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Messages - Syrchalis

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Suggestions / Re: Gourmand seems unneccarily bad
« on: September 25, 2018, 06:12:10 PM »
The likelyhood of foodbinges depends on mood. At max mood you will get one every 50 days only.

The upside of the trait, aside from +4 cooking, is that they can ONLY get food binge mental breaks. So if they are unhappy they will just eat a bunch of food and that's it. No beserk, tantrum or catatonic break for 3 days.

This is an upside many forget about this trait as well as pyro. Their breaks are very predictable because they can only get one type. Both are pretty easy to handle.

Though the hunger rate could be a bit lower, specifically because they don't have a higher "maximum hunger". I am developing a race that has 150% hunger rate by default and I'm not having any issues, mainly because they can have 150% total hunger (like some larger animals can).

Releases / Re: [B19][SYR] Syrchalis' Mods
« on: September 23, 2018, 10:12:09 AM »
Added all mods as non-steam download. Glowing healroot only as dropbox because I don't see a reason to add a XML-only mod as Github Repo.

Releases / Re: [B19] Syrchalis' Prosthetic Icons
« on: September 20, 2018, 08:00:00 PM »
Hm, I'm a bit confused because I'm ignoring anything that contains "WoodLog" or "Lumber", so that shouldn't be happening anymore. Are you sure you're using an up-to-date version?

Outdated / Re: [B18] Set-Up Camp v2.1 - B18 Update
« on: September 20, 2018, 01:37:02 PM »
I created a single thread because managing 10+ threads would be annoying. Also this way I can just throw people the link and they can click the button for the mod and download type (steam/nonsteam) they want.

As for Set Up Camp - I mean yeah, I somewhat took it over. I don't think it would make sense for nandonalt to go through the trouble of updating when my version does the same and more.

Outdated / Re: [B18] Set-Up Camp v2.1 - B18 Update
« on: September 19, 2018, 09:25:57 AM »

I updated it over a month ago.

Releases / Re: [B19] Hyena! 1.1.0
« on: September 19, 2018, 09:24:57 AM »
The only thing I would change is the leather type. Hyena's are actually related to cats, not dogs. Anyway, I leave it up to you though, I can change things for myself.

Although phylogenetically they are closer to felines and viverrids, and belong to the feliform category, hyenas are behaviourally and morphologically similar to canines in several elements of convergent evolution; both hyenas and canines are non-arboreal, cursorial hunters that catch prey with their teeth rather than claws. Both eat food quickly and may store it, and their calloused feet with large, blunt, nonretractable claws are adapted for running and making sharp turns. However, the hyenas' grooming, scent marking, defecating habits, mating and parental behaviour are consistent with the behaviour of other feliforms
You can look up other sources if you want.

I don't care about realism, I just don't like hyenas being seen as dogs =/

Releases / Re: [B19] ED-Embrasures - - (2018-09-16) [ModSync RW]
« on: September 16, 2018, 01:26:55 PM »
Thank you.

Releases / Re: [B19] Hyena! 1.1.0
« on: September 16, 2018, 11:15:01 AM »
I cannot say anything about the quality of the mod yet, but definitely something I'm missing in Rimworld. Hyenas are fascinating and fun.

Releases / Re: [B19] ED-Embrasures - - (2018-09-02) [ModSync RW]
« on: September 09, 2018, 06:35:16 PM »
No, that's why I posted them here, use them.

Releases / Re: [B19] ED-Embrasures - - (2018-09-02) [ModSync RW]
« on: September 08, 2018, 03:43:28 PM »
I fixed the embrasures now entirely. The holes are the same distance apart, only there where it makes sense (no + or T section holes, because pawns can't be behind those anyway, except the flat side of the T, which has a hole).

I also took the time to make proper appearances for all three of the vanilla types (smooth, bricks, planks) and for neo, which is the orassan hexagon pattern, which I also made for Diana a while back.

You have to change
Code: [Select]
Inside "Linked" make a folder "Embrasure" and inside that folder put the four PNGs, similar to a graphic_stackcount or graphic_multi. The appearances are saved on the stuff, so nothing further is necessary.

Also a new menu icon, this time without the brick pattern, because the vanilla wall UI icon has no pattern either (there are some in the assets, but they are never used)

The actual vanilla brick pattern has some errors (see my bug report here) - this is already fixed for these assets.

Here are the files:

And thanks to my nagging about the issue =p

Bugs / Art: Brick pattern missing on Wall Atlas (1, 5, 11, 12)
« on: September 08, 2018, 02:34:05 PM »
See attachment. I saw this when working with assets from version .1981 - but I checked in .2009 and it's still there.

1/5 = vertical brick pattern missing entirely on the right side, compare to 9/13
11/12 = only a single vertical line missing, circle shows where, compare to 3/4

Stable Branch ingame screenshot of issue:

"Literally unplayable"

On a serious note: Planks has similar issues, but they aren't really apparent, except for image 1/5 - because planks are much more random in their pattern anyway.

Releases / Re: [B19] Syrchalis' Prosthetic Icons
« on: September 07, 2018, 10:26:19 AM »
That is mostly the fault of the other mod authors. Bamboo is considered a tech hediff (because of peg legs) and that's why it gets this graphic. I excluded it specifically now.

The archotech thing is because usually these boxes have the size 0.8, like the archotech one - but I find the 1.0 sized ones better. The mod author of the archotech mod has set their size to 0.8 probably and my mod isn't overwriting that value. I changed it now in C#.

Releases / Re: [B19] Psychology (2018-9-3)
« on: September 04, 2018, 04:01:56 PM »
The trick is to use invisible characters.
Text goes here

Releases / Re: [B19][SYR] Syrchalis' Mods
« on: September 04, 2018, 02:59:57 PM »
Yes that's on purpose. If you have any mod that makes some more buildings minifiable then a lot of them will have a mass of 1kg (because that's the default value) - I wanted to have the batteries have the same, so they are easy to transport. Their "transportable finite energy source" aspect is too rarely used IMO.

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