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Messages - witchyspoon

#76
Releases / Re: [A17] A Dog Said... Animal Surgery
July 04, 2017, 12:40:51 PM
Quote from: wwWraith on July 04, 2017, 10:17:49 AM
Quote from: spoonshortage on July 04, 2017, 09:29:20 AM
Pros:  damage more logical on smaller/bigger animals

Cons: powerclaws and scytherblades only for certain animals
         less easy to obtain the fitting part from traders (for those who play without crafting)
         more recipes on the bench list
         more clutter in your stockpiles if you have lots of different sized animals
         people have to remember what part goes on what animal[/size]

Imho:
Con#1 is actually a pro :) And basically it is the same as "damage more logical on smaller/bigger animals". The squirrel with the scytherblade isn't logical.
Con#2 is a pro, too, because if someone plays without crafting it means that (s)he doesn't want the easy way. And it could be made easier by increasing the chances.
Cons#3&#4 are still cons, but really minor ones in practice.
Con#5 while makes it more difficult also makes it more interesting, so it is also a pro for people who prefer a deeper perception of the game.

Again, it's just my personal opinion. But I think actually many people are missing that more differentiated system (as the poll shows), they (we) just had no desire to write about it.

Maybe it's possible to make it optionable?

I dont see how I can make an option for this. either I add it, or I dont. or I would have to make another version of the whole mod. this however will only happen if I ditch all other extra versions. nocrafting is going anyway in the next release and I'm not sure about the lite version. I would rather have just 1 version of the mod tbh.

you are correct about the subjectivity of the whole thing however. I know there is a vocal few that would like the sizes added but there is a lot of people who are fine with how it is and would start complaining if I make it too complicated again. I dont think I will budge on this anymore bc I personally dont want to play with sizes myself.
And like I said before, 90% of the players havent even realized the whole thing/didnt care about it, before someone started this whole discussion on steam.
#77
Releases / Re: [A17] A Dog Said... Animal Surgery
July 04, 2017, 09:29:20 AM
UPDATE for the poll:
After a few days of consideration I have decided that the cons of this far outweigh the one pro, so I will not be adding different sizes. I know the pros are in the majority in the poll (30:21 right now) but that is also still too many against, in my opinion. I would rather keep the mod as is, instead of adding complication and more negative things. People barely even noticed the whole thing before this discussion came up anyway.

here the pros and cons again:

Pros:  damage more logical on smaller/bigger animals

Cons: powerclaws and scytherblades only for a few animals
         quite difficult to obtain the fitting part from traders (for those who play without crafting)
         more recipes on the bench list
         more clutter in your stockpiles if you have lots of different sized animals
         you have to remember which part goes on which animal
         three or four categories of "damage" would still not be enough to make sense completely
#78
Releases / Re: [A17] A Dog Said... Animal Surgery
July 02, 2017, 11:40:48 AM
Quote from: Mosart on July 02, 2017, 09:47:03 AM
I downloaded A dog said no crafting patch. Arent it needed an additional RBSE/EPOE patch as in 1.7.0 version?

there is no "no crafting patch". there is only a nocrafting version. that is only for when you want no crafting of the parts ingame. to be honest you get the same if you just use the full version but dont research the crafting or build the bench. that is why I will discontinue the nocrafting version in the next alpha.
you do not need any patches for EPOE or RBSE for the mod to work. you never needed any.
#79
Releases / Re: [A17] A Dog Said... Animal Surgery
June 30, 2017, 07:37:17 AM
Shall I add sizes for limbs back into the mod (not before A18)?

Pros:  damage more logical on smaller/bigger animals

Cons: powerclaws and scytherblades only for certain animals
         less easy to obtain the fitting part from traders (for those who play without crafting)
         more recipes on the bench list
         more clutter in your stockpiles if you have lots of different sized animals
         people have to remember what part goes on what animal

please vote on the strawpoll here:

http://www.strawpoll.me/13321525



#80
Releases / Re: [A17] A Dog Said... Animal Surgery
June 30, 2017, 03:22:17 AM
fixed some research related stuff yesterday. if you had problems with neolithic research on prosthetics but need of electricity which is industrial, I have fixed that. pls reload the 2.1 versions from git or dropbox (on steam should already be updated)
#81
Releases / Re: [A17] A Dog Said... Animal Surgery
June 26, 2017, 02:58:56 PM
fixed two bugs with research/ and nocrafting version, pls reload.
#82
Outdated / Re: [A17] A Dog Said Easy Patcher
June 26, 2017, 01:23:50 PM
A dog said has been updated today, you might want to look into that.
#83
Releases / Re: [A17] A Dog Said... Animal Surgery
June 26, 2017, 12:18:02 PM
Quote from: dragonheck on June 26, 2017, 11:57:49 AM
hey i dont know what happened but today it seems that this mod has errors
https://gist.github.com/HugsLibRecordKeeper/bec2a785775f9fda7f4cfd4d450a8fb3

thats my log i even put it as the only mod and it is still errored

yes I'm so sorry I had a typo in the research def. its all fixed now pls delete the old files and redownload.
#84
Releases / Re: [A17] A Dog Said... Animal Surgery
June 26, 2017, 11:41:16 AM
Added 2.0 update
new git (in OP)

added research for crafting prosthetics/bionics/healing (bench now needs electricity and prosthetic research to be built) parts can still be bought and installed without crafting research!

added ability to heal old injuries with med skill 10 and 3 norma medicine. needs research to be unlocked.

added a simple animal nose

added trader patches (no more shared item pool for human and animal parts, traders will bring both in equal quantities)
#85
but the game doesnt care what the folder is named! it only cares about whats it called in the About.xml
#86
shinzy is correct. if you just unzip in /mod and overwrite you could end up with leftover files (that have been deleted from the newer version) and those for sure would cause problems. this way you have the new version of the mod in a seperate folder and can just delete the old one. I dont see how deleting the old would cause problems. It will get deactivated in the modlist ingame anyway bc of incorrect targetversion.
#87
Releases / Re: [A17] A Dog Said... Animal Surgery
June 12, 2017, 09:21:51 PM
Quote from: dookie on June 12, 2017, 09:06:29 PM
Please update non-steam files for download.  The dropbox link doesn't seem to have the newest version.

I think LE's A Dog Said - Easy Patcher is looking for the scyther and power claw, and therefore is throwing errors.  I'd really appreciate the newer files for the mod version with these so the errors go away.

Thanks in advance.

I did actually update the dropbox files with the powerclaw etc at the same time.
#88
Releases / Re: [A17] A Dog Said... Animal Surgery
June 08, 2017, 07:21:50 PM
Quote from: Aavak on June 08, 2017, 07:01:07 PM
This is a fantastic addition! I only recently mentioned in my current A17 LP series that I'd love to be able to install a scyther blade as my warg's tail!

Your timing couldn't be better ^_^

you know, now that you mention it, I'm pretty sure it was one of your subscribers who suggested it to me on steam and I liked the idea so...yeah lol
#89
Releases / Re: [A17] A Dog Said... Animal Surgery
June 07, 2017, 06:41:03 PM
new   scytherblade as tail replacement and powerclaw as leg replacement   new
#90
Releases / Re: [A16] A Dog Said... Animal Surgery
May 20, 2017, 12:27:51 PM
Quote from: Fregrant on May 20, 2017, 11:01:32 AM
Quote from: wreckcelsior on April 24, 2017, 04:10:14 PM
I'm hoping you can help me with a loading problem...
I'm trying to use " ADogSaid-NoCrafting A16" and "ADogSaid - EPOE patchA16" in that load order and I get this message:

Could not resolve cross-reference to Verse.ThingDef named TableSurrogates
Verse.Log:Error(String)
Verse.LoaderHelper:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.CrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.XmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
_______________________________________________________
I re-loaded all of the mods one by one and the error message came up when I added the patch...

Am I missing something?
EDIT:  I also have the EPOE 2.0 loaded before both of them...

cheers for any and all help.
Did that problem too, looks like table was renamed in EPOE From TableSurrogates to TableOrgans.

dont use the "patch". its not even a patch anyway its not needed except for crafting on epoe benches. I will not be updating the patch further, in fact i have removed it from steam visibility months ago.
everyone who does not need the lite or nocrafting version, will have to switch to the full version.

EDIT: i have removed all reference and link to this on here too. so to not confuse ppl, sry I forgot to do it when i removed it from steam. I havent been updating the epoe thing in months so it doesnt surprise me that there were errors...sry again.