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Messages - GreatAlucard

#1
Releases / Re: [A16][MODLIST] Glitter Tech
February 10, 2017, 10:50:09 AM
I agree with everything in the last post plus crafting of the weapons/armor in the mod.

Plus, both alpha and beta poly need a serious rebalance, they currently feel extremely out of place. It is too hard and expensive to produce for the benefits it creates, they pretty much can only be used in structures, furniture and melee weapons (where they are used in VERY high numbers already). Admittedly, they are very strong, with a lot of HP when built with, but the amount of resources/time used to create them make their use doubtful at best. It does look like that atm they're only placeholders, I wouldn't be surprised if that was the case.
#2
Releases / Re: [A16] SeedsPlease!
February 04, 2017, 05:14:25 PM
So I'm using this mod among several others from a modpack "Rimworld ++" to be precise and I've noticed that seeds are mostly extremely scarce, I've read previous pages and you said that with a high skill farmer that wouldn't happen but, I've tested it on 2 games, going for around 2 years on each both times starting with a farmer at skill 10~12, with a passion for it (which at the start is around 2% harvest fail chance) and still it was never enough for a sustainable income of seeds.

Of course the difficulty has some cause here since extreme gives 90% crops only but in reality a scenario where crops don't provide enough seeds for an even bigger set of crops simply does not exist, I'm fine with balancing for the game, of course, but at the moment it appears that even when gathering all seeds, and transforming all the crops into seeds with the workbench there is a net loss of seeds and no income in the form of crops, which just doesn't make sense. With healroot this is even more severe, I started with 40 seeds, all got sowed and harvested, all herbal med kits got transformed into seeds and in the end of it I had around half the number I started with (?)

I like the mod and plan on using it more but the amount of seeds that each crop gives back needs a significant increase, as a matter of fact the average seed payout of a crop being 1 or lower doesn't make sense (I understand it being low for gameplay reasons but if after planting and harvesting 9 potatoes someone can't plant other 9 potatoes for a lack of seeds farming lost all it's purpose).

When a pawn has low growing skill forcing the conversion of crops into seeds is a nice balancing workaround, but not in the ratio that it currently happens, which is 25 to 5, or 5 plants to 1 seed.

The modpack I'm using does include the vegetable garden addon, in case that is important.

Since I'm using a very large set of mods I always need to at least consider that the problem is a conflict on my end, so if the problem happens only with me please disregard everything I said.

On another note, If I am doing something terribly wrong and there is a better way to create a steady income of seeds, also disregard what I said, but in this case that information would be very welcome.

Other than that, great work on the mod, cheers!
#3
I'm fully willing to do that but I don't even know where to look.

I don't know how to code either, I learned XML only a few days ago but I believe I should be able to reverse engineer it if I know where I can find the vanilla similar ones.

I'll look for it on my own but help is appreciated.


In any case if I could make it so that the thought that gets applied to cannibals when eating humanlike meat ALSO gets applied to Vampires that would already be fine, I'd have to do the same on "Night Owl" and "Bloodlust" traits too but sharing the thoughts would be an easy workaround, not that I managed to make that work anyway. (If this would not require any more complex coding the knowledge is welcome, else I think it would be better to just create a new thought and making it more "mod friendly")

I had a look at T's raw crops but while I learned a few things, none would work for what I want, they create thoughts for everyone without any trait dependencies, which is where I'm having problems.
#4
That does not work and I do not know why.

The mod is in the correct folder, the trait is showing up fine and all thoughts that are supposed to be nullified are working correctly.

The only thing I'm having a problem with is creating thoughts, both positive and negative. I've been able to remove existing ones for a specific trait just fine though (using the "nullifying trait" section).

I do not understand what part of this code is supposed to read or write into other entries of the game to generate the thought, I'm assuming it has to be the start of the defname "AteHumanLikeMeat" and then "Direct" for raw or "Ingredient" with something in front of it but that just does not work.

I have tried changing ONLY the required trait on the Cannibal thought and that caused both to not work, which means that the change is actually getting applied, since Cannibal stopped getting the mood boost, but I'm guessing something needs to be added somewhere else for the pawn to actually get the thought when performing a specific action.


TLDR: How do I make a pawn get a specific thought when performing a specific action.
#5
Help / I require some assistance on modding a trait.
January 22, 2017, 08:47:58 PM
I'm currently attempting to modify the thoughts on a trait and I've managed to get most things working, although there are still some that I can't figure out.

The explanation will work better with an example:

<ThoughtDef>
    <defName>AteHumanlikeMeatDirectCannibal</defName>
      <showBubble>true</showBubble>
      <icon>Things/Mote/ThoughtSymbol/Food</icon>
      <durationDays>1.0</durationDays>
    <stackedEffectMultiplier>0.25</stackedEffectMultiplier>
    <stackLimit>1</stackLimit>
    <requiredTraits>
     <li>Cannibal</li>
    </requiredTraits>
    <stages>
      <li>
        <label>raw cannibalism</label>
        <description>I ate the meat of another human, raw, like an animal. It was so... succulent.</description>
        <baseMoodEffect>20</baseMoodEffect>
      </li>
    </stages>
  </ThoughtDef>

This is a thought related to eating raw humanlike meat that gets applied to pawns with the cannibal trait, overriding the other thoughts related to this behavior which would give negative mood impact.

What I am trying to do is make this work for another trait while still working for cannibal.

If I add my trait on the required traits it appears that it just stops working (I assume because that would mean both traits are required).

And if I create a new thought but change the end of the defname from cannibal to my trait's name (Vampire in this case), and adjust the required trait, nothing appears to happen.

Lastly, If I just create a new thought, exactly equal but with a different required thought, it appears that there is a defname conflict or something like it because it stops working.

If I change only the required trait to mine neither cannibal or my trait works, which leads me to believe this needs to be changed somewhere else, but I didn't really found anywhere to do that.

Also, I found no mods that do anything similar to that to reverse engineer so I'm a little bit out of ideas.


What I would like to do is either make that thought work for both my trait AND cannibal, or to make a new thought that would actually work when a pawn with my trait ate humanlike raw meat, the second piece of knowledge I'd want more because it would allow for a mod friendly version of the trait.

I'm stuck on a few other thoughts as well but learning how to do this one will likely mean that I'm able to do all the rest.


Thank you in advance for any assistance.