Ludeon Forums

Ludeon Forums

  • March 29, 2020, 07:45:52 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 [5] 6

Author Topic: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)  (Read 42523 times)

Mathenaut

  • Colonist
  • ***
  • Posts: 657
  • Refugee
    • View Profile
Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
« Reply #60 on: March 16, 2015, 12:05:47 AM »

I think that his mod would be ideal for desert and tundra biomes, as an alternative to standard growing. Especially if these can survive in places plants cannot.
Logged

Rikiki

  • Colonist
  • ***
  • Posts: 963
    • View Profile
Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
« Reply #61 on: March 16, 2015, 09:53:02 AM »

In fact, the growing rate and density of mushrooms has been greatly reduced in the last version. Plus, the mushies only grow between [-10; +40] °C.
So I would not recommend starting a colony hoping to eat only mushies... :D

Mathenaut

  • Colonist
  • ***
  • Posts: 657
  • Refugee
    • View Profile
Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
« Reply #62 on: March 16, 2015, 11:21:29 PM »

At least it looks pretty.
Logged

Rikiki

  • Colonist
  • ***
  • Posts: 963
    • View Profile
Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
« Reply #63 on: March 17, 2015, 03:54:44 AM »

That was the purpose: render caves more alive! :D
There is also a fun effect if you have a pawn near mature gleamcaps when an eclipse starts... ;)

Remorium

  • Drifter
  • **
  • Posts: 23
  • Refugee
    • View Profile
Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
« Reply #64 on: April 23, 2015, 01:56:29 AM »

Will this be updated to Alpha 10?
Logged

Rikiki

  • Colonist
  • ***
  • Posts: 963
    • View Profile
Re: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
« Reply #65 on: April 28, 2015, 06:24:49 PM »

Updated for Alpha 10!

Kaballah

  • Colonist
  • ***
  • Posts: 836
  • Enjoyer of Failure
    • View Profile
Re: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
« Reply #66 on: April 28, 2015, 08:07:38 PM »

Cool, I missed having this  :D
Logged

buder5

  • Drifter
  • **
  • Posts: 20
  • Refugee
    • View Profile
Re: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
« Reply #67 on: April 28, 2015, 10:25:32 PM »

how can i get a world in cave ? i already saw something like this or just how i can spawn in cave ? i dont want to build the whole cave
Logged

LittleGreenStone

  • Colonist
  • ***
  • Posts: 286
  • Does this moss make me look fat?
    • View Profile
Re: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
« Reply #68 on: April 29, 2015, 12:27:54 AM »

Oh...my...god. I LOVE THEM MUSHIES! They are all glowy and s**t, it's so freakin' cool! I don't know why I love it so much BUT I DO!
Logged

Chaplain

  • Drifter
  • **
  • Posts: 39
  • Refugee
    • View Profile
Re: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
« Reply #69 on: April 29, 2015, 02:22:18 AM »

Grabbed the mod thinking it was something you could farm or would find naturally in revealed areas.  Wasn't quite prepared for when a shimmershroom popped up almost a day after I roofed in an area.  I think I'll build a couch across from it just so colonists have something to hide behind from this new home invader.  Or I'll just use it as a place holder for a TV.

Also I noticed this mod doesn't seem to work with the Autohunt beacon's harvest ability.  I have no real clue how that mod is rigged but previous experience makes me believe it only let's you check off things that spawn on the map during generation (I know it loves to ignore beavers)
Logged

Panzer

  • Colonist
  • ***
  • Posts: 524
  • Refugee
    • View Profile
Re: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
« Reply #70 on: May 18, 2015, 12:58:10 PM »

Soo this is the first mod I grabbed, I noticed the nutritional values for the funghi are off the charts ;D

One mushroom has 1200-2000%, a fine meal offers 89%, yet the colonists always seem to take more than one when eating them, and contrary to expectations they dont prefer them over other meals, maybe because it is raw? The cook treats them like other vegetables when cooking, my colonists will get fat in no time ;D

Btw, is there a reason for the abnormal values?

EDIT: Ok so it seems like they always take the whole stack, but only eat one and leave the rest on the table. That means those things are full-fledged survival meals, if you dig a lot of caves and let the funghi spread, you could support a small sized colony with that for a while, might try that at one point.

Btw, the poisonous funghi idea is great, would love to see some lung infection caused by poisonous spore, or something like a hallucinogen induced state (works like standard disease) that weakens conciousness a lot up to the point where they get unconcious and need to be rescued ;D
« Last Edit: May 18, 2015, 03:47:48 PM by Panzer »
Logged

Rikiki

  • Colonist
  • ***
  • Posts: 963
    • View Profile
Re: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
« Reply #71 on: May 18, 2015, 05:43:23 PM »

Soo this is the first mod I grabbed,
[...]
 get unconcious and need to be rescued ;D

Thanks for the detailed report Panzer! :)

About the hallucination part, this is already coded! :D In fact, pay attention to the gleamcap when an eclipse begins: you will see this mushy (if mature) will spread some spores. Try to get a colonist fast next to it and he will get a mood bonus for about half a day! ;)
For now, I did not worked on poisonous plants but I may do it if I get some more free time! Fishing Industry (release tonight!) took me some time lately...

For the nutrition stat, this is my mistake. :P I did not changed the value when updating to Alpha 10 and apparently this parameter was converted from percent to decimal value (so 12% should be 0.12 in the Items_Resources.xml file, line 42 and 73).
Colonists still prefer meals to raw vegetables but shimmershrooms give a mood bonus when eaten raw (I may change that to give a small joy bonus like vanilla berries ::)).

Panzer

  • Colonist
  • ***
  • Posts: 524
  • Refugee
    • View Profile
Re: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
« Reply #72 on: May 19, 2015, 04:10:18 AM »

Ah alright, thought so, changed it in my files  ;)

In my next mountain colony I ll leave some patches unsmoothed to get some kind of mushroom farm ^^
I noticed the hallucination part, nice to see you dont get it all the time, just sometimes, so it is more like a random buff.

My idea for your maybe poisonous shrooms mod: a quick growing mushroom that poisons the air around him (3x3 tiles), you could use the medical system to do something akin to heatstroke, but maybe with weakened sight and conciousness instead. Run past the cloud too much times and your colonist may need rescue ;D
Logged

Sigan

  • Drifter
  • **
  • Posts: 21
  • Refugee
    • View Profile
Re: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
« Reply #73 on: May 24, 2015, 10:34:40 AM »

Whenever I use this mod, it makes my game unsavable.  I can play for a while, grow a few shrooms, get up and running but, when I save the game and try to load it again it crashes on load.  Crashing, in this case, means a psychedelic trip that could well have been coded in for this mod.  Either way, that's the only problem I have with it.
Logged

LittleGreenStone

  • Colonist
  • ***
  • Posts: 286
  • Does this moss make me look fat?
    • View Profile
Re: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
« Reply #74 on: May 24, 2015, 11:34:26 AM »

Whenever I use this mod, it makes my game unsavable.  I can play for a while, grow a few shrooms, get up and running but, when I save the game and try to load it again it crashes on load.  Crashing, in this case, means a psychedelic trip that could well have been coded in for this mod.  Either way, that's the only problem I have with it.

Are you sure you're running the right version of both the game and the mod?
What other mods have you installed?
And have you made a new world, and a new colony, after installing this mod?
Because it simply should *not* do that.
Logged
Pages: 1 ... 3 4 [5] 6