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Author Topic: [1.0] Dinosauria: A Rimworld Mod / v1.4  (Read 70454 times)

vinicios888

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Re: [A17] Dinosauria: A Rimworld Mod / v1.1
« Reply #45 on: October 02, 2017, 11:45:33 AM »

Try reinstalling the Megafauna Mod.
The Smilodon is not on the feature list of Dinosauria.

As a general rule. Pink Textures are a sign that the game can't find the texture where it is defined by the mod.

Reinstalling means delete the modfolder and replace it.

I'll try, thank you
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Draegon

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Re: [A17] Dinosauria: A Rimworld Mod / v1.1
« Reply #46 on: October 02, 2017, 12:14:39 PM »

Holy crap this looks good. I love that the sprites fit the game's aesthetic so well!
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spincrus

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Re: [A17] Dinosauria: A Rimworld Mod / v1.1
« Reply #47 on: October 03, 2017, 03:54:25 AM »

Soooooooo... Let's play a game:

Spot the new dinosaurs for the upcoming patch!

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spincrus

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Re: [A17] Dinosauria: A Rimworld Mod / v1.1
« Reply #48 on: October 03, 2017, 04:13:41 AM »

Attention: The dinosaurs will lose their teeth in the next update.
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SpaceDorf

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Re: [A17] Dinosauria: A Rimworld Mod / v1.1
« Reply #49 on: October 03, 2017, 07:36:58 AM »

I think they look better that way.
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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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Sylph

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Re: [A17] Dinosauria: A Rimworld Mod / v1.1
« Reply #50 on: October 03, 2017, 02:44:48 PM »

I think they look better that way.

I do too. But I also think they look amazing in general. Pleaasssse spincrus release that Combat Realism patch!
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spincrus

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Re: [A17] Dinosauria: A Rimworld Mod / v1.1
« Reply #51 on: October 03, 2017, 04:29:03 PM »

It's sooo much work though, considering I came back home from work at around 23.00 for the past 2 days :(

and I think you mean Combat Extended, no?
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SpaceDorf

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Re: [A17] Dinosauria: A Rimworld Mod / v1.1
« Reply #52 on: October 03, 2017, 04:37:23 PM »

Yes he does, the predecessor was named Combat Realism.

But I fully support your decission to add more dinsosaurs rather than supporting a mod I don't use  ;D ;D
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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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spincrus

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Re: [A17] Dinosauria: A Rimworld Mod / v1.1
« Reply #53 on: October 03, 2017, 05:29:15 PM »

Yes he does, the predecessor was named Combat Realism.

Oh right, sorry! By the way, I actually started working on the patch, will submit it via GitHub to CE, just thought that it'd be better for me to add all the dinos that I wish to have in my mod before going ahead with such a relatively complicated patch and left the work unfinished. Here's the code to prove it, just worked on the rexie to start a template:

Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>

<!-- ====== DINOSAURIA PATCH FOR COMBAT EXTENDED ====== -->

<Patch>

<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="CombatExtended.PatchOperationFindMod">
<modName>Dinosauria</modName>
</li>

<!-- ========== TYRANNOSAURUS REX ========== -->
<li Class="PatchOperationAddModExtension">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]</xpath>
<value>
<li Class="CombatExtended.RacePropertiesExtensionCE">
<bodyShape>Birdlike</bodyShape>
</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]/statBases</xpath>
<value>
<MeleeDodgeChance>0.25</MeleeDodgeChance>
<MeleeCritChance>0.25</MeleeCritChance>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]/statBases/ArmorRating_Blunt</xpath>
<value>
<ArmorRating_Blunt>0.2</ArmorRating_Blunt>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]/statBases/ArmorRating_Sharp</xpath>
<value>
<ArmorRating_Sharp>0.25</ArmorRating_Sharp>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]/statBases/ArmorRating_Heat</xpath>
<value>
<ArmorRating_Heat>0.25</ArmorRating_Heat>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]/statBases/BaseBodySize</xpath>
<value>
<BaseBodySize>0.25</BaseBodySize>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]/statBases/baseHealthScale</xpath>
<value>
<baseHealthScale>0.25</baseHealthScale>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="TyrannosaurusRex"]/verbs</xpath>
<value>
<verbs>
<li Class="CombatExtended.VerbPropertiesCE">
<verbClass>CombatExtended.Verb_MeleeAttackCE</verbClass>
<defaultCooldownTime>1.35</defaultCooldownTime>
<meleeDamageBaseAmount>10</meleeDamageBaseAmount>
<meleeDamageDef>Blunt</meleeDamageDef>
<linkedBodyPartsGroup>Feet</linkedBodyPartsGroup>
<meleeArmorPenetration>0.13</meleeArmorPenetration>
</li>
<li Class="CombatExtended.VerbPropertiesCE">
<verbClass>CombatExtended.Verb_MeleeAttackCE</verbClass>
<defaultCooldownTime>1.35</defaultCooldownTime>
<meleeDamageBaseAmount>10</meleeDamageBaseAmount>
<meleeDamageDef>Bite</meleeDamageDef>
<linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup>
<meleeArmorPenetration>0.13</meleeArmorPenetration>
</li>
</verbs>
</value>
</li>
</operations>
</Operation>
 
</Patch>
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Sylph

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Re: [A17] Dinosauria: A Rimworld Mod / v1.1
« Reply #54 on: October 03, 2017, 06:04:33 PM »

Yes he does...

She.

...a mod I don't use  ;D ;D

You should use it. The combat mechanics of Rimworld are the worst vanilla part, and Combat, ahem, Extended turn it into one of the best parts, imo.

By the way, I actually started working on the patch...

That's great news! Sorry, didn't mean to sound impatient.
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SpaceDorf

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Re: [A17] Dinosauria: A Rimworld Mod / v1.1
« Reply #55 on: October 04, 2017, 04:59:39 AM »

Yes he does...
She.

Thanks for correcting me :)

You should use it. The combat mechanics of Rimworld are the worst vanilla part, and Combat, ahem, Extended turn it into one of the best parts, imo.

I did try it. But it did not convince me, maybe I try again sometimes.
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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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spincrus

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Re: [A17] Dinosauria: A Rimworld Mod / v1.2
« Reply #56 on: October 07, 2017, 12:34:35 PM »

Just updated  :-*
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SpaceDorf

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Re: [A17] Dinosauria: A Rimworld Mod / v1.2
« Reply #57 on: October 07, 2017, 01:09:50 PM »

Those new Dinos look beautiful.
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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

Luckspeare

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Re: [A17] Dinosauria: A Rimworld Mod / v1.2
« Reply #58 on: October 07, 2017, 02:01:12 PM »

Incredible.  Love the art.
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douglasw

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Re: [A17] Dinosauria: A Rimworld Mod / v1.2
« Reply #59 on: October 07, 2017, 06:10:38 PM »

loved the mod, but it promotes a economic flaw, for example: you buy a dinosaur (in this case a brontosaurus) from a orbital trader, you then procced to slaughter the animal and sell all its leather. i assure you will have at least 300% profit on that simple endeavor plus all the meat it gives.
Point is that such a thing is not balanced. the best solution would probably be to increase the price dinosaurs.

edit: i can work the numbers out if that can be of any help
« Last Edit: October 07, 2017, 06:12:43 PM by douglasw »
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