边缘世界 RimWorld

边缘世界 RimWorld

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VPE - Lasting Skeletons
   
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Mod, 1.6
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11 月 7 日 上午 5:40
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VPE - Lasting Skeletons

在 jaeger972 的 1 个合集中
Jaeger's Mods
19 件物品
描述
Makes skeletons permanent by linking them to the caster, reserving 30 of their neural heat. Psyfocus cost is also increased to 20%.
Also gives rock constructs and summoned skeletons 40 caravan carrying capacity.

I initially inteded to add this to my Autonomous Animals (which started out as VPE - Better Summons) but then decided that the focus of that mod has shifted far too much to make sense anymore. Instead I can use a direct dependency for VPE for this mod and don't have to worry about reflection :)
They still work incredibly well together and allow for solo Necropath/Technomancer runs.

Yes I'm reusing the preview of my other mod because I'm lazy.



My Mods:

[ko-fi.com]
17 条留言
Thekiborg 11 月 9 日 下午 5:13 
Oh ♥♥♥♥ that's true
jaeger972  [作者] 11 月 9 日 下午 4:58 
if you have any other questions just dm me on discord
i'm the guy that commissioned the gene ripper mod from you
jaeger972  [作者] 11 月 9 日 下午 4:56 
take a look at Myf's Vanilla Psycast Expanded Tweaks if you wanna see how to add drafting logic to them.
jaeger972  [作者] 11 月 9 日 下午 4:53 
the only significant difference between skeletons and normal animals is that skeletons have a comp that make them expire after 24 hours and a comp that sets their mental state to a custom vpe berserk
jaeger972  [作者] 11 月 9 日 下午 4:52 
pretty much. just use a whitelist so not every animal can suddenly do it.
Thekiborg 11 月 9 日 下午 4:38 
Sounds like including the animals is all i need to do?
jaeger972  [作者] 11 月 9 日 下午 4:10 
basically attach a lightweight comp to whitelisted animals so that they're allowed to show up in your guard ui and bypass some of the checks that humanoids would use
jaeger972  [作者] 11 月 9 日 下午 4:03 
@Thekiborg hey, funny to see you again :D

nothing to do with vpe anymore really
the preview is a bit misleading since the work stems from my other mod Autonomous Animals
i've broadened my mod to work for all animals
i have settings for which ones to attach certain comps for
i made a scheduler that uses a set of job finders to give them a job based on the attached comps

i used harmony patches for MissingRequiredCapacity on WorkGiver_Scanner and SkillRecord so that they can work without having skill levels
Thekiborg 11 月 9 日 下午 3:30 
Hi jaeger, I'm the modder of guarding pawns, you surely have a better understanding than me about how these skeletons work.
I'm mainly here to ask how did you get them to work? Doing the same thing you've done in your preview but for my work category should be enough, but I have no idea where that is in VPE's files.
jaeger972  [作者] 11 月 7 日 下午 2:53 
alright, good luck then :)