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RimWorld => Releases => Mods => Outdated => Topic started by: Fluffy (l2032) on August 25, 2015, 06:05:56 PM

Title: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: Fluffy (l2032) on August 25, 2015, 06:05:56 PM
(http://i.imgur.com/zU4ACPT.jpg?1)
(http://i.imgur.com/EeYI0xJ.png)
Domestic Cats

Wild Cats

Legendary Cats

Other Stuff


(http://i.imgur.com/ZMHDweC.png)


(http://i.imgur.com/v1renQK.png)
More wild cats, definitely no more legendary cats - you reading this loki?, crude cat hunting behaviour.


(http://i.imgur.com/9qjxRks.png)
Mods that modify the base Cooker and Butchery station will likely remove the recipe for cat food. Let me know if/when this occurs and I'll look into it!


(http://i.imgur.com/AKYh568.png)
Lion sounds are a bit sparse and rough around the edges.
Feenix will cause lag if enclosed in a space without any reachable fires or flammable things.
Cats are unaware of other cats when they decide where to sleep, if two cats choose the same spot, they will overlap. I call it a feature, because it's kindof cute.


(http://i.imgur.com/uYijWAZ.png)
Latest release (https://github.com/Karel-Kroeze/RW_Cats/releases/latest) | All releases (https://github.com/Karel-Kroeze/RW_Cats/releases/latest) | GitHub repository (https://github.com/Karel-Kroeze/RW_Cats/releases/latest)


(http://i.imgur.com/vUKNgc7.png)
The license for all of my mods can be found here (https://ludeon.com/forums/index.php?topic=16120.msg171780#msg171780).


(http://i.imgur.com/QP5zMrR.png)
[/list]
Code: [Select]
A12d_9c - Feenix and Icicat are now a lot tougher (double the health, added armor). Lowered volume of cat calls (hurt, angry and death sounds are unaffected).
A12d_9b - Lions and Tigers now spawn in the wild (Arid shrubland and Tropical rainforests respectively).
A12d_9a - Fixed Icicat to no longer die of hypothermia.
v12d_9 - Icicat, slight tweaks to cat sleeping AI, new naming scheme.
v0.8 - Cat Behaviour[sup][size=6pt]TM[/size][/sup]
v0.7 - Feenix!
v0.6 - Tigers added, female lion texture added. Feeding bowls and scratching poles added.
v0.5 - Cat food added. Lions spawn in the wild.
v0.4 - Siamese and Lion added.
v0.3 - British Shorthair and Norwegian Forest Cat added, verified working with 12c (not that anything changed).
v0.2 - European Shorthair added. Tweaked purring sound, slightly increased move speed and wildness, slightly reduced petness for all cats.
v0.1 - initial release[/list]
Title: Re: [A12] Cats!
Post by: Ptolisgoodguy on August 25, 2015, 06:08:55 PM
(http://www.allfordmustangs.com/forums/attachments/2005-2010-mustang-talk/167573d1354467476-new-cobra-r-wheels-rage-face.jpg)

It's so Beautiful
Title: Re: [A12] Cats!
Post by: Match on August 25, 2015, 06:10:07 PM
This mod will be purrfect!
Title: Re: [A12] Cats!
Post by: Ninefinger on August 25, 2015, 06:54:12 PM
Awesome! I love Cats!!! Just what was missing!!! Great job and nice textures!
Title: Re: [A12] Cats!
Post by: Kalshion on August 25, 2015, 06:58:35 PM
Ahh kitties :-3

Will diff' download this! Too bad I can't get you good pictures of my cat, he's a bit camera shy (except when he's asleep, then he's a ham-cat >_>)
Title: Re: [A12] Cats!
Post by: jamesinar on August 25, 2015, 07:13:16 PM
Do they hunt down and murder everything smaller than they are?
Title: Re: [A12] Cats!
Post by: mokonasakura on August 25, 2015, 08:06:01 PM
Everything looks good but one thing I don't like is there "purr" sounds like a wood pecker. Just remove the purr and keep the meow.
Title: Re: [A12] Cats!
Post by: PotatoeTater on August 26, 2015, 12:21:44 AM
Awesome job man, I uses only a few mods and I can say this one gets to make the list.
Title: Re: [A12] Cats!
Post by: Fluffy (l2032) on August 26, 2015, 02:49:18 AM
Everything looks good but one thing I don't like is there "purr" sounds like a wood pecker. Just remove the purr and keep the meow.

Aww, I quite liked that.... Maybe I can fiddle a bit with it so it's more of a background noise. Loving the feedback though, expect more tonight! (23:00 ish, europe time).
Title: Re: [A12] Cats!
Post by: Romi on August 26, 2015, 03:15:53 AM
I love dogs and cats.
Title: Re: [A12] Cats!
Post by: harpo99999 on August 26, 2015, 07:54:17 AM
purrrrrdy
Title: Re: [A12] Cats!
Post by: Batpeter on August 26, 2015, 08:18:51 AM
(https://upload.wikimedia.org/wikipedia/commons/1/15/Britskorthaar-64091287828362D7bA.jpg)
(request blue British Shorthair kthxbai)
Title: Re: [A12] Cats!
Post by: Florius on August 26, 2015, 09:23:42 AM
Oh my god, thank you, my prayers have been answered! Hope you can expand the amount of cats/wild cats, perhaps lynx, etc!
Title: Re: [A12] Cats!
Post by: gruhfuss on August 26, 2015, 09:39:34 AM
Add a cheetah! Good for chasing down fleeing raiders  :D
Title: Re: [A12] Cats!
Post by: lokidemon on August 26, 2015, 10:46:27 AM
Great mod, will be dl'ing as soon as I get home!
Also because Black Cats Appreciation Day, oh wait, that was last week, nvrmnd, I volunteer mine (he's an ESH - European Shorthair)
(http://i61.tinypic.com/10rtpow.jpg)
(Pictures, I can provide, oh my)
Title: Re: [A12] Cats!
Post by: LadyAth on August 26, 2015, 01:30:44 PM
Please, please add my kitties :)  Would love to have them in game.
Merlin and Shadow, Norwegian Forest cats.

[attachment deleted due to age]
Title: Re: [A12] Cats!
Post by: RolandDeschain on August 26, 2015, 02:01:31 PM
https://instagram.com/meowcifer_kaleidoscope/
50% ragamuffin, 50% diluted calico, 100% adorable.
Yes. My cat has an instagram. Like. Comment. Subscribe!
I would be honored if my cat was in your mod. Use any photos you like!
EDIT: All of these cats are also beautiful!
Title: Re: [A12b] Cats!
Post by: Fluffy (l2032) on August 26, 2015, 06:01:39 PM
Meet the European Shorthair!
(http://i.imgur.com/8cEgF5t.jpg?1)

He's also inspired by Arcade, a domestic shorthair, who's frankly so insanely cute I feel bad about not making a whole mode about him: http://imgur.com/a/pUw2d. Also, shoot out to (almost) black cats and tuxedos!

Finally, I need to figure out how to allow cats to interbreed. Right now, each breed is it's own little clan that doesn't mix with others. That means that if I add too many cats, it might actually get hard to obtain a breeding pair - and we'ld have to do without kittens! If I can somehow manage that all cats can interbreed, there's only my time as a limit on the number of breeds we can have. Sadly, one texture per breed does seem to be a pretty hard limit, so I still can't oblige everyone with their pet in game, sorry!

On a related note, it should be possible to add least at pet names to the generator, so that's something. I'll keep you updated.

Finally, if anyone feels like providing textures, that would be a huge help! Right now I'm spending an evening per feline, which is putting a bit of a dent on my available time for playing the actual game... You'ld get full credit ofcourse!
Title: Re: [A12b] Cats!
Post by: NihilRex on August 26, 2015, 06:33:16 PM
For legendary cats, perhaps Grumpy Cat could become a Thrumbo-like creation?  Beams that make you have a sad\dazed\wandering breakdown ;)
Title: Re: [A12b] Cats!
Post by: Florius on August 26, 2015, 07:05:01 PM
Oh, is this a cat thread now o.O
Title: Re: [A12b] Cats!
Post by: Pheanox on August 26, 2015, 07:07:02 PM
Mew mew mew.

Hooray you took my suggestion!
Title: Re: [A12b] Cats!
Post by: LanMc on August 26, 2015, 08:34:20 PM
LOVE!!!!  Can't wait to play with it!!!  Thank you so much!!!
Title: Re: [A12b] Cats!
Post by: TheSilencedScream on August 26, 2015, 11:22:37 PM
Mobile target practice?! Sweet! Thank you!  ;)
Title: Re: [A12] Cats!
Post by: FMJ Penguin on August 27, 2015, 12:07:17 AM
Great mod, will be dl'ing as soon as I get home!
Also because Black Cats Appreciation Day, oh wait, that was last week, nvrmnd, I volunteer mine (he's an ESH - European Shorthair)
(http://i61.tinypic.com/10rtpow.jpg)
(Pictures, I can provide, oh my)

Dayam..... you stole my cat! White streak on the chest and everything? Same eyes, that's kinda spooky. Does yours have a white patch on his/her belly too and super tiny paws and walks in high heals? Seriously mine walks like she's got high heals on or something haha.
Title: Re: [A12] Cats!
Post by: lokidemon on August 27, 2015, 04:01:35 AM
Great mod, will be dl'ing as soon as I get home!
Also because Black Cats Appreciation Day, oh wait, that was last week, nvrmnd, I volunteer mine (he's an ESH - European Shorthair)
Pic Edited out
(Pictures, I can provide, oh my)

Dayam..... you stole my cat! White streak on the chest and everything? Same eyes, that's kinda spooky. Does yours have a white patch on his/her belly too and super tiny paws and walks in high heals? Seriously mine walks like she's got high heals on or something haha.

Dam! YES, he does have 7 white hairs on his belly! His paws are maybe tiny in comparison to his fat bum, but not really. Bring yours over to play!  ;)

Finally, if anyone feels like providing textures, that would be a huge help! Right now I'm spending an evening per feline, which is putting a bit of a dent on my available time for playing the actual game... You'ld get full credit ofcourse!

Dou you suppose you cloud upload a PNG outline of your cats texture and we could fill it in with colors and upload back? If you know what I mean  ???
Title: Re: [A12b] Cats!
Post by: Too-DAMN-Much on August 27, 2015, 04:03:35 AM
neat mod, i hope you decide to add cheetahs too :D
Title: Re: [A12] Cats!
Post by: Fluffy (l2032) on August 27, 2015, 04:05:23 AM
Dou you suppose you cloud upload a PNG outline of your cats texture and we could fill it in with colors and upload back? If you know what I mean  ???
I know what you mean ;) I was thinking about just that, uploading a generic template so people have a base to create their own. I'ld like breeds to be more than just recolourings of the same though, so some further modifications might be in order. I'll see what I can come up with tonight!
Title: Re: [A12] Cats!
Post by: lokidemon on August 27, 2015, 04:11:26 AM
Dou you suppose you cloud upload a PNG outline of your cats texture and we could fill it in with colors and upload back? If you know what I mean  ???
I know what you mean ;) I was thinking about just that, uploading a generic template so people have a base to create their own. I'ld like breeds to be more than just recolourings of the same though, so some further modifications might be in order. I'll see what I can come up with tonight!

people would be free to change the template, I suppose, or there could be several templates for use with bobtail cats, scottish fold cats, curls, rex with big ears, big maine-coons, small munchkins and longhair, shorthair or sphynx cats (can't think of more varieties atm, shame on me)
Title: Re: [A12] Cats!
Post by: harpo99999 on August 27, 2015, 06:48:17 AM
Great mod, will be dl'ing as soon as I get home!
Also because Black Cats Appreciation Day, oh wait, that was last week, nvrmnd, I volunteer mine (he's an ESH - European Shorthair)
(http://i61.tinypic.com/10rtpow.jpg)
(Pictures, I can provide, oh my)
what a PURRRRRDy little black kitty, just wait til it grows up, then it will look like my B I G black cuddle BUZZER(20 pounds of muscle and a 3 stage purr (the first stage only shakes the funiture he was on, the second stage shakes the room, the third stage shakes the HOUSE (btw concrete slab house so should NOT shake except when the earth shakes)) and he also  had 6 white hairs on his chest and even black pads and claws and even the roof of his mouth was black
Title: Re: [A12] Cats!
Post by: lokidemon on August 27, 2015, 07:59:22 AM
Great mod, will be dl'ing as soon as I get home!
Also because Black Cats Appreciation Day, oh wait, that was last week, nvrmnd, I volunteer mine (he's an ESH - European Shorthair)
(Pictures, I can provide, oh my)
what a PURRRRRDy little black kitty, just wait til it grows up, then it will look like my B I G black cuddle BUZZER(20 pounds of muscle and a 3 stage purr (the first stage only shakes the funiture he was on, the second stage shakes the room, the third stage shakes the HOUSE (btw concrete slab house so should NOT shake except when the earth shakes)) and he also  had 6 white hairs on his chest and even black pads and claws and even the roof of his mouth was black

20 pounds??  :o And I thought mine was a fatso with his 13 pounds. He does look like a kitten in the picture, it's because of the perspective (of me lying on the floor to take the picture, lol), but he's a big 3yo boy already
Title: Re: [A12b] Cats!
Post by: FMJ Penguin on August 27, 2015, 08:03:03 AM
Meet the European Shorthair!
(http://i.imgur.com/8cEgF5t.jpg?1)

He's also inspired by Arcade, a domestic shorthair, who's frankly so insanely cute I feel bad about not making a whole mode about him: http://imgur.com/a/pUw2d. Also, shoot out to (almost) black cats and tuxedos!

Finally, I need to figure out how to allow cats to interbreed. Right now, each breed is it's own little clan that doesn't mix with others. That means that if I add too many cats, it might actually get hard to obtain a breeding pair - and we'ld have to do without kittens! If I can somehow manage that all cats can interbreed, there's only my time as a limit on the number of breeds we can have. Sadly, one texture per breed does seem to be a pretty hard limit, so I still can't oblige everyone with their pet in game, sorry!

On a related note, it should be possible to add least at pet names to the generator, so that's something. I'll keep you updated.

Finally, if anyone feels like providing textures, that would be a huge help! Right now I'm spending an evening per feline, which is putting a bit of a dent on my available time for playing the actual game... You'ld get full credit ofcourse!

That is the Blackest/Whitest cat I've every seen. It almost looks fake like a painting or something.  :o
Title: Re: [A12b] Cats!
Post by: harpo99999 on August 27, 2015, 08:07:23 AM
ONLY 13 pounds, you MUST BE STARVING your cat, my small girl is ONLY 17 pounds, but also all muscle, and if she wants to nuzzle my hand while sitting beside me  (while I am standing (5f10inch)) she just sits on her rear legs and nuzzles my hand, and if she decides to grab my wrists,then she just stands in her rear legs and grabs, BUT she does not use her hooks when grabing me, so I think she must like me
Title: Re: [A12b] Cats!
Post by: FMJ Penguin on August 27, 2015, 08:20:45 AM
Mine is about 4 years old I think and she's only 10-11 pounds. Very dainty build though. She's literally half the size of my mother's main coon.
Title: Re: [A12b] Cats!
Post by: lokidemon on August 27, 2015, 08:29:19 AM
ONLY 13 pounds, you MUST BE STARVING your cat, my small girl is ONLY 17 pounds, but also all muscle, and if she wants to nuzzle my hand while sitting beside me  (while I am standing (5f10inch)) she just sits on her rear legs and nuzzles my hand, and if she decides to grab my wrists,then she just stands in her rear legs and grabs, BUT she does not use her hooks when grabing me, so I think she must like me

Are you sure your cats are of the kind that is supposed to fit in a house??  ;D I thought only Maine Coons and wild cats were supposed to get this big, my itty bitty ESH would get flattened if one of yours would come over to play  :o
And no worries, he's most certainly not starving, lol, look at this not starving belly
(http://i59.tinypic.com/2wekh88.jpg)
(Please ignore the glare'o'death, it's usually harmless)
Title: Re: [A12b] Cats!
Post by: FMJ Penguin on August 27, 2015, 08:37:40 AM
Grrr if I think about it I'll upload a pic when I have my phone and mini-usb.... If I can ever find that damn cord... Cuzz your ca IS my cat... freakishly similar. I mean if they where playing you prolly wouldn't know who was who. And yeah, main coons are pretty big. 20ish pounds I think is average-ish. His paws are bout the size of 3 of my lil cat's paws.... giant mittens(like rabbit fur though... weird how soft they are)
Title: Re: [A12b] Cats!
Post by: lokidemon on August 27, 2015, 08:43:20 AM
Grrr if I think about it I'll upload a pic when I have my phone and mini-usb.... If I can ever find that damn cord... Cuzz your ca IS my cat... freakishly similar. I mean if they where playing you prolly wouldn't know who was who. And yeah, main coons are pretty big. 20ish pounds I think is average-ish. His paws are bout the size of 3 of my lil cat's paws.... giant mittens(like rabbit fur though... weird how soft they are)
So we could distinguish them by paw size  8) that's a relief.

Back on topic, though, I might be able to come up with a cornish rex texture later in the day.
I can't believe there has not been a cat mod for RW yet. On the other hand, a12 hasn't been out that long yet either.
Title: Re: [A12b] Cats!
Post by: ItchyFlea on August 27, 2015, 09:36:11 AM
Finally, I need to figure out how to allow cats to interbreed. Right now, each breed is it's own little clan that doesn't mix with others. That means that if I add too many cats, it might actually get hard to obtain a breeding pair - and we'ld have to do without kittens! If I can somehow manage that all cats can interbreed, there's only my time as a limit on the number of breeds we can have. Sadly, one texture per breed does seem to be a pretty hard limit, so I still can't oblige everyone with their pet in game, sorry!
A .dll mod would do it for interbreeding. You'd probably need to override this code: JobGiver_Mate.

-snip-
Dunno if Facebook will let me post this due to my privacy settings but other than the eye colour, that almost looks like one of my cats from 10 years ago.
(https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-xfa1/t31.0-8/290683_1585167525708_44696656_o.jpg)
His name was Summie. He was I think about 16 years old in this pic.
Title: Re: [A12b] Cats!
Post by: Florius on August 27, 2015, 10:13:05 AM
He was a beauty ItchyFlea! And thanks for the help on the mod, let's make sure cats take over Rimworld ^^
Title: Re: [A12b] Cats!
Post by: lokidemon on August 27, 2015, 02:24:54 PM
Sooo, I'm not an artist, and this is my first texture everrr, but I did what I could.
It's only an outline of a Cornish Rex looking cat, I suppose you could use it for sphynxes or oriental cats. Just add your favorite color.




[attachment deleted due to age]
Title: Re: [A12b] Cats!
Post by: lokidemon on August 27, 2015, 02:28:46 PM
Dunno if Facebook will let me post this due to my privacy settings but other than the eye colour, that almost looks like one of my cats from 10 years ago.
-snip-
His name was Summie. He was I think about 16 years old in this pic.
Oh, that's an impressive looking cat, hope you had a lot of good times with him.
Title: Re: [A12b] Cats!
Post by: Ninefinger on August 27, 2015, 02:51:42 PM
My idea for you is that if you do not want to dll mod for whatever reason and are worried about too many kitties, just make 6 domestic kitties that should be enough variety and still be easy enough for breading, but then on top of that you can add Lions, Tigers, and  Cougars and such as wild animals.

Just my 2 cents if it is even worth that. Cheers!
Title: Re: [A12] Cats!
Post by: tylers2001 on August 27, 2015, 04:56:33 PM
This mod will be purrfect!
buh dum tiss
Title: Re: [A12b] Cats!
Post by: Fluffy (l2032) on August 27, 2015, 05:50:36 PM
Meet the British Shorthair and Norwegian Forest Cat!
(http://i.imgur.com/AWASrgz.jpg)
(http://i.imgur.com/BNaz9uD.jpg)

Sooo, I'm not an artist, and this is my first texture everrr, but I did what I could.
It's only an outline of a Cornish Rex looking cat, I suppose you could use it for sphynxes or oriental cats. Just add your favorite color.
That looks pretty damn good Loki! Mind if I use that to make a Siamese inspired by https://instagram.com/meowcifer_kaleidoscope/ tomorrow?

My idea for you is that if you do not want to dll mod for whatever reason and are worried about too many kitties, just make 6 domestic kitties that should be enough variety and still be easy enough for breading, but then on top of that you can add Lions, Tigers, and  Cougars and such as wild animals.

Just my 2 cents if it is even worth that. Cheers!
Yeah, that's my backup plan. I've just started looking around in the source, I think I have a pretty good idea what I need to do, but I have no idea how to do it, being completely new to C#. I do have some experience in Python and C++, but so far it's of no help ;).

( I need to provide a JobGiver_Mate that uses a new ThingRequest.ForRace(), which would return all with the same race. The simple solution is to override the core JobGiver, which I think should be safe because all pawns seem to have unique races (my cats however all share DomesticCat). An alternative would be to introduce a new breedGroup tag and somehow implement a search by that. Either way, I have to basically reverse a step in the ThingRequest, select race or breedGroup from the current pawn and then search for pawns that have the same, and I have no idea how to do that, yet. )
Title: Re: [A12b] Cats!
Post by: Fluffy (l2032) on August 27, 2015, 06:09:49 PM
Forgot to mention; I use https://pixlr.com/editor/ to make all these (it's sort of an on-line photoshop light), which does admirably given that it's a web app. If you open the textures/DomesticCat folder in the mod, there's a bunch of .pxd files next to the .png's the game uses. These can be opened with pixlr, and are my working documents. Feel free to use them as a basis for your own cats!

Take a look at some of the base dog graphics first as inspiration, my first mistake was to focus way too much on getting details right that you won't be able to see ingame anyway. What matters much more is the overall feel of the thing. As you can see, I'm still prone to make that mistake - I am no artist either ;).

[attachment deleted due to age]
Title: Re: [A12c] Cats!
Post by: Florius on August 27, 2015, 06:36:15 PM
Looks sweet! Can't wait for kittens! ^^
Title: Re: [A12b] Cats!
Post by: harpo99999 on August 27, 2015, 07:01:27 PM
ONLY 13 pounds, you MUST BE STARVING your cat, my small girl is ONLY 17 pounds, but also all muscle, and if she wants to nuzzle my hand while sitting beside me  (while I am standing (5f10inch)) she just sits on her rear legs and nuzzles my hand, and if she decides to grab my wrists,then she just stands in her rear legs and grabs, BUT she does not use her hooks when grabing me, so I think she must like me
Are you sure your cats are of the kind that is supposed to fit in a house??  ;D I thought only Maine Coons and wild cats were supposed to get this big, my itty bitty ESH would get flattened if one of yours would come over to play  :o
And no worries, he's most certainly not starving, lol, look at this not starving belly
(http://i59.tinypic.com/2wekh88.jpg)
(Please ignore the glare'o'death, it's usually harmless)
as they are BOTH adoptions from the RSPCA, and their paperwork says that they are domestic short hair, and my girl was only 6 months old when I got her, but I let her chose how much and when to eat, she grew up to be  large but healthy cat, and my boy when I adopted him was 11 months old and a long boy, and also liked to chose when to eat, but also was very active so burnt off the food, and even has suprised me by doing a vertical takeoff and land 1.2 METRES up without touching the sides of the large cat tower (a bit larger than a 40 gallon drum(200 litre) the tower dimensions are 79cm diameter, 120cm highcarpet glued to outside and inner shelfs, fake fur and wadding on the top with access holes on each of the inner sheves and the centre of the top) andis still one of their favourite places other than my bed
Title: Re: [A12c] Cats!
Post by: LadyAth on August 27, 2015, 10:09:11 PM
This is tuning into a very awesome mod, thank you!  :) :) :)
Title: Re: [A12b] Cats!
Post by: Too-DAMN-Much on August 28, 2015, 12:34:45 AM
ONLY 13 pounds, you MUST BE STARVING your cat, my small girl is ONLY 17 pounds, but also all muscle, and if she wants to nuzzle my hand while sitting beside me  (while I am standing (5f10inch)) she just sits on her rear legs and nuzzles my hand, and if she decides to grab my wrists,then she just stands in her rear legs and grabs, BUT she does not use her hooks when grabing me, so I think she must like me
Are you sure your cats are of the kind that is supposed to fit in a house??  ;D I thought only Maine Coons and wild cats were supposed to get this big, my itty bitty ESH would get flattened if one of yours would come over to play  :o
And no worries, he's most certainly not starving, lol, look at this not starving belly
(http://i59.tinypic.com/2wekh88.jpg)
(Please ignore the glare'o'death, it's usually harmless)
as they are BOTH adoptions from the RSPCA, and their paperwork says that they are domestic short hair, and my girl was only 6 months old when I got her, but I let her chose how much and when to eat, she grew up to be  large but healthy cat, and my boy when I adopted him was 11 months old and a long boy, and also liked to chose when to eat, but also was very active so burnt off the food, and even has suprised me by doing a vertical takeoff and land 1.2 METRES up without touching the sides of the large cat tower (a bit larger than a 40 gallon drum(200 litre) the tower dimensions are 79cm diameter, 120cm highcarpet glued to outside and inner shelfs, fake fur and wadding on the top with access holes on each of the inner sheves and the centre of the top) andis still one of their favourite places other than my bed

my last siamese was about 30lbs, he was simply very obese and lazy. :)
Title: Re: [A12b] Cats!
Post by: lokidemon on August 28, 2015, 03:02:57 AM
That looks pretty damn good Loki! Mind if I use that to make a Siamese inspired by https://instagram.com/meowcifer_kaleidoscope/ tomorrow?

Go right ahead, that's what I made the thing for!

If you open the textures/DomesticCat folder in the mod, there's a bunch of .pxd files next to the .png's the game uses. These can be opened with pixlr, and are my working documents.
Oh, so THAT'S what they are, I was beginning to wonder.

Take a look at some of the base dog graphics first as inspiration, my first mistake was to focus way too much on getting details right that you won't be able to see ingame anyway. What matters much more is the overall feel of the thing. As you can see, I'm still prone to make that mistake - I am no artist either ;).
That's an interesting inspiration, I didn't think my outline would be too detailed to look good in-game, but I see I might have been mistaken. I'll do better next time.
Title: Re: [A12b] Cats!
Post by: lokidemon on August 28, 2015, 03:06:22 AM
as they are BOTH adoptions from the RSPCA, and their paperwork says that they are domestic short hair, and my girl was only 6 months old when I got her, but I let her chose how much and when to eat, she grew up to be  large but healthy cat, and my boy when I adopted him was 11 months old and a long boy, and also liked to chose when to eat, but also was very active so burnt off the food, and even has suprised me by doing a vertical takeoff and land 1.2 METRES up without touching the sides of the large cat tower (a bit larger than a 40 gallon drum(200 litre) the tower dimensions are 79cm diameter, 120cm highcarpet glued to outside and inner shelfs, fake fur and wadding on the top with access holes on each of the inner sheves and the centre of the top) andis still one of their favourite places other than my bed

As long as they're healthy, that's all that matters! Do you have any photos of them for size ccomparison? Maybe they would also make it into the game?
Title: Re: [A12b] Cats!
Post by: Fluffy (l2032) on August 28, 2015, 04:59:14 AM
That's an interesting inspiration, I didn't think my outline would be too detailed to look good in-game, but I see I might have been mistaken. I'll do better next time.
I haven't put your textures in game yet, but as far as I'm concerned the outline looks better than my attempts so far - and most of the core stuff ;) That being said, I will probably simplify the face and make the side a bit more abstract to match with core and cats textures so far.
Title: Re: [A12b] Cats!
Post by: lokidemon on August 28, 2015, 05:02:53 AM
I haven't put your textures in game yet, but as far as I'm concerned the outline looks better than my attempts so far - and most of the core stuff ;) That being said, I will probably simplify the face and make the side a bit more abstract to match with core and cats textures so far.

Go ahead, whatever looks better in-game is fine by me. It's a learning experience and I will be doing a few more textures, so we'll see what comes out of it. I think I'll try myself on a lion next, would that be ok by you?
Title: Re: [A12c] Cats!
Post by: Fluffy (l2032) on August 28, 2015, 05:17:40 AM
Looking at the poll results, that would be awesome! :D
Title: Re: [A12b] Cats!
Post by: harpo99999 on August 28, 2015, 10:32:32 AM
SNIP

As long as they're healthy, that's all that matters! Do you have any photos of them for size ccomparison? Maybe they would also make it into the game?
a pic of the two occupying the bed

[attachment deleted due to age]
Title: Re: [A12c] Cats!
Post by: RolandDeschain on August 28, 2015, 01:13:06 PM

Coming soon
Siamese, inspired by RolandDeschain's kitten, https://instagram.com/meowcifer_kaleidoscope/
Depending on my mood; more domestic cats, cat interbreeding, wild cats or cat food.

Best moment of my cat's life. With your help she will surely become instafamous! Cant wait until i see her "in the flesh"

EDIT: Make sure they can haul! https://instagram.com/p/31JkX0oGtN/?taken-by=meowcifer_kaleidoscope
Title: Re: [A12c] Cats!
Post by: Shinzy on August 28, 2015, 02:56:01 PM
EDIT: Make sure they can haul! https://instagram.com/p/31JkX0oGtN/?taken-by=meowcifer_kaleidoscope

also make sure their carry capacity is exactly 1! =P
Title: Re: [A12c] Cats!
Post by: lokidemon on August 28, 2015, 03:43:09 PM
So, some lions... or one lion, actually.


[attachment deleted due to age]
Title: Re: [A12b] Cats!
Post by: lokidemon on August 28, 2015, 03:44:19 PM
a pic of the two occupying the bed

they're ADORABLE!
Title: Re: [A12c] Cats!
Post by: Fluffy (l2032) on August 28, 2015, 03:44:49 PM
EDIT: Make sure they can haul! https://instagram.com/p/31JkX0oGtN/?taken-by=meowcifer_kaleidoscope

also make sure their carry capacity is exactly 1! =P
I'll look into that. I know it's linked to body size, right now my cats can't haul, sorry :P
Title: Re: [A12c] Cats!
Post by: Fluffy (l2032) on August 28, 2015, 03:45:51 PM
So, some lions... or one lion, actually.

Oh. My. God. I hereby give you full creative control of the mod! :D Thats freaking beautiful!
Title: Re: [A12c] Cats!
Post by: Fluffy (l2032) on August 28, 2015, 03:47:56 PM
Seriously, that guy is just filled to the brim with character! I love his ears sticking out on the back angle, and the mane! The mane!
Title: Re: [A12c] Cats!
Post by: lokidemon on August 28, 2015, 03:53:05 PM
Oh. My. God. I hereby give you full creative control of the mod! :D Thats freaking beautiful!

That's kind of daunting
Thanks, I'm glad you like it!

Seriously, that guy is just filled to the brim with character! I love his ears sticking out on the back angle, and the mane! The mane!
I know, the mane, right?  ;D
Title: Re: [A12c] Cats!
Post by: Florius on August 28, 2015, 04:39:41 PM
So, some lions... or one lion, actually.

Omg, it looks amazing! Can't wait to see them roam around in Rimworld!!
Title: Re: [A12c] Cats!
Post by: Fluffy (l2032) on August 28, 2015, 05:23:51 PM
Omg, it looks amazing! Can't wait to see them roam around in Rimworld!!
You won't have to wait long! Spent the evening getting a few soundbites together, they're not perfect yet but they'll do for now. We'll also need a lioness texture (loki, you up for that? :D), but expect a lion update later tonight.
Title: Re: [A12c] Cats!
Post by: lokidemon on August 28, 2015, 06:29:24 PM
We'll also need a lioness texture (loki, you up for that? :D), but expect a lion update later tonight.

Oh, that's right, silly of me not to think of that, I'll make a lioness for sure!
Title: Re: [A12c] Cats!
Post by: Fluffy (l2032) on August 28, 2015, 06:33:09 PM
Hear me roar!
The king of the jungle has arrived;
(http://i.imgur.com/RJfamTj.jpg)

And in his footsteps this shy little fellow turned up;
(http://i.imgur.com/pJ87HPP.jpg)

This update is almost entirely Lokidemon's work, for which I am very grateful. Any issues with the Siamese are introduced by me, and the lion texture is just perfect!
Title: Re: [A12c] Cats!
Post by: Florius on August 28, 2015, 06:47:46 PM
Hopefully we can get a lioness soon too, so we can breed lions and get a freakin' lion army!
That will teach those pirate raiders mwuahahah
Title: Re: [A12c] Cats!
Post by: RolandDeschain on August 28, 2015, 07:22:59 PM
The cats are not showing up at any traders, not even in the Spawn Pawn in the debug menu?
Only have a couple small mods going..
Title: Re: [A12c] Cats!
Post by: RolandDeschain on August 28, 2015, 07:25:35 PM
The cats are not showing up at any traders, not even in the Spawn Pawn in the debug menu?
Only have a couple small mods going..

EDIT: nvm im stupid. had the RW Cats folder in mods, not the Cats! folder.  :P
Title: Re: [A12b] Cats!
Post by: harpo99999 on August 28, 2015, 07:35:49 PM
a pic of the two occupying the bed

they're ADORABLE!
and when they team up they CAN occupy an entire wide doorway till they get their toll (either a rub or a head scratch or a chin tickle), and in that photo they were not fully stretched out but curled up a bit and both of them can stretch out from one side of the bed to the other
Title: Re: [A12c] Cats!
Post by: TheRedOne on August 29, 2015, 01:42:01 AM
Please add one or two screenshots to the front post
Title: Re: [A12c] Cats!
Post by: Fluffy (l2032) on August 29, 2015, 06:28:59 PM
So it turns out cats could interbreed all along, as the game does make a check by race, and all domestic cats share a race. This will have the odd side-effect of cat meat being labelled "Domestic Cat Meat" but frankly if you let colonists eat your cats you're either desperate and won't care, or you're morally bankrupt and I don't care. Somewhat oddly, leather does seem to get labelled according to breed - but again, think real hard about what you're doing if you let your colonist run around in cat skin clothing.

Also, this does raise the question of why nobody told me?! Shame on you all!

As for tonights' update; I've added cat food. It takes 10 meat and 10 plant materials to get 20 catfood (modified by cooking skill and such). The resulting cat food is labelled as a meat and more nutritious than the input due to a stunning amount of artificial additives. Colonists can eat cat food, but will do so only when desperate, and gain a bad mood effect.

Cats will not care about your efforts, and eat whatever they please - usually whatever is closest. As far as I'm concerned, this is completely realistic, but I'll work on adding feeding bowls tomorrow so you can put some around the base and hope the cats will actually appreciate the food you made for them, instead of eating all your meat.

Also, I'll probably add a tiger. Or maybe actually play the game a bit.

Please add one or two screenshots to the front post
I'll work on that once the cats in game are a bit more stable. There's close ups of the textures scattered throughout this forum, and on the linked github download page.

The cats are not showing up at any traders, not even in the Spawn Pawn in the debug menu?
Only have a couple small mods going..

EDIT: nvm im stupid. had the RW Cats folder in mods, not the Cats! folder.  :P
I might change the folder structure, I myself always get annoyed at the extra step involved in installing mods with nested folder structures, so I get your pain ;).

Hopefully we can get a lioness soon too, so we can breed lions and get a freakin' lion army!
That will teach those pirate raiders mwuahahah
You can breed lions right now, females just look like a slightly smaller male lion. Also, in my test runs a pack of lions completely ripped a raid to shreds, they're pretty formidable (perhaps too much so). Let me know how breeding a lion army goes for you!
Title: Re: [A12c] Cats! (updated 29-8)
Post by: Der Failer on August 29, 2015, 08:31:21 PM
I've just had a group of 8 European Shorthair join my colony. This mod is awesome!

The only this which is a little strange lets say is that one of them is called Burning. Not quit sure what to think about him, i'll have to watch him.
Just to make it clear i do know that all names come from the Core game, but don't make it less weird imho.
Title: Re: [A12b] Cats!
Post by: AshbornK9 on August 30, 2015, 02:51:44 AM
Meet the European Shorthair!
(http://i.imgur.com/8cEgF5t.jpg?1)

He's also inspired by Arcade, a domestic shorthair, who's frankly so insanely cute I feel bad about not making a whole mode about him: http://imgur.com/a/pUw2d. Also, shoot out to (almost) black cats and tuxedos!

Finally, I need to figure out how to allow cats to interbreed. Right now, each breed is it's own little clan that doesn't mix with others. That means that if I add too many cats, it might actually get hard to obtain a breeding pair - and we'ld have to do without kittens! If I can somehow manage that all cats can interbreed, there's only my time as a limit on the number of breeds we can have. Sadly, one texture per breed does seem to be a pretty hard limit, so I still can't oblige everyone with their pet in game, sorry!

On a related note, it should be possible to add least at pet names to the generator, so that's something. I'll keep you updated.

Finally, if anyone feels like providing textures, that would be a huge help! Right now I'm spending an evening per feline, which is putting a bit of a dent on my available time for playing the actual game... You'ld get full credit ofcourse!
Thank you for putting my dear Ruca in the game! That is probably the best picture I have of her, generally she doesn't like sitting still long enough to get a good picture.
Title: Re: [A12c] Cats! (updated 29-8)
Post by: Florius on August 30, 2015, 04:18:30 AM
It is indeed completely realistic, at least regarding my cat, because he eats whatever is closest and he can find! (Which is normal for cats)
Title: Re: [A12c] Cats! (updated 29-8)
Post by: lokidemon on August 30, 2015, 06:34:32 AM
Well this took me entirely too long, but here is a Lioness for all your Great Lion Army breeding needs!
EDIT: Wrong PNGs attached *facepalm*


[attachment deleted due to age]
Title: Re: [A12c] Cats! (updated 29-8)
Post by: Fluffy (l2032) on August 30, 2015, 07:24:12 AM
Well this took me entirely too long, but here is a Lioness for all your Great Lion Army breeding needs!
EDIT: Wrong PNGs attached *facepalm*
Awesome, I'm just doing a tiger, will add these, the tiger and feeding bowls in a release tonight.
Title: Re: [A12c] Cats! (updated 29-8)
Post by: lokidemon on August 30, 2015, 09:01:11 AM
Don't mind this, just a scratching post

[attachment deleted due to age]
Title: Re: [A12c] Cats! (updated 29-8)
Post by: Fluffy (l2032) on August 30, 2015, 09:27:26 AM
I was just about to push release, will add the scratching post first! Lioness textures will probably need some tweaking, borders are considerably larger than their male counterparts, but for now they're perfectly fine :).

I might change the post a bit later if that's ok with you? It's a bit too blocky for me I think.
Title: Re: [A12c] Cats! (updated 29-8)
Post by: lokidemon on August 30, 2015, 09:35:57 AM
I was just about to push release, will add the scratching post first! Lioness textures will probably need some tweaking, borders are considerably larger than their male counterparts, but for now they're perfectly fine :).
I was orienting myself by the other pet textures for the lioness, so maybe it would make more sense to tweak the male lions textures to fatter borders, or do they look more contingent in-game than the lioness?

I might change the post a bit later if that's ok with you? It's a bit too blocky for me I think.
Sure!
Title: Re: [A12c] Cats! (updated 29-8)
Post by: Fluffy (l2032) on August 30, 2015, 10:19:24 AM
I was orienting myself by the other pet textures for the lioness, so maybe it would make more sense to tweak the male lions textures to fatter borders, or do they look more contingent in-game than the lioness?
I personally use and prefer slightly smaller borders, the size of borders also isn't exactly consistent in the base game. Maybe go in between for both? :P It's mostly an issue now that there's a noticeable difference between the two, and they'll often appear side by side.

On another note, I looked at the scratching post in-game, and on second thought I think it's perfectly fine, thanks again! :D
Title: Re: [A12c] Cats! (updated 29-8)
Post by: lokidemon on August 30, 2015, 10:21:46 AM
I personally use and prefer slightly smaller borders, the size of borders also isn't exactly consistent in the base game. Maybe go in between for both? :P It's mostly an issue now that there's a noticeable difference between the two, and they'll often appear side by side.

ok, I'll see what I can do!
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Fluffy (l2032) on August 30, 2015, 10:23:08 AM
Say hello to the tiger!
(http://i.imgur.com/x3rogpc.jpg)

Also, catloving colonists can now feed their loyal companions from a golden feeding bowl:
(or wooden, or stone, it's stuffified!)
(http://i.imgur.com/syyoZZ1.png)
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Florius on August 30, 2015, 10:43:08 AM
Omg, they are so cute! Not sure if they should be that for such a dangerous animal hahah, but wonderful work again!
Title: Re: [A12c] Cats! (updated 30-8)
Post by: LanMc on August 30, 2015, 01:45:42 PM
This is amazing and I love it!!!  This is a must use mod for me!!!  Thanks so much!
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Too-DAMN-Much on August 30, 2015, 01:46:38 PM
the lioness looks really good btw :D
Title: Re: [A12c] Cats! (updated 30-8)
Post by: harpo99999 on August 30, 2015, 07:12:23 PM
what a purrrrdy litle kitty
Title: Re: [A12c] Cats! (updated 30-8)
Post by: moonspot on August 31, 2015, 09:23:07 AM
Hi
I want to thank you first of all for this magnificent mod, well done  ;) and secondly the lions are walking backwards, what I think is not intended like that, you may like to look into that.

with Love
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Fluffy (l2032) on August 31, 2015, 01:53:40 PM
Hi
I want to thank you first of all for this magnificent mod, well done  ;) and secondly the lions are walking backwards, what I think is not intended like that, you may like to look into that.

with Love
Thanks for the feedback! Good to know people are using and enjoying my little mod :). As for the Lions, I'll tell them to stop moonwalking!
Title: Re: [A12c] Cats! (updated 30-8)
Post by: falcongrey on August 31, 2015, 08:27:32 PM
Loving this mod and THANK YOU so much for giving my colonist his kitty to love! <3

Only one suggestion for future releases, decide on a 'fixed folder name' for the mod such as Cats or CatsBigandSmall.  Just something fixed in name inside the 'zip' folder. This way when we unzip to update the outdated version we simply delete the old and copy in the new, start the game and continue. Otherwise, currently we need to re-install the mod because the mod name has changed and throws off the save games as well.

Really loving this mod though, awesome work and thank you again!
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Fluffy (l2032) on September 01, 2015, 03:34:53 AM
Loving this mod and THANK YOU so much for giving my colonist his kitty to love! <3

Only one suggestion for future releases, decide on a 'fixed folder name' for the mod such as Cats or CatsBigandSmall.  Just something fixed in name inside the 'zip' folder. This way when we unzip to update the outdated version we simply delete the old and copy in the new, start the game and continue. Otherwise, currently we need to re-install the mod because the mod name has changed and throws off the save games as well.

Really loving this mod though, awesome work and thank you again!
You're welcome! Always love to hear people are enjoying some quality time with their in-game kittens :).

As far as I'm aware, the name hasn't changed? There's a folder within a folder though (side-effect of hosting on github, RW_Cats is the github repository name, Cats! folder is the mod, and found within RW_Cats). Only in v0.1 was the folder actually Cats!, that being said I might change the folder structure in the future so you can just unpack it and go.
Title: Re: [A12c] Cats! (updated 30-8)
Post by: falcongrey on September 01, 2015, 12:59:34 PM
DERP!  :o Yes you are correct on that one... not sure how I missed it!
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Fluffy (l2032) on September 02, 2015, 04:40:22 PM
Small bugfix: Lions no longer moonwalk.
Title: Re: [A12c] Cats! (updated 30-8)
Post by: lokidemon on September 03, 2015, 04:07:08 PM
Fixed the male Lion outline, should be more uniform with the lioness now

[attachment deleted due to age]
Title: Re: [A12c] Cats! (updated 30-8)
Post by: lokidemon on September 03, 2015, 04:08:37 PM
Also, not sure what this is, but I think it's extremely carnivorous and hungry... anybody want to keep it?  :o

[attachment deleted due to age]
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Florius on September 03, 2015, 05:39:15 PM
Looks hot, literally! Would be awesome if it can be implemented.

Are you perhaps doing tigers and lynx too soon? ^^
Something that also walks around in colder areas, because I am playing on a cold map, but haven't seen any cat just yet :(
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Florius on September 04, 2015, 12:31:00 AM
Not sure, but are you supposed to be able to make cat food at a butcher table? Or is that a bug hehe?
Title: Re: [A12c] Cats! (updated 30-8)
Post by: lokidemon on September 04, 2015, 02:57:25 AM
Are you perhaps doing tigers and lynx too soon? ^^
Something that also walks around in colder areas, because I am playing on a cold map, but haven't seen any cat just yet :(
Well, we already have tigers, they were added in the last release. Do they not show up in your game?
Some colder cats, what would you like to see? I will definitely be making a lynx texture, so maybe this one could be persuaded into sub-zero temperatures. ;)

Not sure, but are you supposed to be able to make cat food at a butcher table? Or is that a bug hehe?
Personally I don't think it's a bug. Why shouldn't you be able to make cat food at a butcher table? After all, cats eat raw meat, even domestic ones.
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Fluffy (l2032) on September 04, 2015, 03:35:40 AM
Not sure, but are you supposed to be able to make cat food at a butcher table? Or is that a bug hehe?
It's intentional, partially because I feel like a butcher when I prepare our kitten's food (the gf is real big into the whole BARF (https://en.wikipedia.org/wiki/Raw_feeding) thing), and partially because I figured if I spread the recipe around over two workbenches, that's double the odds it'll still be there when you have other mods changing workbenches ;).

Also, not sure what this is, but I think it's extremely carnivorous and hungry... anybody want to keep it?  :o
Looking good, Loki! Do you have a name for him yet? :)

Going to add him later today, just debating if I should add him as a regular wild cat, or if I should try and incorporate some kind of event for him (like the thrumbo). Maybe he could set random fires around him (no promises - this would require C#, and I suck at C#!). What do you guys think?
Actually, given those two options, I think I can pretty much guess what you guys think.... Ugh, time to learn more C# I guess :P

Title: Re: [A12c] Cats! (updated 30-8)
Post by: lokidemon on September 04, 2015, 04:17:30 AM
Looking good, Loki! Do you have a name for him yet? :)
Well no, apart from flamecat, which is maybe a too obvious name for the beast.

Going to add him later today, just debating if I should add him as a regular wild cat, or if I should try and incorporate some kind of event for him (like the thrumbo). Maybe he could set random fires around him (no promises - this would require C#, and I suck at C#!). What do you guys think?
Actually, given those two options, I think I can pretty much guess what you guys think.... Ugh, time to learn more C# I guess :P
Actually, that was exactly what I was hoping you would say  ;D But you could set him free into the world as he is and add the legendary bit later, when you've cracked C#  ;)
Also, I was thinking of an icecat to go with this one
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Fluffy (l2032) on September 04, 2015, 04:31:51 AM
Best I could come up with was firecat, but that's not better :P I'll see if I can find some mythical references to something like this for a better name.

And will do, my appointments for today cancelled so I've taken the day off work. Will probably do an update with your new lion and the unnamed fire beast this afternoon, then fiddle around with C#. I also have an idea for a Sphynx that should be fun. Additionally, I've been wanting to implement cat behaviourTM, which basically means cats would do some random shit to annoy and delight you - just like in real life. For starters, a sped up version of just wandering;
https://www.youtube.com/watch?v=l5ODwR6FPRQ
Title: Re: [A12c] Cats! (updated 30-8)
Post by: lokidemon on September 04, 2015, 05:01:56 AM
I also have an idea for a Sphynx that should be fun.
ooooh, interesting, fun Sphynxes  ;) Should I look into making a texture, or do you want to do this one?

Additionally, I've been wanting to implement cat behaviourTM, which basically means cats would do some random shit to annoy and delight you - just like in real life. For starters, a sped up version of just wandering
Oh yes, this is exactly what they do. Not to mention destroying the furniture, vomiting and piddling in the corners. Also lying around in the doorways, preferably in the dark and hiding in the wardrobes.
Title: Re: [A12c] Cats! (updated 30-8)
Post by: harpo99999 on September 04, 2015, 05:43:00 AM
you forgot curling up and going to sleep on their people and changing their food choice every couple of days
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Fluffy (l2032) on September 04, 2015, 06:00:40 AM
I haven't started the Sphynx texture yet, and it'll probably be a while before I can figure out how to implement him with the event the way I want. If you have some time to do textures, I'ld love more wild cats! Lynx and Cheetah or Leopard would be at the top of my list.

Special animals and behaviour is a lot harder to implement, textures for those can wait as far as I'm concerned.

@Loki, mind if I add you as an author? At this point half the textures are yours ;)

@Harpo, true :). But I was mostly going for things I think I can actually implement. Would be nice if cats saw sleeping colonists as viable sleeping spots though, I'll look into that. As for food choice, I think that might be stretching it a bit, while definitely true, it'ld be very fiddly for players - I'm hoping to implement things that look cool and possibly give a slight bonus/penalty, but can also readily be ignored.
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Fluffy (l2032) on September 04, 2015, 06:52:00 AM
Also, Loki, minor thing and I've changed it for the existing textures, but textures are assumed to face right on the side profiles (I didn't check this on the last one, hence the moonwalking lion ;))
Title: Re: [A12c] Cats! (updated 30-8)
Post by: lokidemon on September 04, 2015, 07:31:24 AM
Also, Loki, minor thing and I've changed it for the existing textures, but textures are assumed to face right on the side profiles (I didn't check this on the last one, hence the moonwalking lion ;))
Oh, snap! Thanks for mentioning this, will keep it in mind for future textures.

If you have some time to do textures, I'ld love more wild cats! Lynx and Cheetah or Leopard would be at the top of my list.
Then that's what I'll do, was going to look into the lynx anyways.

@Loki, mind if I add you as an author? At this point half the textures are yours ;)
If you want to, go ahead, but I don't really think the textures merit a co-authorship, after all, you get to do the work, while I play  ;D
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Tynan on September 04, 2015, 07:50:29 AM
This is awesome :) Has anyone posted screenshots?
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Fluffy (l2032) on September 04, 2015, 07:51:23 AM
Oh it's play for me too, wouldn't do this if it felt like work. Only difference is that I enjoy fiddling with code as well ;).

I've tried finding a mythological reference for a cat (had to stop myself from googling 'cat on fire', realised that I probably wouldn't like what I found just before I pressed enter). No luck though.

How about "Feenix" (Feline Phoenix), "Flamebeast" or "Living Flame"?
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Fluffy (l2032) on September 04, 2015, 07:56:45 AM
This is awesome :) Has anyone posted screenshots?
Hi Tynan! Awesome of you to drop by :D

As far as I'm aware noone has posted screenshots, the textures can be found here (https://github.com/Karel-Kroeze/RW_Cats/tree/master/Cats!/Textures) though.

(possibly getting ahead of myself; but if you want to put anything in the core game, I've specifically chosen an open license for that purpose, and would be very honoured!)
Title: Re: [A12c] Cats! (updated 30-8)
Post by: lokidemon on September 04, 2015, 08:03:47 AM
had to stop myself from googling 'cat on fire', realised that I probably wouldn't like what I found just before I pressed enter
OMG, no, this is not something you should type into Google...

How about "Feenix" (Feline Phoenix), "Flamebeast" or "Living Flame"?
Oooh, Feenix sounds nice.. But looks kind of like a kiddie name...

This is awesome :) Has anyone posted screenshots?
I think we're working on this  ;) Maybe when there are some less bland screenshots of cats tormenting their owners  ;D
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Florius on September 04, 2015, 09:35:03 AM
Personally I don't think it's a bug. Why shouldn't you be able to make cat food at a butcher table? After all, cats eat raw meat, even domestic ones.

Already thought so, but just thought I'd mension it just to be sure.
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Fluffy (l2032) on September 04, 2015, 08:24:50 PM
I've got the Feenix (unless changed, but I've rather grown to like the name) to feed on fire. When it gets hungry it seeks out fires, and by being close to fire it reduces its food need. When there is no fire, it makes one.

There's some bugs I need to squash before release, as well as some more testing. I need him to just walk around fires when he's hungry, right now he moves to one, and then moves to it again, and again, until he starts throwing 'x started 10 jobs' errors. Also, there's a feedback loop that's potentially killing him built into the core. When he's hungry, he sets fire, but when there's too much fire it starts raining. I need to figure out if his lifecycle is sustainable.

There's some more stuff I'll see about adding later. I'ld like for him to just set random fires all the time, as well as increase the heat of the room he's in. In theory a trained Feenix can wreak some real havoc on raids (either directly, or by burning/heatstroke), or even work as a free heater. Of course, an angry Feenix is a pretty scary thing, so training is at your own risk. There's also the obvious risk of keeping a pet that sets stuff on fire for dinner.

Would also like to have him be hurt by rain and seek shelter, but that's pretty low on my priority list (and would make him extra vulnerable to the feedback loop above).
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Deepfield on September 04, 2015, 09:01:07 PM
A group of 9 Maine Coons wandered into base lol... idk how im going to feed 9 cats right now o.O

I've decided everyone is going to get one rather they like it or not :D
(http://puu.sh/k0fHO/d97e4e5174.png)
Title: Re: [A12c] Cats! (updated 30-8)
Post by: FMJ Penguin on September 05, 2015, 02:11:31 AM
Lolz...., so much for subtlety. Get ran over by furballs with claws. Had that happen with dogs in the base game too. Kinda kills immersion... what there is of it anyways.

Speaking of which.... where's my gremlins? Or are yall to young to remember those :) Be cool to train a phyco furball killer that can be trained beyond pet skills. Gremlins with miniguns oh my  :o
Title: Re: [A12c] Cats! (updated 30-8)
Post by: lokidemon on September 05, 2015, 07:04:17 AM
I've got the Feenix (unless changed, but I've rather grown to like the name) to feed on fire. When it gets hungry it seeks out fires, and by being close to fire it reduces its food need. When there is no fire, it makes one.
Genius! And I'm not even joking  ;)

There's some bugs I need to squash before release, as well as some more testing.
-[snip]-
Would also like to have him be hurt by rain and seek shelter, but that's pretty low on my priority list (and would make him extra vulnerable to the feedback loop above).
Damn, never though I would be so excited to have him in the game. This sounds like a lot of bugs to squash, but I'm confident you will catch them all  ;)

A group of 9 Maine Coons wandered into base lol... idk how im going to feed 9 cats right now o.O

I've decided everyone is going to get one rather they like it or not :D
Well this may sound morbid (or not, depending on how you run your colony), but my cats seem to like human flesh, so.... feed them on raiders.  8) Also especially advanced Maine Coon killing machines will fend for themselves, you know  ;D

where's my gremlins? Or are yall to young to remember those :)
Oh, you would be surprised what I can still remember. I'm just waiting for a Langolier mod.... gremlins were just too noisy and en masse.
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Fluffy (l2032) on September 05, 2015, 08:30:05 AM
I've put a release on github. It seems stable and playable, Feenix spawns with an event (very much like the Thrumbo), and eats/sets fires, as well as just heats up any room he's in.

He's supposed to drop a heart that also heats rooms up (but more manageably so), and is very valuable, but for some reason my copy-pasting efforts from the thrumbo won't work on that one. Also the heart doesnt heat things up yet, but it is valuable at least :|. It's called Living Fire, feel free to spawn a few with devmode and make your colony insta-rich ;).

As for the rain behaviour - I'll get to it at some point :P I think I'll use my new found skills to work out cat behaviour next, seems to make more sense to spend time on behaviour for a common pet than for a rare legendary animal - cool as he may be.
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Fluffy (l2032) on September 05, 2015, 08:30:35 AM
Oh and feedback would be very much appreciated!
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Florius on September 05, 2015, 08:32:33 AM
Oh and feedback would be very much appreciated!

Hehe got some feedback too! I seem to have some moonwalking siameese cats lol...
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Fluffy (l2032) on September 05, 2015, 08:41:54 AM
Yep. That's a thing now, it's because they're from Asia, so you're looking at them from the other side of the globe.

(I'll fix it later tonight, just another reversed texture I missed)
Title: Re: [A12c] Cats! (updated 30-8)
Post by: Florius on September 05, 2015, 08:44:32 AM
Hehe already thought it was that, just wanted to mention it, no worries! :)
Title: Re: [A12c] Cats! (updated 5-9, Feenix!)
Post by: Fluffy (l2032) on September 05, 2015, 06:11:22 PM
I've solved most of the obvious bugs with the Feenix, he should be save to use. I've played a while testing various things and haven't encountered any major issues. I haven't touched anything major, but since I'm new to the whole C# coding thing, take some precautions and backup your save game if you plan to use this guy in an existing game (No guarantees this will work). New games should be perfectly fine.

He's a being of flame, and gains sustenance (food) from fires burning near him. If there are none, he'll set whatever is flammable thing is close on fire. He also naturally emits heat, and quite a lot of it. I really want to see some brave colonists taming this thing just to see what you guys can do with him. A dead Feenix drops his heart of Living Flame, which is in itself an incredibly valuable item - but I'll let you figure out what else it can do!

Also fixed the Siamese texture. This should be the last moonwalking you see for a while, sorry :P.

Title: Re: [A12c] Cats! (updated 5-9, Feenix!)
Post by: Florius on September 05, 2015, 06:20:28 PM
Aahww, I just laughed so hard when I saw the Siamese cats! But can't wait to play the feenix!
Title: Re: [A12d] Cats! (updated 5-9, Feenix!)
Post by: FMJ Penguin on September 05, 2015, 07:05:42 PM
jaguars aka panthers aka panthera aka etc....etc...

I'd ad some picks but honestly google image gallary has a plethora of pretty picks of every angle. Jags are just to smexy to NOT be in the game  ;D

https://www.google.com/search?q=panther&biw=1920&bih=993&tbm=isch&tbo=u&source=univ&sa=X&ved=0CCoQsARqFQoTCKavxej_4McCFYhPkgodyFAHDA (https://www.google.com/search?q=panther&biw=1920&bih=993&tbm=isch&tbo=u&source=univ&sa=X&ved=0CCoQsARqFQoTCKavxej_4McCFYhPkgodyFAHDA)

Btw, very nice job so far guys. Loving all the kitties so far!
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: Fluffy (l2032) on September 06, 2015, 01:53:43 PM
jaguars aka panthers aka panthera aka etc....etc...

I'd ad some picks but honestly google image gallary has a plethora of pretty picks of every angle. Jags are just to smexy to NOT be in the game  ;D
While I agree, I have bad experiences to get black cats looking good. It's kind of tricky to get a black cat with a black outline, and see anything more than a black blob in-game. Maybe with a larger cat it'll be better, will check it out!

Btw, very nice job so far guys. Loving all the kitties so far!
Thanks!

Now, for the latest update;
Cat behaviour is here! See the main post for updates.
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: Florius on September 06, 2015, 03:14:49 PM
About the cat behaviour, is it possible to let them cats small creatures like squirrels? ^^

Mine brings back mice and frogs only but sadly they aren't in rimworld!
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: harpo99999 on September 06, 2015, 04:38:44 PM
I can confirm that cats DO hunt rabbits and are very successful at it, my families previous cat (when we lived on a farm) hunted and ATE any creature even slightly smaller than herself (she liked hunting the larger rabbits and took only a couple of days to eat and digest grown rabbits, the rabbit babies were only a snack for her and often brought the kills home to show off)
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: Fluffy (l2032) on September 06, 2015, 04:52:03 PM
I could try having them hunt squirrels and hares, though it wouldn't be hunting so much as a melee stand-off. I don't really want to go into changing prey animals to react properly, and the default behaviour would just lead to a lot of injured kittens...
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: Florius on September 06, 2015, 04:52:51 PM
I can confirm that cats DO hunt rabbits and are very successful at it, my families previous cat (when we lived on a farm) hunted and ATE any creature even slightly smaller than herself (she liked hunting the larger rabbits and took only a couple of days to eat and digest grown rabbits, the rabbit babies were only a snack for her and often brought the kills home to show off)
I forgot we have rabbits too in the game, sorry!
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: FridayBiology on September 06, 2015, 10:35:26 PM
early hunting and hauling skill would be cool, though would like to see high animal level requirement for ownership.

also i feel they need to be active late afternoon to midnight ish. and just sleep the rest.
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: Fluffy (l2032) on September 07, 2015, 03:07:05 AM
early hunting and hauling skill would be cool, though would like to see high animal level requirement for ownership.
Domestic cats are too small to haul stuff. This is defined by bodysize in core, I don't really want to have cats being able to haul when yorkies can't. Hunting is troublesome for reasons I mentioned above. Although now that I think about it, I could do a one-shot kill type of ambush. Not as immersive as actual hunting, but it's worth a try.

also i feel they need to be active late afternoon to midnight ish. and just sleep the rest.
I can change their default resting/'working' hours, I'm already overriding the relevant jobgiver anyway. Sleeping the rest of the day might be trickier. Ideally I'ld like their rested level to just decrease quicker, I'll look into it.

Thanks for the good ideas all around guys, you people keep me motivated into fiddling with the cats! :D
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: Florius on September 07, 2015, 05:16:01 AM
And you keep motivating me on playing Rimworld with my cat colony!
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: Fluffy (l2032) on September 07, 2015, 02:56:21 PM
Changed the cats default 'work schedule' to allow sleeping at any time except dusk & dawn. I haven't play tested the effects, but I imagine they'll take dispersed naps throughout the day. Or they may just sleep all day. Let me know!

edit; after thinking about it some more, they will probably either sleep from 10 - 18 or 22 - 6, not quite the intended behaviour. Hang on while I tweak this.
edit2; tweaked it a bit. Cats will sleep A LOT now. They'll sleep during the night (22-6), and take a random nap starting between 10 and 14, ending between 15 and 18. Still haven't play tested, not sure of side effects. Might have to decrease the nap length, let me know!
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: pigman999999999 on September 07, 2015, 04:36:21 PM
wow i wast thinking tigers and things like that i was thinking house cats
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: FridayBiology on September 07, 2015, 11:50:08 PM
is it normal for the Feenix to spawn on your second day?
and does rain kill/weaken it, as the Feenix spawned fire to draw substance ... :S
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: Fluffy (l2032) on September 08, 2015, 01:14:48 AM
Spawn of the Feenix is completely random, so yeah, it can happen at the start. He doesn't get hurt by rain as of yet (I'm worried he'd die too often, since the fires he makes lead the game to forcibly make it rain). He does go away after a little bit (exactly like the Thrumbo, whose code I copypasta'd for that).

Now I want to make a new animal; "Spawn of the Feenix" it'll be 'orrible! orrible!
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: Juujika on September 08, 2015, 07:22:41 AM
I love Ursula^^
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: gekehem on September 08, 2015, 01:11:42 PM
Thanks for that. How i can disable Feenix? I don't want this animal. Help me plz
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: Fluffy (l2032) on September 08, 2015, 05:29:31 PM
Thanks for that. How i can disable Feenix? I don't want this animal. Help me plz
Sorry to hear that. I'll think about releasing him separately at some point in the future, but here's what you can do;

Go to your mods folder, and then to this file;
Mods\Cats!\Defs\IncidentDefs\IncidentFeenix.xml

Open it with a text editor, and change the bit where it says <chance>0.7</chance> to <chance>0</chance>. That will stop them coming in the future. Use the dev mode to kill the one you have walking around if he bothers you too much.
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: gekehem on September 09, 2015, 01:08:22 PM
Thanks for help. Good luck for project, i want new domestic cats) They cute
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: lokidemon on September 09, 2015, 02:42:25 PM
Well I know I've promised a Lynx, but this guy wanted to be first, sorry!  ::)
And yes, he does have 6 legs, I don't know why, maybe ask him?
Enjoy!

[attachment deleted due to age]
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: Fluffy (l2032) on September 09, 2015, 05:43:02 PM
He looks awesome, loki! Maybe you could think about increasing the size of his ears in the side view though?

And damn you, why do you have to feed me textures that require cool special interactions to be coded! Why you do dis to me?!
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: FMJ Penguin on September 09, 2015, 06:32:55 PM
Love the coloring on that lil guy. What is it supposed to be? <-- not smart-ass just curious.
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: Florius on September 09, 2015, 08:09:25 PM
O wauw, he is so cute! I want to pet him, keep him, breed him, and kill some raiders alongside him! ^^
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: lokidemon on September 10, 2015, 07:12:01 AM
@l2032
Sure, I will do the ears as soon as I get to it!
And I do dis to u, cause otherwise you might get bored with the mod, we don't want that, now do we  8)

@FMJ Penguin
Well, I call him Icicat (Icicle + cat), he's supposed to be the counterpart to Feenix, if l2032 gets him coded in a similar fashion  ;)

@Florius
That's the idea  ;)
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: FridayBiology on September 10, 2015, 08:38:49 AM
Anyone thinking that a "Cat&Co trade company" would be nice
maybe selling a number of non-cat/cat themed items...

"cat's eyes" (aug not actual eyes) copy+paste bionic eye implants
"cat ears" (helmet/headwear) joy buff head wear
"cat tail and pants" copy+paste cloth pants with texture change,
as well as standard scratch posts, large animal meats and pet beds.

@lokidemon : can you start on making a replacement for Raikou :3
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: lokidemon on September 10, 2015, 08:48:42 AM
@Feirfec
If I do, I'm going to have to took into a Water cat, an Earth cat, a Light cat... I'm afraid l2032 might start to rebel with all this additional encounter coding  ;D
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: FMJ Penguin on September 10, 2015, 09:39:09 AM
Prolly cuddling the damn thing in a corner somewhere. Contemplating world domination with it. Now nothing will ever get done.....
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: lokidemon on September 10, 2015, 10:16:03 AM
EDIT: Side view updated with bigger ears. Because you can never have too much ears.

@FMJ Penguin
In all fairness, that's what I would be doing, lol
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: Fluffy (l2032) on September 10, 2015, 10:30:39 AM
Awesome, I have some ideas I want to try, will hopefully get to it tonight and push an update
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: harpo99999 on September 10, 2015, 07:21:44 PM
how about a 'night' cat perhaps based upon a PANTHER(not for arctic, but most seen in jungle and showing up less in each of the cooler temps by temp), and also a domestic size version as well with the domestic prefering to sleep on colonists(if possible)
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: Fluffy (l2032) on September 10, 2015, 07:42:11 PM
how about a 'night' cat perhaps based upon a PANTHER(not for arctic, but most seen in jungle and showing up less in each of the cooler temps by temp), and also a domestic size version as well with the domestic prefering to sleep on colonists(if possible)
Sounds good, although I'm not sure how to set the 'spawnrate' by temperature. As for sleeping on colonists, thats definitely possible, I actually explicitly disabled it because it looked weird. The cats simply sleep on the ground as far as the game is concerned, and don't take up space in the bed. They do sleep on 'available' space in beds by the way, that is - the footend of 2x1 beds, and the side and foot ends of the 2x2 beds.

I didn't get to an update for cats tonight, been busy with the damn animals tab, working around some restrictions...
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: harpo99999 on September 11, 2015, 05:07:26 AM
thanks, the reason I asked for a black domestic is that I have lived with a BIG(20 pounds of muscle) black cuddle cat that used to sleep on me ANY chance he got and really loved to sleep on me all night, , and also have always (as far as I remember) have liked the look of a BLACK cat(preferably with glowing GREEN eyes, but would also accept gold eyes(prefereably glowing))and there ar one or two other forumites that are also keen on BLACK cats
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: Fluffy (l2032) on September 11, 2015, 06:43:31 AM
Hmm, the problem with black cats is that it's hard to get them detailed, without breaking the core style. That is core uses black outlines or fills for features such as eyes, mouth, some highlights, etcetera. All the cats so far have black eyes to match that, but black on black doesn't exactly work very well. This is also the reason the only black cat in the pack is actually grey :P.

As for sleeping on pawns, the problem is that if I start weighing particular spots, I have to start doing all kinds of additional checks so that you don't get a clusterbomb of cats sleeping on the same spot, because cats are currently not aware of their fellow's sleeping destinations. I do make a check that no cat is sleeping at a spot when the cat decides to take a nap, but there's a period between deciding to sleep somewhere and actually getting there where other cats may also decide to sleep on the same spot. Since the game works with a default sleeping time table, cats clustering to the same location is actually really common.

That said, I did randomize cats' sleeping schedules a bit in the last release, so that might mitigate the issue somewhat. I'll also try and look into making cats prefer to sleep on their master's bed, that should be cool. You can then designate a crazy cat lady who'll always sleep with dozens of cats on her bed :P.

Note to self: TODO: make cats prefer sleeping on owners bed, look into releasing restrictions on bed sleeping spots, check disallowing sleeping on stove.
Title: Re: [A12d] Cats! (updated 6-9, Cat Behaviour TM)
Post by: FMJ Penguin on September 11, 2015, 09:10:07 AM
Oh hellz yes,
If you got cats you MUST have a crazy cat lady!
That's just a given :) Would be funny to see though if you can actually get something like that to work out without blowing us up into a giant ball of cat fur and pawn chunks.

Although heck, that sounds entertaining too lol
Title: Re: [A12d] Cats! (updated 11-9, Icicat)
Post by: Fluffy (l2032) on September 11, 2015, 05:43:02 PM
updated; icicat and tweaks to sleeping AI; cats will prefer to sleep on their master's bed (some of the time), and will no longer sleep on stoves. For real this time.
Title: Re: [A12d] Cats! (updated 11-9, Icicat)
Post by: Topper on September 11, 2015, 10:58:59 PM
are cats meant to be rare..I've been playing with this mod since its sstart and havnt seen a cat yet :(
Title: Re: [A12d] Cats! (updated 11-9, Icicat)
Post by: lokidemon on September 12, 2015, 02:54:17 AM
are cats meant to be rare..I've been playing with this mod since its sstart and havnt seen a cat yet :(
Can you spawn a cat in developer mode? Otherwise check if your mod has been installed properly (a folder named Cats! is in your Mods folder) and  is activated in-game.
Title: Re: [A12d] Cats! (updated 11-9, Icicat)
Post by: Fluffy (l2032) on September 12, 2015, 05:37:07 AM
also domestic cats don't spawn in the wild, look for traders to get them.

I would like to know if wild cats do appear though, I'm not 100% certain I set that up correctly.

The two legendaries show up by event only.
Title: Re: [A12d] Cats! (updated 11-9, Icicat)
Post by: limefoega on September 12, 2015, 12:14:19 PM
maybe you sould increase the icicat's cold resistance? its lower then a squirrel's cold resistance
Title: Re: [A12d] Cats! (updated 11-9, Icicat)
Post by: Purble1234 on September 12, 2015, 12:26:41 PM
maybe you sould increase the icicat's cold resistance? its lower then a squirrel's cold resistance


Mine nearly died of frostbite
Title: Re: [A12d] Cats! (updated 11-9, Icicat)
Post by: Purble1234 on September 12, 2015, 05:48:51 PM
also domestic cats don't spawn in the wild, look for traders to get them.

I would like to know if wild cats do appear though, I'm not 100% certain I set that up correctly.

The two legendaries show up by event only.


Plus I just found a feenix on a trader ship can't remember which one though



Title: Re: [A12d] Cats! (updated 11-9, Icicat)
Post by: Fluffy (l2032) on September 12, 2015, 08:29:17 PM
maybe you sould increase the icicat's cold resistance? its lower then a squirrel's cold resistance
Ehm, oops. I should know better after my the Feenix died by heatstroke in my first tests. Will fix!

Plus I just found a feenix on a trader ship can't remember which one though
I'll look into that, I suppose it's ok if they show very very rarely, was it at least properly expensive?
Title: Re: [A12d] Cats! (updated 11-9, Icicat)
Post by: lokidemon on September 13, 2015, 03:59:31 AM
Plus I just found a feenix on a trader ship can't remember which one though

Imagine that ship in space... everybody running around, dumping buckets of water on the poor Feenix, just to keep him from setting the ship aflame. - "PLEASE buy him, he's destroying us!!!"
Or maybe they were keeping him outside in space tied to the ship by a leash. A tungsten leash.
Title: Re: [A12d] Cats! (updated 11-9, Icicat)
Post by: Fluffy (l2032) on September 13, 2015, 04:09:44 AM
maybe they used him as the boiler for their central heating system? :P That's what I plan on doing if I ever manage to tame one in my own game, so far I've just got a bunch of colonists with burn wounds...

edit: changed Icicat not to die of hypothermia, left trader stuff. They should show up only rarely, and be massively expensive anyway. I haven't been able to tweak the odds of one appearing, if anyone has a good idea that allows them to be sold but not carried, that'd be nice.
Title: Re: [A12d] Cats! (updated 11-9, Icicat)
Post by: Purble1234 on September 13, 2015, 05:23:55 AM

I'll look into that, I suppose it's ok if they show very very rarely, was it at least properly expensive?


Yes it was about 4000 silver
Title: Re: [A12d] Cats! (updated 11-9, Icicat)
Post by: FridayBiology on September 14, 2015, 06:28:04 AM
For those wishing to be a Cat for a few moments each day.

Catlateral Damage - the trailer is horrible though decent game
http://store.steampowered.com/app/329860/
Title: Re: [A12d] Cats! (updated 11-9, Icicat)
Post by: Smokee on September 14, 2015, 02:26:48 PM
I haven't had any either, I am playing with the mod on, but haven't seen anything yet. :/ no ships, no events, no wild roaming.
Title: Re: [A12d] Cats! (updated 11-9, Icicat)
Post by: Fluffy (l2032) on September 14, 2015, 05:16:23 PM
I haven't had any either, I am playing with the mod on, but haven't seen anything yet. :/ no ships, no events, no wild roaming.
Can you spawn them in dev mode? Should be a bunch of things labelled Fluffy_x. If they're there, the mod is loaded, and they should at least occasionally come with traders.

I'm really not sure if I did the wild spawning correctly, it's actually quite possible I messed that up, and they don't have a biome assigned (and I assume therefore won't spawn).

As for the events, they're intentionally quite rare, I think the same as the Thrumbo.
Title: Re: [A12d] Cats! (updated 11-9, Icicat)
Post by: falcongrey on September 14, 2015, 06:20:27 PM
Kind of starting to expect Nekos to show up soon in some update at this rate. ;D

Would be kind of fun and interesting!  A Neko with a cat's personality, a 5 year old's understanding, EASILY distracted (Oh Meow, how you doing... SQUIRREL!), and a human's ability to do things (limitedly due to understanding such as can do cooking and cleaning but can't do construction or repairs). And have a unique Pawn appearance.
Title: Re: [A12d] Cats! (updated 11-9, Icicat)
Post by: Smokee on September 14, 2015, 07:35:14 PM
I haven't had any either, I am playing with the mod on, but haven't seen anything yet. :/ no ships, no events, no wild roaming.
Can you spawn them in dev mode? Should be a bunch of things labelled Fluffy_x. If they're there, the mod is loaded, and they should at least occasionally come with traders.

I'm really not sure if I did the wild spawning correctly, it's actually quite possible I messed that up, and they don't have a biome assigned (and I assume therefore won't spawn).

As for the events, they're intentionally quite rare, I think the same as the Thrumbo.

I have no idea how to use dev mode! I'm a complete newbie, aha. Haven't had a thrumbo yet either, so I understand about the event ones. I just want a house cat! :)
Title: Re: [A12d] Cats! (updated 11-9, Icicat)
Post by: Fluffy (l2032) on September 15, 2015, 02:28:16 AM
Ok, so the devmode is like a massive cheating interface, primarily so developpers and modders can quickly test things without having to play the game for hours to get a large base.

You can activate it by checking the 'enable devmode' tick in the game options. Once that's enabled you have a few extra icons at the top. One of the 'play'-like buttons opens up a big list of buttons that allow you to start all kind of events, spawn items and pawns, etc. If you click the spawn Pawn button (on the right side), you get a list of all pawns (animals, humans, everything that moves is a pawn). In that list, there should be a number of Fluffy_x entries, where x is the race of the cat. If they show up, the mod is loaded, and you not getting any is just plain bad luck!

(Now turn off devmode again! It can seriously spoil your game when it's too easy :P)
Title: Re: [A12d] Cats! (updated 11-9, Icicat)
Post by: Smokee on September 15, 2015, 01:58:08 PM
Got it, thanks! :D
 I spawned a Maine coon cause I didn't want to wait any longer, but I won't turn it on again in my main game! 8)

Does having the boreal forest biome have anything to do with the lack of wild cats spawning?
Title: Re: [A12d] Cats! (updated 11-9, Icicat)
Post by: Fluffy (l2032) on September 15, 2015, 07:43:53 PM
considering I haven't specifically set biomes for them, and I seem to be supposed to, nope.

It's all my fault, I'll get to this tomorrow - hopefully.
Title: Re: [A12d] Cats! (updated 16-9, fix wild spawning)
Post by: Fluffy (l2032) on September 16, 2015, 01:47:24 PM
Lions and tigers now spawn in the wild, annoyingly when defining biomes from the animal xml I can only set on biome, so I had to choose one for the tiger. I'ld like him to also spawn in other forests very rarely (same for lion in desert), but went for being slightly more common in rainforest instead. If anyone has a better idea, I'm all ears!
Title: Re: [A12d] Cats! (updated 16-9, fix wild spawning)
Post by: Purble1234 on September 16, 2015, 06:42:14 PM
Please do a third legendary cat ( maybe set up a straw poll for lightning, plant life or water legendary based cat?).
Title: Re: [A12d] Cats! (updated 16-9, fix wild spawning)
Post by: FridayBiology on September 18, 2015, 09:59:42 PM
Please do a third legendary cat ( maybe set up a straw poll for lightning, plant life or water legendary based cat?).

isn't having legendary cats a tip of the hat towards Pokemon's Legendary Cats?
Title: Re: [A12d] Cats! (updated 16-9, fix wild spawning)
Post by: Purble1234 on September 19, 2015, 03:37:24 AM
Please do a third legendary cat ( maybe set up a straw poll for lightning, plant life or water legendary based cat?).

isn't having legendary cats a tip of the hat towards Pokemon's Legendary Cats?

Maybe, but the legendary cats in this mod are cool and fun to play about with ingame.
Title: Re: [A12d] Cats! (updated 16-9, fix wild spawning)
Post by: FMJ Penguin on September 19, 2015, 03:50:23 AM
While the monster legend kitties are very cool, think I'd prefer them to be modular. Personally I always felt the thrumbol was very much out of place in RW too and wish it was a mod instead of part of the game. First time I saw one was kinda shocked honestly... thought to myself "how did mythical creatures fit into the rimworld lore".  Kinda like throwing a unicorn into the fallout series, ok well maybe not that bad but you get what I mean. haha

Not saying remove them but just be nice to have them separate so you could pick and choose. Say I wanted to play a crazy less realistic play-through with all those fun things I could but I could also choose to leave them out of my normal games if I wanted. Sry hope that didn't come across as somehow insensitive or something.. isn't meant to be :/  Very much enjoying the mod ither way :)
Title: Re: [A12d] Cats! (updated 16-9, fix wild spawning)
Post by: lokidemon on September 19, 2015, 06:22:18 AM
Please do a third legendary cat ( maybe set up a straw poll for lightning, plant life or water legendary based cat?).
I'm working on something  ;)

isn't having legendary cats a tip of the hat towards Pokemon's Legendary Cats?
Sorry, but not really  :-[ Or at least not by me anyway.  I'm not a huge Pokemon fan and wasn't really aware of any kind of cat Pokemons. Sorry to disappoint.

@FMJPenguin
No insensitivity detected  ;) Fluffy promised to think about making them modular, but for now you can disable the Feenix and Icicat if you tweak the XML file in the mod folder.

Go to your mods folder, and then to this file;
Mods\Cats!\Defs\IncidentDefs\IncidentFeenix.xml

Open it with a text editor, and change the bit where it says <chance>0.7</chance> to <chance>0</chance>. That will stop them coming in the future. Use the dev mode to kill the one you have walking around if he bothers you too much.
Same procedure for Icicat  ;)
Title: Re: [A12d] Cats! (updated 16-9, fix wild spawning)
Post by: Purble1234 on September 19, 2015, 03:47:31 PM
Can't wait to see what you're planning!, any idea when it will be done?
Title: Re: [A12d] Cats! (updated 16-9, fix wild spawning)
Post by: lokidemon on September 20, 2015, 04:39:27 AM
@Purble1234
Sorry, not right now
Title: Re: [A12d] Cats! (updated 16-9, fix wild spawning)
Post by: FMJ Penguin on September 20, 2015, 05:02:09 AM
heya ty loki :)
Title: Re: [A12d] Cats! (updated 16-9, fix wild spawning)
Post by: Topper on September 21, 2015, 03:30:45 AM
The pheonix cat came to visit and I had to shoot it with my turret since it was lighting everything on fire..it drop an item that sold for 3500 silver..since it wasnt very hard to kill I think the value is a little out of balance..also it didnt drop any skin..I wish there was a way to shoo it away without killing it.
Title: Re: [A12d] Cats! (updated 16-9, fix wild spawning)
Post by: cucumpear on September 21, 2015, 04:03:17 AM
I have some unexpected behaviour to report for v. A12d_9b (if this is on purpose please ignore me): I've shot both Feenices and Icicats with turrets and they don't retaliate, they only do when I attack them with a pawn. On some maps it makes the legendaries very easy to hunt. While useful this feels a bit OP.
Secondly, a personal opinion: I find the cat sounds a tad loud relatively to the vanilla animals.

Thanks for adding adorable killing machines to my favourite game!
Title: Re: [A12d] Cats! (updated 16-9, fix wild spawning)
Post by: Fluffy (l2032) on September 21, 2015, 04:25:59 AM
The pheonix cat came to visit and I had to shoot it with my turret since it was lighting everything on fire..it drop an item that sold for 3500 silver..since it wasnt very hard to kill I think the value is a little out of balance..also it didnt drop any skin..I wish there was a way to shoo it away without killing it.
The hearts are supposed to be valuable (also quite useful, they heat/cool forever, without need of power.). I will look into how easy they are to kill though, I've noticed this in my own playthrough as well.

Question though, are you using Combat Realism? I've noticed animals aren't really balanced against the new combat system, and as a whole are just easily dispatched.

I have some unexpected behaviour to report for v. A12d_9b (if this is on purpose please ignore me): I've shot both Feenices and Icicats with turrets and they don't retaliate, they only do when I attack them with a pawn. On some maps it makes the legendaries very easy to hunt. While useful this feels a bit OP.
Secondly, a personal opinion: I find the cat sounds a tad loud relatively to the vanilla animals.

Thanks for adding adorable killing machines to my favourite game!

The turrets not aggroing is not on purpose, however that's just an XML implementation of existing code - I didn't do anything that should cause this. Could you perhaps see if the same applies to vanilla animals (Thrumbo in particular?).

Will look into tweaking the sounds downward a bit, or maybe add a bit more diversity. For me personally it was not so much volume as the same sound over and over that got on my nerves a bit after playing for a couple of hours. Then again, real cats have that effect too :P.
Title: Re: [A12d] Cats! (updated 16-9, fix wild spawning)
Post by: cucumpear on September 21, 2015, 05:16:58 AM
The turrets not aggroing is not on purpose, however that's just an XML implementation of existing code - I didn't do anything that should cause this. Could you perhaps see if the same applies to vanilla animals (Thrumbo in particular?).

Will look into tweaking the sounds downward a bit, or maybe add a bit more diversity. For me personally it was not so much volume as the same sound over and over that got on my nerves a bit after playing for a couple of hours. Then again, real cats have that effect too :P.

I'll try it next time a thrumbo appears, usually I just turret hunt squirrels and such, which don't generally attack when harmed.
As for the sound I think it may have more bass than the vanilla sounds. I'll turn the bass on my end and see if that makes a difference.   :D
Title: Re: [A12d] Cats! (updated 16-9, fix wild spawning)
Post by: Fluffy (l2032) on September 21, 2015, 05:28:53 AM
I think there may be an oversight in the aggro code in vanilla, where turrets just don't aggro. I'll fiddle with it tonight, if noone has tested it yet.
Title: Re: [A12d] Cats! (updated 16-9, fix wild spawning)
Post by: cucumpear on September 21, 2015, 05:31:57 AM
I just spawned a few animals, thrumbos and rhinos don't retaliate either. Turning down the bass does make a bit of a difference, but I think lowering the volume would be awesome. :)
Title: Re: [A12d] Cats! (updated 16-9, fix wild spawning)
Post by: Topper on September 22, 2015, 12:38:12 AM
The pheonix cat came to visit and I had to shoot it with my turret since it was lighting everything on fire..it drop an item that sold for 3500 silver..since it wasnt very hard to kill I think the value is a little out of balance..also it didnt drop any skin..I wish there was a way to shoo it away without killing it.
The hearts are supposed to be valuable (also quite useful, they heat/cool forever, without need of power.). I will look into how easy they are to kill though, I've noticed this in my own playthrough as well.

Question though, are you using Combat Realism? I've noticed animals aren't really balanced against the new combat system, and as a whole are just easily dispatched.
Nope. the mods I'm using are pretty tame. No big changes like that. In this case it was a vanilla turret without any research upgrades..took two or three rounds fairly close. And the 'Cat didnt attack back or flee. Its death yowl broke my heart :(
Title: Re: [A12d] Cats! (updated 16-9, fix wild spawning)
Post by: Fluffy (l2032) on September 22, 2015, 01:31:07 AM
I'll bump it's health a bit, maybe give em some natural armor.
Title: Re: [A12d] Cats! (updated 16-9, fix wild spawning)
Post by: Purble1234 on September 22, 2015, 03:15:02 PM
Dunno if it's just me because feenixs dominate every thing because pawns panic when caught on fire but icicats are easy to kill because frostbite doesn't make pawns panic ( I know this because I do test fights( cruel, I know)).
Title: Re: [A12d] Cats! (updated 16-9, fix wild spawning)
Post by: Fluffy (l2032) on September 22, 2015, 05:33:01 PM
Yeah, making em a bit more hardy is on my list. As are a lot of other things :P
Title: Re: [A12d] Cats! (updated 16-9, fix wild spawning)
Post by: Ectoplasm on September 22, 2015, 06:40:31 PM
The turrets not aggroing is not on purpose, however that's just an XML implementation of existing code - I didn't do anything that should cause this. Could you perhaps see if the same applies to vanilla animals (Thrumbo in particular?).

Thrumbo's wont aggro if shot by a gun tower of some type, I've killed them with bog standard sentry guns to some of those included in the more vanilla turrets mod - even manned turret guns don't aggro them.

They'll only aggro onto colonists. This goes for all animals in game as far as I know. I guess it's either a bug, or limitation in vanilla somewhere / to be implemented down the line.
Title: Re: [A12d] Cats! (updated 16-9, fix wild spawning)
Post by: Fluffy (l2032) on September 23, 2015, 12:02:11 PM
I've roughly doubled the health on both the Icicat and Feenix (from 2.5 to 5.5 and 4.5 respectively) and gave both some natural armor. Let me know if it's too much!

Lowered the volume of cat calls (the 'ambient' sounds, sounds triggered by wounds, death and anger are unaffected, as I figure these require notice, and are not so common anyway).

New release is up on github, get it from the front page.
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: Purble1234 on September 23, 2015, 01:33:14 PM
Thank you :)
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: lokidemon on September 29, 2015, 03:22:13 PM
Aw, Fluffy, are you serious about no more legendary cats? I was waiting for my wrist to heal up to draw another one  :-\
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: dareddevil7 on September 29, 2015, 03:28:23 PM
This needs a scratching post
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: Fluffy (l2032) on September 29, 2015, 05:04:46 PM
Aw, Fluffy, are you serious about no more legendary cats? I was waiting for my wrist to heal up to draw another one  :-\
Not really :P Sorry, sarcasm doesn't come across well over the net.

They're a lot of work to implement with the cool stuff they deserve, but your graphics for them have been well worth it so far. That said, I will likely make the legendaries into a separately downloadable mod soon ;).

This needs a scratching post
There is one. What more can I say? It doesn't need research, and cats will actually use it. (if you don't build a few, they'll scratch up your base, causing minor damage).
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: lokidemon on September 30, 2015, 05:21:05 AM
Not really :P
Phew, had me worried there for a bit.  ;)
Title: Re: [A12c] Cats! (updated 30-8)
Post by: quxzcover on October 21, 2015, 12:24:37 AM
Oh it's play for me too, wouldn't do this if it felt like work. Only difference is that I enjoy fiddling with code as well ;).

I've tried finding a mythological reference for a cat (had to stop myself from googling 'cat on fire', realised that I probably wouldn't like what I found just before I pressed enter). No luck though.

How about "Feenix" (Feline Phoenix), "Flamebeast" or "Living Flame"?
Theres no actual pictures of cats on fire that i could find. just edited photos to make awsome looking flame cats like you were saying.
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: MeliaElentari on November 02, 2015, 06:14:44 PM
Tigers and lions make the best sounds! I smile every time I hear it.
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: Jackal Lord on November 17, 2015, 07:44:34 PM
First off I just want to say great mod. My colony wouldn't be complete without pet lions. One thing I've noticed though is a tamed Feenix will try and set colonists on fire for sustenance, and even run out of it's designated area to continue setting them on fire. My animal handler almost burned to death trying to train ours! It would be nice if they wouldn't set colonists on fire for food.
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: Fluffy (l2032) on November 18, 2015, 03:12:30 AM
First off I just want to say great mod. My colony wouldn't be complete without pet lions. One thing I've noticed though is a tamed Feenix will try and set colonists on fire for sustenance, and even run out of it's designated area to continue setting them on fire. My animal handler almost burned to death trying to train ours! It would be nice if they wouldn't set colonists on fire for food.
Thanks, happy to hear you're enjoying the mod :)

As for Feenixes settings people on fire, I personally kindof feel like this is perfectly fine behaviour. A feenix is sort of a fire elemental, you can try to 'tame' it, but it'll always be a fire elemental, not a lapdog. When it's hungry, it finds stuff to burn...

That said, I might look into making a tamed Feenix (i dislike the word tame for feenixes, for the above mentioned reason) check for other things to set on fire before it resorts to BBQ'ing colonists.
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: Schweppes on December 05, 2015, 02:29:08 PM
I didnt read all messages on this topic, but i'll add my thoughts.
I would really like to see some interactions between humans and cats, something like petting and giving a positive thoughts and something random like while human was petting cat would scratch human and leave negative thoughts, without harming human ofc. Something like +3 or -3 would do.
Anyway, great mod!
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: TLHeart on December 05, 2015, 03:03:29 PM
I didnt read all messages on this topic, but i'll add my thoughts.
I would really like to see some interactions between humans and cats, something like petting and giving a positive thoughts and something random like while human was petting cat would scratch human and leave negative thoughts, without harming human ofc. Something like +3 or -3 would do.
Anyway, great mod!

animals in the game were supposed to give positive thoughts by nuzzling the colonist... but the whole mechanic is broken.
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: harpo99999 on December 05, 2015, 06:47:19 PM
and there is a 'mod' that does fix the nuzzle issue
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: TLHeart on December 05, 2015, 06:49:32 PM
and there is a 'mod' that does fix the nuzzle issue

And that mod conflicts with just about every other mod, and workgivers, causing lots of standing and 10 jobs in 10 tick errors.
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: harpo99999 on December 05, 2015, 06:54:42 PM
I have the nuzzle mod running in my current MANY mod game and no megatick issues, it might be the sequence of mods that is causeing it for you, I have nuzzle as the last loaded. hope this helps you
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: Schweppes on December 05, 2015, 06:55:36 PM
link please ?
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: cucumpear on December 06, 2015, 04:07:22 AM
If it's Britnoth's it's here: https://ludeon.com/forums/index.php?topic=16679.msg181878#msg181878
I don't think he's done a post in Releases, though.
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: harpo99999 on December 06, 2015, 05:42:12 AM
If it's Britnoth's it's here: https://ludeon.com/forums/index.php?topic=16679.msg181878#msg181878
I don't think he's done a post in Releases, though.
yes, that is the one I am using
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: Fluffy (l2032) on December 06, 2015, 06:59:24 AM
that's kindof an ugly hack - it replaces the animal thinktree. Other mods that do that (SK environment) will break. Animals that use a different thinktree (everything in this mod) will not use it.
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: forumaccount on March 09, 2016, 01:52:52 AM
I'm finally starting a new colony, so I can finally grab this!
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: Fisty on July 23, 2016, 02:37:09 PM
Wouldn't it be awesome if tamed cats would randomly pick up items and leave them somewhere else in your base?  (says the woman who tripped over a plastic bag that magically got transported into her bathroom last night...)
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: Topper on July 23, 2016, 06:33:31 PM
bumb for update

[attachment deleted by admin - too old]
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: Diranaska on July 24, 2016, 11:12:57 AM
Is this mod still in progress?
I love big cats! Lions, Jaguars, Leopards, Cheetahs, Lynxes Caracals and so on...

I hope this mod is not death!
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: Topper on August 01, 2016, 05:24:24 AM
bump for a14 update
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: harpo99999 on August 01, 2016, 06:47:13 PM
yooowwwwllll for a4 update
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: Diranaska on August 04, 2016, 08:59:24 AM
We love big cats.

Which of then are your favourites for RIMWORLD? Here is a small list of these, they are best known:

Aviable: 1. Lion, 2. Tiger.
Other ones: 3. Leopard, 4. Jaguar, 5. Cheetah [fast movement!], 6. Lynx, 7. Caracal, 8. Snow Leopard, 9. Clouded Leopard, 10. Marbled Cat,
                  11. Serval, 12. Ocelot, 13. Cougar.

My fafourites are: (Lion, Tiger,) Leopard, Cheetah [fast movement!] and Snow Leopard.
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: biship on August 04, 2016, 09:52:03 AM
Paying much praise for a A14 version!
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: Topper on August 10, 2016, 02:43:39 PM
Could someone update this one?
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: skullywag on August 10, 2016, 03:19:43 PM
yeah fluffy why arent you updating this. hmmmm? why? dont you love it anymore? :D
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: Shinzy on August 10, 2016, 03:21:06 PM
yeah fluffy why arent you updating this. hmmmm? why? dont you love it anymore? :D

Yeah, gosh! atleast come play with us if you're not putting in the effort to mod anymore
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: Helpful Bot on August 10, 2016, 05:31:40 PM
Considering resurrecting this mod. If I did though, It would more than likely be without the two legendary cats as they are the most likely to cause problems and compatibility issues. I've been modding for a while but my experience with c# is limited.

Edit: Nevermind, the mod's author is an active Rimworld modder. So this mod is more shelved than dead.
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: Fluffy (l2032) on August 10, 2016, 05:38:51 PM
Feel free - I lack the time to properly do something with the mod.

Be aware though that the original is more than just textures and defs for cats, there's some special functions for cats as well; they can sleep on their owners' beds, scratch up the furniture, and occasionally go running around like crazy. All of this is (obviously) C#, so you'd either have to do some learning on C# (I learned doing this mod in the first place, so it's certainly not impossible!), or you'll loose all of that cool stuff.

If you do resurrect it, please put your version on github, I might end up re-doing some of these custom behaviours and adding them to your version. That's a bit if though, I'm seriously strapped for time, and I have a ton of projects I want to do.
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: Topper on August 15, 2016, 10:03:16 PM
Meow?
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: drakemasta on August 28, 2016, 05:44:27 AM
please update to a14 - a15 this mod looks awesome and wanna try
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: Helpful Bot on September 07, 2016, 03:31:28 PM
I rescind my earlier offer to resurrect this mod. Although I have learned a considerable amount of C# since my last posting I've also released my own suite of mods that takes all of my excess modding time. Still cool material to take up at some later point.
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: Topper on September 09, 2016, 02:37:20 AM
anyone mind updating cats!?
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: Topper on May 26, 2017, 09:13:33 PM
bumb for A17 cats >? Anyone got a moment to fix this one?
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: cucumpear on May 27, 2017, 03:18:10 AM
We're not planning to have legendary cats or custom behaviour, but the animal pack that should be coming extremely soon does have adorable domestic and wild felines.
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: Fluffy (l2032) on May 28, 2017, 06:36:21 PM
Are you salvaging some of my kittens? Would love to see them go to a good home :)
Title: Re: [A12d] Cats! (updated 23-9, hardier legendaries, lowered volume)
Post by: cucumpear on May 29, 2017, 01:40:57 AM
Not specifically, but we have some quite similar patterns for the domestic cats and there's a lion and tiger, of course!
(http://i.imgur.com/4Zx0Fwv.png)
(That's only the felines of course. I think we're at around 55 animals...)