[1.0 - 1.1] Genetic Rim - Combine animals to create new hybrids - v5.05

Started by SargBjornson, August 17, 2017, 06:12:08 AM

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Canute

Quote from: SargBjornson on September 06, 2017, 04:44:23 PMI 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!!!???
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.

SargBjornson

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?

Canute

Can't be say that hybrids that came out of the incubator are auto. tamed like new born animals with tamed parents ?

Or does the untame flag prevent them to become colony-animals ?

Nameless

I was going to say, but Canute said it all for me.

Could they be treated like say, megaspiders that they can show up but you can't ever tame them unless they come out of a casket?

TOWC

Nah, man, you missed my whole point.
First, armored hybrids is a very cool idea. After all, most of us have thought at least once about having some good front-line meatshields which can soak insane amount of damage without dying. However, there's just no point in adding a new species in the game, whilst there's already an equivalent to it. Man, we're talking about DNA-mixing. It doesn't matter if the animal is big or small, we can just take some good traits(in that case - shell) from species and nullify the bad ones(the size). Just don't overthink it.

And, about the Thrumbo implant. If it cannot be fixed, then just leave it, or give the user an option where to install it, if you want to fix it so badly but don't know how. I personally, was thirsting for some skull implants for a while now, and I'm pretty sure some EPOE maniacs lusted for the same feature for quite some time. Too bad, tho, that replacing a skull removes the brain, but oh well. Let's just say, that for having a powerful melee attack and mood boost, the colonist must choose to sacrifice something else, I guess.

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.

SargBjornson

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 :)

TOWC

Quote from: SargBjornson on September 09, 2017, 12:35:43 PM
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 :)

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.

WalkingProblem

these are some terrifying creatures..... haha

Posting to follow!

-----

Can I use your ranged attack verb for my mods?

You are godly to have made it~

SpaceDorf

Quote from: Walking Problem on September 10, 2017, 10:21:55 AM
Can I use your ranged attack verb for my mods?

You are godly to have made it~

He did what ?
Has someone allready told Skully ?
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

SargBjornson

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

SpaceDorf

It's not about License, but about the Alpha Animal Mod.
Skullywag was fiddling with the Ranged Verb for Animals since A16 or A17 because Tynan changed something which made his method worthless.

So if you actually have a working Verb you will make him very happy :)
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

SargBjornson

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

LoadStar81

Just started poking at this mod, and it's definitely looking like fun so far.  Here's hoping there are plans to incorporate more of the vanilla animals: I'd definitely be interested in seeing what could be added with cats (small or large, though I expect they'd be the same for your purposes.) and rhinos.

But please stay away from the beavers.  We don't need hordes of thrumbeavers devouring every tree in a single day.  :p

SargBjornson

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

TOWC

Quote from: SargBjornson on September 12, 2017, 04:08:39 AM
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...
Surgery? To carry the pawn to the pod? Shouldn't it be just another sub-type of work bound to the hauling? Damn, man, I'm pretty sure it'd be so much easier(tho, I have no idea how to do it, but, you know, just a guess) to implement it through a drug and then a mini-surgery, like, "administer the lil' pil". And, like, the drug itself would apply the effect which accelerates aging. The only problem in this way of doing this may be finding the variable for biological age of the pawn, I think. But, putting it aside, it'd be easier and more... rational.

I mean, implementing accelerating aging through implants is a pretty bad idea, because at one moment you will want to delete it, and it will leave the pawn without this specific body part implant applies to. Unless you create another type of surgery that extracts/deletes the implant AND restores the body part, I dunno if it's possible without some mind-wrecking. And also it'd be so much better to let the raiders go with those implants on(I already put those boomalope nodes on them, btw, cool shit), it'd be a whole new level of extravagant torturing.

And implementing it through the pods is kinda questionable in a way. I mean, you may totally forget about putting the pawn inside of the pod, and there also gonna be no external indication of how much it aged already. Can be solved by creating a new type of alert msgs, which will tell the progress on aging, but it's gonna be annoying like all the other pop-ups. Same goes for implants: you may forget about your pet until it's too late.

So, making it work through drugs would be a better idea. You can just shove them down of someone's throat and they will work for a certain period of time, so even if you forget 'bout'em, you will be certain you won't overdo it and they won't die because of being, well, old. Also, it's better because of easier measuring. Like, let's say, one pill - one year of aging, or smth like that. You can do some extra varieties for drugs for those who age very slowly, like, +3 years, +5, you got me. What do you think?