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Messages - Bones

#61
General Discussion / Re: The balancing process
June 19, 2018, 06:19:12 PM
I don't know if this was already mentioned and people are going to kick me for this but I think a cool idea for animal taming would be to increase it if other wild animals are close to them, making them wild themselves faster.

So tamed animal not very wild close to tamed animal very wild would increase the speed of degradation of the less wild animal.

And wild animal close to any tamed animal will increase the speed as well, faster than above.

Lastly this is an idea I have seen on reddit, is to give a trait to animals born from tamed animals, that would make them easier to tame or less wild themselves.
#62
Quote from: ChJees on June 18, 2018, 07:06:07 AM
Since you guys squished together leathers why not do the same for meats? Would cut down on the clutter a lot.

So instead of having 2 x squirrel meat and 73 x rat meat you now got 75 x rodent\animal meat. Was a spontaneous thought in the Discord server. Make a helluva lot of sense to me.

I agree, it would make sense to divide if there were different bonuses for eating different meats.

Also, having lots of different types of meat makes it difficult to manage the nutrient paste dispenser since you have to manually remove the meat from the hopper if the number is lower than sufficient to make another nutrient meal.
#63
Quote from: crustymonkey on May 31, 2018, 03:20:35 PM
Look at their license if they've got one. This will tell you how they probably feel about reusing their code, patching, making derivative works, etc. Also, if the mod has a github page it's often better to fork the mod and make your changes. That way the author can merge any changes if they like. I find that compatibility patches are pretty much always welcome. The authors of the original mod are more often than not too busy to make sure their mod is compatible with the thousands of other mods out there. And you certainly don't need permission to patch a mod for personal use. Just don't expect to get much assistance in such an endeavor.

Thanks, I will look for a license. The change I want to make is quite large and they probably don't want to incorporate it. I want to make a collection of alien races from other mods and then make than mostly human as to not ruin balance. As I asked for permission and two modders were very nice and another very rude so I kind of got the idea of just patching but even so they might ask for me to not patch their mod.


Quote from: Canute on May 31, 2018, 03:31:05 PM
Patching other mod's is like modding the mod.

So long you don't use any code from the original mod and just use patching method's you don't violated any licence.

Nice to know! It would be a long list of patches because I intend to remove a lot of things from other alien races mods as to make them play mostly as humans for better balance.
#64
I want to make a mod that would alter other mods via patching, I tried asking for permission to use their mod directly and most didn't reply and others said no so if I patched them I wouldn't be distributing their mod and thus probably would be okay.

Is it a common practice? Even if possible if the community doesn't like it then there is no point doing it so that's why I'm asking. Let me know what you guys think. Thanks.
#65
Unfinished / Re: [B18] WIP Cosmetic Aliens
May 31, 2018, 10:37:58 AM
Got two yes so far, two said no and most are not replying.

I guess I can try taking a different approach with the mod. I can make a separated mod with no part of other mods in it and so instead it will patch existing race mods to modify them according.

This way I'm distributing them and I think I won't need any permissions, it will be a lot harder however.
#66
Unfinished / [B18] WIP Cosmetic Aliens
May 30, 2018, 12:04:28 PM
I'm working on a mod for myself and I think this might interest others.

The idea is to have a lot of different races in one single mod and that alien race is like humans so no racial advantages, advanced factions, weapons, items and techs would be added to the mod. Also remove any restrictions to that race like apes and apini couldn't wear normal clothes.

So it is really just cosmetic. I've made a reddit thread to talk about it here (https://www.reddit.com/r/RimWorld/comments/8mtfto/cosmetic_alien_races/)

So far I've tried Rimworld of the Apes, Logann, Apini and Asari but there is still further modifications that I need to do. I want to make their factions identical to either Outlanders or Tribes and later make a faction that contains all races.

Using the Faction Control mod then you can choose which faction to appear in your world.

I'm also going to make it compatible with Combat Extended and hopefully RSBE.

The most important part of this mod is get permission from all modders which we are going to use their races because with no permission I can't release it for the public.

So here we can make a list of the alien races we would like to add and if you are one the modders or you know them and can get the permission it will really help.

Confirmed to be in:
Cactaceae
Ferian

Race list I've modified so far:
Rimworld of the Apes (Asked for permission)
Logann (Asked for permission)
Apini (Asked for permission)
Asari (Asked for permission)

Race list I plan on modifying:
Xenn (Same as Logann)
Ferrex (Same as Logann)
Crystalloid (Asked for permission)

Said no:
Orassans
Ni'Hal
Beast Man Tribes

EDIT1: Got my first okay with the author of Cactaceae. (Thanks Hivemind!)
EDIT1: Got my second okay with the author of Ferian. (Thanks Bichang!)
#67
Releases / Re: [B18] Orassans 🐱
May 18, 2018, 09:49:37 AM
Is there a way to have this mod but without all the technology/weapons/armors?

EDIT: I removed a lot of files and edited some and I think I got it working, also modified my savegame to remove weapons and items. It gave some errors while loading the mod but my save worked fine, I attacked an Orassan village and they all contained normal weapons.

EDIT2: The error was just about the power generator and portal so I put those two back and no more errors.