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Messages - SargBjornson

#136
Releases / Re: [1.0] RimBees - 1.01 (12/11/18)
November 12, 2018, 02:29:28 PM
Update available!

v1.01:

Added rotatable graphics for Beekeeping workbench, Honey Centrifuge and Advanced Centrifuge
Added a 30% penalty to the Honey Centrifuge if electricity is not present, so basic bees can be used in tribal starts (hybridization will still need electricity)
Fixed advanced beehive short circuits in rain
Fixed adaptive honey label mistakenly calling it blue honey
Fixed wild beehives so they get destroyed if ruined by temperature, just like bees are

Quote from: sidfu on November 11, 2018, 10:07:22 PM
hopely u make them need flowers around them like the other honey mod.

Some of them need specific flowers or materials, but most have enough with wild flowers that are in the map

Quote from: DiamondBorne on November 10, 2018, 01:17:19 AM
Please resurrect the Apini and integrate with this mod too, I missed all the beeings in Rimworld.  :'(

AFAIK they are working on it, else I would have offered to help

Quote from: Ruisuki on November 06, 2018, 07:00:06 PM
His plan was for bees to modify the harvest not the soil fertility what do you think?

I looked into Canute's idea, but it would require Harmony transpilers to do it OK, and I just... ugh...
#137
Releases / Re: [1.0] Alpha Animals - 1.08 (12/11/18)
November 12, 2018, 05:46:30 AM
Attaching a transparent, glowing building to an apparel, that's genius. I'll have to see if it can be done directly with a pawn!
#138
Releases / Re: [1.0] Alpha Animals - 1.07 (04/11/18)
November 12, 2018, 05:09:03 AM
New update!

v1.08:

    Re-added Raptor Shrimp manhunter on tame and damage changes (they were deleted somehow)
    Balanced slurrypede's total paste yield to 10 per day
    Made slurrypede's paste way more disgusting to make them less OP. Prisoners love it, though!
    Frostmites are now carnivores (but not predators) so they can be fed meat to tame them.
    Groundrunners now mine at skill level 10, at the same rate any hauling animal does
    Tetraslug can't be manhunters now (too slow)
    Increased even more clutchmother's wildness to make them less attractive to tame (can't avoid self taming due to how it is coded in vanilla, though)
    Made clutchmother events even slightly less common
    Cactipine droppods now release desert ambrosia if you let the 3 days expire, to give an incentive to not deconstruct them inmediately
    Fixed small typo in Gallatross letter
    Reduced summit crab grinding sound effect even further. Shouldn't be heard more than 1 screen away

Quote from: jpinard on November 11, 2018, 04:08:50 PM
If I have a bunch of events disabled at game start, then enable them later.  Will they trigger even though I didn't initially have them running for a while?

Sure, it is a flag that is applied when the event is going to be fired by the game

Quote from: Vintorez on November 11, 2018, 09:21:47 AM
Having a strange issue, I'm playing with the Call of Cthulhu mods...

No idea... It shouldn't, since it does nothing very out of the ordinary, but mod interaction is unpredictable.

Quote from: ptx on November 04, 2018, 07:53:18 PM
Your animal collection lacks Bioluminescence

I tried, but the game won't render moving lights :(
#139
Unfinished / Re: [WIP] [1.0] RimBees
November 06, 2018, 06:50:06 AM
#140
Releases / [1.0-1.1] RimBees - 4.0 (30/07/20)
November 06, 2018, 06:12:02 AM
RimBees

Welcome to RimBees! One day I was thinking, "what does RimWorld need?" It needs bees, of course! Not just a simple mod where you can get some bees, and they produce some honey, and that's it. No, I mean a full fledged mod in the spirit of modded Minecraft, where you can crossbreed different species of bees to get all sorts of bizarre creations (I'm seeing a trend in my mods, uh...) that produce all kinds of resources so that, with a certain amount of work, you can run a colony entirely on bees.

This mod draws inspiration from the Forestry mod for Minecraft, as well as from the Frackin Universe mod for Starbound, but tries to be also adapted to the characteristics of RimWorld.

Features
- Beekeeping: find wild bees in all biomes, build beehouses to put them to work! A single beehouse won't do much, so prepare to build a few. Are you in an extreme biome? There are low-efficiency climatized beehouses available for you until you can get bees that modify allowed temperatures!

- Bee breeding: Mix two breeds of bees in a beehouse, and use a brood chamber to multiply them, and an hybridization chamber to get new species (more than 30)!

- Honey making: Centrifuge the combs produced by the bees to get honey and wax.

- Cooking and building: honey can be used as an ingredient in cooking, and wax can be used as a building material.

- Mead brewing: turn honey into mead to make your colonists happy (and drunk)

- Wax lighting: candles are a quaint and cheap way to light your base

- Resource gathering: many of the bees produce combs with more things than honey and wax. Will you find the Luciferium-producing bees?

- Research: discover new exciting bee combinations

- Pollination: plan your growing zones around your beehives and increase your crop production

Awesome animation by Chicken Plucker

Wiki
All mod info available at https://rimworld-bestiary.fandom.com/wiki/RimBees

Issues
Balance is always a work in progress!

Notes
Most of the mod is pretty well explained in the item and research project descriptions. I have also created a simple crossbreeding chart to help you get started!



Plans for the future
More bees!

License
I honestly don't care, use this as you wish. I even included the source for the c# part.

Download
Current release, updated for Rimworld Release version, can be downloaded at:
GitHub
Steam Workshop

Compatibility
Right now, the mod shouldn't give problems. In the future, I'll add patches to make new bee species that give modded materials

Credit

Fancy Food Items by KanaX: https://forums.rpgmakerweb.com/index.php?threads/fancy-food-items.44398/
Wax floor textures from the Apini Mod: https://ludeon.com/forums/index.php?topic=31076.0
Thanks to TheSevenSins for helping on the 2.0 update

Changelog
v4.0: Complete retexture of the mod from the gound up (30/07/20)
v3.0: Updated to RimWorld 1.1 (19/02/20)
v2.032: Added mushroom tree hives for the Mycotic Forest in Alpha Biomes (10/11/19)
v2.031: Fixed bug with mead fermenting barrels (4/11/19)
v2.01: Added properties to honeys so they transfer their special stats to meads and other food. Fixed adding chambers to beehouse blueprints. Added an option to automatically add a growing zone around beehouses (29/09/19)
v2.0: Updated everything. Beekeeping work type, queueing of bee jobs, externalization of most code on XML files, "extract from any comb" recipe, added 8 new bees, new combs, new honeys, new waxes. Seriously, check the changelog on GitHub because I almost rewrote the entire mod (26/09/19)
v1.01: Bugfixes. Added rotatable workbenches (12/11/18)
v1.0: Release version (06/11/18)
#141
That shouldn't be caused by any of these two mods. The Meadowaves are literally just plain animals with a speed of 9, the only weird thing they have is they use a random skin, which won't affect that at all. You must have another mpd messing things up.
#142
Like for example that hook for my animals we talked about! I was first in demanding things from you!! XDDD
#143
Releases / Re: [1.0] Alpha Animals - 1.07 (04/11/18)
November 04, 2018, 04:55:22 AM
I'm not seeing any .vs folder on GitHub that is 10MB... The only ones I see are inside the DLL sources (vs from Visual Studio, I suppose) and they are all less than 1 MB.

And in any case, 10MB hasn't been a lot of data for a long, looooong time
#144
Releases / Re: [1.0] Alpha Animals - 1.06 (31/10/18)
November 04, 2018, 03:43:07 AM
New update, 1.07!

v1.07:

    Added two new animals: the Slurrypede, a half-mechanoid creature who consumes organic matter and produces nutrient paste, and the Bumbledrone, a peaceful creature with a very mean venom
    Added new event: Bumbledrone queen migration. Tame this one if you want your own bumbledrone army
    Increased Bouldermit lifespan to be inline with the lore
    Made Gallatross not appear as a manhunter
    Made Gallatross inmune to insanity lance. It pities your puny lance. It eats lances for breakfast. Well, not really, they are too crunchy
    Tweaked the hunger rate of many carnivores to avoid them depelting the ecosystems
    Fixed Slug body type
    Small fix to VGP patch giving incorrect number for hyperweave
    Balanced basic insect chitin, since it was way too powerful still, and it is increasingly easier to obtain as more creatures are added
    Increased minimum refire days of most events so they are not spammed too often
    Changed man and mix temperatures of the Dunealisk and Blizzarisk to avoid a situation where the three types of clutchmother would spawn on the same map, and people were getting their asses kicked in a spiderpocalyse

#145
Releases / Re: [1.0] Alpha Animals - 1.06 (31/10/18)
November 04, 2018, 03:42:21 AM
Quote from: Giraffe on November 03, 2018, 10:54:49 PM
giddyup compatibility would make this a must download

All mods work with Giddy-Up!
#146
Releases / Re: [1.0] Alpha Animals - 1.06 (31/10/18)
November 01, 2018, 11:40:39 AM
Right now only the arctic lion attack, the summit crab and the black hive raids are on the ThreatBig category, the other events are Misc
#147
Releases / Re: [1.0] Alpha Animals - 1.06 (31/10/18)
October 31, 2018, 04:17:48 PM
Quote from: ptx on October 31, 2018, 02:59:27 PM
VGP patch, Blizzarisk, the text says fifteen fabric, while the products are 11.

Thanks, changing that in next update!

Regarding the slugs, I want them to be slow, they are slugs :) I can make Genetic Rim make some weird implants for them hehehehe
#148
Releases / Re: [1.0] Alpha Animals - 1.06 (31/10/18)
October 31, 2018, 02:57:45 PM
Huh? Leather values are in line with vanilla values... They oscillate between 3 (same as elephant or fox, less than bear) and 4.2 (same as rhinoceros). The exception is gallatross leather at 16, which is more than thrumbo leather at 14, but it is also quite better, and gallatross can kick your ass better than a thrumbo XD
#149
Releases / Re: [1.0] Alpha Animals - 1.05 (29/10/18)
October 31, 2018, 07:25:04 AM
v1.06:

    Added several coat variations to many animals from the mod. Credit goes to Xen and Cucumpear for their awesome work in AnimalCollabProject.
    Added event toggles in Mod Options for Aerofleet migrations, Gallatross migrations and the Summit Crab event.
    Made Needlerolls and Needleposts more resistant to lack of light. They shouldn't die so fast now.
    Made Tetraslugs less hungry, to avoid starvation due to their slow speed.
    Re-balanced leather strengths so they are no longer stronger than hyperweave in some cases (!!!)

#150
Releases / Re: [1.0] Alpha Animals - 1.05 (29/10/18)
October 30, 2018, 05:09:47 AM
Yeah, the concept was cool, but WAY too OP in practice