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Messages - SargBjornson

#331
Update time! This update adds quite a lot of content and bugfixes:

- Alpha creatures: a new process to modify vanilla creatures to get advanced versions of them. 9 creatures added for now.

- Recycler: a way to get organic pulp from corpses instead of wood.

- Age pills: mature your animals quickly with this medicine.

- Taming is gone! Incubators will just pop colony owned animals now.
#332
Yeah, I like that idea, I'm going to try that :)

One problem I found is that age can only be increased 1 year (or multiples). You can't advance age by 3 months, for example, since the only method inside the age controller class that can be externally accessed is the one that the debug menu uses >.<

Or I can rewrite the whole age controller, so... no XD
#333
Quote from: TOWC on September 09, 2017, 03:13:29 PM
Well, I'm not really into the programming(like, not at all, just having a hunch of how it works sometimes), but I'm pretty sure, that maybe, MAYBE, you can modify pawn's biological age in the same way the chronological age is modified when the pawn being in the casket for prolonged periods of time.

Or, if you're choosing the path of mighty implants, you may just add some extra simple functions, like "when the implant is installed, make every *specific period of time* make c=c+1 where c=*variable for the biological age of pawn with installed implant*" or smth like that.

Forgive me, if I'm spitting nonsense, just a total outsider's look at the technical side of the things.

Soooo... It's been three harrowing days, and all I've done in my spare time is trying to code a way to make this work. I was THIS close, but for now I'm giving up hahaha. I managed to create a new type of surgery, called "carry to age acceleration pod", and the pawn starts to carry the animal to the pod, and then it stops. Why? Who knows? No error, no nothing, the job just stops...

I'm going to leave it for a few days and then revisit it, because I don't want to get burned XD

Quote from: LoadStar81 on September 12, 2017, 12:19:26 AM
But please stay away from the beavers.  We don't need hordes of thrumbeavers devouring every tree in a single day.  :p

Ohhh, there's a neat idea
#334
Ohhhh, I see... I'm clueless XD

The code and behavior of the beetles in-game is not perfect, but it would really make me happy to have helped, even if by accident hahaha
#335
Actually, it was an old file that was here in the forums, and as far as I'm aware, licensed to be used without problems. All I did was update it to a17 (think it was a14 or something like that).

I'm going to message him, though, don't want any problems
#336
Quote from: TOWC on September 07, 2017, 12:25:36 PM
Also, I'm pretty sure someone have already said this, but including some aging accelerators(like a medicine, or, maybe, like pods, where you put your colonists/pets/prisoners) would be a fine addition to the mod and the game as the whole, because growing the thrumbo hybrids, for example, takes lots of time and until they fully grow up they are pretty useless. Tho, it's not necessary, just a food for your thoughts.

Yeah, I think it has been requested several times! And it is an amazing idea! One way to do it would be via implants, since you can connect them to a C# class. Not sure if the animals age can be modified in real time, though it can probably be done using the same functions dev mode uses to make the animal 1 year older. I'll have to tinker around :)
#337
Quote from: kubolek01 on August 26, 2017, 11:10:07 AM
One more thing. Link to ADS patcher leads to (sigh...) Steam Workshop! Would you find and put universal link there, not Steam-only?

Hey man, found it for you, it was right on these forums! I just updated the original post in this thread

Quote from: TOWC on September 06, 2017, 05:29:46 PM
But why creating a new turtle, if there're already turtles in the game? And they are not even that hard to breed. I mean, what's the point if they are big or small?

Also, it seems, that by installing Thrumbo Horn into a skull makes brain body part disappear entirely, making installation of such implants as Painstopper or Joywire physically impossible. I know it's somehow related to vanilla's way of dealing with implants, but can you look into it?

Yeah, I think the new turtle was a bad idea, and armoured hybrids don't add too much. I'll think about it all. Oh, and I'll have to look at how I can fix the Thrumbo horn issue. I'm afraid the only way is to install it on the nose...

Quote from: Canute on September 07, 2017, 02:54:07 AM
Don't you think other faction got this technology before too. And they create some hybrids they escaped, or the faction got extinqued/ascended and the hybrid.
Just made them untameable, beside the chance for bonds.

Problem is, if I make them untameable, then the whole mod falls apart. I'd have to make a duplicate entry for any animals that came on manhunter packs. I'll have to see if there is a way. Maybe creating a faction, like Mechanoids?
#338
I have just updated the mod with a lot of balancing changes: I have modified many of the hybrids to make them useful in one way or another. Many new animal byproducts have been added, ranging from wools to new drugs. Creatures' descriptions now include some pointers as to the new functionality.

I also tried to balance things a bit and fixed a bunch of bugs.

Quote from: kubolek01 on August 26, 2017, 11:10:07 AM
One more thing. Link to ADS patcher leads to (sigh...) Steam Workshop! Would you find and put universal link there, not Steam-only?

No idea where that could be found, sorry!

Quote from: Techgenius on September 02, 2017, 12:45:34 AM
Can you create vatgrown humanoids? instead of becoming infants, they're injected with mutagens/growth vaccines to age faster (4 years per 1 year) inside growth pods until they reach 16/18 and are released into the colony with Vatgrown backgrounds and traits, with a chance of failure and becoming mutated hybrid human/humanoids

I really like this idea, you monster

Quote from: Nameless on September 02, 2017, 09:17:01 PM
Bloody awesome. Now if only they come as manhunter pack that will be even more fantastic.

Problem is, then you can incapacitate and tame them, without doing all the research yourself. WHERE IS THE SCIENCE IN THAT!!!???
#339
A sneak peek of the next group of planned creatures: armoured hybrids. I'll probably add a new base animal to the game, the Giant Tortoise, to extract "shell DNA" or something like that.



#340
Quote from: StyxDominion on August 30, 2017, 03:23:49 AM
Are the aberrant fleshbeast from this mod?

Yeah, they are the result of an experiment going wrong. Not good for much, and they are constantly bleeding a strange mucus XD
#341
I have just updated, adding reptile hybrids as well as the venomous fangs humanoid / reptile hybrid implant :)

I think I have also fixed most of the bugs you people told me about!

Except for the ruined incubators... I have no idea what could be done with them except letting them decay outdoors... AFAIK there is no fast and easy way to detect if an incubator (coding-wise, it's an egg) is ruined by temperature to, for example, burn it
#342
Here is a snake peek (*) of the new creatures being added in the next update: reptilian hybrids, many of which will be venomous.



* No, not sneak peek
#343
I have just updated the mod with Human / Animal experimentation. Instead of going the manbearpig way and creating Manchickens and Bearmen, I decided to go the implant way. You can extract Humanoid DNA and mix it with other DNA and a plasteel implant wire mesh, to create some unusual implants. Some are quite unexciting, such as the Bear Claws, but for example the Boomalope Nodules make your colonists explode when they die, aaaaand... you can make a colonist lay eggs with the chicken Ovipositor...

Yeah, I know, I mentioned it before, but I just find it SO funny. Plus, if he is too hungry he will start eating his own eggs. Today is the day I discovered I will never mature.

Quote from: jecrell on August 20, 2017, 10:46:24 AM
My Elder Things will be so happy...

Apart from the Megafauna creatures, I'm dying to make hybrids with your spiders and the cosmic horrors. Eldritch Bear, yeaaaaah

Quote from: Hydromancerx on August 17, 2017, 01:10:26 PM
Please do add-ons...

Yeah! By the way, your name is familiar to me. You made some Civ mods, didn't you? And I think I also saw you on Spore and Starbound, we must like the same kinds of games haha


#344
I have updated the mod with the latest version, which includes the Insectoid family! Now there is some reason to wait for those infestations to happen haha

This update includes a quirky addition: a ranged creature, the boombeetle. It is really beta, so expect it to act erratically, or not at all!

I also added skill and electricity requirements (thanks Kartel!)

Also, many of you asked: the mod should work alongside any other animal mods and should be safe to add to any saved games (not removed, as always).

Regarding human genes, it is not so simple. A werethrumbo, for example, would be dumb as a rock. Once animals are given humanlike intelligence, they can't be tamed, and making the a new faction or race to join the colonists is far much more work than I'm willing to do haha

Regarding Combat Extended, I have no idea how it works or what it does, I don0t use it on my games because it seems to need patches for every other mod, so I'm not sure what would need to be changed...
#345
These are the beasts I'm working on next:

And the Thrumbospider, of course! The idea is a new research that allows Insectoid DNA extraction, to be able to breed these new creatures.

The hard part now is making front and back graphics for all of them... That's the worst part.