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Messages - TOWC

#1
I just made my own ADS patch for some hybrids, so far works perfect. Come on guys, there's an instruction for all of this on the spoon's mod page.
#2
Damn, I really wish installing the Thrumbo horn wouldn't technically remove the whole freaking head.
#3
Quote from: SargBjornson on September 26, 2017, 07:47:48 AM
I have just updated the mod with 5 new alpha creatures. You can now breed super pigs and slaughter them to get jamón serrano.

Since this is the only mod adding jamón serrano to Rimworld, it is by default THE BEST MOD EVAR.



Holy shit. I'd never ever even think that it's possible to create even more terrifying creature, than killer rabbit of Caerbannog.
#4
Outdated / Re: [A17] Save Our Ship
September 20, 2017, 07:21:44 PM
Love you.
#5
Outdated / Re: [A17] DOOM - Factions [14/09/2017] (POLL)
September 15, 2017, 07:30:40 AM
Quote from: Chicken Plucker on September 15, 2017, 07:19:01 AM
Hello I started a poll regarding organs. Pls help chickn out


I had the honor of voting first. but ofc yes, who the hell is sick enough to reject such a treat What kind of ideas for organs do you have, if not a secret?
#6
Quote from: SargBjornson on September 12, 2017, 04:08:39 AM
Soooo... It's been three harrowing days, and all I've done in my spare time is trying to code a way to make this work. I was THIS close, but for now I'm giving up hahaha. I managed to create a new type of surgery, called "carry to age acceleration pod", and the pawn starts to carry the animal to the pod, and then it stops. Why? Who knows? No error, no nothing, the job just stops...
Surgery? To carry the pawn to the pod? Shouldn't it be just another sub-type of work bound to the hauling? Damn, man, I'm pretty sure it'd be so much easier(tho, I have no idea how to do it, but, you know, just a guess) to implement it through a drug and then a mini-surgery, like, "administer the lil' pil". And, like, the drug itself would apply the effect which accelerates aging. The only problem in this way of doing this may be finding the variable for biological age of the pawn, I think. But, putting it aside, it'd be easier and more... rational.

I mean, implementing accelerating aging through implants is a pretty bad idea, because at one moment you will want to delete it, and it will leave the pawn without this specific body part implant applies to. Unless you create another type of surgery that extracts/deletes the implant AND restores the body part, I dunno if it's possible without some mind-wrecking. And also it'd be so much better to let the raiders go with those implants on(I already put those boomalope nodes on them, btw, cool shit), it'd be a whole new level of extravagant torturing.

And implementing it through the pods is kinda questionable in a way. I mean, you may totally forget about putting the pawn inside of the pod, and there also gonna be no external indication of how much it aged already. Can be solved by creating a new type of alert msgs, which will tell the progress on aging, but it's gonna be annoying like all the other pop-ups. Same goes for implants: you may forget about your pet until it's too late.

So, making it work through drugs would be a better idea. You can just shove them down of someone's throat and they will work for a certain period of time, so even if you forget 'bout'em, you will be certain you won't overdo it and they won't die because of being, well, old. Also, it's better because of easier measuring. Like, let's say, one pill - one year of aging, or smth like that. You can do some extra varieties for drugs for those who age very slowly, like, +3 years, +5, you got me. What do you think?
#7
Wow. The idea itself is amazing, but being a thing? Marvelous. Does the list of items include specific art pieces that you've already sold to someone?
#8
Quote from: SargBjornson on September 09, 2017, 12:35:43 PM
Quote from: TOWC on September 07, 2017, 12:25:36 PM
Also, I'm pretty sure someone have already said this, but including some aging accelerators(like a medicine, or, maybe, like pods, where you put your colonists/pets/prisoners) would be a fine addition to the mod and the game as the whole, because growing the thrumbo hybrids, for example, takes lots of time and until they fully grow up they are pretty useless. Tho, it's not necessary, just a food for your thoughts.

Yeah, I think it has been requested several times! And it is an amazing idea! One way to do it would be via implants, since you can connect them to a C# class. Not sure if the animals age can be modified in real time, though it can probably be done using the same functions dev mode uses to make the animal 1 year older. I'll have to tinker around :)

Well, I'm not really into the programming(like, not at all, just having a hunch of how it works sometimes), but I'm pretty sure, that maybe, MAYBE, you can modify pawn's biological age in the same way the chronological age is modified when the pawn being in the casket for prolonged periods of time.

Or, if you're choosing the path of mighty implants, you may just add some extra simple functions, like "when the implant is installed, make every *specific period of time* make c=c+1 where c=*variable for the biological age of pawn with installed implant*" or smth like that.

Forgive me, if I'm spitting nonsense, just a total outsider's look at the technical side of the things.
#9
Nah, man, you missed my whole point.
First, armored hybrids is a very cool idea. After all, most of us have thought at least once about having some good front-line meatshields which can soak insane amount of damage without dying. However, there's just no point in adding a new species in the game, whilst there's already an equivalent to it. Man, we're talking about DNA-mixing. It doesn't matter if the animal is big or small, we can just take some good traits(in that case - shell) from species and nullify the bad ones(the size). Just don't overthink it.

And, about the Thrumbo implant. If it cannot be fixed, then just leave it, or give the user an option where to install it, if you want to fix it so badly but don't know how. I personally, was thirsting for some skull implants for a while now, and I'm pretty sure some EPOE maniacs lusted for the same feature for quite some time. Too bad, tho, that replacing a skull removes the brain, but oh well. Let's just say, that for having a powerful melee attack and mood boost, the colonist must choose to sacrifice something else, I guess.

Also, I'm pretty sure someone have already said this, but including some aging accelerators(like a medicine, or, maybe, like pods, where you put your colonists/pets/prisoners) would be a fine addition to the mod and the game as the whole, because growing the thrumbo hybrids, for example, takes lots of time and until they fully grow up they are pretty useless. Tho, it's not necessary, just a food for your thoughts.
#10
But why creating a new turtle, if there're already turtles in the game? And they are not even that hard to breed. I mean, what's the point if they are big or small?

Also, it seems, that by installing Thrumbo Horn into a skull makes brain body part disappear entirely, making installation of such implants as Painstopper or Joywire physically impossible. I know it's somehow related to vanilla's way of dealing with implants, but can you look into it?
#11
Releases / Re: [A17] Bone Mod V1.1
June 04, 2017, 09:17:21 AM
Alright, I don't know how/when I changed it, but somehow the sharp damage modifier got ramp'd up. I'll bring it back down for the next release, but if it bothers you that much, you can change it yourself. Just go to;
Bones Mod/Defs/ThingDefs_Items/Items_Resources_Bones.xml
and search for
<SharpDamageMultiplier>

Change the value to 0.8 (or whatever you want), and it should be back in line with Core values.
[/quote]

Nah, it doesn't bother me a bit, I just report stuff that I think is suspicious.
Great mod, anyway. I mean, it brings back those wonderful memories from Dwarf Fortress, where you could get bones from butchered creatures too. Could be nice to have some sort of division between animal bones and humanoid bones(you know, beauty penalty for non-psycho-bloodlust human creatures because of ethical reasons, etc., etc.) but it's fine as it is. Keep up the good job.
#12
Releases / Re: [A17] Bone Mod V1.1
June 03, 2017, 10:14:29 AM
Quote from: Canute on June 03, 2017, 09:45:14 AM
Ok, but with 16 HP of the trap any little explosion/fire will destroy it.
Bones are sharp but fragile.

Well, so far in my 3 year-old colony I had no explosions to even damage my plasteel traps. Pretty sure, if I replace them with those made of bones there'll be no big change in that. Except, ofc, they will be more likely to kill those nasty tribal in one hit.
#13
Releases / Re: [A17] Bone Mod V1.1
June 03, 2017, 08:57:48 AM
Quote from: SihvMan on June 02, 2017, 08:18:46 PM
Quote from: TOWC on June 02, 2017, 03:50:47 PM
Bone traps are a bit too op.
They deal 6 more damage than those made of plasteel.
Plus are inflammable and, ofc, are much easier to make, since bones can be found EVE-RY-WHEEEERE, basically.

Huh. Really? That seems a bit odd, as I didn't increase bones damage modifiers that much.

Yeah, kind of strange.

[attachment deleted by admin due to age]
#14
Releases / Re: [A17] Bone Mod V1.1
June 02, 2017, 03:50:47 PM
Bone traps are a bit too op.
They deal 6 more damage than those made of plasteel.
Plus are inflammable and, ofc, are much easier to make, since bones can be found EVE-RY-WHEEEERE, basically.
#15
The last time I had this mod, the work amount for every turret construction was only 1. Are those variables fixed in this version?: