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Messages - witchyspoon

#61
Releases / Re: [B18] A Dog Said... Animal Surgery
November 28, 2017, 10:56:16 AM
Quote from: Canute on November 28, 2017, 09:50:49 AM
I don't think the Rimworld combat system is that complex that it give for any possbible hand/leg/tentacle/tail/... an extra attack.
They just increase the damage these animal are doing with his main attack.
But the mellee attack system at rimworld got low priority at the develop anyway.
they do actually. at least the jaw, front paws and claws or horns etc def do. the tails i dont think so.
#62
Releases / Re: [B18] A Dog Said... Animal Surgery
November 28, 2017, 08:25:56 AM
Quote from: alexdgreat on November 28, 2017, 07:16:23 AM
Thanks. Now it works without error log show ups.
Now about another. Do animals really use the blade-replaced tail in battle? All animals including dogs?
it should increase their DPS accordingly - whether they use it as instrument idk...i dont think they use their natural tail as weapon. so for the tail it might just be DPS increase. they *do* use the powerclaws like legs as weapons tho. at least the two front ones.
#63
Releases / Re: [B18] A Dog Said... Animal Surgery
November 28, 2017, 06:38:02 AM
Quote from: alexdgreat on November 28, 2017, 02:55:51 AM
Beta 18. Latest Lite version of mod. Every time get this error log when the game started. Did I do something wrong, or problem is in a mod itself?
Quote[A Dog Said...Lite] Patch operation Verse.PatchOperationAdd(/DefPackage-TraderKindDef/TraderKindDef[defName = "Base_Outlander_Standard"]/stockGenerators) failed
[A Dog Said...Lite] Patch operation Verse.PatchOperationAdd(/DefPackage-TraderKindDef/TraderKindDef[defName = "Caravan_Outlander_Exotic"]/stockGenerators) failed
[A Dog Said...Lite] Patch operation Verse.PatchOperationAdd(/DefPackage-TraderKindDef/TraderKindDef[defName = "Orbital_Exotic"]/stockGenerators) failed
[A Dog Said...Lite] Patch operation Verse.PatchOperationAdd(/DefPackage-TraderKindDef/TraderKindDef[defName = "Orbital_PirateMerchant"]/stockGenerators) failed
I can see from the name of the xpath, that you are using an outdated version (bc of /DefPackage-TraderKindDef)
this is old and not present in the correct new B18 release. pls make sure to delete your ADS folder and re-download again from the OP links. I'll check if github download is messed up but Dropbox is correct as I just checked.
#64
Releases / Re: [B18] A Dog Said... Animal Surgery
November 23, 2017, 06:14:29 PM
Quote from: Adventurer on November 23, 2017, 06:10:07 PM
Not sure if it's intended but using a lot of ellipsis makes you sound rather angry. It was just a suggestion.
lol not even a bit. I just like to emphasize shit xD
#65
Releases / Re: [B18] A Dog Said... Animal Surgery
November 23, 2017, 06:08:04 PM
Quote from: kaptain_kavern on November 23, 2017, 04:44:03 PM
Quote from: spoonshortage on November 23, 2017, 03:46:44 PM

... but i have no OldWoundsAnimalBase in ADS...

https://github.com/spoonshortage/A_Dog_Said/blob/master/Defs/RecipeDefs/Recipes_InjuryHeal.xml#L8

Hum... What about that?  ;)

To me it looks like it's an abstract on top of files, in order to define nearly all parameters in once for clarity.

So patching it directly is supposed to works, IMHO... But I guess one could also try to patch each recipes CureInjuryBurnAnimal, CureInjuryCrushAnimal, CureInjuryCrackAnimal, etc ... instead

yeah Kap I know whats in there..its called "OldWoundsAnimal" but what I have in my patch is "OldWoundsAnimalBase" which for some reason also works! even if i dont even have this defname! thats all I said...idk why the hell it works like that. but it somehow does.
#66
Releases / Re: [B18] A Dog Said... Animal Surgery
November 23, 2017, 06:03:58 PM
Quote from: BlueWinds on November 23, 2017, 05:57:43 PM
I suppose that could work for no-crafting, but 'lite' would be difficult, since you want to remove not only crafting the new items, but also them getting drop-podded, supplied by traders, showing up in the Prepare Carefully list of goods, etc.

Basically, not sure adding mod options is easier than than just maintaining a couple releases containing different XML files. Just my thought, I'm obviously not one of the actual modders here.

ok first of all...i cant add options bc i dont code and wouldnt even know how. second...the no crafting is already gone and integrated in full version...by just not researching the crafting part of the mod...which has the same effect.
the lite version...is NOT without crafting. the stuff also can be bought from traders and drop from pods ofc ....how else would you get it without crafting if you choose to not research it? the one difference between lite and full is only the fact that lite hasnt got the organ parts etc. it just has all the limb options. everything else is the same as in full.
#67
Releases / Re: [B18] A Dog Said... Animal Surgery
November 23, 2017, 03:46:44 PM
Quote from: kaptain_kavern on November 23, 2017, 01:21:18 PM
I manage to make a quick patch on my end, for testing.


<Operation Class="PatchOperationAdd"> <!-- "Inserting animal defNames into CureOldWoundsAnimal surgery recipes bases" -->
<xpath>/Defs/RecipeDef[@Name = "OldWoundsAnimal"]/recipeUsers</xpath>
<value>
<li>Nightling</li>
</value>
</Operation>


This is working for me

hmmm kaptains xpath looks the same as yours and for him its working...
weirdly enough ...the one animal patch I have (for my own Animal mod)  has this as "OldWoundsAnimalBase" and it works. like i can operate the wounds on modded animals just fine. but i have no OldWoundsAnimalBase in ADS...i know its weird and idk why its like that, but maybe try it? I have to look further into this. I made the patch a while ago and i dont know why its "base" at the end but it somehow works.
#68
Releases / Re: [B18] A Dog Said... Animal Surgery
November 19, 2017, 09:48:14 AM
Quote from: Canute on November 19, 2017, 09:37:59 AM
A17 Neuter Animals Mod
https://ludeon.com/forums/index.php?topic=31660.0
This is a simple mod that allows you to neuter/spay animals and prevent them from breeding!

"simple"  :P  ...like I said c# is not something I can do  ;) but thank you for linking that I think I'll use it too! (when it gets updated for B18)
#69
Releases / Re: [B18] A Dog Said... Animal Surgery
November 19, 2017, 09:13:41 AM
Quote from: giogio on November 19, 2017, 09:07:19 AM
Will sterilize animals be part of this mod?
No...it has never been. And I think its also not possible without c# or something? I know fluffy had the birds and bees mod that gave every pawn reproductive organs that could also be removed...but that is not something i will/want to do.
#70
Releases / Re: [B18] A Dog Said... Animal Surgery
November 18, 2017, 03:31:07 AM
new B18 update is officially live on dropbox/steam/github

pls comment if you find any bugs.
#71
Releases / Re: [A17] A Dog Said... Animal Surgery
November 02, 2017, 12:55:51 AM
Spoon's A18 Mods for testing

Includes:

A Dog Said, RIMkea, fashionRIMsta, Halloween Addon, Spoons Hair Mod, Noku Mushrooms, GenLeather, GouRIMet


https://www.dropbox.com/sh/g0369use2fenwmc/AADCBnMDZXhM_I7ifD5tuv_Ta?dl=0

the nocrafting version will no longer be updated, since its quite redundant now. If you dont want stuff to be crafted, just dont research the crafting
#72
Releases / Re: [A17] A Dog Said... Animal Surgery
October 29, 2017, 02:21:33 PM
Quote from: Hu3Br on October 29, 2017, 01:39:07 PM
This mod works on Dinosauria? if not do you have a patch? ???

you need to talk to the author of the mod you use to provide a patch. I dont do patches for animal mods that arent mine, bc there are just too many different ones.
#73
Releases / Re: [A17] A Dog Said... Animal Surgery
October 27, 2017, 11:40:01 PM
Quote from: maculator on September 21, 2017, 06:20:59 AM
Does the NoCrafting Version support organ harvesting?
So can I grab a lets say kidney from small animal X and implant it in my beloved dog?

sorry for the late reply, but no organ harvesting is not something you can do with this mod.
#74
Releases / Re: [A17] A Dog Said... Animal Surgery
July 08, 2017, 12:20:33 PM
Quote from: stigma on July 08, 2017, 12:11:18 PM
Hey, just wanted to let you know about a bug (sort of a bug anyway)

The basic animal prostetics reseach level is "neolithic", but still requires electricity as a prerequisite.
Obviously that makes zero sense.

It also creates major issues with mods like tech advancement (increasing your tech level based on research done) since you can never finish the neolithic tier until you have already gotten to electricity.

I recommend you set this tech level to industrial
(I guess alternatively remove the electricity prerequisite unless that conflicts with something else...)

Meanwhile I guess I will probably just see if simply modding the value in the XML can hotfix it for me.

-Stigma

i have already fixed that. i mentioned that here: https://ludeon.com/forums/index.php?topic=29310.msg348111#msg348111
#75
Releases / Re: [A17] A Dog Said... Animal Surgery
July 04, 2017, 04:22:18 PM
Quote from: SpaceDorf on July 04, 2017, 02:26:21 PM
I have something completely different on my wishlist :)

I would like to transpant bodyparts from animal to animal .. preferred to animals of the same race :)

oh boy..lol let me tell you about those numbers:
i would have to make surgeries for removal/adding of every part/limb for every animal species specifically. (example add/remove cougar leg, add/remove husky lung....etc etc) then i would have to make  thingdefs for specific species parts. hediffs for every kind of part. all of this times...what? say 40 species?....
yeah.....thats a "nu-uh" lol
unless someone very smart with more skills than me (which is not difficult) comes up with some c# magic or something...xD

edit:
ok so thats the actual numbers: 14 organs/limbs x 49 species x3 (surgery defs, hediffdefs, thingdefs; maybe even x4 if i have to add removal defs)
thats over 2000 new defs. give or take a few that have more limbs/no tail etc