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Messages - Oblitus

#1
Releases / Re: [1.3] Animals Logic 🐾
November 18, 2021, 06:47:25 PM
Ah, the base behavior changed. I'll fix it with next update.
#2
Releases / Re: [1.3] Animals Logic 🐾
November 18, 2021, 04:47:29 PM
Alpacas have 25% wildness in the last game version, only animals with below 10% wildness won't lose tameness. Move the first slider to more than 25% if you want alpacas to always stay tame.

My mods does not alter vanilla stats, instead adds its own block where it shows "Mature age" in days instead.

ALConfigTamingAgeFactor is an experimental feature I forgot to hide when publishing update. It makes young animals (below mature age) more easily tameable and trainable. Gives a good chance to tame those feralisks.
#3
Releases / Re: [1.3] Animals Logic 🐾
November 17, 2021, 05:19:28 PM
Check mod settings for alpacas - mod allows to set animals to lose tameness even if they have 0 wildness.

And the second one is just how vanilla works - rounds down to years, which means 0 for the vast majority of animals. Stats added by this mod are under the "misc" category. I left them even after the base game added productivity stats exactly because it was done poorly.
#4
Rerolling maps from scenarios that have forced map features, like Mercenaries start from VFE: Insectoids or Lone Scrapper from VFE: Mechanoids, don't have those features after reroll.
#5
Releases / Re: [1.0] Animals Logic 🐾
April 26, 2020, 06:55:07 PM
Quote from: zenn on April 26, 2020, 06:50:18 PM
[Animals Logic] Patch operation Verse.PatchOperationReplace(/Defs/ThinkTreeDef[defName = "Animal"]/thinkRoot/subNodes/li[@Class="ThinkNode_ConditionalHasFaction"]/subNodes/li[@Class="ThinkNode_ChancePerHour_Mate"]/../li[@Class="ThinkNode_ChancePerHour_Constant"]) failed

Don't use Hardworking Animals, it has a very dirty patch. And AL already has its function within.
#6
Releases / Re: [1.0] Animals Logic 🐾
April 30, 2019, 05:35:31 AM
Quote from: Canute on April 30, 2019, 05:30:39 AM
Maybe take a look at GiddyUp or ask Roolo.
At GiddyUp pawn's can mount animals, and when a pawn want to ride an animal this animal stop his task and wait for the pawn to mount.
I allready asked Roolo about an intercept of the animal towards the pawn, but Roolo mean that would be to complicate with the pathfinding.
Mounting is a custom task. Handling is a vanilla task.
#7
Releases / Re: [1.0] Animals Logic 🐾
April 30, 2019, 03:42:24 AM
Quote from: Chibisuke on April 29, 2019, 10:22:30 PM
Oblitus is there any way to force stop an animal from doing it's current task and add to queue. When it's being trained? Poor pawn chasing modded animal with high movement across the map and never catching up trying to train them n ignoring all other needs.
Due to how tasks are implemented, it is very difficult to patch them. I've tried to do something with this problem several times, but it requires a detour.
#8
Releases / Re: [1.0] Animals Logic 🐾
April 18, 2019, 04:29:30 PM
This is information about animal status, not tier. Tn shows training level, Wn% shows wool growth. Can't be disabled in a current version.
#9
Releases / Re: [1.0] Animals Logic 🐾
February 21, 2019, 09:56:59 AM
Quote from: WolfgangPolska on February 21, 2019, 09:49:29 AM
My animals do not nuzzle anybody, I wonder if it is game related issue or with Animals logic.
Very unlikely.
#10
Releases / Re: [1.0] Animals Logic 🐾
November 30, 2018, 03:26:16 AM
Quote from: leestriter on November 29, 2018, 04:03:01 PM
Could you make it so animals better avoid fire or have some way to put themselves out?
Not an animal-specific problem.
#11
Releases / Re: [1.0] Animals Logic 🐾
November 25, 2018, 11:25:57 AM
Quote from: Mc_Peterson on November 25, 2018, 10:18:19 AM
Maybe in future Stun gun?
There are other mods with non-lethal weaponry.
#12
Releases / Re: [0.19] Animals Logic 🐾
October 20, 2018, 12:55:01 PM
Quote from: Canute on October 20, 2018, 12:49:44 PM
Oblitus,
an issue with latest Animal logic.
When you butcher human at the butcher spot you geting chicken meat not human meat.
Butchering at the butcher table work's fine.
Works fine for me. Can't reproduce.
#13
Releases / Re: [0.19] Animals Logic 🐾
September 26, 2018, 02:00:07 PM
Quote from: Flimflamshabam on September 26, 2018, 01:45:07 PM
Any chance you'd be willing to take over Animal Overhaul? The author hasn't been online since july and i think it makes a good companion to animals logic.
My mods are on minimal support now. B19 nerfed out all fun from the game so I've moved on.
#14
Releases / Re: [0.19] Animals Logic 🐾
September 19, 2018, 12:49:59 PM
Quote from: Canute on September 19, 2018, 12:25:47 PM
Sorry, you right. Diamond is useable for club's.
But a totaly waste of material, club don't got a quality anymore and jade would be a better material for them. But ok.

I just mention about the carbon tile beauty, i think it should be in line with the vanilla carpet.
Wasn't carpet 3 beauty too in the past, when carbon released the first time ?
I don't really remember. I've balanced stats according to difficulty of obtainign this material. Carbon has a much greater material cost.
#15
Releases / Re: [0.19] Animals Logic 🐾
September 19, 2018, 11:44:00 AM
Quote from: Canute on September 19, 2018, 09:22:37 AM
Hi,
some comment's about carbon mod.
- I think carbon tile should only have 2 beauty like carpet, or even just 1.
Carbon is maybe easy to clean but it isn't more enjoyable then carpet (at my view).

- Maybe remove these border line at the carbon tile texture, so it got a unique checkmate pattern without the borders each tile.

- Diamond got Sharp damage,blunt damage, cooldown modifier, but can't be used for any weapon production.
Aesthetics is a subjective thing. I don't get while outdoors has negative beauty, or why all tech is ugly, and generally would prefer tiles over a carpet.

Tile border has a function of creating a grid while being aesthetically neutral (for me).

Diamond should be usable for weapons that can be made of stone.