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Messages - Spino

#16
Quote from: Dr Roach on August 27, 2017, 04:11:10 PM
Thanks a lot! What spawn rate would be about average?
You're welcome!
It depends, here you have the spawn rates of vanilla animals in the temperate forest - for reference:
<Hare>1.00</Hare>
<Squirrel>1.00</Squirrel>
<Rat>0.8</Rat>
<Deer>0.5</Deer>
<WildBoar>0.5</WildBoar>
<Turkey>0.5</Turkey>
<Raccoon>0.4</Raccoon>
<Tortoise>0.4</Tortoise>
<Ibex>0.3</Ibex>
<Boomrat>0.25</Boomrat>
<Muffalo>0.2</Muffalo>
<Boomalope>0.2</Boomalope>
<Alpaca>0.1</Alpaca>
<Emu>0.1</Emu>
<Ostrich>0.1</Ostrich>
<Gazelle>0.05</Gazelle>
<WolfTimber>0.04</WolfTimber>
<FoxRed>0.04</FoxRed>
<Megasloth>0.04</Megasloth>
<GrizzlyBear>0.022</GrizzlyBear>
<Warg>0.012</Warg>
<Cougar>0.012</Cougar>


Arid shrubland:
      <Muffalo>0.5</Muffalo>
      <Gazelle>0.5</Gazelle>
      <Ibex>0.3</Ibex>
      <Alpaca>0.2</Alpaca>
      <Elephant>0.5</Elephant>
      <Squirrel>1</Squirrel>
      <Boomrat>1</Boomrat>
      <Iguana>0.2</Iguana>
      <Rhinoceros>0.15</Rhinoceros>
      <WildBoar>0.4</WildBoar>
      <Boomalope>0.5</Boomalope>
      <Emu>0.3</Emu>
      <Ostrich>0.5</Ostrich>
      <Rat>1.0</Rat>
      <Megasloth>0.03</Megasloth>
      <Cougar>0.08</Cougar>
      <WolfTimber>0.01</WolfTimber>
      <FoxFennec>0.03</FoxFennec>


And boreal forest:
      <Elk>0.5</Elk>
      <Ibex>0.4</Ibex>
      <Caribou>0.5</Caribou>
      <Muffalo>0.5</Muffalo>
      <Squirrel>1</Squirrel>
      <WildBoar>0.5</WildBoar>
      <Hare>1</Hare>
      <Husky>0.01</Husky>
      <Turkey>0.2</Turkey>
      <Deer>0.03</Deer>
      <Rat>0.8</Rat>
      <Megasloth>0.03</Megasloth>
      <Raccoon>0.4</Raccoon>
      <GrizzlyBear>0.01</GrizzlyBear>
      <Cougar>0.007</Cougar>
      <Lynx>0.007</Lynx>
      <Warg>0.007</Warg>
      <WolfTimber>0.07</WolfTimber>
      <FoxRed>0.07</FoxRed>
      <WolfArctic>0.03</WolfArctic>
      <FoxArctic>0.03</FoxArctic>


Just base them off of those  :)
#17
Quote from: Dr Roach on August 27, 2017, 02:08:35 PM
How can you increase the spawn rate for these animals? I actually kinda liked it when there were 3 Titanis and 4 Paraceratherium on my map on average- it made things dangerous.
You can edit the percentages in the two .xml files found in the folder "ThingDefs_Races".
Use CTRL+F to find "<wildBiomes>". Every animal is given a set of biomes along with percentage spawn rates associated with them. This is Arthropleura's, for example:
  <wildBiomes>
<AridShrubland>0.002</AridShrubland>
<TropicalRainforest>0.01</TropicalRainforest>
<TemperateForest>0.004</TemperateForest>
  </wildBiomes>

Just alter the numbers however you want, save the file and you're good to go  :)
#18
Quote from: Nameless on August 25, 2017, 02:06:19 PM
I still think those Paraceratherium (The giraffe looking one) are a bit overpowered in terms of meat amount. I got a manhunter pack of those and i was pretty much set for 3+ years of meat without doing any other hunting lol.
I don't think you realise just how huge the paraceratherium was :^)
#19
Quote from: tonsrd on August 25, 2017, 11:03:46 AM

did you reduce meat/leather for just the animals in ur mod or all animals ?

I get 50 leather from humans instead of 75 ( since update'ing your mod and 3 others )

ty for adding more animals
Didn't make any changes to humans or vanilla animals.
#20
Updated once again!
Changelog:
   - fixed problems with breeding arthropleura (hopefully...?),
   - reduced meat/leather yield of almost all the animals,
   - finally added the max body sizes of prey the predators will hunt,
   - slight changes as to what biomes the animals can spawn in,
   - changed entelodont's name to daeodon as it is more specific and therefore more fitting.
   - oh, and you know, added 5 more animals.

Enjoy!
#21
Releases / Re: [A17] TropiCKAPP Rainforest Mod
August 22, 2017, 12:26:09 PM
Quote from: kaptain_kavern on August 22, 2017, 11:52:52 AM
Hi guys, thanks for your feedbacks.

So yes, Oblitus had had the simpler (so the better, IMO) idea. I will release a version without animals (already made one without plants ^^). Did the animals in ACP are now better-balanced (I tried it once only), btw?

About plants density, I really have to have a look at this other one mod that change plant density, could you please give me it's name? (It was asked a couple of time on Steam as well).
I'm not that sure without real test; (it also depends on how the other mod is coded) but I think that if you launch mine after in mod order, you should be OK. I used patchOperationReplace in my patch file so I guess it should overwrite any other changes (for Rainforest biome o lay) if launched last

Since the first question (and most of the second, for that matter) has already been answered, I'll just add one more mod to the list, that allows you to change the density of forests, which is Configurable Maps. I was talking about it specifically :]
#22
Just wanted to say that this is by far one of my favourite Rimworld mods out there. It's so fun to play around with, and the textures fit vanilla style perfectly! Honestly, I'd love it if dropships like those could one day be implemented into the vanilla game.
I think that the only thing I'm not a fan of is the range of the ships but that's probably because I tend to build my colonies far away from basically everything, hah
Keep up the great work!
#23
Releases / Re: [A17] TropiCKAPP Rainforest Mod
August 21, 2017, 01:52:03 PM
The way this mod makes the jungles look is just marvelous, you can almost feel all the exoticity, humidity and diseases in the air, haha
I would totally use it if not for the fact that the animals collab project thingy already has pandas, tigers, etc. in it (though I may remove those from that mod just to use your rendition of those animals) + I'm using a mod, one of the functions of which is to increase the density of forests. In addition to TropiCKAPP doing the same... do you think the thickness of the jungle would become just a tad ridiculous?  Should I not be using those two together? :D
#24
Outdated / Re: [A17] Jabbamonkey's Textures
August 21, 2017, 01:38:21 PM
Honestly, phenomenal job, man - if there was ever going to be something along the lines of "Rimworld HD" they should totally hire you to work on the textures, those are gorgeous  ;D
Your take on the muffalo is also very nice and believable!
#25
Small update time!

Changelog:
   - the grenade launcher now does 2/3 of the damage it used to do,
   - mechanoids no longer bleed from their heads,
   - fixed problems with installing the mecha-tentacles on colonists,
   - added a French translation (courtesy of NorX Aengell!)

Enjoy!
#26
Quote from: NoImageAvailable on August 12, 2017, 03:24:31 PM
If you do decide to do it, the CE github wiki should have all the info on how to make a patch you can then simply PR into the main mod. That way people won't need to muck around with separate compatibility patches and you won't have to keep it updated with future CE versions as I would handle that (you'd still need to PR changes due to your mods updating).
Alrighty, I will keep that in mind!

Quote from: Nameless on August 12, 2017, 09:56:13 PM
Really nice to see more different mechanoids! Please keep up the good work.
Thanks, glad you like the mod!

Quote from: Zxypher on August 13, 2017, 11:52:58 PM
This mod looks awesome. How are the point costs balanced against say the Centipede?
Scythers and Centipedes are actually worth the same amount of points, and I had decided against making Centipedes "cost" more because even though I did buff their HP by a little bit, I've also taken away Inferno Cannons from them. Anyway, here are the costs of all of them at the current moment:
- Scyther: 100
- Centipede: 100
- Vespa: 120
- Goliath: 160
- Chimera: 180
- Hound: 220
- Kraken: 300

Quote from: Nameless on August 16, 2017, 06:51:08 PM
Really liking the diverse mechanoids spawn. The art style also matches very well with the game. I hope this makes into the core game :)

If you ever consider expanding on this mod, perhaps you can consider having siege-cannon type mechanoids or battering-ram type mechanoids.

Also I find bleeding mechanoids a little odd.

Keep up the good work!
Thank you for the suggestions and kind words  ;D
And welp, the bleeding issue has already been taken care of!

Quote from: SpaceDorf on August 17, 2017, 05:29:18 AM
I have two Mechanoid Tentacles now, but can't install them.
What are the requirements to do so ?

I have RBSE installed and not yet fully researched it, but can do other operations as well.
That was a bug but it's already fixed!
#27
Quote from: XeoNovaDan on August 11, 2017, 05:14:11 AM
This looks like a pretty nice mod, definitely going to check it out!

One quick suggestion though: Crawlers. Small, agile, quadrupedal mechanoids designed to combat megascarabs. They don't have anything particularly remarkable, and they utilise a fairly weak assault shotgun. On their own, they're not that dangerous, but they typically come in large numbers which makes them much more of a formidable opponent.
I quite like the idea, may add something similar if I do end up making any more mechanoids!

Quote from: Walking Problem on August 11, 2017, 05:16:12 AM
This looks awesome!

Time to give colonies more hell to deal with!
Thank you, glad you think so!

Quote from: tonsrd on August 11, 2017, 06:09:04 AM
is it compatable with

https://ludeon.com/forums/index.php?topic=26276.msg266819#msg266819

it extracts oil from mechs to craft luci ( never got far in enuff in game to use it )

great mod - I hope some streamers will play it
I have no idea, since it seems to be an actual C# mod, but if it is set to give one the ability to extract oil from mechanoids in general, instead of specifically scythers and centipedes, then it should work just fine.

Quote from: Crow_T on August 11, 2017, 05:04:22 PM
Very nice art and weapon variety, thanks for making!
Thanks!

Quote from: Jackaldude2 on August 11, 2017, 06:04:36 PM
safe to use with a saved game?
Should be, you just have to wait for the next incident/raid for the mechanoids to start appearing.

Quote from: KaiserThurston on August 11, 2017, 06:25:52 PM
I'm already a big fan of your Megafauna mod, and as soon as I saw this post, I downloaded the mod.

10/10

The mechanoids fought a fierce battle against a Gallatic Empire raid party and won.
Much appreciated, hope you'll like this one as well, dude :]

Quote from: Bonesmasha on August 12, 2017, 04:33:40 AM
Are you going to release a CE patch for it ?

Thanks ! Awesome mod, I have Megafauna and the patches for Animal Armor, ADS and CE installed :P
I may but I'm not gonna guarantee anything :b
#28
Quote from: sidfu on August 12, 2017, 01:36:19 PM
a dog said patch isnt hard to do u just have to use xpath to add the animals to the prosetics and install recpies.
...which is why I have made one myself...?
#29
Quote from: Nameless on August 11, 2017, 11:05:20 AM
Question:

I had traders bringing in one of them but they won't sell it to me. I thought usually animals other than the pack animals they bring will be up for sale?
As it stands, in Alpha 17, without mods like Animals Logic, mobs defined as 'pack animals' will not be buyable from traders, no matter if they are actually carrying anything or not. This is why you can't buy animals like Muffalos/Camels/Alpacas from traders that come to you on foot.
#30
Quote from: Ser Kitteh on August 11, 2017, 02:21:56 AM
I'm installing this because I hate myself.

Great job, OP.
Thanks, you masochist, you L:

Quote from: alsoandanswer on August 11, 2017, 03:15:04 AM
it's good, fits the artstyle, definitely going onto the "install" list.

randy will send me some soon anyway :P

anyway, i think a wheel-based mechanoid would be cool.

something like a robo-medic from TF2

https://wiki.teamfortress.com/w/images/thumb/b/be/Medicbot_blu.png/300px-Medicbot_blu.png?t=20140122032000
I probably won't be adding any more mechanoids for now but thanks for the suggestion, I can't believe I haven't thought of adding a wheeled biomechanoid myself, heh.