[1.4] Call of Cthulhu - Rim of Madness Expansion Pack (10/21/2022)

Started by jecrell, September 14, 2016, 08:17:04 AM

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jecrell

...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell

Canute

Anyone playing with the latest Elder Thing release ?
Does you can craft Laser gun's ? Or does they forget to add the recipe ?

Harry_Dicks

I haven't tried to make them yet, but looking at the defs makes me think you can't. For example:
<ThingDef ParentName="BaseElderThingWeapon">
<defName>ElderThing_LaserGun</defName>


The parent that the laser gun is pointed to has no recipeUsers in it, unlike this:
  <ThingDef Name="BaseElderThingMakeableGun" ParentName="BaseElderThingGun" Abstract="True">
    <recipeMaker>
      <workSpeedStat>SmithingSpeed</workSpeedStat>
      <workSkill>Crafting</workSkill>
      <effectWorking>Smith</effectWorking>
      <soundWorking>Recipe_Smith</soundWorking>
      <recipeUsers>
        <li>TableMachining</li>
      </recipeUsers>
      <unfinishedThingDef>UnfinishedGun</unfinishedThingDef>
    </recipeMaker>
  </ThingDef>

The code above is a base abstract in the same xml, but I don't know of any weapons that are pointed towards it.

Maybe Jecrell doesn't want us to be able to manufacture it? I'm thinking about changing this myself :)

Anyway, changing line 29 to the following in Defs\ThingDefs_Weapons\ElderThings\Weapons.xml to the following should enable you to make it

<ThingDef ParentName="BaseElderThingMakeableGun">

It's weird, because there is a research prerequisite for the laser gun, which I checked does exist. Hmmm, not sure, but I'm betting there's a reason in the mod why you aren't supposed to be able to build it?

Canute

The gun was craftable at pre-B18 version's, and the material/work cost are defined at the weapon.xml self like you notice, but no workbench.

Let's say what he mention.

Harry_Dicks

Quote from: Canute on February 22, 2018, 11:07:04 AM
and the material/work cost are defined at the weapon.xml self like you notice, but no workbench.

If it's swapped to "BaseElderThingMakeableGun" for the parent then it will use the machining table.

      <recipeUsers>
        <li>TableMachining</li>
      </recipeUsers>

jecrell

HP Lovecraft Storyteller
(v1.18.0.3) (2/28/18)
===============
+ Now includes A Dog Said patches for Cats, Penguins, and Crows. No seperate download required.
+ Mist stalkers no longer haunt your game (by making it flash the main menu when killed).
[/color]
https://www.patreon.com/posts/15927624
...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell

jecrell

Introducing....

Rim of Madness - Bones



Previously "Bone Mod," this mod adds bones as a craftible resource to RimWorld. Now includes a variety of polished assets from yours truly.

Download: https://www.patreon.com/posts/17233561
Ludeon: https://ludeon.com/forums/index.php?topic=32560.0
Github: https://github.com/Rim-Of-Madness-Team/Rim-of-Madness---Bones


...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell

Harry_Dicks

Very spooky, thanks guys! ;D

Will the skull candles have all 5 candles lit in future releases?

Also, how the heck do you get your drafted pawns to stand facing a specific direction?

Tridentviper

I'm not very familiar with the vampire lore but can you nerf the vampires? I'm talking about the instant resurrection ability, maybe increase the blood cost or a long cooldown?
If not, can you tell me how to do it on my own? If it is allowed...

Harry_Dicks

Quote from: Tridentviper on March 03, 2018, 11:51:24 PM
If not, can you tell me how to do it on my own? If it is allowed...

You're only allowed to use what the mod makers give you. Also, no questions either!

wwWraith

Quote from: Tridentviper on March 03, 2018, 11:51:24 PM
the instant resurrection ability, maybe increase the blood cost or a long cooldown?

If I remember it right, the resurrection drains the whole blood pool so the vampire will have their Beast unleashed after that, uncontrollable feeding on anyone until it'll be filled.
But if you mean "regular" vampiric healing which costs 1 BP, I'd say it fits the lore. Vampires are meant to be OP. Though I'd wish their downsides were more serious (vulnerability to the fire, problems staying awake at daytime).

Also I'd very like to see enemy vampires spawning with some abilities learned (depending on their age) and using them in combat (including healing).

Btw a little issue: choosing a Sire when generating a new vampire should consider their bloodlines. I had some Pijavica which had a Tzimisce child.
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

Coolphoton

The clan downsides are planed. But the mod author is also making at least 2 unrelated mods, so there is a bit of a delay.

wwWraith

I'd really like to see some details about Cosmic Horrors, Cults, The Elder Things and Werewolves. At least something like https://www.patreon.com/posts/vampires-clans-15205080.
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

Harry_Dicks

Quote from: wwWraith on March 05, 2018, 04:08:06 AM
I'd really like to see some details about Cosmic Horrors, Cults, The Elder Things and Werewolves. At least something like https://www.patreon.com/posts/vampires-clans-15205080.

I purposefully avoided any documentation on this mod pack, just so that I could save the surprises for everything that happens for my first play through.

But yes, I would be interested in something like this as well, if it were to exist.

wwWraith

Quote from: Harry_Dicks on March 05, 2018, 04:14:22 AM
Quote from: wwWraith on March 05, 2018, 04:08:06 AM
I'd really like to see some details about Cosmic Horrors, Cults, The Elder Things and Werewolves. At least something like https://www.patreon.com/posts/vampires-clans-15205080.

I purposefully avoided any documentation on this mod pack, just so that I could save the surprises for everything that happens for my first play through.

But yes, I would be interested in something like this as well, if it were to exist.

I fully understand this intention, but now I need this info to decide if I'm going to add these mods (I'm using 200+ atm so I don't want to add ones that won't fit in my desired playstyle); and then I'd better to plan ahead how I'll be able to use them, at least roughly. E.g. I'd be disappointed if my pawns would establish a cult for some deity that I personally don't like.
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.