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Author Topic: [A17] Space Worms 0.1 (Beta)  (Read 14860 times)

ChaosChronicler

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Re: [A17] Space Worms 0.1 (Beta)
« Reply #15 on: July 18, 2017, 09:50:25 PM »

Anyone else pairing this with the USMC Xenomorph mod? About to start a game with both to see if they play nice with each other.
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Dragoon

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Re: [A17] Space Worms 0.1 (Beta)
« Reply #16 on: July 19, 2017, 10:23:44 AM »

Gonna try this out again. Nice to see you are out of the alpha stages!
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Quote from: faltonico
I truly can't understand that sense of balancing a LOT of modders have, pouring more resources on something doesn't make it more difficult, but more annoying. It is not engaging, even if i'm swimming in silver at late game ¿why to bother?, why all the effort to get there?.

Exoray

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Re: [A17] Space Worms 0.1 (Beta)
« Reply #17 on: July 19, 2017, 04:02:55 PM »

Anyone else pairing this with the USMC Xenomorph mod? About to start a game with both to see if they play nice with each other.

Yep, I'm doing a play through now. Never know when or how you could face Annihilation by Space Worms Or Xeno's.

Its Great!  :-[
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demeggy

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Re: [A17] Space Worms 0.1 (Beta)
« Reply #18 on: July 20, 2017, 01:49:44 PM »

Cheers all. Im on vacation at the moment - but have some plans to get in on my return.
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InfinityKage

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Re: [A17] Space Worms 0.1 (Beta)
« Reply #19 on: July 20, 2017, 04:48:55 PM »

Just thinking about sending some drop pods with a few infested prisoners right in the center of a friendly faction's base and watch the space worms wipe them out :D

How would you go about doing something similar to this, because I'd like to see it. Is there a way to view an A.I. run colony and then spawn in a worm?
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demeggy

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Re: [A17] Space Worms 0.1 (Beta)
« Reply #20 on: July 22, 2017, 03:58:58 PM »

Just thinking about sending some drop pods with a few infested prisoners right in the center of a friendly faction's base and watch the space worms wipe them out :D

How would you go about doing something similar to this, because I'd like to see it. Is there a way to view an A.I. run colony and then spawn in a worm?

Hmm, that'd be a tricky feat. Easier to do with generated maps.
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HowAboutScience

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Re: [A17] Space Worms 0.1 (Beta)
« Reply #21 on: July 22, 2017, 04:22:45 PM »

Anyone else pairing this with the USMC Xenomorph mod? About to start a game with both to see if they play nice with each other.

From what I can tell in the Xenomorph defs the chestburster def is commented out, so I don't think the mod currently allows the aliens to spread to new hosts. I could be wrong, theres no information in the post for the mod about it. If anything the Xenomorph mod author needs to look into this mod to get them chestbursters... bursting as soon as possible.
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ChaosChronicler

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Re: [A17] Space Worms 0.1 (Beta)
« Reply #22 on: July 22, 2017, 05:10:48 PM »

Anyone else pairing this with the USMC Xenomorph mod? About to start a game with both to see if they play nice with each other.

From what I can tell in the Xenomorph defs the chestburster def is commented out, so I don't think the mod currently allows the aliens to spread to new hosts. I could be wrong, theres no information in the post for the mod about it. If anything the Xenomorph mod author needs to look into this mod to get them chestbursters... bursting as soon as possible.
Oh I know. I just wanted the full experiance ;)
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Dusty1Actual

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Re: [A17] Space Worms 0.1 (Beta)
« Reply #23 on: July 25, 2017, 11:57:33 AM »

Cheers all. Im on vacation at the moment - but have some plans to get in on my return.
conditioner

This Mod is absolutely incredible! I tried it out on my colony using the developer menu and i must say, its everything i love about space horrors. haha. Would there any chance we could get the source? just to have a look see on how you've accomplished this? maybe tweek it even just to play around with it for personal use? that would really make my existence!
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SpaceDorf

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Re: [A17] Space Worms 0.1 (Beta)
« Reply #24 on: July 25, 2017, 02:09:23 PM »

Any known incompabilities so far ?

I will try it out too and let you know if it blows up :)
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Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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Exoray

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Re: [A17] Space Worms 0.1 (Beta)
« Reply #25 on: July 25, 2017, 02:37:27 PM »

Any known incompabilities so far ?

I play with 20 - 40 mods and it works like a charm
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SpaceDorf

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Re: [A17] Space Worms 0.1 (Beta)
« Reply #26 on: July 25, 2017, 02:41:46 PM »

Any known incompabilities so far ?

I play with 20 - 40 mods and it works like a charm

I put a 2 before those numbers ... then we are talking

@demeggy .. I found the first thing that annoyed me .. put a folder in your zip file .. extracting ten mods and seeing about, defs, textures in between not knowing which one it is .. not funny.
Gold Star for everything else, Naming Versioning and Idea :)
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Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

demeggy

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Re: [A17] Space Worms 0.1 (Beta)
« Reply #27 on: July 28, 2017, 05:45:29 AM »

Cheers all. Ill be working on it some more this weekend, ironing out some quirks and throwing a few new ideas in.

Any known incompabilities so far ?

I play with 20 - 40 mods and it works like a charm

I put a 2 before those numbers ... then we are talking

@demeggy .. I found the first thing that annoyed me .. put a folder in your zip file .. extracting ten mods and seeing about, defs, textures in between not knowing which one it is .. not funny.
Gold Star for everything else, Naming Versioning and Idea :)

Cheers :) not sure what you mean on the folder though!
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SpaceDorf

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Re: [A17] Space Worms 0.1 (Beta)
« Reply #28 on: July 28, 2017, 06:31:14 AM »

Easy to explain.

You zip the folders of your mod in a file ( about, defs .. ) instead of the Modfolder itself ( [A17]SpaceWorms 0.1)
like it is common now.

When extracting multiple mods at once it looks like that

Code: [Select]
[A17]Mod1
About
A17Mod2
Mod3 1.1.2
Defs
Mod4
Mod5
Mod6
Textures ..

I know I could extract to folder .. but then I have double folders with every other mod .. which is another kind of annoyance :)

And I am sorry if I sounded dickish somewhere .. English is only my second language
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Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Yautja

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Re: [A17] Space Worms 0.1 (Beta)
« Reply #29 on: March 09, 2018, 09:43:52 PM »

Hey demeggy, just to know, will you update it anytime for B18 or when V1.0 releases?

Its just because you released the mod right when there was going the update to B18, so I had a small time to play with it ):

And it was one of the best mods I used, really amazing and I miss it... And I miss that you dont work on it anymore, I was so anxious waiting for newer versions, really happy when I saw a new thing, but meh, thanks for making us having the chance to use this awesome mod!! :D
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