[1.3] Lighter than fast - Crystals - Lanius - Clone bay - Teleporters

Started by ethouiche, December 27, 2017, 09:04:25 PM

Previous topic - Next topic

ethouiche

Zoltan stand alone mod uploaded :
Github : https://github.com/goudaQuiche/LTF_Zoltan
Steam : https://steamcommunity.com/sharedfiles/filedetails/?id=2032477436

- Diplomats, ingenious experts of technology, living powerplants

Caracteristics
- Supply power to batteries that are close enough
- 105% Research ; 115% Recruit prisoner chance ; 90% Health ;
- Explode upon death

Researchable things
- Shieldmet, an helmet that grants multiple rechargeable energetic shield
- Zoltan batteries : x1.5/3/5 capacity ; better beauty factor for a daily integration without hurting pawn feelings
- Shield bench, allows to fill the shieldmet when operated

35 backstories


ethouiche

Engi race from Faster Than Light - stand alone mod

Download
Steam : https://steamcommunity.com/sharedfiles/filedetails/?id=2036348893
Github : https://github.com/goudaQuiche/LTF_Engi

Caracteristics
  • Engi, poor at combat, yet skilled builders
  • An original anatomy that allows modularity and specialization
Researchable building
  • Engi bench to craft 3 tiers of bionics for Engies to surgicaly install.
Raw ressources
  • Raw roms, needed to build the bench and to craft advanced roms
  • Raw cores, merge them to create advanced cores from dual cores to 64x cores
  • Both extractable from a living Engi, or with a butchery table on a dead Engi.
Craftable ressources

  • Roms - upgrade your skills.
  • Cores - upgrade your work speed and learning factor.
  • Coolers - counter the temperature bearability cores side effects.
  • Surgically upgrade your Engies by filling their rom and core sockets - 2 x 4 slots.

mkire

so some feedback on the zoltans. a trade caravan of these guys got wiped out by one of them dying to a raider who then exploded and caused a chain reaction of all of them exploding one by one.

this is kind of hilarious, but i doubt you intended that sort of thing

Canute

Or that indicate that you shouldn't put all zoltan's at the same spot.
Basicly the same could happen at your base, when you put all your zoltan into a defence line.

mkire

Quote from: Canute on March 28, 2020, 02:38:16 AM
Or that indicate that you shouldn't put all zoltan's at the same spot.
Basicly the same could happen at your base, when you put all your zoltan into a defence line.

have you seen the size of the explosion? it is larger than a mortar shell going off. also having seen this happen i'm not going to accept zoltan colonists except maybe to use as suicide bombs


ethouiche

Quote
this is kind of hilarious, but i doubt you intended that sort of thing
It's the beauty of this game. Maybe they got unlucky with social distancing.

They use the same explosion as boomrats :
<deathActionWorkerClass>DeathActionWorker_SmallExplosion</deathActionWorkerClass>

GenExplosion.DoExplosion(corpse.Position, corpse.Map, 1.9f, DamageDefOf.Flame, corpse.InnerPawn, -1, -1f, null, null, null, null, null, 0f, 1, false, null, 0f, 1, 0f, false);
public static void DoExplosion(IntVec3 center, Map map, float radius, DamageDef damType, Thing instigator, int damAmount = -1, float armorPenetration = -1f, SoundDef explosionSound = null, ThingDef weapon = null, ThingDef projectile = null, Thing intendedTarget = null, ThingDef postExplosionSpawnThingDef = null, float postExplosionSpawnChance = 0f, int postExplosionSpawnThingCount = 1, bool applyDamageToExplosionCellsNeighbors = false, ThingDef preExplosionSpawnThingDef = null, float preExplosionSpawnChance = 0f, int preExplosionSpawnThingCount = 1, float chanceToStartFire = 0f, bool damageFalloff = false)

1.9f radius is not much

It could have been buffed, but I dont remember boomrats being so deadly.
Remember to make hospital beds with granite and maybe dont pick a zoltan with heart weakness as a doctor.  ::)

I am considering creating a surgical option to disarm them. Or link the deathActionWorkerClass to one of their organs which amounts to the same thing.

Canute

Quote from: mkire on March 28, 2020, 04:15:11 AM
Quote from: Canute on March 28, 2020, 02:38:16 AM
Or that indicate that you shouldn't put all zoltan's at the same spot.
Basicly the same could happen at your base, when you put all your zoltan into a defence line.

have you seen the size of the explosion? it is larger than a mortar shell going off. also having seen this happen i'm not going to accept zoltan colonists except maybe to use as suicide bombs
I just test it myself, with a fresh download from Github.
The explosion radius is just the adjacent tiles, far away from from a mortar shell.
And the strengh isn't that bad either, but it set anything burnable on fire.


mkire


ethouiche

A mind control bench meant to enslave sentient beings.

- Temporary take control of a human-like
- Drive a human-like crazy
- Confuse a human-like to reduce some of his statistics
- Make an animal go manhunter

Steam : https://steamcommunity.com/sharedfiles/filedetails/?id=2049822320
Github : https://github.com/goudaQuiche/LTF_MindControl

ImAllen

For the mod Beam me up I have a slight problem. I installed catcher in the wrong spot instead of a TP pad and I cant move or uninstall it. Even Dev Destroy wont work. Next move is just to remove the mod and hope it blinks out. (That got rid of it).

Odd bug, they would get 99% of the way to move it or uninstall it and it wouldnt finish.

ethouiche

I will try to reproduce that. I am not sure of the steps though.
Thanks for the feedback.

ethouiche

I uploaded the slug race stand alone.


- Psychic ability : Cast a debilitating area of effect power that will decrease the combat and defensive skills of the enemy humanlikes in the zone.
- Drool rainbow puddles all day and night.
- Drool again : they will generate some slug dew ressource now and then.
- Immunity to slug powers and mind control.
- 50% psychic sensivity / 110% toxic sensivity.
- 90% Social.
  - Xenophobic trait : social debuff with non slug beings.

Steam : https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=2071728181
Git : https://github.com/goudaQuiche/LTF_Slug

Canute

ethouiche,
some problem with the Mantis.
If a mantis lost a hand (failed surgery, combat,...) i can't install a (plasteel) claw anymore.
I used the Mantis from the main mod.

LWM

The Zoltans' explosion on death (in FTL) only damages opponents - not allies, not equipment.

Perhaps a modified explosion method that does something similar?