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RimWorld => Releases => Mods => Outdated => Topic started by: spiritus80 on August 24, 2015, 01:56:13 PM

Poll
Question: Poll booth is closed.
Option 1: closed
Option 2: closed
Title: [A12d] eXMods (28/10/2015)
Post by: spiritus80 on August 24, 2015, 01:56:13 PM







(http://i.imgur.com/K7Tv6xZ.png)







eXLife 1.55f (12D)
eXPlants 1.1f (12D)
eXTech 1.55f (12D)



The mods are independant, but overlap.

Modlist order:
Core
other mods
eXLife
eXPlants
eXTech
(eXTinct)


DROPBOX LINK
https://www.dropbox.com/sh/9n51vst524qtbwn/AAAvn3DT8ea4ODmKxogozt5qa?dl=0




The goal of these mods are not to replace or directly compete against another build, but to add ontop of other mods to add content.




eXLife


(http://i.imgur.com/qYxPh2i.png)


eXPlants


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


eXTech


(http://i.imgur.com/ON7ODmN.png)




Other information:
Extract into the mod directory, if you have installed a previous version, please delete that version.
A new world and a new colony is highly recommended to run this mod smoothly.
I do not know of any compatibility issues yet, I would be glad for feedback on this,
or any other feedback is also welcome.



CHANGE LOG:


Release 1.55f

- Workbench texture is replaced with medlab's texture (3x1)
  Edge of the workbench now has a more thick black outline.
- Medlab recipes now be crafted with default brewery only.
  eXHopper has been removed from texture and .xml
- Recipe for CorePart has been added to TableMachining's recipe pool.
- Parts for crafting is now concidered as both Exotic and Artifacts under category Components.
- Cost for constructing the workbench has been reduced from 10 to 1 cores.
- LokiR Alpha boss egg interval increased from 1 to 6 days.
- New textures for DarkOne, Zero, One and MiinMuun.
- Dogbit is now ratlo with a more unique texture.
- Slimes has split into two kinds, amoeba and bacteria.
  Textures of amoba slime is a reversion back to stage one only, while bacteria kept the second and the third stage of the slime.
  They remain same race for now.
- Darkling have been retextured with a new color, male are brown with blue feet and beak, while female are now white.
- A majority of the creatures have shrunk in size to a more "normal" height.
- Shroomtree,Hueshroom and Trinitytree textures have been redone and resized.
- Gnarf Liana textures has more details.




Release 1.5
The mod has been divided into 3 parts, life, plant and tech,
granting the user a way to avoid portions of the mod instead of using all together.

Without stating the obvious, life contain some prothestic organs for humans as well as for creatures.

Updates:
New blade has been added to eXTech, Zong, a medium sword.
LokiR Zero and One melee attack has been reduced to half damage of previous.
Dark One use heavy weapon now.
Battlespider has been added to factions PawnGroup.

[hr]
New releases : eXLifebyeXTech 1.495 & eXPlant 1.0 (standalone)

[i][u]eXPlants 1.00[/u][/i]
Plants from 1.495,
The module contains a minimum to launch the mod as a standalone,
I've yet to test it beyond creation of a New world and start New colony.

[i][u]eXLifeByeXTech 1.45[/u][/i]
Insects have their own faction: Insectoids seperate to the mechanoids.
A new mechanoid has been added to the LokiR faction, "Battle Spider". (Replaces the function of the other spiders)
Changed venom attack for poisenous creatures into toxic buildup, with 3 different types (X, Y and Z) and strenghts.
Recolored and Resized Workbench and MedLab
Reorganized recipes
Added a few bionics such as heart, lung, liver and kidney and claw has been added to Human and some Creature races.
Wild Roses and Daylily are now "food"
Fixed:
eXWrench was unavailable.


[i][u]1.491b[/u][/i]
LokiR race are no longer flesh, all meat and leather is obsolite.
(An error will pop up if you Upgrade from another Version of the mod, ignore it and save game.
Cultivated plants has been added to the Wild.
Adjusted clusters and mesh count on many plants.
Added a New mechanoid, QueMiinMuun.

[i][u]1.49b[/u][/i]
Included Core as part in tradeskill system
Replaced the texture for Powercell.
All of the parts can be made at the workbench
Included 2 Tools; hammer and wrench, mostly meant as big melee weapons for bashing skulls.

[i][u]1.49a[/u][/i]
Quick fixes to Crystals : Owlium and XePh, no longer consumale directly as food  due to a pickup and drop bug.
Adapted final touches to animals bodyparts and recipes, giving support to LT-ASA by Latta at : https://ludeon.com/forums/index.php?topic=11171.msg111237#msg111237..its realy fun try it.

[i][u]1.49[/u][/i]
Toned Down on some of the plant textures, downsized some mushrooms and cacti.
Recolored some, added shadow on others.
Replaced the crystal textures with some gem textures.
Replace blackwidow and Stalking ghost textures.
Added a new rare pet, Dogbit, more details will be added later on.
Basic clothing can be made out of bark from Gnarfwood.
Walls, Furniture ..ect can be build out of material from Shroowood.

Crafting and trade goods has been added, parts such as Electronics, "parts", sheet, plates, cores , wires and powercells.
two recipies; the default Personal Shield and the traditional Armor Vest.
Parts are currrently very rare, and is not possible to create at this time, maby a trader will have some.

[hr]

[i][u]1.48[/u][/i]
Added 2 Crystals with mineral, one with uranium and one with steel.
Both are extremly rare, and takes hundreds of days to mature.
Makes desert landscape more "fun" and attractive.
Changed the textures for darkleaf into a more exotic look and medicinal.
Trinity tree's are now divided into blue and pink, sizes is adjusted to avoid clipping. (take a few years to grow)
Mushrooms now have 3 textures.
Added a new blue tinted grass.
Stalks drop "RawHops".
Cleaned up xml clutter in bodies and races.
Agave stalking spider has more clear legs.
Minor changes to colors, sizes, amount and  variations  to plants and ect has been adjusted to give more jungle, less bundle of colors.

[i][u]1.47iX[/u][/i]
Adjusted DarkOne, size, and adjusted thinktree MechanoidTwo: duty has higher priority than eggs and stuff.
Added 2 more plants, Gnarf and Gleaf.
Added more textures to previous added plants, and reduced some of the sharp colors. Nearly burned my eyes after a while.
Increase size of Trinity tree to a giant.
All modded trees are now impassible, and will make for a natural defence or give a feeling of jungle/forest.

Pets should each have recipes for surgery, may need to look elsewhere for working operation tab;
(https://ludeon.com/forums/index.php?topic=16000.0)

[i][u]1.47X[/u][/i]
Added a ton of plants to give more feel of an alien world crashlanding.
B0t boss got a new texture.
Changed taming fail chance to 12.5 as an average, and 7% fail chance while taming darkling duck, as per popular demand.
ExPets is renamed to eXLife since the mod has moved from pets to cover both Animals and plants,
should work with other animal and plant mods.


[i][u]1.46Xa[/u][/i]
Nerfed Venom A (Y)'s potency.
Reduced commonality for the B0ts, should not be as hungry as before, but they got to eat since they lay eggs.
Altered textures of weapons and majority of creatures , added a black exterior shadow.
Those jellyfishes neon color nearly brought down an airplane.
Added 3 spiders and a B0t boss/elite with melee.
B0t "LokiROne" should not spawn in the wild, instead focused on raid.
Spiders added to LokiR faction to make them hostile and spawn them on raids.

[i][u]1.46X[/u][/i]
(Experimental Version)
Add New Tech, like water proof and stylish looking powerplant, battery not included, but available.
Heat/light based handheld gear, including a flashy new wristband. Remember to force everything on, else might get lost.
Animals now produce a small amount of heat to bring bodyheat for those who beleve in bio generated heat.
Added 2 new pets and a hostile animal, both raider and wild spawn with egg laying. Hardcore.
(yellow desert slime, LokiROne and LokiRZero (mechs).

[i][u]1.45b[/u][/i]
Cleaned up the xml files; structure, def's and things.
Added fundation for the  "meaning of life" for slimes :
Part 1 out of  3; "Way of the ZiXm"

[i][u]1.45a[/u][/i]
eXLife Last minute change of race names, names of stages and how common they are.

[i][u]1.45[/u][/i]
eXLife:
Corrected the issue with operation recipe's for "remove part".
They are wild now, each pet has its own biome.
Since they are not native to this land they compete local fauna eating all the flora and laying eggs.

[i][u]1.44[/u][/i]
All textures has been revamped.
Floaters ; Ixy and Rixy have two colors, one for male and female.

[i][u]1.43a[/u][/i]
eXPet:
Ixy got a friend, Rixy, its a warmblooded variant.

[i][u]1.43[/u][/i]
eXPet:
IxyPopp is now possible to tame.

[i][u]1.42[/u][/i]
eXPet:
Smuggler now trade cheap eggs versus expensive pets.
Both unfertile and fertile eggs, remember to Stock up on silver and gold.
She/He might also trade you an implant you may or you may not need.
Good Luck with slime mouth
eXTech:
Added a new workbench for creation of gear, including mint green googles.

[i][u]1.41[/u][/i]
eXPet:
Fixed the eX Smuggler.
Released a New pet , its a floater and its called Ixy Popp (no, not Iggy Pop)
eXTech:
Added a stun prod , but thats all it does.
2 new appearal has been released, :  Googles with and without colorable frames. I heard the green goo leather look funky With Purple hair.

[i][u]1.4[/u][/i]
eXPet:
Added a new pet called Darkling.
Added MedLab workbench.
Tweaked size of mod and images to deal With lagg expirenced from large png in early the  edition of 1.3.
Changed size of pets has been based on 1:1 instead of change size ratio.
Changed texture for guns and spike.
Changed wasp damage from stinger to venomous stinger.
Changed amoeba damage from bite to toxic bite.

[i][u]1.3[/u][/i]
eXPet:
Added more textures for the amoebas, some variation in size between male and female.
Added a survival  mask for those harsh days ahead.
Added a more  extensive bodypart system , allowing for future surgery when operation tab is available on pets.

[i][u]1.2[/u][/i]
eXPet:
Tweaked with damage, size and image of Wasps, enabling egg's and mating.
Gave the pets longer lifespans and a 4th lifestage.
Cleaned up clutter in xml files.

[i][u]1.1[/u][/i]
eXtech:
Added a Pyro-Electric blade as requested.
eXPet:
Tweaked the size of the Amobas, way more fun when they are small in size....beware... O <---- is real size
Changed Directory for the mod to eXTech and eXLife.

[i][u]1.0[/u][/i]
Released


(http://i.imgur.com/fEl9ltS.png)
Favorite quote "...it's not a bug, its a feature !"


THINK TANK CHECK LIST:

With the release of version 1.55f/1.1f the foundation for 1.6 is in place.
NexT step will be to replace some of the Tech textures.

1.6
---
1. Re-examine the artwork.
2. Redesign/replace artwork.
3. Transfer art from paper to digital.
4. Add some new stuff when rework is done.
---


I do not have an exact date for the release of 1.6, but sometime in november month.
Until november I will work on stuff on paper and see where I end up.


Other thoughts
Some personal comments and thoughts about Future goals of this expansion module (mod)

This mod aim to improve the "Phoebe" expirence, while keeping the violence to a minimum. There will still be a challenge,
in form of wildlife taking over, plant life reclaim the land and strange diseases.
Not all plants can be Harvested, some may need to be spotted and singled out among all the "Growth".
The tech part of the mod aims to provide some Tools and Gear to help the player fit to the role as care taker, but its not a requirement.

.. Add a deeper "meaning of life" for Creatures such as the "flagships" Slimes and Floaters.
.. Balance of plantlife and wildlife, do not want to over-do it, but same time want to make the jungle feel it work against you.
.. Improve upon current textures such as wild creatures, plants, items, "Objects" in general.
.. Creatures and plants may be added in between, but quality of existing work has a higher priority.
.. Improve quality of clutter and themed based stuff.



..more TBA

Some words on the bottom, as requested in mod release description.


*
If this mod, or a part of this mod is interesting, either as a whole or components I will gladly allow this to be added acording to License below.



*
The codes in XML are gathered from Core xml files, and is not my right to claim.

The source for the custom textures in the mod (.svg .bmp .psd and png) are registered with Copywrite on http://www.copyrighted.com (http://www.copyrighted.com),
and should not be subject for anyone to make a profit on, but as inspiration and fun.

They are made for fun and should only be used acording Creative Commons Attribution-NonCommercial 4.0 International Public License.

(I am aware the graphic might not be excellent, still I put alot of work hours into putting a reflection of my soul in the mod,
so totally not interested in rename and republish as someone elses "work", or salvaged if this mod seems abandoned in some way.)

[attachment deleted due to age]
Title: Re: [A12] eXtra Tech & eX Space Pets
Post by: «Temple» on August 24, 2015, 03:08:02 PM
Nice to see someone is already adding pets with the new features with A12.  8)
Title: Re: [A12] eXtra Tech & eX Space Pets
Post by: Dragoon on August 24, 2015, 03:18:46 PM
This looks promising
Title: Re: [A12] eXtra Tech & eX Space Pets
Post by: FridayBiology on August 25, 2015, 12:34:19 AM
Would love a Energy blade for melee and 100% cutting of trees and Hay :P
Title: Re: [A12] eXtra Tech & eX Space Pets
Post by: spiritus80 on August 25, 2015, 10:53:06 AM
I have added the "blade" as requested, it is a good idea to cut down those trees real fast.
Title: Re: [A12] eXTech & eXPets
Post by: Nerve on August 26, 2015, 10:31:22 PM
The wasps don't seem to be mating or laying eggs.  Is that intentional?
Title: Re: [A12] eXTech & eXPets
Post by: FridayBiology on August 27, 2015, 03:47:51 AM
ExTech vanilla doesn't seem to work/beable to load with Alpha 12b.
is this just me?
Title: Re: [A12] eXTech & eXPets
Post by: spiritus80 on August 27, 2015, 10:17:31 AM
Quote from: Nerve on August 26, 2015, 10:31:22 PM
The wasps don't seem to be mating or laying eggs.  Is that intentional?

I am looking into the egg laying and mating codes, just finished the graphic for the eggs.

<comps>
         <li>
            <compClass>CompEggLayer</compClass>
            <eggFertilizedDef>EggInsectFertilized</eggFertilizedDef>
            <eggFertilizationCountMax>1</eggFertilizationCountMax>
            <eggLayIntervalDays>40</eggLayIntervalDays>
            <eggProgressUnfertilizedMax>0.5</eggProgressUnfertilizedMax>
            <eggCountRange>
            <min>5</min>
            <max>10</max>
            </eggCountRange>
         </li>
      </comps>

ect done..
Title: Re: [A12] eXTech & eXPets
Post by: spiritus80 on August 27, 2015, 10:23:46 AM
Quote from: Feirfec on August 27, 2015, 03:47:51 AM
ExTech vanilla doesn't seem to work/beable to load with Alpha 12b.
is this just me?

I will look into it, I am downloading 12C now, I will test the code in a litle bit.
Thanks for the feedback.
Title: Re: [A12C] eXTech & eXPets
Post by: Nerve on August 28, 2015, 01:11:40 AM
New textures and life stage look great, but I still can't get them to lay eggs.
Title: Re: [A12C] eXTech & eXPets
Post by: FridayBiology on August 28, 2015, 07:20:00 PM
Rimworld letsplay with Slime thought you'd like to see it.
What do slimes actually eat?

ep 01 https://www.youtube.com/watch?v=eof8Fxlu4lU
Title: Re: [A12C] eXTech & eXPets
Post by: spiritus80 on August 29, 2015, 05:55:40 AM
Quote from: Feirfec on August 28, 2015, 07:20:00 PM
Rimworld letsplay with Slime thought you'd like to see it.
What do slimes actually eat?

ep 01 https://www.youtube.com/watch?v=eof8Fxlu4lU

The slimes are omnivores , they eat pretty much everything, they love ration packs though.
Title: Re: [A12C] eXTech & eXPets
Post by: spiritus80 on August 29, 2015, 06:03:41 AM
Quote from: Nerve on August 28, 2015, 01:11:40 AM
New textures and life stage look great, but I still can't get them to lay eggs.

I am preparing to release 1.03 today, all of the pets has been tested while tame, and not. Both slimes and wasps lay eggs.
Mating, egg laying and such has been decreased to a decent level, the eggs has been reduced in price as well.
Slimes have more textures now to give them more attitude.


I have hidden an easter egg into the mod, a more extensive bodypart system in preparation for when will be able to operate.
so in short, it is "operable ready" ... like hd ready :D


Title: Re: [A12D] eXTech & eXPets
Post by: AllenWL on August 29, 2015, 08:32:00 PM
What do slimes do, exactly? Other then be really small and eat stuff?
Title: Re: [A12D] eXTech & eXPets
Post by: spiritus80 on August 29, 2015, 11:51:11 PM
Quote from: AllenWL on August 29, 2015, 08:32:00 PM
What do slimes do, exactly? Other then be really small and eat stuff?

This is a very good question, they might eat you out of the house so to speak.

I should contemplate on this, in the mean while...

Their role is limited to adding different neon colors on clothing as they give a litle bit of leather.
Eggs on the other hand is used as an ingredient to manufacture a potent medicine.
Agave + herbal medicine can be mixed to gain paste called ZiXm, the result is Depends on the egg.
One will make KeXit and the other XiKit.
XiKit will is a potent 2.0 medicine, KeXit has only a potency of 0.8, however it is intended for eXPet surgery recipe's to apply/remove libs in the future.
Title: Re: [A12D] eXTech & eXPets
Post by: Patrykbono20 on August 30, 2015, 01:00:43 AM
if the mod will be as awesome as your nickname is going to be awesome (Cheers! :)
Title: Re: [A12D] eXTech & eXPets
Post by: spiritus80 on August 30, 2015, 04:14:27 PM
Quote from: Patrykbono20 on August 30, 2015, 01:00:43 AM
if the mod will be as awesome as your nickname is going to be awesome (Cheers! :)

I have released version 1.4, I am satisfied with the mod so far.  I  think version 1.5 will be the biggest leap yet though, variety of pets to choose between.
Title: Re: [A12D] eXTech & eXPets (1.4)
Post by: Sniperly88 on September 01, 2015, 05:37:41 AM
Can I just ask, does your mod add eXtra traders? Because if it does I'm having a few issues, if not dw about it because I have a load of mods. Thanks for the slimes though, and keep up the fantastic work
Title: Re: [A12D] eXTech & eXPets (1.4)
Post by: spiritus80 on September 01, 2015, 08:27:39 AM
Quote from: Sniperly88 on September 01, 2015, 05:37:41 AM
Can I just ask, does your mod add eXtra traders? Because if it does I'm having a few issues, if not dw about it because I have a load of mods. Thanks for the slimes though, and keep up the fantastic work

You are right, the trader is acting up. I double checked, its xml is off by a mile.
Thank you for the feedback, it will get sorted in Version 1.41 later tonight.

I will release a stun gun and a floating jellyfish with the 1.41 as well. The change log after the release will be more specific. 
Title: Re: [A12D] eXTech & eXPets (1.44)(03.sept)
Post by: Nerve on September 03, 2015, 04:39:51 PM
Ever since 1.4 you can't harvest or amputate organs from colonists, only install them.  Mod is looking solid otherwise. 
Title: Re: [A12D] eXTech & eXPets (1.44)(03.sept)
Post by: FridayBiology on September 03, 2015, 09:17:02 PM
Wild floating jelly fish?
Title: Re: [A12D] eXTech & eXPets (1.44)(03.sept)
Post by: spiritus80 on September 04, 2015, 03:26:45 AM
Quote from: Nerve on September 03, 2015, 04:39:51 PM
Ever since 1.4 you can't harvest or amputate organs from colonists, only install them.  Mod is looking solid otherwise.
I have sorted out the mess, sorry about the trouble.
Version 1.45 will be out in a few minutes, Thank you for the feedback.
Title: Re: [A12D] eXTech & eXPets (1.44)(03.sept)
Post by: spiritus80 on September 04, 2015, 04:57:46 AM
Quote from: Feirfec on September 03, 2015, 09:17:02 PM
Wild floating jelly fish?

Version 1.45 has released all of the animals into the Wild.
Ixy like Boreal forest, while the Rixy like Arid Shrubland.
Title: Re: [A12D] eXTech & eXPets (1.45b)(04.sept)
Post by: spiritus80 on September 04, 2015, 04:20:55 PM
Since the animals spawn in the wild now, I will balance them over the weekend to avoid spoiling the game, but still be fun.
Title: Re: [A12D] eXTech & eXPets (1.45b)(04.sept)
Post by: FridayBiology on September 04, 2015, 08:07:48 PM
Is there anyway to add manhunter slime event?
> manhunter slimes have appeared. stay inside and turn off turrets and you'll be fine. event

but, maybe call it "Slime rain" event as in Terraria and spawn manhunter slimes around the map that then leave the map so that its over within the day peroid.
Title: Re: [A12D] eXTech & eXPets (1.45b)(04.sept)
Post by: spiritus80 on September 05, 2015, 11:44:52 AM
Quote from: Feirfec on September 04, 2015, 08:07:48 PM
Is there anyway to add manhunter slime event?
> manhunter slimes have appeared. stay inside and turn off turrets and you'll be fine. event

but, maybe call it "Slime rain" event as in Terraria and spawn manhunter slimes around the map that then leave the map so that its over within the day peroid.
Its a good idea, I will  definitly take it under concideration.
Atleast make some sort of event, yes.
I'll look into custom events when I get around to it.

It will be after current projects time table:
frostbite gun, (90% done)
Gnarl pet,  (sketch done)
crossbow downer (0% done, in thinktank)
part 2/3 of Way of the ZiXm for the slimes.( halfway there)
.. (Event) <----- so here perhaps
Ice Sheet survival gear... ( 0%)

Im multi tasking these projects at the moment.
Title: Re: [A12D] eXTech & eXPets (1.45b)(04.sept)
Post by: FridayBiology on September 05, 2015, 09:12:17 PM
what about frost and fire based flan/slime.
> its abit strange but, can we mod animals to provide cold/heat? as surely ice sheet animal would be a fire flan/slime to help early survival.

Also would like King Slime event. King Slime being a raider with enemy tamed slimes as i'd like to see raiders using pets but thats not happening at the moment :P
Title: Re: [A12D] eXTech & eXPets (1.45b)(04.sept)
Post by: spiritus80 on September 07, 2015, 04:52:29 AM
Quote from: Feirfec on September 05, 2015, 09:12:17 PM
what about frost and fire based flan/slime.
> its abit strange but, can we mod animals to provide cold/heat? as surely ice sheet animal would be a fire flan/slime to help early survival.

Also would like King Slime event. King Slime being a raider with enemy tamed slimes as i'd like to see raiders using pets but thats not happening at the moment :P

It is possible to atleast make a pet generate heat from "borrowing" the xml referances from the Campfire.
On the otherside , it is possible to make a chain of damage causing frostburn or normal burn from fire.

The raider stuff might demand coding and stuff, not just pure xml.

I am working on the jellyfishes to generate small amount of heat , along with every other animal should generate small amounts of heat.
If we take examples from real life , a human would generate 100ish Watts of heat, will be hard to impliment, but...
In short , I will apply 1-3 degree generation on various animals up to a certain degree.

Causing cold on the other hand is different, its code is not open in plain sight, as it just is referanced to TempControl, without hacking the files I will not have access to reverse engineer what makes heat, and make it into cold.
The dev might release the code in form off .dll at one point, same goes with pets for raiders, and maby pets for pets :D

I will make a new release on monday.

Currently working on :
eXPets:
New pet,
New bodypart slimes that also drop as Ivory ( some stinger of sort), i've already implimented it for the Ixy, Rixy jellies.
heat emissions and light emissions,
more complex biomatter/loot drop for the pets,

eXTech:

2 Small device making heat and light , with 20ish% growth effect with a small radious, the price will be adjusted to turn it from exploit into fun.
High price, extensive 2-3 or more tiered production Chain ;
Silver -> Wires
Gold/Silver -> Coils
Plasteel -> Parts

Wire/Parts/Coils/Uranium -> PowerCore
Wire/Parts/Biomatter(Dropped slime parts) -> Frame
Parts/Plasteel -> Casing
ect..

Basicly -> Parts ontop of parts making stuff and breaking stuff back into parts, not just metal.
Title: Re: [A12D] eXTech & eXPets (1.46X)(08.sept)
Post by: spiritus80 on September 08, 2015, 12:32:47 PM
I have released an experimental mod, ready for testing. Im sure it will break previous save games.
Remove previous, then extract eXPet , eXTech and if you chose , the eXtinct one.

Title: Re: [A12D] eXTech & eXPets (1.46X)(08.sept)
Post by: Nerve on September 08, 2015, 03:57:20 PM
Wasp stings are still instant kill.  I think it's the venom a.
Title: Re: [A12D] eXTech & eXPets (1.46X)(08.sept)
Post by: Dragoon on September 09, 2015, 03:19:45 AM
You mixed up the wasp costs. (they are really cheap)

Also the bots are eating my food and spawn around the map.
Title: Re: [A12D] eXTech & eXPets (1.46X)(08.sept)
Post by: spiritus80 on September 10, 2015, 02:48:29 AM
Quote from: Nerve on September 08, 2015, 03:57:20 PM
Wasp stings are still instant kill.  I think it's the venom a.

Thank you for the feedback,
I will decreased the damage + removed lethal concious setMax 0.1 for Venom A(X), while keeping the lethal dose on Venom B (Y) , meant for single spawns, like rare spider breed. I will release a 1.46Xa later today.
Title: Re: [A12D] eXTech & eXPets (1.46X)(08.sept)
Post by: spiritus80 on September 10, 2015, 05:05:14 AM
Quote from: Dragoon on September 09, 2015, 03:19:45 AM
You mixed up the wasp costs. (they are really cheap)

Also the bots are eating my food and spawn around the map.

Wasp no longer cost 88, and bots are less common and less hungry.
Added a boss/elite for raids, should yield uranium.

Thank you for the feedback, please continue to do so.
Title: Re: [A12d] eXTech & eXLife (1.47X)(10/9/2015)
Post by: Dragoon on September 11, 2015, 01:37:48 PM
The attack chance of the duckling taming failing is 15.00. I'm not sure if that is 15% or not but if it is it seems to high. They pack up and it's very hard to kill them all and I don't want to kill them all because I failed to tame 1.
Title: Re: [A12d] eXTech & eXLife (1.47X)(10/9/2015)
Post by: spiritus80 on September 11, 2015, 01:41:34 PM
I will look into it now.
Title: Re: [A12d] eXTech & eXLife (1.47X)(10/9/2015)
Post by: spiritus80 on September 11, 2015, 02:03:30 PM
Quote from: Dragoon on September 11, 2015, 01:37:48 PM
The attack chance of the duckling taming failing is 15.00. I'm not sure if that is 15% or not but if it is it seems to high. They pack up and it's very hard to kill them all and I don't want to kill them all because I failed to tame 1.

changed to 0.07, and petness to 0.5
Title: Re: [A12d] eXTech & eXLife (1.47X)(10/9/2015)
Post by: spiritus80 on September 11, 2015, 02:05:33 PM
Just wanted to announce the release of Version 1.47X with wild plants, most of them seed themself.
The rainforest finally seem crowded and you just want to bring a manchette, most plants are ediable or wood, "loot" may change in the future.
Title: Re: [A12d] eXTech & eXLife (1.47X)(10/9/2015)
Post by: Dragoon on September 12, 2015, 10:24:22 AM
Isn't 7.00 = 700% chance? I am asking because for the boar is 0.50 chance of attacking upon failing to tame.
Title: Re: [A12d] eXTech & eXLife (1.47X)(10/9/2015)
Post by: spiritus80 on September 13, 2015, 04:21:10 AM
Quote from: Dragoon on September 12, 2015, 10:24:22 AM
Isn't 7.00 = 700% chance? I am asking because for the boar is 0.50 chance of attacking upon failing to tame.

I am not sure how 700% would work on animals,
but trees and sizes of animals the value 1.0 is 100%.
Title: Re: [A12d] eXLife & eXTech (1.48) (14/09/2015)
Post by: spiritus80 on September 14, 2015, 02:26:48 AM
I have released 1.48, more than just oak
Title: Re: [A12d] eXLife & eXTech (1.48) (14/09/2015)
Post by: Purble1234 on September 15, 2015, 03:59:32 PM
Exlife won't work with saved games but experts does for me ( pls fix ) !?
Title: Re: [A12d] eXLife & eXTech (1.48) (14/09/2015)
Post by: spiritus80 on September 15, 2015, 06:44:46 PM
Quote from: Purble1234 on September 15, 2015, 03:59:32 PM
Exlife won't work with saved games but experts does for me ( pls fix ) !?

Yep, I know, it breaks the savegame for previous versions.
It has way more content, alot of previous content has either been restructured or removed/replaced and renamed in some way.
I did a major cleanup in most files , including bodyparts and bodies as well.


After version 1.5 I will focus on preventing this.





Title: Re: [A12d] eXLife & eXTech (1.48) (14/09/2015)
Post by: bazalisk on September 16, 2015, 12:33:24 PM
i like where this mod is heading but i don't like the art style (sorry)

however, I will keep following this mod as i have been waiting for mods that add more alien plant life.


keep up the good work :D
Title: Re: [A12d] eXLife & eXTech (1.48) (14/09/2015)
Post by: spiritus80 on September 16, 2015, 04:29:55 PM
Quote from: bazalisk on September 16, 2015, 12:33:24 PM
i like where this mod is heading but i don't like the art style (sorry)

however, I will keep following this mod as i have been waiting for mods that add more alien plant life.




keep up the good work :D
I respect an honest opinion, we all can't feel the same about what we behold. As for the quality of some of the graphic, can be improved.
But the style is an ongoing project, I guess it evolves with each creation. Some figures or textures might get exchanged if I get a better idea.

or is there a one specific object in particulare which offense in some way...?
Title: Re: [A12d] eXLife & eXTech (1.48) (14/09/2015)
Post by: bazalisk on September 17, 2015, 06:49:12 AM
to my eyes the art assets look to stand out too much from the rest of the core assets, like magazine cuttings lol

but don't be disparaged by my opinion, as you said, the more you work on the mod then the better the art will get.  :D

i'm sure other modders will help with this as time goes on too.  :)

 
Title: Re: [A12d] eXLife & eXTech (1.48) (14/09/2015)
Post by: Dragoon on September 17, 2015, 08:32:36 AM
I like the art style. The spiders look weird to me but that is it. (not the agave spider)
Title: Re: [A12d] eXLife & eXTech (1.48) (14/09/2015)
Post by: spiritus80 on September 17, 2015, 02:03:18 PM
I will probably release a new mod version this weekend.

Some new content,new gun..real one this time, new flowers ,new mushroom, exchanged the crystals for way better texture.
No longer looks like a bush humping another bush.

basis of parts, wires, plates, sheets,electronics,cores,bark,slime goo into crafting, no major recipe's yet.

Adjustment to ai, regards mating and egg laying.

All except core animals should lay fertilized eggs in wild, and wasps are now conciered pests as they eat wood , but slowly.

Made alot of tweaks to textures , downsizing some of the brightness to art, and some are smaller than before. Ie shrooms and gnarf root.


Still making some daily tweaks to the mod, will probably break a savegame..
Title: Re: [A12d] eXLife by XTech (1.49) (18/09/2015)
Post by: Dragoon on September 18, 2015, 09:01:40 PM
Is this correct?

[attachment deleted due to age]
Title: Re: [A12d] eXLife by XTech (1.49) (18/09/2015)
Post by: spiritus80 on September 18, 2015, 09:53:35 PM
Compared to the wildboar the chance seem to be alot higher, but yes it is intended if that is what you meant.

I felt it was important to add  difficulty to tame this or wasps (15%), or robotic pet (25%) to give the impression they do not understand your intension. I will test them out a litle bit to see if they are impossible or if its just hard to tame.

If you feel it is way off the chart, I am open to suggestions, what % would be fair ,
but still represent trying to communicate with something alien or like taming a squid if they had the capacity to think.
Title: Re: [A12d] eXLife by eXTech (1.49a) (18/09/2015)
Post by: bazalisk on September 19, 2015, 02:32:19 PM
so i just popped in to see how things were going as i was updating other mods and noticed the new screenshot.

i have DL'ed your mod  ;D

the new screen looks a load better already, enough that it made me actually want to give the mod a try and will be adding it into my new game world.  :)

you are doing really well with this mod and your progress is clearly snowballing,  keep up the good work :)
Title: Re: [A12d] eXLife by eXTech (1.49a) (18/09/2015)
Post by: Dragoon on September 19, 2015, 04:01:37 PM
What i'm getting at is for the Boar is a 50% chance right? If it is then for the Rixy it's 1250% percent chance right?
Title: Re: [A12d] eXLife by eXTech (1.49b) (18/09/2015)
Post by: spiritus80 on September 20, 2015, 06:04:35 AM
Wild Boar has a 0.05 or 5 % chance to attack on failure to tame, while Rixy has a 0.125 or 12.5 % chance to attack on failure to tame.
1.0 should would be a 100 % chance to attack on failure.
While the wildness of the Wild Boar is 50%, and Rixy's is 75% this reflects on taming and training.
It should not be 1250%
Title: Re: [A12d] eXLife by eXTech (1.49b) (18/09/2015)
Post by: Dragoon on September 20, 2015, 06:04:19 PM
This game defs are strange to noobs like me and I clap my hands for your knowledge and the way you handled this sir/madam.
Title: Re: [A12d] eXLife by eXTech (1.491) (22/09/2015)
Post by: spiritus80 on September 22, 2015, 04:43:09 AM
I am no more than a novice myself, most of it is "trail and error", some is copy/paste from Core and common sense to glue it all together :D
Title: Re: [A12d] eXLife by eXTech (1.495) (25/09/2015)
Post by: spiritus80 on September 25, 2015, 09:36:28 AM
Released 1.495 today, nearly at my 1.5 goal mark now.
Title: Re: [A12d] eXLife by eXTech (1.495) (25/09/2015)
Post by: spiritus80 on September 25, 2015, 04:21:31 PM
Released eXPlants 1.0 (Standalone) , with plants and trees from the original mod only.
Title: Re: [A12d] eXMods (01/10/2015)
Post by: spiritus80 on September 30, 2015, 11:26:30 PM
The modpack has a new name , eXMods, its divided into three parts.
eXLife, eXPlants and eXTech.

Title: Re: [A12d] eXMods (01/10/2015)
Post by: pktongrimworld on October 01, 2015, 12:28:15 AM
awww. I liked the old slime images better.

*can you make a pet using the old slime?... doesn't hurt to make moar slimes. :P
Title: Re: [A12d] eXMods (01/10/2015)
Post by: spiritus80 on October 01, 2015, 01:32:22 AM
"Normal" or Jelly ?
which color?
from what mod version ?

Look at the examples below ie

[attachment deleted due to age]
Title: Re: [A12d] eXMods (01/10/2015)
Post by: pktongrimworld on October 04, 2015, 02:55:36 PM
ah, the ac_front G2 ones.

*the ones without legs/eyes. and much more bloby.
Title: Re: [A12d] eXMods (01/10/2015)
Post by: BinaryBlackhole on October 16, 2015, 02:46:49 AM
what do the plants do
Title: Re: [A12d] eXMods (01/10/2015)
Post by: spiritus80 on October 16, 2015, 02:57:36 AM
Hello,
Plants grow in the wild, seed them self. Some of the plants act as obsticles. Most of the plants can be harvested for food, medicin and wood, not all of them can be. The big roots can be used as cheap build resource, but is highly flamable.

Title: Re: [A12d] eXMods (01/10/2015)
Post by: Zeta Omega on October 18, 2015, 06:08:40 PM
This mod looks cool and all...just need art that makes it look more rimworldish
Title: Re: [A12d] eXMods (01/10/2015)
Post by: spiritus80 on October 20, 2015, 02:50:09 AM
I kinda agree With you, the art could use more work towards same format of cartoons and simpler graphic while still being unique.
The new build will be released some time in november, until then I will work on a couple of concepts I got on paper.



Title: Re: [A12d] eXMods (01/10/2015)
Post by: BinaryBlackhole on October 23, 2015, 01:37:17 AM
Inner core need to be brought to advance but I cant find any with exotic traders anymore please make it more common for traders to have or add a crafting recipe for them.
Also the wrench is overpowered death to anyone only 2 seconds needed either that or a lost limb.
Title: Re: [A12d] eXMods (01/10/2015)
Post by: spiritus80 on October 23, 2015, 05:11:44 AM
Regards the core, there is an experimental version 1.55e in the experimental folder at the download link.
The "official" release of 1.55 will not be out yet though, this is just a small start.

I have reduced the amount of cores needed to construct the workbench from 10 to 1, which already has recipe for all the parts needed construct it. I have tested the Merchants, they bring the cores from time to time. Cost has also been lowered from 1250 to 250.

oh, and I have changed the workbench texture and size to the medlab 3x1, might conflict with current save unless you remove both "tables before using new mod Version to avoid corruption.

Yeah , its one of those massive wrenches, I've increased its cooldown a litle bit for now.
lol, look : http://www.nasa.gov/missions/research/giant_wrench.html
Title: Re: [A12d] eXMods (01/10/2015)
Post by: BinaryBlackhole on October 28, 2015, 01:29:56 AM
Alpha mechanoids have reproduced to quickly theirs over a hundred outside my base. Please slow down egg production speed or egg maturing speed otherwise where all doomed.
Title: Re: [A12d] eXMods (28/10/2015)
Post by: spiritus80 on October 28, 2015, 02:14:46 PM
1.55f
- Workbench texture is replaced with medlab's texture (3x1)
Edge of the workbench now has a more thick black outline.
- Medlab recipes now be crafted with default brewery only.
eXHopper has been removed from texture and .xml
- Recipe for CorePart has been added to TableMachining's recipe pool.
- Parts for crafting is now concidered as both Exotic and Artifacts under the category Components.
- Cost for constructing the workbench has been reduced from 10 to 1 cores.
- LokiR Alpha boss egg interval increased from 1 to 6 days.
- New textures for DarkOne, Zero, One and MiinMuun.
- Dogbit is now ratlo with a more unique texture.
- Slimes has split into two kinds, amoeba and bacteria.
Textures of amoba slime is a reversion back to stage one only,
while bacteria kept the second and the third stage of the slime.
They remain the same race for now.
- Darkling have been retextured with a new color, male are brown with blue feet and beak, while female are now white.
- A majority of the creatures have shrunk in size to a more "normal" height.
- Shroomtree,Hueshroom and Trinitytree textures have been redone and resized.
- Gnarf Liana textures has more details.
Title: Re: [A12d] eXMods (28/10/2015)
Post by: pktongrimworld on October 28, 2015, 07:13:35 PM
wooot!
Title: Re: [A12d] eXMods (28/10/2015)
Post by: BinaryBlackhole on November 06, 2015, 08:00:40 PM
Dendavours cant eat Graff and shroomtree please change this