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Messages - DigitalCore

#16
Help / Re: Modifying Vanilla Weapons
April 10, 2015, 03:49:56 PM
Quote from: skullywag on April 10, 2015, 03:32:25 PM
well your damagedef use the burn hediff but other than that i cant see the issue, whats the exact error you get?
Currently away from my computer but the instant I get back I will write it down. I'll change the Burn damage to Ionic Burn, see if that helps.
#17
Help / Re: Modifying Vanilla Weapons
April 10, 2015, 03:15:03 PM
Quote from: skullywag on April 10, 2015, 03:10:15 PM
capitals?
Oh I've got capitals. Here are the entries:
DamageDef

<DamageTypeDef ParentName="LocalInjuryBase">
<defName>Ion</defName>
<label>ion burn</label>
    <externalViolence>true</externalViolence>
    <battleWound>true</battleWound>
    <deathMessage>{0} died from an ion burn.</deathMessage>
<hediff>Burn</hediff>
<hediffSolid>Charred</hediffSolid>
<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
<impactSoundType>Bullet</impactSoundType>
<armourCategory>Energy</armourCategory>
  </DamageTypeDef>


HediffDef

<HediffDef ParentName="InjuryLocalBase">
    <defName>Ion</defName>
    <label>ion burn</label>
    <naturallyHealed>false</naturallyHealed>
    <injury>
      <painPerDamage>1</painPerDamage>
      <oldLabel>ion burn scar</oldLabel>
      <oldPainPerDamage>0.9</oldPainPerDamage>
      <bleeding>0</bleeding>
      <becomeOldChance>8</becomeOldChance>
      <infectionChance>0.10</infectionChance>
      <combine>false</combine>
  <fullyHealableOnlyByTreatment>true</fullyHealableOnlyByTreatment>
      <destroyedLabel>incinerated</destroyedLabel>
      <treatedWellLabel>cleaned and bandaged</treatedWellLabel>
      <treatedLabel>poorly cleaned and bandaged</treatedLabel>
      <innerTreatedWellLabel>treated</innerTreatedWellLabel>
      <innerTreatedLabel>poorly treated</innerTreatedLabel>
      <solidTreatedWellLabel>set</solidTreatedWellLabel>
      <solidTreatedLabel>poorly set</solidTreatedLabel>
    </injury>
  </HediffDef>


And here's the modified charge rifle bullet:

<ThingDef ParentName="BaseBullet">
    <defName>Bullet_ChargeRifle</defName>
    <label>ion shot</label>
    <graphicPath>Things/Projectile/Charge_Small</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <projectile>
      <damageDef>Ion</damageDef>
      <damageAmountBase>12</damageAmountBase>
      <speed>70</speed>
    </projectile>
  </ThingDef>
#18
Help / Re: Modifying Vanilla Weapons
April 10, 2015, 03:09:03 PM
Okay so I just ran into a slight issue.

I'm trying to integrate a new damage type, 'ion'. I've assigned it to the Charge Rifle (in the bullet DamageDef), created a HediffDef entry for it in LocalInjuries, and a DamageTypeDef for it in the DamageDefs folder. However, when I boot the game, it keeps telling me it can't find the damage type 'ion'. Am I missing something here?
#19
Can I just say the spindlecrib is insanely OP when you have a horde of the buggers all on a psychotic rampage? Twice now I've had to draft more than 8 people to try and kill all of them. The turrets can't manage it.
#20
Help / Re: Modifying Vanilla Weapons
April 10, 2015, 11:43:06 AM
Quote from: NoImageAvailable on April 10, 2015, 11:28:41 AM
Quote from: DigitalCore on April 10, 2015, 10:19:22 AM
I'm going to try that out, actually. Maybe I could set the burst tick count to 0 and the number to 8, and drastically reduce the accuracy at all ranges.

That kinda works but it also means playing the firing sound 8 times and the individual shots will still have a noticeable delay between them since setting burst ticks to 0 defaults them to 1. If you want an example on how to do it "properly" see my signature.
Oh, I didn't see that! Is it okay if I use it? For the shotguns, I mean? It'd be very useful.
#21
Help / Re: Modifying Vanilla Weapons
April 10, 2015, 11:21:32 AM
Quote from: Shinzy on April 10, 2015, 10:59:58 AM
Quote from: DigitalCore on April 10, 2015, 10:19:22 AM
Quote from: Shinzy on April 10, 2015, 10:00:59 AM
youu can change the range, accuracy, bullet speed, damage and such really easily through the xml files

You can find the weapons in the ThingDefs folder! and most of the simple bits are very clearly visible in there
and they're all numerical values you can change so it's not too difficult!

having the bullets in shotgun spread out though is gna need more than just xml
(I mean you couuuld make it shoot out several bullets like a machine gun but that might not be ideal at all =P)
I'm going to try that out, actually. Maybe I could set the burst tick count to 0 and the number to 8, and drastically reduce the accuracy at all ranges.

I know I can edit the core files, but what about getting a mod to overwrite them? Like some other mods do? I want to be able to distribute the changes made to the vanilla weapons: is there a way I can do that too?

Just keep the DefName of the weapon and it'll override the vanilla ones
if you make a mod that tweaks like the pistol for example
    <defName>Gun_Pistol</defName>
and you don't change that bit, it will overwrite the original

there can be only one! (defname)
Thanks very much for the help! I appreciate it!
#22
Help / Re: Modifying Vanilla Weapons
April 10, 2015, 10:19:22 AM
Quote from: Shinzy on April 10, 2015, 10:00:59 AM
youu can change the range, accuracy, bullet speed, damage and such really easily through the xml files

You can find the weapons in the ThingDefs folder! and most of the simple bits are very clearly visible in there
and they're all numerical values you can change so it's not too difficult!

having the bullets in shotgun spread out though is gna need more than just xml
(I mean you couuuld make it shoot out several bullets like a machine gun but that might not be ideal at all =P)
I'm going to try that out, actually. Maybe I could set the burst tick count to 0 and the number to 8, and drastically reduce the accuracy at all ranges.

I know I can edit the core files, but what about getting a mod to overwrite them? Like some other mods do? I want to be able to distribute the changes made to the vanilla weapons: is there a way I can do that too?
#23
Help / Modifying Vanilla Weapons
April 10, 2015, 08:19:35 AM
Umm... Okay. So I'm a total noob when it comes to modding: I haven't the faintest clue what I'm doing as this is my first time attempting to mod, well, anything. I'd be really appreciative if you guys could help me out here!

So, the idea here is to tweak some of the vanilla weapons. I mainly just want to play with ranges and accuracy and such but I'd also like to know if I can change a shotgun's single sprite to multiple pellets which spread out, much like a normal shotgun would. Unfortunately, I can't code, but if someone could point out how to make this work I'd be so grateful!

Can I change vanilla weapons with just XML files or will I have to make an assembly (which I'm trying - and failing - to learn how to do)?
#24
Actually I'm having an issue with installing arms and legs as well. I have the arm ready for installation, and this is my InstallNaturalArm recipe:

<RecipeDef ParentName="SurgeryFlesh">
<defName>InstallNaturalArm</defName>
<label>install arm</label>
<description>Installs arm.</description>
<workerClass>Recipe_InstallNaturalBodyPart</workerClass>
<jobString>Installing arm.</jobString>
<workAmount>2000</workAmount>
<recipeUsers>
<li>Human</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<categories>
<li>Medicine</li>
</categories>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>Arm</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>Medicine</li>
</categories>
<thingDefs>
<li>Arm</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>LeftShoulder</li>
<li>RightShoulder</li>
</appliedOnFixedBodyParts>
<workSkill>Medicine</workSkill>
</RecipeDef>

Is there anything here that may be missing that I should know about?

IMPORTANT EDIT: So, I changed the <appliedOnFixedBodyParts> to LeftArm and RightArm... Aaaand it worked. Somehow. So why, then, can the bionic arm be attached to the shoulder, BUT THE NATURAL ARM CAN'T?
#25
Ideas / Alternate Power Sources (And Storage)
April 08, 2015, 07:40:39 AM
I apologise in advance if these have been posted before, I did a quick search and these didn't seem to come up (maybe I wasn't looking hard enough). Also, I know these are in some mods, but I feel like they should be integrated into the base game because only two methods of power generation feels... A little shallow.

Radioisotope Thermoelectric Generator (RTG)
Pretty simple, crafted from 40 uranium (or perhaps nuclear waste) and 100 steel, and provides a limited amount of constant electricity, around 700W. Can be built anywhere, as long as it's sheltered from the rain. You have to do research to unlock it, though.

You could have an upgraded version, the Stirling RTG which is more expensive resource wise, but produces more electricity. Made after a research upgrade on the basic RTG.

Nuclear Reactor Chamber
You could possibly research this after you have Stirling RTGs, with a pretty hefty cost (3000 or so) because nuclear reactors are dangerous.

You only need to build the reactor vessel itself and you can start producing large amounts of electricity (in the region of 2500W or so), but then you have issues: it will irradiate the area it's placed in, causing acute radiation sickness in your colonists. You can only avoid this by making a 2 block thick wall of concrete (twice the resource cost of steel walls with more health to go with it) or a 3 block thick wall of steel to contain the radiation. Or you could just surround it with industrial coolers (at least 3), which is gonna require a lot of ventilation.

And then there's the matter of explosions. Well, if a nuclear reactor goes boom, it generally just destroys everything within a large radius around it. So it's pretty much an automatic game over for you if a lucky mortar shell hits it. Solution? Build it in a mountain. You're also going to have to regularly supply it with uranium. If it doesn't have any in it, it'll just shut down.

Fossil Fuel Reactors
Gas and Coal? Maybe not gas. Make Coal a mineable resource that occurs more often in forests and such and you can just build a fossil fuel generator. Coal produces less energy, but does not require refuelling nearly as often as gas (which produces substantially more electricity) does.

Batteries
An expansion on the current power storage system would be nice. You could have a 2x2 battery which stores more power but is less efficient, and then a research upgrade that makes your batteries more efficient. It gives more options for how you store your power.

And I think that's it.
#26
Stories / Re: Your favourite colonists
April 07, 2015, 04:41:30 PM
My 1st favourite is Hawk. Let me tell you about Hawk.

Hawk was one of the first guys to drop on the godforsaken lands of Procyon XII. A seasoned combat engineer, he had a pretty frightening shooting skill (base 14), could do basic medicine, and was just generally a badass. He very quickly picked up construction and got the job of building stuff around the base.

Naturally, he tended to get a limb shot off every time I sent him outside to fight. EVERY. SINGLE. GODDAMN TIME. Even though he was crippled several times, I never gave up on him, though, and had my doctor, Jen, keep him fed and patched up as best she could.

Now, he's about 90% machine, with everything from a power claw to a synthetic liver (ExtendedSurgery).

My second is the ruthless assassin Jarred. He took non-violent colonists deep within the mountain to a very quiet, secluded 3x3 room, in which he shot. On the way out he would seal the autodoor. No-one ever knew until the day he died what he had been doing. Crazy bastard.
#27
Are you perhaps thinking off adding another more advanced set of cybernetics? Maybe, say, fleshmetal organs/limbs? Require plasteel and human meat to create?

To be honest I'm not sure how you'd go around creating them. But if current bionics give a 70% efficiency per addition for limbs and 100% for single items (heart, liver, stomach etc), fleshmetal 'cybernetics' could have 100% and 150% respectively.

Forgive me, I have a Combat Medic in my medical wing at the moment and he's almost entirely machine by now. Good thing he's a prosthophile. Been shot up so many times I've lost count.

Also, shouldn't synthetics be slightly more efficient than standard organs? Maybe 120%? It gives you a reason to want to upgrade that way. Otherwise I think I'd just use organics.

Finally, is it possible to mod in the brain upgrades from the More Bionic Parts mod? I really liked the idea of adding things like adrenaline boosters and such. Perhaps even mental boosters which permanently improve the mood of a colonist slightly (+4 to mood, perhaps?).