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Messages - Spino

#1
Updated the mod to 1.1, for now with no A Dog Said... compatibility - waiting for a ModCheck update.
It can still be used alongside ADS, obviously, it's just that you won't be able to perform ADS operations on Megafauna animals.

There should be no more errors.

EDIT:
Updated once again, ADS compatibility is back. There were some major errors that should hopefully be fixed now.
#2
Updated the mod to 1.1
There should be no more errors.
#3
Tiny update. Extremely late but hey, better late than never.

Changes:
         - replaced the ModCheck .dll with the most recent release / updated the "About" file to make sure it doesn't throw any errors.
#4
Finally updated this one to 1.0 as well!

Changelog:
         - the mod is now compatible with Rimworld 1.0,
         - since it is no longer possible to harvest body parts from downed mechanoids (because they can't be downed without being killed), the mecha-tentacle is now obtained by deconstructing dead krakens.

Have fun!
#5
Quote from: crusader2010 on November 02, 2018, 03:00:47 AM
By any chance, is the mod compatible with GeneticRim ?
It depends on what kinda compatibility you mean.
As in, are there new animal hybrids? Obviously not.
Can you extract DNA from megafauna animals or perform any other GeneticRim-exclusive operations on them? Nope, unless GeneticRim features some sort of default compatibility with animal mods.
Will using the two mods result in a conflict/crash? Haven't tested it but from what I can tell, there should be no conflicts.
#6
It's been actually forever, but the update is finally live, my dudes.
There are important balance changes, unique sprites for dessicated creatures, and a whopping 15 new animals for you to check out, most of which were highly requested in the past, including the aurochs, deinotherium, and more giant arthropods!




Note: the wiki will be updated later this week, I need a break from this [':
#7
Woah, how long has this been a thing?
You take a break from Rimworld and when you come back you randomly learn that someone's created a mod adding something that you've literally always wanted.
Looks fantastic, Roolo, will definitely try it out once Tynan blesses us with a stable release of 1.0.
#8
Quote from: Ruisuki on July 28, 2018, 07:20:26 PM
Quote from: Spino on July 28, 2018, 05:46:03 PM
Quote from: Ruisuki on July 21, 2018, 01:40:14 AM
is this still being maintained? the steam comments mention the explosion shouldnt trigger if shutting down the mech. Though I gotta say im not a fan of the explosion effect if its a melee build. though a stunning effect would be nice. The mechs themselves look beautiful though, and vanilla desperately needs variety too....so im tempted. Ah
Yes, sorta. It'll be updated after the first stable release of 1.0 comes out. Explosion triggering on shutting down won't be an issue anymore, since mechanoids can't be downed in 1.0 at all.
whaaaaaat? then how do you remove scyther blades for instance? Also how balanced would you say the mod is? The melee builds seem very strong.
I'm pretty sure scyther blades have been removed from the game altogether. Also, Scythers are now melee only, and there's a third type of a mechanoid, the Lancer, which is basically what the old Scyther used to be, just without the blades.
Honestly, I feel like this mod is just okay balance-wise. Could use some adjustments, which will be made once it gets updated.

Quote from: rawrfisher on July 28, 2018, 06:25:49 PM
Current version of the unstable is they are allowed to be downed
Huh? I played it literally yesterday, and it wasn't possible to incapacitate any mechanoid. Was there an update that changed it?
#9
Quote from: anonnz on July 01, 2018, 05:55:14 AM
ETA on 1.0?

Great mod.
No estimations, it'll be updated after the first stable release of 1.0 comes out.
#10
Quote from: Ruisuki on July 21, 2018, 01:40:14 AM
is this still being maintained? the steam comments mention the explosion shouldnt trigger if shutting down the mech. Though I gotta say im not a fan of the explosion effect if its a melee build. though a stunning effect would be nice. The mechs themselves look beautiful though, and vanilla desperately needs variety too....so im tempted. Ah
Yes, sorta. It'll be updated after the first stable release of 1.0 comes out. Explosion triggering on shutting down won't be an issue anymore, since mechanoids can't be downed in 1.0 at all.
#11
Quote from: zizard on May 08, 2018, 04:12:51 AM
Is it normal to have a bunch of these spawn on map creation? Started with about 10 megafauna on a 225 map. Was pretty funny to open the ancient danger early and aggro daeodons onto the mechs.
I think you just got "lucky" with the percentages, though I have to admit that daeodons probably do spawn in groups a tad too big for what they are. It is the animal that most urgently needs some rebalancing.

Quote from: The Real Soviet on May 08, 2018, 08:13:56 AM
Hi. I am curious, who did polish translation to this mod?  :)
I actually made it myself - I'm Polish [:
#12
Small update.
Many people have actually reported that they have played with this mod for days and days without seeing a single Megafauna animal spawn naturally. So I tested it myself and got the exact same results - that's when I realised that while the creatures were indeed supposed to be quite rare, the last time I updated the spawn chances, I made them about 5-8 times lower than I originally intended, whoops.
Naturally, you can download an updated version of the mod from the first post in this topic.

Since it's been requested a good few times, I also took a few hours to create a simple wiki, where one can quickly check where any of the animals spawn, how much meat and leather butchering them yields, and so on:

--> megafaunarimworld.wikia.com <--

Thanks for the feedback and all the suggestions for more animals! :]
#13
Quote from: kubolek01 on December 21, 2017, 01:39:32 AM
Why all play with this autopatch... it don't feel satisfying to make it work anymore ;'(

Sorry to be taking away that satisfaction from you but it's for the greater good :']

Quote from: LAWolves on December 21, 2017, 05:03:26 AM
Is it "Viable" to make a compatibility patch for Combat Extended?

I get that it's a very, very popular mod but I'm not really interested in it myself so it's not on the top of my to-do list, sorry. I'm actually currently taking a longer break from the game, just randomly felt inspired/motivated to update my mods once so I didn't want to waste it  ;D
#14
After a bit too long, it's time for an update!

Changelog:
         - updated to be compatible with Rimworld Beta 18,
         - no longer requires an additional patch to be compatible with A Dog Said..., it will now automatically detect it and patch all the necessary stuff in,
         - also comes with a built-in patch for Giddy-up!,

         - daeodon, titanis, titanoboa, smilodon, procoptodon, gomphotaria, short-faced bear, and dinocrocuta are no longer pack animals (can't be used to carry stuff in caravans),
         - very minor tweaks to a few animals in regards to their body size and meat/leather yield,
         - some of the animals can now spawn in the new swamp-type biomes (titanoboa's no longer exclusive to the tropical rainforest!),
         - some of the older animals such as arthropleura and doedicurus now have their own body types instead of using unfitting vanilla ones,
         - some of the older animals won't be sold by traders anymore, in order to make obtaining them feel more special, those being: paraceratherium, titanoboa, elasmotherium, megalania, gomphotaria, and short-faced bear.
         - added 4 more animals.
#15
Sorry about the slight delay, here be the update!

Changelog:
   - the mod is now compatible with Rimworld Beta 18,
   - reduced the range of the grenade launcher.

Enjoy!