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Messages - jecrell

#361
Quote from: Hydromancerx on January 19, 2017, 09:40:47 PM
I tried to make my own deity but it messed up all the mod lists. What did I do wrong? Note it uses the deer antler hat from another mod and some base game events.

<ThingDef Class="CultOfCthulhu.CosmicEntityDef">
<defName>Entity_Gaia</defName>
    <thingClass>CultOfCthulhu.CosmicEntity</thingClass>
<label>Gaia</label>
<version>5</version>
<description>The Goddess of the Earth.</description>
    <symbol>Mote/Symbols/Gaia</symbol>
<tier1SpellDefs>
<li>SpellFertility</li>
<li>SelfTame</li>
</tier1SpellDefs>
<tier2SpellDefs>
<li>ThrumboPasses</li>
</tier2SpellDefs>
<tier3SpellDefs>
<li>SpellPsionicGrowth</li>
</tier3SpellDefs>
<finalSpellDef>PsychicSoothe</finalSpellDef>
<favoredApparel>
<li>Apparel_DeerHood</li>
</favoredApparel>
</ThingDef>


SpellDefs are custom IncidentDefs that have special checkers that say it's okay to call them or not. So when you use non-call of cthulhu spells in your spell lists, it simply won't work.
#362
Weekly Update
The Agency's New Emblem & More



Read all about what's being worked on here:
https://www.patreon.com/posts/7767497
#363
Quote from: Canute on January 13, 2017, 05:22:32 AM
Hey jecrell,
about the cult spells.
Stary wisdom (from Nya...) work on the executioner, but most other spells picks a random pawn. Would be nice if the other spells would work on the executioners too, maybe a 10% chance that the god is funny and granted the gift to someone all all other.

Chuthula tentacle on legs with manipulation boni, i see a pawn lying on his back and craft with 4 tentacle :-) Maybe reduce the manipulation boni by 5% and give 5% movement ?
To bad we can't reimplant these tentacle, didn't work at last with EPOE installed.

How does the Psionic attack from the brain work. I don't notice any different with or without weapon.

I've got to consider some mechanics with uninstalling and reinstalling tentacles. It's something you're interested in? ^^
#364
Outdated / Re: [A16] Humanoid Alien Framework
January 12, 2017, 05:52:43 AM
Bumping this up because it's a very lovely framework.

(cough cough) *rummages through code* (cough cough)

*hears sirens and runs away*
#365
Quote from: Hydromancerx on January 04, 2017, 07:28:45 AM
Will the Cults Mod work without the Monster Mod?

Also how's this compare to the Ancestral Spirits mod? I am looking for a mod where I can have my pawns worship and do human sacrifice. However I am not really a fan of the Lovecraft monsters. I am looking towards more of an Aztec-like human sacrifice or some Tiki tribal stuff. Can cults be used in this way or should I look into the Ancestral Worship mod?

You can use cults without the monsters.
All mods are independent, and like legos, they can work together if you put them together.
#366
Quote from: cesarjunior233 on January 05, 2017, 11:22:46 AM
Cosmic Horrors mod is bugging the comms terminal/console

... How?

Please keep in mind that cosmic horrors does nothing with the comms or consoles.

So.
What mods are you running?
Are you running a single colony?
What is the error message?
#367
Ideas / Re: Carriages, Roads, Camps
January 07, 2017, 01:39:52 AM
RimWorld road trips! Wonderful.
#368
Quote from: Draxis on December 30, 2016, 09:52:58 PM
I get that and that makes it somewhat worth it, but a power generator usually costs a few and a battery is another two. You could run a dozen standing lamps off a solar panel normally. Also, you still need power generator to run your fridges which make it a bit of a moot point.

My main point is that there doesn't seem to be a reason to use it if we already need a ton of power. Maybe increase the size of the fridges to 75 and allow food? My vision is to combine this with the coal mod, BlackFuel and a quarry mod so that you're burning coal for power and outside lights are either the gas lamps or the braziers from the medieval mod. Just some food for thought and a few suggestions from me. Great work and I'm excited to see how this develops!

Oh well it's not too hard. Is there already a steam-power mod of some kind? Any kind of steam powered furnace using coal? I can make a patch.
#369
Quote from: misakstefl on January 01, 2017, 12:35:35 PM
Hey I need help.
For some reason I can't get cults to work. I researched everything, but nothing is happening. When I try to make an event through dev menu, it just writes error. Something with Cthullu tree. Not sure if I should send whole error here or somewhere else.

I'm sorry friend. You'll have to explain clearly for me.
What exactly is not working? You said "I can't get cults to work" and yet you said "I researched everything", so clearly something is working.
Now, run me through what you expect to happen and what is not happening. Be clear for me so I can help.
#370
Quote from: Hydromancerx on December 30, 2016, 12:16:09 AM
Please update to alpha 16 the Items only mod you have on steam.

Call of Cthulhu - Factions - Items Only
http://steamcommunity.com/sharedfiles/filedetails/?id=770220326&searchtext=

As per request, I have carried out the update my good man.
Give it a try. ^^
#371
Quote from: cesarjunior233 on December 29, 2016, 07:25:13 PM
Can you add the chaos gods of warhammer 40k ?

Anyone can add Chaos.

In your Cults directory.
Go to -> Defs\ThingDefs_CosmicEntities.xml

Copy and paste one of the deities, rename the label and choose what spells you like.

You can do this for any deity you want.
#372
Cults 1.1c Update Released!

New:

+ Right click "Investigate" option for monolith/tree if there are no grimoires or forbidden research centers available.
Fixes:

+Probe deities non-repeatable bug fixed
+ Aspect of Cthulhu no longer affects prisoners
+ Pauses on inquisition if player has pause on urgent boxes enabled in settings
+ Altars didn't need to be cleared for worship bug fixed
+ Making offerings is now prioritized
+ Treasure chest bug fixed and no longer minified
+ Minified Obelisk
+ Mountain base rats in the walls issue should be fixed
+ Worship interactions rebalanced
+ 0 mood thoughts hidden
+ Quality removed from grimoire
+ Various grammar/spelling corrections (Thanks Drynyn!)
#373
Outdated / Re: [A15] [MODLIST] ItchyFlea's Small Mods
December 26, 2016, 07:37:22 AM
I really do quite need your modular tables friend.
They are one of the single greatest mods in RimWorld PERIOD.
#374
Quote from: Hmcd on December 25, 2016, 06:42:55 AM
Great mod, but can you adapt your weapons for Combat Realism mod? Three of them.

I'm not sure how, but I'll look into it after I've made all adjustments to the cults mod.
#375
Outdated / Re: [A16] Additional Joy Objects
December 25, 2016, 08:49:15 AM
Quote from: Love on December 25, 2016, 08:23:02 AM
jecrell there is definitely a bug with the thurible, something changed from A15 to A16 where when the thurible is unfueled when the game is saved it will cause all sorts of havoc. Looking into fixing it now.

If you're currently using the mod, don't build a thurible.

I'll keep it in mind. Thanks for bringing this lovely mod back. People were asking me to make bookcases, and I told them there was already a mod for that, haha. ^___^