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Messages - Don Tacos

#1
Okay. Normally, that would simply cause your building to deteriorate into thin air.  If you want it to blow up, add these lines:

<killedLeavings>
      <Fire>1</Fire>
     <Boom>1</Boom>
</killedLeavings>

"Boom" is an new object you create that will have 1hp and flammability. Add something like this to your object:

<comps>
      <li Class="CompProperties_Explosive">
        <explosiveRadius>6.9</explosiveRadius>
        <explosiveDamageType>Bomb</explosiveDamageType>
        <explosiveExpandPerStackcount>1.2</explosiveExpandPerStackcount>
        <startWickHitPointsPercent>0.333</startWickHitPointsPercent>
        <wickTicks>
          <min>30</min>
          <max>70</max>
        </wickTicks>
      </li>
    </comps>

When your building is hotter than 20 Celsius, it will deteriorate until it drops a flame and an explosive object.  The fire will ignite the object, causing an explosion even in the rain.
#2
How about copying the bit from Hives in BuildingsNatural.xml?

<tickerType>Rare</tickerType>
<comps>
    <li Class="CompProperties_TemperatureDamaged">
        <safeTemperatureRange>
          <min>20</min>
          <max>9999</max>
        </safeTemperatureRange>
        <damagePerTickRare>11</damagePerTickRare>
    </li>
</comps>
#3
I wanted to add a custom sound to the molotov cocktails exploding.  The molotov shares the "Flame" damage with the incendiary launcher and fire mortar.

I went to DamageDefs/Damages_LocalInjury.xml and copied the "flame" DamageDef to a new xml in my mod, so that I could make a custom "flagrate" damage that was identical to "flame" in every detail but the name and linked it to a different explosion sound.

When the molotov projectile damage is set to "flagrate", it successfully uses the custom sound but now it does not ignite any fires.  What the heck am I doing wrong?

<?xml version="1.0" encoding="utf-8" ?>
<Defs>

  <DamageDef Name="LocalInjuryBase" Abstract="True">
    <workerClass>DamageWorker_AddInjury</workerClass>
  </DamageDef>

  <!-- ==================== Flagrate ========================== -->

  <DamageDef ParentName="LocalInjuryBase">
    <defName>Flagrate</defName>
    <workerClass>DamageWorker_Flame</workerClass>
    <label>flagrate</label>
    <hasForcefulImpact>false</hasForcefulImpact>
    <makesBlood>false</makesBlood>
    <incapChanceMultiplier>1.5</incapChanceMultiplier>
    <canInterruptJobs>false</canInterruptJobs>
    <externalViolence>true</externalViolence>
    <deathMessage>{0} has burned to death.</deathMessage>
    <hediff>Burn</hediff>
    <armorCategory>Heat</armorCategory>
    <spreadOut>true</spreadOut>
    <explosionDamage>10</explosionDamage>
    <explosionHeatEnergyPerCell>15</explosionHeatEnergyPerCell>
    <explosionCellMote>Mote_BlastFlame</explosionCellMote>
    <explosionColorCenter>(1, 0.7, 0.7)</explosionColorCenter>
    <explosionColorEdge>(1, 1, 0.7)</explosionColorEdge>
    <soundExplosion>Explosion_Molotov</soundExplosion>
  </DamageDef>

</Defs>
#4
Yep, I've become enraged countless times because of suicidal animals running into my own lines of fire, or frustrated every time I have to un-master each animal when a raid or threat appears.  I would recommend quality of life mods that fix annoying mechanics (the game is still alpha) or reduce micro-management.

"Pet Follow" allows you to choose when pets should or should not follow their masters (when drafted, while hunting).  (https://ludeon.com/forums/index.php?topic=24422.0)

"Wildlife tab" and "quality builder" are also essential for making the game less tedious.
#5
Or a "come down" effect where your colonists spend the day after lying in bed eating pizzas and watching reruns of Always Sunny.
#6
Outdated / Re: [A15] Realistic Medical System (31.08.2016)
September 28, 2016, 12:40:32 AM
Found a bug in your mod.  You forgot to add <isBionic>true</isBionic> to the bionic parts in Hediffs_Local_AddedParts.xml.  This means prostophobes are worry free and prostophiles are never pleased.
#7
Outdated / Re: [A15] Realistic Medical System (31.08.2016)
September 14, 2016, 12:14:06 AM
Quote from: Adventurer on September 13, 2016, 01:15:36 AM
Quote from: Dragoon on September 13, 2016, 12:34:43 AM
When you get eye transplants in real life you don't need constant treatments. Same for kidney transplants. So why do natural organs require constant treatment? That is not realistic.
Indeed, this mod has some good ideas but needs to be rethought.

A modern eye transplant involves transplanting the cornea.  This does not require immunosuppressant drugs because it is immunologically privileged, like the rest of the eye, the testes, and the brain.  Kidneys and other organs are not, and most organ transplants require the taking of immunosuppressants for the rest of one's life.

Anyways, wonderful mod. I love anything that makes the game harder and expands the medical system.