Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Elysium

#16
Outdated / Re: [A14] Crafting Hysteresis (v1.0.0)
August 22, 2016, 02:10:30 AM
I was hoping someone would do this, no idea why it is not a part of vanilla already.
#17
Quote from: neobikes on August 20, 2016, 03:14:28 AM
now i reloaded all mods and i cannot do that anymore. What i can do is to CLICK "I" and i do get only BASIC STATS.

https://ludeon.com/forums/index.php?topic=21800.msg236619#msg236619
#18
Outdated / Re: [A14] Miniaturisation Overloaded
August 18, 2016, 03:51:23 PM
Would have never thought to try it on those, but I could see someone potentially doing the same thing with graves or sarcophagus.  I would assume those might have the same issues but I'm not sure.  May need to add a safeguard or a warning on the post/about if this is not something that can be fixed easily.
#19
Outdated / Re: [A14] Miniaturisation Overloaded
August 17, 2016, 10:40:23 PM
Nice job, can't wait till this gets into CCL so modders can start to use it.
#20
Outdated / Re: [A14] Miniaturisation Overloaded
August 17, 2016, 03:59:42 AM
Great! That fixed it, thanks!  One more question, should I be using clear mode in this instance?
#21
Outdated / Re: [A14] Miniaturisation Overloaded
August 17, 2016, 02:03:06 AM
Was hoping that would be the case.

I seem to be having trouble targeting some verbs, doesn't seem to want to work no matter what kind of filter or match I use.  I suspect I am doing something wrong but I don't know what it might be.

Override:
<Defs>
    <Override.Def Filter="Match" Match="ThingDef@defName=Human">
<verbs>
<li>
<verbClass>Verb_MeleeAttack</verbClass>
<defaultCooldownTicks>100</defaultCooldownTicks>
<meleeDamageBaseAmount>1</meleeDamageBaseAmount>
<meleeDamageDef>Blunt</meleeDamageDef>
<linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup>
</li>
<li>
<verbClass>Verb_MeleeAttack</verbClass>
<defaultCooldownTicks>100</defaultCooldownTicks>
<meleeDamageBaseAmount>1</meleeDamageBaseAmount>
<meleeDamageDef>Blunt</meleeDamageDef>
<linkedBodyPartsGroup>RightHand</linkedBodyPartsGroup>
</li>
</verbs>
</Override.Def>
</Defs>


Output:
Override :: Filter is "((def Is ThingDef) && (((def.GetType().GetField("defName") != null) && HandlesType(def.GetType().GetField("defName").FieldType)) && Equals(def.GetType().GetField("defName").GetValue(def), FromString("Human", def.GetType().GetField("defName").FieldType))))"

Override :: Human :: "verbs" not found in target

Override :: Found 1 Defs


Vanilla Code:
  <ThingDef ParentName="BasePawn">
    <defName>Human</defName>
    <label>human</label>
    <description>A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets.</description>
    <uiIconPath>Things/Pawn/Humanlike/UI/IconHuman</uiIconPath>
    <statBases>
      <MarketValue>1750</MarketValue>
      <MoveSpeed>4.61</MoveSpeed>
      <Flammability>1.0</Flammability>
      <ComfyTemperatureMin>12</ComfyTemperatureMin>
      <ComfyTemperatureMax>32</ComfyTemperatureMax>
      <LeatherAmount>20</LeatherAmount>
    </statBases>
    <verbs>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTicks>100</defaultCooldownTicks>
        <meleeDamageBaseAmount>7</meleeDamageBaseAmount>
        <meleeDamageDef>Blunt</meleeDamageDef>
        <linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup>
      </li>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTicks>100</defaultCooldownTicks>
        <meleeDamageBaseAmount>7</meleeDamageBaseAmount>
        <meleeDamageDef>Blunt</meleeDamageDef>
        <linkedBodyPartsGroup>RightHand</linkedBodyPartsGroup>
      </li>
    </verbs>
    <race>
      <thinkTreeMain>Humanlike</thinkTreeMain>
      <thinkTreeConstant>HumanlikeConstant</thinkTreeConstant>
      <intelligence>Humanlike</intelligence>
      <makesFootprints>true</makesFootprints>
      <lifeExpectancy>80</lifeExpectancy>
      <leatherColor>(211,194,143)</leatherColor>
      <leatherCommonalityFactor>0.01</leatherCommonalityFactor>
      <leatherInsulation>0.70</leatherInsulation>
      <leatherMarketValue>15</leatherMarketValue>
      <nameCategory>HumanStandard</nameCategory>
      <body>Human</body>
      <baseBodySize>1</baseBodySize>
      <baseHealthScale>1</baseHealthScale>
      <foodType>OmnivoreHuman</foodType>
      <gestationPeriodDays>45</gestationPeriodDays>
      <litterSizeCurve>
        <points>
          <li>(0.5, 0)</li>
          <li>(1, 1)</li>
          <li>(1.01, 0.02)</li>
          <li>(3.5, 0)</li>
        </points>
      </litterSizeCurve>
      <lifeStageAges>
        <li>
          <def>HumanlikeBaby</def>
          <minAge>0</minAge>
        </li>
        <li>
          <def>HumanlikeToddler</def>
          <minAge>1.2</minAge>
        </li>
        <li>
          <def>HumanlikeChild</def>
          <minAge>4</minAge>
        </li>
        <li>
          <def>HumanlikeTeenager</def>
          <minAge>13</minAge>
        </li>
        <li>
          <def>HumanlikeAdult</def>
          <minAge>18</minAge>
        </li>
      </lifeStageAges>
      <soundMeleeHitPawn>Pawn_Melee_Punch_HitPawn</soundMeleeHitPawn>
      <soundMeleeHitBuilding>Pawn_Melee_Punch_HitBuilding</soundMeleeHitBuilding>
      <soundMeleeMiss>Pawn_Melee_Punch_Miss</soundMeleeMiss>
      <specialshadowData>
        <volume>(0.3, 0.8, 0.4)</volume>
        <offset>(0,0,-0.3)</offset>
      </specialshadowData>
      <ageGenerationCurve>
        <points>
          <li>(14,0)</li>
          <li>(16,100)</li>
          <li>(50,100)</li>
          <li>(60,30)</li>
          <li>(70,18)</li>
          <li>(80,10)</li>
          <li>(90,3)</li>
          <li>(100,0)</li>
        </points>
      </ageGenerationCurve>
      <hediffGiverSets>
        <li>OrganicStandard</li>
      </hediffGiverSets>
    </race>
    <recipes>
      <li>InstallPowerClaw</li>
      <li>InstallScytherBlade</li>
      <li>InstallBionicEye</li>
      <li>InstallBionicArm</li>
      <li>InstallBionicLeg</li>
      <li>InstallSimpleProstheticArm</li>
      <li>InstallSimpleProstheticLeg</li>
      <li>InstallPegLeg</li>
      <li>InstallDenture</li>
      <li>InstallJoywire</li>
      <li>InstallPainstopper</li>
      <li>InstallNaturalHeart</li>
      <li>InstallNaturalLung</li>
      <li>InstallNaturalKidney</li>
      <li>InstallNaturalLiver</li>
      <li>ExciseCarcinoma</li>
      <li>RemoveBodyPart</li>
      <li>Euthanize</li>
    </recipes>
  </ThingDef>
#22
Outdated / Re: [A14] Miniaturisation Overloaded
August 16, 2016, 09:29:22 PM
I'm considering utilising overrides for a simple mod I want to make, but to do so I assume I would need to include your assembly.  Are you okay with this if it is clear in my post that 99% of the work was done by you? Otherwise I have to direct people to this post and tell them to download this and put my def into overridedefs which seems like a bit of a turn off for most people.
#23
For those that do not know, Animal Tab has recently been updated.  It includes some very useful master settings and a pregnancy column.

#24
This mod is great, thank you Hatti.
#25
Releases / Re: [A14] SeedsPlease!
August 16, 2016, 03:43:11 PM
This looks good, felt like farming was a bit too easy.  Going to try this out on my next colony.
#26
Outdated / Re: [A14] Miniaturisation Overloaded
August 16, 2016, 01:29:54 AM
Quote from: subarctic_guy on August 16, 2016, 01:16:53 AM
Try as I might, I cannot figure out how to make doors miniaturisable.

I've tried the defname Door and then DoorBase.

I've tried adding the     <minifiedDef>MinifiedFurniture</minifiedDef>
line to the core defs manually.

Still nothing. 

What gives?

<Defs>
    <Miniaturisation.MiniaturisationDef>
        <defName>MiniaturisationCoreExtra</defName>
        <requiredMod>Core</requiredMod>
        <targetsDefNames>
            <li>HydroponicsBasin</li>
            <li>Cooler</li>
            <li>SolarGenerator</li>
            <li>Sandbags</li>
            <li>PowerSwitch</li>
            <li>FueledGenerator</li>
            <li>TrapDeadfall</li>
            <li>TrapIEDBomb</li>
            <li>TrapIEDIncendiary</li>
            <li>Vent</li>
            <li>WindTurbine</li>
            <li>TorchLamp</li>
            <li>Campfire</li>
            <li>Door</li>
        </targetsDefNames>
    </Miniaturisation.MiniaturisationDef>   
</Defs>
#27
Quote from: H8ff0000 on August 15, 2016, 09:23:00 PM
c) it could possibly malware according to a recent post (not confirmed) (what I can say for sure is, referring to milon's post, Windows Defender alone is not enough to say for sure if it is or not)
I've downloaded the all the files available and they definitely do not contain viruses, this is the second time I've heard this false accusation in the couple weeks I've visited this forum.  The mods only contain xml files which can be opened with any text editor and anyone can plainly see, technically literate or not, that they are simple def edits.  I highly doubt a virus in xml form even exists, it sounds ridiculous.  Also, if anyone is relying on windows defender to detect malware, they probably have far greater issues than malicious mods.

That being said, I have played games in the past where mod authors prefrered to use adfly as it was a way for them to make a few cents for their efforts, but that type of thing doesn't seem very common here.  I didn't mind supporting an author of a mod I liked to use by viewing an add for 10 seconds, but if it is frowned upon on this forum then it probably isn't the best idea to use adfly. 

In any case, if you are interested in this mod which I can assure you is not malicious.  To download it simply disable adblocker from working on adfly and you should have no issues, or wait for the author to change the download link.
#28
Outdated / Re: [A14] Enlighten
August 15, 2016, 07:38:30 PM
Interesting, adds a new dynamic to lights.  Thanks for the update.
#29
Outdated / Re: [A14] Enhanced Development - 2016-08-08
August 15, 2016, 07:19:02 PM
Quote from: Jaxxa on August 15, 2016, 07:13:11 PM
They should still be triggering traps as much as they do in the base game. But animals have a reduced chance to trigger traps compared to a similar human.

46 boomrats walked over 7 traps
#30
Outdated / Re: [A14] Enhanced Development - 2016-08-08
August 15, 2016, 03:39:50 PM
Manhunter packs do not seem to trigger traps.