(https://cdn.discordapp.com/attachments/321689362586664961/328962931809189918/newpreviewsmall.png)
UPDATE: Animals have been divided into three categories which means not every part is available on every animal (for balancing reasons) Please read further down in this post for info!.
THIS IS FULLY COMPATIBLE WITH EPOE/RBSE WITHOUT ANY PATCHES
pls delete old folders/files before updating! (steam unsub and resub)
Adds prosthetics/bionics and surgeries for animals
Following parts are added to the game:
A Dog Said Research Tab: Simple Animal Prosthetics, Animal Bionics, Animal Healing
* animal brain stimulator.
* bionic animal eyes.
* bionic animal heart.
* bionic animal lung.
* bionic animal kidney.
* bionic animal liver.
* bionic animal stomach. .
* simple/bionic animal ears. Fits animals except those without ears (birds,insects,snakes).
* simple/bionic animal jaw.
* simple/bionic animal spine.
* simple/bionic animal arms. Fits monkey and megatherium.
* peglegs. Can be crafted with 1 wood.
* simple/bionic animal legs.
* simple prosthetic tail. Fits animals with tails.
* simple prosthetic nose. Fits animals with nose (not birds,insects)
* power claw as leg replacement
All parts can be obtained from traders, except peglegs.
All parts can be crafted at the animal prosthetics bench, after research of electricity and simple animal prosthetics
All parts need medicine skill and 1 medicine to be installed.
Animal Healing of old wounds requires research, min med skill of 10 and 3 normal medicine. (make sure animals are set to receive it)
Parts/Animals are devided into three categories as follows:
Category 1: peglegs, simple jaws, noses and tails (where applicable)
Alphabeaver
Boomrat
Capybara
Cassowary
Chicken
Chinchilla
Cobra
Deer
Emu
Gazelle
Hare
Hare Snow
Ibex
Iguana
Megascarab
Raccoon
Rat
Squirrel
Tortoise
Turkey
Category 2: category 1 + simple prosthetics, ears/eyes/organs
Alpaca
Boomalope
Caribou
Cat
Cow
Dromedary
Elk
Fox Fennec
Fox Arctic
Fox Red
Monkey
Muffalo
Ostrich
Pig
Spelopede
Wild Boar
Yorkie
Category 3: categories 1+2 + bionics, powerclaws
Bear Grizzly
Bear Polar
Cougar
Elphant
Husky
Labrador
Lynx
Megasloth
Megaspider
Panther
Rhino
Thrumbo
Warg
Wolf Arctic
Wolf Timber
NOTE: Make sure your animals are set to receive medicine in their healthtab before performing any surgery!
(https://cdn.discordapp.com/attachments/321689362586664961/324956278495510529/kofi2.png) (https://ko-fi.com/A84021Z3)
Download:
All Versions Dropbox (https://www.dropbox.com/sh/jygqqvun8joobbc/AABEX7ueLXLyV3v3h1HVsRqYa?dl=0)
Steam Workshop (only newest version) (https://steamcommunity.com/sharedfiles/filedetails/?id=746425621)
new github (only newest version) (https://github.com/spoonshortage/A_Dog_Said/releases)
reserved.
reserved
reserved
minor quibble: megaspiders aren't in the XMLs
Oh cool you actually made it.
Quote from: amodchecker on January 08, 2017, 09:41:17 PM
minor quibble: megaspiders aren't in the XMLs
uhh...what? megaspiders aren't included in this mod (if that's what you mean) bc they are not tameable in vanilla afaik.
Quote from: spoonshortage on January 08, 2017, 09:43:40 PM
Quote from: amodchecker on January 08, 2017, 09:41:17 PM
minor quibble: megaspiders aren't in the XMLs
uhh...what? megaspiders aren't included in this mod (if that's what you mean) bc they are not tameable in vanilla afaik.
true, but the mod does have megascarabs and (i think) spelopedes in it, and while thay aren't tamable im sure im not the only one who uses EBD prep carefully to take at least one down with me on a "habitable" map, if you would like i can update the XML in question to include them
edit: the reason i use megaspiders is because thay are very hard to kill, iv had megaspiders take 17 or more gunshots and still make it back to the doc on there own 6 legs (at least one of those shots was a sniper rifle shot)
Quote from: amodchecker on January 08, 2017, 09:47:00 PM
Quote from: spoonshortage on January 08, 2017, 09:43:40 PM
Quote from: amodchecker on January 08, 2017, 09:41:17 PM
minor quibble: megaspiders aren't in the XMLs
uhh...what? megaspiders aren't included in this mod (if that's what you mean) bc they are not tameable in vanilla afaik.
true, but the mod does have megascarabs and (i think) spelopedes in it, and while thay aren't tamable im sure im not the only one who uses EBD prep carefully to take at least one down with me on a "habitable" map, if you would like i can update the XML in question to include them
I am pretty sure that I
only had the megascarabs included in here since I made this back in July...bc that is actually the one insect that can be tamed. but feel free to add them for yourself if you use mods that enable you to tame megaspiders and spelopedes.
metle grear riseing revengence blade wolf can now be made :D
What about nose parts?
Here is the ADogSaid - EPOE Hardcore Version patch (http://www.mediafire.com/file/hesuc7clj473oqs/ADogSaid_-_EPOE_Hardcore_Version_patch.zip) for EPOE Hardcore Version (https://ludeon.com/forums/index.php?topic=28731.0)
Mother of goodness, it's back! Now to fix the missing eye on my mamuffalo. :)
Quote from: Rah on January 11, 2017, 03:16:37 PM
Here is the ADogSaid - EPOE Hardcore Version patch (http://www.mediafire.com/file/hesuc7clj473oqs/ADogSaid_-_EPOE_Hardcore_Version_patch.zip) for EPOE Hardcore Version (https://ludeon.com/forums/index.php?topic=28731.0)
I can't seem to get these 2 mods to work together. I'm either downloading the wrong versions or in the wrong order (possibly both)
Hey, thanks for a very cool mod! You probably was already asked about this, but can you perhaps add some kind of animal armor implants? Like simple underskin metal plates for simple tier and advanced nano-fiber skin implants for bionic tier? Not something that equips, but rather implants that increase animal armor rating. Those useless tortoises are so tough, I really want my bionic wardogs to have that toughness))
Quote from: Madman666 on January 16, 2017, 04:10:55 PM
Hey, thanks for a very cool mod! You probably was already asked about this, but can you perhaps add some kind of animal armor implants? Like simple underskin metal plates for simple tier and advanced nano-fiber skin implants for bionic tier? Not something that equips, but rather implants that increase animal armor rating. Those useless tortoises are so tough, I really want my bionic wardogs to have that toughness))
yeah youre right animal armor has been discussed a lot xD but unfortunately with the bit of modding I do its not possible to just add a hp/armor increase
Oh, so its not possible because code issues, then? But bionic parts do have their hp increased compared to organic ones, right?
Quote from: Madman666 on January 16, 2017, 04:21:46 PM
Oh, so its not possible because code issues, then? But bionic parts do have their hp increased compared to organic ones, right?
that hp is only for the part/item doesnt change the animals hp etc
Quote from: spoonshortage on January 16, 2017, 04:33:00 PM
that hp is only for the part/item doesnt change the animals hp etc
I think bionic parts for people have more hp, than organic ones, when installed, so you could add more parts with generous hp pools, that protect vital areas - mainly torso and head, which will give animal hp boost. That'll give it significantly more survivability. Mind you, its still can just die of unlucky shot to the brain or liver (replacing all organs just for hp boost is way too much work), but most of the shots land on torso (like 30-35% probability from dev mode if I am not mistaken).
edit: Sorry, I take it back - somehow I was pretty sure, that bionic parts when installed on humans had more hp, than organic ones (makes sense actually), but that not true... Damn. No armored wardogs for us then. Its just they are so squishy even after enhancement they do attack harder with bionic jaws and paws, but they still drop like flies(
Just curious, are advanced bionics planned to be added?
Quote from: ethanwdp on January 23, 2017, 11:40:31 AM
Just curious, are advanced bionics planned to be added?
not at this time. probably never.
can I transplant organs/limbs from other animals or only craft new?
Quote from: gendalf on January 26, 2017, 11:36:19 AM
can I transplant organs/limbs from other animals or only craft new?
only new ones. you cannot remove natural parts from animals
What about a shield implant for animal armor?
There's a "with Lamia" version on Dropbox. Does it add a new animal "Lamia" into the game? Or does it just offers replacement parts for it, and is meant to go along with this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=845431906&searchtext=
Could you make a separate version for EPOE 2.0?
The only change required is to change all animal organ RecipeUser defs to TableOrgans
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.
Hi, is it possible to have this mod work with non-vanilla animals? I really like this mod and the ZWAnimals mod, but noticed that unfortunately they don't work together :c
Quote from: kamikamyu on April 29, 2017, 05:54:04 AM
Hi, is it possible to have this mod work with non-vanilla animals?
You'd need to make a patch for the mod. Basically you need to add the def names of the ZWAnimals into the surgery options for "A Dog Said"
Hi spoony I'm kinda back for now (I had to borrow a computer for the time being). I still have less free time than when A15/A16 but more than lately.
Hope you are doing well !!!
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.
[attachment deleted by admin due to age]
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.
For the people asking me about the RBSE patch: RBSE is also compatible with A Dog said. You don't need the patch anymore. Just get the standard A Dog Said version and have fun with either EPOE or RBSE. enjoy
new scytherblade as tail replacement and powerclaw as leg replacement new
WuT?
(https://s6.postimg.org/hhzesyn2p/tail.jpg) | Whale, whale, whale...Gonna go hunt me up a DragonGirl... |
Quote from: spoonshortage on June 07, 2017, 06:41:03 PM
new scytherblade as tail replacement and powerclaw as leg replacement new
I would certainly *not* want my Real Life
TM labrador retriever to have a scytherblade in place of her tail. She's a very happy dog, and her tail is dangerous enough as is. :)
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 ^_^
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
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.
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.
Quote from: spoonshortage on June 12, 2017, 09:21:51 PM
I did actually update the dropbox files with the powerclaw etc at the same time.
Ok, I didn't notice the files had changed, my bad. Thank you.
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)
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
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.
fixed two bugs with research/ and nocrafting version, pls reload.
thank you for such a quick response I am glad to have proof that you are still an active mod creator We all know that with every game update it is a challenge to update everything and tends to wear down the creative soul so here is for u :) :) :) 8) 8) 8) ;D ;D ;D ;D :)
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)
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
Yay! More code 8)
I voted yes !
I finally got a chance to try out this new version of the mod. I like the new features such as curing old ailments and research.
Thank you very much for the update.
I voted "no" for 2 reasons, and neither have to do with attack squirrels--I only rarely use animals in combat:
1) unless LBE updates his "easy patcher" accordingly, this will create more compatibility issues when using other mods which add animals
2) this is a personal play style issue that doesn't necessarily apply to everyone. I dislike making prosthetics/bionics for pawns unless it's injured or wounded, and when several are afflicted it's already hard enough to remember which and how many parts need to be made. The limb sizes would add another layer of micromanagement and lead to a harder time procuring animal parts. There's usually a bunch of unused parts taking up space that I've wasted resources/silver on because I made mistakes assuming they were what were needed.
In any case, I appreciate the thought and work put into this. Thanks again.
Attached are some ADS patches for ADS 2.0 since most if not all mod authors have not updated their patches for their mods as of the time of posting this.
Included are patches for:
- Beasts of The Rim
- Animal Collab Project
- Cults
- Doomalopes
- Elemental Boomalopes
- Orassans (it's a faction mod but includes 1 animal)
- Project Fallout
- Resource Muffaloes
They're all stored in separate mod folders inside the zip file.
[attachment deleted by admin due to age]
Quote from: Someone64 on July 01, 2017, 07:42:23 AM
Attached are some ADS patches for ADS 2.0 since most if not all mod authors have not updated their patches for their mods as of the time of posting this.
Included are patches for:
- Beasts of The Rim
- Animal Collab Project
- Cults
- Doomalopes
- Elemental Boomalopes
- Orassans (it's a faction mod but includes 1 animal)
- Project Fallout
- Resource Muffaloes
They're all stored in separate mod folders inside the zip file.
Thank you for the patches. If only they were just an if then else statement to indicate them running rather than me managing a folder for them individually, but still very nice of you.
EDIT:: It would appear the zip file is corrupt. Folders work but files will not extract. I've re-downloaded to make sure... :(
Eh, don't bother trying again. I made some mistakes when editing. I'll fix them up then upload again. Make sure you're using 7-zip when extracting the files (maybe it corrupted because I'm using a new version with experimental compression methods, though or method that Winrar if you're using that isn't compatible with yet).
EDIT: Done. Also, how would one handle animals that have odd bodyparts such as tentacles, fins (for fish and stuff), wings, etc? I'm not familiar with modding at all and I would like to know how to patch in bodyparts not included in A Dog Said by default in a separate mod folder.
[attachment deleted by admin due to age]
Okay I SWEAR this is my last attempt and I made absolutely sure this time that I didn't screw it up. Please download this final copy of it instead of the one in the previous post. I accidentally forgot to delete some parts that weren't supposed to be there and forgot to add Ori to oldwounds. I also put it in an ordinary zip format.
[attachment deleted by admin due to age]
I downloaded A dog said no crafting patch. Arent it needed an additional RBSE/EPOE patch as in 1.7.0 version?
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.
Quote from: spoonshortage on 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.
Thank you for ansswer. I see that RBSE author also propose to use your mod without any patches. So will try it.
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
For thus who don't already know:
It was something that was in the original mod by Latta when Spoonshortage, Nattie and me decide to update it. And IIRC we all agreed back then that it was "too complicated for nothing" to keep it that way.
And looks like we were good advised because as you said :
Quote from: spoonshortage on July 04, 2017, 09:29:20 AM
People barely even noticed the whole thing before this discussion came up anyway.
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 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?
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 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.
I have something completely different on my wishlist :)
I would like to transpant bodyparts from animal to animal .. preferred to animals of the same race :)
Quote from: SpaceDorf on July 04, 2017, 02:26:21 PM
I have something completely different on my wishlist :)
I would like to transpant bodyparts from animal to animal .. preferred to animals of the same race :)
oh boy..lol let me tell you about those numbers:
i would have to make surgeries for removal/adding of every part/limb for every animal species specifically. (example add/remove cougar leg, add/remove husky lung....etc etc) then i would have to make thingdefs for specific species parts. hediffs for every kind of part. all of this times...what? say 40 species?....
yeah.....thats a "nu-uh" lol
unless someone very smart with more skills than me (which is not difficult) comes up with some c# magic or something...xD
edit:
ok so thats the actual numbers: 14 organs/limbs x 49 species x3 (surgery defs, hediffdefs, thingdefs; maybe even x4 if i have to add removal defs)
thats over 2000 new defs. give or take a few that have more limbs/no tail etc
I was afraid you would say something like this.
Considering that this calculation only includes vanilla animals.
I was hoping an operation could be implemented like butchering and give back a "race_type" animal part.
Still this would also need a corresponding implant procedure.
Crap.
Hey, just wanted to let you know about a bug (sort of a bug anyway)
The basic animal prostetics reseach level is "neolithic", but still requires electricity as a prerequisite.
Obviously that makes zero sense.
It also creates major issues with mods like tech advancement (increasing your tech level based on research done) since you can never finish the neolithic tier until you have already gotten to electricity.
I recommend you set this tech level to industrial
(I guess alternatively remove the electricity prerequisite unless that conflicts with something else...)
Meanwhile I guess I will probably just see if simply modding the value in the XML can hotfix it for me.
-Stigma
Quote from: stigma on July 08, 2017, 12:11:18 PM
Hey, just wanted to let you know about a bug (sort of a bug anyway)
The basic animal prostetics reseach level is "neolithic", but still requires electricity as a prerequisite.
Obviously that makes zero sense.
It also creates major issues with mods like tech advancement (increasing your tech level based on research done) since you can never finish the neolithic tier until you have already gotten to electricity.
I recommend you set this tech level to industrial
(I guess alternatively remove the electricity prerequisite unless that conflicts with something else...)
Meanwhile I guess I will probably just see if simply modding the value in the XML can hotfix it for me.
-Stigma
i have already fixed that. i mentioned that here: https://ludeon.com/forums/index.php?topic=29310.msg348111#msg348111
Quote from: spoonshortage on July 08, 2017, 12:20:33 PM
i have already fixed that. i mentioned that here: https://ludeon.com/forums/index.php?topic=29310.msg348111#msg348111
Thanks! Must have missed that. Will update :D
-Stigma
I just installed Bionic animal spine on a minion and got an significant increase of the DPS of the minion. Nearly that mich then with a bionic animal arm/scyther blade.
Is this intend or a mod conflict maybe ?
Its a Terminionator :)
Sorry, it wasn't the spine what cause the massive DPS, it was the legs, they got 20 damage like arms too, i didn't notice that before.
QuoteIts a Terminionator :)
Compared to regular minions yes ! :-)
1.24 DPS ( 2 * 62%)
6.73 DPS (18.36 * 50%) 2Bionic legs
7.85 DPS (19.42 * 56%) 2Bionic leg + 1 Scyther blade
9.52 DPS (19.42 * 68%) 2Bionic leg + 1 Bionic arm
I find a problem,
below is my mod
1. core
2. huglib
3.EPOE
4.A dog said (full can craft version)
the problem is that the list of workbeach is null, could you check if you upload a wrong version in Github?
I just redownload and installed the latest from github and don't got any trouble with the workbenches.
You should just try to delete the old mod folder and unzip/copy it again, maybe some files was missing at the last time.
No comment. Must have for anyone starting with mods!
I've read through a couple of pages on both this thread and the xpath thread, but I don't think I've found my answer.
Let's say, I have an animal mod (in my case, Dinosauria), into which I actually want to embed the patch for A Dog Said, via the xpath method. Just injecting the species names into the recipe users.
Would this cause a problem with those who don't have A Dog Said? Does the xpath method in A17 currently ignore the xpath method if the Defs for A Dog Said aren't found?
What I mean is, would embedding the xpath code into my current mod make A Dog Said a required item?
Thanks in advance!
Quote from: spincrus on September 17, 2017, 06:26:32 PM
I've read through a couple of pages on both this thread and the xpath thread, but I don't think I've found my answer.
Let's say, I have an animal mod (in my case, Dinosauria), into which I actually want to embed the patch for A Dog Said, via the xpath method. Just injecting the species names into the recipe users.
Would this cause a problem with those who don't have A Dog Said? Does the xpath method in A17 currently ignore the xpath method if the Defs for A Dog Said aren't found?
What I mean is, would embedding the xpath code into my current mod make A Dog Said a required item?
Thanks in advance!
It couldn't. I had other mod which has patchable content, and it worked even without patcher (no error in logs). So don't worry!
Does the NoCrafting Version support organ harvesting?
So can I grab a lets say kidney from small animal X and implant it in my beloved dog?
Quote from: maculator on September 21, 2017, 06:20:59 AM
Does the NoCrafting Version support organ harvesting?
So can I grab a lets say kidney from small animal X and implant it in my beloved dog?
sorry for the late reply, but no organ harvesting is not something you can do with this mod.
This mod works on Dinosauria? if not do you have a patch? ???
Quote from: Hu3Br on October 29, 2017, 01:39:07 PM
This mod works on Dinosauria? if not do you have a patch? ???
you need to talk to the author of the mod you use to provide a patch. I dont do patches for animal mods that arent mine, bc there are just too many different ones.
For the record, we have some docs on how to make that kind of mod, here: https://github.com/spoonshortage/A_Dog_Said/issues/1
Spoon's A18 Mods for testing
Includes:
A Dog Said, RIMkea, fashionRIMsta, Halloween Addon, Spoons Hair Mod, Noku Mushrooms, GenLeather, GouRIMet
https://www.dropbox.com/sh/g0369use2fenwmc/AADCBnMDZXhM_I7ifD5tuv_Ta?dl=0
the nocrafting version will no longer be updated, since its quite redundant now. If you dont want stuff to be crafted, just dont research the crafting
new B18 update is officially live on dropbox/steam/github
pls comment if you find any bugs.
Quote from: spoonshortage on November 18, 2017, 03:31:07 AM
new B18 update is officially live on dropbox/steam/github
pls comment if you find any bugs.
Hey! what´s the difference between lite and normal version?
QuoteFull Version - with crafting/all parts/own animal prosthetics bench
Lite Version - with crafting/only limbs/own animal prosthetics bench
Will sterilize animals be part of this mod?
Quote from: giogio on November 19, 2017, 09:07:19 AM
Will sterilize animals be part of this mod?
No...it has never been. And I think its also not possible without c# or something? I know fluffy had the birds and bees mod that gave every pawn reproductive organs that could also be removed...but that is not something i will/want to do.
A17 Neuter Animals Mod
https://ludeon.com/forums/index.php?topic=31660.0
This is a simple mod that allows you to neuter/spay animals and prevent them from breeding!
Quote from: Canute on November 19, 2017, 09:37:59 AM
A17 Neuter Animals Mod
https://ludeon.com/forums/index.php?topic=31660.0
This is a simple mod that allows you to neuter/spay animals and prevent them from breeding!
"simple" :P ...like I said c# is not something I can do ;) but thank you for linking that I think I'll use it too! (when it gets updated for B18)
Hi! I was trying to patch Genetic Rim to have native A dog Said support, and this line is giving me problems:
<xpath>/Defs/RecipeDef[@Name = "OldWoundsAnimal"]/recipeUsers</xpath>
I don't know why, since it seems to be correct, and it workd in A17... The rest of the patch operations work, since they reference nodes by defname, but this one referencing by the "Name" attribute always fails. Any clues as to why?
And furthermore, what does "OldWoundsAnimal" do? XD
It permits to heal old injuries like scars and such.
I can have a look in the code in a couple of hours to check why your patch isn't working (If super-Spoon have not replied since).
I manage to make a quick patch on my end, for testing.
<Operation Class="PatchOperationAdd"> <!-- "Inserting animal defNames into CureOldWoundsAnimal surgery recipes bases" -->
<xpath>/Defs/RecipeDef[@Name = "OldWoundsAnimal"]/recipeUsers</xpath>
<value>
<li>Nightling</li>
</value>
</Operation>
This is working for me
Quote from: kaptain_kavern on November 23, 2017, 01:21:18 PM
I manage to make a quick patch on my end, for testing.
<Operation Class="PatchOperationAdd"> <!-- "Inserting animal defNames into CureOldWoundsAnimal surgery recipes bases" -->
<xpath>/Defs/RecipeDef[@Name = "OldWoundsAnimal"]/recipeUsers</xpath>
<value>
<li>Nightling</li>
</value>
</Operation>
This is working for me
hmmm kaptains xpath looks the same as yours and for him its working...
weirdly enough ...the one animal patch I have (for my own Animal mod) has this as "OldWoundsAnimalBase" and it works. like i can operate the wounds on modded animals just fine. but i have no OldWoundsAnimalBase in ADS...i know its weird and idk why its like that, but maybe try it? I have to look further into this. I made the patch a while ago and i dont know why its "base" at the end but it somehow works.
It could also be a limitation in Nightinggale's Modcheck mod that I used to provide native patching. I'm going to ask him too!
Quote from: spoonshortage on November 23, 2017, 03:46:44 PM
... but i have no OldWoundsAnimalBase in ADS...
https://github.com/spoonshortage/A_Dog_Said/blob/master/Defs/RecipeDefs/Recipes_InjuryHeal.xml#L8
Hum... What about that? ;)
To me it looks like it's an abstract on top of files, in order to define nearly all parameters in once for clarity.
So patching it directly is supposed to works, IMHO... But I guess one could also try to patch each recipes CureInjuryBurnAnimal, CureInjuryCrushAnimal, CureInjuryCrackAnimal, etc ... instead
Have you thought about just having one A Dog Said mod and having configuration settings to turn off some or all of the crafting?
A 'NoCrafting' option would just have to remove the workbench from being craftable, and a 'Lite' option would just remove certain recipes from the workbench.
I suppose that could work for no-crafting, but 'lite' would be difficult, since you want to remove not only crafting the new items, but also them getting drop-podded, supplied by traders, showing up in the Prepare Carefully list of goods, etc.
Basically, not sure adding mod options is easier than than just maintaining a couple releases containing different XML files. Just my thought, I'm obviously not one of the actual modders here.
Quote from: BlueWinds on November 23, 2017, 05:57:43 PM
I suppose that could work for no-crafting, but 'lite' would be difficult, since you want to remove not only crafting the new items, but also them getting drop-podded, supplied by traders, showing up in the Prepare Carefully list of goods, etc.
Basically, not sure adding mod options is easier than than just maintaining a couple releases containing different XML files. Just my thought, I'm obviously not one of the actual modders here.
ok first of all...i cant add options bc i dont code and wouldnt even know how. second...the no crafting is already gone and integrated in full version...by just not researching the crafting part of the mod...which has the same effect.
the lite version...is NOT without crafting. the stuff also can be bought from traders and drop from pods ofc ....how else would you get it without crafting if you choose to not research it? the one difference between lite and full is only the fact that lite hasnt got the organ parts etc. it just has all the limb options. everything else is the same as in full.
Quote from: kaptain_kavern on November 23, 2017, 04:44:03 PM
Quote from: spoonshortage on November 23, 2017, 03:46:44 PM
... but i have no OldWoundsAnimalBase in ADS...
https://github.com/spoonshortage/A_Dog_Said/blob/master/Defs/RecipeDefs/Recipes_InjuryHeal.xml#L8
Hum... What about that? ;)
To me it looks like it's an abstract on top of files, in order to define nearly all parameters in once for clarity.
So patching it directly is supposed to works, IMHO... But I guess one could also try to patch each recipes CureInjuryBurnAnimal, CureInjuryCrushAnimal, CureInjuryCrackAnimal, etc ... instead
yeah Kap I know whats in there..its called "OldWoundsAnimal" but what I have in
my patch is "OldWoundsAnimalBase" which for some reason
also works! even if i dont even have this defname! thats all I said...idk why the hell it works like that. but it somehow does.
Not sure if it's intended but using a lot of ellipsis makes you sound rather angry. It was just a suggestion.
Quote from: Adventurer on November 23, 2017, 06:10:07 PM
Not sure if it's intended but using a lot of ellipsis makes you sound rather angry. It was just a suggestion.
lol not even a bit. I just like to emphasize shit xD
Beta 18. Latest Lite version of mod. Every time get this error log when the game started. Did I do something wrong, or problem is in a mod itself?
Quote[A Dog Said...Lite] Patch operation Verse.PatchOperationAdd(/DefPackage-TraderKindDef/TraderKindDef[defName = "Base_Outlander_Standard"]/stockGenerators) failed
[A Dog Said...Lite] Patch operation Verse.PatchOperationAdd(/DefPackage-TraderKindDef/TraderKindDef[defName = "Caravan_Outlander_Exotic"]/stockGenerators) failed
[A Dog Said...Lite] Patch operation Verse.PatchOperationAdd(/DefPackage-TraderKindDef/TraderKindDef[defName = "Orbital_Exotic"]/stockGenerators) failed
[A Dog Said...Lite] Patch operation Verse.PatchOperationAdd(/DefPackage-TraderKindDef/TraderKindDef[defName = "Orbital_PirateMerchant"]/stockGenerators) failed
Quote from: alexdgreat on November 28, 2017, 02:55:51 AM
Beta 18. Latest Lite version of mod. Every time get this error log when the game started. Did I do something wrong, or problem is in a mod itself?
Quote[A Dog Said...Lite] Patch operation Verse.PatchOperationAdd(/DefPackage-TraderKindDef/TraderKindDef[defName = "Base_Outlander_Standard"]/stockGenerators) failed
[A Dog Said...Lite] Patch operation Verse.PatchOperationAdd(/DefPackage-TraderKindDef/TraderKindDef[defName = "Caravan_Outlander_Exotic"]/stockGenerators) failed
[A Dog Said...Lite] Patch operation Verse.PatchOperationAdd(/DefPackage-TraderKindDef/TraderKindDef[defName = "Orbital_Exotic"]/stockGenerators) failed
[A Dog Said...Lite] Patch operation Verse.PatchOperationAdd(/DefPackage-TraderKindDef/TraderKindDef[defName = "Orbital_PirateMerchant"]/stockGenerators) failed
I can see from the name of the xpath, that you are using an outdated version (bc of /DefPackage-TraderKindDef)
this is old and not present in the correct new B18 release. pls make sure to delete your ADS folder and re-download again from the OP links. I'll check if github download is messed up but Dropbox is correct as I just checked.
Thanks. Now it works without error log show ups.
Now about another. Do animals really use the blade-replaced tail in battle? All animals including dogs?
Quote from: alexdgreat on November 28, 2017, 07:16:23 AM
Thanks. Now it works without error log show ups.
Now about another. Do animals really use the blade-replaced tail in battle? All animals including dogs?
it should increase their DPS accordingly - whether they use it as instrument idk...i dont think they use their natural tail as weapon. so for the tail it might just be DPS increase. they *do* use the powerclaws like legs as weapons tho. at least the two front ones.
I don't think the Rimworld combat system is that complex that it give for any possbible hand/leg/tentacle/tail/... an extra attack.
They just increase the damage these animal are doing with his main attack.
But the mellee attack system at rimworld got low priority at the develop anyway.
Quote from: Canute on November 28, 2017, 09:50:49 AM
I don't think the Rimworld combat system is that complex that it give for any possbible hand/leg/tentacle/tail/... an extra attack.
They just increase the damage these animal are doing with his main attack.
But the mellee attack system at rimworld got low priority at the develop anyway.
they do actually. at least the jaw, front paws and claws or horns etc def do. the tails i dont think so.
Indeed Tails do not have the attack <tools>, formerly <verb>, but the added ScytherBlade is an Hediff with those attack <tools>, so I'm pretty sure it should use the blade to attack using parameters defined in the Hediff <tools>, hence the DPS increase.
With the new combat log, it shouldn't be hard to verify I guess :p
Recently found an Autopatcher mod on steam. Is it recommended for use over individual compatibility patches for different mods?
Nope, in fact, it's the opposite as it is outdated.
Using the Autopatcher mod and your modded animal will not be able to heal scars and old injuries
Thanks! Unsubscribing immediately. Strangely it showed under 0.18 filter.
P.S. I got the name wrong, it's called Easy Patcher, but does the same thing.
Quote from: kaptain_kavern on December 07, 2017, 08:58:50 AM
Nope, in fact, it's the opposite as it is outdated.
Using the Autopatcher mod and your modded animal will not be able to heal scars and old injuries
This is wrong. It's been updated to support animal healing on December 2nd. Please check before telling someone to stop using a mod someone has worked hard on.
Quote from: Tsunamy on December 07, 2017, 09:27:36 AM
This is wrong. It's been updated to support animal healing on December 2nd. Please check before telling someone to stop using a mod someone has worked hard on.
Guess it's my fault, I got the name wrong. Maybe Autoupdater is really outdated.
Quote from: Tsunamy on December 07, 2017, 09:27:36 AM
This is wrong. It's been updated to support animal healing on December 2nd. Please check before telling someone to stop using a mod someone has worked hard on.
This mod used to be out-dated for a long time. How should I suppose to guess it was updated 3/4 days ago after being "dead" since June? :o And don't get me wrong, I respect work and
I work hard too for mod users,
including you if you're an ADS user :-*.
But you can't tell me that one update in six months is working hard compared to some modders in here that update their mods daily or weekly
Anyhow, it wasn't meant to be disrespectful and/or flame the auto-patcher mod author. In fact, I tried to reach him several time since the mod was outdated.
We spend time explaining modders to not use something they can't updates by themselves, that they better use a good old XML patch they made themselves -
We provided docs - rather than using a tool like that, I mean something more complex; if they can't update it themselves.
Which is great but wasn't updated since June before the last one update.
I have nothing against this particular tool/mod, it's more a general ideaNow if it's updated and working fine it's great. But as soon as something will change again in ADS code the problem will be there again.
Spoonshortage and
I aren't directly releasing/managing something like that because of code complexity, for us, we only do XML code and don't want nothing too fancy and/or complex.
Using this patch is working apparently, and it use to be at first in June, it's just that we can't directly support or help for it.
I'm currently doing some research - with technical help from other modders - for making a better guide "how to patch your modded animal for ADS" and how to integrate it directly in your animal mod without the need to release a separate patch/mod. Once done, documentation and code templates will be provided as usual
o7
Quote from: kaptain_kavern on December 07, 2017, 10:44:56 AM
I'm currently doing some research - with technical help from other modders - for making a better guide "how to patch your modded animal for ADS" and how to integrate it directly in your animal mod without the need to release a separate patch/mod. Once done, documentation and code templates will be provided as usual
That sounds awesome! Sometimes I get really lost in all the patches needed. Right now trying hard not to forget to look up them when Alpha Animals and Megafauna will be released. Wish such technique could be implemented in race mods for RBSE.
Human Alien Framework recently added a tag for for race templates for importing human surgeries. Unfortunately there's no tail support for it yet so EPOE patches are still necessary, but ADS could probably do something similar that won't require any sort of patching.
i thought i found a bug and wanted to post it, turns out im just an idiot :D
but since im already here, i got two questions: does the bionic jaw alter the eating speed somehow? it says so when i hover over the installed part, but animals have no eating entry in the healts tab, unlike humans. (just out of curiosity, not that i care at all about how long they eat).
second thing is, is there a way a bionic pimped animal could carry more weight when picked for a caravan? the carrying capacity in the stats tab goes up accordingly to the actual manipulation of the animal. thats how much it can carry when hauling stuff, but wouldnt it be logical (and convenient :D) that a bionic pimped animal can also carry more weight on their back? or are my pawns that dumb that they can install bionic parts on a formerly unknown animal species like a muffalo, but never bothered to put BIGGER bags on their backs after they installed a brand new shiny plasteel spine using only some dirty leaves they found around the corner to anesthesize the pet?
Quote from: fl0 on December 22, 2017, 05:37:51 AM
i thought i found a bug and wanted to post it, turns out im just an idiot :D
but since im already here, i got two questions: does the bionic jaw alter the eating speed somehow? it says so when i hover over the installed part, but animals have no eating entry in the healts tab, unlike humans. (just out of curiosity, not that i care at all about how long they eat).
second thing is, is there a way a bionic pimped animal could carry more weight when picked for a caravan? the carrying capacity in the stats tab goes up accordingly to the actual manipulation of the animal. thats how much it can carry when hauling stuff, but wouldnt it be logical (and convenient :D) that a bionic pimped animal can also carry more weight on their back? or are my pawns that dumb that they can install bionic parts on a formerly unknown animal species like a muffalo, but never bothered to put BIGGER bags on their backs after they installed a brand new shiny plasteel spine using only some dirty leaves they found around the corner to anesthesize the pet?
ok so about the jaw...I think animals used to have an eating category in their capacities so that might be a leftover from days past...
about the weight: I wish the animals could also carry more than one stack when hauling, but alas, they game wont let anyone carry more than one stack at once no matter the ability. about caravan carrying capacity Im not sure what that one is actually tied into, it might not be the weight carrying but actually something like the body size which is set in the pawnkind def :shrug: there might be other mods that change that tho
When animals or pawn should use their possible backpack inventory, that would need a complete overhaul of the hauling system.
And that would be another mod.
In the past there was a mod with attached wagon's on a pawn which did that, but thats serveral releases ago.
Quote from: fl0 on December 22, 2017, 05:37:51 AM
i thought i found a bug and wanted to post it, turns out im just an idiot :D
but since im already here, i got two questions: does the bionic jaw alter the eating speed somehow? it says so when i hover over the installed part, but animals have no eating entry in the healts tab, unlike humans. (just out of curiosity, not that i care at all about how long they eat).
second thing is, is there a way a bionic pimped animal could carry more weight when picked for a caravan? the carrying capacity in the stats tab goes up accordingly to the actual manipulation of the animal. thats how much it can carry when hauling stuff, but wouldnt it be logical (and convenient :D) that a bionic pimped animal can also carry more weight on their back? or are my pawns that dumb that they can install bionic parts on a formerly unknown animal species like a muffalo, but never bothered to put BIGGER bags on their backs after they installed a brand new shiny plasteel spine using only some dirty leaves they found around the corner to anesthesize the pet?
Use a stacking mod since they increase the maximum stack size so your pawns and animals can haul as many as they actually can.
its not about the hauling, i really dont care if they can only haul one stack. its somehow logical, i can carry a spoon easily. i can also carry 30kg without problems. but i cant carry 30kg of spoons, at least not only with my bare hands. its okay for me if hauling is limited in weight and volume at the same time.
just the caravan thing "annoys" me, so i thought i ask here if theres a possibility to adjust that. i think spoonshortage's guess with the body size is right, i noticed the same factor too. muffaloes have a body size of 2.1, which equals their hunger rate (2.1=2.1*1 (amazing calculation :D)) and which seems to also equal the weight they can carry in a caravan. humans can carry 35 if i remember correctly and muffaloes can carry 73.5=2.1*35.
who knows, maybe tynan adjusts the formula in future so that it makes more sense. in my opinion the weight limit should correlate to the carry capacity while hauling. because i am pretty confident i could carry 30 kg of spoons if they are in a bag tied to my back.
By increasing the overall stacksize everything including the animals can haul more based on size and other traits which increase hauling capacity. Without you will be limited by 75.
yeah, i know. again, i dont care about limited hauling capabilities.
if you put an animal on a caravan, it can carry multiple stacks anyways. even if the stacklimit was 5, it would carry as much as its "caravan weight limit" would allow it to carry, no matter if it had to carry 1 stack or 900.
i think you misunderstood my "problem". if you pimp a pet with bionics, its hauling ability goes up (well, up to the stack limit) because hauling is tied to its manipulation stat. so a weak pet can carry more heavy stuff at once with a bionic spine, but still limited by stack limit. this mechanic is fine with me, i tried to explain with the spoon example why it makes sense to me.
but caravan capacity seems to be tied to the body size of the pet, thus the carry capacity is a constant (for adult pets). that doesnt make sense to me. speaking in spoons again, if i had a bionic spine myself, i still wouldnt be able to haul 60kg of spoons with my bare hands. but thanks to the spine i should be able to carry 60kg spoons packed on my back.
anyways, its fine. i understood your advice to me, thanks for the tip with the stack limit. i wont change stack limits because im fine with the mechanic and its (logical) limits. maybe you didnt understand my problem because i didnt make it clear, since english isnt my mothertongue this could be the case.
soooo caravan capacity cant be changed easily (apparently) and i simply have to bring some more muffaloes if i want to visit multiple precious mineral spots in one go. all good!
So you want certain bionics to increase caravan carrying capacity for animals?
Bionic spine that increase the bodysize ?
Muffalo with trippleexpanded spine and 4 extra legs to carry 1000kg ?
I think thats more like a job for Genetic Rim. :-)
Ahhh a 35kg Ori can carry a Thrumbo with no problems. Logic of hauling...
No, it is just the hauling system from the beginning of Rimworld.
But since we got Beta now, many existing thing will geting an overhaul, it is still a long way to the release.
I think using two droppods to send big animals is awesome ;D ;D
As for the hauling of giant corpses, this would require a real huge rewrite to make this even remotely realistic.
Either multiple people hauling the corpse, using either pack animals or vehicles Or butchering the body on the spot to haul the parts
UPDATE: Added armor rating to the individual parts. that doesnt make your animals invulnerable but the parts themselves can withstand a little more damage. please download B18.2 version for that and delete the old folders. unless ofc youre fine with how it is, then no need to update!
Awesome update, thank you! I am curious what order other people put this mod along with any other mods that add critters? Because I want to say I've seen on some mod descriptions they say to put ADS before or after them, but I can't remember where.
Quote from: Harry_Dicks on February 27, 2018, 08:28:27 AM
Awesome update, thank you! I am curious what order other people put this mod along with any other mods that add critters? Because I want to say I've seen on some mod descriptions they say to put ADS before or after them, but I can't remember where.
i guess thats for patches. patches go after so they know what to patch (bc you cant operate on modded animals unless they are patched into ADS)
Sadly cannot add mechatentacles to my animals from GeneticRim SAD!
Quote from: titanjones on April 15, 2018, 12:14:19 PM
Sadly cannot add mechatentacles to my animals from GeneticRim SAD!
well duh. genetic rim people must make a patch first this has nothing to do with me...
What mechatentacles? Is that a new thing? Can't find a defname in github!
ok this is something that ive been mulling over when looking at genetic rim - epoe - a dog said and pretty much every other awesome mod out there that alters pawns and animals, each of these mods seem to give improvements to the said pawns\animals to counter the feeble or missing limb ect but adding all these improvements up seem to start making overpowered killing/working machines which granted is nice but somewhat too easy so my idea is why not add a negative debuff to the added item - for instance adding a bionic spine - grants plus x movement speed but also causes muscle strain on other limbs due to overwork giving the animal/pawn a -20% increased mental break chance. Or something like that which seems to balance the scales a bit by making you choose weither or not the implant is worth it in the long run
matheryn,
welcome at the modded gameplay of Rimworld ! :-)
You notice self, most mod are more or less like cheating. These mod add stuff that give your pawn more advance then to raiders. But thats not only the mod fault sometimes it is just the stupid Raider AI fault.
And it is up to you to use or not to use such kind of mods. Some mods try to balance it more, RBSE hardcore at example made it much harder to craft bionic parts.
But giving each pawn generel a " -20% increased mental break chance." at example isn't very logical. Sure it can happen as sideeffect.
But honstly don't you thing the bioengeneers wouldn't try to eliminate these sideeffect ? Noone on Glitterworld would buy such stuff.
Maybe ask for a mod that increase the chance that Raiders and wild animal's (manhunter pack) spawn with much more Bionic. Compared to the bionic part (and other enhancemants like regrown part or Cthulhu tentacle) ration your got installed at your pawns.
Quote from: Canute on May 04, 2018, 01:00:50 PM
matheryn,
welcome at the modded gameplay of Rimworld ! :-)
You notice self, most mod are more or less like cheating. These mod add stuff that give your pawn more advance then to raiders. But thats not only the mod fault sometimes it is just the stupid Raider AI fault.
And it is up to you to use or not to use such kind of mods. Some mods try to balance it more, RBSE hardcore at example made it much harder to craft bionic parts.
But giving each pawn generel a " -20% increased mental break chance." at example isn't very logical. Sure it can happen as sideeffect.
But honstly don't you thing the bioengeneers wouldn't try to eliminate these sideeffect ? Noone on Glitterworld would buy such stuff.
Maybe ask for a mod that increase the chance that Raiders and wild animal's (manhunter pack) spawn with much more Bionic. Compared to the bionic part (and other enhancemants like regrown part or Cthulhu tentacle) ration your got installed at your pawns.
I'm not saying that these mods are ment to give these side effect I'm just saying that when you go to the hospital they always get you to sign a waver of liability for and tell you that your operation could potentially come with unknown side effects so the -20% mental break could be a random generated side effect of the implemented mod not a garenteed sideeffect
i dont think i would even be able to reasonably add negative effects to animals.
also the simple prosthetics dont really add anything only the bionics do but they also have a research + crafting/buying cost.
i couldnt even add mental break or something to animals....bc they are animals. they dont even have that, they do not work like colonists.
ah fair enough it was just a thought but I suppose the idea might be more beneficial towards the epoe mod
Does anyone know if theres a way for this to work with Quality Surgeon ? :(
B19 update with major changes, please read 1st post
Where I can get a Lite version of mod for b19?
Why the name "A Dog Said..."?
After having released ModCheck for B19, I started updating the wiki manual. I wrote an ADS patching guide (https://github.com/Nightinggale/ModCheck/wiki/A-Dog-Said...-patching-guide) complete with a template. It's better than any ADS patch I have seen so far because first of all, it's fast. It's really fast, like around 20 times faster than some other ADS patches and that's not counting patches, which screwed up xpath searching.
The other benefit is that it makes use of ModCheck to only apply the patches if ADS is loaded. This completely eliminates the need for standalone ADS patchmods. The modded animal will work without ADS, but if it's there, it will work with ADS as well without any user interaction at all.
Quote from: alexdgreat on August 31, 2018, 03:24:01 AM
Where I can get a Lite version of mod for b19?
I did not release a lite version this time around bc frankly i couldnt be bothered, I might tho if the demand is high enough.
Quote from: Dr Roach on September 10, 2018, 04:29:27 PM
Why the name "A Dog Said..."?
The name is a tribute to the very first mod author who named it that. it was a quote that started with those words.
Quote from: Nightinggale on September 15, 2018, 02:27:47 PM
After having released ModCheck for B19, I started updating the wiki manual. I wrote an ADS patching guide (https://github.com/Nightinggale/ModCheck/wiki/A-Dog-Said...-patching-guide) complete with a template. It's better than any ADS patch I have seen so far because first of all, it's fast. It's really fast, like around 20 times faster than some other ADS patches and that's not counting patches, which screwed up xpath searching.
The other benefit is that it makes use of ModCheck to only apply the patches if ADS is loaded. This completely eliminates the need for standalone ADS patchmods. The modded animal will work without ADS, but if it's there, it will work with ADS as well without any user interaction at all.
Its great to see ModCheck has been fixed to work with the name of the mod. (tho might be diffficult with mods that change their name due to versions)
The first iteration of ModCheck (or at least last time I tried to use it on my own animal mod) checked against *foldernames* which was a complete disaster and totally useless...
But this is awesome means most animal modmakers (myself included) can ditch those ADS patches
Quote from: spoonshortage on September 15, 2018, 04:12:27 PM
Its great to see ModCheck has been fixed to work with the name of the mod. (tho might be diffficult with mods that change their name due to versions)
The first iteration of ModCheck (or at least last time I tried to use it on my own animal mod) checked against *foldernames* which was a complete disaster and totally useless...
But this is awesome means most animal modmakers (myself included) can ditch those ADS patches
ModCheck started out with checking name from About.xml in A17. Vanilla added a check in B18, which read foldernames. Since this is totally useless, I carried on with ModCheck in B18 using the A17 code, which actually worked in B18 without any modifications. The IsModLoaded operation is actually unmodified when I upgraded to B19, meaning apart from a single performance boost change, it's still the A17 code. Don't fix it if it ain't broke.
The big problem in bringing ModCheck to B19 was the Harmony interaction. Vanilla changed every single line it was supposed to work with and I had to basically rewrite the interaction from scratch. The test release changed stuff again and once again I had to rewrite some of the Harmony code. This is however unrelated to ADS and you can ask in the ModCheck thread if you want to know more details about this.
The short version is that ModCheck worked in A17 and B18 for this task and now it works in B19 too. Also I wrote a new template, which is even faster than the ADS template I wrote for B18. Part of the reason why it's faster is because it's optimized for B19 and wouldn't work as well in B18.
That's good to know, since ADS is the main thing I use ModCheck in Genetic Rim for!
Great mod mate, a must have :)
I have a request if i may, is it possible to replace rhino horns and elephant tusks with scyther blades? :)
Is it impossible due to the game itself not recognizing those appendages to begin with? :)
Either way, cheers mate :)
Good time of day. I noticed that most mods, that add new animals to RimWorld, don't need compability patches for B19+ versions. Have you added inbuilt support for them? If yes, will it work with any mod? Or just some, that have compability patches in the main mod now?
Quote from: UrShaikort on October 16, 2018, 02:17:37 PM
Good time of day. I noticed that most mods, that add new animals to RimWorld, don't need compability patches for B19+ versions. Have you added inbuilt support for them? If yes, will it work with any mod? Or just some, that have compability patches in the main mod now?
I'll just guess you are asking if I have added support for other animal mods? no i havent how could I. If you are using this mod and an animal mod, then the animal mod maker needs to provide a patch or inbuilt compatability with this other wise it wont work with modded animals. I myself obviously cannot provide a patch for every animal mod out there.
also this mod is now in my main mod thread: from 1.0 onwards:
https://ludeon.com/forums/index.php?topic=46210.0
Thanks for the info!
v1 pls
Quote from: alexo on October 29, 2018, 11:23:46 PM
v1 pls
All you had to do was not be lazy and at least check 1 page before last .....
the mod has been updated to 1.0 long time ago
"also this mod is now in my main mod thread: from 1.0 onwards:
https://ludeon.com/forums/index.php?topic=46210.0"