Ludeon Forums

Ludeon Forums

  • August 17, 2019, 06:34:03 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: [a16] war orphans  (Read 8634 times)

keylocke

  • Super Tester
  • Planetologist
  • ***
  • Posts: 1469
  • indecisive potato and horrible analogist
    • View Profile
[a16] war orphans
« on: April 20, 2017, 11:01:20 PM »



these war orphans claim to be the children of the raiders you killed and turned into leather hats. however, everybody knows there are no kids in rimworld. dundundunnn..

they're actually synth-noids (synth-mechanoid infiltrators) they join to spy on you, then they eat your food and break your hearts. (they only eat human food)

lifestages :
-orphan : 0-4yrs (baby)
-waif/urchin : 5-9yrs (juvenile)
-maid/butler : 10-15yrs (juvenile late)
-lady/lord : 16yrs-above (adult)

they convert what they eat into chemfuel. milking them gives you chemfuel. they excrete it like vomit. (adult lifestage)

their mecha-organoid body sheds plasteel. shearing them gives you plasteel. like peeling tree bark. (adult lifestage)

butchering gives you steel, plasteel, components, meat, and leather. (proof that they are machines disguised as humans)

they produce mechanoid sounds while in combat. (more proof of their mechanoidness)

they are pack animals and can carry your stuffses when joining a caravan, so you can use them to smuggle and trade smokeleaf to neighboring factions or whatever.

download here : war orphans

notes : i thought those monster girl mods was fun, so i wanted to make one of my own. (i'm planning on making more assets for "industrial age" theme. i wanna test if these urban "wildlife" could look good like NPCs in an industrial town.)

changelog :
-fixed most of the weird errors, removed unnecessary stuff (including comments)

todo :
-figure out how to make them clean your base
-figure out how to harvest their organs

disclaimer : you can use these assets for whatevs, as long as it's not for commercial purposes. yadayada.

« Last Edit: April 21, 2017, 08:50:27 AM by keylocke »
Logged

Autocthon

  • Muffalo
  • *
  • Posts: 15
  • Refugee
    • View Profile
Re: [a16] war orphans
« Reply #1 on: April 20, 2017, 11:23:25 PM »

Wow this is kind of messed up. I'm going to try this when I get home. are they arrestable, I'd like to try sacrificing one of them to Dagon with the Rim of Madness Cultist mod.
Logged

Canute

  • Transcendent
  • *****
  • Posts: 7515
  • Refugee
    • View Profile
Re: [a16] war orphans
« Reply #2 on: April 21, 2017, 01:56:36 AM »

No they are mechanoid animals. Or do you ever saw you can milk or shear any pawn ? :-)

keylocke,
please relocate the mod archive at the release branch !
Currently you have to download the whole master to get a .zip that include the .7z

Just add the mod to the end of my current modlist and geting errors i didn't got before, didn't even load the colony.
https://gist.github.com/c005125fb9d5f0cf1bce9bd7ece4b4d9
« Last Edit: April 21, 2017, 02:11:45 AM by Canute »
Logged

AngleWyrm

  • Planetologist
  • ****
  • Posts: 1154
  • Refugee
    • View Profile
Re: [a16] war orphans
« Reply #3 on: April 21, 2017, 02:06:19 AM »



File contents search for "<defName>Orphan</defName>" produced:

 D:\Games\RimWorld\Mods\warOrphans\Defs\ThingDefs_Races\Races_Animal_orphans.xml (2 hits)
   Line 4:     <defName>Orphan</defName>
   Line 247:  <defName>Orphan</defName>
Logged
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

Autocthon

  • Muffalo
  • *
  • Posts: 15
  • Refugee
    • View Profile
Re: [a16] war orphans
« Reply #4 on: April 21, 2017, 02:33:18 AM »

No they are mechanoid animals. Or do you ever saw you can milk or shear any pawn ? :-)

keylocke,
please relocate the mod archive at the release branch !
Currently you have to download the whole master to get a .zip that include the .7z

Just add the mod to the end of my current modlist and geting errors i didn't got before, didn't even load the colony.
https://gist.github.com/c005125fb9d5f0cf1bce9bd7ece4b4d9

Oh so they're animals, cool I should still be able to sacrifice them then. Sounds like I'll have to wait for the kinks to be worked out though.
Logged

keylocke

  • Super Tester
  • Planetologist
  • ***
  • Posts: 1469
  • indecisive potato and horrible analogist
    • View Profile
Re: [a16] war orphans
« Reply #5 on: April 21, 2017, 05:54:05 AM »

File contents search for "<defName>Orphan</defName>" produced:

 D:\Games\RimWorld\Mods\warOrphans\Defs\ThingDefs_Races\Races_Animal_orphans.xml (2 hits)
   Line 4:     <defName>Orphan</defName>
   Line 247:  <defName>Orphan</defName>

ah, that's coz i based the mod on one of those monster girl mods that had horns and produce their special type of milk. (oni, which is an excellent mod)

i was thinking of turning this mod into a quickie "animal" template + tutorial. (coz i'm forgetful af) so folks could just download it and look at the comments i made in the xml files.

the assets for the "hooman antenna" and the "hooman milk" are there, though the portions which calls it are commented out : (hooman milk and hooman antenna are image assets. the def name are OrphanMilk and OrphanHorn)
Code: [Select]
      <li Class="CompProperties_Milkable">
        <milkDef>OrphanMilk</milkDef>
        <milkIntervalDays>1</milkIntervalDays>
        <milkAmount>2</milkAmount>
      </li>
      <li Class="CompProperties_Shearable">
        <woolDef>OrphanWool</woolDef>
        <shearIntervalDays>1</shearIntervalDays>
        <woolAmount>5</woolAmount>
      </li>
^just uncomment this portion and then delete or comment out this line :
               
Code: [Select]
<li Class="CompProperties_Milkable">
<milkDef>Chemfuel</milkDef> <!--can be swapped with any other resource-->
<milkIntervalDays>1</milkIntervalDays>
<milkAmount>2</milkAmount>
</li>
<li Class="CompProperties_Shearable">
<woolDef>Plasteel</woolDef> <!--can be swapped with any other resource-->
<shearIntervalDays>7</shearIntervalDays>
<woolAmount>14</woolAmount>
</li>
this will give you custom wool and milk rather than chemfuel and plasteel.

i left the assets there coz i thought i'm gonna try and explain how to add custom limbs (Orphanhorns) and custom products (OrphanMilk) eventually in a quickie tutorial. but maybe i'll just change the file format of the Items_Resource_AnimalProduct.xml, Items_Resource_Stuff.xml, and Items_Exotic.xml into text files (in my mod) so they're still human readable and not cause errors. (hopefully)

to re-add "hooman antenna" and "OrphanHorn" it's functionalities you need to modify these :
     
Code: [Select]
<li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTime>2.4</defaultCooldownTime>
        <meleeDamageBaseAmount>15</meleeDamageBaseAmount>
        <meleeDamageDef>Scratch</meleeDamageDef>
        <linkedBodyPartsGroup>HornAttackTool</linkedBodyPartsGroup>
        <surpriseAttack>
          <extraMeleeDamages>
            <li>
              <def>Stun</def>
              <amount>30</amount>
            </li>
          </extraMeleeDamages>
        </surpriseAttack>
      </li>
^this adds back the horn attack
Code: [Select]
<body>OrphanBody</body>uncomment this and then remove or comment out <body>Human</body>

Code: [Select]
       <dropBodyPart>
          <bodyPartGroup>HornAttackTool</bodyPartGroup>
          <thing>OrphanHorn</thing>
        </dropBodyPart>
^this one drops the hooman antenna like a thrumbo horn.

etc.. i placed my comments in the xml files so people can read the stuff so they can modify it to do whatever (i'll eventually come back around to making that animal template tutorial so i could explain things more properly there, right after i do the other stuff..)

but i don't think those things cause any gamebreaking bug.

No they are mechanoid animals. Or do you ever saw you can milk or shear any pawn ? :-)

keylocke,
please relocate the mod archive at the release branch !
Currently you have to download the whole master to get a .zip that include the .7z

Just add the mod to the end of my current modlist and geting errors i didn't got before, didn't even load the colony.
https://gist.github.com/c005125fb9d5f0cf1bce9bd7ece4b4d9


hmm.. ok, i'll try (i'm new to github. dunno wtf i'm doing. hahaha) i'll just edit the link in main post.
Logged

Canute

  • Transcendent
  • *****
  • Posts: 7515
  • Refugee
    • View Profile
Re: [a16] war orphans
« Reply #6 on: April 21, 2017, 06:14:12 AM »

Quote
hmm.. ok, i'll try (i'm new to github. dunno wtf i'm doing. hahaha) i'll just edit the link in main post.
If you are unsure, just use a different browser, don't login at the forum and github and try to get the archive self.
Then you see the problems.
Logged

SpaceDorf

  • Transcendent
  • *****
  • Posts: 4032
  • Secretly Captain Obvious
    • View Profile
Re: [a16] war orphans
« Reply #7 on: April 21, 2017, 08:05:45 AM »

Dark and Funny at the same time .. I like it very much.
Logged
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

keylocke

  • Super Tester
  • Planetologist
  • ***
  • Posts: 1469
  • indecisive potato and horrible analogist
    • View Profile
Re: [a16] war orphans
« Reply #8 on: April 21, 2017, 09:00:15 AM »

ok, i uploaded the new one here.

https://github.com/keylocke/WarOrphans/archive/0.1.zip

^i hope this works.

anyways, i'm starting on reskinning the vanilla furnitures next (industrial themed). but i'll get back on this one after i'm done with the reskins (furnitures, buildings, terrain, trees, pawns, apparel, animals, mechanoids)

gonna try adding the ability to harvest organs and giving them the ability to clean your base. (i dunno if it's possible with just xml, i might have to start modding the dll or something. gonna look at epoe and minions for info. both are awesome btw.)

also, i'm probably gonna skip a steam release for this mod, since i don't wanna hassle tynan. iirc, he asked pawns mate mod to stop it's steam release. *sad face* i liked that mod.

have fun.
Logged

Canute

  • Transcendent
  • *****
  • Posts: 7515
  • Refugee
    • View Profile
Re: [a16] war orphans
« Reply #9 on: April 21, 2017, 09:37:20 AM »

Quote
ok, i uploaded the new one here.
^i hope this works.

Grats, working now !
And no error msg..

Logged

Canute

  • Transcendent
  • *****
  • Posts: 7515
  • Refugee
    • View Profile
Re: [a16] war orphans
« Reply #10 on: April 24, 2017, 03:25:45 AM »

There is a problem with Smarter food, when Orphans are on a caravan. And no kibble/hay at the caravan.

System.Exception: Error when trying to find best food in caravan. eater=Orphan535384 ---> System.ArgumentNullException: Argument cannot be null.
Parameter name: source
  at System.Linq.Check.SourceAndKeySelector (System.Object source, System.Object keySelector) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.GroupBy[DietElement,Single] (IEnumerable`1 source, System.Func`2 keySelector, IEqualityComparer`1 comparer) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.GroupBy[DietElement,Single] (IEnumerable`1 source, System.Func`2 keySelector) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.Policy.GetFoodCategoryRankForPawn (Verse.Pawn pawn, FoodCategory category) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.Policy.GetFoodCategoryRankForPawn (Verse.Pawn pawn, Verse.ThingDef category) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.Policy.GetFoodCategoryRankForPawn (Verse.Pawn pawn, Verse.Thing category) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.Detours.FoodUtility+<>c__DisplayClassc.<MakeRatedFoodListFromThingList>b__7 (WM.SmarterFoodSelection.FoodSourceRating entry) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+Verse.Root_Play:Update()
Logged

AngleWyrm

  • Planetologist
  • ****
  • Posts: 1154
  • Refugee
    • View Profile
Re: [a16] war orphans
« Reply #11 on: April 24, 2017, 04:46:45 AM »

Economics 101

You can have one of the following baskets, each valued at 1500 silver; which one do you want?
  • 12 chickens and 750 hay to keep them going until first harvest
  • 8 wild boar and 100 kibble to tide them over until they get some training
  • 3 warg war dogs and some meat
  • 1 war orphan
« Last Edit: April 24, 2017, 05:44:46 AM by AngleWyrm »
Logged
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

Canute

  • Transcendent
  • *****
  • Posts: 7515
  • Refugee
    • View Profile
Re: [a16] war orphans
« Reply #12 on: April 24, 2017, 07:41:39 AM »

Can i take the lady from the pic instead ? :-)
Logged

AngleWyrm

  • Planetologist
  • ****
  • Posts: 1154
  • Refugee
    • View Profile
Re: [a16] war orphans
« Reply #13 on: April 24, 2017, 02:18:35 PM »

Sure you can :)

The way to do it is to nerf/buff the competition until it is difficult to say one is a better deal than the other. When it seems likely that a group of people would select the baskets in fairly equal numbers then price has been sent to the background, and more interesting details may prevail in the choice.

To nerf/buff the competition, adjust the amount of money in the pool that is being compared against. When the choice no longer seems dependent on price, then the right price has been found.

The desire to make a thing more expensive is the same as putting that thing in competition with larger baskets.
« Last Edit: April 24, 2017, 02:36:36 PM by AngleWyrm »
Logged
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

Canute

  • Transcendent
  • *****
  • Posts: 7515
  • Refugee
    • View Profile
Re: [a16] war orphans
« Reply #14 on: April 25, 2017, 03:17:18 AM »

Quote
lifestages :
-orphan : 0-4yrs (baby)
-waif/urchin : 5-9yrs (juvenile)
-maid/butler : 10-15yrs (juvenile late)
-lady/lord : 16yrs-above (adult)

I think this is a bit to long.
I suggest just 1 year for each stage, then you got a lady/lord after 4 years.
Logged
Pages: [1] 2