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Messages - cucumpear

#46
Quote from: mabor0shi on December 19, 2016, 05:29:53 PM
Steam makes it really difficult to put up your mod, lots of hoops to jump thru. You have to spend $5 U.S. after registering for them to let you upload a mod, for god's sake. Steam = Corporate America
Um, no, it's really easy. You literally just place your mod in the normal mod folder, upload it from your mod menu and set the visibility to public. I have never heard of people having to pay to share content, where did you hear that? If you own the game you definitely don't pay to upload mods, otherwise I wouldn't have put mine up.
#47
Outdated / Re: [A15] CPBeasties (v. 0.8)
October 02, 2016, 03:48:17 AM
Quote from: Hydromancerx on October 01, 2016, 07:21:36 PM
You should combine your mod with the other animals mods like these ...

CK Animal & Plant Mod
https://ludeon.com/forums/index.php?topic=26265.0

Taiga Creatures
https://ludeon.com/forums/index.php?topic=26497.0

As the license implies, other people are free to make modpacks including my mods. I personally have no interest in doing so myself, since I'd rather just make new and exciting things.
If there are conflicts with other animal mods, I'll look into compatibility patches, though.
#48
Outdated / Re: [A15] CPBeasties (v. 0.8)
October 01, 2016, 06:12:45 PM
Quote from: asquirrel on October 01, 2016, 05:55:34 PM
Only critter of yours I ran into was a panda.  I could kill them but I could not skin them or take their meat.  Too bad, I was looking forward to have  a nice panda skin rug or panda stew. :)

I'm guessing you added the mod to an existing game. That works perfectly fine, but you'll have to enable the animals and their products/meat/leathers in any bills you had set up before, like at the butcher's table. Added resources don't get automatically enabled.
#49
Outdated / Re: [A15] CPBeasties (v. 0.8)
September 23, 2016, 01:45:46 PM
But penguins are little gentlemen, they would never eat our faces!
Now patched to 0.8 to clean up that spawning. Thanks, Thirite!
#50
Outdated / Re: [A15] CPBeasties (v. 0.7)
September 23, 2016, 01:14:29 PM
I'll look into that, thank you. I had looked for options, but clearly not hard enough. As for the textures, I personally like the penguin as it is but thank you for the input.
#51
Outdated / Re: [A15] CPTrainingEnabler (v. 1.0)
September 23, 2016, 11:13:52 AM
I wish there was a way to completely randomise which skill level each individual cat would need. I've known all kinds, from the stereotypical untrainable cat to ones that adapt to people's expectations very quickly.
Mostly I figure that while most cats don't like learning tricks, they will defend their humans. :D
#52
Outdated / [A17] CPBeasties v1.0 (2017-05-27)
September 23, 2016, 11:09:44 AM
CPBeasties

Description
Adds pandas, otters, penguins and kiwis in two versions, textures graciously supplied by Lex124. Thank you to Thirite for providing a better way to spawn the animals in the wild.
If A Dog Said is installed, you can enable animal surgery by also installing the ADS Patch. Please do report any unexpected behaviour with ADS. (ADS Patch for A17 coming up shortly)
Please be aware that all Beasties will also be included in an upcoming enormous animal mod. Their def names will differ so you will not be able to simple replace one mod with the other and continue to play.



In the full version all animals will spawn in the wild, may appear as manhunters and you might even spawn with one of them as a pet.
The "lite" version will not have manhunters to avoid conflicts with other mods that alter manhunting animals. Lite version no longer necessary.



Don't worry, usually there are less than 80 otters.



Author/Mod Team
cucumpear - Modder
Lex124 - Textures


Known Conflicts
There should not be any conflics.

Download
My Steam Workshop
Beasties for A17

CPBeasties for A15
CPBeasties for A16
CPBeasties Lite for A15
CPBeasties Lite for A16
CPBeasties ADS Patch for A16

How to install
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
- If used, install and activate ADS Patch after both A Dog Said and Beasties.

License
- This mod may be added to modpacks as long as credit is given.
- Anyone may create derivative mods.
- Please do not upload to steam without permission.

Feedback is highly welcome. Please report any problems.
#53
Outdated / [A17] CPTrainingEnabler v. 1.2 (2017-05-27)
September 23, 2016, 10:53:46 AM
CPTrainingEnabler

Description
Allows chicken and cats to be trained.



This mini-mod will allow cats and chicken to be trained by setting their intelligence to advanced and intermediate respectively.

Author
cucumpear - Modder

Known Conflicts
Conflicts with mods that alter cats' and chicken's trainable intelligence.

Download
My Steam Workshop
Training Enabler for A17

Download for A16
Download for A15


How to install
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

License
- This mod may be added to modpacks as long as credit is given.
- Anyone may create derivative mods.
- Please do not upload to steam without permission.

Feedback is, as always, welcome.  :)
#54
Outdated / Re: [A15] CPHaulage (v. 1.3) (2016-09-16)
September 16, 2016, 06:17:14 AM
Added a bunch of animals in a separate B-Team mod (link is in the main post, as usual), also remembered to actually fix the version number and update date in the title.
#55
Outdated / Re: [A15] CPHaulage (v. 1.2) (2016-04-12)
September 10, 2016, 08:06:42 PM
Quote from: Serenity on September 10, 2016, 06:42:39 PM
Bears can already haul. At least polar bears can. And they are a lot harder to train than a dog because of the wildness :)
GG me, then. I should have noticed that considering how often I've gone through that def. Oh well, now that I've been proven a failure I could never share that other mod that I've been lovingly tweaking for several alphas. And I was so close to finishing the whole testing and balancing thing, too. ;)
#56
Outdated / Re: [A15] CPHaulage (v. 1.2) (2016-04-12)
September 10, 2016, 06:25:07 PM
Quote from: LustrousWolf on September 10, 2016, 02:13:22 PM
Do you think it would be possible to go through the list of all the new animals and maybe have a look at them to see if they should be able to haul? :D eg. the Ibex ram etc.
I can do that, though I don't think I'll include them in the main mod unless I'm convinced that they would be reasonable beasts of burden. Even the alpaca and dromedary are a bit of a stretch since they wouldn't really carry things to predefined places without a handler. Basically if it is not much harder to train that a dog it goes into the mod (bears are a good candidate, though I need to see how balanced they would be).
But sure, if there's interest I can do a second set. It's literally just changing the intelligence or size of the animal. It might take a couple of days since I'm a bit busy tomorrow, though.
#57
Outdated / Re: [A15] CPHaulage (v. 1.2) (2016-04-12)
August 28, 2016, 02:50:26 PM
Updated to A15. As always: please report any issues.
#58
Some pawns are assumed to have been in cryptosleep for years/centuries/millennia, so they have a biological and a chronological age displayed.
Your tinypic is very tiny, by the way. I'd recommend slightly less tiny screenshots.  ;)
#59
If you'd prefer, feel free to make a hauling version of ADogSaid. I don't believe in making things unnecessarily complicated for people who just want to install a mod and play without worrying about mod order and conflicts.
#60
Updated to A14. I'll look into adding it to the Steam Workshop soonTM Now also on Steam, please report any derpage since I've never uploaded to the workshop before. :D