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Messages - Benis

#1
Help / Re: Modify Predator Prey Selection (Hunt Bugs)
August 05, 2019, 04:22:08 AM
My bad, should have done more editor testing first. Other BaseInsect types can be preyed upon, this one just had 'canBePredatorPrey' marked false. pls delete embarrassing thread :'^)
#2
Help / please delete
August 05, 2019, 03:10:19 AM
.
#3
Very much enjoying this. Can't speak for the balance since I went in to make the equines a little bigger, the sprites a little smaller, and in the end had accidentally Megafauna'd everything into huge, rare, deadly versions of the originals, but it's been a good time running from a bull-man the size of a house immediately after telling him he could eat people and the monstrous special abilities are great.
Looking forward to that Cerberus  ;)

#4
In Misc Gen and its urban extension, all buildings/ruins spawn without roofs. This means all the destructible goodies hidden inside rot in the rain within the first week or so, long before you can realistically deal with mechanoids and hives. Kinda defeats the purpose.
#5
Quote from: jecrell on November 07, 2017, 08:26:39 PM
I would have never thought to do that! How fun.
I'll have to disable that somehow.




In that case, here's another one that's rather more exploit-y. Summon a tentacle for one blood and suck two more out of it. ??? Estelle is a naughty woman.

EDIT: And this apparently preserves the tentacle corpse instead of its usual poofing away at the end of its duration. I can't say I was expecting the reveal that Attila was a grizzly in disguise.


#6




I always have the most wacky fun with the mist event.
#7
Quote from: jecrell on October 31, 2017, 02:05:15 PM
Announcing the release of...

Stay safe. Keep your necks protected out there.
AWWWWWWWW YEEEEEEEAAAH
I guess I know what I'm doing while I wait for my modlist to become A18 compatible.
#8
Using werewolves, '1 day until full moon' changes to 'Full moon approaching' sometime in the evening a day before the actual night of the full moon. If I'm not keeping a close eye on the date, 19h rolls around and I'm unsure if the full moon is imminent or for the following night, and often end up isolating my werewolves unnecessarily. A change of status in the morning of the day of the full moon itself that occurs past the danger hours (something like 4AM+) would be nice.
I've also two or three instances of metis werewolves going through their first night with manual moon fury just for them to change to standard werewolves and have T1 metis turn to T1 of one of the other werewolf forms, but I run a long mod list and didn't save any logs. Anyone else had this occur?
#9
Is there a quick file edit I can do to disable research requirements for installing bought basic bionics (and simple prosthetics, if those are gated, too)?
Vanilla acquisition of bionics didn't need that nerf IMO. I risked a caravan, lucked out on RNG that they had a bionic foot (not a leg, but I'll make do), and traded most of my wealth for it, just to find out I couldn't use it anyway for the next few months it took my tribals to reach bionics, at which point I had enough plasteel for multiple bionic legs and the foot was completely moot.
Vanilla bionics are limited and require luck and often investment (your own caravan/caravan request) to obtain - on top of their significant cost - and finding the opportunity to trade an arm and a leg for a better leg in early-mid game isn't a choice I want to lose.
#10
Noticed a couple of things. Lovecraft storyteller's paranoia/other insanity events often send a pawn into a minor break (the worst IMO, incapacitated by daze for ~2 days) the instant you receive the notification. It's kinda lame. Perhaps the insanity could start at initial and climb to its peak over a short period of time, e.g. two in-game hours, so there's the opportunity to rush them to a typewriter and mitigate it.
There's also an exploit with the typewriter, I'm pretty sure it's always been there so you may already know about it. Once joy is capped while writing, the session ends and grants sanity. Manually reassigning the joy-capped pawn to the typewriter again will cap joy instantly, ending the session and reducing insanity again. Repeat a few times until pawn is completely sane. A minimum session duration or cooldown would fix this, though I can't think of any other joy activity with this implemented, so it may be more trouble than it's worth to write.
#11
Very much enjoying this mod. Well-emulated art style, great variety and lovely choice of critters, suitable difficulty in killing/obtaining (kite around for hours with a team for most big meat animals; can't just shoot til downed then drag home for easy taming because you can't patch the hundred wounds before they bleed out; high % manhunter chance - I cackled then sweat a little as I saw I succeeded the 3.8% chance to tame a daeodon, then noticed the fail rate had been 10%).

If you're up for it, a patch to spawn a few (the mammalian predators especially) in Rikiki's cave biome would be sweet.
#12
Wow, that was fast! And pretty great, thanks. I'll post a pic if I manage to get a sizable den/murder going.
#13
One little thing I noticed is arachnid meat being default greenlit for meals, unlike vanilla insect meat which is disabled. Not a big issue, but it might take you a while to notice that -3 moodlet for eating cooked insect meat and where it came from.

Also petitioning for an increase to the lifespans of crows and those adorable little rabbit spiders. A tarantula may only live a year or two, but it seems reasonable to tack a few more on there for something genetically engineered, especially with the big ones living for 20. Wikipedia lists crows averaging 7-8 years in the wild and upwards of 30 in captivity, so 6 seems unfair. Especially for creepy omen crows. Those live longer, right?
The training difficulties are so high and haul rates so low that it's not even worth training either of these, I just want cute little spooky animals running around my base without having to watch all my hard work die of old age in a few months.
#14
Quote from: Dragoon on August 25, 2017, 02:55:57 PM
(first response)
You're neglecting the 'blood-starved' bit. In my example, with feedings only inflicting a minor wound and bloodloss (a  forgettable debuff in most cases, especially on prisoners), your goal would be a prison with enough well-tended pawns to keep your vampire(s) fed. You'd only be needing to hide your vamps during the day if things went tits-up and you lost access to your blood farm (even then, you could have them feed on a colonist in a pinch; the reason you wouldn't do this all the time is the constant minor wounds).
Quote from: Dragoon on August 25, 2017, 02:55:57 PM
(second response)
I never suggested vampires might get diseases from drinking dead blood, I said it goes against their traditional themes and that unmoving, congealed blood would be extremely hard to extract in any quantity.
Blood packs are a lot more feasible than dead blood, since they contain anticoagulants. The blood within is still physically drinkable. I'm still biased towards hot blood. Maybe a mood debuff for blood packs :^)
Quote from: Dragoon on August 25, 2017, 02:55:57 PM
(Orpheus response)
This is also good, though I'm still a fan of the concept of being rewarded for keeping your vampire well-fed by being allowed to exploit their abilities in broad daylight.
#15
Quote from: Dragoon on August 24, 2017, 10:06:41 AM
Quote from: Benis on August 24, 2017, 04:29:35 AM
-snip-
I can only say that sunlight should not affect them. No not sparklespires, there was a cool book called the vampire hunter's handbook. They are not affected by sunlight, garlic does nothing to them, a cross is a shiny stake. They of course can see themselves in a mirror. How else do they make themselves look good?
It's cool to try to make everything scifi these days, come up with some hidden science behind what has traditionally been fanciful. This book sounds like that. And I'm not against that, really any interpretation is fine by me, but I also enjoy traditional weaknesses for flavor. I specifically suggested weakness to sunlight when blood-starved as it's the least fanciful and someone could come up with a plausibly logical reason for it if they bothered put in the time to fluff it out.
It's also a good balancing mechanism...
Quote from: Dragoon on August 24, 2017, 10:06:41 AM
I would also just say that 2-3 days for feeding is not really a fair thing. ... but there is no reason they can't drink a dead man's blood. and adding in any percent, for them to kill one of your pawns sucks.
...which you seem to want to throw out all three of. Jecrell's special pawns (force-users, werewolves) tend to be pretty OP, and it's only fair for an elder vampire to be a little OP. So you need to strike a balance and expend significant resources/design to maintain this pawn who is worth several pawns in combat, may possess unique powers and who is quite difficult to kill. Maybe you wouldn't need all the hurdles I've suggested, but at the very least needing to maintain a bloodbank (and preferably prisoners so as not to inflict minor wounds/blood loss on your own colonists) is a good balancing move.
And you definitely should not be able to feed them from a dead man's blood, aka turn feeding your OP pawn into a complete non-issue. Human corpses come in extreme surplus past the first season or so. And for a proponent of vampire lore, drinking blood from anything more than a few moments dead goes against the vast majority of interpretations. The concept of parasitizing the *living* is a crucial component of vampires. To say nothing of how hard it'd be to extract still, congealed blood. Vampires typically drink what the heart pumps to them.

Quote from: Lennbolt7 on August 24, 2017, 11:02:38 AM
If you look at his patreon post from july 3rd,(Rim Of Madness- Detailed Progress Update) you will see that he's doing werewolves, vampires, and monster hunters. I don't know if they'll be made in that order.
I'm pretty sure I noticed this once and just forgot about it. Oh well, great to (re)learn that he already has plans for it anyway. I'm sure whatever system he creates will be lovely, he's got a solid track record in that.