Is it planned to add dino-tiles for those who play the mod?
(I switched to coleen’s tileset yesterday and havn’t met dinos, so if it’s already done, please excuse the question. I just imagine a Spinosaurus tile … )
Yeah, they are dirty enough that they were actually believed to have poisonous bites for a long time, simply because every bite they perform develops some sort of infection.
I’ve seen dinosaurs but I think the difference now and back when this mod was first started is the spawn locations and how terrain is set up.
I remember you used to find dinos as part of normal spawns but now you only find them around those special dino houses in cities and in the dinomod specific swamps, which are awkwardly wedged into existing terrain like a bad chunk in minecraft.
On a side note, it’d be hilarious if dinomod let you play as an uplifted (either through mutation or whatever cthulian magic-science is going on). You’d need some way to alter factions, and possibly the character sprite if you’re using a tileset, but most of it could probably be done with custom mutations.
Maybe even have a specific species mutation for each choice, that makes the monsters of that specific species use neutral dog ai for you rather than normal ai. (Follows you around, makes noises, bites you and runs away, ‘tameable’ via some sort of food object and a signal object)
Have a scenario ‘uplifted lab-specimen’ or ‘cunning mutant’ and you choose which mutation set you want, start out with low skills and no equipment. Then you could set out to figure out doors, scare the inhabitants, and possibly ride a bicycle.
Would be neat if each mob added by this mod butchered to a moderate amount of unique objects as well. Like, tyrannosaurus teeth or stego plates or allosaurus frills. That way not only could you turn them into spiffy jewelry and trophies, but you could add a mutation category for each with recipes. Hype up on allosaurus serum to become an amphibious terror, or stego serum so you can turtle and spike zombies, or trike to charge at and upend cars.
Would be funny if you could go full Monster Hunter and use said parts, but butcher returns would need source tweaks.
In any case, been interesting to see this. Also been slowly adding sprites for the dinos for MShock Modded. One of those things I’d been putting off for too damn long.
As this is stickied I don’t think I need to start a new convo every time I want to ask something about the mod.
On the Github currently a few individuals are talking about rebalancing some monsters to make more of a challenge for mid-late game characters.
Personally I think something like a 10ft tall 4.5 ton lizard (i know, they aren’t, work with me) bearing down on you in the middle of a clearing is probably MORE terrifying than the standard Hulk-esque zombie we’ve come to laugh at.
Or what about a ‘wolfpack’ of fast moving apex predators that are almost as fast as a cheetah hunting and killing everything in view?
Seeing as how scientists of cataclysm were working on genetic research, it stands to reason that potentially extinct creatures like dino’s could have been made and contained for future research but once the event happened the compounds were breached and the dino’s escaped?
I’ve tried working this into the current experimental but either I’m getting crashes constantly or the dino’s just never spawn. If someone with a little more experience could bring this up to snuff that would be much appreciated!
Can we get some more information about the crashes? Also, are you using any other mods? The way monster groups work, if a mod includes a group with the same name as a vanilla group or a previously loaded mod, it gets overwritten. In particular, the fantasy factions mod wrecks forest spawns and swamp spawns too.
I use the dino mod + over 40 other mods. I had to write a monster group override mod to get all of them to cooperate. I see dinosaurs on occasion, they hang out by swamps.
[quote=“Malkeus, post:118, topic:49”]Can we get some more information about the crashes? Also, are you using any other mods? The way monster groups work, if a mod includes a group with the same name as a vanilla group or a previously loaded mod, it gets overwritten. In particular, the fantasy factions mod wrecks forest spawns and swamp spawns too.
I use the dino mod + over 40 other mods. I had to write a monster group override mod to get all of them to cooperate. I see dinosaurs on occasion, they hang out by swamps.[/quote]
OH, so they spawn in swamps!? ah ha! that might be why i’m never seeing them in the forests. The crashes I think are because I’m trying to mess with the factions. Probably a conflict with the fantasy mod and other tweaks here and there I’ve tried to make.
Usually the only time I get crashes while messing with json’s is when I forget a comma, brace, bracket or parentheses. The game really hates trailing commas on the final entry in a list too. I looked in the json, they appear in swamps and caves and in the buildings the mod spawns.