Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - spincrus

#1
Quote from: the_gonopo on January 08, 2020, 03:16:55 PM
this would be a great mod, I had dinosaurian installed for awhile, but removed it cause it just felt wrong that the tyrannosaurs and what have you were perfectly chill with my pawns

I get this comment a lot. Sadly, without a mod, this is not possible.
#2
I've pirated games back in the dark days where buying was not an option (as in, no digital downloads yet, and hard copies were almost nonexistent in my country). As time progressed and PC gaming became more reachable, both options became widely available.

I believe I haven't pirated a single game since 2001. I don't regret my decision to go "full-legal".

The only exception was with I believe KOTOR II, where the 2nd CD/DVD (don't remember) simply did not install and I remember being quite furious, as I desperately wanted to play the game upon launch. Never bothered with returning, never got a 2nd copy, since it was all paid for.

Other than that, there cannot be any justification to pirate games in 2020.
#3
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.2
October 09, 2017, 05:03:00 AM
That was a bug, I thought I fixed all those issues when testing, but that one slipped away, I realized it during playtesting. Fixed and pushed out onto live.
#4
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.2
October 08, 2017, 07:31:38 AM
Quote from: RyanRim on October 08, 2017, 06:41:07 AM
Can it run on a savegame, if yes, does it also with one that has other animal packs?

Yes, and yes :)
#5
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.2
October 07, 2017, 06:19:52 PM
Quote from: douglasw on October 07, 2017, 06:10:38 PM
loved the mod, but it promotes a economic flaw, for example: you buy a dinosaur (in this case a brontosaurus) from a orbital trader, you then procced to slaughter the animal and sell all its leather. i assure you will have at least 300% profit on that simple endeavor plus all the meat it gives.
Point is that such a thing is not balanced. the best solution would probably be to increase the price dinosaurs.

edit: i can work the numbers out if that can be of any help
I'm aware of this and have addressed it on several occasions, but thank you for your input. I actually increased dinosaur prices 3x, which may still be too low of an increase. Leather price factors can be decreased, but I can't do anything about meat simply using XML it appears, and I don't want to decrease the meat drops for the sauropods, because well, such a giant should provide quite a bit of meat.
#6
I absolutely love your mod and have been using it since launch. The only gripe I have with it is that all the structures (vents, air intakes, climate control, etc.) are constructable straight from the beginning of the game, and not behind the actual tech that lets you build A/C units. Was this by choice?

(I once complained about a similar thing in another mod, turns out I had God Mod left on, had to swallow all the things I said. This time, I checked though :P)

Cheers!
#7
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.2
October 07, 2017, 12:34:35 PM
Just updated  :-*
#8
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.1
October 03, 2017, 05:29:15 PM
Quote from: SpaceDorf on October 03, 2017, 04:37:23 PM
Yes he does, the predecessor was named Combat Realism.

Oh right, sorry! By the way, I actually started working on the patch, will submit it via GitHub to CE, just thought that it'd be better for me to add all the dinos that I wish to have in my mod before going ahead with such a relatively complicated patch and left the work unfinished. Here's the code to prove it, just worked on the rexie to start a template:

<?xml version="1.0" encoding="utf-8" ?>

<!-- ====== DINOSAURIA PATCH FOR COMBAT EXTENDED ====== -->

<Patch>

<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="CombatExtended.PatchOperationFindMod">
<modName>Dinosauria</modName>
</li>

<!-- ========== TYRANNOSAURUS REX ========== -->
<li Class="PatchOperationAddModExtension">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]</xpath>
<value>
<li Class="CombatExtended.RacePropertiesExtensionCE">
<bodyShape>Birdlike</bodyShape>
</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]/statBases</xpath>
<value>
<MeleeDodgeChance>0.25</MeleeDodgeChance>
<MeleeCritChance>0.25</MeleeCritChance>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]/statBases/ArmorRating_Blunt</xpath>
<value>
<ArmorRating_Blunt>0.2</ArmorRating_Blunt>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]/statBases/ArmorRating_Sharp</xpath>
<value>
<ArmorRating_Sharp>0.25</ArmorRating_Sharp>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]/statBases/ArmorRating_Heat</xpath>
<value>
<ArmorRating_Heat>0.25</ArmorRating_Heat>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]/statBases/BaseBodySize</xpath>
<value>
<BaseBodySize>0.25</BaseBodySize>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]/statBases/baseHealthScale</xpath>
<value>
<baseHealthScale>0.25</baseHealthScale>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]/verbs</xpath>
<value>
<verbs>
<li Class="CombatExtended.VerbPropertiesCE">
<verbClass>CombatExtended.Verb_MeleeAttackCE</verbClass>
<defaultCooldownTime>1.35</defaultCooldownTime>
<meleeDamageBaseAmount>10</meleeDamageBaseAmount>
<meleeDamageDef>Blunt</meleeDamageDef>
<linkedBodyPartsGroup>Feet</linkedBodyPartsGroup>
<meleeArmorPenetration>0.13</meleeArmorPenetration>
</li>
<li Class="CombatExtended.VerbPropertiesCE">
<verbClass>CombatExtended.Verb_MeleeAttackCE</verbClass>
<defaultCooldownTime>1.35</defaultCooldownTime>
<meleeDamageBaseAmount>10</meleeDamageBaseAmount>
<meleeDamageDef>Bite</meleeDamageDef>
<linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup>
<meleeArmorPenetration>0.13</meleeArmorPenetration>
</li>
</verbs>
</value>
</li>
</operations>
</Operation>
 
</Patch>
#9
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.1
October 03, 2017, 04:29:03 PM
It's sooo much work though, considering I came back home from work at around 23.00 for the past 2 days :(

and I think you mean Combat Extended, no?
#10
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.1
October 03, 2017, 04:13:41 AM
Attention: The dinosaurs will lose their teeth in the next update.
#11
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.1
October 03, 2017, 03:54:25 AM
Soooooooo... Let's play a game:

Spot the new dinosaurs for the upcoming patch!

#12
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.1
September 23, 2017, 03:58:25 AM
The thing is, it's throwing errors because it can't find the A Dog Said's Defs to patch via an xpath add operation.

The problem is though, I know of no way to force the game to skip the add operations if the Defs for the mod in question aren't found via xpath.

I play tested it, and it should work even with the errors. However, I'm now considering to pull the code out, put it into a separate "patch mod" and distribute it as such.

Update: I've done so and placed this into a separate patching mod.
#13
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.1
September 22, 2017, 07:25:08 PM
Thank you for all the kind words.

I've also just updated to make it compatible with A Dog Said (used xpath methods). Did some other adjustments to DPS and spawn rates, too. Also added a new dino :)
#14
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.0
September 19, 2017, 04:42:27 AM
What I'm willing to do is to expand on this mod by some C# coding. What I'd primarily focus on would be:

1) Mod Options (a snippet that will rewrite the XML to target the toothless sprites and vice versa)
2) Additional animal behavior (nesting?)
3) Stampedes (to mimic the gallimimus stampede in Jurrasic Park  :D)

I first need to learn how to beef up my coding skills though, since I can be really clueless at times, and the methods that I'd utilize (out of StackOverflow) would probably be the less optimal ways, when there's probably a fancy method out there that does exactly what I want in a single line, etc...
#15
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.0
September 18, 2017, 07:28:04 PM
Quote from: dburgdorf on September 18, 2017, 06:02:18 PM
That's probably the best bet. Adding configuration options (via C#) is actually pretty damned easy now, and does *not* require HugsLib. BUT... in my experience, trying to change graphics after the game's loaded is pretty much impossible, which would make a configuration option all but useless.

What if I were to replace a specific string within the defs through an option and force a restart?