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Messages - keylocke

#46
Off-Topic / Re: tynan plz... [for the lulz]
April 15, 2017, 10:40:50 AM
ty plez, powns zex abd ghas bahbiez.

#47
Off-Topic / Re: Oxygen Not Included
April 15, 2017, 10:37:24 AM
oh yea, my bad.

thanks.
#48
i agree with the others who don't mind a longer wait.

bug fixes are fine, since each new alpha has a few bug fixes along with substantial new features anyway. (it's been like that since forever)

but it's those new features which decides how soon players would choose to update to latest alpha (at least until their fave mods also get updated to the new version)

there's been some really cool mods that add new features (redist heat, bad hygiene, industrial rollers, real fog of war, realistic darkness, minimap, fishing industry, vegetable garden, hospitality, etc) and it's like a balancing act for the player if new alpha vanilla mode would be exciting enough to forego all those cool mods (until they get updated as well)
#49
new game by klei (same dudes who made don't starve)

made a game that looks like a hybrid between craft the world + rimworld.

great art/animations with fun gameplay (mostly centered on base management, than combat) and cleaning up piss/vomit.. fun times. hahaha.

but... i like combat. it's my main fave in rimworld, gnomoria, df, stonehearth, timber&stone, etc..

out of all those games, nothing still beats rimworld in terms of combat.

---------------

i wonder if there's a game that would combine craft the world with starbound?

starbound already have started adding features that allows players to create their own "settlement", but it still lacks the complexity of a real colony management game.
#50
i suppose the cop out solution would just add move penalties on your caravan while traveling on water tiles and disable encounter events.

players are probably expected to assume that their colonists built rafts or whatevs prior to going on a water tile.

^this isn't an exciting solution, but it would work with minimal effort.

problem is : excitement causes a buzz, which translates to diehard fans going giddy with anticipation for new awesome features, which then translates to spread via word of mouth, which then translates to sales. (players butchering raiders and turning them into hats <-- that simple feature practically turned rimworld gold into rimworld platinum with diamond bling)

it's the same thing why bug fix only updates don't generate much attention compared to updates with new features.

heck, mods like dubs bad hygiene, redist heat, industrial rollers, fishing industry, real fog of war, realistic darkness, minimap, edb prep carefully, etc.. features that used to have long winded arguments in the suggestion boards about why they're not "necessary" and "doesn't add to the gameplay", etc..

but wow, the moment i started using those mods, vanilla hardly satisfies me anymore.

it's also kinda disappointing why the mod pawns mate was removed in the workshop. (i hope it gets updated to a16 or a17 and uploaded in dropbox or wherever)
#51
Mods / Re: What would make the game easier to mod?
April 09, 2017, 09:02:26 AM
can i suggest more tutorials?

there are many mod categories that plenty of modders can contribute on if there are more tutorials, since few people wanna scan all the xml defs files and trying to figure out which one actually does what, so tutorials can help minimize the repetitive effort required :

1)add/modify animal pawns : (FAQs) how to add or modify animals? what are the commonly relevant defs and an explanation for what it does. (ie : animal life stages, animal products through handling, animal products through butchering, etc..) can you force an animal to spawn at a certain life stage (baby)? can you milk them to produce chem fuel? can you butcher them and get components? etc..

2) add/modify humanoid pawns (pc/npc) : also good tutorial would be how to create custom playable/npc races

3) add/modify mechanoid pawns :

4) add/modify weapons/apparel :

5) add/modify furniture :

6) add/modify building :

7) add/modify crafting and work stations : this is probably more complicated than others.

etc..

post example tutorials of those things and you're likely to get flooded with tons of new mods adding content and graphics.

----------------

edit :

as an addendum :

look at adding a new animal pawn for an example. in order to do so you need to add entries to the following xml files stored in different folders :

-ThingDefs_Races > Races_Animal_YourNewAnimal : add a new xml file here to create a new "race" for your animal. has defs for move speed, attacks, life stages, graphics, draw size, market value, temp range, milkable/shearable/eggs, herd boolean, body size, hunger rate, food type, leather product, wildness, pack animal boolean, spawn biome, etc..

-ThingDefs_Items > Items_Exotic, Items_Resource_AnimalProduct, Items_Resource_Stuff : controls items spawned when animal is butchered, milked, sheared, or when laying eggs. : (defs defined here are called in ThingDefs_Races > Races_Animal_YourNewAnimal)


-Misc > LifeStages : it controls the lifestages, it's defs are later called in ThingDefs_Races > Races_Animal_YourNewAnimal

-Bodies > Bodies_Animal_YourAnimalX : defines the anatomy of your new animal

-RecipeDefs > Recipes_Surgery_RemoveOldScar, Recipes_Surgery_repairBodyPart : for healing your animal (refers to the defs defined in Bodies > Bodies_Animal_YourAnimalX)

^and the only reason why i know these things is coz i looked at the defs in an already existing mod, otherwise i probably would not have any idea which xml does what and which ones are interconnected with one another.

yet even with this as a guide, it's still quite confusing because of the interconnected defs/xmls and editing one file could break code if other affected xmls aren't edited as well.

so there should be a more easier way to add new content/assets.
#52
General Discussion / Re: New challenges?
April 08, 2017, 07:51:06 AM
everyone is incapable of violent/scary and all skills except hauling/cleaning, everyone is abrasive/volatile/bloodthirsty, no turret, extreme mode.

the only way to survive is to keep running away in an exodus towards the freebie spaceship.
#53
General Discussion / Re: Self Sustainability
April 07, 2017, 11:01:05 AM
in vanilla, four 11x11 growing zones in a "greenhouse" (one for each produce : corn, potato, rice, strawberry) + chickens + cows = shingeki no kyojin
#54
General Discussion / Re: Hunting Strategy
April 07, 2017, 05:37:39 AM
Quote from: Hans Lemurson on April 04, 2017, 04:22:02 AM
When combined, does it tell you about animals you can't see?

yea, it's a bit exploitative when hunting.. but since hunting is such a menial job in the game, i'm just "meh" about it. (i don't feel robbed of the experience of combing through the trees in the map just to find that stray meat walking around for my butchers. haha)

combat however is where the FOW + realistic darkness + minimap, shines.

if you add the above with cautious raids mod, it makes it even more challenging. coz in vanilla, "difficulty" from raids usually comes from the game adding more and more raiders.

with the above mod combos, the game is difficult even with just a few raiders because of the uncertainty caused by FOW and careful raid mods.

raiders try to avoid killboxes more and they actually "feel" like actual raiders, rather than a brainless mob of zerg rush when they start poking for weaknesses in your defenses, which helps keep them away from your line of sight.

that FOW + realistic darkness also creates a heightened sense of danger, coz you have no idea wtf to expect with what's lurking around the corner or hiding in the dark of night.
#55
General Discussion / Re: Not what you expect
April 07, 2017, 05:14:15 AM
wait.. beheading is an actual thing?

can i mount it in a spike, turn it into a pet, and feed it with corn?
#56
more mods i think is compatible to previous list :

realistic rooms : allows you to create more realistically sized rooms without the usual debuffs

redist Heat : allows you to have centralized heating and distribute temp via ducts/vents.
combine this with industrial rollers and dubs bad hygiene and you can have a more sprawling metropolis feel with your town.

oni : these are cool humanoid pets that help make the town look more "lived in".
#57
ah, i just made copies of vanilla game and mods to a separate folder.

i guess that would do for now.
#58
so i'm having a bit of fun with some mod combos in a16, and i don't wanna upgrade to a17 yet (when it comes) coz it's likely to break my saves.

so i went to properties > updates > automatic updates : and all i got are

-always keep updated
-update when i run the game
-high priority : update before others

and i'm like, where's the option that says something like : only update when i press an update button or something?

any suggestions how i could delay my update until i finish my playthrough?
#59
nvm. found it.  ;D
#60
iirc, rooster graphics is different from hens. where is the xml file to set which graphics is used for each gender of an animal?