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#31
Outdated / Re: [A17] Mod Announcements Thread
August 10, 2017, 07:40:18 PM
Mechanoids Extraordinaire - 5 more mechanoid types, to make raids and mechanoid-based events much more interesting!



Available in English as well as Polish.

Topic: https://ludeon.com/forums/index.php?topic=35058.0
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1106719215
#32
Mechanoids Extraordinaire v1.3.2 by Spino



Second mod of mine, turned out I wasn't as lazy as I had originally thought.
Once again, of course, please do inform me if you find any bugs, think anything needs rebalancing, etc.

Description:
Ever thought having only 2 types of mechanoids was kinda... on the boring side?
Ever wanted a purely melee-attacking mechanoid?
Or maybe a mechanoid that would blow up your base and everyone you love with a freaking grenade launcher?
If you have answered "yes" to at least one of those questions, this mod may or may not be for you!

Features:
- 5 new types of mechanoids that will be appearing in raids/poison + psychic ship parts/ancient dangers.
- 1 new artificial body part, the mecha-tentacle, that can be obtained by deconstructing a kraken type mechanoid.

The mechanoids:



Vespa
"Known for their beautiful forms and incredibly swift movements. More than half of vespa's body is made of pure gold.
In contrary to all other types of mechanoids, vespas tend to use cover whenever such is available."


---


Goliath
"Type of a heavy mechanoid, unique in that it tends not to use any weapons, and instead relies on its great physical strength to knock out opponents.
When a goliath gets close to dying, its inner auto-destruction program activates, causing a huge explosion"


---


Hound
"Medium-sized combat mechanoids designed to put the enemy bases to ruins. They use the advanced grenade launchers mounted on their sides to try and blow up anything that gets in their sights. Getting close to them is not advisable due to the sharp, powerful claws installed on their front paws."

---


Kraken
"Huge, grotesque-looking, combat mechanoids. Their four mechanical tentacles are deadly in melee fights - or so they say, as the heavy weaponry krakens tend to be carrying makes it so very rarely anyone even gets a chance to get close to one of them."

---


Chimera
"This strange type of a mechanoid was said to have been made out of scraps of deceased members of its own race. To defend themselves, chimeras use powerful inferno cannons as well as blades, which used to belong to scythers, installed on the tips of their curled tails."

---

Available languages:
- English,
- Polish,
- French.

Download:

CLICK!

Mirror:CLICK!
Steam Workshop: CLICK!

Old versions:

1.2:
CLICK!

1.1:
CLICK!

1.0:
CLICK!

B18:
CLICK!

A17:
CLICK!

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

License:
You are allowed to use it in modpacks as long as you link either this topic or the steam workshop page. You're also allowed to make derivative mods based on this one for personal use.

Changelog:

21.07.2021 - Update #7:
- the mod is now compatible with Rimworld 1.3.
10.10.2020 - Update #6:
- the mod is now compatible with Rimworld 1.2 (courtesy of CancelTherapy!).
26.03.2020 - Update #5:
- added a Brazilian Portuguese translation (courtesy of Felguja!).
22.03.2020 - Update #4:
- the mod is now compatible with Rimworld 1.1.
03.11.2018 - Update #3:
         - 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.
19.12.2017 - Update #2:
         - the mod is now compatible with Rimworld Beta 18,
         - reduced the range of the grenade launcher.
20.08.2017 - Update #1:
         - 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!)

|  |  |  |  |  |  |  |  |  |  |  |  |  |  |

If you like my mods and would like to support me, please consider buying me a coffee :]



|  |  |  |  |  |  |  |  |  |  |  |  |  |  |

Enjoy!
#33
Gotta say, I really love you are using descriptive, very 'Rimworldy' names for the weapons and not actual names of actual real world guns! Because of how well it fits the vanilla game, it's also the only weapon mod in my collection, so thanks a lot for it :]
#34
Translations / Re: Official: Polish
August 02, 2017, 09:47:51 AM
Quote from: mrofa on August 01, 2017, 08:35:46 AM
Spino nie każdy o tym wie
To chyba oczywiste, dlatego właśnie chciałem poinformować o tym autorów tłumaczenia - zobaczyłem błąd, poinformowałem o nim twórców, żadnych pretensji, czy narzekań, po prostu chęć pomocy.
#35
Quote from: kaptain_kavern on August 01, 2017, 08:41:05 PM
Yeah more animals, thank you Spino!
I fucking love the Rhino.

I was about to propose some help for an ADS compatibility patch ;) Thank you Spoon !
Glad you like it, and well, I'm the one who had made the patch, and by saying "by spoonshortage" I just meant that ADS itself was made by Spoon, probably worded it in a bit confusing of a manner, heh.

Quote from: Andy_Dandy on August 02, 2017, 04:05:25 AM
Impressive Vanilla like art style. Good work.
Thank you, good sir :D

Quote from: moonra on August 02, 2017, 08:47:35 AM
Do I need a new map for the update? I'm getting a lot of errors after adding it and just can't load a save that had the old one.
The errors are caused by the existence of unfertilized megafauna eggs in your save that are no longer present in this release of the mod. Here's how to fix it, and get your save back to work:
1. remove megafauna 1.1 from your game,
2. download and install the old version of the mod right here:
mediafire.com/file/tw08gci70pwf0h7/megafauna.zip
3. load your save,
4. remove all the unfertilized eggs from your world, preferably using the "destroy" command from the dev menu (which you can enable in game's options),
5. save your egg-free world,
6. delete the old version of the mod,
7. download the new one again and see if it works.
#36
Mods / Re: Want to see YOUR mod in RimWorld?
August 02, 2017, 06:58:09 AM
Now that I have fixed some bugs/tweaked some things, I'd like to submit the Megafauna mod for this. I did my best to make it fit the vanilla Rimworld art style  :)
At the time of writing this, it adds 14 new rare animals that are all based on extinct species, just like the vanilla megasloth - which this mod was inspired by, by the way!

#37
The first update is here!
Changelog:
         - dropped support for A Dog Said... Easy Patcher (now requires a separate compatibility patch for A Dog Said..., which adds the feature of healing old wounds on animals)
         - reduced spawn rates of the creatures,
         - reduced meat/leather yield of paraceratherium/titanoboa,
         - slightly reduced size of giganthopithecus/titanoboa,
         - fixed problems with selling items to traders,
         - fixed some herbivores not being able to eat live plants,
         - removed unfertilized eggs of arthropleura/titanis/titanoboa,
         - increased size of baby animals,
         - increased market value of the mammoth wool,
         - all the leathers now have different stats as well as market value,
         - added 6 more animals.

Enjoy!
#38
Quote from: Oblitus on July 31, 2017, 11:31:20 AM
Quote from: Spino on July 31, 2017, 11:05:19 AM
Quote from: Oblitus on July 31, 2017, 10:44:39 AM
Entelodonts can't eat live plants too. Is is intended? They are described as omnivorous but are in fact predators.
Them being predators is intended + there already is an omnivorous predator in vanilla Rimworld - the grizzly bear, and we already know how that guy behaves when it comes to searching for food.
Just to make sure - what about Doedicurus?
Was a mere VegetarianAnimal instead of a VegetarianRoughAnimal as well but that's already been fixed - you really think I wouldn't go and double check all of the animals once you told me about the arthropleura? ;p
#39
Quote from: Oblitus on July 31, 2017, 10:44:39 AM
Entelodonts can't eat live plants too. Is is intended? They are described as omnivorous but are in fact predators.
Them being predators is intended + there already is an omnivorous predator in vanilla Rimworld - the grizzly bear, and we already know how that guy behaves when it comes to searching for food.
#40
Quote from: KaiserThurston on July 27, 2017, 06:22:52 PM
First of all, I absolutely loved this mod and the idea behind it.
I have quite a few sugestions of creatures that can be implemented in this mod:

Direwolf
The biggest animal of the canis genre that ever lived.
Weight: 68kg
Height:  98cm
Length: 180cm
Habitat: plains, grasslands, and some forested mountain areas of North America, and in the arid savannah of South America.
Diet: Carnivorous
Source: https://en.wikipedia.org/wiki/Dire_wolf

Josephoartigasia
Looks like a hypo-sized capybara
Weight: 1000kg
Height: 150cm
Length: 300cm
Habitat: estuarine environment or a delta system with forest communities
Diet: Fruits, wood (trees?), aquatic plants
Source: https://en.wikipedia.org/wiki/Josephoartigasia_monesi

Megalania
Gigant komodo lizard
Weight: 320 to 1940kg
Length: 700cm
Habitat: Southern Australia
Diet: fed mostly upon medium to large sized animals, along with other reptiles and small mammals, as well as birds and their eggs and chicks

Meiolania
Huge-ass turtle who reminds me of Blastoise
Weight:?
Length: 250cm
Habitat: Any place where the tortoises are present is fine, I think
Diet: Herbivorous
Source:  https://en.wikipedia.org/wiki/Meiolania

Dodo
Dodo
Smilodon
Saber tooth tiger
Thanks for the suggestions, and well, what I can say in relation to a couple of the creatures you've mentioned is that you may like what I have in store for the new update  ;)
#41
Thanks for this fantastic mod! It's been very useful not only for the purpose of finding that one perfect map I'd actually like to play on but also with testing mods, seeing if the spawn rate of creatures is adjusted correctly and so on. About to try out MR 2.0 and I'm already exited - the new features are looking great  :D
#42
Quote from: Hydromancerx on July 24, 2017, 02:26:20 PM
Do these!

https://www.youtube.com/watch?v=AtVGwHPzyNc
That was actually an interesting watch, thanks for the suggestions!

Quote from: SpaceDorf on July 24, 2017, 04:42:54 PM
Before I become a sinner myself by talking bullshit .. I asked my old friend mr. google who told me to ask ms. wikipedia.

Bodysize Comparison by weight :
       
Arthropleura      : length from 0.3 to 2.3 metres (0.98 to 7.55 ft) and a width up to 50 centimetres
Titanis      : It was 2.5 metres (8.2 ft) tall and weighed approximately 150 kilograms (330 lb)
Entolodonts   : up to 2.1 m (6.9 ft) at the shoulder and a weight of 421 kg (930 lb)
Gigantopithecus : up to 3 m (9.8 ft), and weighing up to 540 kg (1,190 lb)
Titanoboa            : Total length around 12.8 m (42 ft) and weighed about 1,135 kg (2,500 lb)
Doedicurus       : a height of 1.5 metres (4.9 ft) and an overall length of around 4 metres (13 ft). Doedicurus could reach a 
                           mass of approximately 1,910 to 2,370 kilograms
afr. Elephant      : 2.2–4.0 m (7–13 ft) tall at the shoulder and weigh 2,160–6,048 kg (4,762–7–13,330 lb) ( female/male )
ind. Elephant   : about 2.5 m to 3 m high at the shoulder, and rarely exceeding 5 tonnes
Wooly Mammoth: The largest known species reached heights in the region of 4 m (13.1 ft) at the shoulder and weights of up
                           to 8 tonnes while exceptionally large males may have exceeded 12 tonnes               
Paraceratherium : shoulder height was about 4.8 metres (15.7 feet), and the length about 7.4 metres (24.3 feet). is
                           estimated to have been 15 to 20 tonnes (33,000 to 44,000 lb)


okay .. either accepting, that elephants are way to small and light on the Rim and maybe a genetic rebirth of the dwarf elephant for better use in space ...  or calculating with 400 RimKg being about 2-6 metric tons .. yeah .. uhm ...
Thanks alot Tynan ...

loook I added a picture :
--- edit ---
the red blob next to the human and snake is the arthropleura .. which is a lot smaller than I first thought ..
I forgot the Chocobo and the Wrecking Ball .. but those where all right in size ..
Well yeah, I didn't set their weights to be scientifically correct but more or less proportionally correct to the animals that were already in the game.

Quote from: Oblitus on July 25, 2017, 08:55:59 AM
Arthropleura can't eat live plants - is it intentional?

Paraceratherium has quite high chance to attack on tame attempt, more than some predators. Not very "gentle".
1. No, it is not, but I've fixed it already. Turned out it's because I had accidentally set its foodtype to "VegetarianAnimal" instead of "VegetarianRoughAnimal", thanks for pointing it out.

2. Well, story-like descriptions and game mechanics are two different things, and I wanted to make taming of paraceratherium at least a tad risky, as it was designed to be one of the best animals in this mod.

Quote from: giannikampa on July 25, 2017, 02:43:02 PM
Hi!
can I request an animal with these specs?

- Insect, the model is your choice
- eats ONLY rotten and bones
- resist barely any temperature
- spawn as local fauna in any biome
- leaves if starving
- chance to fight back
- any health/strengt values you think would fit (i suggest small numbers as it is an insect)
- drops insect meat


i would appreciate this in my games
tanks
I appreciate the suggestion but this mod is supposed to be about animals that have actually existed, and not fictional ones, sorry, man.

Quote from: Oblitus on July 26, 2017, 04:08:39 AM
Arthropleuras lays eggs, but they are never fertilized.

Titanis eggs are very expensive, even if not fertilized, but as food are no better than any other eggs.
Both of those issues will be gone in the next release as I've decided to remove unfertilized eggs of all the animals in the mod altogether. However, I also want to point out that even unfertilized eggs of something like a terror bird should be worth more than chicken eggs. Even if, as food, they are worth just as much as them - it's an egg laid by an extinct species brought back to life, like come on.

Quote from: moonra on July 27, 2017, 02:34:39 AM
So much money I can't make  :'(
Got a manhunter pack with 29 of those, I thought they'd give me trouble but they're very slow so they came nowhere close to overwhelming my killbox.


Just keep them shells in a safe place and wait patiently for an update, it should be done fairly soon :]
#43
Just wanted to say that you were right, making a patch for AA was really easy - did one today for my animal mod!
Solid job on this one, man!
#44
Quote from: moonra on July 20, 2017, 11:32:32 PM
I got this when trying to sell Doedicurus shells to an exotic goods ship:

Exception filling window for RimWorld.Dialog_Trade: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.CompEquippable.get_Holder () [0x00000] in <filename unknown>:0
  at Verse.CompEquippable.PostDestroy (DestroyMode mode, Verse.Map previousMap) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Destroy (DestroyMode mode) [0x00000] in <filename unknown>:0
  at Verse.Thing.TryAbsorbStack (Verse.Thing other, Boolean respectStackLimit) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.TryAbsorbStack (Verse.Thing other, Boolean respectStackLimit) [0x00000] in <filename unknown>:0
  at RimWorld.TradeShip.GiveSoldThingToTrader (Verse.Thing toGive, Int32 countToGive, Verse.Pawn playerNegotiator) [0x00000] in <filename unknown>:0
  at RimWorld.Tradeable.<ResolveTrade>m__52A (Verse.Thing thing, Int32 countToTransfer) [0x00000] in <filename unknown>:0
  at RimWorld.TransferableUtility.TransferNoSplit (System.Collections.Generic.List`1 things, Int32 count, System.Action`2 transfer, Boolean removeIfTakingEntireThing, Boolean errorIfNotEnoughThings) [0x00000] in <filename unknown>:0
  at RimWorld.Tradeable.ResolveTrade () [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal.TryExecute (System.Boolean& actuallyTraded) [0x00000] in <filename unknown>:0
  at RimWorld.Dialog_Trade.<DoWindowContents>m__69F () [0x00000] in <filename unknown>:0
  at RimWorld.Dialog_Trade.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey2C4.<>m__1B1 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Oh, and every time I tried to complete the trade it deleted one but didn't do the trade, only when I had no more shells.
Yes, there's an issue with selling the shells right now but I'm currently working on an update and I believe I did manage to fix it already!

Quote from: SpaceDorf on July 21, 2017, 10:24:52 PM
The Snake is beautiful too big, it just looks weird next to every other creature in the game, even without comparing the sizes.

Here is a picture of a Titanoboa with 350kg and an Elephant with 280kg . The Elephant has nearly the same weight ( I think they are on the light side anyway with barely 300kg. ) But the Snake looks like it would swallow the Elephant whole.
It is nearly as big as the Paraceratherium which has about 700kg
I don't think Titanoboa is too big (though I may make it a tad smaller in the next update), it's just that its weight is set wrong. I did have to set the weights of animals somewhat blindly and naturally, I didn't get them right in all cases, hah.
#45
Quote from: tobe on July 20, 2017, 01:31:01 PM
how should i put it in mod list for a dog said ?
after dog said and dog said easy patcher?
or before them??

It should go like this, with ADS being the first one installed:
A Dog Said --> A Dog Said Easy Patcher --> Megafauna/any other animal mod