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Messages - Hydromancerx

#451
Mods / Re: [Mod Request] Neanderthals
December 12, 2016, 07:29:29 AM
Quote from: Thirite on December 10, 2016, 07:19:49 PM
Despite popular belief Neanderthals were not stupid creatures. Their mental faculties were likely quite close to our own. They used tools and weapons, performed burials, and made art. There is even evidence which suggests they were as fully capable of language as modern humans.

Yes this is true. And there are people with neanderthal DNA too. My point was there was already a mod with pawn graphics. the creature was called "Neanderthal". But the "Vat Slave" idea would work just as well.
#452
Mods / Don't Starve Monsters
December 08, 2016, 10:24:28 PM
As the title suggests, could someone make a mod that uses the monsters from the game Don't Starve.

Examples ...


Beefalo


Koalefant


Voltgoat


Pengull



More ...

http://dontstarve.wikia.com/wiki/Mobs
#453
Unfinished / Re: [A15][WIP] Taiga Creatures
December 08, 2016, 09:05:13 PM
Those are cool but not very Boreal. Perhaps the Jungle animal mod would use them. We seriously need like a Desert or Savanna animal mod too.
#454
Mods / Re: CK - Jurassic Pack [WIP]
December 08, 2016, 08:59:46 PM
Don't even get me started on Jurassic Park

[YouTube] If Jurassic Park Were In Different Geological Eras [/url]
#455
Mods / Re: CK - Jurassic Pack [WIP]
December 08, 2016, 05:05:21 AM
Quote from: Coercion on September 03, 2016, 11:23:02 PM
The purpose of this mod is to add a significant amount of new animals and plants from the Mesozoic Era to the game, increase fauna and flora biome diversity and drastically change biome climate and weather to better support the new ecosystem. New factions have been added to control biome pack animals and introduce new trade resources.

Tropical Rainforest
- Large Fern
- Cycad

Other
- Triceratops [WIP]

- Tyrannosaurus
- Stegosaurus
- Spinosaurus
- Velociraptor
- Dilophosaurus
- Compsognathus
- Saber Tooth Cat
- Woolly Mammoth
- Woolly Rhinoceros
- Saurolophus
- Ankylosaurus
- Brachiosaurus
- Stupendemys
- Pterodactylus
- Archaeoptryx

I am all for dinosaurs but I am so confused. Its called Jurassic but then you say Mesozoic Era. So just to clear up some things. Triassic, Jurassic and Cretaceous are in the Mesozoic. Triceratops is in the Cretaceous not Jurassic. Saber Tooth Cat, Woolly Mammoth and Woolly Rhinoceros are not even in the Mesozoic, they are in the Cenozoic.

In short if you want a Mesozoic mod then stick to the dinosaurs and stuff. If you want a prehistoric mod then just rename the mod or something. Its misleading to use specific names like Jurassic or Mesozoic when your not doing that.

Its like saying I am making an Ancient Roman mod in the Classical Age and it will have Legionnaires, Knights, Samurai and Cowboys. its makes as much sense as that.
#456
Unfinished / Re: [A15][WIP] Ancient Rim / 0 A.D.
December 03, 2016, 11:03:43 PM
Can you add some Roman Columns and/or Obelisk for a decorative item? Perhaps make it at the sculptors bench.
#457
You guys still planning on adding more animals like the Bongo and Coati?
#458
Unfinished / Re: [A15][WIP] Taiga Creatures
December 02, 2016, 02:12:15 AM
Were the Ptarmigans useful?
#459
Outdated / Re: [A15] Taiga Creatures
December 02, 2016, 01:41:52 AM
The Fisher and Ermine are a little powerful for their size. They seem to be able to kill as if they were a tiger. Wolves and Foxes seem to die a lot when they are around.
#460
Recently no one has been staying at my base. I have had them stay before in other games but in my new game no one seems to stay even though I have guests beds. I have merchants visit and even random people walking by. But no one seems to stay anymore. Is there some mod order i need to swap around?
#461
Mods / Re: Has anyone thought of this yet?
November 29, 2016, 08:03:07 AM
What about personal doors instead? That way people could not enter their house. And only the people you assign to be able to use the door could use the house.
#462
Mods / Re: Blank Map Generator?
November 29, 2016, 06:18:11 AM
Quote from: Mr.Cross on November 02, 2016, 09:48:31 PM
Quote from: RawCode on October 31, 2016, 05:07:41 AM
have you opened "biome defs" and if you opened, what have you done and what result you got?

Did a little test screwing around with the Biome defs.

<terrain>Mud</terrain>
            <min>0</min>
            <max>0</max>

And having this in place for Mud, Shallow water and Deep water does keep them from being generated in. At least that's what I saw on one small map.... hmm that's not much of a test is it? Either way It seems possible to get rid of the irritating ground types. However I still (and I haven't really looked yet, will do that after posting this.) figure out how to keep the mountain from spawning in. or changing the formation of how they spawn.

Edit: Rock generation most likely seems to be done from Map generation and map generation def. (Duh)

Your method worked for the water and mud. Tiles. Then I tried removing this line in the core code (made sure I saved a backup) ...

  <GenStepDef>
    <defName>RocksFromGrid</defName>
    <mapGenerator>MainMapGenerator</mapGenerator>
    <order>200</order>
    <genStep Class="GenStep_RocksFromGrid"/>
  </GenStepDef>


By removing this code no mountains were generated. Also no ore either. Which is fine. There are still ruins and I suspect if i removed those line like the Mars mod did I could have no Ruins as well if I wanted. However having some ruins will help balance out no ore to mine since I need some starting sources of steel.

The rest can come from trade and falling cargo pods.
#463
Unfinished / Re: [A15][WIP] Ancient Rim / 0 A.D.
November 28, 2016, 02:46:15 AM
Awesome! Please make more!  ;D
#464
Outdated / Re: [A15] 10000 BC Mod
November 26, 2016, 07:58:57 PM
Oh and i found these tents and trading post too. I am not sure if this is like a command console or what. But I think making like a bed out of a tent could be cool.

[attachment deleted by admin due to age]
#465
Outdated / Re: [A15] 10000 BC Mod
November 26, 2016, 07:41:25 PM
Well skyarkhangel's Hardcore SK global project 4.1: Hell Effect mod did not ask to use my Primitive Floors mod in their mod (not that I would have been apposed to it or anything) so am assuming in this community it must be a free for all as long as you give credit. If you want to be on he safe side please go ask them if you can use their work.

Personally I just want those items to work again since at the moment they do nothing but sit there abandoned. I have tried to get the weapons to wok in my own private test mod but every time I try it gives me errors. In short I am all for anyone who is attempting to do a Caveman style mod.

Best of luck on this mod!  ;D