hey, im kinda new to modding. I'm making a mod that converts human flesh into an alternative meat product. I love the idea of my colonists being fueled by the blood of their enemies.... or allies.... anyways. For the life of me I cannot figure out what im doing wrong. Here is a snippet of the code im using:

<ingredients>
<li>
<filter>
<categories>
<li>MeatRaw</li>
</categories>
</filter>
<count>15</count>
</li>
</ingredients>
<products>
<stroyent>10</stroyent>
</products>
<fixedIngredientFilter>
<categories>
<li>MeatRaw</li>
</categories>
</fixedIngredientFilter>


I've tried Human_Meat from what i've seen in the defs but it's pulling up an error on load that the ThingsCatagoryDef human_meat is invalid. Any help would be very appreciated as I don't know what the heck im doing!
#37
Quote from: UMK on March 13, 2015, 08:56:37 AM
There is a way to do it, but it involves black magic which even scares even me. Anyway this dispenser is somewhat balanced because it can't dispense lavish food. At the moment player finishes those projects they might have cooks skilled enough to make lavish meals without causing poisoning.
Alright, I see your point. I didn't mean to seem like I was negatively criticizing your mod. Sorry if I came off that way. Really I'm impressed with your work.

My point was, if I can make a "perfect" fine meal with half the resources it takes to make a pawn-engineered "flawed" version of one, it lowers the impetus for me to spend the time and resources to train up my cooks in the first place. It throws off the games economics just a bit. The meal dispenser has it's own negative drawbacks (requires power, can only cook a maximum of fine meal) but those drawbacks are displaced by the obvious low resource requirements.

Maybe I'm over-analyzing. Anyways, great work. My comment is just an observation.
#38
I love that meal dispenser man. But it's kinda overpowered. I have mine fully upgraded and it only takes 5 food to make a fine meal with zero chance at food poisoning. Is there a way to make it so as you research better meals for it, that the food cost goes up? Really the only reason I use it is because I get tired of my survivors running around vomiting all over the place from food poisoning (even though i have somewhat decent cooks). That poisoning mechanic can almost cripple an early base. Thanks for the mods!
#39
I tried this mod, and I love it. But, the pawns will not seek out and find the brewed items by themselves to drink it. I tested this with beer also, they will "auto-consume" beer without a problem. But the other liquors they act completely oblivious to until you order them to drink it. Maybe the need to drink beer is hard-coded?