[A17] CPHaulage (v. 1.5) (2017-05-27)

Started by cucumpear, October 13, 2015, 10:51:09 AM

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Kadrush

Quote from: Loki88 on October 15, 2015, 08:41:15 AM
Quote from: FridayBiology on October 14, 2015, 09:32:04 PM
Quote from: Pickled Prawn on October 14, 2015, 08:01:59 PM
Why is your alpaca named 'Burning' and why are you stockpiling human meat?!

Your colonists can rename animals. "Burning" is the alpaca's name.
You can force rename using Dev commands to force nuzzle name (names animal) so that you don't have chicken 1-450.
Butchering dead humans clears the end for graves which can give negative/positive mood buff depending on colonist's joy. By stockpiling human meat close to colonist's sleeping location, Colonist's then wake up grab some human meat and then go eat breakfast, the meat is then used later on as an animal treat.

I explain more fully how base layout effects animal and colonist sleep locations in my Alpha 12c letsplay on youtube though hopefully the above idea helps.
https://www.youtube.com/playlist?list=PLHYbNVicUJv6SksJHIO_fkIVZfkidcI8j

Not that I'm lazy or anything (lies!) But what episode do you go in to detail about all of that? Or is it spread out over multiple episodes?

Is that an evil black muffalo on your profile?

viperwasp

This is a great but simple mod. Can anyone who modding experience or the mod developer tell us if this is compatible with A14 as is? Or does it need to be updated?
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cucumpear

Quote from: viperwasp on July 23, 2016, 02:29:48 AM
This is a great but simple mod. Can anyone who modding experience or the mod developer tell us if this is compatible with A14 as is? Or does it need to be updated?
The A13 version is not compatible with A14, since there were some changes how the defs were structured. I'm currently testing the updated version as time allows and hope to have it up within the next couple of days.
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kaptain_kavern

Quote from: cucumpear on July 23, 2016, 10:29:56 AM
The A13 version is not compatible with A14, since there were some changes how the defs were structured. I'm currently testing the updated version as time allows and hope to have it up within the next couple of days.
Just have to add <trainableIntelligence>Advanced</trainableIntelligence> in the ThingDefs_Races folder.

Also Monkey already can haul in A14 right?

cucumpear

Quote from: kaptain_kavern on July 23, 2016, 11:25:20 AM
Just have to add <trainableIntelligence>Advanced</trainableIntelligence> in the ThingDefs_Races folder.

Also Monkey already can haul in A14 right?

I don't see how the vanilla monkey could haul, its body size is still .35 and the minimum for hauling is .40 as it was in A13. The intelligence edit was only ever needed for alpacas and dromedaries.
But you're right, this is a very simple mod that's very hard to mess up. I'm mostly testing for human error.  ;)
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kaptain_kavern

#20
Ho you got me  with this one. I haven't noticed the size requirement.
I bow to your knowledge, sir. Thank you

So basically the fact that we have enabled prosthetic and bionic arms for monkey in ADogSaid is useless with your mod i guess?

cucumpear

It's certainly not useless since their attacks should be buffed, but if you want a horde of hauling monkeys you'll have to tweak the body size.
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cucumpear

#22
Updated to A14. I'll look into adding it to the Steam Workshop soonTM Now also on Steam, please report any derpage since I've never uploaded to the workshop before. :D
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kaptain_kavern

Thank for the insight ;) i haven't noticed that at all

I guess we will advise people to install your mods first :p

cucumpear

If you'd prefer, feel free to make a hauling version of ADogSaid. I don't believe in making things unnecessarily complicated for people who just want to install a mod and play without worrying about mod order and conflicts.
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viperwasp

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Kyos

Quote from: Pickled Prawn on October 14, 2015, 08:01:59 PM
Why is your alpaca named 'Burning' and why are you stockpiling human meat?!
Because naming it Carl would been too on the nose?

cucumpear

Updated to A15. As always: please report any issues.
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LustrousWolf

Do you think it would be possible to go through the list of all the new animals and maybe have a look at them to see if they should be able to haul? :D eg. the Ibex ram etc.

cucumpear

Quote from: LustrousWolf on September 10, 2016, 02:13:22 PM
Do you think it would be possible to go through the list of all the new animals and maybe have a look at them to see if they should be able to haul? :D eg. the Ibex ram etc.
I can do that, though I don't think I'll include them in the main mod unless I'm convinced that they would be reasonable beasts of burden. Even the alpaca and dromedary are a bit of a stretch since they wouldn't really carry things to predefined places without a handler. Basically if it is not much harder to train that a dog it goes into the mod (bears are a good candidate, though I need to see how balanced they would be).
But sure, if there's interest I can do a second set. It's literally just changing the intelligence or size of the animal. It might take a couple of days since I'm a bit busy tomorrow, though.
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