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Messages - Jernfalk

#1
Quote from: LWM on August 02, 2019, 04:52:55 PM
I am loving this mod, but I have a couple of issues:

1.  There are a lot of errors about bad body parts.  A lot.
2.  See #1.  Somehow they don't set off some traps - they can still get hurt, but trap is still set.  ...weird?

I would LOVE two things:
1.  If the corpses were not animals.  I have a storage mod (Deep Storage) and it took me a while to realize that my meat hooks were filling up with skeletons.  CreepyAF, but not actually helpful for the colonists.  If it were possible to create a new corpse type, that would be awesome.  Best case, as far as I'm concerned, would be leaving human corpses....desiccated human corpses.
2.  If I could adjust the % chance of skeleton raids.  I would enjoy playing a game where each year the number of skeletal raids increases....and maybe the frequency of raids.  Dooooooom.  But I'd like that as a mod option.

I would be happy to help/collaborate with coding or xml, if you would like either 1. or 2. to happen.

My tiny colony of survivors is having a lot of fun right now...er...freaked out about living skeletons attacking.

Ooooooo!

3.  Bad mood hediff "Fought with living skeletons.  How can we kill what's already dead?"

--LWM

Hey! Thanks for trying the mod, glad to see it still gets attention after so long!
The mod was done with XML only as a Halloween thing, which is why it is so limited and faulty (Like having to set them as "animals", allowing them to rot and be butchered). I was going to overhaul it into a C# polished version and solve all the problems you mentioned (apart from the trap, that is new to me) but then life happened as it does with everyone.

My main goal was to add a "Lich" kind of enemy that could raise more skeletons from the dead and even add skeletal animals, which would also be raised by the Lich. If you are interested in using the code or something, do call me on Steam (nick: Jernfalk).
#2
Quote from: kimp101 on December 09, 2018, 12:35:05 AM
Are there files for B19? Looking to play this on my older game as some mods i mainly use don't have the new version out.

Sadly not. I'd make a "downdate" but I don't have B19 anymore, so testing to make sure it works wouldn't be possible.
#3
Quote from: whitewolf88 on December 04, 2018, 07:37:50 AM
Could you please make a compatibility patch so this works with A Dog Said? Really want that bionic horse haha

Done! Just check the main post for the patch!
#4
Quote from: Pandora1999 on November 10, 2018, 10:16:21 AM
Same with that guy, is there a way to remove this mod, I love it but itssssssss toooo overpowered if mixed together with dire raid
Like damnnnnnn i get like 1000 skeletons in 1 dire raid, fuck meee HAHAHAHAHA
and they dont retreat like human factions, in humans, you can kill like 100 in dire raid and they will flee but in skeleton, maaaaan they wrecked me, i killed 600 but theres 400 more like seriously
anyway my concern is, is there a way to remove this mod???
"Dont Misinterpret"
I love the mod, it adds new terror in the game, but combined with the mod dire raid, its inevitable that heavily defensed base will be overrun,
i will show some screen shot when a dire raid with skeletons of 1000 comes
theres also a bug that the skeletons pass through the gate like magic

They were balanced to be hard, but fair. It's understandable that mods that raise raid difficulty would cause it to become unbalanced ^^ Anyway, thanks for trying out the mod =D About removing it, it's never 100% safe to remove any mods, so if you want to try, I suggest making a back-up of your save first then destroying every and any Skeletons and Skeleton Corpses on the map and only then attempt to remove the mod from the list. Still, it's very likely that it will cause errors.
About the "magically going through gates" bug, can you elaborate on it? Things like the type of gate, the mods you have, if it happened during a specific action... Any and all details that might help to identify what caused the bug.
#5
Releases / Re: [1.0] A RimWorld of Magic
November 08, 2018, 07:17:19 PM
Quote from: Canute on November 08, 2018, 01:58:09 PM
do you use maybe the skeleton army mod ?
Because i don't think Skeleton_Hero are part of Rim of Magic.
Quote from: PreDiabetic on November 08, 2018, 11:54:56 AM
Could not resolve cross-reference: No RimWorld.LifeStageDef named SkeletonFullyFormed found to give to Verse.LifeStageAge Verse.LifeStageAge
Failed to find any texture while constructing Multi(initPath=Things/Pawn/Skeleton/Skeleton_Hero, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000)). Filenames have changed; if you are converting an old mod, recommend renaming textures from *_back to *_north, *_side to *_east, and *_front to *_south.
This happens when I try to upgrade from 2.2.6.1. [2.2.6.1 works fine]
That would be my Skeletal Legion mod. However, my mod isn't displaying that error. Either something is conflicting between the mods or Torann uploaded a WIP of the colab we plan on doing. If it turns out to be anything on my end, I'll do my best to fix.
#6
Quote from: kaplahworm on November 06, 2018, 04:09:35 PM
So, you are going to hate me butttttttt, now I only get hunter packs, no skeletons, no raiders. Honestly, I've got a feeling it might just be my game and not the mod.
Hopefully I haven't buggered it up for anybody else , who wasn't having any problems.

The skeleton-only bug was a real thing and I fixed it. But the "manhunter-only" must be from somewhere else. I ran several tests and it seems to be spawning both kinds of events. HERE is one of the logs, if you feel curious. ^^
If you want to make one too, it would be interesting. Simply activate "Developer Mode" in the options menu. Some buttons will appear on the top of the screen. Click "Open debug logging menu." then click "Future Incidents Current Map" and "-All comps-" on the pop-up menu that will appear. Then, on the top buttons again, click "Open the debug log." and click the log on the very bottom of the list then the "Copy to Clipboard" button.
#7
Quote from: forgottensage on November 05, 2018, 11:48:15 PM
Now if only skeleton legion was playable. I would kill for a legion of the dead mod XD

I do plan on making a playable version in the future but might take quite a while.
#8
Quote from: kaplahworm on November 05, 2018, 12:35:54 PM
Quote from: Jernfalk on November 04, 2018, 01:30:45 PM
Quote from: kaplahworm on November 04, 2018, 07:13:07 AM
Hay, love the mod but I seem to have an issue. I ONLY get Skeletal raids. I like fighting them but it does get a little dull. IS there something that can be done to rebalance the spawn of skeletal attacks.
I tried to remove it and it bugs my save, the save loads but with no base or colonists, only the world map.
Really? I'm using it myself and I'm getting a pretty varied bunch of factions attack. Are you using any other mods? If yes, can I take a look at the list? ^^
This is a screen shot of my mod folder
https://i.snag.gy/msVhHl.jpg
This is what happens when I load the save without the mod
https://i.snag.gy/yRcAFT.jpg
If I reactivate the mod there are no issues and I can play normally, but only with Skeletal Attacks. I'm on Casandra Classic rough if that helps at all.
I'd love to be able to keep your mod in my load order if possible. Maybe I could edit the file to find the spawn rate or something?

Thanks for the help! I just updated it! Check dropbox.

05/11/2018 - v1.4 - Fixed Skeleton Legion raid percentage chance: Now they will only have a 20% chance to be the raiders, like all vanilla factions.
#9
Quote from: Torann on November 04, 2018, 01:40:24 PM
Freakin' awesome, Jernfalk!

I was just thinking that I still need to make my 'undead' from A RimWorld of Magic look more undead...

Curious if you'd be interested in doing a collaboration where pawns raised by the Necromancer class would look like or become a part of the skeleton legion?

That would be awesome! Lets talk more about in PM or over discord!
#10
Quote from: kaplahworm on November 04, 2018, 07:13:07 AM
Hay, love the mod but I seem to have an issue. I ONLY get Skeletal raids. I like fighting them but it does get a little dull. IS there something that can be done to rebalance the spawn of skeletal attacks.

I tried to remove it and it bugs my save, the save loads but with no base or colonists, only the world map.

Really? I'm using it myself and I'm getting a pretty varied bunch of factions attack. Are you using any other mods? If yes, can I take a look at the list? ^^
#11
Hey, I'm using the new 1.0 version. Stone chunks are not being transported up. They are in a stockpile area I set on the lower shaft.
#12
Patch:
01/11/2018 - v1.2 - Rebalanced Skeleton raids to be less all-consuming.
#13
Did a small update on a little bug where they were still showing as mechanoids on storage and recipes. Now they'll show up under the "animal corpses" tab. Also, I know ModDB's link is down. I'm contacting them to clear that up! =D
#14
Quote from: Canute on October 31, 2018, 04:43:17 AM
Just curious.
What happens when the Skeletal Legion meet Zombies from zombieland ? :-)

Good question, haven't played that yet. It depends on what happens when Mechanoids enter a zombie map since they have the same Thoughts. Also depends on your settings on Zombieland on what the zombies attack.
#15
Mods / Re: (MOD REQUEST) Skeleton Army
October 31, 2018, 11:41:04 AM
Quote from: Chicken Plucker on October 13, 2017, 11:03:14 AM
Skeleton army with swords and shields that have their own custom raid notification sound (spooky scary skeletons pls) because Rimworld is not spoopy enough with the lack of skeletons

I originally thought I could do this, but I cannot because lack of skills and time, rip, I will just leave this here.

Also suggest the vanilla skeleton because they look spooky:


Muffallo skeleton beasts too? sounds spooky



https://ludeon.com/forums/index.php?topic=46598.0

DOOT