Ever changing list of questions as I continue to work on this...

Started by Ekarus, May 01, 2016, 11:05:04 AM

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Ekarus

What it says on the tin, I'm convinced I saw this functionality at one point but haven't seen it since. Any ideas on how to implement it in a mod? Preferably with the ability to set the chance?

Until then I've reached a dead-end with what I'm working on. If it's not possible I might have to toss it.

I considered inflicting it as an "age" disease, but I managed to loose track of where the file was. Plus, that's a pretty ugly work around.


Okay, figured that out. I've got colonists spawning with their enhancements now. Once I figure out what the numbers mean, and add some more options I'll be able to release the first version... Progress is good, sleep however not so good. Might sleep first.

What I'm trying to do, is set this up so that during character generation characters have a small chance of receiving IntentionallyVaugeHediff but not "develop" it later in life.
  <HediffGiverSetDef>
    <defName>IntentionallyVaugeDefName</defName>
    <hediffGivers>

      <li Class="HediffGiver_Birthday">
        <hediff>IntentionallyVaugeHediff</hediff>
        <partsToAffect>
          <li>Torso</li>
        </partsToAffect>
        <ageFractionChanceCurve>
          <points>
            <li>(0.625, 0)</li>
            <li>(0.75, 0.01395)</li>
            <li>(0.875, 0.02604)</li>
          </points>
        </ageFractionChanceCurve>
        <averageSeverityPerDayBeforeGeneration>0.001</averageSeverityPerDayBeforeGeneration>
      </li>

    </hediffGivers>
  </HediffGiverSetDef>

Justas love

I have seen 2 people with a peg leg and the other with a bionic leg, but after that nothing. In your mod will the chances be increased a little bit? if i have lets say a 200 day colony and i get a 75 man tribal raid, how many of them will get the enchantments ~

Ekarus

Quote from: Justas love on May 01, 2016, 06:25:49 PM
I have seen 2 people with a peg leg and the other with a bionic leg, but after that nothing. In your mod will the chances be increased a little bit? if i have lets say a 200 day colony and i get a 75 man tribal raid, how many of them will get the enchantments ~

I've been poking about with the numbers, managed to get it to a spawn rate I find acceptable. They shouldn't spawn with tribals, but one in like... 100ish colonists should have it.

Justas love

K, so the chances of actually harvesting bionics from a raider will be super low.
(mod requesst) harvest bionics from dead ppl :)

Ekarus

Quote from: Justas love on May 01, 2016, 07:16:13 PM
K, so the chances of actually harvesting bionics from a raider will be super low.
(mod requesst) harvest bionics from dead ppl :)

Pretty sure you can already harvest bionics from the dead.

Justas love

Nope, this is why I dont have hopes for this mod. Every 'enchanced' person will die and that bionic part goes to waste.

Ekarus

Quote from: Justas love on May 01, 2016, 08:10:57 PM
Nope, this is why I dont have hopes for this mod. Every 'enchanced' person will die and that bionic part goes to waste.

No, I mean you should be able to harvest bionics from dead people. Same way you would a live person.

Besides, my mod isn't really going to be a "Remove" situation, just using the bionic surgery related things for the framework.

Speaking of which, need help again. I keep getting an "Object reference not set to an instance of an object" error, best I can tell it's something wrong with the following:

   <ThingDef ParentName="BasePawn">
    <defName>defname</defName>
    <label>label different from defname</label>
    <description>description goes here</description>
    <uiIconPath>Things/Pawn/Humanlike/UI/IconHuman</uiIconPath>
    <statBases>
      <MarketValue>2150</MarketValue>
      <MoveSpeed>4.8</MoveSpeed>
      <Flammability>0.9</Flammability>
      <ComfyTemperatureMin>10</ComfyTemperatureMin>
      <ComfyTemperatureMax>40</ComfyTemperatureMax>
      <LeatherAmount>20</LeatherAmount>
    </statBases>
    <verbs>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTicks>100</defaultCooldownTicks>
        <meleeDamageBaseAmount>5</meleeDamageBaseAmount>
        <meleeDamageDef>Blunt</meleeDamageDef>
        <linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup>
      </li>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTicks>100</defaultCooldownTicks>
        <meleeDamageBaseAmount>5</meleeDamageBaseAmount>
        <meleeDamageDef>Blunt</meleeDamageDef>
        <linkedBodyPartsGroup>RightHand</linkedBodyPartsGroup>
      </li>
    </verbs>
    <race>
      <thinkTreeMain>Humanlike</thinkTreeMain>
      <thinkTreeConstant>HumanlikeConstant</thinkTreeConstant>
      <intelligence>Humanlike</intelligence>
      <makesFootprints>true</makesFootprints>
      <lifeExpectancy>80</lifeExpectancy>
      <leatherColor>(211,194,143)</leatherColor>
      <leatherCommonalityFactor>0.01</leatherCommonalityFactor>
      <leatherInsulation>0.95</leatherInsulation>
      <leatherMarketValue>15</leatherMarketValue>
      <nameCategory>HumanStandard</nameCategory>
      <minFoodPreferability>DesperateOnly</minFoodPreferability>
      <body>aridxenohuman</body>
      <baseBodySize>1</baseBodySize>
      <baseHealthScale>1</baseHealthScale>
      <foodType>OmnivoreHuman</foodType>
      <gestationPeriodDays>45</gestationPeriodDays>
      <litterSizeCurve>
        <points>
          <li>(0.5, 0)</li>
          <li>(1, 1)</li>
          <li>(1.01, 0.02)</li>
          <li>(3.5, 0)</li>
        </points>
      </litterSizeCurve>
      <lifeStageAges>
        <li>
          <def>HumanlikeBaby</def>
          <minAge>0</minAge>
        </li>
        <li>
          <def>HumanlikeToddler</def>
          <minAge>1.2</minAge>
        </li>
        <li>
          <def>HumanlikeChild</def>
          <minAge>4</minAge>
        </li>
        <li>
          <def>HumanlikeTeenager</def>
          <minAge>13</minAge>
        </li>
        <li>
          <def>HumanlikeAdult</def>
          <minAge>18</minAge>
        </li>
      </lifeStageAges>
      <soundMeleeHitPawn>Pawn_Melee_Punch_HitPawn</soundMeleeHitPawn>
      <soundMeleeHitBuilding>Pawn_Melee_Punch_HitBuilding</soundMeleeHitBuilding>
      <soundMeleeMiss>Pawn_Melee_Punch_Miss</soundMeleeMiss>
      <specialshadowData>
        <volume>(0.3, 0.8, 0.4)</volume>
        <offset>(0,0,-0.3)</offset>
      </specialshadowData>
      <ageGenerationCurve>
        <points>
          <li>(14,0)</li>
          <li>(16,100)</li>
          <li>(50,100)</li>
          <li>(60,30)</li>
          <li>(70,18)</li>
          <li>(80,10)</li>
          <li>(90,3)</li>
          <li>(100,0)</li>
        </points>
      </ageGenerationCurve>
      <hediffGiverSets>
        <li>OrganicStandard</li>
      </hediffGiverSets>
    </race>
    <recipes>
      <li>InstallPowerClaw</li>
      <li>InstallScytherBlade</li>
      <li>InstallBionicEye</li>
      <li>InstallBionicArm</li>
      <li>InstallSimpleProstheticArm</li>
      <li>InstallDenture</li>
      <li>InstallJoywire</li>
      <li>InstallPainstopper</li>
      <li>InstallNaturalHeart</li>
      <li>InstallNaturalLung</li>
      <li>InstallNaturalKidney</li>
      <li>InstallNaturalLiver</li>
      <li>ExciseCarcinoma</li>
      <li>RemoveBodyPart</li>
      <li>Euthanize</li>
    </recipes>
  </ThingDef>


Still trying to stay vague with the names and whatnot.