I'm looking for animal ideas! Here's some I have so far.
- Capybara
- Brown bear
- Polar bear
- White Stag (specify)
- Tunnel worms: Can tunnel through walls (perhaps damaging the wall, perhaps not). They appear at the deepest points in the colony, in mountain maps only. They appear with a worm hive, which slowly spawns additional worms. They defend their hive.
Got one that's straightforward but interesting? Please contribute. Bonus points if it ties in with existing systems. Simple animals without exotic behaviors are also good.
well Tarsiers and Quokkas may be too similar to Capybara (small and brown and probably very squeaky aswell)
Frogs and toads the highly trippy ones! can add licking them as joy activity, too, then *winkwink*
Zebrahs mules donkeys horseys or any other similar pack animal
Elephants ;D (ivory! art!)
Geckoes
and beach crabs!
i'd say any kind of bird aswell but I don't know how they'd work
have them swoop in the map and eat your crops I guess *shrug*
and I don't know if feathers would be of any use either, except for breaking ticklish prisoners
and maybe the Biodiversity mod may give you some ideas aswell
http://ludeon.com/forums/index.php?topic=9532.0 ;D
A muffalo rocking a duster wouldn't be all that bad either!
Tigers or Jaguars could work well for jungle areas.
-drag off colonists who were sleeping unsheltered during the night or who were traveling outside in small groups.
-stealthy creature, not visible on the map while stalking/unspotted.
-Spiked pit traps covered in jungle leaves could be used to fend off tigers/jaguars while a base is in its early stages.
This is the first time that I have posted, so I wanted to say that RimWorld is a truly awesome game and I am so glad that a game like this was made! I have enjoyed playing it.
-edit: corrected line break error
- Megasnail: slow moving with very tough shell and likes to eat crops.
- Reindeer: occurs in Tundra and Boreal biomes, doesn't migrate in winter.
- Seals/penguins: occur in Arctic shelf biome.
- Lynx: predator native to Temperate and Boreal biomes, doesn't migrate in winter.
I want to see predators using corpses as a food source, the way herbavores use crops
Quote from: Tynan on July 03, 2015, 02:50:37 PM
I'm looking for animal ideas! Here's some I have so far.
- Capybara
- Brown bear
- Polar bear
- White Stag (specify)
- Tunnel worms: Can tunnel through walls (perhaps damaging the wall, perhaps not). They appear at the deepest points in the colony, in mountain maps only. They appear with a worm hive, which slowly spawns additional worms. They defend their hive.
Got one that's straightforward but interesting? Please contribute. Bonus points if it ties in with existing systems. Simple animals without exotic behaviors are also good.
- Wild big cats
- Crabs (coastal maps)
Jungle/Forest Spider: Just a giant spider.
Possible exotic behavior:
1. Wall climbing; can walk over walls (non roofed only)
2. Wrap and snatch - Spiders would poison a pawn (bite an unsuspecting pawn incapacitating them?), wrap and drag them into the jungle/away from colony, and guard it. The pawn would die within 12-24 hours if not rescued (use the same coding for disease/heat stroke e.g. minor, major, extreme ect). To rescue the pawn, the player will have to "strip" the webs off and probably defeat the guarding spider.
This can either be a storyteller event or the spider can opportunistically pray on a nearby pawn. Maybe it will do this whenever it needs food (every 2-3 days) and will mostly target animals, but if non are available humans are its next pray.
3. Webbing environment - Spiders occasionally leave webs on a cell, which slows down movement speed (spiders can move through freely). The webs can only be placed between trees. These may expire or there may be a web limit.
Sorry if this is a bit overcomplicated for a simple idea. Giant spiders are good without behavior too.
Quote from: Axelios on July 03, 2015, 04:50:29 PM
I want to see predators using corpses as a food source, the way herbavores use crops
Predators don't eat carrion.
----------------
Axolotl, because all games need axolotl.
Ant mounds. They have mound, and effect a random assortment of squares within a small radius of itself. It ruins degrades meals and if colonist eat ant tainted food, it increases the possibility of them getting sick. Colonist also get bad thoughts for being in ant mound tile or being in an ant infested tile. It'll also wake up Colonists if on the mound or on an ant infested tile.
Hyenas. A pack animal that is spawned on the map, when there too many open air dead bodies. They procede to eat the bodies, leaving skellingtons. Colonists would get a "Colonist being eaten" bad thought that would supersede the, "Colonist left unburied." They would be very aggressive, but wouldn't chase other animals and aren't edible.
Glow Ferret. At night it glows. It eats the fire exploding squirrels. When killed, it also explodes. High valued pelt. Bonus points if it pelt changed during winter months and was worth more.
Cats. They adopt a colonist and become that colonist pet. Colonist get happy thoughts when interacting socially with cats. I would include dogs, but dogs AI I think demands a much more complex ai, as you would want working dogs.
Herds of unarmed mechanoid-like animals transporting tubes of nutrient paste.
- They won't really stay on the map for long.
- Slow.
- Drops nutrient paste when butchered.
- I dunno but since it's a mechanoid, you only butcher it for the paste then leave the corpse to disassemble later.
Got the idea from a E3 game trailer I watched. I think it was Horizon-something.
Raccoons (coon-skin caps? more active scavengers that prefer targeting unattended meals?)
Gorillas (break a lot of bones without cutting people as much? dark grey-black leather color?)
Raptors (likely to attack nearby colonists without provocation?)
Llamas! (who doesn't love llamas?)
Silverfish: small critters that are genetically engineered to extract silver from the environment. It literally prints money!
Head Snags: a small creature that tries to melee humans. if it successfully melees a colonist`s head, then the damage is ignored and the Head Snag is deleted. The colonist now has a "Head Snag" object on their head and they become hostile to all.
Electro Slugs-They eat power conduits,batteries,and generators. Once they find a conduit they start eating and follow it to the source of current. When killed they do shock damage.
- Very fast critters that can pass through vents and feed on foods, they are weak and avoid light or human, preferring to move at night.
(a Rat in short)
- Predator that hunt/feed on creature, stay sated for several days, then leave.
- BIG SAND WORMS which make soil fertile when killed.
Do not ask were I got such an original idea.
From a friend :
- Komodo Dragon (poisonous) or Crocodile
- Bird of Prey & Vulture
(Better) Snakes: (1) seek hotter areas while avoiding the cooler temps, (2) can crawl over unroofed walls and through vents/coolers, (3) create messes, and (4) have a large negative beauty modifier while alive; possibly have them sometimes spawning in indoor heated crop fields (dirt floor, heated), occupied colonist beds (spawn on rest?), or foodstuffs purchased from traders.
Rats: (1) don't attack active colonists, but chew on incapacitated/resting pawns specifically, (2) travel through vents/coolers, (3) damage food, and (4) create tons of mess; a massive food surplus could see a groups of them spawn, but with no pop-up until food is being damaged.
worms sound like a good idea for this type of game...its extra challenge they add to the game digging trough walls would be hard task to defend against...adding more difficulty...but still it is a good idea just don't make the game impossible you keep adding a lot of challenges and difficulty lately to the game
Scavengers! It would be cool to see a flock of buzzards or crows slowly circling the dead bodies on the map.
How about a special racoon. Engineered to be smart, stealthy and with a magpie complex to steal everything shiny.
So don't let your silver, gold or weaponry out in the open. It may be gone after the night. :)
creatures who spawn in unlit areas in your (underground mountain) base
Why to add new when it is necessary to finish the old?
1) Hungry animals starve to death, without trying to receive food (especially predators).
2) Some types have to run away from hunters, and others on the contrary, to attack.
3) The number of "accidents on hunting" - simply reads off scale!!! (I wouldn't begin to shoot at allies)
P.s. (Not to shoot at allies, it is possible optionally)
Thank you for the ideas everyone!
Quote from: Humort on July 04, 2015, 04:35:10 PM
Why to add new when it is necessary to finish the old?
1) Hungry animals starve to death, without trying to receive food (especially predators).
2) Some types have to run away from hunters, and others on the contrary, to attack.
3) The number of "accidents on hunting" - simply reads off scale!!! (I wouldn't begin to shoot at allies)
P.s. (Not to shoot at allies, it is possible optionally)
The animals aren't ever finished. There very nearly an infinite amount of depth you can do with them. You can always make their behaviors more complex and dynamic between each other, as you progress closer to a real ecology.
And beside behavior, you can also expand with the animals we just have, with great deal more industry. Flesh out the bodily components of the animals, give them bones even. Every ounce has a use, and you could model every ounce being used.
We could even make hunting more simulation, by making the amount of meat produced in relation to its health, and we can add in various disease as well from hunting.
We could even have Tynan do high level models of population and migration of the worlds animals, that move into the reality bubble of the game.
Nanite Disassembler Swarm -- it moves into an area, and stars to "eat" everything inside its square, including structures. The Nanite swarm can't be killed through weapons. It can be defeated with fire and emp. It constantly looses health. It gains health from eating, in some ratio related to the materiel density. Density isn't really a thing in the game. So maybe it can avoided from adding in an extra attribute to materiels by having it being a relationship with the materiel damage absorbing-ness.
It moves in random direction, but never into the square it just was. It motivates itself to move when it no longer eating. Or it can move according to the fibonacci sequence just because.
I really want to see the creatures from pitch black. Intelligent, predator, extremely sensitive to light so they hunt at night, mostly blind use sound and heat sources to locate prey.
instead of animals... why not... hobos?
as in a herd of wild hobos appear!! *shocking!* :o
they will stay in your map permanently, trying to sneak in your base and eat your meals and drink your beer or to stay warm during winter.
they cannot be captured or doctored (unlike other NPCs). but they will defend themselves against hostiles when attacked (they are usually armed with shoddy clothes and shivs).
they won't do any work. but they will happily mooch from your colony. ;D
edit : they are friendly though, and they will chat you up. they also need "joy" so they will participate in joy activities and build snowmen with you.
(http://i.ytimg.com/vi/FExr17hrf20/maxresdefault.jpg)
"do you wanna build a snowman?"
Yea, I'm having some trouble too, with some animal behaviors seem to be more like events.
Like can we suggest things like the alpha beavers? Where its more like an event that happens to ahve animals?
Like mr.wiggle said I'm thinking a ship crash that let's loose alien animals that do something like the beavers or wargs and have an event
Quote from: keylocke on July 05, 2015, 01:10:03 AM
instead of animals... why not... hobos?
as in a herd of wild hobos appear!! *shocking!* :o
they will stay in your map permanently, trying to sneak in your base and eat your meals and drink your beer or to stay warm during winter.
they cannot be captured or doctored (unlike other NPCs). but they will defend themselves against hostiles when attacked (they are usually armed with shoddy clothes and shivs).
they won't do any work. but they will happily mooch from your colony. ;D
edit : they are friendly though, and they will chat you up. they also need "joy" so they will participate in joy activities and build snowmen with you.
(http://i.ytimg.com/vi/FExr17hrf20/maxresdefault.jpg)
"do you wanna build a snowman?"
http://imgur.com/gallery/jnrpJhp
crazy hermits could be just lovely though (maybe not band of hobos atleast not unless they build a fire barrel in the dankest corner of your cave)
Ravian Stalkers - spawn at night and abduct animals dragging them to a den spot and killing them.
Event: A group of Ravian Stalkers have picked up a scent for humans.
Remain indoors to be safe!
(They also have a thermal camouflage so turrets don't work on them.)
Quote from: Shinzy on July 05, 2015, 05:57:58 AM
http://imgur.com/gallery/jnrpJhp
crazy hermits could be just lovely though (maybe not band of hobos atleast not unless they build a fire barrel in the dankest corner of your cave)
it doesn't have to be hobos. hermits and the occasional crazy cat lady would be nice.
maybe they can even build their own campfires.. and roast mallows, swap stories, while drinking beer. and then your colonists could just drop by and join in.
This might be outside the scope but I'd quite like to see fish. Perhaps leading to a fishing skill and new food source in future updates.
what about mixing more animals with more events, we only have beavers and wargs. What about swarm/plague based animals, locusts/frogs/rats etc...have them add disease/eat your crops.
Quote from: skullywag on July 05, 2015, 09:05:38 AM
what about mixing more animals with more events, we only have beavers and wargs. What about swarm/plague based animals, locusts/frogs/rats etc...have them add disease/eat your crops.
Quote from: DDawgSierra on July 05, 2015, 03:48:53 AM
Like mr.wiggle said I'm thinking a ship crash that let's loose alien animals that do something like the beavers or wargs and have an event
User was warned for this post: Content-free bumping.
Edit:Oops! I must've accidentally deleted the words. I was going to say- You weren't forgotten!
Quote from: Serviette Union on July 05, 2015, 07:36:51 AM
This might be outside the scope but I'd quite like to see fish. Perhaps leading to a fishing skill and new food source in future updates.
Yea but how do you prevent fish from being an infinite food source?
Quote from: MrWiggles on July 03, 2015, 08:54:39 PM
Cats. They adopt a colonist and become that colonist pet. Colonist get happy thoughts when interacting socially with cats.
NOOOO NOT CATSPLOSION!
Might be too similar to Tunnel worms, but here is an idea I have been meaning to mod in for a while.
Called: Rockalo (similar appearance to the Horta from Startrek)
While not usually aggressive these creatures are able to tunnel through solid rock thanks to their unique physiology that allows them to melt the rock down and resolidify it behind them. They appear to see by sensing electromagnetic distortions, that allow them to pick up the specific minerals in rocks that they feed on (does not eat map metal deposits), however this also draws them towards the power generators and storage systems of the colony, causing them to tunnel into underground colonies, usually only one or very few in number.
While they will not attack directly unless threatened, they are extremely hot and have been known to start fires in their area and very tough.
- Spawns into an underground base, only (or more likley) through natural walls as to encourage the colony to dig out and replace the natural walls with man made walls.
- Extremely tough to kill (as much or more than a mechanoid centapied)
- Low standard attack, melee only
- Passively flings sparks that have a chance to start fires, similar to how fires spread
- If not attacked will leave after a while
- Drawn to power generators / batteries?
Spawns as an event in the colony, This then gives the colony a choice to fight it or just put out the fires until it leaves on it's own. And encourages natural walls to be replaced with man made walls, adding a potential cost bringing underground bases more in line with outdoor bases in the late game.
I haven't read through the thread, but here are some ideas:
Biome specific recolors of existing animals. Muffalo are cool, but a plains muffalo should be brown while a tundra muffalo should be white. The same would work with hares, etc. This would be a low cost way to add more wildlife variety to the game.
More predators! Foxes that attack squirrels and hares, maybe lone bears that attack larger game and the occasional colonist who wanders too close. A predator killing another animal could be treated as a butchering bill, although it would drop less meat and no leather, and the animal would eat the meat immediately. Maybe the behavior kicks in when the animal gets too hungry.
Ents! I mean, Treants! I mean, some uncopyrighted tree mimicker! Pretty rare, attacks when you try to chop it down.
Birds? Can ignore walls, but not roofs. Maybe they fly into your garden to peck at your crops? They don't eat a lot but can be a nuisance, especially in flocks.
Penguins! Because of COURSE penguins!
I've always found the lack of a birds a bit off. Seagulls for sea shore biomes, vultures for deserts, ostriches for the arid shrublands, penguins for icesheets, bird of prey for tundras, and wild fowl for temperate forests. These birds could have a special mechanic where they could nest and eggs could be collected for food.
• Penguins: For the ice sheets (or, alternatively, any super-cold coastal biome). Potentially seals and walruses too.
• Boom-Muffalo: Like the boomrats, except a lot bigger and scarier!
• Moles: They tunnel underground most of the time and destroy crops if they cross them. Maybe make them immune to ranged weapons when tunneling?
• Tree w/insect hive: If you try to chop down the tree, an insect swarm (one entity) spawns to defend it. Have it despawn if they aren't approached for awhile. Allow the tree to be burnt down without their spawning.
• Camels or some variant would be a cool addition for the desert biome.
• Some sort of alpha-predator that could kill off the majority of the wildlife on the map if left to its own devices. Bonus points if each biome has a different version of this.
• Hares/rabbits: They provide minimal meat, but breed exponentially (other animals despawn as necessary). If you don't nip them while they're few in number, all of the game on the map will be of lower quality.
• Any animal that will damage exposed power conduits.
That's all for now.
Quote from: SSS on July 06, 2015, 12:19:19 AM
• Boom-Muffalo: Like the boomrats, except a lot bigger and scarier!
That could actually be amazing.
Imagine taming it and sending it into battle.
How gruesome. And tribals should know better.
We're already working on dogs with Project K9; posted a teaser today on the subreddit:
https://www.reddit.com/r/RimWorld/comments/3c8yry/johnson_do_you_see_what_i_see_what_is_it_sar_wait/
Looking to add in dogs that function mostly-realistically, help out around the base... sort of.... keep morale up, hunting, small bits of hauling, etc.
Quote from: MrWiggles on July 05, 2015, 09:05:02 PM
Quote from: Serviette Union on July 05, 2015, 07:36:51 AM
This might be outside the scope but I'd quite like to see fish. Perhaps leading to a fishing skill and new food source in future updates.
Yea but how do you prevent fish from being an infinite food source?
mercury overdose!
• Camels or some variant would be a cool addition for the desert biome.
• Hares/rabbits: They provide minimal meat, but breed exponentially (other animals despawn as necessary). If you don't nip them while they're few in number, all of the game on the map will be of lower quality.
That's all for now.
[/quote]
Hares and 'dromedarys' already exist. (Camel lookalike)
Edit- what happened to the quote?!
Quote from: Keychan on July 06, 2015, 12:15:13 AM
I've always found the lack of a birds a bit off. Seagulls for sea shore biomes, vultures for deserts, ostriches for the arid shrublands, penguins for icesheets, bird of prey for tundras, and wild fowl for temperate forests. These birds could have a special mechanic where they could nest and eggs could be collected for food.
I in no way live in a desert and yesterday there were three vultures eating a dead body outside of my house. Stop being so vulture rascist! (Kidding on the racist part)
Quote from: Shinzy on July 06, 2015, 05:33:54 AM
Quote from: MrWiggles on July 05, 2015, 09:05:02 PM
Quote from: Serviette Union on July 05, 2015, 07:36:51 AM
This might be outside the scope but I'd quite like to see fish. Perhaps leading to a fishing skill and new food source in future updates.
Yea but how do you prevent fish from being an infinite food source?
mercury overdose!
Mercury you say!?
*Yellow mail pops up*
You have developed autism!
Jokes aside,
Steelions / Steetles / Metalmites
A large harmless insect with serious cases of metal munchies.
- Large harmless insects with metal exoskeletons that would eat steel plates left on the open. When killed, it can be smelted for a small amount of steel resources.
Megamantis
Solitary cousins of the megascarab. A large genetically engineered insectoid with light reflecting exoskeletons. Originally designed to ambush forward scouts of mechanoid armies. Now it eviscerates your colonists instead.
- Will turn slightly invisible when any animal or people go nearby it and will attack those who come close.
I havant seen any one put it but the inclusion of some of those sentient creatures mentioned in the lore.
apes
horses
dogs
Dinosaurs! T rex/stegosaurus/giant lizard.
Plesiosaurs! (or some other sea animal that pops out and eats any animal/human that comes close)
Alligators! They live in swamps and occasionally pop out to be hostile and eat things.
Birds! Hummingbirds that pollenate plants and make them grow faster, vultures that prey on corpses, and massive killer alphaeagles!
Bees! Same as hummingbirds above^ but spawn from hives. When colonists go near hives, bees attack them, and the colonists get a "Not the bees!" mood debuff.
Pretty much any animal, that folks tend to think of animals are sentient. Event ants are and worms.
Perhaps sentient was the wrong way to word it, :-[ more possesing higher sentience as in human levels of intelligence. ;D
Pets for Joy purposes! (and maybe even beauty..)
- Cats (fed with meat)
- Hamsters (fed with vegetables)
- Birds (fed with vegetables)
And others for both Joy and useful purposes
- Horses (for hauling more items, faster movement across area, fed with vegetables)
- Dogs (for providing security, faster movement maybe via sled dogs during winter, fed with meat)
And those for strictly farming purposes
- Chickens (for eggs and meat)
- Sheep (for meat and wool)
- Cows (for meat and leather)
Research/build birdcages, fish tanks and terrariums for certain joy animals:
- parrots (also add beauty) but maybe they can go crazy and become Abrasive. I've met parrots like that.
- tropical fish (beauty)
- snakes/iguanas/tortoises
- belfries outside for bats (negative beauty?)
Colonists get joy from maintaining the tanks etc...
TLDR if its been said before, but if you have ever seen the movie Mysterious Island or read the book by Jules Verne then there are some neat creatures in that. Giant crab you can find on beaches, giant bees that steal helpless colonists to feed to the hive, giant mollusc with tentacles to snatch colonists from the beach or water if we ever get boats. Giant chicken was neat but you can pretty much put "giant" in front of anything in the animal kingdom.
The worms you mentioned, are they like the movie Tremors?
Also, some type of ooze or blob monster that is only really harmed by fire. Use campfires to keep it at bay but require Molotovs' and such to kill it. Bullets dont work, energy shots do a little damage. Regular explosives slow it down.
I also came up with an idea for a piece of fiction I am working on. Called a Master Parasite. Adjusted for Rimworld, there is a hidden hive and it infects animals, controlling them. They attack isolated colonists in groups and infects them. Control takes longer but eventually they belong to the hive. Keeps going until everyone is infected. However If you kill the hive all the controlled pawns go helpless and require surgery quickly to remove the parasite so they can be saved and returned to normal functions.
Also take a look at all the creepy insects and micro organisms for more ideas.
I have 2 possible animals
(No Name) An animal that sometimes you find sucking on a power conduit or a battery, thus draining your power!
Bees! It would be cool if you could find bees in random trees, and you could somehow fight and kill off the bees to get the honey, which could be a Joy Item. Also it would be cool if you could create beehives!
Quote from: MarcTheMerc on July 07, 2015, 02:55:54 AM
Perhaps sentient was the wrong way to word it, :-[ more possesing higher sentience as in human levels of intelligence. ;D
Sapient then. A much smaller club.
Sentience is just being able to feel pain. Though it more generally means the ability to perceive your surrounding. Which is pretty much any animal.
I think livestock animals might be a great idea. Cows, or Yacks, Chickens and Sheep. Each provides resources, leather, meat, eggs, wool, milk. You could breed and kill them or just harvest resources like the wool or eggs. It could be an event like the alpha beavers. You have spotted Cows roaming on the plains. Jump to location? click on cow Capture cow, kill cow, harvest from cow. If you have a live stock "room" then you can catch other wise you have to kill or harvest. You could make "farm fence" to make a room for live stock.
Well for starters
Alternate skins for different biomes could help. Hell some small subspecies (just another variation of color) could be added to any exsisting map (like a rare deformity, possibly have some aim bonuses or debuffs?)
Dinos! because i'm crazy for them. Maybe the smaller versions. Like Archaeopteryx, Too kill two birds with one stone (see what I did there?)
Phorusrhacidae (Terror birds) Flightless meat eating birds... Who could ask for more? and Tynan if you read this. Just imagine, Tribal raiders riding on these things to battle. Oh how the fear shall come!
Some sort of alien species *Cough cough* nods to profile pic, personal text, and signature. (hell even knock offs would be good.)
wyvern- Might be good for an incident, Have one or a couple (depending on the sie of your colony) either Snatch and drag them to the corners of your base, or If you can ever visit other places on your world. Go fetch them where they will (if not rescued) be eaten, or kept for more nefarious reasons. (your call.)
If you need any more, Just let us know. After all we have the internet we can scrounge for more idea's.
I have an animal im modding in the moment this new feature drops....chickens...or some form of egg laying bird. Please beat me to it, i feel with this change it should be core.
Quote from: skullywag on July 08, 2015, 03:52:11 AM
...chickens...
If you attack chickens, what would happen? So many examples, from Zelda to Skyrim.
Thats one of the things id be modding in, if chicken attacked all nearby chickens go manhunter. Hilarity would ensue..:D
Catfish or Xenoprawn, only spawns/moves in shallow water and swamp areas. Gives a lot of meat.
Quote from: MrWiggles on July 05, 2015, 09:05:02 PM
Quote from: Serviette Union on July 05, 2015, 07:36:51 AM
This might be outside the scope but I'd quite like to see fish. Perhaps leading to a fishing skill and new food source in future updates.
Yea but how do you prevent fish from being an infinite food source?
you mean like how potatoes are infinite resources too? as long as you have an area to plant, light source, people, time, right temperature, etc.. potatoes (and some other plants) are practically "infinite" food sources too. ;)
(http://www.tibiawiki.com.br/images/9/99/Giant_Spider.gif)
I want to see Tibia's Giant Spider, a big predator that is REALLY fast and will kill anything that enters it's aggro zone, but otherwise will roam around like any other animal. Keyword here is fast, something that moves much faster than your colonists and will easily kill entire groups of unorganized/strung out attackers. When the it enters the map the game pauses and you receive a warning message.
The concept could be used for a variety of different predators, you could even have them biome specific. Again, some Tibia inspiration:
(http://www.tibiawiki.com.br/images/8/8a/Blood_Crab.gif)
(http://www.tibiawiki.com.br/images/2/2c/Ancient_Scarab.gif)
(http://www.tibiawiki.com.br/images/e/e6/Centipede.gif)
(http://www.tibiawiki.com.br/images/3/30/Kongra.gif)
(http://www.tibiawiki.com.br/images/1/16/Terror_Bird.gif)
(http://www.tibiawiki.com.br/images/d/dc/Rift_Worm.gif)
How bout to tie in with the genetically enginired theme of alphabeavers and boomrats and megascarabs, you could have a wolf/lion/jaguar thats been biomechanically altered, so it has a natural plasteel exoskeleton, armouring sections of its body such as shoulders, head, back and sides, protecting it from bullets and melee attacks. It could also be even faster than wargs, and more dangerous when melee attacking. Basically the the baby of a mechanoid and warg. It could even have a weapon mouted on its back, like a centipede. Just an idea for a tougher callenge from the animals in the world
Quote from: Tynan on July 06, 2015, 01:26:07 AM
Quote from: SSS on July 06, 2015, 12:19:19 AM
• Boom-Muffalo: Like the boomrats, except a lot bigger and scarier!
That could actually be amazing.
Imagine taming it and sending it into battle.
I am making a mod right now that makes a copy of the boomrat and adds the muffalo's specs/stats, it's entirely xml, but so far its working. I have renamed it, given it the specs and description, now all I can think of that I need is a texture, I have someone I asked to do it for me...
Why not just make it so that some NPCs come along and build a small house/village on the map and they can be a new faction or an expansion of an old faction.
I wish I had thought of dinosaurs before, thats a really good idea! It fits in the Rimworld setting too; either cloned/resurrected dinosaurs or genetic chimeras cooked up in labs from extant species to approximate extinct dinos, probably for Glitterworld zoos.
Also, since husbandry is being introduced, I think predators have a better role in this game than ever. Fighting off packs of regular old wolves, or solitary big cats trying to sneak away with a calf would be a good new gameplay mechanic.
Also, chickens! Since we can farm for milk, why not eggs?
Quote from: keylocke on July 08, 2015, 04:51:24 AM
Quote from: MrWiggles on July 05, 2015, 09:05:02 PM
Quote from: Serviette Union on July 05, 2015, 07:36:51 AM
This might be outside the scope but I'd quite like to see fish. Perhaps leading to a fishing skill and new food source in future updates.
Yea but how do you prevent fish from being an infinite food source?
you mean like how potatoes are infinite resources too? as long as you have an area to plant, light source, people, time, right temperature, etc.. potatoes (and some other plants) are practically "infinite" food sources too. ;)
Not really...
With fishing, its just be a pawn sitting by any water source for some game time. Supposedly there would be a new skill or it would be related to a pre-established skill. And it'd be success rate, that may be tied with quantity.
Unlike potot'ing, which only works on some land, sometime of the year, or all the time with research and the object that requiries electricity.
Fishing, can be done the through the entire year. Even if the Dev adds pounds freezing over, ice fishing is a thing. So it wouldnt block fishing either. So then... the rule grows from "if there tile of deep water it may be fished" to something much more complex and easily dips into "not trivial". Depending how complex you want the rules governing fish population to get.
Quote from: skullywag on July 08, 2015, 03:52:11 AM
I have an animal im modding in the moment this new feature drops....chickens...or some form of egg laying bird. Please beat me to it, i feel with this change it should be core.
Thanks Tynan ;)
Giant sloth (https://en.wikipedia.org/wiki/Megatherium): massive extinct mammal that lived in South America around the time of the woolly mammoth. Only a few species of woolly mammoths surpassed it in size, ate leaves off of yuccas, agaves, and grasses. Lived in groups or alone in cave. Powerful digging ability, could tear down trees.
Armadillo: wide variety to choose from which survive in a variety of climates. Nice little armored critter.
Great auk (https://en.wikipedia.org/wiki/Great_auk): basically penguins that lived in the Northern Hemisphere before being hunted to extinction in the mid-1800s. If chickens are ever implemented then great auks can provide similar types of resources. They were valued for their high-quality down feathers, as a source of meat, and for their large eggs which contained a lot of yolk. Lived in tundra and boreal forests.
Elephant bird (https://en.wikipedia.org/wiki/Elephant_bird): hunted to extinction in the 1600-1700s, a truly massive bird from Madagascar, basically a giant version of the ostrich. Unknown if they lived in dense rainforest or not.
Porcupines: smaller than beavers but still large for a rodent. They drop their quills on contact and are popularly believed to be able to throw them(although they can't, except maybe in Rimworld). Would work fine in Arid Shrubland, Desert, Temperate Forest, Tropical Rainforest.
Skunks: can spray colonists to worsen mood. Could work in Arid Shrubland, Boreal Forest, Temperate Forest, Tropical Rainforest.
Skunks are a great idea, not only could they provide a mood debuff to the colonist but also any other colonist that gets near them, and you would simply have to wait for it to go away.
Quote from: kingtyris on July 15, 2015, 11:17:11 PM
Skunks are a great idea, not only could they provide a mood debuff to the colonist but also any other colonist that gets near them, and you would simply have to wait for it to go away.
Or you could kill it from afar, and once it's dead add a radius around the corpse and whoever gets in that radius they get the debuff and a 'Abrasive' Like trait that gives other colonists a small debuff (but not the stench).
Gants- giant ants that make a nest on the map. They kill and eat local animals and their popuation grows quickly. Just like the player, they will go and hunt animals or even humans. Players would need to kill them quick, before they take over a large chunk of the map.
More pest-like animals would be a welcome change. Things like swarms of flies that pester colonists and rot food and clothes faster as an incentive to keep things inside. Maybe something like mosquitoes that carry malaria or other diseases.
With tamable animals coming in, it would of course be brilliant to see sheep and cattle take a greater role. Horses too. We can only hope that mountable animals might make a showing in the future (mounted tribal raiders that quickly charge in and steal/burn what they can then leave, or mounting up your own melee armed colonists than can close in on raiders faster).
And of course, fish.
Quote from: Negocromn on July 08, 2015, 09:18:14 AM
(http://www.tibiawiki.com.br/images/9/99/Giant_Spider.gif)
I want to see Tibia's Giant Spider, a big predator that is REALLY fast and will kill anything that enters it's aggro zone, but otherwise will roam around like any other animal. Keyword here is fast, something that moves much faster than your colonists and will easily kill entire groups of unorganized/strung out attackers. When the it enters the map the game pauses and you receive a warning message.
The concept could be used for a variety of different predators, you could even have them biome specific.
Love this idea. I remember talk about an event like the alphabeavers but instead of trees, they eat ores or animals. I think it would be great if a animal like you described would appear with a message, probably priority red, because what it does is it would claim an area. It would then kill anything in the area it claimed, animals or humans. Tynan would have to make the area visible though, sort of like a larger trader beacon area maybe doubled in space or 1.5x, and if you click on the animal the space would appear. It would stay there for days or even months and eventually leave, and would be harder to kill then mechanoids, but be worth a lot.
+1 for SPIDERS - "a colonist caught in a spider web needs rescue" quick, get there before the spider eats them
+1 for WORMS - popping up through the floor in your fridge room and eating all your food
also agree with FISH, valuable food resource... that, also bigger fish BITE
Vultures the feed on corpses.
Racoons, stealing your food :D
Hippo's. They attack you if you move to close
Dinosaurs maybe? Some T-Rex as an event who eat anything living in his path.
Komodo dragon (<3)
Giant cell like in the movie Evolution
Gen-altered wargs with sections of metal plating and the ability to break walls.
Cerebra Meyends: large blobs with purple tentacles coming out of them. They try to go up to a pawn and stun it. Then the pawn slowly get the effect "Cerebra Virus" on its whole body. If it gets to 100% then the pawn is released and it now fights for cerebra Meyends. Ceyerbra are also enemies of Courtext Branes.
Cortext Branes: exactly like Cerebra Meyends but it give "Cortext Virus" and is orange.
Meta-Sheep: sheep that look like they have lambs on them. They spawn 3-5 lambs every 3 days unless you cull them.
Ooo, how about just regular old sheep? That can be sheered for wool, which you could make clothes out of!
Rim-baboons or Rim-gibbons that throw their own poop at any colonists that get within range, causing minimal damage but giving a (say) -20 "covered in poop" negative thought. Things could be further complicated if these Rim-baboons/gibbons set up nests which they decorate with shinies they thieve collect from all over the map (silver, medicine, metal weapons etc) making them a constant irritant if you leave valuables sitting outside the colony.
Panda's
Dont remember seeing this anywhere else. Mech animals. Basically Mini mehcs that wander about that you can hunt for plasteel. For farming, you can feed them metal to make plasteel.
Llamas ! They are funny, and they have the nasty habit of spitting in your eyes. They do so if they feel threatened. In game, it would be a harmless ranged attack with low range, but causing a mood debuff. They would also make the temperate biome (currently the most boring) more interesting.
Later, you may decide to give them interesting behavior. People use llamas like shepherd dogs. They can be used to keep sheep in line.
Birds. Fly around, very cowardly. Very weak and can cause minor damage at best to colonists.
Monkeys - when they find loose items, they moving them or throw around. Only light items, not chunks. Monkeys might observe a raid, then pick up a pistol and go bananas with it!
Jackalope
(http://vignette3.wikia.nocookie.net/powerlisting/images/9/97/Jackalope.jpg/revision/latest?cb=20150510231947)
Alzabo
http://aliens.wikia.com/wiki/Alzabo
A creepy chapter of Gene Wolfe's "The Shadow of the Torturer" describes Alzabo, a large solitary predator, seemingly from another planet. When it eats a human, it gains all memories of it, and can even mimic victim's voice to trick others.
Skunks! They wonder the map, will spray colonists that threaten them (Giving the colonist a temporary mood debuff), and if they die everyone within a certain radius gets another mood debuff due to the stench. Also adds a new event that can be commemorated in art.
Quote from: b0rsuk on July 22, 2015, 02:19:12 PM
Llamas ! They are funny, and they have the nasty habit of spitting in your eyes. They do so if they feel threatened. In game, it would be a harmless ranged attack with low range, but causing a mood debuff. They would also make the temperate biome (currently the most boring) more interesting.
Later, you may decide to give them interesting behavior. People use llamas like shepherd dogs. They can be used to keep sheep in line.
Birds. Fly around, very cowardly. Very weak and can cause minor damage at best to colonists.
Monkeys - when they find loose items, they moving them or throw around. Only light items, not chunks. Monkeys might observe a raid, then pick up a pistol and go bananas with it!
Jackalope
(http://vignette3.wikia.nocookie.net/powerlisting/images/9/97/Jackalope.jpg/revision/latest?cb=20150510231947)
Alzabo
http://aliens.wikia.com/wiki/Alzabo
A creepy chapter of Gene Wolfe's "The Shadow of the Torturer" describes Alzabo, a large solitary predator, seemingly from another planet. When it eats a human, it gains all memories of it, and can even mimic victim's voice to trick others.
I swear monkeys are already in the game....
Quote from: DDawgSierra on July 22, 2015, 11:01:42 PM
I swear monkeys are already in the game....
But they don't do what I described.
In general, animals are much smarter than people give them credit for.
(http://static.boredpanda.com/blog/wp-content/uploads/2015/07/crows-tease-animals-peck-bite-tails-trolls-corvids-12.gif)
http://www.boredpanda.com/crows-tease-animals-peck-pull-tails-trolls-corvids/
https://www.youtube.com/watch?v=jqZueLp_3yU
Dog tool use, dog steals water hose, chases and sprays owner
https://www.youtube.com/watch?v=c36UNSoJenI
Exceptional intelligence of honey badgers (4:11)
Octopuses can open jars while inside them and sharks can judge shapes.
Octopuses are weirder than that. When a tentacle is cut off, it will move on its own for a while. That's because octopuses have brain distributed all over their body, including tentacles. So a portion of its brain is literally stuck in the tentacle.
https://www.youtube.com/watch?v=st8-EY71K84
You might know that a herd of cows aligns itself with the north-south axis. Cows are one of many animals that sense Earth's magnetic field.
But a dog ? Have you ever seen a dog spin in a circle before it poops ? You've guessed it. Dogs can sense Earth's magnetic field. And they prefer to poop in line with the north-south axis.
https://www.youtube.com/watch?v=0sQpPFbm-Ao
5 Fascinating Animal Poop Rituals
Please make animals afraid of thunderstorms!
(http://static.boredpanda.com/blog/wp-content/uploads/2015/07/dog-protecting-cat-internet-meme-31.jpg)
Well whatever you decide I don't think you should choose generic animals. This is a sci-fi game and as such we shouldn't be seeing animals that can be found on earth.
Uh... let's take a look. Turtles, squirrels, monkeys, rhinos, muffalo (Which are buffalo), boom rats (Which is just rats that explode), rabbits, pigs and chickens (Being added in), cobras... About all of the animals are generic earth animals, if not modified.
You looking for marine animals too or just land animals?
You could add maybe land squids and crabs,
land squids would be genetically modified... squids... that would walk and can bite people with their beaks.
Ooh walruses. Walruses would be really slow on land and fast in water.
Yeah, you could add them in as a beach map only animal or an animal that only appears if water's on the map, so if water is on the map they'd either spawn there or they'd eventually appear on the map and just go towards any water.
It's true Rimworld animals are too mundane for a sci-fi game taking place on random planets. But it's not feasible to only have alien animals. You will probably end up reinventing mundane animals and giving them different names. You need an animal to fulfill a role of wolf (warg), bison (mufallo), or locust (alphabeaver - yes, they're named after beavers but don't behave like them). That would just be renaming normal animals.
http://tvtropes.org/pmwiki/pmwiki.php/Main/OurOrcsAreDifferent
I would like it if megascarabs where expanded on to have megascarab queens, soldiers, etc, and megascarab hives.
Giant spiders, ants and bees are always fun to have.
Goo: A big blob of goo. Omnivorous. Has no limbs or organs, just the body. High health and resistance against physical damage. Slightly slow. Passive, but may attack back if hurt. Weak but very fast melee attack. Very comfortable to cuddle with(Like a waterbed).
Exploding boars: Boars that explode. Must I say more?
Swarm wasps: Large wasps genetically engineered for wartime use. Each swarm consists of one queen with four workers and eight soldiers. If the queen dies, the entire swarm dies as well. The swarm moves as one entity, and can cover distances very quickly. Carnivorous. Other then fighting, can also construct and farm.
Hard to hit. Each swarm is a single entity, with each wasp making up a body part. The queen acts as the head, the workers act as the 'arms' soldiers act as whatever body part lets pawns attack.
Puff: A round, furry herbivore. For cuddling.
Quote from: AllenWL on July 25, 2015, 01:14:47 AM
I would like it if megascarabs where expanded on to have megascarab queens, soldiers, etc, and megascarab hives.
Giant spiders, ants and bees are always fun to have.
Goo: A big blob of goo. Omnivorous. Has no limbs or organs, just the body. High health and resistance against physical damage. Slightly slow. Passive, but may attack back if hurt. Weak but very fast melee attack. Very comfortable to cuddle with(Like a waterbed).
Exploding boars: Boars that explode. Must I say more?
Swarm wasps: Large wasps genetically engineered for wartime use. Each swarm consists of one queen with four workers and eight soldiers. If the queen dies, the entire swarm dies as well. The swarm moves as one entity, and can cover distances very quickly. Carnivorous. Other then fighting, can also construct and farm.
Hard to hit. Each swarm is a single entity, with each wasp making up a body part. The queen acts as the head, the workers act as the 'arms' soldiers act as whatever body part lets pawns attack.
Puff: A round, furry herbivore. For cuddling.
No cuddling animals. And the exploding boar... that's would just be a boom-rat. There's already them and normal boars, so exploding... no thank you.
I would love to see an Okapi! Love that animal.
(http://www.theanimalfiles.com/images/okapi_1.jpg)
Gorillas.
More predators.
Cave-bears? (Extinct species of bears, who were quite large)
Megatherium. (Extinct giant sloth)
Deinotherium (Extinct elephant species)
Skunks, with the spray attack that weakens your pawn.
Quote from: mokonasakura on July 23, 2015, 04:54:48 PM
Well whatever you decide I don't think you should choose generic animals. This is a sci-fi game and as such we shouldn't be seeing animals that can be found on earth.
Meh, I disagree somewhat. I think using real Earth animals helps with the more grounded hard-ish scifi setting of the game. Although it would help to use less generic Earth animals, and more exotic and rare animals like the capybara, which is a species of rodent that can be bigger than a large dog, or any other unique Earth animal that would stand out enough to be noteworthy but realistic enough that it didn't take away from the atmosphere of the game.
Quote from: Z0MBIE2 on July 25, 2015, 03:19:20 PM
Quote from: AllenWL on July 25, 2015, 01:14:47 AM
I would like it if megascarabs where expanded on to have megascarab queens, soldiers, etc, and megascarab hives.
Giant spiders, ants and bees are always fun to have.
Goo: A big blob of goo. Omnivorous. Has no limbs or organs, just the body. High health and resistance against physical damage. Slightly slow. Passive, but may attack back if hurt. Weak but very fast melee attack. Very comfortable to cuddle with(Like a waterbed).
Exploding boars: Boars that explode. Must I say more?
Swarm wasps: Large wasps genetically engineered for wartime use. Each swarm consists of one queen with four workers and eight soldiers. If the queen dies, the entire swarm dies as well. The swarm moves as one entity, and can cover distances very quickly. Carnivorous. Other then fighting, can also construct and farm.
Hard to hit. Each swarm is a single entity, with each wasp making up a body part. The queen acts as the head, the workers act as the 'arms' soldiers act as whatever body part lets pawns attack.
Puff: A round, furry herbivore. For cuddling.
No cuddling animals. And the exploding boar... that's would just be a boom-rat. There's already them and normal boars, so exploding... no thank you.
Actually, I got the cuddling thing from reading this in the changelog:
Added nuzzle: Animal approaches colonist and nuzzles him, giving him a happy memory. Different animals do this with different frequencies, and have different "nuzzle powers" which change their mood impact.
So yea, I think cuddling animals is fine.
I thought exploding boars would be cool. Boomrats are cool, but kinda weak. A exploding boar would be stronger than a boomrat, tougher than a boomrat, faster than a boomrat, probably have a bigger explosion than a boom rat, and probably live in colder places than the boomrat.
Besides, we have elks and deer, and no one says 'we have elk so we don't need deer'.
Could we get some alien native animals?
Maybe some big ones that are muffalo size.
Even something fantasy influenced:
Hydras - Multiheaded, bluish, lives in wetter regions.
Vankors - pawn sized with angular heads, grunt alot.
Basalisks - Giant Snakes.
Raptors - dinosaurs that are an alternative warg event.
Anceta - Big worm creatures that eat trees.
Just, something that isn't normal earth animals, and something which makes you at least feel that animals are not there soley to be hunted and easy to kill.
We definitely need some more creative types than chinchillas.
Alternatively, rename some of the existing things to more exotic designs.
Komodo dragon - when it bites another animal or colonist, wounds are automatically infected. These animals have foul breath, they are carrion eaters.
Platypus - platypus is scary, and I don't mean the South Park episode. No, platypus is venomous. Only males, and only during reproduction period. They have venomous "thorns" on their hind legs. The venom doesn't really cause damage, but extreme pain. Some people went mad after being scratched by platypus.
I put forth a simple animal, one that has potential I think given the direction taming is going. Yet all the same a mighty scary creature in it's own right if angered. ::)
The Dodo.
Goats ! Goats will EAT ANYTHING. Even Google used goats to mow their big lawns. When tamed in Rimworld, goats could be trained to eat junk items, like poor cloth pants, damaged t-shirts etc. Stuff left after a raid. After a raid,
UNLEASH THE GOATS!
how about badgers actually eat away your wooden walls? :D
Goats and sheep:
Probably the most useful and most "logistics-friendly" an animal a colonist could have. Goats and sheep provide meat, milk, leather and hair (which would essentially be wool. I don't know about you, but I wouldn't want to be wearing cotton in Autumn and Winter, even in a Temperate Biome!)
termites / underground soil improving animal (biological terraforming aid) - only available within mountains. Orginally deployed on world pre-arrival by exploration team so that follow up teams could greater grow organic matter by improving soil conditions.
Postosuchus (Large Slow moving predator) - using genetic material humans
reproduced large meat eater animals to maintain assisting biological components by consuming sick or old components. Postosuchus_s keeps local environment stable by reducing herbivore impact on plants, as well as removal of decaying matter through consumption and excession. https://en.wikipedia.org/wiki/Postosuchus
Being slow moving and semi-cold blooded (maybe) they'd be inactive in cold climates
> require cold climate animal. small animals die off at -5 to -20'C so what we need large hairy Yak-like beastie to move over large territory (consuming prey from one area kills off prey over long term reducing survival). enters and exits map every now and then, could code so that colonist alerts only when colonist sights/hears beastie, to reduce killing it before its "found" colony.
+1 Crabs for coastal.
> Could add a coastal event "night of the crabs" (novel by Guy N. Smith :P)
> crabs come up from the deep water to spawn eggs within shallows
> environmental Rimworld event rather then threat to colony :3
+ 1 Crocodile
> a few of us attempted to add a ambush predator earlier though no luck with coding.
Bird of some kind, perhaps
> black-bird - consumes rotting flesh as well as stabilizing environment by scattering bones of said corpses so that they degrade faster. non-threatening in small numbers.
> willy-wagtail - consumes berrys from bushes as well as damages colony fruit. Small non-threatening. Could be a terraforming aid as they'd assist the spreading of introduced plant species.
Any chance for boomwargs?
humans have beed suffered from rats. Which eat off precious foods and bring some horrable plagues. RATs would be great animals which can give some challenges for users.
White ant also can be good animal. They eat off wooden stuffs, making structures collapse, danaging any wooden stuffs.
BIIIIG COCKROACH would be great too. COCKROACHs are good sources of protein. (Did you see the movie "snow piearcer"? If dont, try it.)
Quote from: pestilenz on August 05, 2015, 02:00:05 PM
Animals which are everywhere ... insects.
Insects can be modelled as swarms at best. You won't live long enough to see individual insects modelled in Rimworld. Computers don't have enough computing power, and insects are vastly more numerous than all other kinds of animals combined.
Quote from: caesius on August 07, 2015, 03:44:51 PM
White ant also can be good animal. They eat off wooden stuffs, making structures collapse, danaging any wooden stuffs.
I think you mean termite.
Anyhow, other then insect swarms, we could also have supersized insects. I think it'll work fine.
The Flesh Eater Worm: a monster inspired from dune series.
It's a worm that lives underground (so it is invisible most of the time) then, as an event, comes out from underground at the position of a random corpse or eventually a living persons/animals. Emerging has an animation (like dust rumbling). During the emerging time the monster is already vulnerable and can be dissuaded from coming out by shooting at it. The time it takes to emerge depends on the floor kind: no floor means few seconds, other floors are stronger and extend the duration of emerging, so there will be more time for the colonists to run away from the incoming attack and shoot from a safe distance.
Once emerged only mouth of the beast is visible and it can't move but has a strong melee damage (so stay away!), it bites its pray and keeps it restrained gradually hurting it/him/her and takes a reasonable time to gobble (and kill if alive).
If attacked, after some damage (1000 hit point?) it does not dies but just release its pray and burrows/disappears from sight.
If not wounded, the F.E.W. just eats its pray and disappears.
Respawning will depend on the damage it took on previous attak.
Side thing could be a new electronic device that produces waves and avoids the worm from spawning in its area of effect.
Quote from: Tynan on July 03, 2015, 02:50:37 PM
- Tunnel worms: Can tunnel through walls (perhaps damaging the wall, perhaps not). They appear at the deepest points in the colony, in mountain maps only. They appear with a worm hive, which slowly spawns additional worms. They defend their hive.
Got one that's straightforward but interesting? Please contribute. Bonus points if it ties in with existing systems. Simple animals without exotic behaviors are also good.
To make them more charming, what if they drag downed colonists to their hive, inject with anaesthetic, and - if he's not rescued within one day - feed him to the larva ?
These animals would be amazing additions.
Crocodiles - They roam marshy maps and maybe often jungle maps, they can swim in shallow water and if small critters come too close to the waters edge they're eaten.
Frogs/Toads - Spawn in marsh/swamp biomes and hop around the place eating visible insects that should roam the map.
Crabs - They only spawn on coastal maps and stay only on the beach, very tasty but can take quite a punch if being melee attacked.
Some species of birds - Like crows, that land on your crop fields or near wild berry bushes and eat the fruits/vegetables until they're scared off, full, or killed by colonists or predators. This could also make scarecrows a new build-able structure using grown hay or picked long grass? Maybe vultures that live in deserts and feed on corpses of animals or humans.
Panda bears, giant coconut crabs (yes that's a thing), land-based mantis shrimps!
and star nosed moles!
Um, I don't have a particular animal to suggest, but I wondered if possibly the spawn rate of predators could be limited by the prey that is available. Like the ecosystem weight in XML, but for carnivores.
That would be nice, at least then you wouldn't have a map full of rampaging carnivores decimating them selves before turning to the only other food source. Your colonists.
:-[
Finally, Wargs are annoying. Correct? So, once you have lived through the hassle of having them yapping (and biting) at your heels, you could incapacitate them and take them as (essentially) a prisoner. Then, from there, they could go through the same process as a human prisoner, except, once 'recruited', they could be used as a defence against raiders and wild Wargs, but not mechs, because that would be utterly stupid and useless. If you incorporate other people's animal suggestions, you could categorise them into one of these three groups. Oh, and maybe add in some sort of cage/pen to keep them inside.
From Louis 8)
Sheeps - for clothes production.
Cows - for milk.
Dogs - they should help colonists in hunting, fighting etc.
Cats - animal from traders, just a "decoration" that can give extra mood and joy source.
Bats - they could live in free spaces in mountains
Rats - they should make - debuff to colonists, eat food in fridges, destroy power cables etc. i think there should be another kind of rats - pets. You know, a lot of people like rats.
Hamsters - like above.
Bears - dangerous etc.
Birds - if you could make them in Rimworld. I don't think so though.
Frogs
Fishes?
Penguins! Yes!!!
Big worms - would make mountains less OP
Horses
Dolphins
Gorrilas
I would like to see some animals that don't live on Earth, but it's up to you, because i don't have a idea.
Quote from: Adamiks on August 12, 2015, 12:28:02 PM
Cats - animal from traders, just a "decoration" that can give extra mood and joy source.
(...)
Rats - they should make - debuff to colonists, eat food in fridges, destroy power cables etc. i think there should
Add two and two together. Maybe you'll find another use for cats.
By the way, people ate cat pâtés in medieval ages.
Quote from: b0rsuk on August 12, 2015, 03:42:14 PM-Snippets of Cat pâtés-
Egyptians worshiped cats, and cat like beings.
Quote from: Mr.Cross on August 12, 2015, 03:52:24 PM
Quote from: b0rsuk on August 12, 2015, 03:42:14 PM-Snippets of Cat pâtés-
Egyptians worshiped cats, and cat like beings.
Did you know Egyptian women were known to flash coastal villages on their pilgrimages via river ? "Sacred" and "revered" are two different things :-). And Herodotus is a fun read. Maybe they still ate cats ? And while half of their animals were considered sacred, many only locally. Egypt wasn't monolithic.
I know that Egyptians weren't monotheistic, I assume you were useing monolithic as a metaphor? But i didn't know that they scared of cats. As I haven't delved too deep into ancient Egypt.
Oh yeah, we have to remember things that are special, like the boomrats, usually have a storyline, the boomrats were weapons. So weaponized skunks?
Elephant War Armour
Sold by Exotic Goods merchant. Can also be crafted. You can put this on your elephant.
What about those worms from Tremors? Sucking you under the ground to eat you if you move on dirt, but rocks are safe. Grenades thrown get eaten and kill them.
Quote from: b0rsuk on August 17, 2015, 08:39:47 PM
Elephant War Armour
Sold by Exotic Goods merchant. Can also be crafted. You can put this on your elephant.
EQUIP THE ARMOR OF THE PRIMAL KNIGHTS, THEY SHALL RISE WITH DRANGLEIC!
Some kind of pestilence animal. One that feeds on blood spills, rotting flesh, nests in corpses to incubate eggs, and breeds quickly. Another idea is making it like cockroaches, attracted to electric charges (meaning hanging by conduits.)
Quote from: JimmyAgnt007 on August 20, 2015, 09:24:55 AM
What about those worms from Tremors? Sucking you under the ground to eat you if you move on dirt, but rocks are safe.
you mean worms from dune? sandworm is even more badass 8) hard to kill but only appears on soft ground like sand or soil but never on gravel or any floor tiles.
Let's add scorpions for desert - slow, but their sting can be deadly (severe poison sickness). Some idea could be that they could lay eggs in the sand which could be collected and later planted to create room full of scorpions for base defense :D.
Also porcupines (https://en.wikipedia.org/wiki/Old_World_porcupine) could be a nice idea for hotter climates. They shoot needles shotgun-style when disturbed.
Yeah some more challenging/disturbing rare animals (predators) or monsters would be a cool idea. Those could be added with a warning that they appear on the map. Like Jimmy mentioned Tremors.
Quote from: Tagasaki on August 21, 2015, 06:17:24 AM
Quote from: JimmyAgnt007 on August 20, 2015, 09:24:55 AM
What about those worms from Tremors? Sucking you under the ground to eat you if you move on dirt, but rocks are safe.
you mean worms from dune? sandworm is even more badass 8) hard to kill but only appears on soft ground like sand or soil but never on gravel or any floor tiles.
I would think those would be a bit too massive. lol
I'd love to see some predators that eat other animals (and maybe colonists) like lions, raptors, and cougars.
Ostrich or emu would be fun too.
And maybe a rare chupacabra event. ^_^
I actually read through all of these, and was surprised no one mentioned it. I would like to see pythons and the larger anacondas in the jungle/rainforest biomes. Relatively harmless unless caught sleeping or provoked. Would be fun to try and tame them, but risk getting strangled to death.
I know there is already a chance to be attacked if you fail the taming process, but perhaps this could result in something worse. I would suggest on a critical failure attempting to tame these, they coil around the colonist and constrict so he/she cannot escape alone. This would mean another colonist/guard animal would either need to accompany them or rush to their aid.
Could add a significant challenge, and possibly an amazing melee pet that would constrict enemies to either death or sleepy time :) Also, maybe a few crushed bones here or there.
That's because there's already a snake animal.
Quote from: Z0MBIE2 on August 22, 2015, 07:22:35 AM
That's because there's already a snake animal.
Yes, there is... but we learned this in grade school. All anacondas and pythons are snakes, but not all snakes are anacondas and pythons. There is a vast difference between the little love bites the snakes in the game give now, and a beast that can squeeze you to death.
Example. Your snake.
(https://creationismandherpetology.files.wordpress.com/2011/06/ct-blog-7.jpg)
My snake.
(https://sarawakspeaks.files.wordpress.com/2011/09/anacon.jpg?w=538)
There are a bunch of different dogs now. I doubt they would just say "Hey, let's just have the dogs be the same as wargs," otherwise we wouldn't have all these awesome new animals in this patch. That's why Tynan was asking for suggestions.
What's this "your snake/my snake" business? Let's not compare snakes, shall we?
...That doesn't sound as dirty as I wanted it to be :/
My point was most people are trying to suggest newer ideas, which is why it may not of been suggested.
Quote from: Z0MBIE2 on August 23, 2015, 10:07:47 PM
My point was most people are trying to suggest newer ideas, which is why it may not of been suggested.
Well, since they are not in the game, I would say it is a newer idea. Wouldn't you? Anyway, this thread is for suggestions, not for arguing against someone else's suggestions. I did not ask why it was not mentioned, merely stated the fact. Better to keep the discussion constructive.
You said you were surprised it wasn't suggested, I give you a reason. That is what I do.
Please do not abuse the report function....
Use it when we have a rule breaker, not when someone is trying to suggest something :/
Sorry Zomb, didn't mean to quote anyone XD
Jerboa. (https://en.wikipedia.org/wiki/Jerboa) A desert mouse that hops along on kangaroo-like rear legs. As much as I'd hate to butcher these lil guys, my desert colony is desperate for meat!
A large, rare, abomination of a creature, lab experiment gone wrong. It "melds" any organic tissue it finds to itself, healing, and growing larger / stronger from it. Could be a huge problem after a large raid, turning into a melee behemoth, if it melds 40 dead raiders.. Could also become a corpse hoover if tamed, but extremely risky, and perhaps unsettling to colonists... ... Actually this sounds like more of a monster, but would be cool none the less, especially to get a threat which is beefy like centipedes, but melee based. Would also make for a unique spin on the "zombie" concept.
Animal solidarity.
When a tamed animal you have is hurt by a colonist or butchered, animals of the same race are likely to get aggressive. They might attack the colonist immediately, or become very angry. If angry animals are not Handled within short time, they attack.
This change could introduce some emergence into Rimworld, especially when combined with Drunken Colonists Looking For A Fight.
https://ludeon.com/forums/index.php?topic=15412.0
Rimworld currently has a form of solidarity - elephants support each other when you try to hunt one. Then you get as much meat as from a warg pack!
Animal solidarity would also mean that if you kill a lone boomalope that went mad, a herd of them that saw this may become angry. I had an event like that and they didn't give a damn.
----------
Animals warming you in winter. If you place a sleeping spot right next to an animal's sleeping spot, it will keep you warm in cold nights.
the bull can be a nice to add.. Toro bravo! yeah!
bulls could push the colonists away.. It could be fun XD
[attachment deleted due to age]
Umm maybe in the next alpha will be interesting to add some kind of monster more than animals that can be tamed.If someone make or if Tynan make something like a big foot or a yeti for the montains and cold biomes,A great snake for the desert, a great white wolf for the templete forest and fish people that looks like a tiny cthulhu for the coast to give more gameplay to that map.We already have a lot of usual animals and the only things that lacks in question of animals are the fish for lakes and coast and the mosnters or more hostile animals that will apear in the map.Actualy it will be great if some times animals that dont belong to a biome migrate for a time or a certains month to give more reality to the game ;D.
Flying birds. Crows, vultures or some more alien ones.
Wild Shia LaBeoufs!
Saber-toothed Tiger.
It's possible to rescue downed animals that were in the manhunter state and even treat them while they're on a animal bed, but the moment they get up it's not possible to complete any treatments that still need doing.
A giant spider, can climb over walls, slowly, drags animals back to its lair.
Aviraptors, mutated giant eagles, comes with an event when they land down randomly around the map to breed.
Giant Caterpillar, enough said xD
Quote from: MarvinKosh on August 27, 2015, 05:56:34 AM
It's possible to rescue downed animals that were in the manhunter state and even treat them while they're on a animal bed, but the moment they get up it's not possible to complete any treatments that still need doing.
Solution: take them down again with a bunch of club armed colonists and heal them more :P
Quote from: zenfur on September 01, 2015, 01:39:29 AM
Quote from: MarvinKosh on August 27, 2015, 05:56:34 AM
It's possible to rescue downed animals that were in the manhunter state and even treat them while they're on a animal bed, but the moment they get up it's not possible to complete any treatments that still need doing.
Solution: take them down again with a bunch of club armed colonists and heal them more :P
Or do what many vets do - sleep pill. Anaesthetic works on colonists, why not make it applied to treating any animal by default ?
Mice that are non-trainible. more as a cheap food source for meat eater wolf pack.
... oh yeah, wild aggressive warg packs that respawn.
SHEEPPPSS!!!
Yup sheeps so that you can combine cloth and wool to make better stuff! (Synthread anyone??)
To be honest... maybe some more non earth animals. I found it always a bit odd, that the game take place on an random planet millions of lightjears away from earth but with nearly the same flora and fauna. I see there a good amount of potential for the game to improve the atmosphere.
Exemples.
1: Big sandworms alias "Dune".
2: Some form of insect that hide himself als rocks, and attacks if some dirty colonist trys to pick him up.
3: Sand crawlers.. hrm... a lizard like.
4: Some sort of wolf like creature, with parts of an lizard.
5: Creatures that only come out at night... and are afraid of light.
6: Big peacefull creatures that eat leaves from the trees. Maybe with fur to harvest.
I dont know.. some more "alien" like creatures. :D
Sorry in advance for repeating other ideas, I like those ideas (:
Bears
Horses: Faster transportation for colonists or could be used for trade.
Bigfoot: Very rare chance that bigfoot will come roaming through your land
Sloths
Birds: Maybe add some birds (eagles, any bird really) that could be hunted for their feathers and/or to eat for dinner.
Cats: You got dogs, now house cats. (Also includes tigers, leopards, and jaguars)
Gorillas: Strong blunt damage that could easily break bones or throw colonists around. Fur and (teeth?) could be worth a lot of money.
Sharks: (Maybe when the ocean is made more useful in future updates) Predators that will tear up any colonist in the ocean.
I also suggest more alien animals, I don't have any suggestions myself but I do think they would be a good addition.
Crocodiles and alligators!
In my opinion it would be cool to have giant sand worms that appear on a sand tile if there's too much movement, similar to the HL2 antlions.
They can't move however they can grab nearby animals and humans and knock them down. If the downed human/animal is left alone incapped next to the worm long enough it will drag them down into the sand and eat them.
Quote from: Serviette Union on July 05, 2015, 07:36:51 AM
This might be outside the scope but I'd quite like to see fish. Perhaps leading to a fishing skill and new food source in future updates.
I like this Idea and to addon to it if there is a fishing skill can we make a dock to fish from/small fishing boats also a fish trap to set out from the dock/boat that traps Coruscations and other bottom dwelling fish that work over night set them at say 6am retrieve them at 6am the next day?
and now my ideas:
-
Walrus Because who doesent want a fat mostly aquatic Tundra/boreal/temperate giant seal with valuable ivory tusks?
Features: Drops 2 Walrus Tusks, 200 Walrus meat, 75 Walrus hide(reddish brown) when Butchered. can be tamed at 6 Animals skill cannot haul but can rescue, Moves slowly does decent damage.
Behavior: can "dive" in to deep water showing only its head, appears in colonies of 25 or so animals, Eats fish (feeds in ANY water it finds) immune to Hypothermia and slow, Appears year round in cold climates / in winter in temperate area's / absent in summer in boreal biomes, Suffers heat stroke easily (requires a Freezer set to -5 in hot weather) Fast Breeders (gets 2 pups for every pregnancy)
IF: this only applies if fishing boats are a thing, Harpoon hunting (Requires a Fishing boat & Spear or Pila to hunt them however anything work for land hunting)
-
Ape-men The result of evolutionary experiments by Glitter World scientists conducted on Animal Worlds using human DNA mixed with that of other great apes & monkeys. these hybrids live in small social groups and are extremely aggressive when their territory is invaded. however they are quick to adapt to new situations & tools. finding a Troop of these makes you wonder if your ship was destroyed on Purpose.
Features: Resembles a larger "Hairy colonist" with red eyes, Can spawn with primitive melee weapons of any quality but are limited to Pila for ranged weapons, can be tamed at 8 Animal skill, Can Haul 80 to 120 units at once, Eats Meat Prefers milk & Eggs, cannot eat Hay, Eats Plants Proffers Berries, Will eat Meals first along side colonists, Requires a free colonist sleeping spot or bed, Can learn to use any weapons including Mortars, can be taught to speak to satisfy colonist joy need, Butchers for x2 that of a colonist and some will count this as cannibalism, Can preform surgeries on Ape-men, Can Butcher without table but get half the meat & skins, Move normal speed and are not hindered by rocks or trees.
Behavior: Can preform basic tasks (Haul, Clean, Plant cut) will prioritize Hauling, will use joy items with colonists, Becomes less aggressive over time and will even trade you food for weapons or Primitive weapons for food (3 years = completely neutral unless you attack)
IF: if fishing skill is implemented Ape-men will construct shore line fish traps and can hand fish they will also secondarily prioritize these fishing methods if tamed so will Haul, if nothing to haul will fish.
Basically Ape-men are additional breed-able colonists BUT aside from moving/attacking they are bad at it and limited from a lot of vital actions making them need colonists for these rolls.
hope you all like this detailed sugesgion also please do the Walrus at the least I really want that in the game, well that and fishing lol.
Quote from: MultiDavid on August 27, 2015, 09:30:15 PM
Giant Caterpillar, enough said xD
Lol! all that comes to mind is:
Mosura ya Mosura
Tasukete yo te yobeba
Toki o koete
Umi o koete
Nami no yo ni yatte kuru
Mamorigami
Mosura ya Mosura
Yasashisasae wasure
Arehateta
Hito no kokoro
Inorinagara utau
Ai no uta
10 points to whoever guesses this reference ;D
Juvenile animals should have halved Wildness. They would be easier to train, at least in the skills they can perform.
Eurasian Badger (Meles Meles) cubs are very friendly and playful, and behave like nice pets. It's when they mature that they become reclusive and start avoiding humans.
Quote from: b0rsuk on September 03, 2015, 05:08:11 PM
Juvenile animals should have halved Wildness. They would be easier to train, at least in the skills they can perform.
That's actually a good point! And it gives more meaning to the age of animals.
A chinchilla shouldn't lose 50% Movement after having a leg shot out. Most animals in the game are quadrupeds.
Looked through the thread and didn't see this, so maybe I missed it or it was never suggested.
But, how about the worms we see in the movie Tremors? Very aggressive but also quite lucretive in terms of the meat they would provide, but to balance them out, they wouldn't be common-place but more of an event.
Quote from: Kalshion on September 05, 2015, 04:18:37 PM
Looked through the thread and didn't see this, so maybe I missed it or it was never suggested.
But, how about the worms we see in the movie Tremors? Very aggressive but also quite lucretive in terms of the meat they would provide, but to balance them out, they wouldn't be common-place but more of an event.
Uh, it was suggested 3 times in this thread so you didn't look very carefully :P. I agree, I love that creature and wish to see it in rimworld deserts as a challenge event.
Raider usable pets - battle pig and warrior chicken.
> maybe stick with allowing attackers the ability to sometimes have animals
> Change that chased colonist event to colonist's following raider group having blood hounds or animals for tracking...
Fish
foxes to hunt hares and cats
^
^
Oh yeah, foxes are too cute.
And penguins because..... really? Can't believe they aren't there already considering you don't even need arms or legs.... fits right in. ;) Plus, could really use an egg layer in the coldest regions. Slow eggs but at least it's something starting out.
[attachment deleted due to age]
Penguins engage in necrophilia and child rape. Soo cute!
http://www.theguardian.com/world/2012/jun/09/sex-depravity-penguins-scott-antarctic
They're still cute. They're a different species dude.
My wife is voting for sheep, birds, maybe more dog breeds and foxes. She says an attack parrot would be awesome.
Personally I would like to see sheep, but only if they could explode, as that is a mandatory trope for all video game sheep imo.
Mounted animals would be fun too, such as horses or tauntauns.
EDIT: Cats, but they adopt and train colonists instead of the other way around.
Quote from: b0rsuk on September 07, 2015, 09:18:21 AM
Penguins engage in necrophilia and child rape. Soo cute!
http://www.theguardian.com/world/2012/jun/09/sex-depravity-penguins-scott-antarctic
bahahaha...........,
How on earth did you stumble across that one? :D
And just figured sheep where there already but hadn't played the right region. Dynamite sheep +1 Game staple for sure haha.
Ship cryocaskets for animals!! You can carry an incapacitated Centipede to a cryocasket but not an animal ? I want to take my pets with me.
I want to down a mechanoid....shove an AI Persona Core in to it, and let it run around my home area, watching over my base like a turret.
Parrot & Space pirate captain
It will be funny if parrot can be trained social conversation and can talk instead of master.
slug/snail beastie.
causes slime trail (dirtiness ) though could give positive to colony somehow
Sheep. They are the quintessential livestock in so many cultures. They can provide wool and food. Also goats for wool, food, and milk. Sheep and goats. Those are what we need.
Quote from: b0rsuk on August 25, 2015, 07:19:50 AM
Animal solidarity.
When a tamed animal you have is hurt by a colonist or butchered, animals of the same race are likely to get aggressive. They might attack the colonist immediately, or become very angry. If angry animals are not Handled within short time, they attack.
This change could introduce some emergence into Rimworld, especially when combined with Drunken Colonists Looking For A Fight.
https://ludeon.com/forums/index.php?topic=15412.0
Rimworld currently has a form of solidarity - elephants support each other when you try to hunt one. Then you get as much meat as from a warg pack!
Not just elephants, all herd animals. I've had colonies destroyed by deer and by muffalo just by hunting them a bit too much and pissing them all off. One of those was my shortest game, I lost everyone on day 3.
Housecat sized grasshoppers. They come in swarms, they eat and they go shortly afterwards.
What they eat, you say? Anything even remotely edible. They have a nice armor, but almost no HP, so killing them is advised. They drop meat, like a megascarab.
Quote from: Wex on September 15, 2015, 01:36:54 PM
Housecat sized grasshoppers. They come in swarms, they eat and they go shortly afterwards.
What they eat, you say? Anything even remotely edible. They have a nice armor, but almost no HP, so killing them is advised. They drop meat, like a megascarab.
ooohhh what are those thingies that box each other... bug things with really long legs and long bodies.... They kinda look like a long pea pod with long legs and a triangular lil head...... damnit...... facepalm
Mantis shrimp?
Quote from: Purble1234 on September 17, 2015, 02:47:11 AM
Mantis shrimp?
Yes! thank you haha
[attachment deleted due to age]
I'd love to see the addition of foxes and cats!!! But especially foxes!
Quote from: FelisVulpes on October 21, 2015, 02:19:58 PM
I'd love to see the addition of foxes and cats!!! But especially foxes!
WHAT DOES THE FOX SAY!!!!!!!!!!!!!!!!!
(Ylvis 2013)
Quote from: Bongfu on September 15, 2015, 12:21:02 PM
Sheep. They are the quintessential livestock in so many cultures. They can provide wool and food. Also goats for wool, food, and milk. Sheep and goats. Those are what we need.
+1 for goats. It's one of the first livestock animals domesticated by man as well as the most consumed red meat around the world. How are they not a thing yet?
Edit: they're also one of worst invasive species introduced by man around the world.
I'll admit up front that I have not read all 13 pages, so people may have suggested these before. More water based animals would be cool, like Otters or Hippopotomusus (Hippopotomi?). Or birds could be cool. A pet parrot for instance. Also more strong, solitary, dangerous creatures. I'm thinking a mountain lion or tiger that attacks tamed animals or a crocodile near a water source.
Jabberwock
Really big, really mean, about as rare and tough as a thrumbo, though its hide is only worth half that of a thrumbo's.
The worms should make rock nor sure how it would be implemented but I think it should be gradual maybe stone threads that slow you down then turn into rock.
As for animals the corpse eater it eats rotten corpses and is very wild but useful if you tame it maybe with special hide.
Also a new explosive animal which explodes when it attacks but is immune to the explosion except maybe some damage blunt it would also explode when dead.
similar things have been said but I want to reinforce them but I think RW has a lot of animals now and some really cool ones to boot. I just want some of the more basic and mundain ones to be traded for genetically modified or strange creatures like the Boomalope, Boomrat etc. Also there should be some kind of vermin like locusts, mice, or rats. I feel like that's what the alpha beavers were meant to be but they really weren't that big of an issue.
Quote from: kulg on April 27, 2016, 08:33:31 PM
similar things have been said but I want to reinforce them but I think RW has a lot of animals now and some really cool ones to boot. I just want some of the more basic and mundain ones to be traded for genetically modified or strange creatures like the Boomalope, Boomrat etc. Also there should be some kind of vermin like locusts, mice, or rats. I feel like that's what the alpha beavers were meant to be but they really weren't that big of an issue.
The one I want the most is an ancient carnivore similar to a thrumbo, but more dangerous since is a predator. If it isn't under threat, it will eat dead animals, including dead colonists whole. This means if some gear (which will degrade while swallowed, represented by inventory) can only be reclaimed by killing the giant monster. If no food nearby, might tear down walls to get at food it senses.
Course if you manage to take one alive and are very brave, perhaps you... might.... be able to domesticate one, but you will need a fair constant influx of animals to keep it feds. Like a muffalo a day minimum?
Kulg, half year necropost...not cool.
This said, some kind of pest animal that can burrow into the ground / walls would be cool. Id love to fight an infestation
Quote from: mumblemumble on April 27, 2016, 10:01:29 PM
Kulg, half year necropost...not cool.
This said, some kind of pest animal that can burrow into the ground / walls would be cool. Id love to fight an infestation
Like the actual "infestation" that has already been added? ^^
Though they are quite a bit more than bests, as they are quite dangerous. But digging through walls they do.
Quote from: kulg on April 27, 2016, 08:33:31 PM
similar things have been said but I want to reinforce them but I think RW has a lot of animals now and some really cool ones to boot. I just want some of the more basic and mundain ones to be traded for genetically modified or strange creatures like the Boomalope, Boomrat etc. Also there should be some kind of vermin like locusts, mice, or rats. I feel like that's what the alpha beavers were meant to be but they really weren't that big of an issue.
Yeah. Maybe like boomrats or something.
Bee hives: collect for honey that everyone loves but spawns aggressive bees if harmed or collector fails his skill
Steel Beatles. thought insects whit a lot of HP that can be converted to steel like steel slags.
Mega-Rex. giant dinosaur that like to eat and be generally hostile when hungry.
electric slug. likes to eat power lines and explodes like an emp grenade when killed. having unprotected power lines fare away from your base are now a little more risky.
goldfish. can be brought from space traders. got its own fishing bowl... cant move... need to be feed 'n stuff...
Some sort of VRaptor or TerrorBird for jungle biomes would be cool. Maybe frogs/toads as small game in the tundra biome.
I agree with those suggesting goats, they're hardy livestock suited to harsh conditions, or a locally evolved mountain goat/sheep with some nice horns to replace the deer's niche.
Bees would be wonderful, but they really need to be a feature in themselves (hives, mead, gathering honey).
Might be cool if you regulated certain animals to be souly purchasable through offworld traders. With more mundane Earth livestock like cattle, sheep, and even stuff like monkeys, less accessible to keep the rim-world distinctly "alien".
Devilstrand sheep or muffalo, that can be only baught from traders or a special event like the thrumbos.
Quote from: Justas love on April 30, 2016, 04:59:39 AM
Devilstrand sheep or muffalo, that can be only baught from traders or a special event like the thrumbos.
(http://i.imgur.com/nLBdW1G.png)
Quote from: Justas love on April 30, 2016, 04:59:39 AM
Devilstrand sheep or muffalo, that can be only baught from traders or a special event like the thrumbos.
Even more devilstrand mufallos ?? These bastards consume growing devilstrand!!
Quote from: A Friend on April 30, 2016, 08:46:06 AM
Quote from: Justas love on April 30, 2016, 04:59:39 AM
Devilstrand sheep or muffalo, that can be only baught from traders or a special event like the thrumbos.
(http://i.imgur.com/nLBdW1G.png)
Yep i saw your animal list! That's where i got this idea.
Quote from: The-MathMog on April 28, 2016, 03:36:44 PM
Quote from: mumblemumble on April 27, 2016, 10:01:29 PM
Kulg, half year necropost...not cool.
This said, some kind of pest animal that can burrow into the ground / walls would be cool. Id love to fight an infestation
Like the actual "infestation" that has already been added? ^^
Though they are quite a bit more than bests, as they are quite dangerous. But digging through walls they do.
yes and no. I was thinking like turning certain walls into nests, eating up food, spreading filth, and generally being a low risk nuisance, very little risk involved, but takes a bit of effort to get rid of a large infestation, while individual rats are not an issue. Would also make cats an asset.
Quote from: mumblemumble on April 30, 2016, 04:49:39 PM
Quote from: The-MathMog on April 28, 2016, 03:36:44 PM
Quote from: mumblemumble on April 27, 2016, 10:01:29 PM
Kulg, half year necropost...not cool.
This said, some kind of pest animal that can burrow into the ground / walls would be cool. Id love to fight an infestation
Like the actual "infestation" that has already been added? ^^
Though they are quite a bit more than bests, as they are quite dangerous. But digging through walls they do.
yes and no. I was thinking like turning certain walls into nests, eating up food, spreading filth, and generally being a low risk nuisance, very little risk involved, but takes a bit of effort to get rid of a large infestation, while individual rats are not an issue. Would also make cats an asset.
+1 mice and other non-disastrous vermin would be a cool addition.
Laser Raptors.
Quote from: Porkins on July 16, 2016, 05:43:51 PM
Laser Raptors.
Laser cows.
Like regular cows, only with lasers.
Well, I was thinking that Rimworld could use some swamp anemones and
abalone cobras (a cross between an abalone and a cobra). I also thought
that that game could use beast: talent scouts, road surveyors, prospectors
and models.
Carnivores should prefer carrion and loose meat to hunting live prey. Wolves are currently like vampires, they must have FRESH BLOOD every time they eat. Bears will happily hunt colonists when there are corpses nearby.
Hungry bears should try to break into your food storage before attacking humans. To the point of bashing on doors. If a bear is attacked on its way to your fridge, it retaliates.
Quote from: b0rsuk on July 23, 2016, 03:46:04 AM
Carnivores should prefer carrion and loose meat to hunting live prey. Wolves are currently like vampires, they must have FRESH BLOOD every time they eat. Bears will happily hunt colonists when there are corpses nearby.
Hungry bears should try to break into your food storage before attacking humans. To the point of bashing on doors. If a bear is attacked on its way to your fridge, it retaliates.
^+1 This^
Perhaps as a separate suggestion, but yeah maybe the animals could have a targeting (smell/hearing/sight) radius, and within that area they target whatever is the easiest pickings.
I'd love an update focused on animal behavior, i.e: pack/herd behavior, drinking/fishing, hunting/scavenging, fleeing, animal dens, etc. A lot could be done to make the environment more responsive.
Piranhas. Possible spawn on lakes, eating themselves, plant life (just random stuff in water) and wandering stuff in shallow water. Constrained to water tiles only, dying outside of water, and has a very low hit chance since small, and protected by the murky depths. Imagine having a pirahna moat to the base, and tribals walking over, and getting a few shredded on the way over by hungry fish.
goats and sheep please for the love of god
Carp!
We need goats because we need an animal that eats corn, berries, potatoes, rice, agave, leather, hay, meals, kibble, beer, grass, living plants, meat, hops, cloth, herbal medicine, synthread, hyperweave, devilstrand.
I would like to see cyberanimals dogs,bears etc (or people) who have been infected with mechanites and transformed into cyborgs. the trade off could be intense pain until the process is complete but the animal (or settler)gets a boost to perception and limb regen allowing them to be much more effective and useful in combat
That sounds more like a "nano-sickness"
Most predators should become active in darkness, not during day. I say "in darkness" because they should also react to eclipses! And more active during perpetual night (ice sheet etc).
Also pack animals like wolfes should travel and hunt in familie packs not single animals.
so lets define "tunnel worm"
Is it more like a dune tunnel worm
(https://66.media.tumblr.com/622f7183322323887b6b292ff06d544d/tumblr_n0ovre342P1qg8i80o1_500.gif)
OR
A tremors tunnel worm
(http://i.imgur.com/djnF2H8.gif)
...either way...
(http://img.pandawhale.com/post-39320-I-am-completely-out-of-ammo-gi-jObA.gif)
The worms from Dune are called Sandworms :)
And since those guys could easily eat half your colony before you can do anything I preferred if we stayed in the
weightclass of Tremors Graboids
On the other hand .. the Desertmap could be really spiced up by giant sandworms that could appear out of the sandy parts.
( see what I did there :) )
A genetically engineered Sceetah (Rimworld offspring of a scorpion and a
cheetah) and a Spizard (as a Rimworld genetically engineered hybrid of a
spider and a lizard) could be fun. I was thinking it would be neat if you
could have Sceetahs give you venom pellets (for guns) and if Spizards
provided you with scale leather.