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Messages - Oblitus

#481
Releases / [1.3] Animals Logic 🐾
July 24, 2017, 10:44:45 AM
Oblitus' stuff

Description:
Just some random stuff.

Carbon
Adds three new carbon-based materials that cover all major stuff categories (wood, metal, stone, fabric). Can be obtained by refining chemfuel. 600 points industrial level research after refining, uses refinery as crafting station.

Why yet another stuff mod:
* No new crafting stations (you only need Refinery), no overcomplicated production chain, single 600 points research.
* Will not replace mineable ores and deep resources. NPCs can use it sometimes, but you won't see much of it.
* Reasonable stats — it is a sound material, but not ultimately good, and mostly intended for construction.
* Versatility — it covers all general stuff categories.
* A sink to use tons of chemfuel you can find during deep drilling
* Chemfuel is a renewable, eco-friendly stuff you can produce from any plant matter - you'll never totally run out of it

Stuff:
* Carbon weave — textile stuff. Worse than devilstrand, but non-flammable and chemically inert (x2 hp multiplier, not flammable, x0.2 deterioration speed). Badass black color.
* Carbon composite — can be used both as wood and as metal. Not suitable for weapons (wood-like stats), but decent building material, on par with the stone in durability (x2 hp multiplier, not flammable, x0.2 deterioration speed). C-composite wall has 700 hp. Badass black color.
* Diamond — stony stuff. Cheap (relatively — it is expensive for raw resources category) and murky, synthetic diamond is still stuff that will last (x10 hp multiplier, not flammable, will not deteriorate). Diamond wall has 3500 hp. Serene sky blue color.

Also:
* Carbon conduit. 750 HP, not flammable, neutral beauty, has an underwater variant.
* Carbon tile with a signature chequered pattern.
* Balanced recipe to produce chemfuel from hay.

Pure XML mod. Safe to add to existing saves, but not to remove.



My Little Planet
Generate smaller worlds (configurable). More biome diversity around, somewhat better performance.


Harmony plug-in without detours. Safe to add to existing saves (for no effect), can be removed, but not recommended.

Animals Logic
Adds some logic to your animals.

Harmony patches without detours. Safe to add and remove without starting new game.

* Egg-layers will try to find a bed (or any other type of animal sleeping spots) in their allowed area to lay an egg. Unforbids eggs laid outside the home area.
* Animals who should follow master when doing fieldwork or drafted are notified to come immediately instead of after the end of the current task.
* Animals can own beds.
* Animal beds can be medical.
* Configurable animal hauling efficiency.
* Configurable tameness decay threshold.
* Configurable training decay speed.
* (Optional) Converts any ruined eggs into unfertilized chicken eggs.
* (Optional, default off) Converts any generic meat into chicken meat upon butchering.
* (Optional) Predators hunting your pawns (human-like or animals) will be considered hostile by all your pawns and turrets.
* (Optional) Prevents animals from eating random non-food stuff.

Download
GitHub - everything, including old versions and source code.

Steam Workshop:
Animals Logic
My Little Planet
Carbon
Logistics (discontinued)

License:
MIT.
#482
Quote from: kaptain_kavern on July 24, 2017, 12:18:40 AM
If someone could make this happen  (and let me use it) I'd be the most happiest modders alive :-D

I've made a mod that makes more animals pack animals and was very disappointed to find that out myself. But I lack any C# knowledge :-$ in fact I wasn't even able to find the line Oblitus just pointed out :-C
Wish Harmony had some documentation. And examples. I mean documentation which makes sense and examples which are covering basic use cases. Anyways, here it is. Seems like it works. Not sure it worth an own topic here.

Screenshot:
http://i.imgur.com/7mkpWHM.jpg

[attachment deleted by admin due to age]
#483
Quote from: Suleviae on July 23, 2017, 09:27:42 PM
Quote from: Oblitus on July 23, 2017, 07:21:58 PM
Quote from: Suleviae on July 23, 2017, 11:15:15 AM
I suppose that's why base game pack animals aren't also wild.
Muffalos and dromedaries are what caravans are using and they can be found wild.
I know that. I guess I phrased that poorly. I mean the fact that animals with a high "wildness" percentage are the ones that show up in exotic caravans. The animals from this mod are pack animals, but they're also 80% wildness trait. Which is why they show up with them.
Actually, this is quite easy to patch. Just edit getTraderCaravanRole so it would sell pack animals without a load.

from
if (p.kindDef.RaceProps.packAnimal)
{
return TraderCaravanRole.Carrier;
}

to
if (p.kindDef.RaceProps.packAnimal && p.inventory.innerContainer.Any)
{
return TraderCaravanRole.Carrier;
}


I'm too old and lazy to make a proper mod myself, though... (but I've checked it by direct code modifying, it works)
#484
Quote from: Suleviae on July 23, 2017, 11:15:15 AM
I suppose that's why base game pack animals aren't also wild.
Muffalos and dromedaries are what caravans are using and they can be found wild.
#485
Quote from: Suleviae on July 23, 2017, 09:25:46 AM
I've had several trade caravans come by with megafauna in the group, but they're never for sale. I can sell them mine, but I can't buy them back. Trade ships seem to work as normal. I disabled all my other mods on a new game and still have this happen.

Anyone else have this issue?
Caravans don't sell pack animals.
#486
Releases / Re: [A17] Prepare Landing
July 23, 2017, 04:56:19 AM
Quote from: neitsa on July 23, 2017, 04:35:56 AM
Quote from: Oblitus on July 22, 2017, 07:07:51 PM
Can you add "only two stone types" filter? My OCD forbids me to make my base look like a tartan.
You mean something like "filter only tiles with only two stone types, whatever they are?", right?
Yep.
#487
Releases / Re: [A17] Prepare Landing
July 22, 2017, 07:07:51 PM
Can you add "only two stone types" filter? My OCD forbids me to make my base look like a tartan.
#488
Outdated / Re: [A17] FuckFriendlyFire
July 20, 2017, 02:32:05 PM
Those settings are a new chance to hit when on the line of fire or modifier to vanilla chance?
#489
Outdated / Re: [A17] FuckFriendlyFire
July 19, 2017, 10:05:44 PM
Will it work for non-vanilla turrets?
#490
Quote from: Rikiki on July 19, 2017, 06:20:38 PM
Quote from: Oblitus on July 19, 2017, 04:12:42 PM
Mining turret is a cool idea, but you should be desperate to use it. Without efficiency, it is extremely slow and wastes half of the ore, and with it mines somewhere at level 5 miner. Add 3000 research points, plasteel requirement, 1500 W power consumption, 3x3 tile size, mandatory power line... Hey, pirate merchant, how much for a slave with mining passion again?
You are right, it still needs some balancing and tweaks. Thanks for your feedback! :D
Well, this is what one improved turret can do in one ingame year of non-stop digging:
http://i.imgur.com/YD4oglG.jpg
#491
Outdated / Re: [A17] FuckFriendlyFire
July 19, 2017, 04:45:29 PM
Making friendly fire less likely for skilled shooters would make perfect sense.

BTW, what about turrets?
#492
Mining turret is a cool idea, but you should be desperate to use it. Without efficiency, it is extremely slow and wastes half of the ore, and with it mines somewhere at level 5 miner. Add 3000 research points, plasteel requirement, 1500 W power consumption, 3x3 tile size, mandatory power line... Hey, pirate merchant, how much for a slave with mining passion again?
#493
When crafting clothes, a material is very important. Maybe "info" button for it, so it would be possible to compare without too many clicks?
#494
Stockpile/ground toggle and result item info without opening details?

Also, can be good to see in details how profitable recipe is (delta between value of ingredients and result).
#495
Quote from: Rikiki on July 18, 2017, 05:00:07 AM
@Loki88: smoking fishes has been on the TODO list for a long time. I may add grilled fishes at the same time... when I get the time! :D
Tribal Essentials already has smoked meat, which accepts fish meat as well.