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Author Topic: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids  (Read 71689 times)

treehugger

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Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
« Reply #495 on: November 01, 2018, 08:28:26 PM »

I love your Giddy-up!-Series!

But I found a problem with "Giddy-up! Ride and Roll": Installing the mod prevents me from using the "techprof subpersona core". The menue needed to use the core just does not show up any more. Removing the mod brings the menue back.

Found this behaviour with B19 and the corresponding "Giddy-up! Ride and Roll". I will switch to RW1.0 in the days to come and report if the error persists.

Switched to 1.0 and the error is gone. Jeea!
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temple_wing

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Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
« Reply #496 on: November 04, 2018, 06:28:03 AM »

What about to use a mountable mech to implement cart?
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Roolo

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Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
« Reply #497 on: November 04, 2018, 02:41:06 PM »

What about to use a mountable mech to implement cart?

Everything I said in my last post to you also applies when using mechs as a basis, or anything else. It's not a matter of "is it possible", it's a matter of time. I have other things I'll spend my limited time on for the time being.
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SargBjornson

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Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
« Reply #498 on: November 04, 2018, 02:47:04 PM »

Like for example that hook for my animals we talked about! I was first in demanding things from you!! XDDD

Roolo

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Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
« Reply #499 on: November 04, 2018, 03:52:39 PM »

Like for example that hook for my animals we talked about! I was first in demanding things from you!! XDDD

Haha, don't worry, you'll get it :)
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moonra

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Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
« Reply #500 on: November 05, 2018, 12:48:18 PM »

Dunno if it's this mod causing it or Alpha Animals but I'm getting some funky stuff when taking the Meadow Aves out on caravans. The caravan speed I get seems to be kinda random, sometimes it shows 20 tiles per day, sometimes 40, and while doing a caravan request I got 120 tiles per day.
https://i.imgur.com/dsxTsqJ.png?1
Those are some dang fast Chocobos.

Also, when I get somewhere and try pick stuff up and put it on the animals it always say they don't have space left for it, even if they're only carrying a bit of food or something like that, it shows on their inventory that they have 7/0 kgs, for example.
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SargBjornson

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Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
« Reply #501 on: November 05, 2018, 01:05:22 PM »

That shouldn't be caused by any of these two mods. The Meadowaves are literally just plain animals with a speed of 9, the only weird thing they have is they use a random skin, which won't affect that at all. You must have another mpd messing things up.

Roolo

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Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
« Reply #502 on: November 05, 2018, 04:01:33 PM »

Dunno if it's this mod causing it or Alpha Animals but I'm getting some funky stuff when taking the Meadow Aves out on caravans. The caravan speed I get seems to be kinda random, sometimes it shows 20 tiles per day, sometimes 40, and while doing a caravan request I got 120 tiles per day.
https://i.imgur.com/dsxTsqJ.png?1
Those are some dang fast Chocobos.

Also, when I get somewhere and try pick stuff up and put it on the animals it always say they don't have space left for it, even if they're only carrying a bit of food or something like that, it shows on their inventory that they have 7/0 kgs, for example.

Yeah, like SargBjornson said, it shouldn't be an issue of either of the mods. If you hover over or click (I don't remember which) the speed, you can see exactly how the speed is calculated, allowing you to understand the speeds you're observing. I suggest you take a look at that.
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rambo

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Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
« Reply #503 on: November 05, 2018, 04:27:55 PM »

how about adding horses
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Canute

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Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
« Reply #504 on: November 05, 2018, 04:52:21 PM »

Why you don't use Standalone Horses Mod ?
https://ludeon.com/forums/index.php?topic=40510.0
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Roolo

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Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
« Reply #505 on: November 14, 2018, 11:37:09 AM »

Update:
Giddy-up! Core -> v1.1.1

- Fixed NPC mount commonality not being calculated correctly.
- Very early raids won't have the chance to have very powerful mounts anymore. This prevents your naked loner to be raided by T-Rex riders when you've just started the game.
- Adding patching possibility for giving certain animals custom stats when mounted.
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crusader2010

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Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
« Reply #506 on: December 04, 2018, 09:35:44 AM »

Hi. Does GiddyUp-Mechanoids explicitly require the presence of the mod "what the hack?!" or can it be used without it?
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My mod pack: {A13} Mod Mega Pack

Canute

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Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
« Reply #507 on: December 04, 2018, 09:44:30 AM »

Quote
IMPORTANT NOTE
This mod has three dependencies: Hugslib, What the Hack!? and Giddy-up! Core.
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crusader2010

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Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
« Reply #508 on: December 04, 2018, 11:02:41 AM »

Quote
IMPORTANT NOTE
This mod has three dependencies: Hugslib, What the Hack!? and Giddy-up! Core.

Fair point. Just hoping it wouldn't  ::)
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My mod pack: {A13} Mod Mega Pack

vaindil

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Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
« Reply #509 on: December 05, 2018, 09:16:12 PM »

I love the mod! I've noticed that animals are rather obnoxious with how long they stay in the "standing" state after being ridden. I sometimes have to manually switch their area and switch it back, otherwise they'll stay "standing" for hours (in-game). I'm currently watching my grizzly bear standing next to the edge of the map at 23h when it should be asleep, and no colonists have been near for about 2 hours in-game. Just wanted to point it out. Thanks!
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