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 - Coercion

#16
Quote from: Supercheese on October 27, 2016, 04:36:11 PM
Dang, I am gonna have to use this mod for my next playthrough, it looks great!

Feel free to provide any feedback or suggestions that you come across :)
#17
Quote from: kaptain_kavern on October 27, 2016, 10:21:26 AM
As always the download is available at the github page, click on "Release" tab.



@Coercion : hey you get praised on Reddit  8)

thanks for sharing. I love your screenshots :)
#18
Well, it has been a busy month for us (due to real life commitments), but we have managed to get out v1.3 with a lot of updates and changes :D

Please provide any feedback, suggestions or issues that you encounter.

v1.3 Update

- Adds dream vine and dead trees (tree stumps) to the wild plant list.
- Adds dream root (effects similiar to beer) harvestable from dream vine.
- Adds a bill to the drug lab for synthesizing neutroamine (from dream root).
- Coffee beans now give a boost to the rest need.
- Coffee beans and dream root can be scheduled and are usable as cooking ingredients (raw plant) without the drug effect.
- Adds beehives and honeycomb
- Adds apiary to crop list (beekeeping must be researched first)
- Replaces the taro plant with a new texture
- Fixes potted heliconia texture
- Ibex, Deer, Alpaca, Bongo now produce milk. Chinchillas are now herd animals. Rhinos, Ibex, Gazelle, Bongos, now drop horns. Elk, Deer, Caribou now drop antlers. Junglefowl and Peafowl now lay unfertilized eggs.
- Separates wild plants from potted plants and crops to fix the blight incident.
- Removes all factions added by previous versions of this mod (Jungle Traders & Wilders).
- Animals will prioritize eating harvestable plants before ferns
- Elephants now clear (eat) trees
- Makes minor corrections/clarifications to animal names
- Wood yielding modded Trees are now locked behind a cheap Research Project (to de-clutter the crop menu).
- Completely disables non finished animals (some monkeys and birds with graphic placeholders were spawning as starting pets or brought by traders).
- Completely renames all Defs in the code for compatibility with other mods.
- Young chicken-like birds now looks like chicks (not small adults).
#19
I like it. I will be naming all of my colonists after the members of this thread from now on. :)
#20
Quote from: kcirdor on October 21, 2016, 06:44:47 PM
Quote from: Coercion on October 20, 2016, 09:45:11 AM
Quote from: Draegon on October 16, 2016, 07:15:16 PM
Awesome! Was the caravan bug fixed though?

The factions will be removed in v1.3 which will fix any issues related to factions/caravans.

What would I need to do to do this myself?  I tried removing the faction def folder but the map wouldn't load.

did you remove it on a new or existing save?
#21
no worries. we always welcome any feedback or suggestions
#22
Quote from: Wolf619 on October 21, 2016, 09:20:48 AM
panda moves too fast, it moves more than the panther

Currently, Pandas use the vanilla MoveSpeed of bears (4.3) which is much slower than panthers. This value may be adjusted in the future.

Feel free to adjust this value yourself though in Defs/ThingDefs_Races/Races_Animal_Bears.xml under MoveSpeed.
#23
Quote from: sulusdacor on October 20, 2016, 12:27:31 PM
hey like the mod especially the "fighting the plants" part^^ and the texture look super good.

minor balancing thing or maybe i am just super unlucky on my pawns getting hit. but i have some really frequent animal hunting my colonists/pets. since i use the animal hunting alert mod, thats not such a problem and in vanilla this is usally no big deal if you get hit once or twice. but i was to late one time and a tiger one hited my artic wolf, one hitted one colonist and incapacitated another colonist. so yeah, looked at the melee dps and 15 points seems a bit high (thrumbo is 12). same thing with getting one shot by a panda happend to me on another playthrough. so yeah, i understand that the animals should be a danger, but you can not protect yourself against getting one shot by these things.
if you dont have the hunting alert mod showing you that a colonist getting hunted and in danger, he basiclly dies, without you knowing or any chance of even doing something to protect him. which could be somewhat frustrating. so just a heads up, you might want to look over that part. great mod otherwise having fun with it ;)

Thanks for the support :)

I want the animals to be strong (and will be probably increase vanilla values as well for consistency), to better translate to reality. If someone is wandering in the deep rainforest with a knife and gets ambushed by a tiger, he is probably dead (and probably rather quickly), considering tigers are 400lbs of muscle. The core strategy should be avoiding predators or bringing them into a situation where you have the advantage (before they start hunting you). With that said, the values may be adjusted some in the future. We are always open to feedback and suggestions.

Also, feel free to lower the values yourself. Let me know if you need help with it.
#24
Quote from: gillsminnow on October 20, 2016, 11:05:08 AM
Thanks Kav! Looking forward to the update guys!

I hope you keep this series going. I am enjoying it :)
#25
Releases / Re: [A15] Fences And Floors
October 21, 2016, 06:19:50 AM
fences look awesome :)
#26
I have added the series to the OP under "related media" :)
#27
Quote from: Hydromancerx on October 19, 2016, 06:15:54 PM
Those look awesome! You thinking about making some sort of antler weapon like an axe or spear? I know there was a neolithic mod that used antler axes.

I like the idea :) However, we have decided to pin point focus this mod on only adding animals and plants to the biomes. So, weapons will not make it into this mod.
#28
Quote from: Draegon on October 16, 2016, 07:15:16 PM
Awesome! Was the caravan bug fixed though?

The factions will be removed in v1.3 which will fix any issues related to factions/caravans.
#29
Kaptain_Kavern and I discussed some issues with the mod yesterday, and came up with some changes to the v1.3 release.

This is the updated list of the v1.3 release:

- Adds dream vine and dead trees (tree stumps) to the wild plant list.
- Adds dream root (effects similiar to beer) harvestable from dream vine.
- Adds a bill to the drug lab for synthesizing neutroamine (from dream root).
- Coffee beans now give a boost to the rest need.
- Adds beehives and honeycomb
- Adds apiary to crop list (beekeeping must be researched first)
- Replaces the taro plant with a new texture
- Fixes potted heliconia texture
- Ibex, Deer, Alpaca, Bongo now produce milk. Chinchillas are now herd animals. Rhinos, Ibex, Gazelle, Bongos, now drop horns. Elk, Deer, Caribou now drop antlers. Junglefowl and Peafowl now lay unfertilized eggs.
- Separates wild plants from potted plants and crops to fix the blight incident.
- Removes all factions added by previous versions of this mod (Jungle Traders & Wilders).
- Animals will prioritize eating harvestable plants before ferns
- Elephants now clear (eat) trees (replacing the alphabeaver mechanic).
- Makes minor corrections/clarifications to animal names
- Wood yielding modded Trees are now locked behind a cheap Research Project (to de-clutter the crop menu).
- Completely disables non finished animals (some monkeys and birds with graphic placeholders were spawning as starting pets or brought by traders).
- Completely renames all Defs in the code for compatibility with other mods.
- Young chicken-like birds now looks like chicks (not small adults).
#30
Here is the release plan for v1.3. This should be released this week.

(updated below)