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Messages - Syrchalis

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16
Releases / Re: [B19][SYR] Syrchalis' Mods
« on: October 02, 2018, 05:29:43 AM »
Yeah nothing I can do about that. If a harmony patch indirectly references a defof it throws this warning, even though it's not actually trying to use the defof.

17
Releases / Re: [B19][SYR] Syrchalis' Mods
« on: October 01, 2018, 08:18:28 PM »
My two race mods are ready to be tested. They will not be on steam until I'm happy with their state. Anyone is welcome to test them out and tell me about bugs and other issues.

The races complement each other, so using them together is a good idea. Naga make great shooters and skilled crafters, while Thrumkin make great growers and brawlers. Please note while both can eat anything humans can they don't get the same nutrition from everything. Thrumkin can also eat hay and wood.

There is a ton of stuff to know about each race but I can't type it all up right now. I'll do so soon and definitely before release.

Thrumkin: https://github.com/Syrchalis/Thrumkin/releases
Naga: https://github.com/Syrchalis/Naga/releases

18
Bugs / Tough trait affects shield belts and armor
« on: September 30, 2018, 12:45:25 PM »
Pawns with the tough trait get their damage reduced before it's calculated for the shield belt, meaning their shield belt takes half damage, or in other words: Their shield belt can absorb twice the damage.

19
Ideas / Re: Gourmand seems unneccarily bad
« on: September 26, 2018, 03:20:58 PM »
Food binges happen on their own, no matter how happy or sad the gourmand is. It doesn't do anything about what type of mental breaks the pawn gets. The only benefit is they can't break if they're already insane.
This is just wrong. Look at the XML at least. Gourmands can ONLY have food binges as mental breaks - except if they are also pyro/chemical x, but in that case you really don't want the pawn.

They do get food binges randomly, without having to be in mental break territory, but it happens more often at lower mood than higher. It's a linear function from 0% to 100% and 0 days to 50 days MTB. This is the exact same mechanic that makes pyros and chemical interest pawns have random mental breaks and they have similar curves.

20
Ideas / 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).

21
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.

22
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?

23
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.

24
Outdated / Re: [B18] Set-Up Camp v2.1 - B18 Update
« on: September 19, 2018, 09:25:57 AM »
-> https://ludeon.com/forums/index.php?topic=43449.0

I updated it over a month ago.

25
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.

Wikipedia:
Quote
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 =/

26
Releases / Re: [B19] ED-Embrasures - 0.19.0.3 - (2018-09-16) [ModSync RW]
« on: September 16, 2018, 01:26:55 PM »
Thank you.

27
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.

28
Releases / Re: [B19] ED-Embrasures - 1.0.0.1 - (2018-09-02) [ModSync RW]
« on: September 09, 2018, 06:35:16 PM »
No, that's why I posted them here, use them.

29
Releases / Re: [B19] ED-Embrasures - 1.0.0.1 - (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]
<graphicData>
<texPath>Things/Building/Linked/Embrasure</texPath>
<graphicClass>Graphic_Appearances</graphicClass>
</graphicData>
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:

30
And thanks to my nagging about the issue =p

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