[MOD] (Alpha 4) Start With more Colonists (discontinued)

Started by Cala13er, May 05, 2014, 05:33:30 PM

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StorymasterQ

Quote from: ENE on May 06, 2014, 03:11:35 AM
Quote from: ItchyFlea on May 06, 2014, 12:59:02 AM
Are you able to reduce the number of starting colonists? Would be an interesting challenge to start with just one person.
you might want to use this http://ludeon.com/forums/index.php?topic=1646.0 its very very easy to use what you need to do is go to 'Colonist editor' then choose any colonist you dont want and edit their health to '0' - save then go back choose 'file' then save---- finish :D-------- hope this useful ;)
Quote from: mrofa on May 06, 2014, 01:25:03 AM
Oh damn he cant, just looked at the .dll, but damn thats a sneaky way to get more colonists :D
Unless to add a extra event where two of colonists get killed.
Maybe there ought to be a mod that gives a more meaningful 'event' to that effect, saying 'Three life pods were ejected, but only one survives' or something to that effect.
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mrofa

3 colonists are prapobly still hardcoded, or atleast i didnt see any stuff regarding thier number in dll.
All i do is clutter all around.

Cala13er

Quote from: mrofa on May 06, 2014, 03:47:25 AM
3 colonists are prapobly still hardcoded, or atleast i didnt see any stuff regarding thier number in dll.

Yeah that bit is still hardcoded.

Cala13er

Quote from: Vas on May 05, 2014, 11:08:14 PM
I won't use this unless it lets me choose the colonist setup in the starting menu of the game.  So I can rename them and such.  :P

As much as I would love that, that bit is obviously hardcoded. So that won't be part of the version any time soon.

Cala13er

New update, Version 1.1!!

ChangeLog :
//v1.1
--> Now spawns more beds to match the amount of colonists.
--> Now spawns more food depending on the amount of colonists.
--> Start with 6 colonists now changes stockpiles to 7 by 7 instead of 5 by 5 (Personal preference)

This is NOT a bump, the post was already at the top.

ENE

what is the highest number of start colonist that yo can mod

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Cala13er

Quote from: ENE on May 06, 2014, 10:12:39 AM
what is the highest number of start colonist that yo can mod
Not limit, got one that spawns 20, gonna publish later today, just working on spawning so many beds so it looks neat and not a mess.

iame6162013

hmmm would it be plausible to have it spawn Billions?(easily)
Then it would be hard to feed them :P
Linus Torvalds: "But it clearly is the only right way. The fact that everybody else does it some other way only means that they are wrong"
Robert J. Hanlon: "Never attribute to malice that which is adequately explained by stupidity."

Cala13er

Hahaha no, that would take forever. I would have to make 1 billion pawn spawners which is around 8 lines of code per pawn. So 1 billion lines of code to spawn 1 billion pawns. The game engine can only just manage to handle thousands of things. Never mind 8 billion headless chicken ai's.

iame6162013

#25
Quote from: Cala13er on May 06, 2014, 01:38:19 PM
Hahaha no, that would take forever. I would have to make 1 billion pawn spawners which is around 8 lines of code per pawn. So 1 billion lines of code to spawn 1 billion pawns. The game engine can only just manage to handle thousands of things. Never mind 8 billion headless chicken ai's.
Challenge Accepted :P
Edit
Hmm .dll it is ...
EDIT
Challenge Rejected.
Linus Torvalds: "But it clearly is the only right way. The fact that everybody else does it some other way only means that they are wrong"
Robert J. Hanlon: "Never attribute to malice that which is adequately explained by stupidity."

Architect

Quote from: Cala13er on May 06, 2014, 01:38:19 PM
Hahaha no, that would take forever. I would have to make 1 billion pawn spawners which is around 8 lines of code per pawn. So 1 billion lines of code to spawn 1 billion pawns. The game engine can only just manage to handle thousands of things. Never mind 8 billion headless chicken ai's.

surely using: for (int i = 0; i < [colonistCount]; i++) would be better than 8 lines of code each time?
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Cala13er

#27
Quote from: Architect on May 06, 2014, 02:00:20 PM
Quote from: Cala13er on May 06, 2014, 01:38:19 PM
Hahaha no, that would take forever. I would have to make 1 billion pawn spawners which is around 8 lines of code per pawn. So 1 billion lines of code to spawn 1 billion pawns. The game engine can only just manage to handle thousands of things. Never mind 8 billion headless chicken ai's.

surely using: for (int i = 0; i < [colonistCount]; i++) would be better than 8 lines of code each time?

Unfortunately, I've tried that, It only managed to spawn 3 colonists max. No idea why, plus you still need to define the name, it's colony, it's adulthood every time. Other wise it will spawn so many colonists with the same name and adulthood. Which is unwanted.

If that makes sense.

Architect

Quote from: Cala13er on May 06, 2014, 02:12:47 PM
Quote from: Architect on May 06, 2014, 02:00:20 PM
Quote from: Cala13er on May 06, 2014, 01:38:19 PM
Hahaha no, that would take forever. I would have to make 1 billion pawn spawners which is around 8 lines of code per pawn. So 1 billion lines of code to spawn 1 billion pawns. The game engine can only just manage to handle thousands of things. Never mind 8 billion headless chicken ai's.

surely using: for (int i = 0; i < [colonistCount]; i++) would be better than 8 lines of code each time?

Unfortunately, I've tried that, It only managed to spawn 3 colonists max. No idea why, plus you still need to define the name, it's colony, it's adulthood every time. Other wise it will spawn so many colonists with the same name and adulthood. Which is unwanted.

Hmmm, I see the issue.
Check out BetterPower+ and all its derivatives by clicking the picture below.

It adds many new methods of power generation and uses for it, as well as other things such as incidents.


iame6162013

Quote from: Architect on May 06, 2014, 02:15:38 PM
Quote from: Cala13er on May 06, 2014, 02:12:47 PM
Quote from: Architect on May 06, 2014, 02:00:20 PM
Quote from: Cala13er on May 06, 2014, 01:38:19 PM
Hahaha no, that would take forever. I would have to make 1 billion pawn spawners which is around 8 lines of code per pawn. So 1 billion lines of code to spawn 1 billion pawns. The game engine can only just manage to handle thousands of things. Never mind 8 billion headless chicken ai's.

surely using: for (int i = 0; i < [colonistCount]; i++) would be better than 8 lines of code each time?

Unfortunately, I've tried that, It only managed to spawn 3 colonists max. No idea why, plus you still need to define the name, it's colony, it's adulthood every time. Other wise it will spawn so many colonists with the same name and adulthood. Which is unwanted.

Hmmm, I see the issue.
can't u use a randomiser?...
Linus Torvalds: "But it clearly is the only right way. The fact that everybody else does it some other way only means that they are wrong"
Robert J. Hanlon: "Never attribute to malice that which is adequately explained by stupidity."