[B18] Project Fallout v1.6b (the *Smaller* Bug Crushing Update)

Started by AshbornK9, July 14, 2015, 09:18:51 PM

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Voting closed: March 06, 2016, 01:06:26 PM

cuproPanda

I recently got a request to make some fallout themed sodas, but I see this mod already has nuka cola implemented, and other sodas planned. I just recently added a .dll for my energy drinks, allowing them to restore rest. If you'd like, feel free to use the code for your project. I'll paste it below, and the full file/implementation is available on my thread.

using RimWorld;
using UnityEngine;
using Verse;

// TODO: Rename NAMESPACE and SODANAME
namespace NAMESPACE {

  public class Hediff_SODANAME : Hediff {

    private bool activated;
    private float newLevel;

    public override bool ShouldRemove {
      get { return activated; }
    }

    public override void Tick() {
      base.Tick();

      if (pawn != null ) {
        newLevel = pawn.needs.rest.CurLevel;
        newLevel += 0.25f;

        pawn.needs.rest.CurLevel = Mathf.Clamp01(newLevel);

        activated = true;
        return;
      }
    }
  }
}
cuproPanda's Mods: Survivalist's Additions, Additional Joy Objects, Cupro's Drinks, Quarry, Cupro's Stones, Zen Garden, Cupro's Alloys, Preset Filtered Zones, & more!

AshbornK9

Quote from: MikeOfDragon on April 03, 2016, 08:14:04 PM
Hey Ashborn, think you could make your mod compatible with combat realism?  :D
I'm back on hiatus again due to school being a priority, but come summer this is one of my highest priority tasks to do.
Quote from: cuproPanda on April 03, 2016, 10:43:34 PM
I recently got a request to make some fallout themed sodas, but I see this mod already has nuka cola implemented, and other sodas planned. I just recently added a .dll for my energy drinks, allowing them to restore rest. If you'd like, feel free to use the code for your project. I'll paste it below, and the full file/implementation is available on my thread.

using RimWorld;
using UnityEngine;
using Verse;

// TODO: Rename NAMESPACE and SODANAME
namespace NAMESPACE {

  public class Hediff_SODANAME : Hediff {

    private bool activated;
    private float newLevel;

    public override bool ShouldRemove {
      get { return activated; }
    }

    public override void Tick() {
      base.Tick();

      if (pawn != null ) {
        newLevel = pawn.needs.rest.CurLevel;
        newLevel += 0.25f;

        pawn.needs.rest.CurLevel = Mathf.Clamp01(newLevel);

        activated = true;
        return;
      }
    }
  }
}

Thank you, I'll certainly see about implementing this once I return to work.
A canine born from the Ashes of the wasteland.

Click here:

Huntakilla

I was always a huge fan of this mod, is it seeing an update to A13?

AshbornK9

Quote from: Huntakilla on May 17, 2016, 06:37:10 AM
I was always a huge fan of this mod, is it seeing an update to A13?

It's been a while and I've been busy, but I am planning on updating it to the new A14 asap, and as long as I can get art assets, I will add more things.
A canine born from the Ashes of the wasteland.

Click here:

AshbornK9

Updated to v1.2- Updated to Alpha 14!

This is pretty much the extent of what I am able to add as of current, without an artist I am kinda running a ship without any oars. Plenty of supplies, but unable to get anywhere.
A canine born from the Ashes of the wasteland.

Click here:

Stinkycat752

I aint dead yet; just about as reliable as if I was though
Abomination Imagination

Warforyou


AshbornK9

#82
Quote from: Warforyou on July 17, 2016, 11:46:14 AM
These guns are too overpowered...
I've been trying to balance them, so I've made them a lot more expensive than other guns, but yes I do plan on nerfing the guns to fit other mods' stats. Provided CR gets updated by the time I finish the next update plan, there will be a good number of changes.
A canine born from the Ashes of the wasteland.

Click here:

AshbornK9

v1.2b - MAJOR balancing changes, added Marksman Carbine, Paciencia, Nuka-Cola Quantum, Nuka-Cola Quartz, Sunset Sarsaparilla, X-01 Power Armor (Helmet and suit), Gatling Laser, new recipes for guns, Vault Jumpsuit, Armored Vault Jumpsuit, New technologies, Shishkebab, and made it so sodas (Nuka-Cola and such) restore rest when consumed.
A canine born from the Ashes of the wasteland.

Click here:

AshbornK9

v1.2c - Added Dynamite (norm and long-fuse), Pulse Grenades, Plasma Grenades,
Laser Sniper, Laser Musket, Pipe Weapons (Pistol, Revolver, Rifle, SMG), 9mm SMG, 10mm SMG
(and unique SleepyTyme), 12.7mm SMG, Silenced .22 SMG, Raider Power Armor, Nuka-Cherry, a new "Vault" (Vault Dwellers) Faction, Pew Pew (Unique Laser Pistol), and new growable crops
(Tatos, Razorgrain, Mutfruit, and Tarberries)

Fixed Laser Pistol and Laser Gatling being uncraftable
A canine born from the Ashes of the wasteland.

Click here:

AshbornK9

Just updated the download link, had a texture error and a few other things that it fixes.
A canine born from the Ashes of the wasteland.

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Warforyou

That's nice, but your last update is not savegame compatible! :(

Sarelth

Just a heads up, Tatos don't seem to be configured to go to a food stockpile. Mine has lots of space and it says there is no space for them. Just a heads up.

AshbornK9

Quote from: Sarelth on July 28, 2016, 04:31:10 AM
Just a heads up, Tatos don't seem to be configured to go to a food stockpile. Mine has lots of space and it says there is no space for them. Just a heads up.
Do the other foods (Mutfruit, Tarberries, and Razorgrain) work?
A canine born from the Ashes of the wasteland.

Click here:

Sarelth

#89
Have not checked the other foods yet, but will grow some. I got the Tatos from a trader.

Edit:
Okay, I feel a little dumb, went into the food storage and realized that the Fallout foods were unchecked for it for some reason. Now everything is working perfect. Sorry about that false alarm.