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Author Topic: [submod]Cryptic Butchery(0.4.0)  (Read 2031 times)

Offline HinterDemGlas

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[submod]Cryptic Butchery(0.4.0)
« on: March 22, 2024, 04:31:39 pm »
I just had the Dr. Alpha mission and it was fun-- two of my agents were flanked by an Asmodean Cobra while running from a Shambler, that kinda thing. I hate the fucking vents, though, 35+ rounds because a werewolf ate my dog ::)

So I took all of the adorable murderous specimen alive, except for a few very fragile bats and beetles, and was finally annoyed enough by the crafting recipes somewhat punishing that approach to make a small adjustment: this mod.

This mod allows you to craft:
-Mongorn Anzug
-Bio-electric Tazer Clips
-Quillbow
-Dart musket
from living creatures- Wild Mongorn, Muckstar, Spikeboar and Bullfrog (still didn't find any of those) respectively. Mongorn King and similar variants may not work, and I only tested the Anzug and the taser ammo, sorry.

I may add other creatures- not sure what the situation with Synth muscle and anti-grav modules is for example. I will probably not add crafting recipes to turn live beast into corpses, because a) clutter and b) getting one corpse for autopsy has never been a problem for me.

Offline Juku121

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Re: [submod]Cryptic Butchery(0.4.0)
« Reply #1 on: March 22, 2024, 05:01:23 pm »
Can't test right now, but wasn't there an option to kill your captives in prison/pens/containment and get their corpses? Or am I misremembering?

Offline psavola

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Re: [submod]Cryptic Butchery(0.4.0)
« Reply #2 on: March 22, 2024, 05:12:14 pm »
XCF prisons only offer 'remove selected'. AFAIR, many other mods also allow you to also kill, not just sell, your prisoners. This may be related to the retain bodies after interrogation user option, which XCF forces to be disabled. (I usually play other mods/vanilla with it.) Didn't test now.

Offline rkagerer

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Re: [submod]Cryptic Butchery(0.4.0)
« Reply #3 on: June 04, 2024, 10:38:28 am »
Awesome!  I wish XCF included these recipes out of the box.  Does this mod work with the latest XCF, and is it safe to add mid-game?
« Last Edit: June 04, 2024, 10:52:45 am by rkagerer »

Offline betatester

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Re: [submod]Cryptic Butchery(0.4.0)
« Reply #4 on: September 19, 2024, 12:51:48 am »
Wonder if this mod was integrated in the game now because I can make all these items (I'm using the last public version available)

Offline Kozinsky

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Re: [submod]Cryptic Butchery(0.4.0)
« Reply #5 on: September 19, 2024, 09:28:02 am »
Wonder if this mod was integrated in the game now because I can make all these items (I'm using the last public version available)

No, you're wrong, these crafting recipes are not in the mod.

Offline betatester

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Re: [submod]Cryptic Butchery(0.4.0)
« Reply #6 on: September 19, 2024, 04:37:23 pm »
-Mongorn Anzug
-Bio-electric Taser Clips
-Quillbow
-Dart musket

These ones I can craft and I have no mods installed

Offline Kozinsky

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Re: [submod]Cryptic Butchery(0.4.0)
« Reply #7 on: September 19, 2024, 06:06:27 pm »
-Mongorn Anzug
-Bio-electric Taser Clips
-Quillbow
-Dart musket

These ones I can craft and I have no mods installed

You can craft them from corpses, but not from living units like this submod does.

Offline rkagerer

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Re: [submod]Cryptic Butchery(0.4.0)
« Reply #8 on: November 14, 2024, 06:42:36 pm »
You mentioned Synthmuscles and Grav modules.  I noticed they're still missing.  Not a big deal, but if you feel like adding them for completeness the info is below (based on the equivalent corpse projects).

Synthmuscle: Living Muton (1 Muton --> 1 Synthmuscles, 320 engineer hours, $800)
Grav Module: Living Floater (1 Floater --> 1 Grav Module, 200 engineer hours, $100)
Grav Module: Living Legionnaire (1 Leagionnaire --> 1 Grav Module, 250 engineer hours, $100)
Grav Module: Living Waspite (1 Waspite --> 1 Grav Module, 200 engineer hours, $100)