So, how do mod? (New person looking to learn to mod)

Started by overlordTNT, October 25, 2015, 08:04:26 AM

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overlordTNT

So, I have an idea for a mod- Superhumans. Basically, your colonists will occasionally not just be dull normal humans, but powerful variants with an Achilles heel. I was thinking of adding them as separate species  in the same faction (like how centipedes and scythers are both mechanoids in the mechanoid faction).
Anyhow, the superhumans, tell me how doable they are;
1: Angel: Powerful combatant, faster than normal healing and cannot scar or take permanent damage. However, dependant on UV rays, so "Cabin Sickness" will kill them.
2: Vampire: Super fast, super strong, but need to sleep a lot and do not eat regular food. They need to drink blood instead, which is a unique interaction that fills their food bar but knocks out the person they are drinking from
3: AI Proxy: Made by you. To build one, first you need an AI hub building(which takes 1 AI core, 100 steel, 75 plasteel and 3000W). Then at the hub, there is an option to "Build Proxy". You can only build one proxy at a time per hub, and the proxy will always have the same skills and personality, so if you can afford it you can just keep rebuilding the Proxy. Obviously tougher and stronger than a human, but have an incredible ego, having at least one trait from a new AI only pool of traits that makes them awkward to cater for.

So those are the superhumans. Thoughts and advice for coding them?

NuclearStudent

#1
I've only been modding for about a week, but I suggest you take a look at the Norbals! Code and the MD2 Droids mods.

MD2 uses .dll modding to inject code to do artificial AIs with the same skills and personality. I have no idea how .dll modding works, but following the topic link to "slack" would help. ,orders are often on the slack community, ready to help.

This is also a helpful tutorial on modding. https://ludeon.com/forums/index.php?topic=3408.0

To learn the basics of adding new pawn types, I suggest downloading the Norbals mod to get a handle on how new humanoid pawns are added. Spend how time poking through the files with a .xml editor. I suggest using notepad+, because that's my favorite .xml editor software.

overlordTNT

#2
Thank you, that link is useful.

EDIT: what I mean is that the proxy linked to a hub will always have the personality linked to that hub, but if you build a second hub the proxy you build from that will have a different personality to the proxy from the first.