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#16
Outdated / Re: [A15] MeerkatMod - Meerkats!
December 11, 2016, 01:33:10 PM
Quote from: apk on December 06, 2016, 04:14:00 AM
Quote from: spoonshortage on December 05, 2016, 02:02:25 PM
Quote from: Shinzy on December 05, 2016, 01:51:57 PM
Oooh golly!
Timon!
and where's pumbaa?


You are already one of my favourite people on this forum just for this.
#17
Mods / Re: Alpha Animals (aka Vanilla Friendly Animals)
November 05, 2016, 01:58:47 AM
My god that's gorgeous. Makes me wish you could zoom into the game more to see it in detail as it eviscerates someone's pet yorkie.
#18
Outdated / Re: [A15] Alpha Animals
November 05, 2016, 01:30:14 AM
Another point; Arctic Lion wool is implemented in game as a textile already (like muffalo etc.), but the lions themselves when tamed don't seem to have the 'grow wool' behaviour (UNlike muffalo etc.). No idea as to what that means code wise, and probably this is something to be added in later releases, just thought I'd bring it up. My new pets are however wonderful attack animals...

Edit: Interesting graphical bug; When zoomed out a long way (approx 50% of the way out), Barbslingers' icons disappear. The icons themselves also seem rather small.
#19
Outdated / Re: [A15] Alpha Animals
November 04, 2016, 05:13:33 AM
Quote from: kaptain_kavern on November 04, 2016, 05:02:57 AM
This github page show the file where the manhunter incident is define : https://github.com/Skullywag/AlphaAnimals/blob/master/Defs/IncidentDefs/Incidents_AlphaPredators.xml

It is located in Defs/IncidentDefs/ folder in the mod folder. You open the only one file in it with any text editor. And then you just have to erase the "<!--" and "-->" characters. Just before <li>Barbslinger</li> and just after <li>TerramorphWorm</li>.

Assuming all the listed animals are already in the mod then it should work. But note that Skully may have done this on purpose and not just forget to uncomment  a bit of code. Only him could tell as I haven't play enough with this mod to be sure
Thank you very much. Slowly getting more confident with the Def file fiddling, but still don't want to mess things up. Also, you wouldn't happen to know if this overwrites the vanilla manhunter pack possibilities, would you? I'd kinda of miss the hordes of rampaging elephants, always a boon when you rescue the survivors...
#20
Outdated / Re: [A15] Alpha Animals
November 04, 2016, 02:45:59 AM
What do you need to change to stop the manhunter packs being nothing but Arctic Lions? Like, Idiots Guide to Editing level what do I need to change? Also little nudge to update the release version on github to have that fixed.
#21
Outdated / Re: [A15] Ancestral Spirits
November 02, 2016, 07:27:27 PM
Quote from: TOWC on November 02, 2016, 12:50:51 PM
Just a quick question.
Is it possible to kill visiting ancestors in game? If yeah, can they be butchered into some kind of op leather and op meat and what are the consenquences?
An important question in the true spirit (hah) of Rimworld.
#22
Outdated / Re: [A15] Alpha Animals
October 19, 2016, 11:26:06 AM
I had given up hope of ever seeing this when my internet connection went down. And went it returned, lo, there was a release for a long anticipated mod waiting in the forums. Praise be to Skully.
#23
Minor oddity with the quern fix, the quern's recipes now show up in the stonecutting table, so you have both 'grind' and 'crush' A into B in the recipe list. Not game breaking, just messy.
#24
So, using a pile of your mods via the steam workshop now, but hit a early game snag. Resource pits can't be built on mud anymore...

Seeing as this was the main way to get sand, I can't get any sandbags. is the only way now to do it via stonecutting tables? if so, then the research needed is going to slow down setting up basic defenses for those first few raids.

*edit* also just realised that getting mud and clay are now also much more difficult, making using bricks/mudbricks as an early game structure impossible.
#25
This is the one mod I am waiting for to update to A14. Good luck and godspeed on your current endeavours Skully, so that you may move on to this one as soon as possible.
#26
Outdated / Re: [A14] DoorMat
July 18, 2016, 11:34:29 PM
This is so simple, but the ramifications of it actually made me stop and sit here with my mouth hanging open for a while. Considering cleaning can take up a large chunk of your manpower, with noticeable effects on mood and health if neglected, this might actually be a little broken...

#27
Quote from: KelixKatz on July 01, 2016, 11:45:42 AM
Quote from: Lady Wolf on July 01, 2016, 08:30:42 AM
Quote from: KelixKatz on July 01, 2016, 01:37:30 AM
actually you can give animals peg legs :P

Oh nice, I'd assumed you have to craft them from the rudimentary prosthetic bench, same as you did for people.



prothstetics bench? im sorry, but i researched everything in one game, and i never seen such a thing
[/quote]

I assume Lady Wolf is using the EPOE mod. Also, wouldn't updating this merely be a case of adding the new animals to the lists?
#28
Outdated / Re: [A13] Aristocat's mods
June 28, 2016, 10:38:05 PM
Would you by any chance have this as a .zip anywhere? I'm borrowing a computer (mac) during a long visit and can't install an extractor. I'm wondering if the archive conversions I've tried online may somehow be causing the mod to fail, and I'd like to check that before reporting a bug.

If there is a bug, it's either a fairly large one, or a massive derp on my part somewhere.
#29
Took forever to get round to checking because new game on a borrowed computer, but the pistols definitely work with shields, if anyone was wondering
#30
I'm curious. Have you made these compatible with your medieval shield mod already, or am I gonna have to do some editing? Not the end of the world if I do, and I'll share the .xml files afterwards.