What a glorious modification. Bless you.
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#182
Releases / Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
August 12, 2017, 01:02:45 PMPresenting...
Rim of Madness
Werewolves WIP Jecs Birthday Edition

**WARNING** REQUIRES JECSTOOLS TO RUN
https://www.patreon.com/posts/werewolves-wip-13822523
Rim of Madness
Werewolves WIP Jecs Birthday Edition

**WARNING** REQUIRES JECSTOOLS TO RUN
https://www.patreon.com/posts/werewolves-wip-13822523
Today is my birthday. So, if you're bored and want to try out some Werewolves. My treat! There's still a bit here and there to do -- balancing and so forth. Here's the progress so far on the Werewolf mod.
Some things to keep in mind:
1) Make sure you have JecsTools loaded above it (the latest release is today).
2) Werewolves are a trait at this time.
3) The lowest degree in the trait means it's unblooded, which is the most fun to start with.
4) No lightsaber-wielding Werewolf support yet. So be careful!
*tips hat*
#183
Releases / Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
August 12, 2017, 12:59:17 PMQuote from: SpaceDorf on August 11, 2017, 10:57:25 AM
Jecrell,
I am unclear about the Cosmic Horrors Mod ..
does it need JecsTools or not ?
If I activate JecsTools I have problems generating a planet,
If I don't I get half a mile of red messages about some Star Vampires not being able to do something ..
=== EDIT ===
added bootlog without jecstools
=== EDIT 2 ===
added the crashlog when generating a world with jecstools active.
I also checked, both mods are the current version, CH 1.17.03 and JT 1.05.2
Just about to go to sleep now, but I wanted to let you know I'm looking into it tomorrow morning my good man. Apologies!
#184
Releases / Re: [A17b] JecsTools [8/1/2017]
August 12, 2017, 12:25:52 PMJecsTools Update 1.0.5.3
8/13/17
New Classes:JecsTools.DamageWorker_Cleave
JecsTools.DamageDefCleave
--Adds a new damage worker called "cleave" that allows for an attack to swipe multiple targets in front of a user based on XML settings defined in a new damage def. This update is in preparation of the upcoming Werewolves mod.
https://github.com/jecrell/JecsTools/releases/tag/1.0.5.3
Example usage
Code Select
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<JecsTools.DamageDefCleave>
<defName>ROM_CrinosSlash</defName>
<label>slash</label>
<workerClass>JecsTools.DamageWorker_Cleave</workerClass>
<externalViolence>true</externalViolence>
<deathMessage>{0} has been slashed to death.</deathMessage>
<hediff>Scratch</hediff>
<hediffSolid>Crack</hediffSolid>
<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
<impactSoundType>Slice</impactSoundType>
<armorCategory>Sharp</armorCategory>
<cleaveTargets>2</cleaveTargets>
<cleaveFactor>0.8</cleaveFactor>
<cleaveDamage>Scratch</cleaveDamage>
</JecsTools.DamageDefCleave>
</Defs>
#185
Releases / Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
August 05, 2017, 10:16:49 AMQuote from: Ratvar on August 05, 2017, 09:32:10 AM
Can you send wwolfs out to caravan alone,so they cannot find any human target to stalk? Make them dissapear into wilderness, try to raid your own base, or something, if yes, or that would be pretty lame . Sorry, i am russian, dunno if you can understand
Currently, I was just fixing save issues with Werewolves.
So, you're saying I should do something about when players send Werewolves out on caravans? Werewolves will not level up their skills while in caravans nor learn new transformations. Players who want powerful characters will want to keep Werewolves in their bases and "train" them with full moons.
#186
Releases / Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
August 04, 2017, 01:36:09 PMCosmic Horrors Update
8/5/17
V.1.17.0.3
- All Cosmic Horrors, except Star Vampires, now raid with new AI duties (no more burning, but more kidnapping).
- Star Vampires now should be attacking properly again.
Download the Update:
https://www.patreon.com/posts/11381384
#187
Releases / Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-4-2017)
August 04, 2017, 12:58:13 PMQuote from: dodger0788 on August 04, 2017, 12:51:49 PM
I have a question about the werewolfs your developing, are they going to act like animals or are they going to be like colonists but when the moon comes up they turn into savage beasts?
Currently, in the Werewolf build I'm running, Werewolves are still considered humanoid by the game's logic.
However, they no longer have the vanilla AI when in their fury.
During a Werewolf fury, Werewolves take on a special blended code similarly to a raider and a manhunter mixed together with a special emphasis on killing targets rather than sparing lives.
They will find the nearest humanoid target, and smash through all the doors they can to get them.
A werewolf fury will only last for a limited time, however, before fading away and returning the colonist to normalcy.
[EDIT]
Note: Fury mode is something that occurs only once. Unblooded Werewolves, when in the presence of a full moon for the first time, will transform and go into a fury mode. After this, a Werewolf can transform into a single unlocked form at will for limited bursts of time. Players can toggle to disable further furies during a full moon in the button list next to the draft button for a character. However, if characters want to "level up" their werewolf powers or gain more forms, they must enable fury. This can create a nice gameplay situation where players should build Werewolf cells to lock up their wolves during full moons to level up their powers.
#188
Releases / Re: [A17b] JecsTools [8/1/2017]
August 04, 2017, 11:29:41 AMQuote from: Light_Kota on August 04, 2017, 12:47:32 AM
Hey, I got Rimworld a couple days ago and have loved it so far. I have version Alpha 17b and am getting these errors whenever I load up my game. I've been trying to figure this out for ages and haven't come up with anything. My current version of JecsTools is 5.0, the newest one I believe? Same with all the other mods on the list as far as I can tell. I've tried removing the Prepare Carefully mod to see if that's the issue, doesn't change anything. I've tried an older version of JecsTools, only creates more errors. I've moved the order of the mods around a little, only creates more errors as well. As of right now, with the mods loaded in the order you see I get those errors and simply cannot generate a world. Loads for a few seconds then just goes back to the generate world screen. Again, completely new to Rimworld so sorry if this seems like a stupid question, but it's driving me nuts.
http://imgur.com/a/BmQMZ
http://imgur.com/a/d7QTC
Use the latest Star Wars Factions update from GitHub.
https://github.com/jecrell/Star-Wars---Factions (get the non-release version)
#189
Releases / Re: [A17b] JecsTools [8/1/2017]
August 04, 2017, 11:27:53 AM
8/5/17
v1.0.5.1
- Added new component - CompDelayedSpawner.
CompDelayedSpawner allows us to create things or pawns after a set amount of time. For instance, I created an invisible spawner for the Star Vampire (as of this update) that uses this CompDelayedSpawner. This lets me trigger the Star Vampire incident, drop down some delayed spawners, and enjoy results after a short period of time. The CompDelayedSpawner is highly customizable for things, pawns, and even allows for setting mental states and hediffs.
v1.0.5.1
- Added new component - CompDelayedSpawner.
CompDelayedSpawner allows us to create things or pawns after a set amount of time. For instance, I created an invisible spawner for the Star Vampire (as of this update) that uses this CompDelayedSpawner. This lets me trigger the Star Vampire incident, drop down some delayed spawners, and enjoy results after a short period of time. The CompDelayedSpawner is highly customizable for things, pawns, and even allows for setting mental states and hediffs.
#190
Releases / Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-27-2017)
August 03, 2017, 12:27:16 PMQuote from: SpaceDorf on August 03, 2017, 12:23:38 PM
Now that was fast ..
but you linked cults on the spiders page.
Thank you my good man. I think I just fixed that.
#191
Releases / Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
August 03, 2017, 12:09:17 PMArachnophobia Update
Update - 1.17.1.11 - 8/4/17
- The giant spiders incident now displays properly when there is a queen or not among them.
- Spiders avoid placing cocoons in walls.
- Spiders should take greater precautions when placing their webs.
Download the Update:
https://www.patreon.com/posts/11821501
#192
Releases / Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
August 03, 2017, 11:10:38 AMCults Update
8/4/17
V.1.17.3.4
-Fixed several Byakhee issues. Tested loading two characters, launching
them, and unloading into an enemy base successfully. Return trips also
successful. Saves between events, all successful. Byakhee should be safe
to use at this point.
-Unspeakable Oath code adjusted to be safer for saves.
Download the Update:
https://www.patreon.com/posts/11381266
#193
Releases / Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
August 03, 2017, 09:45:50 AMQuote from: Lennbolt7 on July 23, 2017, 03:51:42 PMQuote from: gCoreByte on July 22, 2017, 02:41:54 PMOathtaker never worked for me and my load order contains almost every mod you just listed.
Oathtaker not working..Code SelectSystem.InvalidCastException: Cannot cast from source type to destination type.
at CultOfCthulhu.ReanimatedPawnUtility.DoGenerateZombiePawnFromSource (Verse.Pawn sourcePawn, Boolean isBerserk, Boolean oathOfHastur) [0x00000] in <filename unknown>:0
at CultOfCthulhu.MapComponent_SacrificeTracker.HasturResurrection () [0x00000] in <filename unknown>:0
at CultOfCthulhu.MapComponent_SacrificeTracker.ResolveHasturResurrections () [0x00000] in <filename unknown>:0
at CultOfCthulhu.MapComponent_SacrificeTracker.MapComponentTick () [0x00000] in <filename unknown>:0
at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Running withCode SelectCore, HugsLib, Animal Armour, A Dog Said..., Expanded Prosthetics and Organ Engineering 2.0, EdB Prepare Carefully, Psychology, Tilled Soil, Hospitality, Mass Graves, Set-Up Camp, RazzleDazzle, Recon And Discovery, Tribal Essentials Modpack, Rumours And Deception, [RF] Smooth Stone Walls [a17], ED-Embrasures, Crash Landing, JecsTools, Humanoid Alien Races 2.0, Call of Cthulhu - Cosmic Horrors, Call of Cthulhu - Cults, Call of Cthulhu - Elder Things, Call of Cthulhu - Straitjackets, Rim of Madness - Arachnophobia, and Achtung!all downloaded from the forums.
Oathtaker works, however, I found that if you saved right after performing the sacrifice and having Oathtaker, the data wasn't saving. I just fixed this. I'll be uploading it shortly.
#194
Releases / Re: [A17b] JecsTools [8/1/2017]
July 31, 2017, 11:17:27 PMJecsTools Update 1.0.5
8/1/17
-Fixed faction issue when entering/exiting vehicles. (Hooray!)
-Added new primary assembly, JecsTools with several new classes.
-New Classes
JecsTools.Hediff_TransformedPart
- Similar to added part, however, transformed parts will not remove the
original parts when removed from the character. This allows for us to
"transform" pawn parts. Such as having a colonists' hands turn into
deadly claws.
((Will see use in upcoming Werewolf mod))
JecsTools.JobGiver_AIFirelessTrashColonyClose
JecsTools.JobGiver_AIFirelessTrashColonyDistant
- These classes lets us call a special jobgiver for raiders that does
not include setting fire to objects. This is good for monstrous
creatures that do not have the ability to start fires but still want to
break things.
((Will see use in Werewolf mod and Cosmic Horrors))
Example usage
Code Select
<!--============= Mental states (critical) ============-->
<ThinkTreeDef>
<defName>ROM_WerewolfFuryThinkTree</defName>
<insertTag>Humanlike_PostMentalState</insertTag>
<insertPriority>50</insertPriority>
<!-- thinkRoot Class="ThinkNode_Tagger">
<tagToGive>InMentalState</tagToGive>
<subNodes -->
<thinkRoot Class="ThinkNode_ConditionalMentalState">
<state>ROM_WerewolfFury</state>
<subNodes>
<li Class="ThinkNode_Priority">
<subNodes>
<li Class="Werewolf.JobGiver_WerewolfHunt" />
<li Class="JecsTools.JobGiver_AIFirelessTrashColonyClose" />
<li Class="JecsTools.JobGiver_AIFirelessTrashColonyDistant" />
<li Class="JobGiver_AIGotoNearestHostile" />
</subNodes>
</li>
</subNodes>
</thinkRoot>
<!-- /subNodes>
</thinkRoot -->
</ThinkTreeDef>
#195
Releases / Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
July 26, 2017, 11:43:19 PMRim of Madness Presents...
Call of Cthulhu
Factions Items Only Edition A17

**WARNING** REQUIRES JECSTOOLS TO RUN
https://www.patreon.com/posts/call-of-cthulhu-13406810
http://steamcommunity.com/sharedfiles/filedetails/?id=1091340782
Call of Cthulhu
Factions Items Only Edition A17
**WARNING** REQUIRES JECSTOOLS TO RUN
https://www.patreon.com/posts/call-of-cthulhu-13406810
http://steamcommunity.com/sharedfiles/filedetails/?id=1091340782