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RimWorld => Mods => Unfinished => Topic started by: IGNI on September 20, 2018, 10:21:40 PM

Title: [1.1]Lost Forest (WIP)
Post by: IGNI on September 20, 2018, 10:21:40 PM
What is this?

This mod brings some elements from exotic another world to Rimworld!
Present main contents is adding exotic animal races.

They will help your colony on the surface of mood, pandemic, or fighting.


Since I've been too biased creating animals, so...
Goal
I'd like to add more buildings and production recipes that helps imaging the exotic another world view in the future.
Of course, simply making colony life easier is not goal. I also planning to add powerful hostile factions who aiming their special powers.


Download
latest version 0.3.5 (v1.0: 0.3.5): Dropbox (https://www.dropbox.com/s/6q318lvk2li1rbh/%5B1.1%5DLost%20Forest.zip?dl=0)
*Ended all supports due to zoning violation spam
for steam users : on Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1847010407)

required : ResourcePackCore (Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1543671683) or Git (https://github.com/SoudanzyoShare/SoudanzyoShare))
recommended : [a Dog Said...], [Camera+], [ShowModDesignators]

Restrictions
Do NOT copy or redistribution.

Q&A
"Is there no researchment for building?"
For now so. I'll implement it collectively as the content increases.

"Aren't girls a bit too strong?"
I think so too! ...Well, I designed difficulty with assuming the situation like that over 30 choco-cornets appear at the end game,
so I recommend that beasthumans are limited up to one from each races for each colony.
*They got weaker on v0.2.3 hardcore update.

"I want them to cleaning"
They came to be able to do it from the v0.3.0!
The behavior frequency of each job is different depending on the race.

---------special thanks-------------
uniinu
ryouta
Tosenbo
tammybee
Udon
mlph

--------------------------------------
Please feel free to write if there is something. However, development is very slow so please wait patiently.

Title: Re: [B19]Lost Forest (WIP)
Post by: mvargus on September 21, 2018, 12:03:20 PM
One tiny request.  I added this and ended up with a pair of Flammelia showing up as a wandering self-tame.  They are nice to have, but the constant call outs they make get a bit tiresome after 1 hour or so.  Can you reduce the frequency of them calling out in their "very cute" voices. 
Title: Re: [B19]Lost Forest (WIP)
Post by: IGNI on September 21, 2018, 08:58:56 PM
Quote from: mvargus on September 21, 2018, 12:03:20 PM
One tiny request.  I added this and ended up with a pair of Flammelia showing up as a wandering self-tame.  They are nice to have, but the constant call outs they make get a bit tiresome after 1 hour or so.  Can you reduce the frequency of them calling out in their "very cute" voices.

Thanks for report. It's unintended bug that LF races are chosen in FarmAnimalsWanderingIn event, which known from before. About flammelia voices, it was adjusted from before, but I feel that I am still a bit too big and often. I'll re-adjust it at the next update to reducing volume and inserting dummy voice for 50% frequency. You can also makes them silent immediately by removing "Pawn_(race name)_Domestic_Vox.xml" and "<soundWounded>... ~ ...</soundAngry>" of  "Race_(race name).xml".
Title: Re: [B19]Lost Forest (WIP)
Post by: mvargus on September 22, 2018, 10:42:13 AM
Quote from: IGNI on September 21, 2018, 08:58:56 PM
Quote from: mvargus on September 21, 2018, 12:03:20 PM
One tiny request.  I added this and ended up with a pair of Flammelia showing up as a wandering self-tame.  They are nice to have, but the constant call outs they make get a bit tiresome after 1 hour or so.  Can you reduce the frequency of them calling out in their "very cute" voices.

Thanks for report. It's unintended bug that LF races are chosen in FarmAnimalsWanderingIn event, which known from before. About flammelia voices, it was adjusted from before, but I feel that I am still a bit too big and often. I'll re-adjust it at the next update to reducing volume and inserting dummy voice for 50% frequency. You can also makes them silent immediately by removing "Pawn_(race name)_Domestic_Vox.xml" and "<soundWounded>... ~ ...</soundAngry>" of  "Race_(race name).xml".

Them joining was a bug?  Aw, but they have saved so many of my colonists with their rapid rushes to take on manhunting animals and raiders.  I doubt my colony would be thriving without them. 
Title: Re: [B19]Lost Forest (WIP)
Post by: mvargus on September 23, 2018, 11:50:05 PM
Hey Igni, as I said, I like this overall, but you definitely need to clean up some things.

In another game (my flammella adventure was swept off the map by a tsunami of manhunting cheetah) I ended up getting the farm animals join and gained 3 foxia.  After I while I observed a few things about these cute girls.

1) they produce their food far too quickly.  It seemed there was a new fortune cookie every day.  Perhaps stretch this to one every 3-4 days.

2) they produce an amazing amount of wool and while its not angora rabbit level of value, its fairly good.  You might want to reduce the yield a bit, these girls aren't as big as an alpaca.  (as an example those same angora rabbits only produce 10 wool every grooming.)

3) the wool may have an error on its values.  If you want it to produce a cooling effect the "cold resistance" may need to be -30C not 30C.  I'm not 100% sure of this, but I believe the way its set now it would actually make the lowest comfortable temperature 30C higher than not wearing the clothing.  (I didn't test this, just noticed the values, so far I've only made bedrolls out of the wool.)

4) the foxia don't have an eat speed % or apparently any appetite for food.  It took me a while, but I finally noticed that they never actually ate anything.  You do need food for training, but they don't eat otherwise.

All little things, but they did surprise me.  You might need to talk to one of the modders who have created animal mods to find out how to fix a few of these.
Title: Re: [B19]Lost Forest (WIP)
Post by: IGNI on September 25, 2018, 07:40:35 AM
@mvargus
Thanks your opinion. I'll answer several questions in Japanese since it's difficult to write in English, so please use the Google translation.

1) I'm considering as well. Food production interval will be adjusted on the later update.

2) 私はアンゴラウサギMODを導入した事がないので詳しい事はよく判らないが、RimWorldのウサギは体格が0.2、つまり14kgもの体重を持つ、ヒトに致命傷を与える事すら出来るウサギである。本来なら20の毛を産出するのが妥当ではないだろうか?しかもこれらは繁殖できる。
話が逸れたが、つまるところ私が申し上げたいのは"あまりリアルさを求め過ぎても面白くなくなる"という事だ。加えて私のようなライトユーザにとって、ゲーム内の1年というのは非常に長い。私はユーザの毎日のプレイに"目立つ変化"を提供したい。だからこそ設定された値であるという点はご理解いただきたい。もちろん、私にはこのバランスがコアなユーザにも適切だという考えは微塵もない。今後のアップデートで若干の調整を行う可能性はある。

3) Cold insulation value had changed negative to positive on the B19 update. You can confirm it by looking at the Core files.

4) 彼女らの空腹率は意図的に低く設定している。体格に見合った食事量に近づけることも視野には入れているが、彼女たちが少食であるという点は崩すつもりはない。

Additionally, my beast-humanoid animals will be never joined in the self-tame events on the next update, so the points you feel strange will be a little alleviated.
Title: Re: [B19]Lost Forest (WIP)
Post by: mvargus on September 25, 2018, 01:11:41 PM
IGNI,

thank you for the answers.  I was nice to see that you are putting thought into the updates and the creatures you are generating.

Admittedly I am a fairly heavy user of the game, so your comments about wanting this mod to please more casual players made sense to me.  I used the angora rabbit v foxia wool generation comparison because it was one of the easier ones for me to remember.  The Angora rabbits appear in one of the more expansive animal mods, and I often say they are Yorkshire terriers that also produce one of the best wools in the game.  Of course, its a very small amount since each rabbit only produces 15 wool every 10 days or so, but they do breed rapidly so having a dozen all producing wool is not hard to manage.   

I guess a lot of my concern is partly based on my being a fairly dedicated player.  I have always tried to avoid mods that unbalance the game too much.  I don't mind gaining a slight advantage or even a slight disadvantage like you get with Dubs Bad Hygiene, but I've always avoided the Glitterworld mod because it can make the end game too easy.  The creatures of Lost Forest are extremely useful and powerful which makes me a bit hesitant to use them. 

it is your mod, and you should make it as you want.  I'm just hoping we can find a middle ground where they help enough to please a player with your style of play, but won't be so helpful as to disrupt the play of those who like a challenge when they play.
Title: Re: [B19]Lost Forest (WIP)
Post by: IGNI on September 26, 2018, 07:56:27 AM
@mvargus
あなたの仰るとおり、次回の更新を行った後でもこのMODがコアなユーザにとってちょうどいいバランスになるとは言い難いでしょう。このままどちらか一方のユーザ向けに修正を繰り返しても、どちらにとっても中途半端なバランスになってしまうと思う。したがって、現状開発リソースに余裕が無いためすぐは対応できませんが、私は今後コアなユーザに対しては別途ハードコア版を作るという形で対応するつもりです。

Thanks for your playing, and constructive opinions.
Title: Re: [1.0]Lost Forest (WIP)
Post by: AwesomeMcAwesome on October 23, 2018, 10:32:20 AM
All of them has "errorname" as names when they're named or when traders sell them
Title: Re: [1.0]Lost Forest (WIP)
Post by: IGNI on October 24, 2018, 07:46:40 PM
@AwesomeMcAwesome

That bug is not taking place in vanilla.
Title: Re: [1.0]Lost Forest (WIP)
Post by: monkmith on October 28, 2018, 10:33:46 PM
sheared a Dragonia and it dropped something called a dragonia's wisdom, says it is for some research.  how do you go about using it?  or is it just for selling?
Title: Re: [1.0]Lost Forest (WIP)
Post by: Frosty Water on March 06, 2019, 08:34:57 PM
Such an amazing mod one of my fav add ons

Great work.
Title: Re: [1.0]Lost Forest (WIP)
Post by: zizard on March 15, 2019, 12:36:07 AM
Superb mod. So cute. Love the death sounds.
Title: Re: [1.0]Lost Forest (WIP)
Post by: nylem on June 07, 2019, 05:40:37 PM
@IGNI.

Thanks for this wonderful mod but can I ask why you are stopping work on this mod? I saw your announcement on steam. Very sad news indeed.
Title: Re: [1.0]Lost Forest (WIP)
Post by: IGNI on June 07, 2019, 06:54:33 PM
@nylem

Thanks playing. Please rest assured. There is no intention to stop development at all. I only take a rest for a while. You can permanently use the latest version of v0.3.1 by downloading from this page until 6/14.
As far as the Steam side is concerned, I won't release new version until the notification system to users is completed. About Ludeon side, I'm going to update as usual because I think they will check premise of the each updates certainly on their downloading.

Title: Re: [1.0]Lost Forest (WIP)
Post by: nylem on June 08, 2019, 04:01:24 AM
Quote from: IGNI on June 07, 2019, 06:54:33 PM
@nylem

Thanks playing. Please rest assured. There is no intention to stop development at all. I only take a rest for a while. You can permanently use the latest version of v0.3.1 by downloading from this page until 6/14.
As far as the Steam side is concerned, I won't release new version until the notification system to users is completed. About Ludeon side, I'm going to update as usual because I think they will check premise of the each updates certainly on their downloading.

Thank you for the reply! Great, I can carry on playing this. My game wouldn't be the same without my Glacia's. Take a well-deserved rest and I look forward to future updates when you come back.
Title: Re: [1.0]Lost Forest (WIP)
Post by: Nekoshi on June 11, 2019, 04:55:53 AM
Thank you for your work,this mod is my favorite mod in RimWorld.
Title: Re: [1.0]Lost Forest (WIP)
Post by: Chibisuke on June 17, 2019, 04:52:26 AM
does anyone have a copy of 0.3.1. Didn't realise this mod was getting taken away :(
Title: Re: [1.0]Lost Forest (WIP)
Post by: FosterKicks on June 17, 2019, 03:32:41 PM
can we bang them? really important.
Title: Re: [1.0]Lost Forest (WIP)
Post by: rogelio11 on June 24, 2019, 01:02:38 AM
how come the mod got removed. man, I hate people do that. mods gets remove without word from the mod author or person that was authorized.
Title: Re: [1.0]Lost Forest (WIP)
Post by: nylem on June 25, 2019, 03:36:55 PM
Quote from: rogelio11 on June 24, 2019, 01:02:38 AM
how come the mod got removed. man, I hate people do that. mods gets remove without word from the mod author or person that was authorized.

The mod author did announce it was being removed.
Title: Re: [1.0]Lost Forest (WIP)
Post by: Plantman on July 04, 2019, 09:49:37 PM
hello i love this mod, though i only have the 0.3.0 version of the mod, i was hoping that i could get the 0.3.1 version 
Title: Re: [1.0]Lost Forest (WIP)
Post by: zmadz on July 06, 2019, 04:50:00 PM
aaah i wish i didn't delete all my mods now i wanna cry since i don't have this anymore :(
Title: Re: [1.0]Lost Forest (WIP)
Post by: okjoe1 on July 07, 2019, 10:16:55 PM
Hey love the mod! I'm sad to see that it  got taken off of steam and was  hoping that I could find the download here after I read more about it, sadly the dropbox doesn't work anymore ): , does anyone have the 3.1 version still? I really rather not have to play without this mod anymore...
Title: Re: [1.0]Lost Forest (WIP)
Post by: Kumai0214 on July 09, 2019, 07:13:33 PM
Could someone post a link to the post as to why the mod was removed? I'm sad to see it taken down but if I know the whole reason why it was taken down then I will understand.
Title: Re: [1.0]Lost Forest (WIP)
Post by: EpicN3wb on July 21, 2019, 02:27:25 AM
So... I was a bit of a dumbo, and thought that I'd keep the mod when it stopped publishing. Obviously, this was not the case. So, I would like to ask if the mod will ever be published again.
Title: Re: [1.0]Lost Forest (WIP)
Post by: Canute on July 21, 2019, 04:02:39 AM
Quote from: IGNI on June 07, 2019, 06:54:33 PM
Thanks playing. Please rest assured. There is no intention to stop development at all. I only take a rest for a while. You can permanently use the latest version of v0.3.1 by downloading from this page until 6/14.
So have patience !!
Title: Re: [1.0]Lost Forest (WIP)
Post by: EpicN3wb on July 21, 2019, 08:06:22 PM
Alright. Guess I'm just a dumbo.
Title: Re: [1.0]Lost Forest (WIP)
Post by: lefish on July 22, 2019, 11:07:42 PM
Wait when they said "You can permanently use the latest version of v0.3.1 by downloading from this page until 6/14" did that mean there was a local version that works 24/7 available for download until june 14 or just that v0.3.1 (and all other versions for that matter) would be functional up until june 14? also was there more info on the steam post? I cant find any way to track it down now that the mod is deleted on steam.
Title: Re: [1.0]Lost Forest (WIP)
Post by: Canute on July 23, 2019, 03:37:30 AM
No that mean's you could download the latest (0.3.1) until 6/14 and use it forever.
Steam workshop would remove your local workshop version when the mod got removed.
This is one of the few bad things about the workshop update's.
Title: Re: [1.0]Lost Forest (WIP)
Post by: lefish on July 24, 2019, 09:04:33 PM
Alright so I missed the window of opportunity there, thanks for clarifying.
Is that notification system IGNI was talking about then supposed to tell users when the mod author is making important changes like this?
Title: Re: [1.0]Lost Forest (WIP)
Post by: Kuratheris on July 28, 2019, 01:11:42 AM
Quote from: IGNI on June 07, 2019, 06:54:33 PM
@nylem

Thanks playing. Please rest assured. There is no intention to stop development at all. I only take a rest for a while. You can permanently use the latest version of v0.3.1 by downloading from this page until 6/14.
As far as the Steam side is concerned, I won't release new version until the notification system to users is completed. About Ludeon side, I'm going to update as usual because I think they will check premise of the each updates certainly on their downloading.

So did someone of authority actually come to you and tell you to take it down? Or are you just worried that will happen? If it did happen, how about you just remove those sound files until you eventually work things out?
Title: Re: [1.0]Lost Forest (WIP)
Post by: joey3155 on October 10, 2019, 11:37:06 PM
Where in the load order should the resource file be loaded? Cause I placed it behind all my other library mods like Jecs and Hugs and the game never finished loading so I did something wrong.
Title: Re: [1.0]Lost Forest (WIP)
Post by: Ledah on October 11, 2019, 02:41:42 AM
Welcome back! I'd like to request adding the female gender to the girls, and maybe the Leffy and the Petite Servant Dragons too. It's because every now and then I would get one of the girls and they would have a male name...
Also, there's a problem with the mod "EdB Prepare Carefully". They would show random names instead, for example showing "Sakura" instead of "Foxia".

Big fan of the mod, I've been using it for months... Please keep up the good work ~
Title: Re: [1.1]Lost Forest (WIP)
Post by: boopyhoofy on March 22, 2020, 05:36:38 AM
When I start the game with a few other mods installed I get the message "[RJW]Lost Forest intentionally breaks RJW and therefore is incompatible, you were warned.". Would you happen to have any idea what this is about?
Title: Re: [1.1]Lost Forest (WIP)
Post by: Canute on March 22, 2020, 06:31:52 AM
I think RJW = RimJobWorld, thats a mod so far i know.
So when you don't use that mod, just ignore that warning.

Title: Re: [1.1]Lost Forest (WIP)
Post by: boopyhoofy on March 22, 2020, 06:57:21 AM
Quote from: Canute on March 22, 2020, 06:31:52 AM
I think RJW = RimJobWorld, thats a mod so far i know.
So when you don't use that mod, just ignore that warning.
I do use that mod. I am just wondering what the issue is.
Title: Re: [1.1]Lost Forest (WIP)
Post by: InkTide on March 29, 2020, 01:19:03 PM
Quote from: boopyhoofy on March 22, 2020, 06:57:21 AM
Quote from: Canute on March 22, 2020, 06:31:52 AM
I think RJW = RimJobWorld, thats a mod so far i know.
So when you don't use that mod, just ignore that warning.
I do use that mod. I am just wondering what the issue is.

This mod's author has added functionality to specifically look for and break RJW and any attempts to make RJW compatible with Lost Forest. Originally, this was automatically sedating any pawn that attempted to begin an RJW-related action with a Lost Forest pawn - now it seems the goal is to disable RJW altogether. This is, in my opinion, one of the most pathetically petty things I've ever seen a mod author do.

It's this mod author's attempt, so far as I can surmise, to impose their own opinions onto anyone using their mod... in a game where you can, by default, skin human beings and use their dried flesh to make clothes and furniture. This is so astoundingly stupid to me that I'm tempted to learn rimworld modding for the express purpose of un-breaking the things Lost Forest intentionally breaks - regardless, if someone does do this, and Lost Forest updates afterwards, it is highly likely that the update to Lost Forest contains no updated content besides additional attempts to police which mods this mod author believes you should be disallowed from using.
Title: Re: [1.1]Lost Forest (WIP)
Post by: InkTide on March 29, 2020, 06:37:56 PM
https://store.steampowered.com/eula/294100_eula_1

Upon some further research, it seems IGNI's unannounced and largely hidden attempts to break RJW (the 'stun pawns' function uses Harmony and is buried in a .dll file that most users likely don't have the ability to read, let alone edit) actually violates the EULA.

Specifically: "-Your Mods must not misrepresent what they are or their purpose, or deceive players in any way they wouldn't reasonably appreciate."