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Messages - witchyspoon

#46
Quote from: Canute on June 25, 2018, 03:06:28 AM
I bet many people don't like this.
They can't install bionic legs at their favoured packmounts anymore.

I realy would overthink your choise.
If you just want reduce the damage an animal do, lower the damage done from Bionic legs from 20 to 5. So animals with 4 or more legs are less dangerous.
Leg's are mosttimes for defence, while jaw , claw's and head (Ibex) are the main attach weapons.

thanks for the feedback. But I do not think that I will change it back to how it was. The benefit of not having small critters be overpowered is enough of a tradeoff. (if i just reduce the damage...it also reduces it on big and powerful animals which would make them rather pointless)
However I will probably add the Pack Animals to those that can receive bionics, you made a good point.
Regarding what you said about claws and legs...the damage of a natural animal with claws is tied to the claws which are tied to the paws, which are tied to the legs(front legs) but since artificial parts replace that whole group, the damage can only be tied to the "leg". It was always like that and I cannot change it unless I add seperate parts for claws and paws etc. which I obviously cannot. About headattacktool, since it never gets replaced by ADS parts anyway nothing gets changed by me with that damage.
Typical damage types by animals are bites (by jaws), scratches (by legs, or the claws attached to them or hooves) and blunt damage by headbutts/ headattack tools like antlers and horns.
My damage numbers only pertain to artificial (prosthetic or bionic) legs, and jaws...any other parts have no damage attached to them.
The numbers are a median of corresponding damage numbers from natural parts. those numbers are what I cannot adjust per animal if I only have one part (instead of multiple sizes/damage). So as a compromise, i restrict some animals (for whom it would be rediculous to have same damage as big animals) from receiving the higher parts. I think its a good compromise between lots of parts, reducing the damage to useless, or having monster critters.
#47
A Dog Said

BIG CHANGE TO HOW ARTIFICIAL PARTS WORK!

Since the fact that one particular part adds the same amount of damage to every animal (this only affects prosthetic legs, bionic legs and jaws anyway) has always bothered me a bit, but not enough to clutter the mod with different sizes, I decided to change how bionics and prosthetics work.
Partly bc of body size, but mostly considering just logic I changed which animal can get what parts.
Parts are divided into 3 categories.
Now this does not completely balance the damage of bionics, (I just cannot do that bc the damage is tied to the part, not the animal), but it does make it a tad less rediculous considering squirrel armies and the like.
Injury Healing is not affected by this and can be used on every animal.



Category 1: peglegs, simple jaws, noses and tails (where applicable)

Alphabeaver
Boomrat
Capybara
Cassowary
Chicken
Chinchilla
Cobra
Deer
Emu
Gazelle
Hare
Hare Snow
Ibex
Iguana
Megascarab
Raccoon
Rat
Squirrel
Tortoise
Turkey



Category 2: category 1 + simple prosthetics, ears/eyes/organs


Boomalope
Caribou
Cat
Cow

Elk
Fox Fennec
Fox Arctic
Fox Red
Monkey

Ostrich
Pig
Spelopede
Wild Boar
Yorkie



Category 3: categories 1+2 + bionics, powerclaws

Bear Grizzly
Alpaca
Bear Polar
Cougar
Dromedary
Elphant
Husky
Labrador
Lynx
Megasloth
Megaspider
Muffalo
Panther
Rhino
Thrumbo
Warg
Wolf Arctic
Wolf Timber




Please delete your old ADS folder before installing this one, and download from main post link


#48
gourimet should be fixed now too pls reload. if anyone is interested brewing speed seems to be replaced by drugcookingspeed in recipes now.
#49
Quote from: Straypixelgames on June 22, 2018, 07:48:01 PM
Did you fix the GourIMET 1.0, Brewing Speed errors?

oiii
no i totlly forgot about that one lol. gimme a few minutes xD
#50
Quote from: NovaCameron on June 22, 2018, 04:37:55 PM
Error with brewing speed since the last update.

Could not resolve cross-reference: No RimWorld.StatDef named BrewingSpeed found to give to RimWorld.StatModifier (null stat)
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:68)
Verse.WantedRefForObject:TryResolve(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:49)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:270)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:143)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

llooks like brewing speed was removed as a stat, fixed it in fashionrimsta, please reload and thanks for noticing. (i had no time to test the fix ingame so dont hesitate to report further errors)
#51
I think I might have fixed the temps now..please redownload again. and thank you for catching the errors, its much appreciated!
#52
Quote from: madd_mugsy on June 18, 2018, 03:22:30 PM
Great! Thank you!

Got another one for you, this time in fashionRimsta:

The heavy fur coat's insulation value is -49.5C; the game makes it so that pawns end up freezing while wearing it in 20C weather.

I guess they flipped the way insulation values work in new release?
theres indeed big changes to cold/heat/armor multipliers on apparel...damn thats gonna take a while I have to try to balance this stuff again -.-
#53
should be fixed now, pls remove rimkea folder and redownload
#54
Quote from: madd_mugsy on June 18, 2018, 11:19:03 AM
Thanks for the updates!  ;D

I'm seeing some minor error messages when RIMKea loads:


Could not resolve cross-reference: No Verse.RulePackDef named ArtName_Furniture found to give to RimWorld.CompProperties_Art RimWorld.CompProperties_Art
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.WantedRefForObject:TryResolve(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:49)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:270)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:143)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Could not resolve cross-reference: No Verse.RulePackDef named ArtName_Sculpture found to give to RimWorld.CompProperties_Art RimWorld.CompProperties_Art
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.WantedRefForObject:TryResolve(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:49)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlCrossRefLoader.cs:270)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:143)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)



It looks like ArtName_Furniture and ArtName_Sculpture should now be NamerArtFurniture and NamerArtSculpture.


yeah I just saw the game update earlier today...I'll try to fix it ASAP
#55
B19 versions of my main mods




#56
i dont think i would even be able to reasonably add negative effects to animals.
also the simple prosthetics dont really add anything only the bionics do but they also have a research + crafting/buying cost.
i couldnt even add mental break or something to animals....bc they are animals. they dont even have that, they do not work like colonists.
#57
Quote from: titanjones on April 15, 2018, 12:14:19 PM
Sadly cannot add mechatentacles to my animals from GeneticRim SAD!
well duh. genetic rim people must make a patch first this has nothing to do with me...
#58
Releases / Re: [B18] A Dog Said... Animal Surgery B18.2
February 27, 2018, 08:37:17 AM
Quote from: Harry_Dicks on February 27, 2018, 08:28:27 AM
Awesome update, thank you! I am curious what order other people put this mod along with any other mods that add critters? Because I want to say I've seen on some mod descriptions they say to put ADS before or after them, but I can't remember where.

i guess thats for patches. patches go after so they know what to patch (bc you cant operate on modded animals unless they are patched into ADS)
#59
Releases / Re: [B18] A Dog Said... Animal Surgery B18.2
February 27, 2018, 07:50:04 AM
UPDATE: Added armor rating to the individual parts. that doesnt make your animals invulnerable but the parts themselves can withstand a little more damage. please download B18.2 version for that and delete the old folders. unless ofc youre fine with how it is, then no need to update!
#60
Releases / Re: [B18] A Dog Said... Animal Surgery
December 22, 2017, 07:37:17 AM
Quote from: fl0 on December 22, 2017, 05:37:51 AM
i thought i found a bug and wanted to post it, turns out im just an idiot :D

but since im already here, i got two questions: does the bionic jaw alter the eating speed somehow? it says so when i hover over the installed part, but animals have no eating entry in the healts tab, unlike humans. (just out of curiosity, not that i care at all about how long they eat).
second thing is, is there a way a bionic pimped animal could carry more weight when picked for a caravan? the carrying capacity in the stats tab goes up accordingly to the actual manipulation of the animal. thats how much it can carry when hauling stuff, but wouldnt it be logical (and convenient :D) that a bionic pimped animal can also carry more weight on their back? or are my pawns that dumb that they can install bionic parts on a formerly unknown animal species like a muffalo, but never bothered to put BIGGER bags on their backs after they installed a brand new shiny plasteel spine using only some dirty leaves they found around the corner to anesthesize the pet?

ok so about the jaw...I think animals used to have an eating category in their capacities so that might be a leftover from days past...
about the weight: I wish the animals could also carry more than one stack when hauling, but alas, they game wont let anyone carry more than one stack at once no matter the ability. about caravan carrying capacity Im not sure what that one is actually tied into, it might not be the weight carrying but actually something like the body size which is set in the pawnkind def :shrug: there might be other mods that change that tho