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Messages - SargBjornson

#31
Releases / Re: [1.0] RimBees - 2.0 (26/29/19)
September 28, 2019, 03:13:00 AM
It's not a bug, it's a feature!

No, really :) The bees HAVE to go outside, so they need the map temperature to be adequate. This is to force you to use the climatized (and with the update, advanced climatized) beehouses to progress in "hard" biomes. Also, as far as I know, you can't have honey bees easily pollinate in a greenhouse!

As for plant pollination, bonus to plant growth would be laggy with many beehouses, so the way I coded it is that any crop harvested in a 6 tiles radius of a working beehouse has a 25% chance to be automatically replanted at 0.25 growth, thus increasing total crop yield in the medium term. Much more CPU friendly!
#32
Releases / Re: [1.0] RimBees - 2.0 (26/29/19)
September 26, 2019, 09:55:00 AM
v2.0: HUGE update, almost all the mod has been rewritten and remade:

Major changes:

    New Beekeeping work type, separate from Hauling and Crafting, and asigned to all Beehouses and Workbenches.
    Bee insertion jobs can now be queued using RimWorld's job system. Queens and Drones can also be queued separately. The mod no longer forces a colonist to abandon its job to insert bees. That was rude.
    Bee research workbench: this new building allows you to expend bee honeys and waxes to discover new bee combinations of the highest bee tiers.
    Added a "extract from any comb" recipe to the honey centrifuge (the advanced centrifuge is still manual to balance the op-ness of bulk recipes)
    Pollination: with this new mechanic every crop in a 6 tiles radius of a working beehouse has a 25% chance to be instantly replanted with bonus growth when harvested. This requires the beehouse to be working at the time of the harvest (I did this instead of a bonus to growth to avoid lagging the game).
    8 new bees providing vanilla resources that the original mod hadn't covered.

Minor changes:

    Almost nothing is hardcoded anymore, allowing anyone to change XMLs to create new bees, combs and even beehouses! It works, it just works!
    Added compatibility with Alpha Biomes, Nature is Pretty Sweet, Advanced Biomes and the LOTR Mallorn Forest
    New Advanced Climatized Beehouse, which works in any biome without a speed penalty.
    New Advanced Climatization research
    Most merchants now sell Mild and Temperate drones and queens, to kickstart your bee adventures if your biome sucks!
    Colonists are now eating the Honey pop normally
    Brood chamber now produces around 5 times more Drones than Queens
    Comb centrifuge recipes no longer need Animals skill, but Crafting
    Electric beehouses now properly stop if not powered
    Advanced beehouse provides a 25% speed boost, up from 10%
    Climatized beehouse works at 40% of base speed, up from 30%
    Added new categories for Honeys and Waxes
    Added white honey, tasty honey and psychotropic honey
    Added Heavywax, Steelwax and Blue beeswax
    Added floors for these new waxes
    Added refinery recipe to turn excess wax into chemfuel
    Many buildings in the mod are now stuffed, so you can build a beehouse out of Mycotic Jungle mushroom stalks!
    Properly rotated the workbench and the centrifuges' graphics
    Fixed the error where brood and hybridization chambers would pop errors if their beehouse was destroyed
    Removed waxes from always beeing shown at the reseource readout
    Chef bees now produce fine honey meals instead of regular ones
    Typos in waxes fixed

#33
I don't touch CE, you'd have to ask the person who made the patch!
#34
Releases / Re: [1.0] Alpha Animals - 1.4 (18/05/19)
September 08, 2019, 02:32:34 PM
Either a Needlepost or a Needleroll!
#35
Mods / Re: [Req] Steel Slag EATING ANIMALS
September 02, 2019, 03:39:38 AM
I tried to make animals that eat specific things, but it is harder than it sounds due to the way it is coded (it uses binary flags, yuck). A person who knows how to code properly could probably do it, but it is above my abilities, sadly, because I had SO many weird ideas
#36
Mods / Re: Can anyone champion my mod idea?
September 02, 2019, 03:36:26 AM
Hey XND, can I use the nocturnal code for the Nightlings in Alpha Animals? Instead of coding it properly what I did was hitting the code with a brick until it did *something* resembling nocturnal behaviour, but it has a LOT of mod incompatibilities (Hunt for me, for example)
#37
Releases / Re: [1.0] Verb Expansion Framework (v1.1.3)
August 21, 2019, 12:04:50 PM
I still haven't had time to adapt my mods :( One question, some people have complained that the old framework ignored shield belts, have you perchance tested with that?
#38
Releases / [1.2] Alpha Biomes
August 21, 2019, 11:57:46 AM

Adds multiple unique new biomes to Rimworld.
   
Features

Adds 10 new diverse biomes to your Rimworlds. The mod has been designed with the Alpha Animals mod in mind, although it is not a requirement.


  • The Mycotic Jungle: a warm and humid biome filled with HUGE mushrooms. Home to the Wildpod and some weird mushroom varieties of usual creatures.
  • The Gallatross Graveyard: an arid temperate biome, littered with the skeletal remains of ancient beasts.
  • The Feralisk Infested Jungle: a warm, wet biome with incredibly dense vegetation, filled to the brink with extremely dangerous predatory spiders.
  • The Ocular Forest: a weird transdimensional realm intruding upon our Universe. Home to strange new flora and fauna.
  • The Gelatinous Superorganism: a swampy biome that is actually the upper surface of an extraordinarily large mold-like creature. No rocks to be found, but plenty of food.
  • The Mechanoid Intrusion: a desolate temperate biome with mechanical ruins. Apparently an ancient mechanoid attempt at turning the planet into a megastructure.
  • The Propane Lakes: a frozen wasteland, colder than the most inhospitable Sea Ice, but teeming with aberrant flora and fauna.
  • The Forsaken Crags: permanently clouded by a preternatural darkness, light is the most valuable commodity in this desertic landscape. Inspired by (and compatible with) the Forsakens mod.
  • The Tar Pits: an arid biome rich in vegetation, filled with treacherous tar pits that make movement quite difficult. Beware the Bumbledrone hives!
  • The Pyroclastic Conflagration: a volcanic expanse of unrelenting and brutal nature. Fire and lava are both your worst enemy and your best friend in this biome.

The biomes have been tweaked so they don't take too much space in the world map, and you might have to generate a planet again if some biome is not appearing, since they have different temperature and humidity characteristics.

Issues
Balance is obviously always a concern, although it has been playtested. Feel free to tell me if you think something is too wacky.

Plans for the future
Obviously, more biomes!

Compatibility
Compatible with any other biome mod
Compatible with Alpha Animals (obviously)
Compatible with Dinosauria
Compatible with Megafauna
Compatible with Animal Collab Project
Compatible with Rim of Madness - Bones
Uses Harmony (no need to download)
Uses ModCheck (no need to download)

Downloads
Steam
GitHub

Credit
Bone planet: Hyptosis https://opengameart.org/content/bone-planet
Some sounds by Mike Koenig at http://soundbible.com

Changelog
See full changelog on GitHub
#39
Guys, girls, and other assorted things, I'm finally working on a Wiki, and adding as many creatures from multiple mods as possible: https://rimworld-bestiary.fandom.com/wiki/RimWorld_Bestiary_Wiki

If anyone feels like helping, it would be very welcome
#40
Releases / Re: [1.0] Alpha Animals - 1.4 (18/05/19)
August 20, 2019, 08:28:39 AM
Indeed!
#41
Releases / Re: [1.0] Alpha Animals - 1.4 (18/05/19)
August 20, 2019, 02:30:28 AM
Yeah, unfortunately it's an error with the AnimalVariations .dll. Just ignore it, it's harmless
#42
Magical Menagerie

Features

Adds 12 new creatures to the diverse biomes of your Rimworlds, all of them based on mythological and magical creatures from different ancient cultures and sources. Similar to Alpha Animals, the philosophy of this mod is that every new creature tries to bring some new mechanic into the game, whether it be fire breathing cattle, acid and poison spewing behemoth, or faster than average steed. Some of the mechanics are simple, others much more complex.

Animals will spawn with different rates in different biomes, and should appear at the same rate as vanilla animals (wolves have been taken as a benchmark, not rats).

Bear in mind that spawn probabilities have been calculated with no other animal mods installed. If you have, for example, Animal Collab Project, less animals from this mod will appear, obviously.


 

 

 

 

 

 

Download
On Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1821617793
On GitHub: https://github.com/juanosarg/MagicalMenagerie/releases

Issues

There shouldn't be any. Balance is obviously always a concern, although it has been playtested. Feel free to tell me if you think something is too wacky.

Plans for the future

Obviously, more animals!

Compatibility
Compatible with A Dog Said...
Compatible with the implants from Genetic Rim and gene extraction
Compatible with Nature's Pretty Sweet
Compatible with Advanced Biomes
Compatible with Lords of the Rims - Elves (mallorn biome)
Compatible with A RimWorld of Magic (animals drop Raw Magicyte)
Uses Harmony (no need to download)
Uses ModCheck (no need to download)

Credit
Some sounds by Mike Koenig at http://soundbible.com
Some sounds by Stephan Schutze at http://soundbible.com
Fire sound by JaBa at http://soundbible.com/1902-Fire-Burning.html
https://www.freesoundeffects.com/
Horse sounds by soundslikewillem https://freesound.org/people/soundslikewillem/sounds/418428/
"Horse Whinny, Close, A.wav" by InspectorJ (www.jshaw.co.uk) of Freesound.org

Changelog
v1.0: Release version (01/08/19)
v0.1: Prerelease

#43
Awesome, I'll run some tests and switch over!
#44
Heeeey, awesome! Did you perchance test it with one of the animal mods? I'd love to add multiple ranged attacks per creature :)
#45
The game will say that you have won, but you keep your colonists so you can keep playing afterwards, and use the centipede to destroy all your enemies with (almost) total impunity. You can also keep playing after the vanilla ship has landed, but you usually don't because you don't have colonists :)

Bisons for the moment produce muffalo genes, yes, it's on purpose. If I decide to make a compat patch that will obviously change! Oskar was interested in collaborating, but real life got in the way.