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Messages - SargBjornson

#151
Releases / Re: [1.0] Alpha Animals - 1.05 (29/10/18)
October 30, 2018, 02:39:05 AM
Sorry, I coded everything directly for 1.0!
#152
Releases / Re: [1.0] Alpha Animals - 1.02 (22/10/18)
October 29, 2018, 07:12:15 AM
New batch of bugfixes!

v1.05:

- Implemented Animal Collab Project's AnimalVariations to make the Meadowaves not missbehave
- Added toggles in Mod Options for the cactipine drop pod event and the spider clutchmother events
- Meadowave and Mammoth Worm are now pack beasts
- Fixed A Dog Said compatibility
- Fixed A Dog Said doing weird things like applying a Jaw Implant to ears, for example
- Rebalanced all event types and chances
- Increased Wildpod's wildness to make it less overpowered when tamed early
- Decreased wildpod's blunt defense to 1, so they can't be harmed by bullets, but they will lose health in melee. They still die super fast with fire
- Wildpods and Wildpawns now state in the description that their offspring isn't born tamed (cause spores)
- Wildpods and Wildpawns can now be farmed for small amounts of raw fungus
- Corrected super high needleroll spawn rates. They are on par with Iguanas
- Spider clutchmothers won't eat their children now
- Corpses dug by frostmites will now spawn forbidden
- Toned down the volume and map spread of the grinding sound made by a Summit Crab
- Fixed cactipine droppod building double description
- Fixed bug where Mammoth Worm wasn't eating grass
- Fixed bug where Raptor Shrimp wasn't using arms to attack
#153
Releases / Re: [1.0] Alpha Animals - 1.02 (22/10/18)
October 29, 2018, 07:11:28 AM
Regarding nightlings, that wasn't on purpose, but I love it :D

Regarding cactipines, they indeed yield no meat. They can be butchered though to get some vegetable-like meat called "cactus meat".

Regarding the cactipine pod, you can just deconstruct if, or destroy it. It is supposed to be a nuisance rather than a threat. The whole event can be deactivated in the Mod Options if you don't like it. It's almost free vegetables, though ;)
#154
Uh, yeah, they should. The recipe includes Mega Scarab corpses
#155
Releases / Re: [1.0] Alpha Animals - 1.02 (22/10/18)
October 24, 2018, 12:38:42 PM
Quote from: ISO87 on October 24, 2018, 11:15:25 AM
After updating from 1.0.2 to 1.0.4, the textures of the PebbleMit don't appear in game

Well, today I learned GitHub isn't case sensitive for image names, which is incredibly stupid. You can redownload it now, it's fixed!

As for the gallatross, it gives 180 leather and 540 meat, I'd say that's already A LOT. It is much better to have it tamed, though. If you can train it, it is a mobile artillery turret
#156
Releases / Re: [1.0] Alpha Animals - 1.02 (22/10/18)
October 23, 2018, 02:33:11 AM
Quote from: 123nick on October 22, 2018, 10:55:39 PM
also, did the bug with the ferralisk clutch mother eating its own eggs get fixed?

Derp! Missed it! Fixing it on next update, today or tomorrow at the latest :)
#157
Releases / Re: [1.0] Alpha Animals - 1.02 (22/10/18)
October 22, 2018, 05:44:44 PM
It's the Animus Vox, yeah! It has a psionic nuzzle ability that has a better mood buff than normal pets. RimWorld doesn't have anything psionic in vanilla, does it? Can't recall seeing it
#158
Releases / Re: [1.0] Alpha Animals - 1.02 (22/10/18)
October 22, 2018, 03:19:29 PM
Also, barbeques, you shouldn't do barbeques in the forest
#159
Releases / Re: [1.0] Alpha Animals - 1.02 (22/10/18)
October 22, 2018, 03:05:25 PM
Some new creatures coming next:



These are all based on designs drafted by A_Friend :)
#160
Unfinished / Re: [WIP] [1.0] Alpha Animals
October 22, 2018, 02:38:15 PM
Toxic damage just goes away with time! It's the same damage as the toxic fallout
#161
Releases / Re: [1.0] Alpha Animals - 1.02 (22/10/18)
October 22, 2018, 09:40:27 AM
Ohhhh, I forgot the devilsheep!

Regarding the queen, I think it won't be necessary! Black Hive hives don't produce any more insects, they are not like the vanilla ones :)

That isn't to say the insect queen concept isn't cool, though ;)
#162
Help / Re: Ranged Verb from hediffDef
October 22, 2018, 05:57:16 AM
Aww, I'm sorry ilikegoodfood, I didn't want to give the impression that I'm ignoring you. Sorry :(

I'm just incredibly overworked right now, both in my real job and in my hobby (modding RimWorld). Even if I wasn't, I'm an atrocious team player (yeah, luckily I'm a teacher, and self-employed, so I don't need to say that in any interviews XD), so I tend to avoid working together in modding. I try to help as much as I can, but being part of a modding group guarantees everyone will be fed up with me.

To be honest, I think you DO have the skills to pull it off. You seem to be a better programmer than me! Like I told you, I code by throwing shit at a problem till it seems to fix itself XD

Personally, I wouldn't use a ranged framework that was an extension of Jecstools, mainly because I don't want my mods to be dependent on yet another third party mod. That's why I try to reinvent the wheel almost every time I need something. It's more work, but I don't need to wait for other to update their code. An exception to this is Modcheck. I'd certainly use an updated standalone framework.

On a different note, [SYR] bullet casings was giving an error because one of its Harmony patches was looking for the pawns equipment when they fired. Since animals don't have equipment, it was giving the dreaded System.NullReferenceException: Object reference not set to an instance of an object. I noticed it only checked for guns with a muzzleFlashScale greater than 0, so I just made all animals not have a muzzleFlashScale, since it isn't really important at all. Saves me having to contact Syrchalis for such a minor thing ;)
#163
Releases / Re: [1.0] Alpha Animals
October 22, 2018, 05:35:12 AM
Updated with lots of small bugfixes and balance tweaks! Most of your suggestions and bug reports should be here. If not, tell me! And keep them coming, I alone wouldn't have been able to catch them all:

- Consolidated all insects meat as... well... insect meat
- VGP patch to make Feralisks, Blizzarisks and Dunealisks drop silks that can be used in the looms
- Slightly reduced the commonality of some events
- Arctic Lion is now a predator as it should be
- Aerofleets are now not prey, or they burn the whole map!
- Frostmite corpse digging reduced to 1/4
- Animal prices reduced to bring them in line with vanilla animals.
- Arctic lion will now drop its invisibility if killed in one shot
- Summit Crab won't keep crushing things if downed / unconscious
- Checked Camera+ compatibility, seems to work fine
- Groundrunners mine less often. They are even lazier now! Should mine slightly more often than a hauler creature Hauls.
- Made compatible with [SYR] Bullet Casings
- Fixed TetraSlugs. They were looking for batteries outside map boundaries!
- Megalouse and Mammoth worm now have manipulation, so they should have 62% base hit like all other animals. The Needlepost and TetraSlug will always be shoddy on melee, due to having no limbs, but they have ranged to compensate.
- Cactipines should no longer spawn with player's faction, and their droppods have a lifetime of three days, so they won't endlessly spawn and cook the alive in an enclosed space (this was SO hilarious)
- Groundrunners now have a shorter gestation period.
- Ironhusk beetles have a decent armor rating now, due to iron plates. Not invincible by any means, though. Think tortoises.
- Tweaked needlepost's size to make it drop less leather and meat
- Tweaked needlepost's need for sunlight to avoid them dying so easily
- Slightly increased Black Hive ranged damage. Coupled with Megalouse and Mammoth Worm now being able to... uh... HIT things, the Black Hive raids shouldn't be such a pushover now.
- Tried to fix extremely buggy Nightling nocturnal cycle, Rest bar won't flicker now, and their attacks shouldn't be interrupted often. They might take a nap or two during the night if they are not busy and not hungry, but that's ok.


I'm working now on seeing if I can toggle individual animal spawning. This requires Harmony.
#164
Help / Re: Ranged Verb from hediffDef
October 21, 2018, 09:12:53 AM
I discovered both versions of the framework were working because I didn't change them at all XD I just added new projectile classes, but didn't tweak the main class. So basically it was duplicated, and I guess the game doesn't care if you have two external libraries with an identical class.

However, I'm having ALL sorts of problems due to interactions with other mods. For example, there is a mod that adds spent bullet casings every time a pawn fires a gun, and it is interacting weirdly with the framework.

AFAIK, the framework is 100% unmaintained, so if you decide to pick it up and improve it, I don't think anyone would complain.
#165
Releases / Re: [1.0] Alpha Animals
October 21, 2018, 03:31:42 AM
That's a big possibility! I'll have to do some testing to tweak their values. Thanks!