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Messages - Lancer447

#1
So I forgot to notify peoples about all the updates I did. Whoops.

For anybody that has downloaded the full mods bundle, if you downloaded it before 10 August 2014 then you'd best update. I've added more mods over the time, and I've fixed/updated a few mods, too, especially Tribal slaves n' slavers; I've also fixed a few things that seemed to be wrong with the bundle itself. Also, it is suggested you don't use the sniper turret; it only brings problems. Tribal slaves n' slavers has been updated a bunch since the first release, and I haven't seen many downloads for that compared to its initial release. I had the recruiting difficulty all wrong, so it's best you update that, pronto. Untalopes has been okay for a while now, including everything else 'cept for Co2 Generator. For that, it's been updated 16-7-2014, but I'm sure most people have it updated. Now, let's see... anything else that I missed... wabbits are coming out soon. Couldn't think of a better name for them...

I would be glad if anyone's who's good at drawing to help out the Creatures Galore team. Go on, what'ya waiting for? Go message Xander about joining. No, but seriously...

Not going to be modding for a while... A6 mod updates won't come around for me until maybe even after A7 is released... help?

Okay, that's all folks. Enjoy the mods.
#2
Ideas / Re: World Progression
August 10, 2014, 07:06:44 PM
What if you could land on the same rimworld as one of your past colonies and have them as a faction/you join their faction. It'd be a nice, easy-ish start-up if ya want it. Or, perhaps, just start on a map with an already-existing colony (doesn't have to be your past ones), and you can either become a member of that faction or you can create a new faction near those people, eh? Might seem difficult to code, I suppose, but it'd be cool, ya know?
#3
Help / Re: What have I done wrong? [Help]
July 26, 2014, 02:25:11 PM
To have a new custom resource, I'm pretty sure you need a custom .dll file, since I've tried many times to create a custom resource of my own. If I'm wrong, then somebody should correct me.
#4
Outdated / Re: [MOD] (Alpha 5) Giant Boars Mod
July 24, 2014, 03:24:32 PM
Woo, Shinzy has excellent texturing talent! Only... where's the tusks? Ah, well, a great mod that has good combined textures and xml stuffs. Awesome.

Got a question, though, XanderDox, is this creature carnivorous or have ya still not found out how to do that? Just wonderin'.
#5
Help / Re: Requiring Help for mod.
July 24, 2014, 03:04:05 PM
Compact indoor generator? As in 1x1, fits indoors, n' generates electricity? I've made a mod similar to that, Carbon Dioxide Generator it's called, and you can just copy it and modify it to your enjoyment. You might want to delete the research projects that are required for the generator. There's not much else I can do since you didn't explain exactly what problems you're having with the .xml file  :-\ If you explain a bit more in depth, then that'd help people help you.
#6
Quote from: P_anders on July 21, 2014, 04:01:27 AM
Hi there!

uhm ... i have a little problem. the Animals from your Mod are not spawning at my colony map ... i can see the meet and the corpses in the storage menu in the stockpiles, but there are no rimrats, no alpha muffalo ... non of them. not in the past 40 colony starts, that i made to test some things, during have problems with other mods. in past 50 or 60 colonies i saw maybe only 2 times tha alphas and one time the untelopes ( they are the pink one, right?)
Do you have any of the original mods installed? 'Cause that's a problem. And if you don't have the original mods, then perhaps there's mod conflicts with, say, mods that change map generation (any map generator that changes the original terrain biome will keep this mod from spawning creatures, by the by). If none of the above, then, well, I'm not sure, as I'ven't seen the modified .xml files so XanderDox would have to help ya with your problem.
#7
Ideas / Re: Leaders & No Emotion
July 18, 2014, 03:55:55 PM
Quote from: Sion on July 18, 2014, 03:07:33 PM
How about a adding a (negative?) multiplier to the statuses, something like this:
Saw dead corpse = -10
Saw dead corpse = -10 (the colonist saw 2 corpses)
Times this have happened = 24
Multiplier = 0.5

(parentheses shows what is calculated to the next line)
(-10-10)+(0.5*24)
  =  (-20+12)
  =  -8

with this formula you will get a positive number after observing 40 corpses, but it is easy to handle in code, something along this line:

int Current_mode = -8;        (initiates a variable and assign a value to it, in this case -8, use a function to get the value)
if(Current_mode > 0) then;   (tests if the number inside the variable is larger than 0)
    Current_mode = 0;          (only if the number is larger than 0 then overwrite it to be 0, else skip this step)
end if;                              (end of the if statement)
return Current_mode;          (returns whatever value the variable holds)

The above code will always return zero or less.
I really like this logic, but I'd suppose a new .dll/assembly would be needed to accept any new formulas, as I've not seen .xml files having such formulas. Ah, well, a simple formula could do, then only ya need a .dll file to accept it :)

Also, this looks like some kind of worksheet you would see on Microsoft Excel, using the IF statements n' such.
#8
Quote from: XanderDox on July 17, 2014, 08:47:53 PM
I'd love to have snakes added, and any other animals, Im not sure how to get carnivorous animals either... It may be possible to make them Omnivorous, so they will eat raw meat, but that would mean them raiding peoples stores ect :p I'm not good with assemblies and DLLs. Like, can't do them :p . I'll be teaching myself how later, but that'll take time. Iconning though? To frustrating for me, I can't even drawn a stick man.
Yeah, few people can do all the assembly stuff, eh. But hey, if ya need a texture/icon person, I can draw fairly well, if I do say so myself. It takes me a while to, though, as I'm a very patient person and everything I do seems to be tedious. Also I use a trackball mouse to make the art, which doesn't help at all. Anyways, I can help you when you need icons n' textures made. I'm not the best, ya know? Well, fellow, have a good day at ch'ya.
#9
Quote from: XanderDox on July 17, 2014, 04:00:59 PM
Planned Features
-Make eating Untalope meat give a happiness boost
-More creatures (Once I find someone to icon for me since I suck at it)

I could make an additional add-on for this specific modpack to try and make untalope meat give a happiness boost. It may be difficult, but I can help ch'ya with that. I don't plan on implementing it into the mod itself, however. Also, animals not herding is a vanilla bug of sorts; only, it affects mods... at least that's what I think.

And if you ever need new animals, I can release a new mod! I'm currently working on a "Mockingsnake" mod, which will hopefully add innocent little snakes to the game. I'm not good at all with carnivorous animals at all, though, as there's no vanilla assembly for that, I think. So hey, if ya need any help, just call my name (as in private message me).  ;D
#10
Ideas / Re: New List Of Suggested Features
July 17, 2014, 03:35:46 PM
Quote from: Captain Sho on July 17, 2014, 03:25:26 PM
Might wanna change the name of the thread to something like "List of Commonly Mentioned Suggestions"

Looks like people are getting the wrong idea about this thread otherwise
Oh... so this is like a list of already common suggestions, instead of new suggestions suggested by other people that ya've seen? Ah, well, poo... I fell like an idiot :-\. 'Less neither of us are wrong... or both. Well hey then, best ignore my past post on here. ;D Unless if the aforementioned say was a fact, or is.

... I best shut up now.
#11
Help / Re: [Question] Fixing This Error
July 17, 2014, 03:10:26 PM
Antelope mod? Yeah, I've been trying myself to update it. I have no idea how I got it working, though... I think I just copied the "AlphaMuffalo" mod. I replaced the "Alphalo" with "Antelope" and tweaked a few things for texture, body size, n' such. It's a difficult thing to do, 'cause I messed up real easy without knowing what was wrong. The Antelope mod has outdated code, so you should try to use updated code (like the default 'muffalo' pawndef thingdef_races codes) to fix it.

It's a tedious task, aye, but rewarding. If you need any additional help, just ask. Maybe send me the xml code, too, eh? You might just have a little something wrong with a piece of text. Could just be missing a '<', '>', or something really small. Ya never know. Well, hope I helped ya.
#12
Ideas / Re: New List Of Suggested Features
July 17, 2014, 02:34:27 PM
Oo! Oo! I've got a good one, two, three! I've THREE. So, have leader figures, an exile/banish button (when you don't want a certain colonist), and the ability to nickname colonists/change their nicknames. Simple as that, they were all suggested here on the forums. Good day.

EDIT: Music. Soundtrack, that is.
#13
Ideas / Re: Portable Emergency Rations
July 17, 2014, 02:25:13 PM
This is a really good idea! I'd like to see it in-game so that my colonists don't die when they could've put up a fight at the enemy encampment, but their food gave them too much of a penalty. That would be so much more helpful.
#14
Ideas / Re: How about an exile button?
July 17, 2014, 02:21:56 PM
Quote from: bjo0rn on July 17, 2014, 01:32:36 PM
I like the idea, but there is already a solution to your problem:
Arrest --> Execute

Simple but blunt.
I like the idea of having an exile button, because executing or selling prisoners make colonist's opinions go down. And how about, the exile button only does -2 mood to all colonists? Because, the colonists have a little hope that the person might live out wandering about n' stuff.
#15
Ideas / Re: Leaders & No Emotion
July 17, 2014, 02:16:24 PM
Quote from: LuRockz on July 17, 2014, 11:47:11 AM
Very solid points, I completely agree with what is stated. A leader figure is a valuable part of a newly establishing colony and I can definitely see how much of a story that such a position would provide alone.

"Colony leader Urist has been slain by drifter Zeiph from the (Knuckledraggers) Faction!"
I open the thoughts tab and read
-15 Colonist Leader Urist recently died

or

Colonist has been wounded in combat and I look at their thoughts tab
"Morale boosted by colony Leader Urist's combat spirit!"
Okay, I really like your thought here. Have buffs that cancel out wounding (or seeing dead bodies or anything, really) if the leader is all optimistic and stuff, and have debuffs when the leader's all sad n' stuff, and have nothing when the leader's neutral about things. That would be awesome!