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RimWorld => Mods => Releases => Topic started by: spincrus on September 17, 2017, 10:12:04 AM

Title: [1.0] Dinosauria: A Rimworld Mod / v1.4
Post by: spincrus on September 17, 2017, 10:12:04 AM
(https://i.imgur.com/uX5eT9q.png)
Version 1.4

Description
What if we were to finally discover dinosaur DNA sequences, despite being incomplete, and fill the blanks with various genome sequences spliced from left and right, with a little bit of imagination to help guide us?

Wonder no more! A group of Glitterworld scientists, having long abandoned the ideals to terraform the rimworlds with a purpose, went out of their ways to answer just that. With the mechanoids long having gone haywire with their terraforming projects, the dinosaurs created in labs were slowly introduced into fauna that should otherwise have resembled a 21st Century Earth, with little to no care as to their compatibility with existing wildlife and the forsaken rimworld colonists, the latter of which nobody seems to care about anyway.

Dinosaurs

32 new species of dinosaurs are introduced through this mod, all of which spawn in various different biomes:
Download
*Newest Build*
Dinosauria: A Rimworld Mod / v 1.4 (compatible with 1.0)
*Older Builds*
Patches:
Features
Previews

(https://i.imgur.com/1uQGEKS.png)

(https://i.imgur.com/YI3pBcQ.png)

(https://i.imgur.com/oGyD50x.png)

(https://i.imgur.com/OdHeJ2i.png)

(https://i.imgur.com/1tPWgqT.png)

(https://i.imgur.com/9WlgWmL.png)

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

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

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

(https://i.imgur.com/OdmY6qQ.png)




Credits and Thanks

I would like to thank Spino (https://ludeon.com/forums/index.php?action=profile;u=79297) for inspiring me with his amazing Megafauna mod. I think this mod would go pretty well together with his. Go ahead and fetch it from Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1055485938) or here on Ludeon (https://ludeon.com/forums/index.php?topic=34432.0)!

Also many thanks to Spartyon7 on Twitch for her extensive playtesting, and the guys over at the RimWorld Discord Server for commenting on my art or giving me useful advice (erdelf, Mehni). Finally, thanks to jecrell for allowing me to use some pre-written code snippets in my mod (which are not yet implemented in this mod and are pretty much a work in progress).




Disclaimers


Updates

Please find the change log here:
https://steamcommunity.com/workshop/filedetails/discussion/1136958577/1496741765139307123/
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: lance_hardwood on September 17, 2017, 12:42:31 PM
This is so incredibly beautiful and LONG overdue. Thank you for that!

(If I just could ask for one thing: an alternative Rex texture without the teeth, please?)  :)
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: Kalre on September 17, 2017, 02:07:16 PM
Looks awesome.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: ChJees on September 17, 2017, 02:29:34 PM
Aww yiss, dinosaurs!

Perfect for my supermodded playthrough :D
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: The-Eroks on September 17, 2017, 03:12:20 PM
Look good!  8)
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: spincrus on September 17, 2017, 03:36:26 PM
I get the teeth thing a lot, and have re-considered it time and again.

I may actually completely remove the teeth if it bothers everyone that much (worked on the toothless sprites and it works).

Actually, here's a Strawpoll, should I remove the teeth?

http://www.strawpoll.me/13951950

Toothless previews:

(https://i.imgur.com/WQyZU4D.png)

Thanks :)
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: spincrus on September 17, 2017, 03:45:14 PM
The reason I haven't used the forum's polling system is to be able to get the response of players everywhere.

Anyway, so, here's another sprite that I've been working on for the past hour, tell me what you think (may end up with a toothless version):

(https://i.imgur.com/B4FXM6X.png)
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: lance_hardwood on September 17, 2017, 03:55:32 PM
#dinobewbs  ;)

thanks for considering the teethless version btw
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: spincrus on September 17, 2017, 04:15:50 PM
Quote from: lance_hardwood on September 17, 2017, 03:55:32 PM
#dinobewbs  ;)

First thing that comes to my mind, too... when drawing sprites alone at night specifically :P

Quote from: lance_hardwood on September 17, 2017, 03:55:32 PM
thanks for considering the teethless version btw

It's just fair. I'll have to re-do the intro preview image, but oh well. Not too much of a work for me to remove the teeth, and if I'm to add more theropods, best if I get the community feedback now before I make more.

In other news, the pterodactyl test-outline turned out to be horrid:

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

Finally, boomarex:

(https://i.imgur.com/EPo70R0.png)
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: lance_hardwood on September 17, 2017, 05:21:16 PM
If the poll is close to a tie or in favour of the teeth I would really appreciate if you would provide alternate sprites without teeth as an optional download. (if it wouldn't be too much trouble for you)
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: spincrus on September 17, 2017, 05:53:07 PM
Quote from: lance_hardwood on September 17, 2017, 05:21:16 PM
If the poll is close to a tie or in favour of the teeth I would really appreciate if you would provide alternate sprites without teeth as an optional download. (if it wouldn't be too much trouble for you)

I hear you. The only problem I have with that is that I'll have to maintain two separate mods at all times, which is double the work for me, and make things a tad bit more complicated.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: WalkingProblem on September 17, 2017, 07:52:21 PM
Camp for updates!
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: Luckspeare on September 18, 2017, 02:43:53 AM
You could also just put the alternate set of sprites in an enclosed .zip file, with instructions to the effect of "if you prefer the alternate sprites, just extract these into the mod's textures folder and let it replace existing files."  That way you wouldn't have to maintain separate versions.  That's what I've done where I have a mod with alternate sprites that some people may prefer -- no maintaining two mods.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: lance_hardwood on September 18, 2017, 05:45:05 AM
Quote from: spincrus on September 17, 2017, 05:53:07 PM
Quote from: lance_hardwood on September 17, 2017, 05:21:16 PM
If the poll is close to a tie or in favour of the teeth I would really appreciate if you would provide alternate sprites without teeth as an optional download. (if it wouldn't be too much trouble for you)

I hear you. The only problem I have with that is that I'll have to maintain two separate mods at all times, which is double the work for me, and make things a tad bit more complicated.

to be honest it would suffice if you'd just add the toothles sprites als alternative in the textures folder (and name them "_alternative" or whatever) and every moduser could just choose to his or her liking. In fact, there are quite a few modders who do this :)
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: spincrus on September 18, 2017, 06:19:17 AM
I was considering to implement some sort of mod options, but AFAIK there is no such framework present in A17 currently.

So, I think providing the "toothless" sprites as an alternative and giving instructions on how to install is the way I'll move forward.

Hang on, man, hang in there :D I'll post them sometime later today.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: lance_hardwood on September 18, 2017, 08:21:19 AM
Quote from: spincrus on September 18, 2017, 06:19:17 AM
Hang on, man, hang in there :D I'll post them sometime later today.

yiiisssssssss
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: sirgzu on September 18, 2017, 08:36:05 AM
Can't wait for someone to implement Ark style breeding mod  ::)
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: BlackSmokeDMax on September 18, 2017, 09:39:03 AM
Quote from: spincrus on September 18, 2017, 06:19:17 AM
I was considering to implement some sort of mod options, but AFAIK there is no such framework present in A17 currently.

I believe there is but just not via XML, you have to code it with C#. See mods like Allow Tool, Combat Extended, and other as well for examples. They end up all listed together in a mod options menu. I think now that you have released a mod you could get on the modder's discord and they could probably point you in the right direction.

Anyway, great looking mod!
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: SpaceDorf on September 18, 2017, 09:56:00 AM
Why don't you spell it out :)

For menus and additional options you need to look into HugsLib (https://ludeon.com/forums/index.php?topic=28066.0).
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: megrim on September 18, 2017, 10:42:10 AM
Question for the author: do you play Ark? Also, this looks like a lot of fun... how much meat is a brontosaurus going to yield...? LOL
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: DoctorFowl on September 18, 2017, 10:44:57 AM
Man, this is so very awesome!!!
I'd just like to know, if I play this with "A Dog Said" without any patches, what are the implications?

Thanks in advance!
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: SpaceDorf on September 18, 2017, 12:17:21 PM
No cybernetics for dinosaurs ..
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: Xiyn on September 18, 2017, 02:21:23 PM
Oh this looks cool.  I want to add this to my game, but i need to wait for CE and ADS patches.  I'd do it myself but I don't know a thing about modding Rimworld. 
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: dburgdorf on September 18, 2017, 06:02:18 PM
Quote from: spincrus on September 18, 2017, 06:19:17 AMI was considering to implement some sort of mod options, but AFAIK there is no such framework present in A17 currently. So, I think providing the "toothless" sprites as an alternative and giving instructions on how to install is the way I'll move forward. Hang on, man, hang in there :D I'll post them sometime later today.

That's probably the best bet. Adding configuration options (via C#) is actually pretty damned easy now, and does *not* require HugsLib. BUT... in my experience, trying to change graphics after the game's loaded is pretty much impossible, which would make a configuration option all but useless.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: spincrus on September 18, 2017, 07:15:41 PM
Quote from: SpaceDorf on September 18, 2017, 09:56:00 AM
Why don't you spell it out :)

For menus and additional options you need to look into HugsLib (https://ludeon.com/forums/index.php?topic=28066.0).

I'm such an idiot, this is exactly what I needed, thanks! I'll fiddle around with it a little bit.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: spincrus on September 18, 2017, 07:28:04 PM
Quote from: dburgdorf on September 18, 2017, 06:02:18 PM
That's probably the best bet. Adding configuration options (via C#) is actually pretty damned easy now, and does *not* require HugsLib. BUT... in my experience, trying to change graphics after the game's loaded is pretty much impossible, which would make a configuration option all but useless.

What if I were to replace a specific string within the defs through an option and force a restart?
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: Luckspeare on September 19, 2017, 12:51:59 AM
Can't wait to get my parasaur.  I'm a big parasaurophile from playing ARK.

Thanks again for this awesome work.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: spincrus on September 19, 2017, 04:42:27 AM
What I'm willing to do is to expand on this mod by some C# coding. What I'd primarily focus on would be:

1) Mod Options (a snippet that will rewrite the XML to target the toothless sprites and vice versa)
2) Additional animal behavior (nesting?)
3) Stampedes (to mimic the gallimimus stampede in Jurrasic Park  :D)

I first need to learn how to beef up my coding skills though, since I can be really clueless at times, and the methods that I'd utilize (out of StackOverflow) would probably be the less optimal ways, when there's probably a fancy method out there that does exactly what I want in a single line, etc...
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: Run And Hide Gamer on September 19, 2017, 02:17:20 PM
Is there any trick to seeing the dinosaurs.... I have loaded the mod and it sits in Rimworld in 3rd place behind Base and Hugslib. When I start the game there are no dinosaurs on the map at all..... do they hatch from eggs and appear later?
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: dburgdorf on September 19, 2017, 02:33:03 PM
Quote from: spincrus on September 18, 2017, 07:28:04 PM
Quote from: dburgdorf on September 18, 2017, 06:02:18 PMIn my experience, trying to change graphics after the game's loaded is pretty much impossible, which would make a configuration option all but useless.
What if I were to replace a specific string within the defs through an option and force a restart?

Theoretically, that could work.  But I have no idea if it's possible to have the game code edit the content of XML files, much less how you'd actually go about doing it.

And I should probably point out that trying to allow a configuration setting to change an item's graphic is something I only toyed with a bit, anyway, back when I was trying to create such an option in "Fertile Fields" to allow users to pick which look they preferred for soil. I tried all the "obvious" methods I could think of to get the game to accept a change of a graphic definition, and none of them worked. But it's certainly possible that I missed something.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: sidfu on September 19, 2017, 05:31:48 PM
all we need is a CE patch and we good to go\
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: Glendening on September 19, 2017, 09:37:23 PM
I embarked with a t-rex and I named him Phteven. 10/10 don't change the underbite look. XD I love this mod.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: KhelgrumStonewall on September 19, 2017, 09:52:54 PM
Might have missed it in the thread somewhere, but any plans for compatibility with Genetic Rim ( https://ludeon.com/forums/index.php?topic=35158.0 )? I wanna crossbreed Thrumbos and Rexes xD
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.0
Post by: Count Wyu on September 19, 2017, 10:43:53 PM
This is a great mod, the dinosaurs look absolutely perfect in game 10/10 :)
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.1
Post by: spincrus on September 22, 2017, 07:25:08 PM
Thank you for all the kind words.

I've also just updated to make it compatible with A Dog Said (used xpath methods). Did some other adjustments to DPS and spawn rates, too. Also added a new dino :)
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.1
Post by: Count Wyu on September 22, 2017, 10:17:39 PM
It is not a compatibility issue, I tried this alone with core.

Not exactly sure what's going wrong here.



[Dinosauria] Patch operation Verse.PatchOperationAdd(/RecipeDefs/RecipeDef[@Name = "OldWoundsAnimal"]/recipeUsers) failed
Verse.Log:Error(String)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__853()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851()



Everything is working correctly, thank you Spincrus for the speedy repair! :)
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.1
Post by: YokoZar on September 22, 2017, 10:19:26 PM
Quote from: spincrus on September 22, 2017, 07:25:08 PM
Thank you for all the kind words.

I've also just updated to make it compatible with A Dog Said (used xpath methods). Did some other adjustments to DPS and spawn rates, too. Also added a new dino :)
It's now generating errors on startup for me -- I don't have A Dog Said:
https://gist.github.com/9ba153f0911c72f3e3fac0779163f78e


Log uploaded on Friday, September 22, 2017, 7:18:16 PM
Loaded mods:
Core: (no assemblies)
Hand Me That Brick: HandMeThatBrick(2.2.17.0)
HugsLib[3.1.2]: 0Harmony(1.0.9.1), HugsLib(0.17.0.0)
Dinosauria: (no assemblies)
Save Our Ship: $HugsLibChecker(0.3.0.0), ShipsHaveInsides(0.0.0.0)
QualityBuilder: QualityBuilder(0.17.3.0)
QualitySurgeon: QualitySurgeon(0.17.2.0)
EdB Prepare Carefully: 0Harmony(1.0.9.1), EdBPrepareCarefully(0.17.1.6)

Active Harmony patches:
DebugWindowsOpener.DrawButtons: TRANS: HugsLib.Patches.DebugWindowsOpener_Patch.DrawAdditonalButtons
Dialog_Options.DoWindowContents: TRANS: HugsLib.Patches.Dialog_Options_Patch.ReplaceModOptionsButton
EditWindow_Log.DoMessagesListing: PRE: HugsLib.Patches.EditWindow_Log_Patch.ExtraLogWindowButtons
Game.DeinitAndRemoveMap: post: HugsLib.Patches.Game_DeinitAndRemoveMap_Patch.MapRemovalHook
Game.FinalizeInit: post: HugsLib.Patches.Game_FinalizeInit_Patch.WorldLoadedHook
LanguageDatabase.SelectLanguage: PRE: HugsLib.Patches.LanguageDatabase_Patch.ForceRestartAfterLangChange
Map.ConstructComponents: post: HugsLib.Patches.Map_ConstructComponents_Patch.MapComponentsInitHook
Map.FinalizeInit: post: HugsLib.Patches.Map_FinalizeInit_Patch.MapLoadedHook
MapComponentUtility.MapGenerated: post: HugsLib.Patches.MapComponentUtility_MapGenerated_Patch.MapGeneratedHook
Page_ConfigureStartingPawns.DoWindowContents: post: EdB.PrepareCarefully.HarmonyPatches.DoWindowContentsPostfix
Page_ConfigureStartingPawns.PreOpen: post: EdB.PrepareCarefully.HarmonyPatches.PreOpenPostfix
Page_ModsConfig.PostClose: TRANS: HugsLib.Patches.ModsConfig_PostClose_Patch.QuickRestartInDevMode
PlayDataLoader.DoPlayLoad: post: HugsLib.Patches.PlayDataLoader_Patch.InitModsHook
Root.Update: post: HugsLib.Patches.Root_Patch.UpdateHook
Root_Play.SetupForQuickTestPlay: TRANS: HugsLib.Patches.RootPlay_TestPlay_Patch.InjectCustomQuickstartSettings
ShipCountdown.CountdownEnded: PRE: RimworldMod.SaveShip.SaveShipAndRemoveItemStacks
ShipCountdown.InitiateCountdown: PRE: RimworldMod.InitShipRefs.SaveStatics
ShipUtility.LaunchFailReasons: PRE: RimworldMod.FindLaunchFailReasons.DisableOriginalMethod post: RimworldMod.FindLaunchFailReasons.FindLaunchFailReasonsReally
ShipUtility.ShipBuildingsAttachedTo: PRE: RimworldMod.FindAllTheShipParts.DisableOriginalMethod post: RimworldMod.FindAllTheShipParts.FindShipPartsReally
UIRoot.UIRootOnGUI: post: HugsLib.Patches.UIRoot_Patch.OnGUIHook
Harmony versions present: UnlimitedHugs.HugsLib:1.0.9.1, EdB.PrepareCarefully:1.0.9.1, HugsLib.ShipInteriorMod:1.0.9.1

Platform information: (hidden, hold Shift while publishing to include)

Log file contents:
Initialize engine version: 5.4.1f1 (649f48bbbf0f)
GfxDevice: [Renderer information redacted]
Begin MonoManager ReloadAssembly
Loading [Rimworld_dir]\RimWorldWin_Data\Managed\UnityEngine.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin_Data\Managed\System.Xml.Linq.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin_Data\Managed\NAudio.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin_Data\Managed\NVorbis.dll into Unity Child Domain
desktop: 2560x1600 60Hz; virtual: 2560x1600 at 0,0
RimWorld 0.17.1557 rev1153

[Dinosauria] Patch operation Verse.PatchOperationAdd(/RecipeDefs/RecipeDef[@Name = "OldWoundsAnimal"]/recipeUsers) failed

[Dinosauria] Patch operation Verse.PatchOperationAdd(/RecipeDefs/RecipeDef[defName = "InstallSimpleProstheticTailAnimal"]/recipeUsers) failed

[Dinosauria] Patch operation Verse.PatchOperationAdd(/RecipeDefs/RecipeDef[defName = "InstallScytherBladeAnimal"]/recipeUsers) failed

[Dinosauria] Patch operation Verse.PatchOperationAdd(/RecipeDefs/RecipeDef[defName = "InstallPowerClawAnimal"]/recipeUsers) failed

[Dinosauria] Patch operation Verse.PatchOperationAdd(/RecipeDefs/RecipeDef[defName = "InstallPegLegAnimal"]/recipeUsers) failed

[Dinosauria] Patch operation Verse.PatchOperationAdd(/RecipeDefs/RecipeDef[defName = "InstallSimpleProstheticLegAnimal"]/recipeUsers) failed

[Dinosauria] Patch operation Verse.PatchOperationAdd(/RecipeDefs/RecipeDef[defName = "InstallBionicLegAnimal"]/recipeUsers) failed

[Dinosauria] Patch operation Verse.PatchOperationAdd(/RecipeDefs/RecipeDef[defName = "InstallNoseAnimalSimple"]/recipeUsers) failed

[Dinosauria] Patch operation Verse.PatchOperationAdd(/RecipeDefs/RecipeDef[defName = "InstallBionicEyeAnimal"]/recipeUsers) failed

[Dinosauria] Patch operation Verse.PatchOperationAdd(/RecipeDefs/RecipeDef[defName = "InstallEarAnimalSimple"]/recipeUsers) failed

[Dinosauria] Patch operation Verse.PatchOperationAdd(/RecipeDefs/RecipeDef[defName = "InstallEarAnimalBionic"]/recipeUsers) failed

[Dinosauria] Patch operation Verse.PatchOperationAdd(/RecipeDefs/RecipeDef[defName = "InstallJawAnimalSimple"]/recipeUsers) failed

[Dinosauria] Patch operation Verse.PatchOperationAdd(/RecipeDefs/RecipeDef[defName = "InstallJawAnimalBionic"]/recipeUsers) failed

[Dinosauria] Patch operation Verse.PatchOperationAdd(/RecipeDefs/RecipeDef[defName = "InstallSpineAnimalSimple"]/recipeUsers) failed

[Dinosauria] Patch operation Verse.PatchOperationAdd(/RecipeDefs/RecipeDef[defName = "InstallSpineAnimalBionic"]/recipeUsers) failed

[Dinosauria] Patch operation Verse.PatchOperationAdd(/RecipeDefs/RecipeDef[defName = "InstallAnimalBrainStimulator"]/recipeUsers) failed

[Dinosauria] Patch operation Verse.PatchOperationAdd(/RecipeDefs/RecipeDef[defName = "InstallBionicAnimalHeart"]/recipeUsers) failed

[Dinosauria] Patch operation Verse.PatchOperationAdd(/RecipeDefs/RecipeDef[defName = "InstallBionicAnimalLung"]/recipeUsers) failed

[Dinosauria] Patch operation Verse.PatchOperationAdd(/RecipeDefs/RecipeDef[defName = "InstallBionicAnimalLiver"]/recipeUsers) failed

[Dinosauria] Patch operation Verse.PatchOperationAdd(/RecipeDefs/RecipeDef[defName = "InstallBionicAnimalKidney"]/recipeUsers) failed

[Dinosauria] Patch operation Verse.PatchOperationAdd(/RecipeDefs/RecipeDef[defName = "InstallBionicAnimalStomach"]/recipeUsers) failed

Duplicate code-linked translation key: QualityBuilder.Nothing in language English

OnLevelWasLoaded was found on ModInitializerComponent
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed
(Filename:  Line: 375)

OnLevelWasLoaded was found on ModInitializerComponent
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed
(Filename:  Line: 375)

[HugsLib] v3.1.2 initialized ShipInteriorMod
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.1
Post by: spincrus on September 23, 2017, 03:58:25 AM
The thing is, it's throwing errors because it can't find the A Dog Said's Defs to patch via an xpath add operation.

The problem is though, I know of no way to force the game to skip the add operations if the Defs for the mod in question aren't found via xpath.

I play tested it, and it should work even with the errors. However, I'm now considering to pull the code out, put it into a separate "patch mod" and distribute it as such.

Update: I've done so and placed this into a separate patching mod.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.1
Post by: Old Marm on September 24, 2017, 11:51:20 AM
Thank you for this mod!  Seeing the dinosaurs in the game is thrilling.  The artwork and behavior of the animals couldn't be better!
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.1
Post by: hendrikpfaff on September 27, 2017, 02:25:23 PM
Idea:
Ever tought about adding DNA as ore so you can mine it in mountains and then use a DNA extractor to recover the DNA from the stone, after that you can use a cultivator that you put the DNA that you mined (Diffrent DNA ore's Trex,Veli,tricera,etc) in and wait for your (Wild) baby dino to be cultivated.

I would love to see this, because this is the BEST dinomod in my opinion for Rimworld at this moment.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.1
Post by: tonsrd on September 27, 2017, 08:12:50 PM
Quote from: hendrikpfaff on September 27, 2017, 02:25:23 PM
Idea:
Ever tought about adding DNA as ore so you can mine it in mountains and then use a DNA extractor to recover the DNA from the stone, after that you can use a cultivator that you put the DNA that you mined (Diffrent DNA ore's Trex,Veli,tricera,etc) in and wait for your (Wild) baby dino to be cultivated.

I would love to see this, because this is the BEST dinomod in my opinion for Rimworld at this moment.

depends on how its done it could cuase conflicts with this mod Genetic Rim - https://ludeon.com/forums/index.php?topic=35158.0
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.1
Post by: SargBjornson on September 28, 2017, 03:19:51 AM
Quote from: tonsrd on September 27, 2017, 08:12:50 PM
Quote from: hendrikpfaff on September 27, 2017, 02:25:23 PM
Idea:
Ever tought about adding DNA as ore so you can mine it in mountains and then use a DNA extractor to recover the DNA from the stone, after that you can use a cultivator that you put the DNA that you mined (Diffrent DNA ore's Trex,Veli,tricera,etc) in and wait for your (Wild) baby dino to be cultivated.

I would love to see this, because this is the BEST dinomod in my opinion for Rimworld at this moment.

depends on how its done it could cuase conflicts with this mod Genetic Rim - https://ludeon.com/forums/index.php?topic=35158.0

Naaah, not really. As long as they don't use the same defnames, everything will be fine, and I tried to use unique defnames to avoid that.

I'll make some hybrids with dinosaurs some day, I promise :)
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.1
Post by: hendrikpfaff on September 28, 2017, 10:16:04 AM
Quote from: SargBjornson on September 28, 2017, 03:19:51 AM
Quote from: tonsrd on September 27, 2017, 08:12:50 PM
Quote from: hendrikpfaff on September 27, 2017, 02:25:23 PM
Idea:
Ever tought about adding DNA as ore so you can mine it in mountains and then use a DNA extractor to recover the DNA from the stone, after that you can use a cultivator that you put the DNA that you mined (Diffrent DNA ore's Trex,Veli,tricera,etc) in and wait for your (Wild) baby dino to be cultivated.

I would love to see this, because this is the BEST dinomod in my opinion for Rimworld at this moment.

depends on how its done it could cuase conflicts with this mod Genetic Rim - https://ludeon.com/forums/index.php?topic=35158.0

Naaah, not really. As long as they don't use the same defnames, everything will be fine, and I tried to use unique defnames to avoid that.

I'll make some hybrids with dinosaurs some day, I promise :)
That would be great!
Now I'm just gonna hope the creator of this Dinomod (spincrus) adds DNA or someting.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.1
Post by: vinicios888 on October 01, 2017, 11:14:04 PM
some dinosaurs stay that way for me, do you know how to fix it?
(sorry my english)

(https://i.imgur.com/ZHfeqdz.png)
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.1
Post by: SpaceDorf on October 02, 2017, 05:20:37 AM
Try reinstalling the Megafauna Mod.
The Smilodon is not on the feature list of Dinosauria.

As a general rule. Pink Textures are a sign that the game can't find the texture where it is defined by the mod.

Reinstalling means delete the modfolder and replace it.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.1
Post by: vinicios888 on October 02, 2017, 11:45:33 AM
Quote from: SpaceDorf on October 02, 2017, 05:20:37 AM
Try reinstalling the Megafauna Mod.
The Smilodon is not on the feature list of Dinosauria.

As a general rule. Pink Textures are a sign that the game can't find the texture where it is defined by the mod.

Reinstalling means delete the modfolder and replace it.

I'll try, thank you
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.1
Post by: Draegon on October 02, 2017, 12:14:39 PM
Holy crap this looks good. I love that the sprites fit the game's aesthetic so well!
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.1
Post by: spincrus on October 03, 2017, 03:54:25 AM
Soooooooo... Let's play a game:

Spot the new dinosaurs for the upcoming patch!

(https://i.imgur.com/5SHayXp.png)
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.1
Post by: spincrus on October 03, 2017, 04:13:41 AM
Attention: The dinosaurs will lose their teeth in the next update.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.1
Post by: SpaceDorf on October 03, 2017, 07:36:58 AM
I think they look better that way.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.1
Post by: Sylph on October 03, 2017, 02:44:48 PM
Quote from: SpaceDorf on October 03, 2017, 07:36:58 AM
I think they look better that way.

I do too. But I also think they look amazing in general. Pleaasssse spincrus release that Combat Realism patch!
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.1
Post by: spincrus on October 03, 2017, 04:29:03 PM
It's sooo much work though, considering I came back home from work at around 23.00 for the past 2 days :(

and I think you mean Combat Extended, no?
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.1
Post by: SpaceDorf on October 03, 2017, 04:37:23 PM
Yes he does, the predecessor was named Combat Realism.

But I fully support your decission to add more dinsosaurs rather than supporting a mod I don't use  ;D ;D
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.1
Post by: spincrus on October 03, 2017, 05:29:15 PM
Quote from: SpaceDorf on October 03, 2017, 04:37:23 PM
Yes he does, the predecessor was named Combat Realism.

Oh right, sorry! By the way, I actually started working on the patch, will submit it via GitHub to CE, just thought that it'd be better for me to add all the dinos that I wish to have in my mod before going ahead with such a relatively complicated patch and left the work unfinished. Here's the code to prove it, just worked on the rexie to start a template:

<?xml version="1.0" encoding="utf-8" ?>

<!-- ====== DINOSAURIA PATCH FOR COMBAT EXTENDED ====== -->

<Patch>

<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="CombatExtended.PatchOperationFindMod">
<modName>Dinosauria</modName>
</li>

<!-- ========== TYRANNOSAURUS REX ========== -->
<li Class="PatchOperationAddModExtension">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]</xpath>
<value>
<li Class="CombatExtended.RacePropertiesExtensionCE">
<bodyShape>Birdlike</bodyShape>
</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]/statBases</xpath>
<value>
<MeleeDodgeChance>0.25</MeleeDodgeChance>
<MeleeCritChance>0.25</MeleeCritChance>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]/statBases/ArmorRating_Blunt</xpath>
<value>
<ArmorRating_Blunt>0.2</ArmorRating_Blunt>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]/statBases/ArmorRating_Sharp</xpath>
<value>
<ArmorRating_Sharp>0.25</ArmorRating_Sharp>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]/statBases/ArmorRating_Heat</xpath>
<value>
<ArmorRating_Heat>0.25</ArmorRating_Heat>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]/statBases/BaseBodySize</xpath>
<value>
<BaseBodySize>0.25</BaseBodySize>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]/statBases/baseHealthScale</xpath>
<value>
<baseHealthScale>0.25</baseHealthScale>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]/verbs</xpath>
<value>
<verbs>
<li Class="CombatExtended.VerbPropertiesCE">
<verbClass>CombatExtended.Verb_MeleeAttackCE</verbClass>
<defaultCooldownTime>1.35</defaultCooldownTime>
<meleeDamageBaseAmount>10</meleeDamageBaseAmount>
<meleeDamageDef>Blunt</meleeDamageDef>
<linkedBodyPartsGroup>Feet</linkedBodyPartsGroup>
<meleeArmorPenetration>0.13</meleeArmorPenetration>
</li>
<li Class="CombatExtended.VerbPropertiesCE">
<verbClass>CombatExtended.Verb_MeleeAttackCE</verbClass>
<defaultCooldownTime>1.35</defaultCooldownTime>
<meleeDamageBaseAmount>10</meleeDamageBaseAmount>
<meleeDamageDef>Bite</meleeDamageDef>
<linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup>
<meleeArmorPenetration>0.13</meleeArmorPenetration>
</li>
</verbs>
</value>
</li>
</operations>
</Operation>
 
</Patch>
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.1
Post by: Sylph on October 03, 2017, 06:04:33 PM
Quote from: SpaceDorf on October 03, 2017, 04:37:23 PM
Yes he does...

She.

Quote from: SpaceDorf on October 03, 2017, 04:37:23 PM
...a mod I don't use  ;D ;D

You should use it. The combat mechanics of Rimworld are the worst vanilla part, and Combat, ahem, Extended turn it into one of the best parts, imo.

Quote from: spincrus on October 03, 2017, 05:29:15 PM
By the way, I actually started working on the patch...

That's great news! Sorry, didn't mean to sound impatient.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.1
Post by: SpaceDorf on October 04, 2017, 04:59:39 AM
Quote from: Sylph on October 03, 2017, 06:04:33 PM
Quote from: SpaceDorf on October 03, 2017, 04:37:23 PM
Yes he does...
She.

Thanks for correcting me :)

Quote from: Sylph on October 03, 2017, 06:04:33 PM
You should use it. The combat mechanics of Rimworld are the worst vanilla part, and Combat, ahem, Extended turn it into one of the best parts, imo.

I did try it. But it did not convince me, maybe I try again sometimes.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: spincrus on October 07, 2017, 12:34:35 PM
Just updated  :-*
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: SpaceDorf on October 07, 2017, 01:09:50 PM
Those new Dinos look beautiful.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: Luckspeare on October 07, 2017, 02:01:12 PM
Incredible.  Love the art.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: douglasw on October 07, 2017, 06:10:38 PM
loved the mod, but it promotes a economic flaw, for example: you buy a dinosaur (in this case a brontosaurus) from a orbital trader, you then procced to slaughter the animal and sell all its leather. i assure you will have at least 300% profit on that simple endeavor plus all the meat it gives.
Point is that such a thing is not balanced. the best solution would probably be to increase the price dinosaurs.

edit: i can work the numbers out if that can be of any help
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: spincrus on October 07, 2017, 06:19:52 PM
Quote from: douglasw on October 07, 2017, 06:10:38 PM
loved the mod, but it promotes a economic flaw, for example: you buy a dinosaur (in this case a brontosaurus) from a orbital trader, you then procced to slaughter the animal and sell all its leather. i assure you will have at least 300% profit on that simple endeavor plus all the meat it gives.
Point is that such a thing is not balanced. the best solution would probably be to increase the price dinosaurs.

edit: i can work the numbers out if that can be of any help
I'm aware of this and have addressed it on several occasions, but thank you for your input. I actually increased dinosaur prices 3x, which may still be too low of an increase. Leather price factors can be decreased, but I can't do anything about meat simply using XML it appears, and I don't want to decrease the meat drops for the sauropods, because well, such a giant should provide quite a bit of meat.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: douglasw on October 07, 2017, 06:27:16 PM

I'm aware of this and have addressed it on several occasions, but thank you for your input. I actually increased dinosaur prices 3x, which may still be too low of an increase. Leather price factors can be decreased, but I can't do anything about meat simply using XML it appears, and I don't want to decrease the meat drops for the sauropods, because well, such a giant should provide quite a bit of meat.
[/quote]

agreed (making the dinossaurs yield less would be lame, hell those things are hugh mungus!), i just did not spot the price change on the changelog "Made some larger dinosaurs (sauropods, etc.) and hard to train theropods (Tyrannosaurus, raptors, etc.) more expensive for balance issues." keep up the great work.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: YokoZar on October 08, 2017, 04:40:41 AM
A T-Rex moved into my grazing area and is sleeping next to all my alpacas and I'm very worried about the situation

This mod is awesome.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: RyanRim on October 08, 2017, 06:41:07 AM
Can it run on a savegame, if yes, does it also with one that has other animal packs?
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: spincrus on October 08, 2017, 07:31:38 AM
Quote from: RyanRim on October 08, 2017, 06:41:07 AM
Can it run on a savegame, if yes, does it also with one that has other animal packs?

Yes, and yes :)
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: tommie447 on October 08, 2017, 12:15:36 PM
hey, love the mod!

maybe it's just a bug in my save but i noticed the female t-rex uses the back-sprite when walking down, kinda looks like a moonwalking dinosaur.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: spincrus on October 09, 2017, 05:03:00 AM
That was a bug, I thought I fixed all those issues when testing, but that one slipped away, I realized it during playtesting. Fixed and pushed out onto live.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: asdfasfdawsefawsef on October 20, 2017, 03:47:14 PM
Is there a list of what all the dinos' stats are/what they're good for?
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: Pink Omega on October 20, 2017, 07:33:08 PM
Don't take me in the wrong way, but shouldn't you make the dinosaurs more scientifically accurate? I mean, t.rex (it's not t-rex!) had some feather there and there, and also velociraptor wasn't this big. he also had feathers.

It's just a suggestion though, but accurate dinosaurs would be more fun and realistic (in my opinion).
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: RequiemFang on October 21, 2017, 10:16:30 PM
Quote from: Guido (Pink Omega) on October 20, 2017, 07:33:08 PM
Don't take me in the wrong way, but shouldn't you make the dinosaurs more scientifically accurate? I mean, t.rex (it's not t-rex!) had some feather there and there, and also velociraptor wasn't this big. he also had feathers.

It's just a suggestion though, but accurate dinosaurs would be more fun and realistic (in my opinion).

While true, the mod creator did add in the Yutyrannis which does in fact in this mod have feathers. There's an in-game reason why the normal Tyranno doesn't have feathers in the mod.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: Pink Omega on October 22, 2017, 11:08:42 AM
Quote from: RequiemFang on October 21, 2017, 10:16:30 PM
Quote from: Guido (Pink Omega) on October 20, 2017, 07:33:08 PM
Don't take me in the wrong way, but shouldn't you make the dinosaurs more scientifically accurate? I mean, t.rex (it's not t-rex!) had some feather there and there, and also velociraptor wasn't this big. he also had feathers.

It's just a suggestion though, but accurate dinosaurs would be more fun and realistic (in my opinion).

While true, the mod creator did add in the Yutyrannis which does in fact in this mod have feathers. There's an in-game reason why the normal Tyranno doesn't have feathers in the mod.

I see. Thank you for explaining :)
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: SunsetInvader on November 12, 2017, 06:20:36 PM
Hi, I saw an economic question posed earlier, and it brings up an issue I feel playing with this mod. I have had a lot of fun, but I feel like dinosaur skin prices are too high, it makes it too easy to rack up a lot of silver very quickly, with the diplodochus and brachiosaurus hides costing around 5.4, depending on the social skill. While the difficulty of downing the beast can merit the amount, I feel it is too much, making the economics of the game slightly easier.

Great mod anyways! In my first two weeks I had a dakotaraptor self tame (best of luck, since i think it is probably the best designed alongside the velociraptor)

Thanks!
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: demeggy on November 16, 2017, 03:10:50 PM
Genuinely cannot play this game now without this mod. Thanks!
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: WereCat88 on November 18, 2017, 04:14:40 PM
Ok so i got a problem/question, are compys (Compsognathus) supposed to be able to kill bigger dinos and animals by themselves?

I watched a compy tear appart a muffalo, the muffalo didn't even fight back, i tought it was a little wierd, but i said to myself that maybe thats normal.
But then i saw a dead Diplodocus (Da big dino) and checked its health tab, it was slowly torn apart by a compy, the same one that killed the muffalo, and again i think the Diplo didn't fight back, just tried to flee.
Then the compy attacked a rhino and the rhino stomped him.
(It was the same compy in all 3 cases)

Sooo, i think something may be wrong.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: Serpyderpy on November 21, 2017, 04:43:34 AM
Man, this mod makes mine look super pale and weak in comparison. I love the artwork, I just hope my mod has a chance against this beauty, haha.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: koltonaugust on November 22, 2017, 04:55:23 PM
Oh, awesome!  You already updated this mod. Honestly have trouble playing without it now. The dinosaurs feel so unique and make the game's tide actually kind of depend on animals
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: DepOpt on November 23, 2017, 12:42:55 PM
I really rather wish the big sauropods were pack-animals. Had a Bronto self tame, and it would make the BEST pack animal for going raiding.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: pilsenlord on December 03, 2017, 02:27:18 PM
any chance we can expect a non steam version in the near future?
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: bolbies on December 07, 2017, 04:43:08 PM
Is it allowed for someone to upload a non-steam download? Spincrus hasn't been on in a couple weeks.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: DoctorFowl on December 09, 2017, 10:28:48 AM
Are dinosaurs tamed from birth if you get fertilized eggs?
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: Listkoe on December 11, 2017, 05:53:24 PM
Quote from: DoctorFowl on December 09, 2017, 10:28:48 AM
Are dinosaurs tamed from birth if you get fertilized eggs?

No, you need to tame them. At least I had this with mine T-rex.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: Harry_Dicks on December 11, 2017, 07:41:37 PM
Quote from: bolbies on December 07, 2017, 04:43:08 PM
Is it allowed for someone to upload a non-steam download? Spincrus hasn't been on in a couple weeks.

Did you ever find out the answer to that? In the OP I didn't read anything about re-uploading it anywhere, hmmm...
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: bolbies on December 12, 2017, 12:24:49 AM
Quote from: Harry_Dicks on December 11, 2017, 07:41:37 PM
Did you ever find out the answer to that? In the OP I didn't read anything about re-uploading it anywhere, hmmm...

No I didn't. There's nothing on the steam page either.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: pilsenlord on December 13, 2017, 12:59:19 PM
wouldnt mind a non-oficial solution in the meanwhile, hopes the op finds the time to update here too
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: gurrenlemfox on December 28, 2017, 11:57:52 PM
yeah wouldn't mind unofficial Upload since, there is no point of having a thread with steam only download
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: crusader2010 on December 29, 2017, 01:26:08 AM
If you change the version in About.xml it seems to work (with some console errors that don't seems to affect much). At least that's what i did and i do get to see dinosaurs, tame them, get their eggs, get hunted by the carnivores etc.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: crusader2010 on December 29, 2017, 12:36:16 PM
Hello,

I have made an unoffical update to this mod: https://mega.nz/#!oYVVVLIT!YOeKlYQbykoj_ehtLLVoYL-k_N2n1CTVcpNxXxugjH4 (https://mega.nz/#!oYVVVLIT!YOeKlYQbykoj_ehtLLVoYL-k_N2n1CTVcpNxXxugjH4)
- updated the version and description of the mod (to make it clear that this is unofficial).
- cleaned up some XML definitions such that they don't generate console errors anymore.

If I broke any rules by making this update and putting it here, please let me know and I'll take it down immediately.
:)

EDIT:

There are still two errors that I don't know how to get rid of:
Could not resolve cross-reference: No RimWorld.StatDef named MeleeWeapon_DamageAmount found to give to RimWorld.StatModifier (null stat)
Could not resolve cross-reference: No RimWorld.StatDef named MeleeWeapon_Cooldown found to give to RimWorld.StatModifier (null stat)


They are generated by the definition below (see the two tags). If anyone knows how to properly "apply" melee damage and melee cooldown to an item, please let me know!

<ThingDef ParentName="ResourceVerbBase">
    <defName>TriceratopsHorn</defName>
    <label>triceratops horn</label>
    <description>A triceratops's horn. If good enough to fend off a T-Rex, good enough to fend off your enemies. Comes as at least a pair, so not as valuable as other horns out there.</description>
    <graphicData>
      <texPath>dinosauria/dinosauria_triceratopshorn</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <equippedAngleOffset>-20</equippedAngleOffset>
    <statBases>
      <MarketValue>1150</MarketValue>
      <MaxHitPoints>150</MaxHitPoints>
      <Mass>4</Mass>
      <Flammability>1</Flammability>
      <DeteriorationRate>0.3</DeteriorationRate>
  <MeleeWeapon_DamageAmount>22</MeleeWeapon_DamageAmount>
      <MeleeWeapon_Cooldown>2.7</MeleeWeapon_Cooldown>
    </statBases>
    <resourceReadoutPriority>Middle</resourceReadoutPriority>
    <stackLimit>10</stackLimit>
<verbs>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <meleeDamageDef>Scratch</meleeDamageDef>
      </li>
    </verbs>
    <thingCategories>
      <li>Items</li>
    </thingCategories>
    <tradeTags>
      <li>Exotic</li>
    </tradeTags>
  </ThingDef>
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: Harry_Dicks on December 29, 2017, 03:11:57 PM
I've checked and it is actually allowed for someone to post the real B18 version from Steam onto here if the mod author has gone missing in action. So please, anyone with the Steam version - send a link our way! ;D
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: gurrenlemfox on December 30, 2017, 02:32:34 AM
Quote from: crusader2010 on December 29, 2017, 12:36:16 PM
Hello,

I have made an unofficial update to this mod: https://mega.nz/#!oYVVVLIT!YOeKlYQbykoj_ehtLLVoYL-k_N2n1CTVcpNxXxugjH4 (https://mega.nz/#!oYVVVLIT!YOeKlYQbykoj_ehtLLVoYL-k_N2n1CTVcpNxXxugjH4)
- updated the version and description of the mod (to make it clear that this is unofficial).
- cleaned up some XML definitions such that they don't generate console errors anymore.

If I broke any rules by making this update and putting it here, please let me know and I'll take it down immediately.
:)

EDIT:

There are still two errors that I don't know how to get rid of:
Could not resolve cross-reference: No RimWorld.StatDef named MeleeWeapon_DamageAmount found to give to RimWorld.StatModifier (null stat)
Could not resolve cross-reference: No RimWorld.StatDef named MeleeWeapon_Cooldown found to give to RimWorld.StatModifier (null stat)


They are generated by the definition below (see the two tags). If anyone knows how to properly "apply" melee damage and melee cooldown to an item, please let me know!

<ThingDef ParentName="ResourceVerbBase">
    <defName>TriceratopsHorn</defName>
    <label>triceratops horn</label>
    <description>A triceratops's horn. If good enough to fend off a T-Rex, good enough to fend off your enemies. Comes as at least a pair, so not as valuable as other horns out there.</description>
    <graphicData>
      <texPath>dinosauria/dinosauria_triceratopshorn</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <equippedAngleOffset>-20</equippedAngleOffset>
    <statBases>
      <MarketValue>1150</MarketValue>
      <MaxHitPoints>150</MaxHitPoints>
      <Mass>4</Mass>
      <Flammability>1</Flammability>
      <DeteriorationRate>0.3</DeteriorationRate>
  <MeleeWeapon_DamageAmount>22</MeleeWeapon_DamageAmount>
      <MeleeWeapon_Cooldown>2.7</MeleeWeapon_Cooldown>
    </statBases>
    <resourceReadoutPriority>Middle</resourceReadoutPriority>
    <stackLimit>10</stackLimit>
<verbs>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <meleeDamageDef>Scratch</meleeDamageDef>
      </li>
    </verbs>
    <thingCategories>
      <li>Items</li>
    </thingCategories>
    <tradeTags>
      <li>Exotic</li>
    </tradeTags>
  </ThingDef>


Thx man appreciated
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: JinxVanAshke on December 30, 2017, 11:31:45 AM
Quote from: Harry_Dicks on December 29, 2017, 03:11:57 PM
I've checked and it is actually allowed for someone to post the real B18 version from Steam onto here if the mod author has gone missing in action. So please, anyone with the Steam version - send a link our way! ;D

My internet is shoddy but, if I won't get into trouble I will upload the B18 version and the  A dog said patch in a bit. I am kind of proud of myself I had to actually rewrite the a dog said patch myself a bit, I know nothing about it at all but the ADS patch was failing to load so I compared it to the Megafauna ADS patch and fixed what was different until the Dino ADS patch worked. I get no errors myself with any of this.

If the original owner requests me to remove these I will.

Dinosaria Unofficial (https://drive.google.com/file/d/13JnH8_RIzaMn2jBn8Sx6t7d_TRzyg7wg/view?usp=sharing)
Dinosauria ADS patch Unofficial (https://drive.google.com/open?id=1YnowkQX4sl0nebQHdAH2D5b7sAmhmV_-)
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: Harry_Dicks on December 30, 2017, 02:39:32 PM
Quote from: JinxVanAshke on December 30, 2017, 11:31:45 AM
Quote from: Harry_Dicks on December 29, 2017, 03:11:57 PM
I've checked and it is actually allowed for someone to post the real B18 version from Steam onto here if the mod author has gone missing in action. So please, anyone with the Steam version - send a link our way! ;D

My internet is shoddy but, if I won't get into trouble I will upload the B18 version and the  A dog said patch in a bit. I am kind of proud of myself I had to actually rewrite the a dog said patch myself a bit, I know nothing about it at all but the ADS patch was failing to load so I compared it to the Megafauna ADS patch and fixed what was different until the Dino ADS patch worked. I get no errors myself with any of this.

If the original owner requests me to remove these I will.

Dinosaria Unofficial (https://drive.google.com/file/d/13JnH8_RIzaMn2jBn8Sx6t7d_TRzyg7wg/view?usp=sharing)
Dinosauria ADS patch Unofficial (https://drive.google.com/open?id=1YnowkQX4sl0nebQHdAH2D5b7sAmhmV_-)

Hell yeah thanks dude, you're the man! 8)
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: crusader2010 on December 30, 2017, 03:04:25 PM
Quote from: JinxVanAshke on December 30, 2017, 11:31:45 AM
Quote from: Harry_Dicks on December 29, 2017, 03:11:57 PM
I've checked and it is actually allowed for someone to post the real B18 version from Steam onto here if the mod author has gone missing in action. So please, anyone with the Steam version - send a link our way! ;D

My internet is shoddy but, if I won't get into trouble I will upload the B18 version and the  A dog said patch in a bit. I am kind of proud of myself I had to actually rewrite the a dog said patch myself a bit, I know nothing about it at all but the ADS patch was failing to load so I compared it to the Megafauna ADS patch and fixed what was different until the Dino ADS patch worked. I get no errors myself with any of this.

If the original owner requests me to remove these I will.

Dinosaria Unofficial (https://drive.google.com/file/d/13JnH8_RIzaMn2jBn8Sx6t7d_TRzyg7wg/view?usp=sharing)
Dinosauria ADS patch Unofficial (https://drive.google.com/open?id=1YnowkQX4sl0nebQHdAH2D5b7sAmhmV_-)

I'm not sure how you're not getting at least one console error (the one related to the tag <hatcherDaysToHatch> which changed in the Rimworld base code to <hatcherDaystoHatch>, resulting in an XML error that the tags are not case sensitive). The other errors I'm not sure about, as I have over 100 mods installed (there might be some additional checks somewhere). Could you provide your ModConfig.xml?

PS: thanks for the ADS patch! :)
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: JinxVanAshke on December 30, 2017, 04:17:24 PM
Quote from: crusader2010 on December 30, 2017, 03:04:25 PM

I'm not sure how you're not getting at least one console error (the one related to the tag <hatcherDaysToHatch> which changed in the Rimworld base code to <hatcherDaystoHatch>, resulting in an XML error that the tags are not case sensitive). The other errors I'm not sure about, as I have over 100 mods installed (there might be some additional checks somewhere). Could you provide your ModConfig.xml?

PS: thanks for the ADS patch! :)

Sure, you know I have not had a dino long enough in game for them to actually lay and hatch an egg, it is possible I will get errors then but on load up I get none and in-game I get none, well sometimes a workgiver error but that is another mod (I think WhileyourUp) and it rarely fires. Anyway here is my modconfig.xml hope it helps. It sounds like something similar to the error that was making the patch file. It was originally written as <xpath>/RecipeDefs/RecipeDef and I had to change it to <xpath>Defs/RecipeDef. I also tried to make it work with the Modcheck patcher, again using the code from the megafauna patcher as a reference so that it was just part the Dinosauria mod but, I was unable to make that work properly, maybe something has to be added to the Dinosauria mod to make it work.

[attachment deleted by admin: too old]
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: crusader2010 on December 30, 2017, 04:39:42 PM
Quote from: JinxVanAshke on December 30, 2017, 04:17:24 PM
Quote from: crusader2010 on December 30, 2017, 03:04:25 PM

I'm not sure how you're not getting at least one console error (the one related to the tag <hatcherDaysToHatch> which changed in the Rimworld base code to <hatcherDaystoHatch>, resulting in an XML error that the tags are not case sensitive). The other errors I'm not sure about, as I have over 100 mods installed (there might be some additional checks somewhere). Could you provide your ModConfig.xml?

PS: thanks for the ADS patch! :)

Sure, you know I have not had a dino long enough in game for them to actually lay and hatch an egg, it is possible I will get errors then but on load up I get none and in-game I get none, well sometimes a workgiver error but that is another mod (I think WhileyourUp) and it rarely fires. Anyway here is my modconfig.xml hope it helps. It sounds like something similar to the error that was making the patch file. It was originally written as <xpath>/RecipeDefs/RecipeDef and I had to change it to <xpath>Defs/RecipeDef. I also tried to make it work with the Modcheck patcher, again using the code from the megafauna patcher as a reference so that it was just part the Dinosauria mod but, I was unable to make that work properly, maybe something has to be added to the Dinosauria mod to make it work.

Thanks! I'll take a look when I get some free time. The other errors I was getting are related to the XML root nodes from Dinosauria (e.g. <BodyDefs> should be renamed to <Defs> etc). Had to modify 4 files I think. Others I'm getting are those related to MeleeWeapon_DamageAmount and MeleeWeapon_Cooldown (from above), but I don't know enough of the Rimworld code base to be able to repair them. I'm curious to see if they are actually generated by some mods which are lower in the load list (maybe AnimalLogic and such).
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: JinxVanAshke on December 30, 2017, 04:56:15 PM
Sweet let me know what you find so I can fix my own if it is hiding a problem I am just not seeing. Just talking about this for a minute is learning me gewd, I know I am making progress when I got what you were talking about, previously my brain would step outside to have a smoke on this subject. The most I ever did before was modify a ini file. Now I am trying to learn how to do this so I can make my own reverse filtering system for stockpiles...and failing so far but...I am making the game do stuff as I fail so it progress through failure.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: Harry_Dicks on December 30, 2017, 05:43:29 PM
Quote from: JinxVanAshke on December 30, 2017, 04:56:15 PM
Sweet let me know what you find so I can fix my own if it is hiding a problem I am just not seeing. Just talking about this for a minute is learning me gewd, I know I am making progress when I got what you were talking about, previously my brain would step outside to have a smoke on this subject. The most I ever did before was modify a ini file. Now I am trying to learn how to do this so I can make my own reverse filtering system for stockpiles...and failing so far but...I am making the game do stuff as I fail so it progress through failure.

Keep it up, we have faith in you!
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: pilsenlord on December 31, 2017, 03:00:58 PM
what a nice end of the year gift from you guys, thanks a lot  :D :D :D :D
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: crusader2010 on December 31, 2017, 07:47:23 PM
With help from a fellow modder, I managed to get rid of the last two errors too. Reuploaded the new version here:
https://mega.nz/#!cMVCkaKK!jWZpJyGD0tLaME_szV9mtpHT2zsNki0IICwYhWQD7JA (https://mega.nz/#!cMVCkaKK!jWZpJyGD0tLaME_szV9mtpHT2zsNki0IICwYhWQD7JA)

@JinxVanAshke: still looking into how I was getting the errors (each time Rimworld started) and you were not. It doesn't make sense, yet.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: JinxVanAshke on January 01, 2018, 10:37:17 PM
Quote from: crusader2010 on December 31, 2017, 07:47:23 PM
With help from a fellow modder, I managed to get rid of the last two errors too. Reuploaded the new version here:
https://mega.nz/#!cMVCkaKK!jWZpJyGD0tLaME_szV9mtpHT2zsNki0IICwYhWQD7JA (https://mega.nz/#!cMVCkaKK!jWZpJyGD0tLaME_szV9mtpHT2zsNki0IICwYhWQD7JA)

@JinxVanAshke: still looking into how I was getting the errors (each time Rimworld started) and you were not. It doesn't make sense, yet.

So to add to the oddness. I was still using my original file since I got no errors. I downloaded the Giddy-up caravan mod. (Already was using the Core and battle mounts.) Once I activated that, console full of red errors.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: crusader2010 on January 02, 2018, 08:53:51 AM
Quote from: JinxVanAshke on January 01, 2018, 10:37:17 PM
Quote from: crusader2010 on December 31, 2017, 07:47:23 PM
With help from a fellow modder, I managed to get rid of the last two errors too. Reuploaded the new version here:
https://mega.nz/#!cMVCkaKK!jWZpJyGD0tLaME_szV9mtpHT2zsNki0IICwYhWQD7JA (https://mega.nz/#!cMVCkaKK!jWZpJyGD0tLaME_szV9mtpHT2zsNki0IICwYhWQD7JA)

@JinxVanAshke: still looking into how I was getting the errors (each time Rimworld started) and you were not. It doesn't make sense, yet.

So to add to the oddness. I was still using my original file since I got no errors. I downloaded the Giddy-up caravan mod. (Already was using the Core and battle mounts.) Once I activated that, console full of red errors.

I think Dinosauria needs a patch to make the animals rideable, so you should get errors :) by any chance, did you try Dinosauria only with Core in a new game? (and maybe Animal Logic).
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: Sarge on January 02, 2018, 11:04:46 AM
@OP

Stunning mod, the dino's look great and I love having them around. I have been trying it out for 3 or so days now and had my first conflict with one of your creations today.

My noob pawn, in the first season of the village, was instantly dead of course when RNGesus gave her an epic fail roll while trying to tame a triceratops.

Well, that was my immediate expectation. Except, with stats that are mediocre at best, crap gear, no shield and wielding only a knife she put it down without taking a scratch.

You will need to push balance really hard if you're going to convince anyone who wants to play on any setting more challenging than base builder to use your mod. It has loads of scope and I'm sure you've put a lot of effort into it, so I hope you'd consider some adjustments. I'll be happy to help test.

My personal opinion is always to allow your mod to be adjustable via mod setting so that people can use it as it best suits their play-style, but I guess that involves a lot more work.

(https://puu.sh/ySJ7y/394c5c1374.jpg)

(https://puu.sh/ySJ9H/3c855461b5.jpg)

(https://puu.sh/ySJbm/c7348cb39a.jpg)

EDIT: Grammar
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: Sarge on January 02, 2018, 11:19:19 AM
A quick comparison:

(https://puu.sh/ySJP8/f1a54e6b93.png) (https://puu.sh/ySJO9/18d591ee57.png)
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: Trimm on January 02, 2018, 11:34:13 AM
Quote from: DepOpt on November 23, 2017, 12:42:55 PM
I really rather wish the big sauropods were pack-animals. Had a Bronto self tame, and it would make the BEST pack animal for going raiding.

Edit: Nevermind, im an idiot.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: Sarge on January 06, 2018, 11:41:25 PM
It seems your mod may likely be causing some issues (https://ludeon.com/forums/index.php?topic=33461.585) where it makes fleeing animals that are being hunted by dinosaurs spray a blood trail all over the map.

(https://puu.sh/yVXSK/79869671b7.jpg)
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: crusader2010 on January 07, 2018, 04:35:27 AM
Most likely Dinosauria requires a CE patch to work properly. Here we just updated it to work with B18 (+/- A Dog Said). When CE gets a stable release i'm sure someone with proper modding skills will look into it :)
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: CrazyMalk on March 27, 2018, 12:23:56 PM
"BodyDef Knucklehead has BodyPartRecord of Body whose children have more or equal total coverage than 1. This means parent can't be hit independently at all."

This is a dinosaur from this mod, right? There must be a problem with the BodyDef, but i get lost when looking at those numbers :p

PS.: I'm using the unnoficial B18 version.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: RequiemFang on April 06, 2018, 02:10:12 AM
Anyone one got an unoffical animal armor update for this mod? I think the other one is sort of outdated and has issues.
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: SkyBlueMuffalo on July 18, 2018, 03:38:56 PM
Hi there,

I'd love to use this mod but I', still on B18. Is there a compatible version? The 1.2 won't work.

Thanks in advance. The mod looks absolutely amazing!
Title: Re: [A17] Dinosauria: A Rimworld Mod / v1.2
Post by: eksynn on November 27, 2018, 12:25:28 PM
Quote from: SkyBlueMuffalo on July 18, 2018, 03:38:56 PM
Hi there,

I'd love to use this mod but I', still on B18. Is there a compatible version? The 1.2 won't work.

Thanks in advance. The mod looks absolutely amazing!
sorry to ask but, why not just update your entire game to 1.0?
you can even run two copies of the game.. one for b18 and one for 1.0 -shrug-
just a thought

didn't really post to respond to this, just wanted to thank the mod creator for it xD dinosaurs were always missing, from my experience
curious why you removed the teeth from some dinos though
Title: Re: [1.0] Dinosauria: A Rimworld Mod / v1.4
Post by: NoCanDo on November 28, 2018, 08:55:54 AM
Lot's of dinos missing initial armor to blunt/sharp. Think about it. The stego, the minimi, a lot of dinos have plates made out of ???, but they show no armor value. Would be nice to have them and not just being cannon fooder dinos with huge HP pools. I like my stego army but they die so fast...
Title: Re: [1.0] Dinosauria: A Rimworld Mod / v1.4
Post by: eksynn on November 29, 2018, 12:47:20 PM
i'm also getting an error - any chance you can take a look at it?

[attachment deleted due to age]
Title: Re: [1.0] Dinosauria: A Rimworld Mod / v1.4
Post by: temple_wing on January 17, 2019, 08:36:35 AM
Would you please add support to combat extended?
Title: Re: [1.0] Dinosauria: A Rimworld Mod / v1.4
Post by: SergeMalbret on March 17, 2019, 11:04:15 PM
Balance suggestion:

Make the market value of fertilized eggs relate to the market value of the animal that will hatch.

I like the idea of buying fertilized eggs through trades, and the idea of selling off unneeded animals (rather than butchering them). But currently doing those two things leads to extremely easy wealth generation.

Example: a fertilized T-Rex egg costs 140, while an adult T-Rex costs 3600. A "baby" has a market price modifier of 40%. So buying 7 T-Rex eggs, and just having them hatch into babies leads to a wealth increase of 9100 with almost no effort.

This is because the market value of a fertilized T-Rex egg is currently set to less than 4% of that of an adult. So I suggest setting the market value of fertilized eggs to somewhere around 25-30% of the adult, which is still significantly cheaper than a baby (40%) but would alleviate these market issues.
Title: Re: [1.0] Dinosauria: A Rimworld Mod / v1.4
Post by: Aidan on January 21, 2020, 09:09:55 PM
I was debating on installing this mod and I don't regret it, I love it! it makes manhunter packs so much dangerous, but in return dinosaurs offer great defenses when tamed, also you get really strong leathers of them.