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So I finally decided to release my Ranching Rebalanced mod that's been living somewhere on the side for quite a while, although it doesn't contain everything I initially wanted to add (and am planning to add in future mods), I'm quite happy with it.

Ranching Rebalanced - what changes:

Pacu:

- Pacu die out of water instead of flopping forever. Opens new possibilities of fish...butcheries.

- Tropical pacu convert clean water to polluted water, 200g/s, output water temperature 55C

Shinebugs:

- I really love colorful stuff, so shinebugs colors are way more vibrant now.

Spoiler

unknown.png

- People seemed to like the idea of making shinebugs useful for power purposes. The shinebugs now are brighter the better they are! PS: Can cause temporary player blindness or dupe sunburn ;)

Spoiler

0658bc930f.png

 

Diets:

- mechanics change: if fed with actual food, the calories are transformed into corresponding mass, not using food mass, for example: a hatch can eat either 140kg ore and poop 140kg of coal, or 700kcal of food and poop <1kg of coal. In the mod, the 700kcal will be equivalent to 140kg of ore and eating 700kcal of food will make it poop 140kg of coal. Breaks mass? Sure! But makes food feeding viable.

- actual diet changes:

Slicksters

- Longhair slickster: 30kg Oxygen/day -> 20kg Oxygen/day

Hatches

Spoiler

(Eating food is equivalent to eating 140kg of ore)

da71523eaa.png

Pacu

Spoiler

(Tropical pacu eating food - 1000kcal - is equivalent to eating 150kg with poop conversion ratio 1:1)

034d41e484.png

Dreckos, shinebugs & pufts

Unchanged

 

Credits:

Big thanks to jakkdl who has done a great deal of brainstorming and math behind the ideas!

Edited by Cairath
  • Like 4
  • Thanks 3

Hello there Cairath.

Impressive work. Really a lot of veru useful tweaks!

I was wonder if you could add a completely new hatch, with unique textures, size and features:

I would be willing to do all the animation frames. Let me know if you are up to it.

could you make a mod that leds critters longer live? 

And maybe that brushing them holds longer? 

That way the critters would be far less micro managment 

 

Otherwise: Thanks for the mods. (But you should add the descriptions of the new ones to the github :D)

Releasing another one of my mods!

Many of you have seen the Palmera Tree when @watermelen671 was datamining the assets a long while ago, sadly it never made it into the game.

Here it is (the images being uneven annoy me more than they annoy you, trust me):

b1c54c70c8.png2f5fc6944d.png

 

Details:

77d069410e.png

- they consume chlorine at a 1g/s rate

- upon harvest, they drop 10kg (10 berries, 1kg each) worth of those little guys:

 81a6e68b4a.png

- Palmera berries are inedible. If left alone they will continue releasing hydrogen at 1g/s until they disappear or spoil (8 cycles if not refrigerated like food). Atmosphere of 1.8kg pressure of above suppresses the hydrogen emission. Fully grown tree ready to harvest (with berries visible) will also emit a tiny bit of hydrogen.

- Palmera berries can be cooked into delicious Steamed Palmera Berries. Do not question the realism! Steaming takes by far the longest to cook of all other foods. Highly skilled chiefs preferred! This steamed berry is worth 2000kcal of food with quality of +6 (ambrosial!) Does not emit any gases. This means that one tree provides you with 1000kcal/cycle if you prevent the uncooked berries from offgassing!

5373c90317.png

- The tree looked super weird in plantboxes. Meet trellis! It's two tiles wide and is a special planter "box" for the palm only. You cannot plant the palm in a normal farm tile. 

f0eae5bbf9.png

 

- Why are the berries so magical and delicious?!?! Because they're FROM SPACE! Mount your old dusty rocket and make your way to a completely new Gassy Dwarf, be it for its gasses, palm seeds or dirt.

35681c7915.png

 

And once again thanks to jakkdl for math-balancing-thingies brainstorming!

 

Edited by Cairath
  • Like 4
  • Haha 1

@FierceClaws sorry, I don't use that mod, so not sure! Have you used the egg sensor? There are three: critter, egg and critter+egg (just making sure)

It uses the same counter that critter drop-off uses to display number of critters in the room - if that one is working with the big-room mod, then the sensors should work too

2 hours ago, Cairath said:

Releasing another one of my mods!

Many of you have seen the Palmera Tree when @watermelen671 was datamining the assets a long while ago, sadly it never made it into the game.

Here it is (the images being uneven annoy me more than they annoy you, trust me):

b1c54c70c8.png2f5fc6944d.png

 

Details:

77d069410e.png

- they consume chlorine at a 1g/s rate

- upon harvest, they drop 10kg (10 berries, 1kg each) worth of those little guys:

 81a6e68b4a.png

- Palmera berries are inedible. If left alone they will continue releasing hydrogen at 1g/s until they disappear or spoil (8 cycles if not refrigerated like food). Atmosphere of 1.8kg pressure of above suppresses the hydrogen emission. Fully grown tree ready to harvest (with berries visible) will also emit a tiny bit of hydrogen.

- Palmera berries can be cooked into delicious Steamed Palmera Berries. Do not question the realism! Steaming takes by far the longest to cook of all other foods. Highly skilled chiefs preferred! This steamed berry is worth 2000kcal of food with quality of +6 (ambrosial!) Does not emit any gases. This means that one tree provides you with 1000kcal/cycle if you prevent the uncooked berries from offgassing!

5373c90317.png

- The tree looked super weird in plantboxes. Meet trellis! It's two tiles wide and is a special planter "box" for the palm only. You cannot plant the palm in a normal farm tile. 

f0eae5bbf9.png

 

- Why are the berries so magical and delicious?!?! Because they're FROM SPACE! Mount your old dusty rocket and make your way to a completely new Gassy Dwarf, be it for its gasses, palm seeds or dirt.

35681c7915.png

 

And once again thanks to jakkdl for math-balancing-thingies brainstorming!

 

This is beyond wicked! Nice work!

 

Think you could do something like this for the shockworm? Always thought they could be harnessed for power. If it's a possibility I'll brainstorm some drawbacks and values.

Edited by UnderwearApp
  • Like 1
5 hours ago, Cairath said:

b1c54c70c8.png2f5fc6944d.png

Yo. Mind sending me a version of them moved up a tile? (so that they're in the air?)

I'll then reassemble them so you don't have to worry about uneven screenshots. :wilson_goodjob:

2 hours ago, Cairath said:

@UnderwearApp I'm working on the Volgus now! Extremely busy with work though, so no ETA yet.

426490401122418688.png?v=1

Spoiler

Edit: 

What would the possibility of you being able to put the Fervine (Heatbulb) plant to be added back into the game?

Spoiler

BTW, if you need any of the old build's .dll files, just lemme know and I can hook you up.

blurryeyes.png.b79426bafd679c048c0f8dcd4883e4f3.png

 

Edited by watermelen671
  • Thanks 1
  • Haha 1

@watermelen671 I definitely want to add the nice part of the heatbulb! It's on my todo list. I've played around with its animations (the open/closed leaves) and it's pretty neat. The vines look awful, but the flower itself is sure worthy of being in game. I just don't have enough time right now haha.

Floating trees:

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It sways!

Spoiler

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Sneak peek:

Spoiler

unknown.png

 

Edited by Cairath
  • Like 2

I've updated most (or all?) mod descriptions in the readme: https://github.com/Cairath/ONI-Mods/blob/master/README.md

If anything's still unclear lemme know

 

edit: yesterday evening I corrected a bug in FlowSplitters which came up a few updates ago. Works fine again.

Edited by Cairath
  • Thanks 1
On 9/11/2018 at 7:01 PM, Cairath said:

@FierceClaws sorry, I don't use that mod, so not sure! Have you used the egg sensor? There are three: critter, egg and critter+egg (just making sure)

It uses the same counter that critter drop-off uses to display number of critters in the room - if that one is working with the big-room mod, then the sensors should work too

i tried all the sensors, only the critters one works

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