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Messages - Deer87

#16
Stories / Re: A Long Story turned Drug PSA!
March 12, 2019, 10:32:58 AM
Okay... what the HECK did I just read?!?!?

Quite entertaining though :)
#17
Quote from: NinjaSiren on March 09, 2019, 06:50:05 PM
Quote from: Deer87 on March 04, 2019, 08:20:25 AM
Does this mean, that the mod works, except for the weapons?

And could a slimmed down "pacifist" version be made?
The mod is pretty much non-violent currently. If I'll make a version with a pacifist mode. I'll think about that.

What I meant was that if the weaponry is the only big issue, you could make a version with the unarmend vehicles, so we could play a more or less finished version :)

How does the vehicles handle getting shot at? I play with CE and such, so i might have to look into some rebalancing in terms of armour ect.
#18
Does this mean, that the mod works, except for the weapons?

And could a slimmed down "pacifist" version be made?
#19
Actually, expand that idea. What about big treadmills powered by muffalos?
#20
Quote from: Saebbi on February 01, 2019, 08:53:26 AM
Quote from: Deer87 on February 01, 2019, 05:40:58 AM
Quote from: Saebbi on January 29, 2019, 12:38:47 PM
Added Rimsenal Enhanced Vanilla CE Patch by WereCat88.

Awesome, does anyone know how it plays with CE - Guns? As we have a few dopplegangers?
Otherwise i just have to start pulling out the parts I dislike.

If they use the exact same defNames, there'll be a problem.
If they don't, it should work absolutely fine from a technical perspective (except for duplicate weapons with different stats).

OK, I can see that the blowgun has already been deactivated. So im just gonna do some copy pasting to remove what i don't need.
#21
Quote from: Saebbi on January 29, 2019, 12:38:47 PM
Added Rimsenal Enhanced Vanilla CE Patch by WereCat88.

Awesome, does anyone know how it plays with CE - Guns? As we have a few dopplegangers?
Otherwise i just have to start pulling out the parts I dislike.
#22
Quote from: Saebbi on January 24, 2019, 04:02:02 PM
Quote from: Deer87 on January 24, 2019, 07:09:52 AM
Can anyone give a quick run down in how to patch appearal to fit CE?
Or how to write it from scratch so it works?

Apparel doesn't require a patch to work with CE.
Only thing which would need to be added is a <bulk> stat, which makes it more balanced but won't break the apparel when not present.
To do so just take a look at how CE patches apparel in CE/Patches/Core/ThingDefs_Misc/Apparel_Various, copy these and change the values to the desired ones.

Okay, Thanks :)
#23
It kind of makes sense too.
With any weapon where you do not manually feed it with rounds (forexample a classic pump action shotgun), you detatch the whole magasin, or you detatch the belt. Topping off would be quite unrealistic unless it was some sort of caseless ammo where you could just pour more into the box.
#24
Mods / Re: Cut Blighted Plants Mod - Any Such Thing?
January 24, 2019, 07:59:22 AM
I thought i was called Molotov Cocktail?
#25
Can anyone give a quick run down in how to patch appearal to fit CE?
Or how to write it from scratch so it works?
#26
Quote from: whyareuhere on January 23, 2019, 07:53:21 PM
I've just started a tribal run and noticed that I can't craft arrows AT ALL. I'm using the Tribal Essentials Mod and have not unlocked any benches yet (only have access to a crafting spot until I finish the research). Is arrow crafting available at the smithy or some sort of ammo station? I remember that in Combat Extended around A17 you could craft arrows at a crafting spot with some wood.


Looking at the Def for arrows, it looks like you need a smithy to make it:
  <ThingDef Class="CombatExtended.AmmoDef" Name="AmmoArrowBase" ParentName="NeolithicAmmoBase" Abstract="True">
    <description>Simple arrow design with a cutting head attached to a wooden shaft.</description>
    <statBases>
      <Mass>0.11</Mass>
      <Bulk>0.11</Bulk>
      <Flammability>1</Flammability>
    </statBases>
    <thingCategories>
      <li>AmmoArrows</li>
    </thingCategories>
    <stackLimit>200</stackLimit>
    <tradeTags>
      <li>CE_AutoEnableTrade</li>
      <li>CE_AutoEnableCrafting_FueledSmithy</li>
      <li>CE_AutoEnableCrafting_ElectricSmithy</li>
    </tradeTags>
  </ThingDef>

I guess you cound add Crafting spot to the list, but i don't know the correct syntax.
#27
Weeeeeeeeee!!!!
Can't wait to try it out. A great congratulations and thanks to NIA and the rest of the team :D
#28
Awesome. Awaiting with excitement (and a fever of 39.4 c)
#29
Releases / Re: [1.0] Nuclear Energy
January 13, 2019, 09:19:14 AM
You could also make an explosion trigger the Toxic Fallout Event, for an easy solution until you can implement something more befitting.
#30
So excited :D

If I want to take a look at the new code for bow and arrows because I want to implement a compound bow as well as a few ancient armours and clothes, where can I find it? I don't really know how to code, but I can usually do some reverse engineering.
Alternatively, is the guide in the wiki still relevant?