[Mod] (Alpha 6) Neo Muffalos, Surffalos & Ninja Skwivels (May contain nuts)

Started by Shinzy, August 06, 2014, 08:53:00 AM

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Shinzy

Quote from: Halinder on August 08, 2014, 03:37:11 AM
Needs 100 percent more ninja squirrels.

Oh yeah? if you look real closely you can realize they have been there all this time
They're ninjas, you probably didn't notice

#update

Oragepoilu

#16
Quote from: Shinzy on August 08, 2014, 05:13:20 AM
Quote from: Halinder on August 08, 2014, 03:37:11 AM
Needs 100 percent more ninja squirrels.

Oh yeah? if you look real closely you can realize they have been there all this time
They're ninjas, you probably didn't notice

#update

...

edit : fail quote before sleeping.

Bog

I can't wait for rabid boomrat launchers to be implemented.



Also, did you know that you can arm muffalos and squirrels?
Divergence of Civilization Lead Developer (in this case that's the fancy way of saying "Only Developer")

Project Armoury Developer (New huge 2.13 Release now live!)

Killaim


Shinzy

Quote from: Bog on August 08, 2014, 07:15:43 PM
I can't wait for rabid boomrat launchers to be implemented.



Also, did you know that you can arm muffalos and squirrels?

No I didn't! but I was thinking about it when I read of the mrofas extended bullet thing
Boomrat launcher will sadly not be a thing
but I could of had the squirrels throw nuts at you if arming them is a thing
(If I'm ever bored enough to make that happen)
Or maybe a monkey and bananas
I'll go do something else before I get too many ideas!

I love the gif Killaim =P


Tynan

I am so hoping you update this for A6.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Shinzy

Quote from: Tynan on August 13, 2014, 11:24:55 AM
I am so hoping you update this for A6.

Oh, gee I guess I have no choice now =P
Maybe I'll do that before my overnight alpha six binge playing session

muffins

Make it easier to hunt them too! Lower skilled colonists take so long to bring one of these down that they risk starvation lol

Shinzy

I can't actually find a way to get anything actually spawn in the wilds on their own
I noticed the <Wildbiomes(orsomethinglikethat)>XericShrublands</Wildbiomes>
wasn't a thing anymore

can spawn them with the console thing though

But where from can I assign the creatures to spawn on their preferred biome?
This is mildly frustrating =P
*Gets awfully suspicious about the actual reasons behind Tynan's hopes*

Tynan

<Wildbiomes(orsomethinglikethat)>XericShrublands</Wildbiomes>

This is actually still supported, but I don't use it anywhere. Try this. In ThingDef, inside <race>:

<wildBiomes>
<li>
<biome>AridShrubland</biome>
<commonality>1000</commonality>
</li>
</wildBiomes>

You'll want to adjust the commonality for the actual game.

Tynan Sylvester - @TynanSylvester - Tynan's Blog

Bog

Quote from: Tynan on August 13, 2014, 01:32:31 PM
<commonality>1000</commonality>
Are you trying to crossbreed Neo Muffalos with sardines?
Divergence of Civilization Lead Developer (in this case that's the fancy way of saying "Only Developer")

Project Armoury Developer (New huge 2.13 Release now live!)

Shinzy

#26
Quote from: Tynan on August 13, 2014, 01:32:31 PM
<Wildbiomes(orsomethinglikethat)>XericShrublands</Wildbiomes>

This is actually still supported, but I don't use it anywhere. Try this. In ThingDef, inside <race>:

<wildBiomes>
<li>
<biome>AridShrubland</biome>
<commonality>1000</commonality>
</li>
</wildBiomes>

You'll want to adjust the commonality for the actual game.

That did it! Thank you so much
Now I'll just have to make Sunshades a thing and have them drop those, aswell
(Much needed accessory to survive on the harsh desert biomes, keeps you cool   sorry)

Edit:
Updated!
adds Surffalo and wearable Shades into the mix
(Shades cause baldness, I'm sorry. Not sure I can do anything to fix that)

P.S. also, muffins, they're easier to hunt now (I forgot to buff their health back up =P) 


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harpo99999

just tried your mod (with others), and had a fatal exception thrown at me with your mod as the last loaded in the debug window

Shinzy

Quote from: harpo99999 on August 13, 2014, 07:03:13 PM
just tried your mod (with others), and had a fatal exception thrown at me with your mod as the last loaded in the debug window

Ouch, that sounds.. fatal
It might have some complications with other mods you have (Same item id maybe? I don't know, this should be quite friendly with the game)
Could you be so kind as to list the other mods here

Oh I actually forgot to remove the old alpha 5 versions from the attachments
Sorry! there was quite a few more downloads on that
The new Surffalo sprites buffed the mod size over the acceptable 300
so I couldn't add the new one in there
I guess the mediafire link wasn't noticeable enough in comparison to the attachments
You might have downloaded the alpha 5 version which would cause the game to freak out =P

Be sure to remove the old Neo Muffalo mod before Extracting the new one in there
God I hope I didn't break too many people's games *ashamed* :-[

harpo99999

it was the 1.2 version of the mod, the other mods (and they are working fine in a6) are medbed 1.4,small walls 1.3,workplaces 160tmods-vanilla-130, miscellanous 160hires no mia, and powerswitch 160 and were activated in alpha name sequence