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RimWorld => Mods => Unfinished => Topic started by: Serpyderpy on July 16, 2017, 08:23:48 PM

Title: [B18] [WIP] Jurassic Rimworld
Post by: Serpyderpy on July 16, 2017, 08:23:48 PM
(https://i.imgur.com/OIr7nNO.png)

Life, uh... life finds a way.

What is this mod?

If the name and logo didn't tick you off, this mod aims to add a whole slew of dinosaurs and prehistoric creatures that have appeared in the Jurassic Park/World franchise to the distant rimworlds we all know and hate love so dearly! As an avid long time fan of the series, and having spied multiple requests from people asking about dinosaur mods, I thought I might give it a go.

What do you have planned?

One can expect to see the big names in here, Tyrannosaurus rex, Spinosaurus aegyptiacus, Indominus rex, Velociraptor sornaensis... but you can also expect some lesser dinosaurs you may not have heard of or were aware they were also apart of the franchise, such as Proceratosaurus bradleyi, meant to appear on the original Isla Nublar, or Tanystropheus longobardicus, who appeared solely in the toyline released in 1994! Whilst I am rather confident at adding animals I can however say I am less confident in other areas, nevertheless, I would like to make fences and decor reminiscent of that in Jurassic Park/World, such as braziers, signs and even the famous gate, and consider other things that might be interesting along the way, such as dino fan traits (and appropriate buffs), music, and events!

For a definite idea of what I do have planned, however, check the list below. These are ones that will be made, but some others that I will make down the line are surprises!


What have you done so far?

(https://i.imgur.com/AG1mlDt.png) (https://i.imgur.com/D0UjFtE.png)
Dilophosaurus! Working with custom sounds, spawning in the right biomes and has the chance to give your colonists a nasty toxic bite. Only thing I haven't yet figured out is the egg laying mechanics, but other than that, it works like a charm!

AS OF 19/07/2017: see progression map below for more goodies and content!

What can I do to help?

Ideas! Ideas, ideas and more ideas, I love brainstorming and coming up with proposals with other people and nothing gets me more raring to go than being given a great suggestion that I'd love to see come to fruition. Dinosaur species, different decor and more, I will almost always give it a go. As I am more confident adding simple things, items and pawns will have more of a chance to actually be made over other ideas, however, I'll still look into things if people really want a certain thing to be included!

As such, modding tips and tricks are super welcome. As this mod grows bigger, I also welcome feedback and balancing ideas if it gets out of hand. I use Rimworld as a peaceful colony sim ala Animal Crossing style more than anything else, so my idea of balancing is a little out of whack. That's where all you wonderful people come in to remind me that Rimworld is all about mowing down a crap ton of raiders and stealing their organs so you can get a sweet deal from dodgy traders whilst feeding that sweet succulent human meat to your starving prisoners, and that if you shoot a dinosaur in the face, you expect it to die, not become your friend.

I hope I can deliver a good mod down the road, and I hope some of you will join me on this mod's journey!

Code (Progression Map) Select
16/07/17
Dilophosaurus have been added.

19/07/17
Torch braziers have been added.
Dilophosaurus has been resized to be slightly bigger.
Carnivore Feeders have been added.
Herbivore Feeders have been added.
New resource Slaughter meat has been added that spawns from carnivore feeders.
New thought def added for eating slaughter meat, you know, in case you try to cheese it.
New resource Paleobale has been added that spawns from herbivore feeders.
Main Gate has been added.

22/07/2017
All dinosaurs here on out will now have the ability to lay eggs. Thank you so much, kaptain_kavern!
Gallimimus have been added.
Beacons have been added.
Information boards have been added.
Tiled paths have been added.
Paved paths have been added.
Fountains have been added.
Power stations have been added.
Helipads have been added.
Various skeletons have been added.

25/07/2017
New resource amber has been added.
Amber extraction bench has been added.
New resource DNA has been added.
DNA Reconstruction bench has been added.
Hatcheries have been added.
Dinosaur eggs now have a new texture.

29/07/2017
Amber has been tweaked.
Feeders have been tweaked.
Dino sizes have been tweaked.
Research branches are now being implemented.

01/08/2017
Research branches have been added.
Research has it's own tab.
Insectivore Feeders have been added.
New resource Gutloaded bugs has been added that spawns from insectivore feeders.
New thought def added for eating gutloaded bugs.
Piscivore Feeders have been added.
New resource Butchered fish has been added that spawns from piscivore feeders.
New thought def added for eating butchered fish.
Triceratops have been added.
Spinosaurus have been added.
Tyrannosaurus rex have been added.

10/08/2017
Parasaurolophus have been added.
Stegosaurus have been added.
Pachycephalosaurus have been added.
Concrete fences have been added.


[05/06/2018] We have a Discord server! Come join the fun!
https://discord.gg/3GeZZq5


Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Edie00773 on July 16, 2017, 08:30:04 PM
Awh yiss, all the Dinosaurs!
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: PixelBitZombie on July 16, 2017, 09:28:16 PM
I personally probably wouldn't play this mod however who the fuck doesn't love dinosaurs! Just like another mod I found, this one could benefit if one was Roleplaying, by having its own unique land specific for Dinosaurs and humans. Kinda like the actual Jurassic Park movie, off on a island with deep jungle and flat lands with human structures.

Good job though, it looks great!
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on July 17, 2017, 10:14:13 AM
If you need help for the code regarding animals, either pm me or write it there, I will try to help. For the egglaying mechanism for example.

Keep up the good job and please do not hesitate if I can help :p
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: demeggy on July 17, 2017, 11:55:27 AM
Well isn't this just SPOOKY? I was just thinking of how necessary dino's were in A17 this weekend. If you don't complete this, I will punish you in the cruellest manners possible.

Good luck :)
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on July 18, 2017, 03:28:36 PM
QuoteAwh yiss, all the Dinosaurs!

I am honoured your first comment is on this thread, you silly boo.

QuoteI personally probably wouldn't play this mod however who the fuck doesn't love dinosaurs! Just like another mod I found, this one could benefit if one was Roleplaying, by having its own unique land specific for Dinosaurs and humans. Kinda like the actual Jurassic Park movie, off on a island with deep jungle and flat lands with human structures.

Good job though, it looks great!

Ahh, thank you! Admittedly I do sort of RP in a sense with Rimworld so that may or may not have inspired this mod somewhat.

QuoteIf you need help for the code regarding animals, either pm me or write it there, I will try to help. For the egglaying mechanism for example.

Keep up the good job and please do not hesitate if I can help :p

I would appreciate help with the egg laying very much! I got it to work a few alphas ago but I took a long break after that and when I came back, all my modding experience had flown out the window.

QuoteWell isn't this just SPOOKY? I was just thinking of how necessary dino's were in A17 this weekend. If you don't complete this, I will punish you in the cruellest manners possible.

Good luck :)

Kinky~

I'm trying my best to complete it, though! I'll more than likely release a version when I have enough substance ala maybe ten dinosaurs or more and some new mechanics and decor to work with. I'm just slow because I have to figure out how all this coding works, haha.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on July 19, 2017, 04:45:55 AM
Update time!

(http://i.imgur.com/8mb5Qqo.png)

Torch Braziers
An electric brazier that keeps a mighty flame lit and flickering. Adds a very tribal, archaic charm to your colony.
35 W
10 Wood - 40 Metallic

(http://i.imgur.com/3DxUaYz.png)

Carnivore Feeder
An automated feeding system designed to dispense slaughtered livestock for carnivores.
200 W
25 Components - 200 Metallic

(http://i.imgur.com/haS687F.png)

Slaughter Meat
In life, genetically engineered yet crippled livestock full of all the dietary requirements, vitamins and goodies a carnivore needs to survive. In death, a tasty dino snack.
0.5 Nutrition
Colonists will not eat unless absolutely desperate
Gives major debuff

(http://i.imgur.com/irjcoF5.png)

Slaughter Meat Debuff
The taste of rot lingers on my tongue. I ate sinewy, raw flesh that smelt of the grave.
-50 Mood
Expires in 24 hours
Meant to discourage cheesing the feeder

(http://i.imgur.com/B877tIm.png)

Herbivore Feeder
An automated feeding system designed to dispense fresh bales for herbivores.
200 W
25 Components - 200 Metallic

(http://i.imgur.com/kighQx3.png)

Paleobale
A bale of long since gone plants. Healthy and nutritious for many different herbivorous dinosaurs.
0.05 Nutrition
Colonists will not eat unless absolutely desperate

(http://i.imgur.com/vFyJLTo.png)

Main Gate
What have they got in there, King Kong?
200 Metallic
20 Beauty
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Dragoon on July 19, 2017, 10:18:26 AM
Following this. Can't wait to see how it turns out.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: demeggy on July 20, 2017, 01:46:54 PM
Wahey! Lots of operation genesis references in there! Looking good
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on July 20, 2017, 03:26:54 PM
Quote from: Serpyderpy on July 18, 2017, 03:28:36 PMI would appreciate help with the egg laying very much! I got it to work a few alphas ago but I took a long break after that and when I came back, all my modding experience had flown out the window.

As an example here are some modded eggs (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/blob/master/Defs/ThingDefs_Items/Items_Resource_Eggs.xml) from my TropiCKAPP Rainforest mod - The vanilla ones can be found in Core/Defs/ThingDefs_Items/Items_Resource_AnimalProduct.xml
  <ThingDef ParentName="EggUnfertBase">
    <defName>CK_EggPeafowlUnfertilized</defName>
    <label>peafowl egg (unfert.)</label>
    <description>Unfertilized peafowl egg. It can be eaten raw, but it's much, much better cooked.</description>
    <graphicData>
      <color>(228,185,135)</color>
    </graphicData>
    <statBases>
      <MarketValue>7.0</MarketValue>
    </statBases>
  </ThingDef> 

  <ThingDef ParentName="EggFertBase">
    <defName>CK_EggPeafowlFertilized</defName>
    <label>peafowl egg (fert.)</label>
    <description>Fertilized peafowl egg. If all goes well, it should hatch into a baby peafowl. It can be eaten raw, but it's much better cooked.</description>
    <graphicData>
      <color>(220,225,190)</color>
      <drawSize>1.1</drawSize>
    </graphicData>
    <statBases>
      <MarketValue>14.0</MarketValue>
    </statBases>
    <comps>
      <li Class="CompProperties_Hatcher">
        <hatcherDaysToHatch>5</hatcherDaysToHatch>
        <hatcherPawn>CK_Peafowl</hatcherPawn>
      </li>
    </comps>
</ThingDef>


The whole Unfertilized part is optional (in fact in vanilla it is only used for chickens), if you skip it there will be no unfertilized eggs

In <graphicData> you can use a custom texture with <texPath>



And of course you need to reference the egg-laying ability in the animal <ThingDef> with a <comps> like in here (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/blob/master/Defs/ThingDefs_Races/Races_Animal_Birds.xml#L119) (From the same mod as the last example) :

<comps>
      <li Class="CompProperties_EggLayer">
      <eggUnfertilizedDef>CK_EggPeafowlUnfertilized</eggUnfertilizedDef>
        <eggFertilizedDef>CK_EggPeafowlFertilized</eggFertilizedDef>
        <eggFertilizationCountMax>1</eggFertilizationCountMax>
        <eggLayIntervalDays>8</eggLayIntervalDays>        
        <eggCountRange>
          <min>1</min>
          <max>3</max>
        </eggCountRange>
      </li>
</comps>



Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on July 22, 2017, 09:36:16 AM
Update time!

(http://i.imgur.com/6w4lytb.png)
They're, uh... they're flocking this way.

Gallimimus bullatus
An agile, speedy dinosaur that lives in large herds.
Spawns in Tropical Rainforest and Arid Shrubland biomes.

(http://i.imgur.com/LQnVizW.png)

Tiled Floor
Usually acts as a border. Grey slabs of stone laid out in a tiled fashion.
1 Steel

Paved Floor
Tan coloured rounded slabs laid out in an interlocking pattern. Often used as paths.
1 Steel

(http://i.imgur.com/8bhKF84.png)

Parasaurolophus Fountain
A fountain bearing the busts of four parasaurolophus individuals in all cardinal directions.
100 Stone Blocks
25 Beauty

(http://i.imgur.com/xFpI1jy.png)

Large Infoboard
A large information board holding various entries on different dinosaurs. Glows slightly without power.
25 Metallic

Small Infoboard
A small information board holding various entries on different dinosaurs. Glows slightly without power.
15 Metallic

(http://i.imgur.com/OIHC2cy.png)

Helipad
A helipad. A distinct landing site for choppers.
50 Metallic

(http://i.imgur.com/hXsY6VF.png)

Beacon
A small glowing lamp that is often used to light the way in emergencies. Not very powerful nor very bright.
25 Metallic

(http://i.imgur.com/sd7epEr.png)

Power Station
A power plant that provides a decent energy output. Can be built almost anywhere, but requires some hefty materials to build.
250 Steel
25 Component
1000W output

(http://i.imgur.com/2vAuW3d.png)

Stegosaurus Skeleton
A cast replica of a skeleton belonging to a Stegosaurus stenops specimen.
15 Steel
100 Stone Blocks
30 Beauty

(http://i.imgur.com/g12PVkk.png)

Carnotaurus Skeleton
A cast replica of a skeleton belonging to a Carnotaurus sastrei specimen.
15 Steel
100 Stone Blocks
30 Beauty

(http://i.imgur.com/o8mI09X.png)

Apatosaurus Skeleton
A cast replica of a skeleton belonging to a Apatosaurus ajax specimen.
20 Steel
200 Stone Blocks
50 Beauty

A big thank you to kaptain_kavern for help with egg laying code! Your dinosaurs can and will now produce eggs!
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: demeggy on July 22, 2017, 02:37:43 PM
Dawww - cannot wait for this. Let me know if you need a hand with anything :) Testing, art, coding, xml editing - I'm rather versatile...

Actually, come to think of it, I've thought of a rather nifty way in way you could mine for amber, to extract Dino DNA at a custom lab bench. Give me a holler if you fancy the notes.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on July 22, 2017, 05:44:07 PM
QuoteFollowing this. Can't wait to see how it turns out.

I appreciate it man, thank you!

QuoteWahey! Lots of operation genesis references in there! Looking good
QuoteDawww - cannot wait for this. Let me know if you need a hand with anything :) Testing, art, coding, xml editing - I'm rather versatile...

Actually, come to think of it, I've thought of a rather nifty way in way you could mine for amber, to extract Dino DNA at a custom lab bench. Give me a holler if you fancy the notes.
JP:OG was and still is my go-to Jurassic Park game, played it when it first came out on PS2 and I haven't put it down since! Gotta have the references in there. You must have read my mind though, I was going to push the last update to contain fossils or amber which you could build things with (the skeletons) but the DNA idea has me intruiged, honestly.

My test guineapig at the moment was disappointed that he couldn't tame dinosaurs without some level of difficulty which is understandable because hell yeah, dinosaurs, but I imagine they aren't going to be the friendliest of things to wander up to and attempt to tame. I don't know if it's possible with .xml only but I do kind of like the idea of getting amber, extracting it for DNA, and using that DNA to make eggs of certain dinosaurs that automatically join your colony when they hatch. I'd be down for some notes on that, definitely.

And again, can't thank you enough, kaptain_kavern, you're the real MVP.


Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: demeggy on July 22, 2017, 06:01:26 PM
Quote from: Serpyderpy on July 22, 2017, 05:44:07 PM
QuoteFollowing this. Can't wait to see how it turns out.

I appreciate it man, thank you!

QuoteWahey! Lots of operation genesis references in there! Looking good
QuoteDawww - cannot wait for this. Let me know if you need a hand with anything :) Testing, art, coding, xml editing - I'm rather versatile...

Actually, come to think of it, I've thought of a rather nifty way in way you could mine for amber, to extract Dino DNA at a custom lab bench. Give me a holler if you fancy the notes.
JP:OG was and still is my go-to Jurassic Park game, played it when it first came out on PS2 and I haven't put it down since! Gotta have the references in there. You must have read my mind though, I was going to push the last update to contain fossils or amber which you could build things with (the skeletons) but the DNA idea has me intruiged, honestly.

My test guineapig at the moment was disappointed that he couldn't tame dinosaurs without some level of difficulty which is understandable because hell yeah, dinosaurs, but I imagine they aren't going to be the friendliest of things to wander up to and attempt to tame. I don't know if it's possible with .xml only but I do kind of like the idea of getting amber, extracting it for DNA, and using that DNA to make eggs of certain dinosaurs that automatically join your colony when they hatch. I'd be down for some notes on that, definitely.

And again, can't thank you enough, kaptain_kavern, you're the real MVP.

NP - Simple process really, Amber ore generated in map akin to other ores, once amber's mined, can then be used at a special DNA Extraction Stationwith a custom workgiver that produces randomised Dino DNA once the process is complete (would require a colonist to stand there doing their magic, like any standard tool table really). That DNA can then be used in a Dino Egg style recipe at a Hatchery Station, exactly the same as before, but this time round it produces the relevant dino egg. Pop the egg down somewhere, and voila, baby dinos!
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on July 22, 2017, 07:36:57 PM
Hey, you're welcome mate, my pleasure. The more mods we have the more I'm happy ;-)

I'm a big fan of Jurassic Park myself (more the two books by M. Crichton than the films, but as someone born in the 80's, I've seen the first movie as a child and had my "dinomania period" after ^^)

_______________

Regarding the previously discussed mechanics, that seems doable with XML only, if you'd ask me ;)

Modded "ore", modded building (made like the multi-analyzer) that require "amber" to be construct. This building unlock a (or several) research projects. Those projects unlocks recipe that produce fertilized eggs :p



As a bonus : you can also have a look at the XML code for hive. You'll find that they have a function (I'm not sure but I think it is a <comps>) made to just "spawn" a Thingdef every x ticks if you want to have a building that spawn eggs ;-p
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: demeggy on July 23, 2017, 04:56:27 AM
Quote from: kaptain_kavern on July 22, 2017, 07:36:57 PM
Hey, you're welcome mate, my pleasure. The more mods we have the more I'm happy ;-)

I'm a big fan of Jurassic Park myself (more the two books by M. Crichton than the films, but as someone born in the 80's, I've seen the first movie as a child and had my "dinomania period" after ^^)

_______________

Regarding the previously discussed mechanics, that seems doable with XML only, if you'd ask me ;)

Modded "ore", modded building (made like the multi-analyzer) that require "amber" to be construct. This building unlock a (or several) research projects. Those projects unlocks recipe that produce fertilized eggs :p



As a bonus : you can also have a look at the XML code for hive. You'll find that they have a function (I'm not sure but I think it is a <comps>) made to just "spawn" a Thingdef every x ticks if you want to have a building that spawn eggs ;-pt

Genius. An automated hatchery! Could be a research tree jobby
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Gunblast on July 24, 2017, 12:50:17 PM
Ahaha great choice of pawn for your screenshot :)
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on July 24, 2017, 01:43:35 PM
QuoteNP - Simple process really, Amber ore generated in map akin to other ores, once amber's mined, can then be used at a special DNA Extraction Stationwith a custom workgiver that produces randomised Dino DNA once the process is complete (would require a colonist to stand there doing their magic, like any standard tool table really). That DNA can then be used in a Dino Egg style recipe at a Hatchery Station, exactly the same as before, but this time round it produces the relevant dino egg. Pop the egg down somewhere, and voila, baby dinos!

QuoteModded "ore", modded building (made like the multi-analyzer) that require "amber" to be construct. This building unlock a (or several) research projects. Those projects unlocks recipe that produce fertilized eggs :p

Alrighty, so I spent a while messing around with the mod and the whole idea of taking amber and then using DNA to reconstruct eggs that you could place in a hatchery and then get baby dinosaurs that are easier to tame, and got so far before I've run into a roadblock that's giving me a serious headache. First off, amber 'ore' can be found in any generated world akin to any other mineral. They give out roughly two amber per block give or take. I have then made an amber extraction workbench where you take two amber and turn it into a strand of DNA (has it's own unfinished def too) that I would then like to further refine into an egg.

This is where the issues come in. I duplicated all that I did since I wanted the workflow to be sort of the same. I duplicated the extraction bench and renamed it along the lines of DNA reconstruction bench. I duplicated the work giver def, the recipes, I made the unfinished egg def and the finished egg def (which is a duplicate of a normal dinosaur egg given to a duplicate of the normal dinosaur race, just with 0% wildness so you can tame it ASAP) and every other def and thing that it needs to work and it went fine, nothing exploded, and it all seems to go swell up until the pawn actually goes to do the work. They pick up the DNA, they take it to the bench, and then the game throws me this error.

JobDriver threw exception in initAction. Pawn=Veli, Job=DoBill A=Thing_DNAReconstructionBench107669 B=Thing_DNA118495 C=(162, 0, 124), Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Toils_Recipe.<CalculateDominantIngredient>m__783 (Verse.ThingCountClass x) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingCountClass].GetIndex (Int32 startIndex, Int32 count, System.Predicate`1 match) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingCountClass].FindIndex (System.Predicate`1 match) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.Any[ThingCountClass] (System.Collections.Generic.List`1 list, System.Predicate`1 predicate) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe.CalculateDominantIngredient (Verse.AI.Job job, System.Collections.Generic.List`1 ingredients) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe+<MakeUnfinishedThingIfNeeded>c__AnonStorey4A6.<>m__77A () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=RimWorld.JobGiver_Work, curJob.def=DoBill, curDriver=Verse.AI.JobDriver_DoBill
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey4F3:<>m__7DA()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


It seems that it doesn't recognise the duplicated egg as a thing it can produce, I think. It's probably super simple but I cannot for the life of me figure it out and I don't want to risk messing with anything else in case that all messed up, too.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on July 24, 2017, 04:12:59 PM
care to show some actual files? 8) especially the recipe one I suspect.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on July 24, 2017, 04:54:49 PM
Yup! Attached all the files that I think have something to do with the error, as they're all the ones I duplicated and made before this error started popping up. If you need any more files, please let me know. ;A;

[attachment deleted by admin due to age]
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: SpaceDorf on July 24, 2017, 05:44:24 PM
This looks really really awesome right now.
And I am sure it would go well together with the Megafauna and Cthullhu Mod to create epic animal battles  :o

But as a fan of Modular Mods I have to ask :
Could you seperate it into different sections ?

- Buildings
- Animals and their Support
- Weapons and Clothes ( if you are going to create them )

This way you could create some pre-releases for us to beta-test,
others could pick features from your mod, the would maybe not use if the package is to big and
changes to much.
And I could put those awesome statues in my colony and use the lights and the helipad for my OHU Airfield :)
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: demeggy on July 24, 2017, 05:54:44 PM
Now either I'm being slow (likely), or I cant actually see any link between your recipe, the bench, and the DoBillsReconstructDNA work_giver.

The error is related to the DoBillsReconstructDNA - and the fact it cant find the right objectref. I've had this before, be buggered sideways if I can remember what it was though.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on July 24, 2017, 07:08:03 PM
I'm on my phone right know but I will look into it. The error seems like vaguely familiar but I can't recall (seen too much since I start modding) but my wild guesses are either the work giver or the recipe.

I will look into it and come back at you
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on July 24, 2017, 07:39:49 PM
Ahh, no need guys! Managed to figure it out myself! Everything was essentially all ready to go, unfortunately something so simple as a typo was what caused all that grievance. My game was trying to locate the pawn that would hatch from the duplicated, reconstructed egg, but it was trying to find TyrannosaurusReconstructed... which doesn't exist! It needed to find TyrannosaurusReconstruct instead!

Both the amber extraction bench and the DNA bench now work, and I would like to congratulate Nelson, a random lone explorer pawn who got shunted into my testing colony, for being the first person to reconstruct a Tyrannosaurus rex egg from amber and DNA on a distant rimworld. There is no end to the madness.

QuoteBut as a fan of Modular Mods I have to ask :
Could you seperate it into different sections ?

- Buildings
- Animals and their Support
- Weapons and Clothes ( if you are going to create them )

Not sure about weapons or clothes, since Jurassic Park/World never did seem to have that many stand out garments or weapons, buuut I can definitely look into a modular release, sure! My significant other was a little bummed out that I couldn't figure out how to patch the dinosaurs for Combat Extended since it uses new body stuff and all (tried, couldn't patch it, my head hurt just trying to understand it all) but I said I'd try and send him all the other stuff so, I guess I could do that for others too!

thank you also to all those who offered to help, I'm a klutz sometimes when it comes to modding haha
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: SpaceDorf on July 24, 2017, 08:17:15 PM
Quote from: Serpyderpy on July 24, 2017, 07:39:49 PM

Not sure about weapons or clothes, since Jurassic Park/World never did seem to have that many stand out garments or weapons, buuut I can definitely look into a modular release, sure! My significant other was a little bummed out that I couldn't figure out how to patch the dinosaurs for Combat Extended since it uses new body stuff and all (tried, couldn't patch it, my head hurt just trying to understand it all) but I said I'd try and send him all the other stuff so, I guess I could do that for others too!


The most common cause of software errors :)
Gratz on finding it yourself, those +5 mood boni are hard to come by

And thank you for humoring me. I did not expect you to add weapons, but since it could possibly happen I said "if" ..

CE Sucks .. I don't know what the big fuzz is all about .. half of the mods I use are not compatible with it .. I guess, I never tried .. and the thought alone of figuring this out gives me nightmares.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on July 24, 2017, 10:34:42 PM
It's nice you find out by yourself (better for the ego morale) ^^
It wasn't a easy one to spot
I like seeing this project progressing :-p
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: demeggy on July 25, 2017, 12:44:05 PM
Bingo :)
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on July 26, 2017, 01:32:57 AM
Update time!
Amber and DNA!


How this works:

(http://i.imgur.com/BZKcxJI.png)
(for picture demonstration purposes only, they don't generate in this big of a quantity!)

Fossilised Amber
Fossilised amber will now generate in any map you play on akin to any other mineral or ore.
Fossilised amber can be mined for one or two amber pieces per block.

(http://i.imgur.com/d62QN0j.png)

Amber
Fossilized tree sap that takes on a beautiful golden hue. Can be used to extract DNA.
Amber will drop when mined, manifest as walls or arrive in weapon form via pissed off tribal raiders.
Amber weapons can be smelted
(yeah, I know what you're thinking, but it gives people a fighting chance to get more rather than waiting on some laggy ass caravan to turn up which may not even have any)
Amber can also be used as a building and crafting material with a base of 5 beauty.
Used as an ingredient at the extraction bench.

(http://i.imgur.com/4WLWSXH.png)

Amber Extraction Bench
The amber extraction bench will take two amber and turn it into one strand of DNA.
Using the bench requires intellectual skills at or above 10, meaning those pawns who are utterly useless at everything except researching now have something else to do to prove their worth to not be sold to some passing slave trader.

(http://i.imgur.com/wfaI2Ia.png)

DNA
Deoxyribonucleic acid. Contains all the genetic information and instructions that govern the functioning of every living thing on earth, past, present and future.
DNA will not deteriorate.
You can sell DNA to make a tidy profit, but remember that their initial quantities on the map will be finite unless you yourself buy some more.
Used as an ingredient at the reconstruction bench.

(http://i.imgur.com/040TgQz.png)

DNA Reconstruction Bench
The DNA reconstruction bench will take a varying amount of DNA and turn it into a reconstructed fertilised egg of whatever species you choose.
Certain dinosaurs will cost more DNA to replicate than others.
Fertilised eggs are actually a seperate entitity to normal, wild dinosaur eggs.
They will hatch into a near duplicate race of the corresponding dinosaur,
though differences include 0% wildness and 0% chance that they'll turn on the handler if they fail a tame.
Again, this requires an intellectual skill at or above 10.

(http://i.imgur.com/e6ATrpe.png)

Hatchery
Acts as a storage unit for eggs that will keep them from deteriorating or being ruined by temperature or other such means.
It's much larger than the shelf, meaning you can store more dinosaur eggs inside than you could by building a ton of shelves (though I definitely won't discourage you if that's what you want to do!)

I could not figure out a way to instantaneously make the reconstructed eggs join your colony when they hatch, so instead the animal being docile and open to taming was the best I could do. Whilst this is a tad annoying due to the fact that you do still need someone with good handling to try and tame them, I also think it can benefit those who just want to mess around and make a park.

Vanilla Rimworld only allows up to five distinct animal zones, and if you're anything like me, who likes to seperate animals into individual pens, this could be a problem when trying to keep your different dinosaurs in different enclosures. There are mods out there that remove this limitation, but the users UI can screw with this in many different ways. This is why the mechanic of having a wild dinosaur hatch instead of a tame one could work quite well instead.

All one has to do is make the prerequisite enclosure for the dinosaur they want, then set out to make the egg with all the materials they need. Once it's made, drop the egg off in the enclosure in a hatchery so it doesn't spoil, and wait for it to hatch. Viola! Wild dinosaurs in enclosures! Pop a herby or carny feeder down when building the enclosure, and you don't have to worry about keeping them fed, either. Of course, carnivorous dinosaurs maaaay have a nibble on your colonists if they go into the enclosure, but if the films have taught us anything, that's kind of expected.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on July 26, 2017, 02:00:29 AM
Awesome update. You're progressing quite quickly ;-)

You can have a patch for including amber specifically in some merchants stock. Or you could even have a specific dinosaurs-theme modded; trader once you'll going to messes with factions (because I'm sure you will ;-p )

Again good works you've done there. Thank you
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on July 26, 2017, 11:37:17 AM
Quote from: kaptain_kavern on July 26, 2017, 02:00:29 AM
Or you could even have a specific dinosaurs-theme modded; trader once you'll going to messes with factions (because I'm sure you will ;-p )

You got me. I wanted to look into making a trader that sells dinosaurs, amber and DNA. If I get that working I may forego amber as a building material, as generating a few worlds has suddenly left me with an awful lot of amber buildings strewn about, which would be fine if they didn't give so much out, haha. May have to look into reducing the commonality.

I have not a lot to do at the moment, so updates should hopefully keep coming quickly!
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on July 26, 2017, 12:48:44 PM
Nice :-D

If you're talking about walls being made of amber, here is some helps understanding how the game choose what stuff the ruins are made of : https://ludeon.com/forums/index.php?topic=33277.msg353525#msg353525

I think in your case you could just make the <stuff> for amber to being more flammable (indeed in vanilla there is no ruins walls made of woods) Or more expansive. (Again I can't recall seeing vanilla making plasteel walls)
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: demeggy on July 26, 2017, 01:02:13 PM
Drool... so I'm cobbling together an electric fence system for you... it's done in c# so requires a .dll, but you're more than welcome to it if I get it up and running properly.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on July 26, 2017, 01:39:29 PM
QuoteIf you're talking about walls being made of amber, here is some helps understanding how the game choose what stuff the ruins are made of : https://ludeon.com/forums/index.php?topic=33277.msg353525#msg353525

I think in your case you could just make the <stuff> for amber to being more flammable (indeed in vanilla there is no ruins walls made of woods) Or more expansive. (Again I can't recall seeing vanilla making plasteel walls)

Will definitely look into that. I was tempted to make amber a tad bit more expensive too, been sort of just trying to balance everything coming up to a pre-release, so I can try that. I curiously went and had a look if amber is flammable, and it turns out it is! Amber lets off an incense-like aroma when burned (joy activity anyone?) but it technically doesn't melt or sort of dissipate, amber actually decomposes when you set it alight. You learn something new everyday, haha. In tune, I'll crank up the flammability. Thank you, man!

QuoteDrool... so I'm cobbling together an electric fence system for you... it's done in c# so requires a .dll, but you're more than welcome to it if I get it up and running properly.

Duuuude, that would be sick. Thank you! I still need to grab the graphics for the fences (I can't seem to extract the fence model and texture from JPOG very well so I'll need to find something else as reference) but I was thinking of concrete fences and then, of course, the electric fence. Maybe an aviary fence and roof too for the flying buggers. I know they can't fly out but muh immersion.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: demeggy on July 26, 2017, 02:28:12 PM
Quote from: Serpyderpy on July 26, 2017, 01:39:29 PM
Duuuude, that would be sick. Thank you! I still need to grab the graphics for the fences (I can't seem to extract the fence model and texture from JPOG very well so I'll need to find something else as reference) but I was thinking of concrete fences and then, of course, the electric fence. Maybe an aviary fence and roof too for the flying buggers. I know they can't fly out but muh immersion.

Aye, that sounds pretty awesome.

At the moment, the fence will only damage pawns that attack them - I'm planning on trying to get it to repel them backwards 'ala 'Tim Toast'. Any requests on power consumption? It simply needs to be connected to the power grid at the mo.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on July 26, 2017, 02:50:52 PM
Quote from: demeggy on July 26, 2017, 02:28:12 PM
Aye, that sounds pretty awesome.

At the moment, the fence will only damage pawns that attack them - I'm planning on trying to get it to repel them backwards 'ala 'Tim Toast'. Any requests on power consumption? It simply needs to be connected to the power grid at the mo.

That sounds great, man! If it's per fence piece I'm not sure what might be a good number. Maybe 5w per fence? Because that's a nice rounded number and it seem somewhat fair, it doesn't sound like a lot but obviously it'll add up, with the bigger the fence perimeter the more power it'll consume.

edit: I now have the image of Tim bloody repelling off the fence playing over and over in my head
sweet lemon tea it shouldn't be that funny
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: SpaceDorf on July 27, 2017, 08:05:54 AM
Quote from: Serpyderpy on July 26, 2017, 01:39:29 PM
Will definitely look into that. I was tempted to make amber a tad bit more expensive too, been sort of just trying to balance everything coming up to a pre-release, so I can try that.

I think you should make amber a "small - type " ressource like silver and gold.

Or .. you make it a own not stuffified wall type or building( compare it to the concrete walls )
then you can set the number of ressources dropped on destruction or deconstruction.

Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on July 28, 2017, 07:59:43 AM
Quote from: SpaceDorf on July 27, 2017, 08:05:54 AMI think you should make amber a "small - type " ressource like silver and gold.

Or .. you make it a own not stuffified wall type or building( compare it to the concrete walls )
then you can set the number of ressources dropped on destruction or deconstruction.

Definitely need to fix some of the stuff going on with amber, I think I just shunted any old resource def (think I copied the steel def?) in there to see if it would work. I think I'll make it akin to gold but a bit cheaper, with a higher flammability too.

Sorry for the lack of any big updates since last, I need to get my drawing game on and start making more dinosaurs. The majority of the graphics prior have taken less time because they're all things I've been able to extract from games such as JP:OG or the android/iPhone Jurassic World game, be they models, textures or both. I could probably shunt out about fifty dinosaurs if I just took pictures of the models from different angles, but they extract in non-natural poses due to their rigging, have disproportionate shapes compared to the vanilla art, meaning they'd stick out like a sore thumb, and I enjoy drawing cute Rimworld dinosaurs, so it takes a bit longer. It's all well and good having all this cool extra stuff, but not so good if I make a Jurassic Park mod with only a sprinkle of actual dinosaurs.

In the words of Ian Malcolm, eventually you do plan to have dinosaurs on your dinosaur tour, right?
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: demeggy on July 28, 2017, 01:27:18 PM
Quote from: Serpyderpy on July 26, 2017, 02:50:52 PM
Quote from: demeggy on July 26, 2017, 02:28:12 PM
Aye, that sounds pretty awesome.

At the moment, the fence will only damage pawns that attack them - I'm planning on trying to get it to repel them backwards 'ala 'Tim Toast'. Any requests on power consumption? It simply needs to be connected to the power grid at the mo.

That sounds great, man! If it's per fence piece I'm not sure what might be a good number. Maybe 5w per fence? Because that's a nice rounded number and it seem somewhat fair, it doesn't sound like a lot but obviously it'll add up, with the bigger the fence perimeter the more power it'll consume.

edit: I now have the image of Tim bloody repelling off the fence playing over and over in my head
sweet lemon tea it shouldn't be that funny

The fence itself just needs one set of power to run, BUT, you're right... it should cost PER tile... makes sense that longer stretches of fence cost more power. I'll look into it.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on July 28, 2017, 07:30:37 PM
Quote from: demeggy on July 28, 2017, 01:27:18 PM
The fence itself just needs one set of power to run, BUT, you're right... it should cost PER tile... makes sense that longer stretches of fence cost more power. I'll look into it.

That's alright, my dude, take all the time you need. I really appreciate you doing this!
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: demeggy on July 29, 2017, 07:22:31 AM
Quote from: Serpyderpy on July 28, 2017, 07:30:37 PM
Quote from: demeggy on July 28, 2017, 01:27:18 PM
The fence itself just needs one set of power to run, BUT, you're right... it should cost PER tile... makes sense that longer stretches of fence cost more power. I'll look into it.

That's alright, my dude, take all the time you need. I really appreciate you doing this!

Np - just noticed your avatar - is that from your Rexy pawn tex? :D
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on July 29, 2017, 11:25:01 PM
QuoteNp - just noticed your avatar - is that from your Rexy pawn tex?

It is! Just editted slightly to be a bit more cute, and not every rex will spawn with a companion guineapig, haha.

Minor update!

Amber now shares much of it's similarities with gold.
Amber is now classified as a small volume resource, and will need 10x the amount to create something from it as a building resource, much like gold, silver or uranium.
Amber is slightly cheaper than it was before, sitting at 8 market value wise. This is cheaper than gold, but more expensive than uranium.
Amber has a moderate flammability rate. It won't burn like wood, but electrical fires and thunderstorms on temporary outside stockpiles can now muster some cause for concern.
Thank you SpaceDorf for the recommendations and kaptain_kavern for more help yet again!

Feeders have had their output rate decreased significantly. Test colonies were swarmed with slaughter meat and paleobales not long after building feeders. An output of 500 resources dependant on which feeder is now reduced to 50 per spawn. Spawning frequency has also been extended.
Feeders no longer require power, due to the misunderstanding that comp properties were unanimous with one another. Resources were spawning despite no power being fed. Instead, feeders now require a lot more resources to build, and are planned to be hidden behind a pre-requisite research branch to hopefully make them less overpowered.
Thank you Jules (I know you're reading this) for testing these early stages of the mod and drowning your poor muffalos in paleobales.

Reconstructed dinosaur eggs will now hatch dinosaurs that are 'fully grown', in the sense that they will still age and be labelled as hatchlings, but will appear to be at full draw size as if they were adults. This is mainly to be of use to those who want fully grown dinosaurs, but also insinuates that the reconstructed dinosaurs are not entirely natural.

Amber Extraction Benches and DNA Reconstruction Benches are planned to be hidden behind a research branch.

Several other buildings and decor have had little things tweaked, like size, resources to make, and value.

Big update coming soon!
had to deal with icky real life stuff, bleh


Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on July 30, 2017, 12:24:58 AM
Quote from: Serpyderpy on July 29, 2017, 11:25:01 PM
Quote
Thank you SpaceDorf for the recommendations and kaptain_kavern for more help yet again!
I told you I wanna help :-p

So does it solve the amber walls situation? :-D

Please take time for actually playing or relaxing, I would be sad to see you burning out ;-)
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on July 30, 2017, 12:53:00 AM
QuoteI told you I wanna help :-p

So does it solve the amber walls situation? :-D

Please take time for actually playing or relaxing, I would be sad to see you burning out ;-)

And I really do appreciate all the help, probably wouldn't have cranked so much content out if it hadn't been for the people commenting in this thread. Regarding the amber walls, it seems to have done the trick! Haven't seen another amber wall ever since I updated it with the new values and all.

I do get easily distracted, so playing it or any other game isn't going to be a problem, don't worry. I have a feeling I won't burn out so easily. Often I load Rimworld up to check something in-game that I can't decifer through .xml alone and then realise I spent two hours building up yet another test colony.

Plus, relaxing is what I do best. (https://i.imgur.com/LH9tnEq.gif)
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Edie00773 on July 30, 2017, 08:34:46 PM
Well, I for one think there should be a bonus mod where very rex does spawn with a guinea pig
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on July 30, 2017, 08:48:38 PM
Quote from: Edie00773 on July 30, 2017, 08:34:46 PM
Well, I for one think there should be a bonus mod where very rex does spawn with a guinea pig

I could do that, just for fun, but then I'd deliberately make it so that it wasn't compatible with Combat Extended just to purposely annoy and torment you.

love you <3
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on August 01, 2017, 12:34:02 AM
Update time!
Research, dinosaurs and feeders, oh my!


(http://i.imgur.com/m5zl3nK.png)

Pre-requisite Mesozoic Knowledge
Do your colonists know the difference between an ichnofossil and a true form fossil? Do they scratch their head at the sight of coprolite? This handy dandy research tool 65 million years in the making crunches all the knowledge and know-how your colonists could ever need to start a park of their own!
Caution: may be slightly outdated.
Feathers sold seperately.

Base cost - 800
Tech level - Industrial
Requires the High-tech research bench to initiate.
Pre-requisite to all other research branches included within the mod.
No more clutter! This and the following research topics can be found in their own 'Jurassic Rimworld' research tab!

(http://i.imgur.com/UQRtL3S.png)

Automated Feeders
Turn that hunting hassle into a breeze with these exclusive blueprints hot off the presses. Four different automated feeders will turn any dinosaur pen into a well-oiled machine, eliminating the need to produce food yourself!
Warning: not for human consumption.
Side effects may include food poisoning, mood debuffs and mental breaks.

Base cost - 1250
Tech level - Industrial
Unlocks and allows the placement of automated feeders.

(http://i.imgur.com/ukhYMnw.png)

Amber Extraction
With new revolutionary technology the amber extraction bench allows your colonists to extract millenia old dinosaur blood and tissue samples from insects and various other parasitic entities. These samples can then be used to extract different strands of unique DNA.
Base cost - 1500
Tech level - Industrial
Unlocks and allows the placement of the amber extraction bench, and subsequently the ability to extract DNA from amber.

(http://i.imgur.com/CLn1Ska.png)

DNA Reconstruction
After many years of research, the past is now the present. Using the incredibly complex and powerful algorithms present within the DNA reconstruction bench, a colonist can now produce fertilized dinosaurs eggs from strands of varying amounts of DNA.
Base cost - 1500
Tech level - Industrial
Unlocks and allows the placement of the DNA reconstruction bench, and subsequently the ability to turn DNA into fertilized eggs.

(http://i.imgur.com/gxcWEPk.png)

Piscivore Feeder
An automated feeding system designed to dispense sustenance for piscivores.
In tune with the new feeder change:
400 Metallic
50 Components
Research pre-requisite - Automated Feeders
(mostly for fluff and diversity, as piscivores are not actually in-game)

(http://i.imgur.com/EVoNR0s.png)

Butchered Fish
Large, gluttonous fish butchered bloody red and raw. Perfect for piscivores.
0.5 Nutrition
Colonists will not eat unless absolutely desperate
Gives major debuff

(http://i.imgur.com/dxlJJy5.png)

Butchered Fish Debuff
Sea water, salt and blood assaults my throat like hot, frothing acid. I ate the flesh of fish that have bathed in their own viscera.
-45 Mood
Expires in 24 hours
Meant to discourage cheesing the feeder

(http://i.imgur.com/1PBbm8B.png)

Insectivore Feeder
An automated feeding system designed to dispense sustenance for insectivores.
In tune with the new feeder change:
400 Metallic
50 Components
Research pre-requisite - Automated Feeders
(mostly for fluff and diversity, as insectivores are not actually in-game)

(http://i.imgur.com/vssccLG.png)

Gutloaded Bugs
Giant bugs and grubs reared to be morbidly large and full of nutrients and protein. An insectivore buffet.
0.5 Nutrition
Colonists will not eat unless absolutely desperate
Gives major debuff

(http://i.imgur.com/urHSCgS.png)

Gutloaded Bugs Debuff
Viscious, sallow innards oozed from every pore and crack as I bit down on my 'meal'. I ate vile insects that writhed in my gut.
-45 Mood
Expires in 24 hours
Meant to discourage cheesing the feeder

(http://i.imgur.com/cZE5rlx.png)
Ellie, this one was always my favorite when I was a kid.

Triceratops horridus
One of the most famous ceratopsians, the herbivore that fights back.
Spawns in Tropical, Boreal and Temperate Forest biomes.

(http://i.imgur.com/RzmHlY5.png)
That's a Tyrannosaurus.
I don't think so. It sounds bigger.

Spinosaurus aegyptiacus
A hulking sailed mass of gut, muscle and terrifying ferocity.
Spawns in Tropical Rainforest and Arid Shrubland biomes.

(http://i.imgur.com/67LnQ3y.png)
We have a T-rex.

Tyrannosaurus rex
Hail to the king queen, baby.
Spawns in Tropical Rainforest and Boreal Forest biomes.

Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on August 01, 2017, 12:51:05 AM
YaY moar dinos !
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: SpaceDorf on August 01, 2017, 04:36:02 AM
Your graphics are amazing, the dino food really looks disgusting :)

the dinos are cute too :)
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: demeggy on August 01, 2017, 03:03:52 PM
Daaaw - looks beaut, can't wait to see it in action. I've not had a chance to hit up any more of the fence stuff, but I'll be on it over the next few days.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: SpaceDorf on August 01, 2017, 03:59:36 PM
Have you looked at MiningCo's ( Rikiki ) Laser Fence ?
It could help.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Dragoon on August 02, 2017, 12:22:07 PM
This looks awesome I cant wait for the release :D
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: demeggy on August 02, 2017, 02:49:45 PM
Quote from: SpaceDorf on August 01, 2017, 03:59:36 PM
Have you looked at MiningCo's ( Rikiki ) Laser Fence ?
It could help.

Cheers bud, I'll give it a look over!
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Tgr on August 03, 2017, 03:01:22 AM
Can't help but think the feeders should be connected to some sort of central device with a hopper. At least for the meat, fish, grubs, it could work like aquaculture...
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: demeggy on August 05, 2017, 10:29:11 AM
If Rikiki permits it, I'd suggest using his laser fence in all honesty bud. It looks a lot more efficient than my wobbly piece of crap, and would only really need a couple of .png changes from yourself for the Fence pylons and the 'Wires'.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on August 05, 2017, 06:21:05 PM
Quote from: TREH on August 03, 2017, 03:01:22 AM
Can't help but think the feeders should be connected to some sort of central device with a hopper. At least for the meat, fish, grubs, it could work like aquaculture...

Never thought about that, but I did want the feeders to eliminate any hassle. Not really sure what you'd put into the feeder to begin with, will have to think about it.

QuoteIf Rikiki permits it, I'd suggest using his laser fence in all honesty bud. It looks a lot more efficient than my wobbly piece of crap, and would only really need a couple of .png changes from yourself for the Fence pylons and the 'Wires'.

I will ask! I appreciate you trying to help, though, will definitely give you credit for the idea.

Pre-release is coming up soon, boys and girls, just need to finish the dinosaur art!
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: demeggy on August 06, 2017, 05:53:53 AM
Quote from: Serpyderpy on August 05, 2017, 06:21:05 PM
Quote from: TREH on August 03, 2017, 03:01:22 AM
Can't help but think the feeders should be connected to some sort of central device with a hopper. At least for the meat, fish, grubs, it could work like aquaculture...

Never thought about that, but I did want the feeders to eliminate any hassle. Not really sure what you'd put into the feeder to begin with, will have to think about it.

QuoteIf Rikiki permits it, I'd suggest using his laser fence in all honesty bud. It looks a lot more efficient than my wobbly piece of crap, and would only really need a couple of .png changes from yourself for the Fence pylons and the 'Wires'.

I will ask! I appreciate you trying to help, though, will definitely give you credit for the idea.

Pre-release is coming up soon, boys and girls, just need to finish the dinosaur art!

Np - if there's anything else I can do from a .dll POV, let me know! Can't wait for the pre-release
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: The-Eroks on August 06, 2017, 07:27:00 PM
This mod looks beautiful... I can't wait for the questing system to expand more and a procedural generated location based on these buildings is the base of that location.  :D
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on August 07, 2017, 09:33:49 AM
About "electric fences" : http://steamcommunity.com/sharedfiles/filedetails/?id=1103101448
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on August 07, 2017, 04:09:33 PM
Quote from: The-Eroks on August 06, 2017, 07:27:00 PM
This mod looks beautiful... I can't wait for the questing system to expand more and a procedural generated location based on these buildings is the base of that location.  :D

Ahhh, thank youu!

QuoteAbout "electric fences" : http://steamcommunity.com/sharedfiles/filedetails/?id=1103101448

Could someone do me a solid and get in contact with the guy and ask if it's alright if could integrate that mod with my own? I don't have Rimworld on steam either, so if someone could get me that mod also, I'd appreciate it.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on August 07, 2017, 04:59:56 PM
Done.  8)
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on August 07, 2017, 05:07:15 PM
Quote from: kaptain_kavern on August 07, 2017, 04:59:56 PM
Done.  8)

You are a saint, my dude.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on August 09, 2017, 11:10:01 AM
We have confirmation from BookBurner that their electric fence mod can be integrated into this mod! Thank you ever so much!

Although if anyone could help on a certain thing, I'd appreciate it. Back in A16 I used a certain meerkat mod (https://ludeon.com/forums/index.php?topic=27782.0) that added in the aforementioned animal, but gave it seperate graphic classes for when it moves and when it stood still. Ideally with flying critters, aka pterosaurs, I would like something similar, so that when it moves it appears to glide, and it lands when stood still, but it seems the mod does not work with A17. Would anyone be able to help see if it's possible to update it to A17? It is C# so I'm slightly intimidated, haha.

demeggy where are you
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: SpaceDorf on August 09, 2017, 12:10:14 PM
Sounds like a Job for DoctorVanGogh or Oblitus , the both are quite active right now and also quite able in C#
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: GngBngBus on August 09, 2017, 01:38:46 PM
this mod will be perfect for roleplaying and with the upcoming Jurassic World 2 movie i am happy to say i am exited as fuck for when this mod is released
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: demeggy on August 09, 2017, 01:40:27 PM
Quote from: Serpyderpy on August 09, 2017, 11:10:01 AM
We have confirmation from BookBurner that their electric fence mod can be integrated into this mod! Thank you ever so much!

Although if anyone could help on a certain thing, I'd appreciate it. Back in A16 I used a certain meerkat mod (https://ludeon.com/forums/index.php?topic=27782.0) that added in the aforementioned animal, but gave it seperate graphic classes for when it moves and when it stood still. Ideally with flying critters, aka pterosaurs, I would like something similar, so that when it moves it appears to glide, and it lands when stood still, but it seems the mod does not work with A17. Would anyone be able to help see if it's possible to update it to A17? It is C# so I'm slightly intimidated, haha.

demeggy where are you

Will have a look at the .dll bud
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on August 09, 2017, 01:46:31 PM
All that I understand (but cannot do) is that the Assembly need to be recompiled for the new version.    :-s
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on August 09, 2017, 11:15:04 PM
Update time!
A small one!


(http://i.imgur.com/ILmp1n2.png)
The one with the big red horn! The pompadour!

Parasaurolophus walkeri
A famous hadrosaur easily recognised by it's long, curved horn.
Spawns in Tropical Rainforest, Boreal Forest and Temperate Forest biomes.

(http://i.imgur.com/l5V8vAF.png)
They're just protecting their baby.

Stegosaurus stenops
The most well known stegosaur, a fierce and defensive beast.
Spawns in Tropical Rainforest, Boreal Forest and Temperate Forest biomes.

(http://i.imgur.com/o2uKtG0.png)
A Pachy... a pachy... oh, hell. Uh, the fathead with the bald spot. Friar Tuck!

Pachycephalosaurus wyomingensis
A pachycephalosaurid theorised to butt heads with their domed craniums, much like many species of horned creatures today.
Spawns in Tropical Rainforest, Temperate Forest and Arid Shrubland biomes.

(http://i.imgur.com/jxzkvg1.png)

Concrete fence
A reinforced concrete fence designed to keep dinosaurs contained within, or to act as a rather strong border fence. Whilst not as discouraging as an electric fence, they are rather effective.
10 Steel per fence piece
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: SpaceDorf on August 10, 2017, 04:46:23 AM
Live finds yet another way
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: demeggy on August 10, 2017, 12:58:55 PM
Wahhhhey! Parasaurolophus! My favourites! As per usual, outstanding job. Will look into that static/flying movement query for you this eve
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on August 11, 2017, 12:29:13 AM
Quote from: demeggy on August 10, 2017, 12:58:55 PM
Wahhhhey! Parasaurolophus! My favourites! As per usual, outstanding job. Will look into that static/flying movement query for you this eve

Appreciate it! Working on the aviary stuff right now actually, and it's a major pain in the ass. Rimworld definitely wasn't designed to have visible rooves.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on August 12, 2017, 12:19:25 AM
My brain is starting to frazzle. Has anyone had the issue where you can install about 100+ mods and they all work fine but then you add in one more specific mod and after the loading screen upon initialization it just ends up completely black? And no matter what order it's in or if you take mods out or add more in it doesn't change unless you have that mod and that mod alone alongside core and other stuff that doesn't really change or add much?

Because that's happening with my mod right now. The only things I've been able to have running alongside it are, obviously, Core, and HugsLib, Mod List Backup, JecsTools, EdB Prepare Carefully and Camera+. Any other mod and I get the black screen of death. Anyone know what might make this happen? Something I added in my mod that the game can't handle? I checked every def and it all seems to be configured right, I just can't think what could be causing it and it's frustrating. :c
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on August 12, 2017, 10:09:52 AM
It could be Jectools in itself. If ya don't need it, just ditch it ;)

Else, As always, I wanna help buddy. And this time it's code, so I bet I can help.

Care to share your prototype for debugging?
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on August 12, 2017, 01:34:34 PM
Changing the mod order didn't seem help, nor did getting rid of JecsTools, so.

JRW PROTOTYPE (https://www.dropbox.com/s/fkzxy0q8qiygxkp/Jurassic%20Rimworld%20%5BPROTOTYPE%5D.rar?dl=0)
Very buggy and very unfinished. What you see (if you get it to work at all) is not the finished product, and a lot of stuff is still very much a work in progress.
Apart from the black screen issue, there's also some things regarding eggs that I think I've screwed up and some sound context thingies I have no clue how to correct.

If you download it and want to test it, just load it up with no other mods installed. Feedback is appreciated, but again, this is very much unfinished. I take no responsibility if your save games go supernova!
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on August 12, 2017, 02:26:48 PM
Will have a look this evening or tomorrow.

OK doke. Dully noted.

You should see some prototypes of mine lol ;-)
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on August 12, 2017, 04:20:44 PM
Quote from: kaptain_kavern on August 12, 2017, 02:26:48 PM
Will have a look this evening or tomorrow.

OK doke. Dully noted.

You should see some prototypes of mine lol ;-)

Thank you! Now I am curious about your prototypes, haha. I really did want to get to a pre-realease before putting it out there with some polish, my impartial perfectionist self almost demanded it, but, I'm stumped, so, a prototype it is for now.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: demeggy on August 12, 2017, 04:40:07 PM
Yessss -- I've been itching for the pre-release :) Will have a play now and let you know how I find it.

Edit: First couple of bugs on load order, trying with Realistic Darkness and Blueprints:

RimWorld 0.17.1557 rev1153
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Exception reading Race_TyrannosaurusReconstruct.xml as XML: System.Xml.XmlException: 'tradeTags' is expected  Line 91, position 6.
  at Mono.Xml2.XmlTextReader.Expect (System.String expected) [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadEndTag () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.LoadXml (System.String xml) [0x00000] in <filename unknown>:0
  at Verse.LoadableXmlAsset..ctor (System.String name, System.String fullFolderPath, System.String contents) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.LoadableXmlAsset:.ctor(String, String, String)
Verse.<XmlAssetsInModFolder>c__Iterator224:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Exception reading JurassicRimworld_TraderKinds_Caravan_Outlander.xml as XML: System.Xml.XmlException: 'stockGenerators' is expected  Line 58, position 5.
  at Mono.Xml2.XmlTextReader.Expect (System.String expected) [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadEndTag () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.LoadXml (System.String xml) [0x00000] in <filename unknown>:0
  at Verse.LoadableXmlAsset..ctor (System.String name, System.String fullFolderPath, System.String contents) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.LoadableXmlAsset:.ctor(String, String, String)
Verse.<XmlAssetsInModFolder>c__Iterator224:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Exception reading JurassicRimworld_TraderKinds_Orbital_Misc.xml as XML: System.Xml.XmlException: 'stockGenerators' is expected  Line 60, position 6.
  at Mono.Xml2.XmlTextReader.Expect (System.String expected) [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadEndTag () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.LoadXml (System.String xml) [0x00000] in <filename unknown>:0
  at Verse.LoadableXmlAsset..ctor (System.String name, System.String fullFolderPath, System.String contents) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.LoadableXmlAsset:.ctor(String, String, String)
Verse.<XmlAssetsInModFolder>c__Iterator224:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Caught exception while loading play data but there are active mods other than Core. Resetting mods config and trying again.
The exception was: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.PatchOperationReplace.ApplyWorker (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.PatchOperation.Apply (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.ModContentPack.LoadDefs (IEnumerable`1 patches) [0x00000] in <filename unknown>:0
  at Verse.LoadedModManager.LoadAllActiveMods () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.DoPlayLoad () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.LoadAllPlayData (Boolean recovering) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Successfully recovered from errors and loaded play data.
Verse.Log:Message(String)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Loaded file (Scenario) is from version 0.17.1546 rev887, we are running version 0.17.1557 rev1153.
Verse.Log:Warning(String)
Verse.ScribeMetaHeaderUtility:LoadGameDataHeader(ScribeHeaderMode, Boolean)
Verse.GameDataSaveLoader:TryLoadScenario(String, ScenarioCategory, Scenario&)
RimWorld.ScenarioFiles:RecacheData()
RimWorld.ScenarioLister:RecacheData()
RimWorld.ScenarioLister:RecacheIfDirty()
RimWorld.<ScenariosInCategory>c__Iterator128:MoveNext()
System.Linq.Enumerable:FirstOrDefault(IEnumerable`1)
RimWorld.Page_SelectScenario:EnsureValidSelection()
RimWorld.Page_SelectScenario:PreOpen()
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__5FF()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Loaded file (Scenario) is from version 0.16.1393 rev536, we are running version 0.17.1557 rev1153.
Verse.Log:Warning(String)
Verse.ScribeMetaHeaderUtility:LoadGameDataHeader(ScribeHeaderMode, Boolean)
Verse.GameDataSaveLoader:TryLoadScenario(String, ScenarioCategory, Scenario&)
RimWorld.ScenarioFiles:RecacheData()
RimWorld.ScenarioLister:RecacheData()
RimWorld.ScenarioLister:RecacheIfDirty()
RimWorld.<ScenariosInCategory>c__Iterator128:MoveNext()
System.Linq.Enumerable:FirstOrDefault(IEnumerable`1)
RimWorld.Page_SelectScenario:EnsureValidSelection()
RimWorld.Page_SelectScenario:PreOpen()
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__5FF()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Could not load reference to Verse.ThingDef named Gun_E-11Blaster
Verse.Log:Error(String)
Verse.ScribeExtractor:DefFromNode(XmlNode)
Verse.Scribe_Defs:Look(ThingDef&, String)
RimWorld.ScenPart_ThingCount:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
RimWorld.Scenario:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(Scenario&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(Scenario&, String, Object[])
Verse.GameDataSaveLoader:TryLoadScenario(String, ScenarioCategory, Scenario&)
RimWorld.ScenarioFiles:RecacheData()
RimWorld.ScenarioLister:RecacheData()
RimWorld.ScenarioLister:RecacheIfDirty()
RimWorld.<ScenariosInCategory>c__Iterator128:MoveNext()
System.Linq.Enumerable:FirstOrDefault(IEnumerable`1)
RimWorld.Page_SelectScenario:EnsureValidSelection()
RimWorld.Page_SelectScenario:PreOpen()
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__5FF()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Could not load reference to Verse.ThingDef named Gun_DL44Blaster
Verse.Log:Error(String)
Verse.ScribeExtractor:DefFromNode(XmlNode)
Verse.Scribe_Defs:Look(ThingDef&, String)
RimWorld.ScenPart_ThingCount:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
RimWorld.Scenario:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(Scenario&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(Scenario&, String, Object[])
Verse.GameDataSaveLoader:TryLoadScenario(String, ScenarioCategory, Scenario&)
RimWorld.ScenarioFiles:RecacheData()
RimWorld.ScenarioLister:RecacheData()
RimWorld.ScenarioLister:RecacheIfDirty()
RimWorld.<ScenariosInCategory>c__Iterator128:MoveNext()
System.Linq.Enumerable:FirstOrDefault(IEnumerable`1)
RimWorld.Page_SelectScenario:EnsureValidSelection()
RimWorld.Page_SelectScenario:PreOpen()
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__5FF()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on August 12, 2017, 05:18:03 PM
Oh before I start, do you happen to know how to use github by chance? Could speed up the teamwork and permits me to correct bugs (if I managed to) own by one with proper comments. But if not no problem, I'll resend you the corrected files

@demegy: Most of those error came from a double <tradeTags> in Tyranosaurus_reconstruct xml files, line 91.

I'm currently debugging the remaining yellow bugs at start before trying to launch a game for real ^^ (no black-screens for now)




Still correcting, mostly missing closing tags and little errors like that o7
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on August 12, 2017, 05:53:46 PM
Quote from: demeggy on August 12, 2017, 04:40:07 PM
Yessss -- I've been itching for the pre-release :) Will have a play now and let you know how I find it.

Edit: First couple of bugs on load order, trying with Realistic Darkness and Blueprints:

-snip-

That's... a lot. I swear I must have done something that's caused other mods to freak out too, hence why none of them even work, but I honestly can't even figure out what. Everything I made I tried to make it it's own so it didn't rely on anything else. Although looking at those errors, I may take a second look at how I made traders and orbitals. I knew I'd eventually screw up somewhere when modding but I didn't realise this bad. D:

QuoteOh before I start, do you happen to know how to use github by chance? Could speed up the teamworks and permits me to correct bugs (if I managed to) own by one with proper comments. But if not no problem, I'll resend you the corrected files

Afraid I don't, though I could always look into setting one up! I changed my profile so that anyone can see and now send me a message via email, so if you need to resend at all you can get in touch with me through there. I appreciate your help, though.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on August 12, 2017, 07:06:07 PM
Hey, no problems.

So, aside from some bugs related to the Indominus not been properly finished (I just disabled it for now), I have now no errors at start. Will try to launch a game now. Finger crossed ^^
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on August 12, 2017, 08:59:28 PM
Ok, done.

It was just that. Some tags were not properly closed.

Also, the Indominus has eggs defined in its own defs but the eggs are not defined in the "egg file" so the game throws an error for that.

edit: I left comments in the code for you to see what I've added. It was just that

[attachment deleted by admin: too old]
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on August 12, 2017, 11:18:09 PM
Quote from: kaptain_kavern on August 12, 2017, 08:59:28 PM
Ok, done.

It was just that. Some tags were not properly closed.

Also, the Indominus has eggs defined in its own defs but the eggs are not defined in the "egg file" so the game throws an error for that.

edit: I left comments in the code for you to see what I've added. It was just that

Probably should have mentioned that the Indominus wasn't really finished, haha! I mostly threw it in there early on when I was making 'the big three' (Rex, Spino and Indy), I think to check the draw size but I never finished the textures, and also see if the sounds worked and sounded good? Hence all the eggy stuff throwing me errors. I just copy-pasta'd the rex defs and used the replace function, I think.

But holy crap, man, thank you ever so much! Give me a bit to get some money so I can throw a couple of beers or coffees or whatever your way, dude! I had a sneaky suspicion that it was something to do with tags, I struggle with them a lot. You'd think someone who has visual struggles looking at very busy texts wouldn't pick up modding as a hobby, but apparently I'm a glutton for punishment. ._.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: demeggy on August 13, 2017, 06:29:15 AM
Sorry bud, I've been next to no help so far other than a lot of 'I'll get on with this for you'!

Either way, what DOES work so far is amazing. The artwork, especially the dinos - is outrageously fantastic. I'm going to do a bit of bug testing for you now, get a small process chain up and running. I'll feed back as I come along things.

Still need me to do some research on the avian pawns?
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on August 14, 2017, 01:59:19 AM
QuoteSorry bud, I've been next to no help so far other than a lot of 'I'll get on with this for you'!

Either way, what DOES work so far is amazing. The artwork, especially the dinos - is outrageously fantastic. I'm going to do a bit of bug testing for you now, get a small process chain up and running. I'll feed back as I come along things.

Still need me to do some research on the avian pawns?

Yes please! Thank you, though, I've always enjoyed drawing but never have I been able to replicate anything realistic. When I saw Rimworld's graphics and the simplicity of them I knew I could replicate them. My confidence art wise has been severely knocked over the years, so it's nice to hear so many people like the graphic part of this mod!

Quote
please release a pre-release download so I can test and play around :)

If you download the prototype and the .xml kaptain_kavern has attached to his posts and replace the corresponding .xmls in the mod folder, you can get it working. Again, buggy, unfinished and unpolished, but you could play around with it that way. I still need to finish my dinosaur list and a few extra things first before I release the initial public version.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on August 19, 2017, 07:52:51 AM
Sorry for not replying or updating this thread for a bit, not been doing so good mentally. Just need to push myself to finish the art for the dinosaurs and everything should be good to go for the pre-release.

Hopefully we'll have music, turrets and tranq mechanics. Just need to get off my ass and actually remember to, you know, function. ._.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on August 19, 2017, 08:12:40 AM
We count on you :p

Courage!
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: RetPaladinlol on August 19, 2017, 09:24:31 PM
Quote from: Serpyderpy on August 19, 2017, 07:52:51 AM
Sorry for not replying or updating this thread for a bit, not been doing so good mentally. Just need to push myself to finish the art for the dinosaurs and everything should be good to go for the pre-release.

Hopefully we'll have music, turrets and tranq mechanics. Just need to get off my ass and actually remember to, you know, function. ._.

I've been following this project and everything looks great and we'd all love to play your mod but remember, nothing is as important as your own health/mental well being. Take care of yourself first. Mods come second.

We're supporting you.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: sirskips on August 20, 2017, 05:47:14 AM
You need a giant arch gate like in JP 1!
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: jecrell on August 20, 2017, 10:54:03 AM
What a great way to change the way RimWorld plays. Dinosaur park management? What better way to sow chaos. I'm just here to wish you luck and support my good man. *hat tip*
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: sirskips on August 20, 2017, 05:33:22 PM
where is download link so i can help test this fantastic beast!
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on August 22, 2017, 01:23:59 AM
QuoteWe count on you :p

Courage!

QuoteI've been following this project and everything looks great and we'd all love to play your mod but remember, nothing is as important as your own health/mental well being. Take care of yourself first. Mods come second.

We're supporting you.

Thank you. It means a lot. I've struggled with this kind of stuff for years and sometimes it does get rather suffocating, but I'm determined to get this mod finished.

QuoteYou need a giant arch gate like in JP 1!

(http://i.imgur.com/vFyJLTo.png)

Got one.

QuoteWhat a great way to change the way RimWorld plays. Dinosaur park management? What better way to sow chaos. I'm just here to wish you luck and support my good man. *hat tip*

Man, I love your mods, it's an honour to have you comment on mine. I appreciate the support, I hope I won't let you guys down.

Quotewhere is download link so i can help test this fantastic beast!

Back a few pages you can download the prototype and if you grab the .xml's kaptain_kavern fixed you can get yourself a working but still kinda unfinished and buggy version of the mod to test.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on August 23, 2017, 04:16:28 PM
So I picked the mod back up slowly but surely and added a few things, buildings, tweaked a few values and such, attempted to make a tranquilizer rifle and all went well until actually shooting the damn thing. I get this as an error in-game. The log that appears when I open the game has no error relating to anything regarding the gun, so I assume everything else is fine.

Exception ticking TranqDartBullet29872: System.InvalidCastException: Cannot cast from source type to destination type.
at Verse.DamageWorker_AddInjury.ApplyDamageToPart (Verse.DamageInfo,Verse.Pawn,Verse.DamageWorker_AddInjury/LocalInjuryResult&) <0x00115>
at Verse.DamageWorker_AddInjury.ApplyToPawn (Verse.DamageInfo,Verse.Pawn) <0x0045d>
at Verse.DamageWorker_AddInjury.Apply (Verse.DamageInfo,Verse.Thing) <0x00085>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch1 (object,Verse.DamageInfo) <0x001fc>
at RimWorld.Bullet.Impact (Verse.Thing) <0x00174>
at Verse.Projectile.ImpactSomething () <0x0042e>
at Verse.Projectile.Tick () <0x0035b>
at Verse.TickList.Tick () <0x002c0>

Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I've also attached the corresponding files that I added, if anyone could help I'd appreciate it. It's probably something very simple but this is the first time I tried to make a weapon and an injury that has stages so I'm probably missing something, haha.

[attachment deleted by admin: too old]
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: demeggy on August 30, 2017, 12:49:53 PM
Serp, derp me on Steam - I'll help you sort those bugs out.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on September 04, 2017, 10:03:43 AM
Serpy come back please ! ;op
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on September 04, 2017, 03:16:56 PM
Quote from: kaptain_kavern on September 04, 2017, 10:03:43 AM
Serpy come back please ! ;op

I'm still here! Just working very slowly. ;__;
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on September 04, 2017, 06:35:34 PM
Haha it's good knowing you're alright :-p
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Chicken Plucker on September 05, 2017, 08:07:59 AM
Serpy! I hope all is well, not getting too burned out on working on this project eh? It looks like the progress is getting there despite the ol' errors  8)
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on September 05, 2017, 02:41:51 PM
QuoteHaha it's good knowing you're alright :-p

Yeah, I'm just trying to get this done on top of all the other things I'm trying to do in life, haha. Hopefully there should be an update soon.

QuoteSerpy! I hope all is well, not getting too burned out on working on this project eh? It looks like the progress is getting there despite the ol' errors  8)

It's not really being burned out on this project, more like being just, burned out on life, y'know? Like you wake up and just, don't want to do anything at all.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: WalkingProblem on September 08, 2017, 08:13:20 AM
Awesome work!

Parking here for updates!
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on September 11, 2017, 11:05:37 PM
I live... again!

Apologies for the absence. I guess I should partially preface this with the fact that I am a big ol' mess head wise and sometimes I just crash and have to pick up the pieces again. If I at all go absent again, it's just because my head is acting up. I apologise if anyone thought I had abandoned the mod. I definitely hadn't! I just didn't have any energy until I got back on my feet.

For an update, however, I have added some content! We now have...

(https://i.imgur.com/hSyLNoX.png)

Music!
Music that plays during the day, music that plays at night, or at anytime, as well as a new title theme and tense battle music for when the raids come a-knockin'. All of these songs are from the Jurassic Park franchise, with the majority lifted from JPOG, with a few JW tracks sprinkled in there.

Speaking of title screens, is there any way to replace the main title picture at all? I imagine you'd need to use the same directory as the Core one but I can find no mention of the title or it's directory in there, I only have the base image name.

Concerning dinosaurs, several more have been made, but they're not in the game juuuust yet. Until then, have these little teasers! This might become a thing from here on out to make sure no one thinks I'm dead, as drawing is 10x faster and less tedious than coding and testing.

Coming soon!

(https://i.imgur.com/mKKIp44.png) (https://i.imgur.com/8fpy7ai.png)

(https://i.imgur.com/ombEuJ9.png) (https://i.imgur.com/jolMs3C.png)

(https://i.imgur.com/9Tv7SQ9.png) (https://i.imgur.com/hULo6B3.png)

Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: sirskips on September 15, 2017, 02:25:18 PM
PLEASE NO MUSIC! Music is very memory intensive when it comes to Rimworld. It uses memory to load all music files at the start. Music burns memory in Rimworld!
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on September 21, 2017, 06:23:14 AM
Quote from: sirskips on September 15, 2017, 02:25:18 PM
PLEASE NO MUSIC! Music is very memory intensive when it comes to Rimworld. It uses memory to load all music files at the start. Music burns memory in Rimworld!

I know. I probably should have clarified that it'll be a seperate module one can download. I know some people have other mods that may have music in them or just a bunch of wild mod combos where they may not even want my mod music at all. I must be lucky, since I've never run into any memory issues in all my time using custom music, but I guess that's another reason to make it seperate.

Update time!
More dinosaurs!


(https://i.imgur.com/zCyGqVM.png)

Ceratosaurus nasicornis
A small theropod characterized by the bony protrusions above its eyes and on its snout.
Spawns in Tropical Rainforest, Boreal Forest and Temperate Forest biomes.

(https://i.imgur.com/C5uj0Uf.png)

Camarasaurus supremus
A sauropod known from well-preserved remains. A gentle giant.
Spawns in Tropical Rainforest, Temperate Forest and Arid Shrubland biomes.

(https://i.imgur.com/eZDSXTd.png)

Pteranodon longiceps
Not technically a dinosaur; instead, a pterosaur, a sister clade to dinosaurs.
Spawns in Tropical Rainforest, Boreal Forest, Temperate Rainforest and Arid Shrubland biomes.

(https://i.imgur.com/oNwFFUn.png)

Ankylosaurus magniventris
Compared to a living tank, this ankylosaurid is perhaps the most famous and well known of the family. Sports a devestating clubbed tail.
Spawns in Tropical Rainforest, Temperate Forest and Arid Shrubland biomes.

(https://i.imgur.com/hYDpXKN.png)

Yi Qi
A newly discovered scansoriopterygid that has bat-like membranous wings. Small, but viscious.
Spawns in Tropical Rainforest and Temperate Forest biomes.

Yes, I know Yi isn't from the JP/JW franchise, but I wanted to include some of my favourite dinosaurs and other paleofauna to spice things up a bit! Other updates include me finally getting around to writing descriptions for items and, eventually, the dinosaurs themselves. I will be trying to incorporate them into some form of Rimworld mythos for all those lore nuts out there, myself included.

Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Nerferfan on September 22, 2017, 09:15:26 AM
I think it will be fair to note that predatory dinosaurs and the Jurassic park itself should be not only passive defense but also an extremely dangerous undertaking for the colonists! Do you have any or will there be plants? How about the idea that the number of predators of different species (at the time of birth) is limited to the number of herbivores.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: RequiemFang on September 23, 2017, 01:55:27 PM
Quote from: Nerferfan on September 22, 2017, 09:15:26 AM
I think it will be fair to note that predatory dinosaurs and the Jurassic park itself should be not only passive defense but also an extremely dangerous undertaking for the colonists! Do you have any or will there be plants? How about the idea that the number of predators of different species (at the time of birth) is limited to the number of herbivores.

Certain predatory dino's I can see taking on would be a challenge. I mean you could basically have it that they're a tank like a Thrumbo, you have to plan to take one of those out cause they have a lot of HP to whittle down.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Nerferfan on September 24, 2017, 03:50:02 AM
Quote from: RequiemFang on September 23, 2017, 01:55:27 PM
Quote from: Nerferfan on September 22, 2017, 09:15:26 AM
I think it will be fair to note that predatory dinosaurs and the Jurassic park itself should be not only passive defense but also an extremely dangerous undertaking for the colonists! Do you have any or will there be plants? How about the idea that the number of predators of different species (at the time of birth) is limited to the number of herbivores.

Certain predatory dino's I can see taking on would be a challenge. I mean you could basically have it that they're a tank like a Thrumbo, you have to plan to take one of those out cause they have a lot of HP to whittle down.

I will clarify. Situation: I have a park with dinosaurs, surrounded by a wall or a fence. I am attacked by raiders and they broke into the park. Predators partially killed Raiders, partially died themselves. BUT. But the fence or the wall is destroyed. Dinosaurs will have to crawl along the entire map. And of course, before that, devour all the corpses of the Raiders, and the colonists who will get out.
And, as far as I remember, in the movie, the dinosaurs were very smart. At least they should see the spoils through the walls. To feel it through 2-3 layers of ordinary walls. And of course, break down and make their way through them to kill and eat colonists.
I really liked the idea of mod. But seeing the name of the modification "Jurassic Park" I see that this modification should be a chore, And for this, we need a mod, like a fog of war, but only on animals. It's cool !! I know that I have penetrated the perimeter of the park (raiders, whether it's bursting, or a dinosaur (with a low voltage of the fence network)), but I do not know where the predators are and I do not know if they are hungry ...
And yes ... The population, really does not need to be regulated! It's even more interesting ... Do not know exactly how many there are...
In the fog of war on animals, you need cameras! ))
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: RequiemFang on September 28, 2017, 11:52:02 AM
Quote from: Nerferfan on September 24, 2017, 03:50:02 AM



but I do not know where the predators are and I do not know if they are hungry ...


Best to get this mod here

https://steamcommunity.com/sharedfiles/filedetails/?id=759219409

adds a wildlife tab which you can open and view all the creatures on the current map be they herbivore or carnivore.
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: Serpyderpy on November 07, 2017, 05:34:27 AM
I'm not dead. I promise.

I just fell out with Rimworld for a while (I think modding a game tends to sometimes burn you out more than actually playing it) but, I think I'm getting back in it's good books. I'll piddle around with A18 for a bit longer and then see if I can go about updating my mod.

I got distracted by others games and also got super into invert keeping, so that's been a rather expensive preoccupant of my time.

Sorry I went AWOL, guys.

(https://i.pinimg.com/originals/b3/6a/2f/b36a2fc718fa60a743c14914ac90fdbc.jpg)
Title: Re: [A17] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on November 07, 2017, 10:19:18 AM
Nice to hear from you again
Title: Re: [B18] [WIP] Jurassic Rimworld
Post by: Serpyderpy on November 21, 2017, 05:44:48 AM
Update time!

Putting the mod into B18 didn't explode like I thought it would, and things surprisingly work alright. I need to change a few things to stop the multitude of red errors from appearing on start-up, but none of these errors seem to actually affect the game in actuality. it still works fine. They're things like changing the root elements, designation categories and a few, now case sensitive tags, I think.

I've noticed a few dinosaur mods have popped up in my absence so I'm hoping people are still somewhat interested in this mod, but I don't blame people if they got their fix elsewhere when I disappeared. That said, I'll still try and update shit and add in things, dinosaurs, buildings and other stuff, that the others haven't, so that people could potentially add in both or even more mods and get the best out of all of them.

I'll try and get rid of the errors first, I think. Then I'll work towards making more dinosaurs, and try to see if I can get a hold of the aviary domes I was struggling with back in A17. I think after that I'll just add in some cosmetics and try to balance things out. Maybe decorative foliage and other exhibit things so you can have plants without having to grow them or watch them die when they're under rooves. Some rocks, maybe waterfalls, stuff like that. Then hopefully we can go for a proper release, and I'll update it from there on out. Wonder if I can get it out before Jurassic World: Fallen Kingdom releases, haha. I know my procrastination could make that a possibility.

And to make sure this post isn't just hopeful writing on the wall, I've left you with quite a few teasers that I'll stick at the end of the post. I hope that it'll do in the absence of any content for a long while. I can't apologise enough for going AWOL. I got distracted, and then life got kinda tough. Anyway, enjoy the sneak-peaks!

(https://i.imgur.com/qwe33z4.png) (https://i.imgur.com/a43IeVh.png)
(https://i.imgur.com/2JWVAlZ.png) (https://i.imgur.com/ezeqwRT.png)
(https://i.imgur.com/wN2W7HL.png) (https://i.imgur.com/1gG4LG2.png)
(https://i.imgur.com/1e4fq1F.png) (https://i.imgur.com/LrpZQIK.png)
(https://i.imgur.com/9YY8q6K.png) (https://i.imgur.com/zzEB82u.png)
(https://i.imgur.com/fCTLwll.png) (https://i.imgur.com/y0LIGRN.png)
(https://i.imgur.com/NFM31mL.png) (https://i.imgur.com/UgIa34m.png)
(https://i.imgur.com/HPniqWe.png) (https://i.imgur.com/gUvZrcc.png)
(https://i.imgur.com/59QVsUS.png) (https://i.imgur.com/Hvl2OZR.png)
(https://i.imgur.com/0C77xYP.png) (https://i.imgur.com/VcJGqxH.png)
Title: Re: [B18] [WIP] Jurassic Rimworld
Post by: kosh401 on November 21, 2017, 09:18:30 AM
Sweet, I keep waiting to try this but maybe now once the errors are fixed up. Mostly I just want dinos roaming my maps so happy to have any and all mods that do that :D  (CE compatibility will be important once it's ready of course)
Title: Re: [B18] [WIP] Jurassic Rimworld
Post by: WalkingProblem on November 21, 2017, 10:13:37 AM
Quote from: Serpyderpy on November 21, 2017, 05:44:48 AM
Update time!

Putting the mod into B18 didn't explode like I thought it would, and things surprisingly work alright. I need to change a few things to stop the multitude of red errors from appearing on start-up, but none of these errors seem to actually affect the game in actuality. it still works fine. They're things like changing the root elements, designation categories and a few, now case sensitive tags, I think.

I've noticed a few dinosaur mods have popped up in my absence so I'm hoping people are still somewhat interested in this mod, but I don't blame people if they got their fix elsewhere when I disappeared. That said, I'll still try and update shit and add in things, dinosaurs, buildings and other stuff, that the others haven't, so that people could potentially add in both or even more mods and get the best out of all of them.

I'll try and get rid of the errors first, I think. Then I'll work towards making more dinosaurs, and try to see if I can get a hold of the aviary domes I was struggling with back in A17. I think after that I'll just add in some cosmetics and try to balance things out. Maybe decorative foliage and other exhibit things so you can have plants without having to grow them or watch them die when they're under rooves. Some rocks, maybe waterfalls, stuff like that. Then hopefully we can go for a proper release, and I'll update it from there on out. Wonder if I can get it out before Jurassic World: Fallen Kingdom releases, haha. I know my procrastination could make that a possibility.

And to make sure this post isn't just hopeful writing on the wall, I've left you with quite a few teasers that I'll stick at the end of the post. I hope that it'll do in the absence of any content for a long while. I can't apologise enough for going AWOL. I got distracted, and then life got kinda tough. Anyway, enjoy the sneak-peaks!

(https://i.imgur.com/qwe33z4.png) (https://i.imgur.com/a43IeVh.png)
(https://i.imgur.com/2JWVAlZ.png) (https://i.imgur.com/ezeqwRT.png)
(https://i.imgur.com/wN2W7HL.png) (https://i.imgur.com/1gG4LG2.png)
(https://i.imgur.com/1e4fq1F.png) (https://i.imgur.com/LrpZQIK.png)
(https://i.imgur.com/9YY8q6K.png) (https://i.imgur.com/zzEB82u.png)
(https://i.imgur.com/fCTLwll.png) (https://i.imgur.com/y0LIGRN.png)
(https://i.imgur.com/NFM31mL.png) (https://i.imgur.com/UgIa34m.png)
(https://i.imgur.com/HPniqWe.png) (https://i.imgur.com/gUvZrcc.png)
(https://i.imgur.com/59QVsUS.png) (https://i.imgur.com/Hvl2OZR.png)
(https://i.imgur.com/0C77xYP.png) (https://i.imgur.com/VcJGqxH.png)

I think there is only 2 currently. Yours and Dinosauria~
Title: Re: [B18] [WIP] Jurassic Rimworld
Post by: kaptain_kavern on November 21, 2017, 10:16:02 AM
Yay! You're back!
Title: Re: [B18] [WIP] Jurassic Rimworld
Post by: GARRthePIRATE on November 29, 2017, 09:14:29 AM
Will there be a way to disable roaming dino's? I would like to just be able to only engineer them rather than worry about the ones roaming the world.
Title: Re: [B18] [WIP] Jurassic Rimworld
Post by: Serpyderpy on November 30, 2017, 01:40:32 AM
QuoteWill there be a way to disable roaming dino's? I would like to just be able to only engineer them rather than worry about the ones roaming the world.

I think the easiest way to do that would be to go into the race defs and disable the non-engineered dinosaurs from spawning by setting <wildSpawn_spawnWild>true</wildSpawn_spawnWild> to false, though doing that manually takes a while. However, since people have expressed favour in having a modulated, pick n' mix release, I'll see if I can make that happen.

I've been ironing out errors as I go, and I've added a few more things like decor in, too. I'll do another update reveal after I've amassed quite a bit of content, I'm still slowly sinking back into the pit of coding and drawing so it'll hopefully pick up some speed.

Oh, and the trailer for Jurassic World: Fallen Kingdom drops today!

Title: Re: [B18] [WIP] Jurassic Rimworld
Post by: GARRthePIRATE on November 30, 2017, 01:37:44 PM
Well the mod looks amazing. I havnt added it to my list yet but intend to with my next playthough.
Title: Re: [B18] [WIP] Jurassic Rimworld
Post by: Serpyderpy on December 03, 2017, 11:13:27 PM
Alright, I need input. I've tried for a while to make a functional aviary and I have finally managed to get it to look right. It has to be constructed a very specific way, unfortunately, but it's the best I can honestly do to make it work. I need to finish the large aviary and we should be good on that front... but after messing with the water shaders, my question is, how does everyone feel about tanks?

I imagine I could make it by attempting to apply a water shader to a square that acts as the top layer of water, and then the floor would be shallow water. You could still potentially walk into the tank though, a tad immersion breaking, but there would be no way around that, I think, as my knowledge is strictly .xml. However I don't want to exert effort if it isn't something people will mess around with. Underwater creatures are interesting but it's an extra bunch of stuff and I'm not sure if it's worth the effort.

(https://i.imgur.com/XGF7Gb3.png)

A small aviary holding a Yi. You have to place a feeder nearby ideally and stockpile food inside rather than putting the feeder in the exhibit, as the entirety of the inside is used up by the roof. This adds a bit of challenge, as hungry dinosaurs will attack. Keep your stocks up!

The floor is an evergreen floor that has a jungle texture so your aviaries don't look so deprived of life. You can also use it in your outdoor exhibits to encourage your dinosaurs to eat from the feeder, as it'll destroy all the plant life as you place it down.

Input is appreciated!
Title: Re: [B18] [WIP] Jurassic Rimworld
Post by: GARRthePIRATE on December 05, 2017, 11:03:16 AM
Wow! That looks great! As long as the assembling of it isnt crazy elaborate Im certain it wont be an issue with anyone. Concerning the tanks, I personally dont know that water dinos bring much to the table as far as gameplay unless there were a way to transfer them to open sea.
Title: Re: [B18] [WIP] Jurassic Rimworld
Post by: Serpyderpy on December 13, 2017, 10:10:29 AM
Not complicated at all to build!

I've been coding mostly these last few weeks. I've rectified the issue I had with egg laying at some point, so female dinosaurs now wait until they're fertilised instead of attempting to lay an egg which would then result in an error message. I've also had to go through all of the pre-existing sound definitions to change them over, because I was a) sick of the map context error after a while although it didn't seem to deter anything and b) at some point every single custom sound just stopped working so I went back and redid them using the new core definitions.

There's not much that I can really show dinosaur wise at the moment, the new graphics are mostly outlines that I have yet to colour. I'm trying to juggle both coding and drawing and wondering what to prioritise. The biggest issue I have at the moment is the recipes for extracting DNA and reconstructing it just won't register anymore for me, the recipes are there but clicking on them does nothing. I really don't want to re-do the recipes again as it's tedious but considering that I'm already having to do the sounds it looks like that might be my only option.

There's a few sneaky things I can preview though, to bide you over until a bigger update:

(https://i.imgur.com/Mx6kUtt.png)
Trees!

(https://i.imgur.com/mI2U110.png)
Rocks!

(https://i.imgur.com/BcbMKke.png)
Big shooty things!

For perspective, there are now about 40 dinosaur species that have been coded to appear in the game. Some are famous, some are obscure, most if not all so far have appeared in the Jurassic Park universe at some point, but eventually this mod will incorporate other dinosaurs in it, too, because there ain't no point restricting some of the raddest prehistoric creatures out there just because it hasn't showed up in the universe yet. I have tried to make unique sound sets for as many dinosaurs as possible. I need to actually make their graphics beyond the placeholders, but all of them work fine as of now.
Title: Re: [B18] [WIP] Jurassic Rimworld
Post by: Harry_Dicks on February 15, 2018, 12:20:28 PM
Man this mod looks so damn AMAZING! Any chances of us please getting an update, sir? ;D
Title: Re: [B18] [WIP] Jurassic Rimworld
Post by: Serpyderpy on April 11, 2018, 08:01:39 PM
Well, I live, that's one update, haha. I took a big break for my own sake, health reasons, etc. Slowly I've begun to work on this mod again as JW:FK looms ever closer. I've added more dinosaurs, fixed recipes, and I'm starting to just add more content as I see fit now.

To anyone reading this, I'm now quite active within the Rimworld discord and if this thread ever seems dead, I'll probably be all the way over there ranting about something or showing off some squiggly lines. If you join, find me in the #rimworld-art subchannel, and feel free to talk to me via DM too. I don't mind - or bite!

I'll try and update here too but it won't be as frequent as my ramblings over there. So if this thread ever seems to die, just realise I'm probably out there in silence drawing dino butts or something. Instead of leaving this as just a quote-unquote personal update, here's a list of everything so far in game.


< Dinosaurs (this still isn't even done yet!) >
Acrocanthosaurus
Agustinia
Albertosaurus
Allosaurus
Amargasaurus
Ankylosaurus
Antarctopelta
Apatosaurus
Argentinosaurus
Baryonyx
Bonitasaura
Brachiosaurus
Brontosaurus
Camarasaurus
Camptosaurus
Carcharadontosaurus
Ceratosaurus
Coahuilaceratops
Coelophysis
Compsognathus
Corythosaurus
Cryolophosaurus
Dilophosaurus
Diplodocus
Dryosaurus
Edmontosaurus
Einiosaurus
Euoplocephalus
Gallimimus
Halszkaraptor
Homalocephale
Indominus
Kentrosaurus
Kosmoceratops
Mamenchisaurus
Mochlodon
Nanuqsaurus
Nasutoceratops
Ouranosaurus
Oviraptor
Pachycephalosaurus
Pachyrhinosaurus
Parasaurolophus
Pteranodon
Rhabdodon
Ruyangosaurus
Saltasaurus
Shunosaurus
Spinosaurus
Stegosaurus
Styracosaurus
Supersaurus
Tenontosaurus
Torosaurus
Triceratops
Tyrannosaurus
Velociraptor
Xenoceratops
Yangchuanosaurus
Yi
Yutyrannus
Zalmoxes

< Buildings >
Automated Feeders (Piscivore, Insectivore, Herbivore and Carnivore)
Hatchery
DNA reconstruction bench
Amber extraction bench
Fake rock, trees and plants
Dinosaur infoboards
Emergency beacon
Helipad
Torch brazier
Land cruiser
Main gate
Fountain
Aviary dome
Power station
Sentry turret

< Fences >
Aviary fence
Concrete dinosaur fence
Aviary gate
Concrete dinosaur gate

< Floors >
Paved floor
Tiled floor
Evergreen floor
Placeable water floor

< Resources >
DNA
Amber
Slaughter meat
Butchered fish
Gutloaded bugs
Paleobale

< Features >
Mine amber and extract DNA
Reconstruct DNA into eggs
Unique dinosaur sounds
Music replacers
Over 50+ dinosaurs and counting
A special manhunter event that lets any dinosaur, regardless of vanilla wealth, charge your base (Thank you Mehni for this one!)


It's a lot to shift through but I hope it makes up for my absence!
Title: Re: [B18] [WIP] Jurassic Rimworld
Post by: Tomasdav on April 17, 2018, 06:04:27 AM
maybe someone asked you already but don´t you think it would be awesome if you cooperate with Megafauna mod?
Title: Re: [B18] [WIP] Jurassic Rimworld
Post by: Serpyderpy on May 02, 2018, 01:30:21 PM
Quote from: Tomasdav on April 17, 2018, 06:04:27 AM
maybe someone asked you already but don´t you think it would be awesome if you cooperate with Megafauna mod?

Potentially, but they seem to be faring quite well on their own, and I'd rather get this mod out of the way before I work on anything else.
Title: Re: [B18] [WIP] Jurassic Rimworld
Post by: bertiedastard on May 11, 2018, 06:37:46 AM
So, I might have missed this somewhere- and probably have- but is there a download for this anywhere? It sounds awesome and I'd love to add it to my game!
Title: Re: [B18] [WIP] Jurassic Rimworld
Post by: FlameBlood on May 30, 2018, 11:15:58 AM
Let me be honest: whom should I kill to get the link?)
I really want to download and try this mod - it looks awesome! But the old Dropbox link is obsolete :(
Title: Re: [B18] [WIP] Jurassic Rimworld
Post by: Serpyderpy on June 05, 2018, 11:04:13 AM
It's not up for download just yet, but we're getting there! In fact, we're almost in beta testing. I've created a discord server recently, hopefully this can keep people in touch and up to date with what's going off with the mod. I've added it to the OP, but I'll link it here. Come join in and talk some time!

https://discord.gg/3GeZZq5
Title: Re: [B18] [WIP] Jurassic Rimworld
Post by: Ironbuket on June 26, 2018, 09:38:27 AM
Typo in the first line of the mod description (should be tip not tick)

Quote from: Serpyderpy on July 16, 2017, 08:23:48 PM
What is this mod?

If the name and logo didn't tick you off,

To make someone angry or annoyed: "Constant delays ticked me off."

A piece of information given in a discreet or confidential way: "arrests came after a tip-off from a member of the public"
Title: Re: [B18] [WIP] Jurassic Rimworld
Post by: leestriter on November 12, 2018, 10:19:29 PM
I believe this mod updated on steam yesterday.