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Messages - WalkingProblem

#136
Quote from: Flimflamshabam on January 24, 2018, 09:37:03 PM
Birds and bees only adds genitals as a body part to people, how it will mingle with pregnancy mods is uncertain but on its own its mostly a mood thing for colonists and a means of spaying/neutering pets/livestock. Presumably if pregnancy for humans works similarly then colonists with damaged or non functional genitals wont get pregnant.

Yeah, so ideally, I need to add support to the bird bees mod in order for people who got their genital shot off, not be able to try for baby...
#137
Outdated / Re: [B18]Animal Range Attack
January 25, 2018, 03:57:48 AM
Quote from: BrokenValkyrie on January 24, 2018, 11:19:25 PM
Due to the way code is loaded, only one copy of .dll file is loaded, many copies of AnimalRangeUnlocker.dll can loaded. Similar reason why many copy of Harmony.dll doesn't mess up rimworld.

I decided to split the content and make the current framework standalone. Mod will be renamed to range animal framework. Although its probably one of the lightest framework. Currently the frame works unlocks range verb for animals, provide new behavior range animals. Provide two custom projectile base to better support range animals.

Range mega spider is just an example of what the mod can do. The patch and code will be moved to their respective animal.

Kk, I will study it and see how to implement for my mods. Thanks thanks
#138
Quote from: crusader2010 on January 25, 2018, 03:52:11 AM
Hi. A quick question: is it possible to add, for WildAnimalSex, an option to disable mating for boomrats and boomalopes? (i.e. they won't reproduce, at all, unless they are tamed).

So you want a "middle option" between this 2 mods? =x
#139
Outdated / Re: [B18]Animal Range Attack
January 24, 2018, 01:38:30 PM
Quote from: BrokenValkyrie on January 24, 2018, 03:29:49 AM
Initially it was intended to act like dependency, in similar fashion to HughLibs.

All that is needed is the AnimalRangeUnlocker.dll file and the JobDefs folder. I'm still updating the mod. So dependent mod might need to occasionally update their .dll file with the more recent one.

All that is needed afterwards is to add appropriate range verb to animal, in similar fashion where you add verb to range weapon. I have patch example for Megaspider. Patching isn't required if the mod is entirely dependent on animal range attack, you can simple add the verb to the xml file instead.

Actually I think its probably better if the AnimalRangeUnlocker.dll is based on your mod (just load yours above); rather then copy and paste and create duplications of the same dll.

Because I had pondered about making my own animal range thingy... but I think no point waste time reinventing the wheel.

So I havent check out what in this mod exactly yet - it would be nice if you create one that is the framework alone (just to allow modders to set the framework is a "required mod") rather than the current one, that is with content. Since I think, some people may not be happy with having ranged megaspider in their infestation event. LOL 

Let me know if you would make one, of should I just duplicate the codes for my own use.

(disclaimer, i really havent look at the mod deeply, so I am talking purely based on what I have read/understand)
#140
Releases / Re: [B18] No Infestation
January 24, 2018, 01:32:13 PM
Quote from: evilbob on January 24, 2018, 10:13:03 AM
i Love you  :)

I love you too (I hope you are a girl... since I'm not gay)

LOL~

Quote from: BlackSmokeDMax on January 24, 2018, 12:25:06 PM
This is a great idea. I'm betting there are tons of people who forget to disable infestations via the scenario editor. This will allow them to just add this to their mod list and never need to remember!

Well done!

Yeah! Thats the main purpose for this mod - because I cant even find the option to turn off infestation (until people told me its actually in the scenario editor)

With this, you no longer need to "think" and "remember" about infestation. It just dun exist anymore (except in dev mode)
#141
Releases / Re: [B18] No Infestation
January 24, 2018, 06:25:05 AM
Quote from: Harry_Dicks on January 24, 2018, 06:23:30 AM
WP iif you keep it up, you will need to make one big mod that will have all of your little mods in it that turn things off. What option will you have for us next? ;D

Keep up the great work!

Next? heehee... Join my discord to find out~

LOL
#142
Releases / Re: [B18] No Infestation
January 24, 2018, 06:16:21 AM
Quote from: Canute on January 24, 2018, 06:10:27 AM
Hmm you can disable Infestation at the scenario editor.
So unless you forget them to add, or you want off/on them later.

Ah~ I remember seeing that option somewhere...

I thought its in the options, but cannot find it. Anyway - its just mini mod - for anyone who needs it~ =}
#143


Remove infestation event from your game.

Unless you spawn them with dev mode...
... the infestation event (including deep drill infestation) should never ever appear ever forever ever again ever like never before really no joke.

Nuff Said.



FORUM LINK:
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/1-0-no-infestation/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1279817576



OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem
#144
Outdated / Re: [B18]Animal Range Attack
January 24, 2018, 01:57:35 AM
Quote from: Nekokon on January 19, 2018, 02:43:50 PM
I wonder why this topic doesn't get enough attention. This used to be such a huge limitation to animal/creature mods, and now it's finally be resolved.
@Walking Problem: do you plan to restart your pokemon mod with this ? The final piece is here.

Btw anyone know the correct way to tag someone ?

The whole fucking world is telling me about this~ LOL

Yes, I will be definitely using this.

Quote from: BrokenValkyrie on January 20, 2018, 02:05:27 AM
Probably doesn't get much attention due to timing and the possibility of the novelty must of worn off long time ago. I think there a good reason fluffy abandoned the original mod. As of the moment there isn't much of a demand for animal range attack. Better late than never I guess. With the existence of the mod on the forum I am hoping it would encourage the creation of more creature.

I don't think you can tag people, message Walking Problem if you really want a response.

Dun worry, people are aware, its "viral".

So is this meant to be use like a framework?  Like I just add dependency on this mod?
#145
Quote from: Harry_Dicks on January 23, 2018, 05:36:20 PM
Oh nice, I didn't even know you guys were working on it. Any info you can reveal? Could you guess a percent that you guys have completed? Or are you guys just getting started? How many people are working on it? I understand if you cannot reveal any of this :)

Its not like a secret thing...

You can join the discord here: https://discord.gg/Fj2nQg
#146
Quote from: Harry_Dicks on January 23, 2018, 04:20:10 PM
Hah, nothing I can really think of right now. I can't get back onto the PC until tomorrow, so I'm just rambling my ideas on here because I'm bored :P

Honestly though, I like your artwork a lot. I'm hoping that one day you make some more "dungeoney/medieval" kinda stuff. Think flames, thrones, robes, torches, torture, stuff like that. Of course I am not telling you what or how to make it, it is just a wish of mine. ;)

Thanks!

The problem with apparels is that I need to make 4 version of it... and I'm lazy about doing boring stuff.... LOL

But on the brightside, I'm involved with the Lord of the Ring team, my current job is to work on Orcs and Goblins. So who knows, I might actually work on some apparels or weapons.... (not sure) =P
#147
Quote from: Sarge on January 23, 2018, 04:20:59 PM
The only reason I don't like boomrats and boomelopes in the game is because it's completely fucking retarded. Other than that though it's great :P

This mod is definitely for me, thank you.

IKR~ LOL

I know there will be people who would wants this~
#148
Quote from: The_Mild on January 22, 2018, 06:34:41 PM
Awhile ago I messaged a error when someone tried to interact with a child, probably don't remember me, and I figured out a alien baby wasn't born, just a child from a race that didn't use the alien framework, beast man tribes in case you were wondering.
Now to the main reasons for my message. I'm not even close to a programer/modder, so I don't understand anything you do and that makes me thank and respect you, but I have to ask, why is it hard to allow the mod to work with alien races. This is coming from a casual but just wanted to ask. And thank you for all the work you are putting into this mod, and I hope it one day gets finished.
And I don't know if this helps but incase you didn't see this: https://ludeon.com/forums/index.php?topic=38785.0

So for the layman to understand what happen behind the scene in the codes:
Animals and Humanlike in the base game are rendered differently. Animals have different textures based on their life stages (baby, juvenile and adult). But humans are weird, despite humans have a more elaborate lifestages (5 stages, baby, toddler, child, teenager, adult), Tynan only uses teenage and adult, and gave both of them the use of the same texture.  Because of the game design, he never meant pregnancy, or children to appear in the game.

So there is 2 set of codes for graphics.

Then there is alien framework. So what Erdelf (alien framework developer) did, if i'm not mistaken, is to duplicate the human graphics codes, and add more customisation features, so that modders can add things like tails and different heads or limited to just one bodytypes etc... That was the case just 2-3 months ago. Just for some context, Alien framework is updated with new features or resolve bugs at least weekly basis (some times daily)

In October he added texture support for life stages. Until this stage, all alien races are no different from the vanilla humans (with exception of this mod, which I personally not sure when the alien race conflict was resolved). So alien races can have different textures to be spawn at a different lifestage (but i doubt anyone actually used it, since i heard my ape mod is the first to seriously use it).

In November, thats when I started seriously working on the Apes mod, and start to request features and fixes from Erdelf for the Alien Framework. And at this point, pregnancy is still not possible for Alien Framework, because the child textures are not "resized". Meaning to make a child looks small, the child need to be small in the texture. Which also means the child cannot wear clothes, because it "would not fit".

In early December, I started working on a pregnancy framework for alien race. So while created the custom "lovin" to allow the female to get pregnant, there is no way for me to implement it in my apes mod, since there is no "child" size texture. So I left the Ape mods and alien pregnancy framework aside and work on other stuffs....  since the coding was beyond me...

In early Jan, I was back on the Apes mod, and was determined to finish the mod, with or without pregnancy or children. Then when I was looking thru and testing the codes, I realised that the custombodysize code (which decide how big or small the race is rendered), can be applied in the lifestages (but it doesnt work correctly, as the bodysize is coded on the race level, than the lifestages level). So I went to request Erdelf to add in this feature for me: to allow custom body size for each lifestage. A week later, Erdelf implemented the bodysize codes.

So what this means is that, Alien races now have the exact same texture codes type as vanilla Animals - where textures can be applied and resize depending on the lifestage - which means, I can create the pregnancy framework, and add this pregnancy into my ape mod. And the rest, is "history" (like last week's history)

So honestly, this entire shebang at the Alien Framework is really new, and its not surprising that Thirite was not aware of the changes in the Alien framework - because the most powerful changes are made only recently.

-------

So back to present, Thirite and I had agreed to make sure that the 2 pregnancy mods can work well together hand in hand, so that we can have both humans and alien races breed properly without mod conflict.

Thirite also suggest that I steal his codes (whichever ones I need) to implement in the Alien Pregnancy Framework, so that I do no need to duplicate the work. I will make sure to work closely with Thirite to make both mods complimentary as much as possible. So hopefully, we can all have a "bountiful" rimworld altogether~ =D

(I do feel a little sad for that Children, school and learning mod by Dylan - http://steamcommunity.com/sharedfiles/filedetails/?id=1225716710 , a lot of his work might become obsolete the moment this C&P mod is launched)
#149
Quote from: Harry_Dicks on January 23, 2018, 12:51:53 PM
Yeah man it can get pretty dark, but it's fun that it is only a game. The thing I didn't like about it when I was looking at it, was that 100% of pawns I generated all had a bionic or hydraulic vagina, loose or tight anus, and micro penis or monster dong. Like, where's all the regular dongs and buttholes?

Also, I did not rest out in game, but I think they needed sex every few days or something. Someone else told me that the mod author toned it down, though. But that's why I want to tweak all the numbers myself. So that a pawn might die for trauma or being raped 4 times in 2 quadrums, or something. But make it so pawns only need sex maybe once or twice a year. I could insert custom traits that would make them need sex more often. I think they had a nymphomaniac trait already in the mod.

Also, I read about how someone had a nymphomaniac guest pawn come to their colony to stay, from Hospitality mod. But this nympho had an untreatable STD, like HIV or something. They went on a sex spree throughout the whole colony spreading their disease to everyone along the way.

My idea was to keep a few apes, or whatever locked away in the dungeon. So they can keep carrying on their lineage, but the older ones die off from either sacrifices for my cult, or from getting raped to death from my psychotic werewolf brawler who is volatile and chemically fascinated so he's addicted to all of my drugs. Maybe give him a "rapey" trait, so he needs sex more often. And the prisoners or apes or whoever is locked away in my dungeon will satisfy his needs, because I will have the penalty for getting raped turned way up, and I don't want that to happen to any of my good colonists.

Thats a very specific idea. LOL

So what can I do for you?
#150
Quote from: Severik on January 23, 2018, 10:22:07 AM
just as i would exspect it from an Alien Framework. who said every Alien has human(like) genitals.

Hard to say.... LOL

Quote from: RyanRim on January 23, 2018, 10:32:16 AM
Hey WP, what happened with your Rick-like avatar?

I swapped it with my Walkblem Soldier one?

The Rick avatar is actually a teaser, for the Rick and Morty mod that I want to work on... lol~