Ah, the base behavior changed. I'll fix it with next update.
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#2
Releases / Re: [1.3] Animals Logic 🐾
November 18, 2021, 04:47:29 PM
Alpacas have 25% wildness in the last game version, only animals with below 10% wildness won't lose tameness. Move the first slider to more than 25% if you want alpacas to always stay tame.
My mods does not alter vanilla stats, instead adds its own block where it shows "Mature age" in days instead.
ALConfigTamingAgeFactor is an experimental feature I forgot to hide when publishing update. It makes young animals (below mature age) more easily tameable and trainable. Gives a good chance to tame those feralisks.
My mods does not alter vanilla stats, instead adds its own block where it shows "Mature age" in days instead.
ALConfigTamingAgeFactor is an experimental feature I forgot to hide when publishing update. It makes young animals (below mature age) more easily tameable and trainable. Gives a good chance to tame those feralisks.
#3
Releases / Re: [1.3] Animals Logic 🐾
November 17, 2021, 05:19:28 PM
Check mod settings for alpacas - mod allows to set animals to lose tameness even if they have 0 wildness.
And the second one is just how vanilla works - rounds down to years, which means 0 for the vast majority of animals. Stats added by this mod are under the "misc" category. I left them even after the base game added productivity stats exactly because it was done poorly.
And the second one is just how vanilla works - rounds down to years, which means 0 for the vast majority of animals. Stats added by this mod are under the "misc" category. I left them even after the base game added productivity stats exactly because it was done poorly.
#4
Releases / Re: [1.2] Map Reroll (2.6.0) - Pick your starting map
February 24, 2021, 09:02:03 PM
Rerolling maps from scenarios that have forced map features, like Mercenaries start from VFE: Insectoids or Lone Scrapper from VFE: Mechanoids, don't have those features after reroll.
#5
Releases / Re: [1.0] Animals Logic 🐾
April 26, 2020, 06:55:07 PMQuote from: zenn on April 26, 2020, 06:50:18 PMDon't use Hardworking Animals, it has a very dirty patch. And AL already has its function within.Code Select[Animals Logic] Patch operation Verse.PatchOperationReplace(/Defs/ThinkTreeDef[defName = "Animal"]/thinkRoot/subNodes/li[@Class="ThinkNode_ConditionalHasFaction"]/subNodes/li[@Class="ThinkNode_ChancePerHour_Mate"]/../li[@Class="ThinkNode_ChancePerHour_Constant"]) failed
#6
Releases / Re: [1.0] Animals Logic 🐾
April 30, 2019, 05:35:31 AMQuote from: Canute on April 30, 2019, 05:30:39 AMMounting is a custom task. Handling is a vanilla task.
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.
#7
Releases / Re: [1.0] Animals Logic 🐾
April 30, 2019, 03:42:24 AMQuote from: Chibisuke on April 29, 2019, 10:22:30 PMDue 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.
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.
#8
Releases / Re: [1.0] Animals Logic 🐾
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.
#9
Releases / Re: [1.0] Animals Logic 🐾
February 21, 2019, 09:56:59 AMQuote from: WolfgangPolska on February 21, 2019, 09:49:29 AMVery unlikely.
My animals do not nuzzle anybody, I wonder if it is game related issue or with Animals logic.
#10
Releases / Re: [1.0] Animals Logic 🐾
November 30, 2018, 03:26:16 AMQuote from: leestriter on November 29, 2018, 04:03:01 PMNot an animal-specific problem.
Could you make it so animals better avoid fire or have some way to put themselves out?
#11
Releases / Re: [1.0] Animals Logic 🐾
November 25, 2018, 11:25:57 AMQuote from: Mc_Peterson on November 25, 2018, 10:18:19 AMThere are other mods with non-lethal weaponry.
Maybe in future Stun gun?
#12
Releases / Re: [0.19] Animals Logic 🐾
October 20, 2018, 12:55:01 PMQuote from: Canute on October 20, 2018, 12:49:44 PMWorks fine for me. Can't reproduce.
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.
#13
Releases / Re: [0.19] Animals Logic 🐾
September 26, 2018, 02:00:07 PMQuote from: Flimflamshabam on September 26, 2018, 01:45:07 PMMy mods are on minimal support now. B19 nerfed out all fun from the game so I've moved on.
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.
#14
Releases / Re: [0.19] Animals Logic 🐾
September 19, 2018, 12:49:59 PMQuote from: Canute on September 19, 2018, 12:25:47 PMI don't really remember. I've balanced stats according to difficulty of obtainign this material. Carbon has a much greater material cost.
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 ?
#15
Releases / Re: [0.19] Animals Logic 🐾
September 19, 2018, 11:44:00 AMQuote from: Canute on September 19, 2018, 09:22:37 AMAesthetics 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.
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.
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.