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Topics - erdrik

#61
I have an ex-marine with a full set of power armor, an M-16, and an 11 rating for shooting.
Son of b*tch still can't hit the broad side of a barn, and is constantly getting knocked the frack out by the likes of stone clubs.

I have failed(and reloaded the auto save) the last 3 raid defense attempts because of this.

Does power armor not actually provide decent protection?
Why is his accuracy 95%+ and he still can't hit anything? (also why is everyone else's accuracy 93%+ when they have a shooting rating of 3?!)
Please tell me what I am doing wrong... :(
#62
Ideas / Thin Walls
December 15, 2014, 08:31:20 PM
Fairly self explanatory, thin walls are cheaper weaker versions of walls that can built swiftly for early game, emergencies, or in areas where durability is not needed.
I suggest:
25% of the health of a normal wall(of the same material)
50% of the build time of a normal wall(of the same material)
~50% of the build cost of a normal wall(of the same material)
50% of the insulating effect of a normal wall(of the same material)
Slightly negative beauty.

Should allow conduit versions, but the metal cost(for the power transmission) is the same as any other wall.
Should still count the same as a normal wall for things like being indoors/spacious interior, ect..
Maybe conduit version have a risk of explosion in rain?

Obviously the "thin-ness" of the wall should be represented visually as well.
#63
General Discussion / Butchering rotting corpses?
December 11, 2014, 05:49:57 PM
Is it possible? Because I have 2 squirrels in a designated drop zone, but none of my colonists will butcher them.
They've been dead for 7.5 days. Is that too long?
I have a butchering table set to butcher all creatures forever.
Ive removed all other jobs except cook and suspended the stove bills.
They just idle like a bunch of idiots.
I need that leather damnit. >.<
#64
How to make a food only edible after it has been cooked?

I want to add woodlogs to a food recipe for a wood stove, but it only works if the woodlog has food entries.
But now colonists will eat wood logs. How can I stop them from eating woodlogs but still eat the resulting cooked meals?
#65
So my first step into DLL modding has been getting a new carnivore animal to spawn, hunt, and eat other animals.(and yes, even humans)

So far it is a success, though it still needs plenty of tweeking.
At this moment I don't feel the mod is ready for release.
But I will post this to prep for a future release, and to let you guys drop opinions on the info so far:
EDIT: Also as a place to leave a to-do list. :P

So far the mod adds:
-new animal:
    Wulf
        Health -              70
        Walk speed -       1.15
        Melee damage -    15

-JobGiver Class:
    JobGiver_HuntAnimals
        When Urgently Hungry will seek out a corpse and butcher it on the spot.
        Corpse can not be another Wulf, unless Starving.
        Corpse must be 'Flesh'.(no mechinoids)
        Corpse must be within X squares.
        If no corpses are within X squares the Wulf will hunt the closest living animal.
        Prey must be within Y squares.
        Prey must be 'Flesh'.(no mechinoids)
        Prey can not be another Wulf, even if Starving.
        Prey may be Humanoid.
        Attack and Butcher positions are reserved so the Wulves will not stack on the same square.

-JobGiver Class:
    JobGiver_RangedDefense
        When Health is >= 65% will seek out and attack targets. (meant to be territory defense)
        Targets must be withing X squares.
        Targets can not be incapacitated.
        Targets can not be another Wulf.
        When Health is < 65% will evade nearby Enemies.
        Wulves do not count as Enemies.
        If the Enemy is an Animal, it must be within X squares.
        If the Enemy is a Human or Mechanoid, it must be within Y squares.
        If the Enemy is a Human or Mechanoid, it must be in 'Line of Sight'.
        Each Evade Destination is reserved so the Wulves will not stack on the same square.

Plans:
-Implement a 'disengage attack' if enemies in JobGiver_RangedDefense get too far away, or too low on health. -Targets below 45% health are ignored. Needs testing
-Implement 'Flee when Attacked' mentality in other animals. -Muffalos now flee when attacked.
-Fleeing from humans will depend on if they are armed.
-Better evasion from an enemy when fleeing.(currently they just wander at sprinting movespeed) - second pass on fleeing away rather than fast wander
-Implement pack mentality. - framework in place. Herd's/Pack's Alpha is generated and recognized
-Expose variables. -9 expose variables, 6 used
-Whatever else I can think of.

Changes 7.14.14-
-Targets below 45% health are ignored when defending territory. Needs testing
-Muffalos now flee when attacked.
-First pass on fleeing away rather than fast wander
-9 exposed variables, 6 used
    JobGiver_RangedDefense
        territoryRange - unused
        personalSpaceRange - max range to check for encroaching enemies
        fleeFromThreatRange - max range to check for enemies to flee from
        fleeFromArmedThreatRange - max range to check for armed enemies to flee from
        evasionRange - unused
        fleeToDistance - max range to flee to when fleeing
        shouldEvade - should evade? or flee

    JobGiver_HuntAnimals
        huntForCorpseRange - max range to check for corpses
        huntForAnimalRange - max range to check for prey
   
Changes 7.15.14-
-Second pass on fleeing away rather than fast wander
-New Map Generation Step to support spawning Herd/Pack Animals
-New ThinkNode for Herd/Pack Animals
#66
Help / MonoDevelop and .NET 3.5?
July 13, 2014, 01:37:03 PM
The MonoDevelop website says version 5.0.1 needs .NET 4.0.

But the modding tutorial on the wiki says to change the projects target to .NET 3.5
If I download and install .NET 3.5 will that cause problems for this version of MonoDevelop?
If not can someone provide a link to a version of MonoDevelop that uses .NET 3.5?

Also, can I have .NET 3.5 and .NET 4.0 at the same time? (I have other programs that need 4.0)
#67
I want to make a grenade launcher that can lob 'nades over walls, but only if there is no roof over the shooter.
I have not touched on the C#/DLL aspect of modding, and have thus far stuck to XML editing.
I would prefer to keep it that way, but Id give it a go if it is required.

Is this possible? Any information would be appreciated. :D