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Messages - Deimos Rast

Quote from: dragonregure on September 14, 2016, 01:34:04 PM
Cool! Oh yeah, about the weapons, can we craft it or we ge it only from traders?
The mod adds an orbital trader that always has a full stock of gear, and that's the only way to get the guns. I suppose I could make some recipes, but Hiztaar feels it would imbalance the game, and so I probably won't. ;)
iirc cupropanda's window's gave a positive moodlet for being able to see outside
General Discussion / Re: A few questions
September 14, 2016, 08:15:01 AM
It's like the kid selling pencils for a school fundraiser and is selling his for $1 million. "But I only need to sell one this way!" Doesn't help if nobody buys, yeah. ;D
General Discussion / Re: A few questions
September 14, 2016, 06:48:55 AM
1) Not sure. I'm assuming you looked in the drug policy tab?
2) Tolerance isn't an all or nothing state. It's a gradient or a degree. Every time you take a drug you build up tolerance. I'm not sure if it ever goes away (it might).
3) No idea. There is no MarketValue listed for "stuffed" goods as it depends on what they're made out of, I'm assuming. The Parka is more expensive in terms of Work and Materials, but you already know that. I would look at the market value in game of say, cloth, and calculate out what the resource costs would be at the very least. I'm hesitant to give any advice, but that high work value on the Parka looks like it might be the deciding factor.
Work = 7500
Cost = 100

Work = 20000
Cost = 120
Bugs / Re: Recruited wife colonist has no sleep scheduled
September 14, 2016, 06:31:23 AM
I would agree with the poster above me and add that maybe she doesn't like her husband very much, if you know what I mean. ;D
Bugs / Re: Non-existent colonist died
September 14, 2016, 06:27:21 AM
Wait, this happened several years ago? Tom probably had a family you know. :'(
In all seriousness, it sounds like you missed a drop pod, or (a stretch) maybe it landed off screen? They can technically be spawned and drawn off screen, maybe it never landed at all? Best I can come up with.
And do you mean version 0.15.1284?
Mods / Re: [HowTo] identify mods that cause problem
September 14, 2016, 06:04:01 AM
You are of course correct. But that method is going to take a long time if you have over a hundred mods.
Let's say you have 100 exactly, and they're manually installed (if steam installed or mixed, it's still doable, but more complicated). Throw them all in the Mods folder and load the game, enable them all. Reload. Get error? Yes? Good.

Click on the error and read the bottom part of the log, as that provides a more detailed description (which you can enlarge with the buttons on the top). When submitting bug reports, try to screenshot both the red text and the more detailed white text in full (if a log isn't an option).

Does that narrow it down? It might, but let's assume it doesn't. Move half (50) of the mods out of the Mods directory and put them somewhere safe for now. Repeat previous steps of reloading, reenabling, etc. Get an error? Good. Move out half again (25) and on and on until you no longer get the error. Stop then (obviously), and the problem mod will be in the last batch of mods you removed (hopefully you kept track of them).

This is called a binary sort or binary search or something or other.
If you have more than one error (specifically in more than one mod), things become more complicated, but the procedure is the same. Proceed until you have one less error, then rummage around in the top of the discard pile.

If you have Steam, you can probably do the same thing, but you have to navigate to the workshop content directory, which is a number (something like 294100), to find all your downloaded mods, which are also numbered directories. Having an active internet connection might make things more challenging, but disconnecting from the internet puts you in offline mode, which last time I tried, prevented  me from using my Steam mods entirely. In short, a mess.
I don't do plugin, so I understood about half of what you said, but I think your artwork is solid. It's really hard to do windows given the style, and your's work well. The wall on the right, while I like it, has a lot going on, and strikes me as a bit too "loud" and "busy". The middle one, naturally, is just right. ;D

Would you be releasing anything for the end user or is this largely proof of concept, for other modders to adapt?
I happen to maintain a couple of lighting mods that previously relied on ccl for color switching, and it's a need that is currently going unmet.
Mods / Re: How to mod out tolerance?
September 14, 2016, 02:42:59 AM
To build on what Bucket said, here are what I believe the ones you need to worry about. Setting both their severity to 0 should negate their effects I would think.

        <li Class="IngestionOutcomeDoer_GiveHediff">
  <HediffDef ParentName="DrugToleranceBase">
    <label>psychite tolerance</label>
Help / Re: [A15] XML Auto-Documentation A15c build 1284
September 14, 2016, 02:29:33 AM
why did I not find this earlier >:(
Anyway, thanks!
Mods / Re: increased organ hit chance
September 14, 2016, 02:21:33 AM

In bodies_humanlike.xml you'll find the skeleton of the human. You're looking for <coverage> which the wiki defines as "Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain." Edit to taste

In BodyParts_Organs.xml you'll find organ hitpoints and bleeding rate multipliers. Play with those.

Mess around in that folder and you should have a real gore-fest on your hands soon enough. ;D
Mods / Re: Vent mod can't remember the name .
September 14, 2016, 02:11:02 AM
skullywag has a mod with just the vents from Redist heat and another with just the coolers. It's not updated of course because of reasons, but it's fairly easy to get working.
Well what more can be done? There's the art asset which has no affect on anything (as I've shot guns backwards just fine), the projectile, which we know apparently affects things, and the accuracy curve, which isn't that unusual. There is no forced missed value to account for, and I don't remember if it's inheriting anything unusual.
I think we should turn our energy on this hunter killer spawning business. That sounds like something fun to wildly speculate about. ;D
I tried some experiments (I wasn't joking when I said I was trying to get a molotov to spawn a yorkie) and I have no idea how rooki1 plans on doing it. I'm hoping it's without a plugin, so I for personal usages. ;D
Outdated / Re: [A15] Metro Armory, Ushanka!
September 14, 2016, 01:50:34 AM
yay, he's back! You can disregard my last PM, I didn't see you had posted twice. :P

Quote from: iceteazz on September 14, 2016, 12:51:50 AM
Can i get an update of ushanka mod ? i love that style of winter hat lol I'm currently running a mod that add AK-47 which i edited from other weapon mods, now i need ushanka, combined with parka, AK-47 and here we go Soviet soldiers lol
I have a A15 Ushanka! linked a few posts back (maybe a page). I'll be killing my links now that Dark is back though; the only change is basically a version bump.
looks fun. I had a look at the potions and they seem pretty powerful. Granted, the ingredient costs are pretty high, so it probably balances out.
Also, I'm not sure I would actually call the hediff "brain fuck" even if that's what it does ;D
Doesn't sound too "wizardly" ... maybe something like "brain fry" or "brain drain" or "brain blast" ?