[1.0] Biomes! New Environments to Diversify the World.

Started by Draegon, January 20, 2018, 05:13:48 AM

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ptx

#45
CE patch, well almost...  ::)

All of the animals, apparels, weapons, fungi log patched.

Note: the grenade kinda don't work. It still uses vanilla behaviour instead of CE hand grenades. You could still use it like vanilla grenade though. If an enemy carries one, shoot that grenadier first.
Melee weapons work fine. CE offers a lot of grenades anyway.

How to: Put it inside any CE patch folder, or inside CombatExtended/Patches.
Load order: ModCheck > ..... > Biomes > CE > CE patch.
Uses ModCheck mod to speed up patching, a lot of mods are already using ModCheck.

Suggestions for Mod maker:
Mole Claws should have leathery option,
I think CE currently doesn't have flamethrowers, so an acid squirter wouldn't be possible. Acid bullet is always possible.

[attachment deleted due to age]

cm97878

The hand drill adds +150% mining yield, but the cap is 100%. Is this intentional, or is this drill supposed to increase it past the cap?

BlackSmokeDMax

Quote from: cm97878 on June 12, 2018, 02:24:01 PM
The hand drill adds +150% mining yield, but the cap is 100%. Is this intentional, or is this drill supposed to increase it past the cap?

Perhaps that helps pawns with a much lower skill get a bigger boost, so that they will get near the 100% cap.

cm97878

Quote from: BlackSmokeDMax on June 12, 2018, 02:42:47 PM
Perhaps that helps pawns with a much lower skill get a bigger boost, so that they will get near the 100% cap.
That is a good point. Originally, I had a mod that removed the cap, and I got used to playing with my miners having that absurd increase, haha. I'm kinda wondering how I'd go about removing that cap myself now, as I got rid of the mod that did it.

Draegon

Quote from: cm97878 on June 12, 2018, 02:24:01 PM
The hand drill adds +150% mining yield, but the cap is 100%. Is this intentional, or is this drill supposed to increase it past the cap?

It was meant to increase past the cap. Thank you for mentioning it :D

cm97878

Oh, it was? Awesome, it's.. honestly a relief I won't have to raise the cap myself, haha... I have no clue how to.

ptx

Quote from: ptx on June 11, 2018, 06:12:57 AM
I think CE currently doesn't have flamethrowers, so an acid squirter wouldn't be possible. Acid bullet is always possible.

CE auto grenade launchers, with its projectile changed into fire/acid, rapid fire, ground attack, incendiary, so in theory it should be possible.

cm97878

Any ETA on the update that fixes mining yields, Draegon? No rush at all, just curious if I should wait for the patch or just play without it. (Alternatively, how hard would it be to patch it myself? I've tried looking up a bit how to do that, but I couldn't find anything.)

Draegon

Quote from: cm97878 on June 13, 2018, 09:37:33 PM
Any ETA on the update that fixes mining yields, Draegon? No rush at all, just curious if I should wait for the patch or just play without it. (Alternatively, how hard would it be to patch it myself? I've tried looking up a bit how to do that, but I couldn't find anything.)
Our coders are currently working on an overhaul of sorts so that might come after. Idk how hard it would be to patch it yourself though :/

TheAndu

The discord link is dead, just thought I'd inform you.

Draegon

Quote from: TheAndu on June 20, 2018, 08:12:30 AM
The discord link is dead, just thought I'd inform you.
Thank you for telling me, I have fixed it. :D

dkurage

I noticed I'm getting this error:

QuoteFailed to find Verse.ThingDef named Stalagmite1. There are 1384 defs of this type loaded.
Verse.Log:Error(String)
Verse.DefDatabase`1:GetNamed(String, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.GenDefDatabase:GetDef(Type, String, Boolean)
RimWorld.DefOfHelper:BindDefsFor(Type)
RimWorld.DefOfHelper:RebindAllDefOfs(Boolean)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

I've been ignoring it for the most part, since everything works fine still as far as I can tell.

bigheadzach

Presumably this is for B18? I had to look in the About.xml to make sure.

Draegon

No idea what that error is to be honest.

And yes the mod is for B18

Draegon

Soggy is back and we'll slowly be working on updating to B19! :D