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Messages - Oblitus

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1
Releases / Re: [1.0] Animals Logic 🐾
« on: April 30, 2019, 05:35:31 AM »
Maybe take a look at GiddyUp or ask Roolo.
At GiddyUp pawn's can mount animals, and when a pawn want to ride an animal this animal stop his task and wait for the pawn to mount.
I allready asked Roolo about an intercept of the animal towards the pawn, but Roolo mean that would be to complicate with the pathfinding.
Mounting is a custom task. Handling is a vanilla task.

2
Releases / Re: [1.0] Animals Logic 🐾
« on: April 30, 2019, 03:42:24 AM »
Oblitus is there any way to force stop an animal from doing it's current task and add to queue. When it's being trained? Poor pawn chasing modded animal with high movement across the map and never catching up trying to train them n ignoring all other needs.
Due to how tasks are implemented, it is very difficult to patch them. I've tried to do something with this problem several times, but it requires a detour.

3
Releases / Re: [1.0] Animals Logic 🐾
« on: April 18, 2019, 04:29:30 PM »
This is information about animal status, not tier. Tn shows training level, Wn% shows wool growth. Can't be disabled in a current version.

4
Releases / Re: [1.0] Animals Logic 🐾
« on: February 21, 2019, 09:56:59 AM »
My animals do not nuzzle anybody, I wonder if it is game related issue or with Animals logic.
Very unlikely.

5
Releases / Re: [1.0] Animals Logic 🐾
« on: November 30, 2018, 03:26:16 AM »
Could you make it so animals better avoid fire or have some way to put themselves out?
Not an animal-specific problem.

6
Releases / Re: [1.0] Animals Logic 🐾
« on: November 25, 2018, 11:25:57 AM »
Maybe in future Stun gun?
There are other mods with non-lethal weaponry.

7
Releases / Re: [0.19] Animals Logic 🐾
« on: October 20, 2018, 12:55:01 PM »
Oblitus,
an issue with latest Animal logic.
When you butcher human at the butcher spot you geting chicken meat not human meat.
Butchering at the butcher table work's fine.
Works fine for me. Can't reproduce.

8
Releases / Re: [0.19] Animals Logic 🐾
« on: September 26, 2018, 02:00:07 PM »
Any chance you'd be willing to take over Animal Overhaul? The author hasn't been online since july and i think it makes a good companion to animals logic.
My mods are on minimal support now. B19 nerfed out all fun from the game so I've moved on.

9
Releases / Re: [0.19] Animals Logic 🐾
« on: September 19, 2018, 12:49:59 PM »
Sorry, you right. Diamond is useable for club's.
But a totaly waste of material, club don't got a quality anymore and jade would be a better material for them. But ok.

I just mention about the carbon tile beauty, i think it should be in line with the vanilla carpet.
Wasn't carpet 3 beauty too in the past, when carbon released the first time ?
I don't really remember. I've balanced stats according to difficulty of obtainign this material. Carbon has a much greater material cost.

10
Releases / Re: [0.19] Animals Logic 🐾
« on: September 19, 2018, 11:44:00 AM »
Hi,
some comment's about carbon mod.
- I think carbon tile should only have 2 beauty like carpet, or even just 1.
Carbon is maybe easy to clean but it isn't more enjoyable then carpet (at my view).

- Maybe remove these border line at the carbon tile texture, so it got a unique checkmate pattern without the borders each tile.

- Diamond got Sharp damage,blunt damage, cooldown modifier, but can't be used for any weapon production.
Aesthetics is a subjective thing. I don't get while outdoors has negative beauty, or why all tech is ugly, and generally would prefer tiles over a carpet.

Tile border has a function of creating a grid while being aesthetically neutral (for me).

Diamond should be usable for weapons that can be made of stone.

11
Releases / Re: [0.19] Animals Logic 🐾
« on: September 18, 2018, 10:49:50 PM »
It's been a while since i messed with rimworld, for some reason i remember animals logic being the mod i used that made alpaca's milkable and let all egg laying animals lay eggs with or without fertilization or being part of the colony or am i thinking of another mod?
Nope. It was something else.

12
Releases / Re: [0.19] Animals Logic 🐾
« on: September 15, 2018, 07:08:02 AM »
Not from a mod. Animals being trained are doing their business between training sessions, it is not something new.

13
Releases / Re: [0.19] Animals Logic 🐾
« on: September 05, 2018, 05:07:45 PM »
Naming on birth/tame is a vanilla function for some animals, mostly canines.
Any ideas on how I can stifle it? 
Sorry for pestering you... you seemed liked the logic choice to ask...
If it can't be done, it can't be done.

cheers.
You can make a simple XML mod. As far as I remember, you need to set nameOnTameChance to 0.

14
Releases / Re: [0.19] Animals Logic 🐾
« on: September 04, 2018, 11:50:04 PM »
Naming on birth/tame is a vanilla function for some animals, mostly canines.

15
Releases / Re: [0.19] Animals Logic 🐾
« on: August 30, 2018, 02:26:47 PM »
Animals Logic, Carbon and My Little Planet are updated for B19.

Warning: only a bare minimum of testing is done.

Animals Logic changes:

Removed (now vanilla):
  • Adds rename button for animals.
  • Tags bonded and pregnant animals in caravan and trade interfaces.
  • Pack-able animals without a load will be considered a sellable chattel by the caravans.
  • Unforbids slaughtered animals.
  • When allowed zone is changed animals react immediately instead of after the end of the current task.
  • Minor starvation (below 60%) cannot cause miscarrying.
  • Pet type animals (all which can be starting pet) and bonded animals do not disturb sleep.
  • (Optional, default off) Mitigates wildness penalty for training (but not taming) animals with high wildness.
  • (Optional) Animals (wind included) have greater chance to fight back when attacked in melee


Added:
  • (Optional) Configurable animal hauling efficiency.
  • (Optional) Configurable tameness decay threshold.
  • (Optional) Configurable training decay speed.

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