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Messages - Simulacrum0

#31
Help / Re: Surgery mod need help
October 24, 2016, 09:52:37 PM
<RecipeDef ParentName="SurgeryMechanites">
      <defName>PurgeSensoryMechanites</defName>
      <label>Purge Mechanites</label>
      <description>Purge Mechanites.</description>
      <workerClass>Recipe_RemoveHediff</workerClass>
      <jobString>Purging Mechanites.</jobString>
      <workAmount>4500</workAmount>
      <removesHediff>SensoryMechanites</removesHediff>
      <successfullyRemovedHediffMessage>{0} has successfully Purged {1}'s Mechanites.</successfullyRemovedHediffMessage>
      <surgeonSurgerySuccessChanceExponent>0</surgeonSurgerySuccessChanceExponent>
      <ingredients>
         <li>
            <filter>
               <categories>
                  <li>Medicine</li>
               </categories>
            </filter>
            <count>3</count>
         </li>
         <li>
            <filter>
               <thingDefs>
                  <li>Weapon_GrenadeEMP</li>
               </thingDefs>
            </filter>
            <count>1</count>
         </li>
      </ingredients>
      <fixedIngredientFilter>
         <categories>
            <li>Medicine</li>
         </categories>
         <thingDefs>
            <li>Weapon_GrenadeEMP</li>
         </thingDefs>
      </fixedIngredientFilter>
      <skillRequirements>
         <li>
            <skill>Medicine</skill>
            <minLevel>5</minLevel>
         </li>
         <li>
            <skill>Research</skill>
            <minLevel>5</minLevel>
         </li>
      </skillRequirements>
  </RecipeDef>

it works if the mechanites are on a body part. the whole body effect is no part that's why you cant heal a paw with it using dev console.
#32
Help / meat base?
October 24, 2016, 07:41:50 PM
has any one found a base for meat, i want to increase the nutrition.
#33
Help / Re: Surgery mod need help
October 24, 2016, 07:38:02 PM
kaptain_kavern: that is just what i need thank you.

Dingo: the recipe its self does not show up if the disease/infection is not on a body part.

#34
Help / Re: Surgery mod need help
October 24, 2016, 06:01:54 PM
Silerra: i meant C#

kaptain_kavern: what mod have you seen that makes diseases created from incidents target body parts?

#35
Help / Surgery mod need help
October 24, 2016, 03:34:47 PM
i have been trying to add surgery's to deal with mechanites (gut worms and muscle parasites to if i can get this working) the problem is "Whole body" is not a bodypart so normal surgery recipes don't work. so i ether need a way to make a surgery recipe target whole body or make the Incidents_Disease target a body part and i don't know how to code C#.
#36
so i had a visitor/trader show up, she had a very nice gun and i wanted it, it was 5600 silver so i traded 400 gold to cover the cost and after her stay she loved (she spent the night sleeping on the floor of my very impressive dining room) she then left me the 400 gold as a thank you.
#37
you don't need to change the code to make pawns able to survive in -60 - -90, what they need is more clothing options and a much higher apparelMoney limet.
a normal cloth parka is worth 260, outlanders have a base of 300 to 900 tribals are 180 to 350.
#38
its most likely RepairBench it does that if pwans are restricted as it ignores zone restrictions try lowing the work area.
#39
Outdated / Re: [A13] Community Core Library v0.13.1
April 24, 2016, 04:04:15 PM
@1000101
this is the recipe i have for armor
<RecipeDef>
    <defName>AutomatedArmourRecycling</defName>
    <label>Recycle Armour.</label>
    <description>Dismantle armor for materiel.</description>
    <jobString>Recycle Armour.</jobString>
    <workAmount>1800</workAmount>
    <ingredients>
      <li>
        <filter>
          <categories>
            <li>Armour</li>
          </categories>
        </filter>
        <count>1</count>
      </li>
    </ingredients>
    <specialProducts>
      <li>Smelted</li>
    </specialProducts>
  </RecipeDef>
in game it give a errors saying it has no products.
and you cant mimic smelting with a products <____>2</____> recipe since the game does not count stuff items as a thingdeff, a cloth parka is just a parka and even if it did i would then have to make 1 recipe for every item for every stuff it can be made from that's 40 for parkas alone.
#40
Outdated / Re: [A13] Community Core Library v0.13.1
April 23, 2016, 10:55:09 PM
Can you make it so smelted products is usable by Automated Factory, a automated smelter and recycler would so helpful.
#41
Can some one update Fortifications?
#42
Haplo can you make the auto in room and auto in range apply directly to lights? having to make 1 per light for the 30+ in my colony is a bit much.
#43
Mods / Re: Mod Request - Roofed Area
April 15, 2016, 10:08:56 PM
Dev mode, view settings, draw roofs.
#44
Bugs / Re: Family issues (age, vatgrown)
April 14, 2016, 02:16:41 AM
the vat is the same as a surrogate mother, egg from mother and sperm father.
biological age does not relay mater its chronological age that does, the colonist could have had this kid at 15 and went in to cryo sleep for 43 yeas with the kid ageing normal.
there is a bug with chronological age not matching up, sad to be fixed for 13a or 14.
#45
Bugs / Re: A13 - Ice sheet bugs discovered
April 14, 2016, 02:03:12 AM
Incapable of violence can still equip weapons (can haul 2 items per trip this way)
yes they should, had pwns die next to a door were it was a nice 70f and -100f outside, its not in there scripts yet.
the thing with the doors is a script thing to, its not set as held open so the ai does not treat it as open.
i never sad it coud not be done i sad it had to be in a bed, still faster to just shot-em.
Mountains buffer temperature changes on earth were not on earth.