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https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2031800921
Hope it helps anyone!
" Poison is an interesting idea, not quite sure how to make it happen... "
Medieval Times has a "Barricade" which damages raiders who walk through it. This works because it is basically a modified deadfall trap. It has to be reset, though.
Now, if only someone could code a .DLL or something to automatically reset a "poisoned" vine so it would not have to be manually reset...
If you look at this mod: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=938052209
The modder has discovered how to add effects such as smoke to other things.
I believe if you took a look at the xml you could figure out how to trigger the "smoke" like the picture in that mod.
You can then use the smoke and change the effects of it so it will make you have a blood filtering debuff and consciousness debuff.
Today I had some raiders actually burn my tangleweed.
Is it possible to make the raider burn the tangleweed a little faster without effecting any other thing in the game?
This will make it so that the tangleweed becomes like a fiery hell.
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All that sounds cool, the bed of coals idea sounds amazing but I have no idea how that could actually be done in the game.
To be honest the mod seems fine, it isn't buggy and it does it's job great. If I were you I wouldn't be in any hurry to mod it any further.
Poison is an interesting idea, not quite sure how to make it happen. My guess is that it would have to be applied to melee weapons and then if they hit it applies a consciousness debuff or blood filtering debuff, something along those lines. This could be an interesting gameplay mechanic, I'll think about it.
Regarding the hellweed, that could be its own separate mod as a bed of hot coals which has to be refueled with wood periodically. I don't have time to work on that idea because I'm trying to put out a few other mods right now, but I'll try to play around some more with tangleweed pathing.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=937565084
Just attacked a bug infestation so I decided to add some more layers of tangleweed
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=937565106
tangleweed with pathing
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=937565136
tangleweed no pathing animals and caravans always walking through this thing
pawns wont't route around it because it's to long up and down so they will go right through it.
Tangleweed V2: Hellweed
Hellweed causes pawns to overheat when walked on.
The longer the pawn stays on the Hellweed the hotter the pawn gets until it passed out and catches on fire!!!!!!!!
Pawns and animals will just go through it if it is the shortest route.
Pawns are not harvesting or chopping the vines.
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What if the berries could be poison instead of food?
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If I had to harvest the vine I would use it to craft the "tangleweed powder".
Tangleweed powder "smoke" grenades and "smoke" mortars made from plasteel and a little silver that cause movement and conciousness debuff.
Cut tangleweed weapons and fiber sound pretty cool. If you did that, I would suggest making tangleweed "wild" that way in the early game you can harvest the tangleweed to get early game fiber and weapons. This sounds really useful especially if you use caravans and go to new maps.
what if cut tangleweed was used to make a "sandbag".
The sandbag costs 10 cut tangleweed and the "sandbag" causes damage when pawns walk on it.
Also if your pawns are intentionally harvesting/chopping them down after they are grown that may be a bug. It never happened in my testing, but maybe I wasn't thorough enough.
I'll look into the berries. I'd probably make the yield smaller than vanilla berry bushes just so that the food is viewed as a nice bonus rather than their primary purpose. If they harvest the "vine" part of the plant, any suggestions on what it should be used for? A weak melee whip-type weapon? A type of fiber for clothes?
Glad to hear the flammability is balanced.
You shouldn't add damage to the vines. Pawns and animals seem to walk on them constantly even when you have path avoid to dangerous.
Instead what you should do is call it done. Tangleweed V1
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So instead of a damage when you walk on it make it grow like ambrosia or berry bushes.
That way growers don't cut down your vines once they reach maturity.
It should produce a berry or flower that pawns harvest and craft with.
Heck, the vines do so good I wouldn't mind getting blackberries or rasberries off them. "Tangleberries".
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The fire burn time is perfect by the way.
@bearhiderug I'm not going to try to make it harvestable/craftable until I add all the base features, such as the damage effect when pawns walk over it. If I get all that done then I'll revisit the harvestable idea again.
(don't know if good or bad thing but I don't mind them not being eaten)
haven't gotten raided yet but everything looks clean on my end.
For this upcoming release I will have all raiders and sappers prioritize simply burning the vines if there are no enemies around to fight. In testing I've gotten them to dig at the vines like they would a rock wall, but the plants get destroyed pretty quickly that way.
I'll be interested in feedback on this since there are so many scenarios that I just can't test. Let me know if you find the AI behavior weird or if you think they should do something differently.
Config error in PlantTangleWeed: nutrition == 0 but preferability is RawBad instead of NeverForNutrition
Arcane if you take a look at how grass or dandelions are made you can find the "spread" code there.
i have no idea if it is going to be possible to add anything like mood debuff or damage chance to plants though. There is just nothing in the game right now that has it by default that you can clone.
maybe look at how steril tiles are coded. Sterile tiles add buffs to research and surgeries so it might give you an idea on how to add a debuff like -20% melee or -20% shooting instead.
Thank you both so much for the input! I'll get to work on these ideas, probably starting with testing the raider AI to see how it responds to the vines.
Good idea on the mood debuff! I had only thought of doing damage/scratching.
vines should "spread" like grass or dandelions
Walking on vines gives negative mood modifier "pricked by tangleweed" and negative consciousness.
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Vines should be harvestable and used to craft "tangleweed powder".
Tangleweed powder makes ,tangleweed traps, grenades from plasteel, and mixed into mortar shells so you can lob tangleweed bombs at the enemy.
The tangleweed powder should use the smoke pop belts "smoke" when it is used so it is an area attack.
Tangleweed powder smoke causes damage to sight, movement, and consciousness.
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I know this is a lot of suggestions. I am just hyped about this mod.
In A17 if a raider walks into an area where you have a growing zone and there is no threat, he will burn your plants.
What I am saying to do is make it so raiders will recognize the tangle weed as an object you can blow up and catch on fire instead of ignore.
This way you can't just plant an extremely large area of tangleweeds and snipe from a distance.
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Yes the AI does that already, but since I don't make mods I don't know if the AI would KNOW that the tangleweed is an object it can burn like a plant OR blow up like a wall.
Yes, the AI should be able to do both. Burn or Blow Up the vines.
The AI should try to burn your vines or blow up your vines if it can.
Is there a way to add a variety that damages pawns that go through it or applies poison? Making the invaders torch it would be a good way to balance it out, because having too much too close could be a huge liability.
Are you suggesting that in addition to burning the plants, the AI bomb them as well? Or are you just saying that attacking the tangle weed vines should be a higher priority than attacking the walls? I apologize if I'm just misunderstanding something.
you should make it so the AI will bomb your plants or catch them on fire.
I'll check out how this works in action.