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[DEBATE] : 2 ways for implementing more artificial organs #11
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So I just uploaded a few files adding animaljaw and animalspine. I had to add a new hediffdefs folder too, so that when adding parts via console and epoe the parts are named different (bc epoe has spine and jaw too) I don't know maybe its unecessary I did it anyway^^. also the jaw does not work for birds, my guess is bc birds have a beak, not a jaw? I don't know how to change it so maybe someone else could look into it? |
Also, I didn't know how to commit all changed files at once, so i added all individually that's why there are so many lol maybe some help for next time? xD |
the problem now : not all implants/prosthese/surgeries from EPOE should be usable on animals. So it's Dev Mode bug testing for now (tell me if you want me to upload the file to test it for yourself) |
yeah I could test it see what I can do :) did you test the ears etc? Its working but I'm not sure I did everything right. DO we want to release the update to the public with the additions? |
also the ears and the birds..don't know how to fix em seems the game says that birds have no ears lol |
and I'm not a "man" btw 😜 |
Ho i'm so sorry :p as for the bird you're right ... no |
done. birds have ears now. xD |
so as far as I understand from the epoe compatible files, is that you enabled the epoe stuff to be used on animals? But wouldn't that mean that we don't need all the extra animal parts? I thought we would make it compatible by adding animal parts ( just the few we need for animals) to the crafting benches so they can be crafted there? bc I'm not so sure on being able to use human bionics on animals, they're too expensive in my opinion to be used on animals. so what I think would make sense, is two versions of the mod:
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No your right. This was more like a start. And that's exactly how i see things with the two versions but i haven't though about the "trader trick" that's clever and i like it About Github and committing several files at once (you asked earlier), here is how i work : I use the Github desktop app. That way i can work on my computer, fiddle in the xml files, test ingame etc. When i think i reach a step, i go in the app and commit my changes (leaving notes even when working alone - That's the golden rule! ). Then i go work on files again, etc ... At this point all the changes still are local (on my computer), it's only when you choose to sync on the app that the changes will be updated on the repo (in the branche you choose). For files editing (on windows) i recommend either Sublime Text or Atom. Some also prefer Notepad++. (http://rimworldwiki.com/wiki/Modding_Tutorials/Recommended_software) |
yeah I'm already using notepad++ didn't know about the app though. Later I figured out that I could just drag all the folders into the upload and it would only show the changes^^ didn't know that at first so the first 6 commits or so I just uploaded every file separately xD |
back to the epoe stuff: I think all we need to add is maybe something like an animal brain stimulator and maybe heart+lungs. I don't think its neccessary to have more stuff for animals. afaik you don't need more than that to keep animals functioning. so all we would have to do then, is add all the animal parts to the workbench recipes |
You mean you don't think people will want to add advanced bionics in their pets? |
Should be the name of the next release :p |
I think most people just want to not have to euthanize their useless blind immobile pets ^^ i would like to keep the mod as simple as possible maybe add a "pegleg" version for jaw but that's it. you know all the neccessary bits nothing fancy^^ |
lol yeah haha xD |
I respect that. I guess we will add with 2 another versions :
'cause i think most of the guys out there (and i mean guy this time) will want cyberdogs and shit like that. I propose we start with the "nothing fancy" option and see peoples reactions ;) |
how about this: |
oh ok we could do that too lol xD |
we could also just ramp up the stats for bionic parts so that people who want cyberdogs are satisfied with the bionic parts and for people who dont care, they have the simple parts of the important things like legs and jaw all in one mod. |
Ok so for now we only take from EPOE :
What else ? |
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another problem I thought of, is (at least that was the case in a13) when you give the animals legs and jaw, the dps goes down. bc in bodydefs animals have teeth and claws and horns attached, which do damage, but on replacing those bodyparts with bionics those things dissapear (like hands on humans when you replace arm) and the damage drops. |
we don't actually nedd to take them from epoe we can just make our own? I don't think we need more than that, we already have ears and spine |
Look in Hediffs_Local_AddedParts.xml for part about PowerClaw and ScytherBlade. we can define damage in the Hediffdef itself. i guess we can manage that from there |
haaaaaaaa right . you're right. For know we do like this by adding our own, and after i'll try an optionnal compatibility patch and drop with EPOE for now. (glad you're here for that kind of thing too :p , i tend to go in every direction and all :p ) In fact i wasn't thinking right and have forgotten that all of those were already ingame :p |
yes and after we have all of our own items, we can look into how to add them to the workbenches and that would be the epoe integrated version. no need to use epoe's parts on animal then^^ |
I'm all OK with that. Great! So for now forget my branche about EPOE, we stick to Dev where there is already your commit and work from that. ok with you ? |
yep ok. and about the damage all we woud have to do is add
to the bionic legs and we have at least some damage back |
so I guess we wait with release until we have all the parts at least and with the damage? I can work later today on that. shouldn't take to long. but right now I need to sleep its 7 am ^^ |
I think that's all yes. I cannot test right know. I don't know if I already tell but I live in France and it's 7 in the morning here :-p It's cool to work on that with you, I like what the future "Birds have ears" update start to look like ;-) |
ah well I'm from germany and at least we're in the same timezone lol |
Oh we are in the same TZ. OK we'll release with the basics stuff we talked about earlier. The " less fancy" option with ears, jaw, and vital organs maybe. First deliver by trader (that is releasable itself) and after add the possibility to craft them (even in a vanilla hi tech bench to keep it simple like you said) in the 1.2 "Frankenstasoar" (craft your own pet) update :-p |
lol ok^^ bien dormir! |
Preliminary informations :
For the features we have in now, i just applied the mechanics existing for vanilla implants and artificial limbs to animal. No knew implants have been added in order to achieve that.
Now for adding new artificial organs/implants we have to use :
<ingredients>
and<fixedIngredientFilter>
tag)<appliedOnFixedBodyParts>
tag)<addsHediff>
tag)<tradeTags>
tag and<MarketValue>
tag)<thingCategories>
tag)<techHediffsTags>
) (i'm not sure if it will/can affect the animal the trader brings for example and maybe it's not that important ...)<tradeTags>
tag) or by creating new traders (in TraderKindDefs)So either we rewrite entirely new implants and such or we use EPOE (in which all of these are already define for human pawns) the same way i've done for adding vanilla artificials organs/implants
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