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RimWorld => Releases => Mods => Outdated => Topic started by: skullywag on October 18, 2014, 09:48:45 AM

Title: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on October 18, 2014, 09:48:45 AM
So after the conversation here:

https://ludeon.com/forums/index.php?topic=6579.0

I decided to see how hard it would be to implement a "creep" like plant to the game, that was simplish to achieve, then I started thinking how would the plant get here, so an incident was made using "meteors" (droppods). Tweaked it a little, made it kill walking speed and made it need to use other plantlife to spread, The meteorite will continue to spread the plant if there is a space around, so dont just kill the plants (which also spread on their own) and leave it. Killing the rock will net you 300 Metal, to kill the plants, fire is your friend. The ivy will consume floors that arent natural, plants and corpses, it will also damage anything that gets caught in it (it literally tears you to pieces)

I may take this and expand upon it but im not sure yet, this was just a proof of concept and and a challenge to myself to mess in an area id not messed in yet.

So I have picked this up and added to it, theres now a centipede hatchlings that will spawn from eggsacs that are randomly generated in the ivy along with gaseous pustules (just for looks currently). The hatchlings are psychotic by default so will hunt your colonists down, this will change once i come up with some appropriate thingdefs.

Ive also added the Plant based turrets and mortars, theyll need tweaks but they hurt a little for now.

Ive added some rare drops to the mortar and the turret, both drop a tendril one does cut damage is slower and does more damage the other does stab damage is quicker but does less damage. Again Art by Shinzy...thanks bud!

Youll need to start a new world for the faction to generate correctly.

All artwork was done by SHINZY.

MASSIVE THANKS TO SHINZY! his arts awesome!

AGAIN ALL HAIL SHINZY FOR HIS AWESOMENESS!

This mod wouldnt be half as good if it werent for him.

On a side note I think this is also all the code the meteor mod needs to update to A7, ill post it there if anyone fancies updating that mod.

Grab it from Github:

https://github.com/Skullywag/Rimworld-Mods/archive/master.zip (this will also get you all my other mods)



[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: JuliaEllie on October 18, 2014, 02:29:05 PM
Oh I love this mod. The idea of space weeds is absolutely awesome. I have 1 or 2 suggestions:

Instead of incrementing a variable every tick and checking its value you could do a modulo == 0 on the current ticker count which could save some cpu circles.
Maybe Im just blind but it would be cool if the Ivy would do damage to buildings and/or pawns to encourage fighting it.
I havnt tried but a reproduction circle of 30 ticks seems a bit too fast but I could be wrong.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Noobshock on October 18, 2014, 02:46:37 PM
I'd make it a little more bright/flashy looking, but I'm nitpicking here.

I'll give it a shot soon, this is cool.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: ousire on October 18, 2014, 03:21:15 PM
So, basically a very invasive weed that slows movement and eats other plants around it? Sounds neat!
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on October 18, 2014, 03:26:49 PM
As i said guys this was about the mechanics and seeing if it was possible, Not sure where I want to take this but ill take onboard what youve said and brainstorm some more.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Rex705 on October 18, 2014, 03:38:54 PM
This could become a cool new danger for the colonist. It starts out harmless just slowing you down but if left alone it starts to spawn tentacle plants that will melee anyone walking by and plants that shoot little acid balls. If you play on large maps like me max size then these things could land miles away and you would be to lazy to deal with it until you realize IT'S TAKING OVER THE WORLD!
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on October 18, 2014, 03:43:08 PM
Put it this way I made a typo in the code and had a purple map in about oooh 3 seconds...lol

edit - random question....anyone know what the backstory is for mechanoids?
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on October 18, 2014, 03:49:36 PM
JuliaEllie could you explain how the modulo would work, ive always had issues implementing them, but always happy to learn a new trick.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: JuliaEllie on October 18, 2014, 04:07:26 PM
Quote from: skullywag on October 18, 2014, 03:49:36 PM
JuliaEllie could you explain how the modulo would work, ive always had issues implementing them, but always happy to learn a new trick.

A modulo is an integer  division which returns the remaining part. 5%2 = 1 (5/2 = 2 remaining 1) So if you make it x%y == 0 it will be only true for x which can be divided evenly by y. If you apply this on the tickercount (in your case it is 30)  x%30 == 0 only the ticker counts that are divisible by 30 without any remaining number  return true. Conclusion: the ticker will return true every 30 ticks.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: JuliaEllie on October 18, 2014, 04:59:41 PM
Quote from: skullywag on October 18, 2014, 09:48:45 AM

Killing the rock will net you 300 Metal, to kill the plants, fire is your friend.


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

Well I made a small flamethrower for this :D


DOWNLOAD (https://www.sendspace.com/file/s5glbk)

P.S. feel free to incorporate it into your mod :D
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on October 18, 2014, 07:28:54 PM
Grab my MoreWeapons mod theres 1 in there ;)
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on October 25, 2014, 04:12:09 PM
Just a quick update to first say thankyou to Shinzy for the new artwork on this, its hard to make out all the work he did but trust me when i say these things are awesome.

And secondly to state I will be expanding this I have some ideas and am dev'ing them right this second. Might be a while before im done cuz this aint gonna be a small task though. Ideas are welcome, I do have a core "story" behind this that ill reveal when its released but other ideas that compliment it might get in.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Shinzy on October 25, 2014, 04:58:27 PM
Oh I was actually just playing, didn't realize I still had this mod enabled =P from when I tested the textures
I got the meteor drop and just shrugged it off like "Oh! okay, I'll deal with that later"

I forgot it entirely
This was really fun sight when I zoomed out of my colony much much later and saw this!

(http://i.imgur.com/TG2ckuM.png)

yaay! ;D
It spread a little =P
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on October 25, 2014, 06:02:54 PM
Haha nice! I was even debating removing the notification...but I feel thats TOO evil. Got EggSac buildings in, they generate randomly throughout the tangled weave, Just got to get the pawn built and start spawning them now....debating on gas clouds from the sacks or from another building type....or from the creep itself, could do it randomly...hmmm time to test some more...

Its VERY susceptible to fire, the only issue is the built in too much fire = rain mechanic, it kinda stifles battling huge spreads like yours.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Killaim on October 25, 2014, 06:31:48 PM
could be fun if it grew faster over bloody areas - and if a dead colonist is in it it grows super fast around that corpse
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on October 25, 2014, 06:35:23 PM
all stuff thats doable (VERY doable infact), ill keep it in mind for once ive got the major technical stuff and the base functionality out of the way.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Igabod on October 25, 2014, 06:45:15 PM
I love the idea of this mod. More events and challenges that don't involve raiders or mechs is a good thing. One question though, is this compatible with old saves? I have one colony that I got to a great point where it is (almost) completely invulnerable to raiders and mechs so it's not very challenging anymore but I still like the characters and stories involved in it. I'd love to add this mod in and give my impregnable base a new challenge to overcome.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on October 25, 2014, 06:58:39 PM
I dont see why it wouldnt work on an existing save (always backup before you try), everything is new within it, I wouldnt bother currently though as it literally is just purple grass spreading that slows your walking to almost nothing, not much of a challenge, that bits in build now.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Killaim on October 25, 2014, 07:05:00 PM
ive been wondering for a while if i should try to draw a monster for this and try and get someone to mod it in.

(warning old drawing, some doodle i drew a long time ago.)
http://i24.photobucket.com/albums/c48/redwind85/RangerJoe.png
but thinking something like the big one

if you want you could make it spawn on the creep :D
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on October 25, 2014, 07:56:09 PM
hehe you sir are very much thinking on along the lines of myself and Shinzy, unfortunately we already have a plan. Something a little closer to home.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Wex on October 25, 2014, 08:38:25 PM
So the fungi became weed... weird, but of my taste nonetheless. I will wait for the completion of the mod and give it a fair try. Thanks for making this mod!  ;D
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Shrizer on October 26, 2014, 04:13:29 AM
Totally watching this mod
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Backlight on October 26, 2014, 05:12:07 PM
After reading all the posts it started to make me think of 'The Last Of Us' with the fungi spores, overgrowth, etc XD.. really makes me want a mod with that in mind which can infect the dead (or living if they breath in spores without protection) and well make zombies.. i already know theres a zombie mod but all that does is spawn a clump of them which can bite and turn you but thats really it haha.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on October 26, 2014, 05:17:24 PM
Zombies im not doing...Psychotic everythings?...doing...right now...its mental...
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Wex on October 26, 2014, 05:21:19 PM
I tought a while on this subject.
The "creepweed" should be damaging, maybe only a little, but doing chemical damage (the one that devilstrand help mitigate); the damage should be "burn" -chemical, that is-.
The chance of getting damaged should be the same as walking in fire.
This, IMO, should be balanced.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on October 26, 2014, 05:25:17 PM
The "creep" isnt gonna hurt you, but what it does to the flora/fauna will.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Raufgar on October 27, 2014, 09:18:13 AM
Definitely watching this. Some thoughts on the matter :

1) As a creeping plant with high growth, it stands to assume that some damage to man-made objects is expected, mainly from roots or similar anchoring plant bits. Perhaps something like (IF wall section contact with Ivy >= 10 days ADD root dmg + 5) Here's an example. (http://4.bp.blogspot.com/_NdFpjy3yqh8/TUBkCxIelvI/AAAAAAAAFR8/eyBlx6iDrCs/s1600/DSCN3344.JPG) And Here. (http://p-ec2.pixstatic.com/5069d740fb04d60a59000675._w.1500_s.fit_.jpg)

2) While it doesn't directly do damage to colonists, aside from the movement penalty, how about a mood penalty while standing inside PurpleIvy? After all, it is a very invasive, non-edible, fast growing, alien growth. It would give me the shivers just standing in something like that, let alone needing to walk through it (Hentai Tentacles would come to mind).

3) Destroying the meteorite should have a possibility of also dropping a PurpleIvy seed/sprout, so that you can potentially plant it someplace to act as colony defense, e.g. to restrict raiders coming in from the map edges. Or be used as a part of research into increasing yields for crops. Or plant it in a hydroponic base and watch it slowly consume your colony from the inside out <cue evul laughter>
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on October 27, 2014, 12:57:35 PM
1. I like it its going in. However the plant uses other life to spread so simple floors would defend but still....going in. Infact it could damage floors...wouldnt spread..but damage

2. The beauty on this stuff is low so youll get the normal ugly env mood.

3. On the list of maybes. Got to see how the rest pans out first.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Viceroy on October 27, 2014, 06:11:40 PM
Love this. Now we just need some zerglings :D
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: StorymasterQ on October 27, 2014, 08:52:22 PM
I like the thought that it could damage floors. If the damage is enough, let's say the floor turns back into soil (or something). Then it's effectively like a bunch of raiders that managed to break a wall. The creep would be able to spread into the colony.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Tynan on October 28, 2014, 12:46:41 AM
This is brilliant! I'd had an idea to do something like this for a long time but it looks like you beat me to it in an awesome way. Can't wait to see how this develops.

One idea: Purple Ivy artillery cannons :)
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Rikiki on October 28, 2014, 04:11:11 AM
Mmh, this deliciously reminds me Infested Planet ;D
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Ruin on October 28, 2014, 03:36:45 PM
This is so darn cool.  Maybe it could be added to the vanilla game once it matures?
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Angie on October 28, 2014, 04:00:38 PM
Anyone? ;)

(http://upload.wikimedia.org/wikipedia/en/6/62/JohnWyndham_TheDayOfTheTriffids.jpg)
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: BinaryBlackhole on October 29, 2014, 03:48:52 AM
Ivy has traits  some spread faster some spawn enemies some resist fire if two purple ivys touch they gain both traits so you must eradicate them all also how about letting ivy grow on non dirt floors if theres  blood or rubble another trait could be toxic goop  now the ivy can spread forever.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Coenmcj on October 30, 2014, 01:51:31 AM
I really must pay more attention to the mods release forums... Bloody brilliant you two!

Quote from: Tynan on October 28, 2014, 12:46:41 AM
This is brilliant! I'd had an idea to do something like this for a long time but it looks like you beat me to it in an awesome way. Can't wait to see how this develops.

One idea: Purple Ivy artillery cannons :)

This... This needs to be done. You can fire at the raiders with these, and vice versa, wouldn't want that pristine environment inside your compound to be overtaken by the swarm PurpleIvy would we?...

Incorporating this into all my future worlds. Cheers!

Edit ;
"fire is your friend."
"could be fun if it grew faster over bloody areas ... it grows super fast around that corpse"

"I like how this game can result in quotes that would be quite unnerving when said in public, out of context." - StorymasterQ
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 01, 2014, 12:08:35 PM
So I went a bit quiet on this, but have been fleshing out my plan for this while i dealt with some real life issues with my daughter (shes 1 and was a bit ill recently, nothing major, just needed me to be around more as any good dad should be, anyways....).

So for the future:

The "ivy", im not 100% sure on the name, but I dont like "creep" and wanted to keep inline with the "earthlike" feel, any ideas on this are welcome? (The purple part was actually a joke from the originating thread so can be dropped)

I now have the ivy mutating once it gets to 100% maturity on a chance basis, it can become one of 2 things:

EggSac - spawns Centipede hatchlings again based on chance and how many are currently on the map (dont want to overload the engine) These are simple slug like creatures that will eventually defend the ivy and attack anything in site range. (currently just wandering about until i fix an issue with their spawn code that makes them kittens).

GasPump - or "Gaseous Pustule" this thing pumps out clouds of smoke currently, it started off for looks, I wanted a spooky feel to the ivy. My plan is to make any creatures near these go psychotic when they pump a cloud out.

Seed/egg Cannon - this thing will start lobbing seeds/eggs (not sure yet) at your colony, I dont want it to do a lot of damage if its a seed cannon cuz technically your whole map could be covered in these things, so it has to be a slow weardown damaging walls and equipment rather than destroying, the egg variety would spawn the eggsac on impact and the normal spawning of hatchlings would happen.

Theres some other ideas in my head like using a substance obtained from the hatchlings to produce goods (maybe medicines in the future for example).

Adult centipedes, basically wild versions of the mechanoids, if it wasnt obvious my plan is to somewhat explain how the mechanoids came to be or at least what they are based on. There is some lore ive written for this involving scientists, research stations, comets and all sorts, I would really LOVE Tynans input on this as im not sure if there is already full Mechanoid lore as I dont feel its my place to come up with this but for the purpose of this mod it was my way of explaining the ivy/hatchlings. Anyway enough babbling on with the codes...

oh as a teaser, heres an image of the hatchling...you can thank Shinzy for this...love ya buddy!

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Wex on November 01, 2014, 01:32:04 PM
Would the centipede be edible?
Would the shot from the plant deliver "toxic" damage -chemical burns-?
Would the gas increase the chance of a psychotic break on colonist, random animal attack, full scale attack by animals, or all 3 togheter?
Would it work as a deterrent for pirate attacks?
Can it be contained by destroing the surronding nature -concrete is your friend-?

Yes, I do have a couple of questions.  :)
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 01, 2014, 01:38:07 PM
Quote from: Wex on November 01, 2014, 01:32:04 PM
Would the centipede be edible?
Would the shot from the plant deliver "toxic" damage -chemical burns-?
Would the gas increase the chance of a psychotic break on colonist, random animal attack, full scale attack by animals, or all 3 togheter?
Would it work as a deterrent for pirate attacks?
Can it be contained by destroing the surronding nature -concrete is your friend-?

Yes, I do have a couple of questions.  :)

1. Not sure, they currently dont drop anything when killed.
2. It doesn't but it could do.
3. The gas would affect any pawn in radius.
4. I suppose it could at least make them fight it on the way to you
5. It spreads via other life so yes to your question in my current local build, however I am adding a slow take over of floor tiles to make it technically never stop spreading. it'll just be quicker with plantlife next to it. So no to your question once I've implemented that.

:)
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: jal21 on November 01, 2014, 02:39:24 PM
random cool ideas
a faction that will have a chance to spawn when the Akuma vines (that is what im calling the purpleivy) that there hole purpose is to take out the Akuma vines and any thing that has gotten in contact with it aka your colonist and they are wearing hazmat gear that gives them protection towards the gas and such

maybe there can be an event that will be scientists that will be looking for the seeds of the Akuma vines and will buy it off you for a hefty amount of silver but they will sound very shifty about it like they will be using it for something that is not that good... and you might her the effect later about your choice
this is just my thous on this add at your lesher i will like the mod ether way i just think that this will make the mod a bit more interesting
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Shinzy on November 01, 2014, 02:54:05 PM
Something in latin obviously! cause all the plants are named in latin ;D "Purple bulbous growth"  "Purpureus bulbosus incrementum"

Or maybe just "More weed"
and why no meteorbear? =P centipede hatchling, duhh!
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 01, 2014, 03:17:48 PM
Quote from: Shinzy on November 01, 2014, 02:54:05 PM
Something in latin obviously! cause all the plants are named in latin ;D "Purple bulbous growth"  "Purpureus bulbosus incrementum"

Or maybe just "More weed"
and why no meteorbear? =P centipede hatchling, duhh!

cuz no one would get it bar us. :)
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Wex on November 01, 2014, 04:55:25 PM
Also a chanche to reanimate corpses like the cordyceps would be super!
https://www.youtube.com/watch?v=XuKjBIBBAL8
Spreading beyond concrete now! :)
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Rikiki on November 02, 2014, 02:44:20 AM
I really like the idea of extracting medicine from it. :)
* You may want to keep a small piece of this in your base for your own purpose (use the ivy incredible regeneration properties) but beware the risk of a sudden invasion.
* Couple it with this event: "Solar flare growth": the solar flare incredibly boosts Ivy growth rate for a short period of time (the plant is powered by the cosmic radiation  ::))

Keep up the good job! :D
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 02, 2014, 09:37:24 AM
Another idea thats kind of forming within the code,  if the ivy hits a tree it transforms it into a purple version that when chopped down gives a new type of wood whic is a "stuff". Im gonna try and add a self repair to things built by it. Itll obviously be balanced.

Im trying to make it so you have a choice to make, kill the ivy and stay safe, take the risk and get some cool rewards
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Shinzy on November 02, 2014, 10:10:59 AM
Quote from: skullywag on November 02, 2014, 09:37:24 AMand get some cool rewards

See your colonists get gutted by swarm of meteor bears? =P that's a reward enough for me! ;D
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 02, 2014, 11:49:00 AM
Shinzy I have need of new art, there's a present in it for you if you do it. Grab me on steam tonight if you're interested. Ill be on around 8 I reckon.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Wex on November 03, 2014, 01:52:20 PM
I actually claimed and deconstructed the meteorite. It didn't drop anything.
Also, both the Ivy and the meteorite were unattackable.
Where did I go wrong?
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: harpo99999 on November 03, 2014, 03:36:49 PM
I use  drafted colonists or artillery/rocketlaunchers to shoot the purple rock, and after destroying te rock I then set all the plant life near to where the rock was to be cut (unless there is a fire buring there) just to make sure that there will not be any purple growth spreading over the map
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 03, 2014, 04:31:59 PM
Deconstruct needs to be removed you have to "kill" the rock. I.e reduce its hitpoints to 0. Depending on the weapon you should be able to target it. What were you trying to use?
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Wex on November 03, 2014, 07:14:30 PM
An M16. Randy made it rain in the first month... Also a pistol and the Lee-Enfield.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 04, 2014, 03:07:19 AM
Ok ill be at my pc tonight ill take a look into it maybe ive got another of my mods enabled that tweaks guns or something. Ill try it on its own (which i normally do so dont know how this slipped. You could try nades for now, molotovs work as the rock is flammable as is the ivy (very flammable).
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 04, 2014, 03:46:57 AM
On another note, either tonight or tomorrow ill update the github version to my latest local build, currently that contains the eggsacs working and spawning (currently psychotic) hatchlings and the gaseous pustules pumping smoke out (just for looks currently) i do want to tweak the randomness and some of the "creep" code as i feel its too uniform currently. Once thats done and ive definitley confirmed you can fight this in the vanilla game ill update.

Then itll be on to the mortars and turrets.

Also have to remove the faction from the "call" options lol :D
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 04, 2014, 06:35:42 PM
Ok so ive updated the OP with what the mod currently contains and updated the pic to show off Shinzys new art.

Ive been able to shoot the rock with an m16 in vanilla so cannot replicate the bug above.

Ive tweaked the spread generator to be a little more random so its not a diamond everytime now. Still need to balance the speed the numbers of eggs/gaspumps etc..

Everything now has a faction so you cant deconstruct it.

I only have 1 bug left in this area which im classing as an exploit in the mod for now, you can "cut" the ivy, you shouldnt be able to but as its a plant i dont seem to be able to stop this behaviour as its baked into the core game.

Ill be adding the plant based artillery and turrets next along with expanding on the thinktree for the hatchlings and sorting out the gaseous pustules enraging pawns nearby.

:)
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: NoImageAvailable on November 05, 2014, 04:09:24 AM
Quote from: Wex on November 03, 2014, 01:52:20 PM
I actually claimed and deconstructed the meteorite. It didn't drop anything.
Also, both the Ivy and the meteorite were unattackable.
Where did I go wrong?

Did you try right-clicking it or force fire?
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: JuliaEllie on November 05, 2014, 04:21:12 AM
If the rock can be attacked or not is defined by the weapon ThingDef not by the rock ThingDef. Make sure your weapon has the right targetProperties
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 05, 2014, 12:44:49 PM
Force fire works perfectly with vanilla weapons, ive tested it.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Darkfirephoenix on November 05, 2014, 02:11:45 PM
Soooo... any plans for an "PurpleIvy Infection"? I think such a infection could cause:
1. Pain
2. Damage
3. NON-LETHAL (at least directly)
4. Causes Mood-shifts
5. Has a EXTREMELY small chance of spreading the Ivy (maybe if the "carrier" dies the corpse will start spreading it?)
6. Spreading inside the body (will infect more parts)
7. If Brain is fully infected victim will be permanently on a rampage/turn into a mutant
BUT: The Ivy causes a BOOST in the infected parts.

Maybe some research to "control" the infection/Ivy (eliminate it/surpress the "take over" aspect) so you can use it to your benefit... Maybe even some "CounterIvy" which you research and make yourself and then "place" on the PurpleIvy (PurpleIvy takes other plantlife to spread, Counter Ivy makes the same BUT only uses the Purple Ivy to spread)
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 05, 2014, 02:37:41 PM
There is a disease/injury system I'm working on not fleshed it out much yet but ill keep your points in mind.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Halinder on November 05, 2014, 08:05:16 PM
Is there a limitation to the amount of hatchlings on the map? I managed to get 15 incapacitated hatchlings on the map and they stopped spawning despite the spread being larger than my actual colony, an egg sac every ten or so tiles.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: BinaryBlackhole on November 06, 2014, 12:37:43 AM
How about as award you can get mentally damaged centipedes rarely spawning which can be trained as guard dogs mechanoid centipede vs organic centipede who will win?
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 06, 2014, 02:51:24 AM
there's a hard limit of 20 currently. Ill add a check for dead ones. As stated still balancing as I go so I expect stuff like this to pop up until I've got all the math sorted.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 06, 2014, 04:32:20 AM
So any thoughts on the name. PurpleIvy is rubbish and doesnt relay conveylwhat im going for now. Ive been referring to everything as "Genny" i.e genetically modified in the code....maybe something involving that? "MoreCentipedes"? Lol!
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Shinzy on November 06, 2014, 04:37:23 AM
Hey! heeyyy!! *Waves hands*
"meteor bears!"
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Rikiki on November 06, 2014, 05:12:33 AM
Maybe "Xenocreeplant" (from "xeno", "creep" and "plant") or some variations of it:
"Xenokriple"
"Xenkrifung" (from "fungus")
...
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Viceroy on November 06, 2014, 05:45:39 AM
Indicum = Indigo
Purpureus = Purple
Hyacinthinus  = Reddish Violet
Ianthinus = Violet

Tyrannus = Tyrant
Regnum = Kingdom
Ferus = Wild
Indomitus = Untamed

So for instance:
Tyrannus Indicum - Tyrant Indigo
Ferus Ianthinus Regnum - Feral Violet Realm

Go here and look around: http://www.latinwordlist.com/latin-word-for/
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: NoImageAvailable on November 06, 2014, 05:49:24 AM
Quote from: Rikiki on November 06, 2014, 05:12:33 AM
Maybe "Xenocreeplant" (from "xeno", "creep" and "plant") or some variations of it:
"Xenokriple"
"Xenkrifung" (from "fungus")
...

How about just Xenocreep?
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Rikiki on November 06, 2014, 08:25:08 AM
Quote from: NoImageAvailable on November 06, 2014, 05:49:24 AM
How about just Xenocreep?
It looks like too much StarCraft zerg creep in my opinion...
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Matthiasagreen on November 06, 2014, 11:26:41 AM
Devil's Snare. Fast Growing plant, hazardous to people, doesn't like fire. Fanboy approved.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: NoImageAvailable on November 06, 2014, 01:48:24 PM
Quote from: Rikiki on November 06, 2014, 08:25:08 AM
Quote from: NoImageAvailable on November 06, 2014, 05:49:24 AM
How about just Xenocreep?
It looks like too much StarCraft zerg creep in my opinion...

So what? Similarities will be there regardless of name and its not like the Zerg were particulary original either (*cough* Tyranids *cough*).
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: harpo99999 on November 06, 2014, 03:25:42 PM
and another poor idea for a name could be hellvine or hellweed
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Wex on November 06, 2014, 04:50:07 PM
I will call it Frank.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Viceroy on November 06, 2014, 05:27:31 PM
Haze
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Shinzy on November 06, 2014, 05:47:01 PM
Quote from: Wex on November 06, 2014, 04:50:07 PM
I will call it Frank.

Frank & the meteor bears - The happy adventure!
I like it!

...Skully!

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Rikiki on November 06, 2014, 06:22:39 PM
Quote
Frank & the meteor bears - The happy adventure!

Oh no please! I'm so scarred!
lol Shinzy ;D

I would prefer a "quite serious" name... Like one with latin or scientific words in it (preferably directly out from a rogue and mad rim-laboratory) 8)
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Iwillbenicetou on November 06, 2014, 07:41:51 PM
Quote from: Shinzy on November 06, 2014, 05:47:01 PM
Quote from: Wex on November 06, 2014, 04:50:07 PM
I will call it Frank.

Frank & the meteor bears - The happy adventure!
I like it!

Nice. Frank it is! Also, how did you get the "3D" look in the photo, it doesn't look top down...
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 07, 2014, 02:16:42 AM
Think its the gaseous pustules they are more side on than topdown. I quite like it personally.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Shinzy on November 07, 2014, 05:34:44 AM
Quote from: Iwillbenicetou on November 06, 2014, 07:41:51 PM
Quote from: Shinzy on November 06, 2014, 05:47:01 PM
Quote from: Wex on November 06, 2014, 04:50:07 PM
I will call it Frank.

Frank & the meteor bears - The happy adventure!
I like it!

Nice. Frank it is! Also, how did you get the "3D" look in the photo, it doesn't look top down...

I stretched the image with perspective tool to channel that FF6 world map look (it's a professional term ::))
(But i do agree this needs some seriousish name)

So E.T. or Alf :P
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Viceroy on November 07, 2014, 08:03:48 AM
Will there be a biome on the world map for areas that are already infested?

I mean it would make sense that some areas have already tasted the purple blight.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Wex on November 07, 2014, 10:50:28 AM
An area already infested would be unplayable, I think. 3 starting colonist against Frank? They don't stand a chance.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Viceroy on November 07, 2014, 12:04:03 PM
Yeah but people use Edb prepare carefully, so you could send in a squad with flamethrowers and machineguns.

It would be fun.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Igabod on November 07, 2014, 12:55:39 PM
Quote from: Viceroy on November 07, 2014, 12:04:03 PM
Yeah but people use Edb prepare carefully, so you could send in a squad with flamethrowers and machineguns.

It would be fun.

I agree, that could be pretty fun. You could set up a squad of 4 well armored and heavily armed commandos whose sole purpose is to build a small command center and then take back the sector. That would be a great side-game for when you want to play but don't feel like making a full on colony.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 07, 2014, 01:00:18 PM
Shouldnt be *too hard* to implement something like that. Almost like a how long can you hold out type thing.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: DracoGriffin on November 07, 2014, 08:19:16 PM
Name suggestions: Xenophage maybe? Otherwise looking around viral taxonomy for ideas might be suggested.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: InfiniteRemnant on November 07, 2014, 09:32:44 PM
Quote from: NoImageAvailable on November 06, 2014, 01:48:24 PM
Quote from: Rikiki on November 06, 2014, 08:25:08 AM
Quote from: NoImageAvailable on November 06, 2014, 05:49:24 AM
How about just Xenocreep?
It looks like too much StarCraft zerg creep in my opinion...

So what? Similarities will be there regardless of name and its not like the Zerg were particulary original either (*cough* Tyranids *cough*).

Actually, this stuff kinda reminds me of the Tiberium weeds from C&C2.

Why not Xwnovines?
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 08, 2014, 02:34:15 AM
Xeno in the space/sci fi world means alien and thats not what these are.

Ive been thinking on something like:
Bacillus thuringiensis

Which is found in caterpillars and is used in gm crops to strengthen their resistance to insects. Something i was thinking of introducing later in the mod. (Gm crops that is) still forming this all in my head as to where i take this bar just being another attack from the sky.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: DracoGriffin on November 08, 2014, 02:47:14 AM
Well, if the plant comes from meteors, it would imply the lifeforms upon the meteorites are foreign, that is they are not from that planet.

I'm not sure what you mean by that statement as you state indirectly they are alien since they are not from the original planet (hence meteors).

Just some examples: Xenophyophore (http://en.wikipedia.org/wiki/Xenophyophore) and Xenoturbella (http://en.wikipedia.org/wiki/Xenoturbella).

Don't get too hung up on Tynan's anti-alien thingamijib. Life even on earth isn't fully understood; who's to say what would look alien on another planet, maybe a whole lot similar than we think. Especially with stuff like satellite viruses and prions.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: DracoGriffin on November 08, 2014, 02:51:55 AM
Quote from: skullywag on November 08, 2014, 02:34:15 AM
Xeno in the space/sci fi world means alien and thats not what these are.

Ive been thinking on something like:
Bacillus thuringiensis

Which is found in caterpillars and is used in gm crops to strengthen their resistance to insects. Something i was thinking of introducing later in the mod. (Gm crops that is) still forming this all in my head as to where i take this bar just being another attack from the sky.

I wouldn't go towards bacterial; viral would be more appropriate as current medicine is re-investigating phage therapy and genetic recombination using viral capsids. Although R factor bacteria are pretty hardy; they do not measure up to viruses, mostly because of the fact viruses outnumber bacteria about 1 to 100, or 1 to 1000, something really crazy to think about like nearly half of human body weight is from bacterial cells colonized on human tissue (normal microbiota anyway).

If you want to know more about that stuff, lemme know. It is a part of required study and treatment for Glitterworld Surgeons. :D
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 08, 2014, 03:02:10 AM
If youve got something that links insects and plants as well as my example let me know. I like reading up on stuff like this.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 08, 2014, 05:28:12 AM
Ive got mortars working in my local version gonna polish/balance them a little before i release, they are currently more annoying than a direct threat but with enough of em, you HAVE to go deal with them. Shinzy they look awesome (apart from the tex being upside down on the turretgun lol)
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Shinzy on November 08, 2014, 06:11:59 AM
Quote from: skullywag on November 08, 2014, 05:28:12 AM
Ive got mortars working in my local version gonna polish/balance them a little before i release, they are currently more annoying than a direct threat but with enough of em, you HAVE to go deal with them. Shinzy they look awesome (apart from the tex being upside down on the turretgun lol)

It's not upside down! unless it shoots stuff out of the end with webby flesh and tentacles instead of the clear barrel shaped one
(I drew it on the normal mortar barrel so it should be right way up!)
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 08, 2014, 06:44:18 AM
Oh i thought the open end was like a seed pod..my bad...
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Shinzy on November 08, 2014, 06:54:45 AM
Quote from: skullywag on November 08, 2014, 06:44:18 AM
Oh i thought the open end was like a seed pod..my bad...

Yeah it's supposed to be like this =P ofc top down view is always confusing
Edit: note! the real thing does not have plastic googly eye plopped on them and they don't really have tongues

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 08, 2014, 06:57:28 AM
Lol i really want to add a 1 in 1000 chance of them having googley eyes.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Wex on November 08, 2014, 09:26:38 AM
There seem to be a problem with centipede hatchlings. They are considered mechanoid. You can't eat them, but you can deconstruct them. Also, they spawn with mechanoid attacks and with ancient ship crash.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Styrkedottir on November 08, 2014, 09:33:48 AM
http://en.wikipedia.org/wiki/Ophiocordyceps_unilateralis

Maybe evolve the idea based on this?
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 08, 2014, 10:09:42 AM
Yeah shinzy told me about the mechanoid thing ive already fixed it.

That was the best attenborough ive seen "zombie bugs". Maybe i should talk to Justin over on the zombie mod.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: DracoGriffin on November 08, 2014, 01:18:40 PM
Quote from: skullywag on November 08, 2014, 03:02:10 AM
If youve got something that links insects and plants as well as my example let me know. I like reading up on stuff like this.

There's plenty of biological vectors that infect plants with viral agents; it's just a matter of finding one that sounds cool. :P

Also, like the link Styrkedottir, bacteria can undergo sporulation as well, called endospores. For viruses, if they form envelopes, then they are pretty hardy as well; almost similar to endospores and fungal spores. Interesting fact: cold does not cause denaturation of viruses or bacteria; they can essentially live forever (they are perfect examples for cryogenic means). They will "come back to life" if brought into their natural ecological niche (mainly hydration and 20°C to 45°C).

Also, rabies has similar abilities, in that infected hosts develop hydrophobia. Although for the game following the Milwaukee protocol (http://en.wikipedia.org/wiki/Rabies#Induced_coma) would be neat if any colonists contract the deadly purple ivy or Toxicodendron purpuramortis. :P

Meningitis (http://en.wikipedia.org/wiki/Meningitis) is a good example of a bacterial agent similar to the other examples (one viral, the other fungal by Styrkedottir). Especially since people can develop photophobia and/or phonophobia.

Lastly, for a protozoal agent would be Trypanosoma cruzi (http://en.wikipedia.org/wiki/Trypanosoma_cruzi) which causes Trypanosomiasis. Chronic form is hard to treat due to nonspecific signs and symptoms but the correlation is how it alters personality and such.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: InfiniteRemnant on November 08, 2014, 10:31:41 PM
Quote from: skullywag on November 08, 2014, 02:34:15 AM
Xeno in the space/sci fi world means alien
Yes and no, xeno- is actually a prefix that just means 'foregin', it's not a word by itself and it's specific meaning depends on what it's attached to. It gets used to refer to aliens a lot because it's the most readily accessible label that does not require misusing or inventing terminology, since the word alien itself is a synonym for foreign.

Quote from: skullywag on November 08, 2014, 02:34:15 AM
and that's not what these are.
Um... What? how can it not be alien in origin when it arrives via meteor? A species only needs to be on the wrong continent to be considered 'alien' to the local ecology, and meteors come from space, the most alien environment there is.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 09, 2014, 03:33:33 AM
I know what xeno means, I stated in sci fi terms its generally used to mean alien and the way people were posting it sounded very alien. yes the xeno monicer would work here but I'm not going to use it due to the "no alien" mantra of Tynan and its too contentious, id rather have something that was more apt for the rimworld universe, none of this latin stuff either I've decided. This flora/fauna has a backstory that I'm still adding to, I'm thinking of using the research stations name (once I come up with a good one) as everything originated from there. Ill put a brief backstory in the about file for next release, it might give people an idea of the direction I'm taking. ;)

Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Shinzy on November 09, 2014, 05:58:03 AM
Quote from: skullywag on November 09, 2014, 03:33:33 AMI'm thinking of using the research stations name (once I come up with a good one)

RSS Biosphere Nebo!
(research sewage system)
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: mrofa on November 09, 2014, 07:02:42 AM
Would be nice if the spawns would be targetable by turrets, since they dont have any warnings when they spawn.
Did only test it for a hour but i already loving it :D

Shinzy add some small tendrills/vains  under the plants or some voilet overlay so it will also look like they affect the ground :D
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Wex on November 09, 2014, 07:07:55 AM
Quote from: mrofa on November 09, 2014, 07:02:42 AM
Would be nice if the spawns would be targetable by turrets, since they dont have any warnings when they spawn.
Did only test it for a hour but i already loving it :D

Shinzy add some small tendrills/vains  under the plants or some voilet overlay so it will also look like they affect the ground :D
Yes! Yes! Turrets don't attack hatchling automatically! Please correct this! :(
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Shinzy on November 09, 2014, 07:29:50 AM
Quote from: mrofa on November 09, 2014, 07:02:42 AMShinzy add some small tendrills/vains  under the plants or some voilet overlay so it will also look like they affect the ground :D

Does the overlay stuff work for buildings or plants shh =P
I remember trying some see through things for some buildings once and they didn't work at all
(mayyybe I did it all wrong that's always a possibility. Cause I know they work for apparel like a charm)
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: mrofa on November 09, 2014, 07:48:03 AM
You need to add <shaderType>Transparent</shaderType>, this will use whole range of opacity, but will also dim colors a bit some you might wanna throw in some white layer on plants with ovelray setting.
Depends how it will look, sometimes colors dont get dimm at all, im not quite sure why is that.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 09, 2014, 08:14:30 AM
Huh why would turrets not attack them. They have a faction and its set to hostile...unless i reintroduced a faction bug...you guys on brand new worlds so the faction stuff works right. Factions generate with the world. Il retest it tonight, out with my daughter currently. Funny how having a kid allows you to play in ballpits again as an adult...excuse me the slides are calling...weeeeee
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: mrofa on November 09, 2014, 08:17:14 AM
Didnt know fanctions do generate with world :D
This would explain alot then thanks :)
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Wex on November 09, 2014, 09:59:57 AM
Quote from: skullywag on November 09, 2014, 08:14:30 AM
Huh why would turrets not attack them. They have a faction and its set to hostile...unless i reintroduced a faction bug...you guys on brand new worlds so the faction stuff works right. Factions generate with the world. Il retest it tonight, out with my daughter currently. Funny how having a kid allows you to play in ballpits again as an adult...excuse me the slides are calling...weeeeee
Oh. Ok. So I'll have to restart. Fine. I don't like the desert anyway. And Randy sent me like 8 slaver ships, so the ecosystem can't keep up with my colonists.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Wex on November 10, 2014, 07:35:23 PM
Ok. Restarted.
Day 11 Randy drops one meteorite. Day 15 he drops another.
Lucky me.
Still unattackable. Still claimable and deconstructable. F**k you Randy!

I guess I should do a fresh reinstall of the game.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Rikiki on November 11, 2014, 02:20:54 AM
Do you have created a new world? Not only restart another colony?
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 11, 2014, 02:30:26 AM
For the faction to generate correctly a new world is needed. As with all new factions.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: mrofa on November 11, 2014, 05:22:41 AM
Wex you need to destroy meteoirite with weapons/turrets, drops some metal :D
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: Wex on November 11, 2014, 08:23:28 AM
Quote from: skullywag on November 11, 2014, 02:30:26 AM
For the faction to generate correctly a new world is needed. As with all new factions.
Oh. That was the problem then. Restart.  :(
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: mrofa on November 12, 2014, 02:38:50 PM
So i was kinda wondering if bugs could attack like everything and not only go colonist hungry, maybe ven evolve if it kills to much animals :D
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 12, 2014, 03:48:00 PM
im still working on this, eventually ill have a full thinktree setup for them. Unfortunately real life is taking precedence currently and I cant work on i t as much as I was. Im hoping to get back to it a bit more before A8 and flesh out what I have, once A8 hits ill have some more toys to play with.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: mrofa on November 12, 2014, 04:04:40 PM
No worries its still very cool, but i would suggest one faster change :P
Is to add a notification when bug spawn.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 12, 2014, 04:10:35 PM
bug spawn is technically random, it just needs tweaking to be a lot more random, so no way i could do this once it is random.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 14, 2014, 03:59:36 AM
Ok ill probably release what i have tonight.

Mortars and turrets are in but i need to tweak the sounds as they are using core gun noises.

Ive heavily changed the spread code, having some issues with random not being random enough though.

The spread will now consume corpses, plants and non natural floors.

Once im happy with the above ill start on the hatchlings and sort their thinktree so they arent just psychotic but defend their habitat.
Title: Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
Post by: skullywag on November 14, 2014, 07:32:47 PM
Ive pushed an update to github, please let me know if you get any errors, for those of you in dev mode i expect some small non serious errors in the console, im clearing these up, its due to the building spawning code and overwriting buildings when they are more then 1x1.

This update contains the turrets and mortars (art by Shinzy, as with everything else in here...i did the bullets lol!). They are a little tame right now, but due to the amount that could spawn I thought to make them a nuisance rather than an outright threat, they can still kill. Especially if the hatchlings come at you as you are attacking.

I also heavily messed with the spread code, its now not dependant on plantlife. It will spread randomly (still comes out quite uniformly circular but looks waaaay better then before) will eat plants still, will also eat corpses and speed the spread slightly when it does, will also eat floors that arent natural and change them to soil, until i figure out if i can regen a tile back to its original form.

Also some other small tweaks to particles and shiz, nothing major.

Next is Hatchling thinktrees. Then...who knows...
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on November 16, 2014, 05:31:44 PM
Ok huuuuuuuge update. I put the thinktree stuff on hold as the spread code was doing wonky stuff.

I have eaten mince pies, these give me super human problem solving abilities it seems....

Due to the mince pie consumption the spread code has been massively revamped, Ivy now consumes plant, animals, corpses, floors and pawns. It tears anything to shreds that gets caught in it.

2 new melee weapons (see OP for descriptions) they drop from the mortar and the turret rarely.

Did some beautification added some lights and shiz. Oh speaking of SHInZy, hes done some more art for the melee and stuff, thank him, its awesome. :)
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on November 16, 2014, 06:34:27 PM
If anyone grabbed the mod after that last update grab it again, i realised that the ivy would only burn from an projectile_explosive (molotovs) not a bullet_incendiary(T9) have fixed this now.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Halinder on November 16, 2014, 10:00:03 PM
Question, will the hatchlings (or any other planned mobile ivy-based species) ever try to kidnap incapacitated pawns to bring to the ivy, thus helping it spread?
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on November 17, 2014, 03:07:27 AM
I could probably do that, not sure if the AI allows dumping of bodies on the map somewhere but i can look into it.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Sleeeper on November 17, 2014, 07:58:06 AM
Lol, all zombies from Zombie Apocalypse now spawn with Oxalis and shoot me from far away instead of melee.
http://s4.postimg.org/4wwll1k59/screenshot_25.jpg
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on November 17, 2014, 12:16:06 PM
Dammit i removed the gun tag i thought...ill get back to you..

Bah inheritance from parent. Need to define a new parent with no weapontag ill do this when i get home.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on November 17, 2014, 12:46:57 PM
Ehh tethered my phone and did it on the train. Let me know if it fixes it.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Wex on November 17, 2014, 01:30:04 PM
I noticed that even if I restarted, hatchlings are still deconstructable on the machinist table.
I guess there's no hope for them to be edible?
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on November 17, 2014, 01:49:16 PM
Still working on them...soon tm.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Zael on November 19, 2014, 02:26:20 AM
Can you do me/us a favor? Can you include a version number and changelog? I've got a bug where a visitor is wielding an Oxalis as a weapon. It's got the missing texture X. Also, to note, that I've seen someone else here who has the zombie mod, and they spawn with it, I do not have that mod. I would like to track down what version I'm currently using to know if this is still relevant but I don't honestly know what the newest version is.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on November 19, 2014, 04:13:45 AM
Just update to the latest version it wont break. Im gonna be reshuffling my mods when alpha 8 hits so ill sort out a proper versioning system then.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Ded1 on November 23, 2014, 04:30:57 PM
Any idea when alpha 8 will be?  Wondering wheither it would be worth it to start on the research trees for my modpack now or wait till then.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on November 23, 2014, 05:20:08 PM
8s coming, but no idea how long.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: harpo99999 on November 23, 2014, 09:05:02 PM
skullywag, I noticed an error poping up on loading for the purple ivy refering to a harvestwork time of 9000f, should this not be 9000?
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: JuliaEllie on November 23, 2014, 09:11:09 PM
Quote from: harpo99999 on November 23, 2014, 09:05:02 PM
skullywag, I noticed an error poping up on loading for the purple ivy refering to a harvestwork time of 9000f, should this not be 9000?

Behold the Pink Menace! I would say it should be at least 9001 because of reasons..
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Shinzy on November 24, 2014, 10:22:29 AM
Quote from: JuliaEllie on November 23, 2014, 09:11:09 PM
Quote from: harpo99999 on November 23, 2014, 09:05:02 PM
skullywag, I noticed an error poping up on loading for the purple ivy refering to a harvestwork time of 9000f, should this not be 9000?

Behold the Pink Menace! I would say it should be at least 9001 because of reasons..

(http://i.imgur.com/7Q31lS8.png)
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: JuliaEllie on November 24, 2014, 10:33:23 AM
You my friend deserve more upvotes.. oh wait.. TYNAN.. we need a vote system :D

edit: oh wait.. he already replied..

(http://i0.kym-cdn.com/photos/images/newsfeed/000/583/267/e8a.gif)
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Ded1 on November 24, 2014, 12:28:39 PM
what the hell is that gif from?
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: JuliaEllie on November 24, 2014, 12:36:53 PM
Quote from: Ded1 on November 24, 2014, 12:28:39 PM
what the hell is that gif from?

directly from the Ludeon Headquarters j/k - Disneys George of the Jungle (1997) -source (https://www.youtube.com/watch?v=wqNJp-S6gCA&feature=youtu.be&t=2m40s)
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Ded1 on November 24, 2014, 12:39:54 PM
no wonder it looked like i had seen it before.  I couldn't place it cause i haven't seen that movie in 10 years or more though.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Shinzy on November 24, 2014, 12:42:50 PM
Quote from: Ded1 on November 24, 2014, 12:39:54 PM
no wonder it looked like i had seen it before.  I couldn't place it cause i haven't seen that movie in 10 years or more though.

The theme song is still continuously playing loop in your head right?
George, george, george of the jungle watch out for that tree - Aeeeioooo!!

well it is now!
(you can thank me later)
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on November 24, 2014, 12:48:48 PM
Oops wrong thread...*backs out*...

*bursts back in*... wha happund?
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: JuliaEllie on November 24, 2014, 12:54:13 PM
Quote from: skullywag on November 24, 2014, 12:48:48 PM
Oops wrong thread...*backs out*...

*bursts back in*... wha happund?

Bad guy falls in poop - classic element of physical comedy.
Oh no wait.. the actual joke happened up there https://ludeon.com/forums/index.php?topic=6961.msg76479#msg76479
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Ded1 on November 24, 2014, 01:04:49 PM
It already was shinzy, it already was.  Though its defiantly not the worst song that you can get stuck in your head so there's that to be thankful for.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Ded1 on November 24, 2014, 09:00:34 PM
so did you ever figure out that harvest speed 9000f thing?  I dont want to change anything so i figured i would ask and see if that was anything i should change.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Wex on November 24, 2014, 09:36:45 PM
Quote from: Ded1 on November 24, 2014, 09:00:34 PM
so did you ever figure out that harvest speed 9000f thing?  I dont want to change anything so i figured i would ask and see if that was anything i should change.
Happened to me too.
Didn't know what mod was it causing up 'till now.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on November 25, 2014, 02:34:00 AM
Think there was a mistake in my last commit. Delete plants_purpleivy.xml its a dup of genny_plants.xml. This seems to be causing the issue.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Ded1 on November 25, 2014, 06:32:23 AM
ok cool.  I should be releasing a patch soon with Mechanical Defense 2 soon so i will add that fix in.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Wex on November 25, 2014, 07:01:48 AM
Thanks, no more weird error at start now! Cheers! :)
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: giannikampa on November 27, 2014, 11:55:17 AM
I've played this mod as only mod over the vanilla, this is my opinion on it:
I like it very much but i think it is quite difficult.
Meteor came at 4 month, i had a single incendiary launcher and 4 colonists atm and the ivy grew quite a bit before i could start some burning (then it cames the rain all the times, as you know).
When centipede hatchling started spawning i could not protect myself. Used devmode to give me some advantage and keep playing but they became unstopable, a lot of corpses at my entrance and no way to put my nose out of the base, or even the time strip some dead, always some fight around.
Too many centipede in my opinion, unbalanced.
Still a great mod.
Hope to see a rebalance.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on November 27, 2014, 12:04:59 PM
Rebalance is coming. Im now working out some of the kinks. The hatchling spawning in this version is a little overkill and slightly bugged (they shouldnt all spawn at once or continuously). Alpha 8 will be better. Promise. :)
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Zael on November 29, 2014, 02:21:01 PM
I'm not sure how the biome generation works, but would it be possible to make an infested biome for a serious challenge? Start out in a world covered in purple ivy, get devoured or survive by burrowing into a mountain and lighting the floor on fire. Now THAT sounds like a good time xD
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Igabod on November 29, 2014, 03:24:22 PM
Quote from: Zael on November 29, 2014, 02:21:01 PM
I'm not sure how the biome generation works, but would it be possible to make an infested biome for a serious challenge? Start out in a world covered in purple ivy, get devoured or survive by burrowing into a mountain and lighting the floor on fire. Now THAT sounds like a good time xD

Something like that has already been suggested before. I agree, it would be a fun challenge mode.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: harpo99999 on December 01, 2014, 01:51:16 AM
skullywag, there might be a problem with the purpleivy, the problem is that it can spawn INSIDE rocks, not just on bare rought rock, but actually inside minable rock and metal ores
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on December 01, 2014, 03:03:08 AM
I know, this is fixed for alpha 8. Dont have time to do a fix for 7 as its not the same code so not a simple copy and paste.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Rikiki on December 07, 2014, 03:03:19 PM
Hi Skullywag!

I really enjoy your mod and Shinzy's art! :D
I played a crazy game with purpleivy and wanted to give my feedback:
- the purple meteorite landed on January 5th with Cassandra classic!
=> this event should maybe be classified as "very bad" not just "bad" and its category set to "ThreatBig".
- the landed meteorite/gas pump/egg sac cannot be selected.
=> why this?
- as the meteorite landed really near my camp, I destroyed it the same day. However, the plant was continuing to grow very fast.
=> maybe reduce its growing rate when the meteorite is killed?
- I shortly built a wooden wall around this annoying root. The plant stoped growing (new plants remaining at 5% grow) but kept spawning on surrounding cells.
=> the plant should only spawn seeds on surrounding cells when it is mature (100% grow).
- and the craziest to finish: the plant continued to spawn outside from the containment room! (noooooooOOOOooo!!! :o) Not to say my 4 colonists could not stand this for long along with pirate raids...
=> is it really intended?

I hope this has already been corrected for A8!

Thanks for this fun mod Skully! ;D
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on December 07, 2014, 03:54:23 PM
A8 is being rebalanced, there is A LOT to take into account for the spreading algorithm, i have probably rewriten it close to 8 times now as it gets larger and larger, the growing under wall thing is being adressed but not in the way youd like (you wont be able to contain this) the point of this will be an event (yes i need to change those severity tags) will be an major event that you either killquickly if you can or youll struggle, with the difficulty ramping up the longer the spread is allowed to continue. As an example the sprwad in A8 eats your floors, corpses and other plantlife, im in the middle of sorting out the wall/stone/no growable terrain handling now but its hard going I keep finding things that breaks its spread, but ill get there. A7 version may as well still be a "proof of concept" that i originally made the mode for, A8 will be a lot more refined. Hope that helps.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Raufgar on December 12, 2014, 10:23:24 PM
Waiting for this to be in A8 with baited breath...

Hmmmm, now that we have cryptosleep shrines, would you be able to add the purple genesis rock as one of the possible things that can come out when you open a pod? Or just the ivy would also do. And what happens when said Ivy covers a pod? <evul laughter>
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Ded1 on December 15, 2014, 10:01:41 PM
A pod covered in ivy should release a corrupted person after a while (think like a zombie, but one that targets everything living thing nearby and infects them as well).  So eventually you would have this hoard of infected creatures charging you to break into the base and infect your colonists.  That would be an amazing addition.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Axel on December 16, 2014, 12:16:45 AM
Seeing as im going to spend 5 hours in an airport tomorrow i might try to write a fanfiction of a world devoured by two equally threatening infections with all the factions presented in mods (that i know of) and maybe even add some household names as the characters (but may not reflect the true person) of this gritty epic. There'll be Tea, Espionage, Crazy Shinzy-ness. But most importantly death. And lots of it.
Lets not forget that it'll be themed around "the thing". So the setting will be an ice sheet biome where a group of rag tag survivors must not only fight the infections but a creature that's escaped and taken their form. but who will it be, and no it will not be Shinzy... might make it Tynan but that'll have to wait till later.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Shinzy on December 16, 2014, 08:18:08 AM
Quote from: Axel on December 16, 2014, 12:16:45 AM
Seeing as im going to spend 5 hours in an airport tomorrow i might try to write a fanfiction of a world devoured by two equally threatening infections with all the factions presented in mods (that i know of) and maybe even add some household names as the characters (but may not reflect the true person) of this gritty epic. There'll be Tea, Espionage, Crazy Shinzy-ness. But most importantly death. And lots of it.
Lets not forget that it'll be themed around "the thing". So the setting will be an ice sheet biome where a group of rag tag survivors must not only fight the infections but a creature that's escaped and taken their form. but who will it be, and no it will not be Shinzy... might make it Tynan but that'll have to wait till later.

(http://i.imgur.com/UQLwedW.png)
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Raufgar on December 16, 2014, 08:22:48 AM
Quote from: Shinzy on December 16, 2014, 08:18:08 AM
Quote from: Axel on December 16, 2014, 12:16:45 AM
<snip>

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

Where's a Flammenwaffer when you need one?!?
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Raufgar on December 29, 2014, 07:02:22 AM
Dearest Skullywag,

Hope all is well.

Waiting patiently for A8 version.

You are great.


Sincerely and with great love,

Raufgar
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Coenmcj on January 02, 2015, 04:20:39 AM
Shinzy, I'm unsure whether to be terrified or be in awe of it's beauty...
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on January 02, 2015, 11:55:04 AM
Im still alive. Ill be getting back to this v shortly. Dealing with work, being a dad plus preping for the next little sprog due in may. Life is good but modding had to take a backseat for a bit.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on April 02, 2015, 04:26:08 PM
This will be re-released when A10 hits. I have what i feel is a very good base mod to work from now, ive rewritten loads, some screenies:

http://imgur.com/hIkhV7w,ZTL18FL,4UBMZLL,EvXwJGh,7iF0mXk,Q564aT3,qT8vL1H,IrGohmv,7DWFUfg,hbGib0O,RrVA55o,rJDobR6,MvoIaW7,qjyoISL#0

see you in A10.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: HBKRKO619 on April 02, 2015, 08:25:23 PM
Very good news, thank you Skully :)
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: FantasySys on May 10, 2015, 07:26:43 AM
and estimates on when the new versions going to get here
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on May 10, 2015, 02:10:50 PM
Its A10 compatible but I might wait for A11. Theres a few niggles id like to iron out and time is something of a commodity thats in short supply for me right now.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: picollo on July 03, 2015, 05:03:55 AM
Some plans for re-release? It was supposed to work on A10, so I hoped it will work on A11, however it doesn't. And it freezes game when I mark it as active mod. Whenever I start game with this mod active, I'll see black screen only. When I mark it as active, and try to return to main menu, i see background screen, and nothing more.
And this mod seems to be as awesome as Zombie Apocalypse. Together it could be best post apocalyptic scenario ever. Maybe also with increased chances for Nuclear Fallout. (BTW. can you ensure that purple Ivy wont be affected by radiation?). I want to play post apo scenario :)
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on July 03, 2015, 12:00:03 PM
Randomly i opened this sucker up last night and starting the update process. Its a VERY large mpd so bear with me, i also have some thimgs i want to refactor. Hopefully it wont take too long but yeah this wont work on A11 currently.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Raufgar on July 05, 2015, 11:35:11 PM
Quote from: skullywag on July 03, 2015, 12:00:03 PM
Randomly i opened this sucker up last night and starting the update process. Its a VERY large mpd so bear with me, i also have some thimgs i want to refactor. Hopefully it wont take too long but yeah this wont work on A11 currently.

YAY! Soon, I can unleash creeping hell on my colonists again! Thank Skully!
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Raufgar on August 10, 2015, 02:33:24 AM
Skully? Don't go back to sleep please Skully? Skully, are you there??

...for some reason, I feel like Mulder...
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on August 10, 2015, 03:57:28 AM
Its coming. Base level stuff is now A11 compatible. Im rewriting the spread code again (ill never be happy with it lol). Itll be released soon....
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Raufgar on August 10, 2015, 04:03:29 AM
Quote from: skullywag on August 10, 2015, 03:57:28 AM
Its coming. Base level stuff is now A11 compatible. Im rewriting the spread code again (ill never be happy with it lol). Itll be released soon....

Yay! Thanks Skully!
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: The13thRonin on August 12, 2015, 10:54:06 AM
This mod looks AWESOME, why no Alpha 11? :(
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on August 12, 2015, 12:00:59 PM
Ive been reworking this for a while (since alpha7) and am only now getting to a point where i feel the core gane supports the things i wanted to do with it. I will be releasing an a11 version i just have a few things i need to tidy up.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: johiah on September 18, 2015, 03:55:55 PM
Quote from: skullywag on August 12, 2015, 12:00:59 PM
Ive been reworking this for a while (since alpha7) and am only now getting to a point where i feel the core gane supports the things i wanted to do with it. I will be releasing an a11 version i just have a few things i need to tidy up.
Any news on this mod? Really looking forward to giving this a try.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on September 19, 2015, 04:21:33 AM
Its being playtested. Im kind of quiet right now on the modding front due to my surface pro 3 being in for repair and as im oit an about a lot its my main pc for modding. Should get it back in a few weeks.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: johiah on September 20, 2015, 05:25:27 PM
Quote from: skullywag on September 19, 2015, 04:21:33 AM
Its being playtested. Im kind of quiet right now on the modding front due to my surface pro 3 being in for repair and as im oit an about a lot its my main pc for modding. Should get it back in a few weeks.
Yay! This thing sounds awesome! Really looking forwards to it.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: caboose410 on September 21, 2015, 05:26:15 PM
Can you make a special kind of wall/floor that can stop the ivy growth? Last time I played this I have to destroy the ivy because they are spreading everywhere!
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: johiah on December 21, 2015, 03:54:14 PM
Well it looks like this mod was abandoned =(
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on January 14, 2016, 07:48:05 AM
NEVER! it will live again.....when i find time, I have it somewhat A12 compatible, working on the Alpha Animals mod with AFriend currently among the 50 other things im doing, but this is one of them, it will come back.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: johiah on January 14, 2016, 08:54:52 AM
Ah, cool!
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: InfiniteRemnant on May 08, 2016, 02:13:17 PM
A13?
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on May 08, 2016, 02:27:36 PM
working on it, Tynan added useful stuff to A13 i want to use.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: Wex on July 20, 2016, 08:40:09 AM
I was wondering where this mod ended up...
I let the game keep its pace for some alphas, and this mod vanished. Is it a13 compatible now? I'd hate to not have it.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on July 20, 2016, 11:18:16 AM
im updating it, well....I have updated to A14 (there is no A13 version now). I just have a performance issue I need to address before it can be released.
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: picollo on August 29, 2016, 09:58:46 AM
Is it dead?
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on August 29, 2016, 12:36:31 PM
no
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: picollo on August 30, 2016, 09:04:51 AM
<3
Waiting to try this mod since A11 :) And still believe it will be worth it :)
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: skullywag on September 05, 2016, 04:10:54 AM
Im working on it, just need some time inbetween alphas, a few weeks isnt enough right now lol, Tynans too fast!
Title: Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
Post by: johiah on March 03, 2017, 01:43:48 PM
Well now you have several months until a17 comes out. I really want to have a chance to try this mod! I never could before because I currently did not own the game back in a7