Poll
Question:
Do you want an early release? We can do that if wanted, but the animals won't have the special abilities (Like projectile attacks) that was planned for them.
Option 1: Release it early, I'd like some variety now. This human leather chair that I sit on cannot hold my patience any longer.
votes: 6
Option 2: Heck no. Why wouldn't you want to see the Gallatross throw nuke rocks!? That's heresy!
votes: 10
(http://i.imgur.com/eOzi6No.png)
Hello, I draw stuff. Skullywag mostly codes them into a mod. And Milon helped out on the initial batch along with the sound effects before he became busy with RL stuff.
What I want to do here is to give a bit more life to the sci-fi side of Rimworld by adding mutant, hybrid, special variants, or just plain alien-like fauna into the game. Along with the intent of having each animal bring something unique to the table like the boomrats and boomalopes. Whether it be walking tanks, living resource farm, indestructible plant monsters, night time stalkers, or plain speedy giant spiders.
Some of these are still a WIP ok and may be subject to changes in the future.
Batch 1Arctic Lion for Ice sheets and Tundras
(http://i.imgur.com/36OVAiM.png)(http://i.imgur.com/UpVnGSS.png)(http://i.imgur.com/rpewhtX.png)
These large descendants of the now extinct lion were specifically engineered as ambush units by the navy for extreme low temp environments. Its fur is prized throughout the black market for its unique light reflecting ability and its tough leather provides surprisingly high thermal insulation.
Even though its danger and capabilities are common knowledge; many still attempt to bag its head. Those who try usually end up losing theirs.Frostmite for Ice sheets and Tundras
(http://i.imgur.com/KcT5DmH.png)(http://i.imgur.com/ZSmQLTH.png)(http://i.imgur.com/6NYqyw5.png)
A large parasite usually found in cold places. They sweep the cold barren lands in search of corpses buried in the snow. Eating the preserved flesh and leaving a ravaged skeleton in its place; devoid of their former identity.Feralisk for Boreal Forests
(http://i.imgur.com/nLXsHzZ.png)(http://i.imgur.com/UBIYFKb.png)(http://i.imgur.com/yGPqdSi.png)
Someone once thought that creating supersized spiders for silk production was a good idea. Their home planet is now reduced to a Marble World; a world wiped clean by atomic fire.Groundrunner for Temperate Forests
(http://i.imgur.com/cQn9lIv.png)(http://i.imgur.com/3944yh8.png)(http://i.imgur.com/YbdQsDd.png)
A hybrid between a bear and mole, Groundrunners originally came from Cave Worlds. They were used as walking heavy tools by the locals when they hit parts that plasteel can't break, and for hauling large boulders that their owners can't lift.
Due to their domesticated origins, they are surprisingly docile and easy to tame. Their incredible strength and sharp claws allows them to break rocks with relative ease. But out here in the Rim, those claws are usually reserved for ripping power armors apart along with their wearers.
Mammoth Worm for Arid Biomes
(http://i.imgur.com/O3OXkcX.png)(http://i.imgur.com/cLJhuCx.png)(http://i.imgur.com/n5HiJFf.png)
An extremely large, genetically-engineered worm. Despite its incredibly intimidating size and arsenal, these huge creatures are rather quite peaceful. It was once part of the worker caste of an artificial ecosystem of insectoids designed to fight mechanoid invasions. It carried and moved things that its little cousins cannot.
While generally peaceful, if provoked, it becomes a terrifying force that can rival those of mechanoid Centipedes.Raptor Shrimp for Tropical Rainforests
(http://i.imgur.com/8DLLXAN.png)(http://i.imgur.com/6HKL8K1.png)(http://i.imgur.com/rUNpz0b.png)
A large genetically modified creature, its origins unknown. They are known to make homes in tropical regions. Instilling fear among the local inhabitants as those who pass through its territory are often reported to go missing; their bodies never found.
The few that survived an encounter with these monsters report bullets being shrugged off, limbs of their companions being torn apart, and the statement "The grass has eyes."
Needlepost for Desert Biomes
(http://i.imgur.com/tYL9nLp.png)(http://i.imgur.com/wr9VShF.png)(http://i.imgur.com/BcLaQAN.png)
A cactus genetically modified to give it sentience. The first iteration of this creature was supposed to be a stationary tactical deterrent (the Whip Cactus). But having no intelligence or mobility crippled its effectiveness. With a little genetic engineering, it was given a mobile body, an infantile intelligence, and toxic barbs for good measure. The result backfired as commands proved ineffective. The facility was promptly overrun by the experiments; and a horde of angry cactuses escaped into the wilderness.Barbslinger for Desert Biomes
(http://i.imgur.com/qXiCPpp.png)(http://i.imgur.com/9D5dcGY.png)(http://i.imgur.com/37FpV6a.png)
A large genetically-modified scorpion. Unrelated to the insectoid species, no one really knows where they came from. But judging by its capability to rip apart living things within reach and shish kebab those outside of it; it's no stranger to combat.Batch 2Bouldermit for All biomes
(http://i.imgur.com/swZdHXQ.png)(http://i.imgur.com/NsTEd2q.png)(http://i.imgur.com/dbHfcLY.png)
A large genetically-engineered crab which uses a boulder for a shell. It is alternatively known as the Atlas Crab throughout various colonized planets. These massive creatures sport incredible strength and are commonly seen carrying giant boulders that would normally crush living things and machinery alike. Legends tell of one such creature that has grown so large and so powerful that it had entire mountains for a home.
Despite first impressions, it is quite peaceful. Preferring to ignore any form of assault it may receive. Its predators are more likely to die of old age than to take down such an armored creature.
Devilsheep sold by Traders
Male
(http://i.imgur.com/nLBdW1G.png)(http://i.imgur.com/eQInMif.png)(http://i.imgur.com/uHYzkhT.png)
Female
(http://i.imgur.com/HC5TbZf.png)(http://i.imgur.com/jbiceyk.png)(http://i.imgur.com/T7IF35s.png)
A genetically engineered sheep capable of producing extremely strong and valuable red wool. Some see a simple livestock; others, a demonic entity of corruption. Don't listen to its whispers.Gallatross (Legendary) for All biomes
(http://i.imgur.com/6qXziYE.png)(http://i.imgur.com/Xr5QLwd.png)(http://i.imgur.com/5wSUFvQ.png)
Throughout every world,
Flow the tale of old,
A creature with untold might
And an immeasurable height.
Strength that machines can't copy
Power that so-called gods call heresy.
Beware, beware would-be foes
Beware, the wrath of the Gallatross.
Cactipine for Arid Biomes and Desert Biomes
(http://i.imgur.com/zhDvteC.png)(http://i.imgur.com/f4A46N1.png)(http://i.imgur.com/GTPRpE4.png)
In an effort to make deserts more viable for colonization, scientists introduced a variety of genetically modified creatures that are made to survive the melting heat and provide food to those who wished to live in such harsh conditions. One such creature is the Cactipine. Despite its name, it is actually a giant rat infused with the DNA of a cactus. It resulted in the specimen gaining sharp medicinal quills, hardened green skin, and a funny tasting "meat" that confused vegetarians and carnivores alike.Tetraslug (Legendary) for All biomes
(http://i.imgur.com/d6Lg4HF.png)(http://i.imgur.com/tny0ULK.png)(http://i.imgur.com/HzQCQ7B.png)
These massive slugs are a common sight among Glitterworld controlled territories; Lumbering about as glorified power plants. Outside of it, they are deployed as a mobile power source for Glitterworld research expeditions.
It is rare to see one without the iconic power cores that protrude from their backs. As their unique bodily chemical composition are capable of outputting power that far surpasses any known natural sources. Thus they are widely valued by every technologically developing civilization throughout the galaxy.
While a gentle giant that would prefer to run away instead of fight, modified slugs come armored with plasteel shells, quad cores that can act as Tesla cannons, and a Tactical AI inserted within the brain that takes over and makes no hesitation to use all of its armament to obliterate any perceived threat within vicinity.
Megalouse for Boreal Forests and Temperate Forests
(http://i.imgur.com/5dLJ5wr.png)(http://i.imgur.com/XBhKDIg.png)(http://i.imgur.com/RMn5TK8.png)
A large genetically engineered pillbug. These creatures once served as the frontline skirmishers of an insectoid hive; A collection of genetically modified insects made as a weapon against Mechanoid invasions. Their job consisted of reducing lone Mechanoid infantry to swiss cheese; And they were good at it. Even the mighty Centipede was no match against the swarm of spikes.
Nowadays, they can be found roaming in packs that's a joke compared to their former numbers and with killer instincts that waits to be reawakened once more.
Lockjaw for Tropical Rainforests
(http://i.imgur.com/1fYsYKH.png)(http://i.imgur.com/LxKI8Ol.png)(http://i.imgur.com/e8tRqrK.png)
A very large animal native to this planet's tropical regions. Nicknamed Lockjaws for their incredibly strong bite force, the giants can separate limb from body with little effort.
But despite having a guillotine for a mouth, it does not seem to be an aggressive creature; Preferring to prey on the local wildlife rather than the local populace.
Nightling for Boreal Forests, Temperate Forests and Arid Biomes
(http://i.imgur.com/lX4nb7m.png)(http://i.imgur.com/vVwlJpK.png)(http://i.imgur.com/wcO2TUo.png)
A large deformed beast with rows of quills on its back.
But during these past few decades, disturbing reports of ravaged corpses peppered with black javelins started to increase in alarming numbers. With entire caravans slaughtered in ways worse than any pirate group could possibly accomplish. People started to fear the dark and the cackling horrors waiting within them.
Batch 3Meadow Ave for Temperate Forests
(http://i.imgur.com/Pq18OCh.png)(http://i.imgur.com/lXzyMUE.png)(http://i.imgur.com/syP7DZV.png)
http://imgur.com/a/2ns1m (http://imgur.com/a/2ns1m) - Rainbow Collection
A large flightless bird with colorful feathers. Mostly found in the plains eating fruits and berries, Meadow Aves naturally attract the eyes and hands of those who wander by. Many forget that underneath the majestic feathery coat is a wild animal with a razor sharp beak and claws to match.Aerofleet for Temperate Forests and Boreal Forests
(http://i.imgur.com/wbyutLb.png)(http://i.imgur.com/4phppuD.png)(http://i.imgur.com/e7TEYxV.png)
A small floating gelatinous creature. Propelled by the hydrogen it collects from water and various plant matter; these squishy creatures wander the lands, aimlessly bouncing off objects in its path.
One of the few rare creatures around here that is strangely isn't out for human blood. Well, isn't that nice?
Blizzarisk for Tundras
(http://i.imgur.com/Sem5ZJA.png)(http://i.imgur.com/LTXvuSh.png)(http://i.imgur.com/KbQsppq.png)
None yet - Giant fuzzy snow spiders that will bite eat your faceIronhusk Beetles sold by Traders
(http://i.imgur.com/jLRnuAV.png)(http://i.imgur.com/KeAnbIj.png)(http://i.imgur.com/ViTG4Mo.png)
None yet - Peaceful and bulky "farm" animal that occasionally sheds steel plates that you can use. Eats only wood.Wildpods for Boreal Forests
(http://i.imgur.com/JsM5ALj.png)(http://i.imgur.com/QRgIVnm.png)(http://i.imgur.com/KJMXdlG.png)
None yet - Giant mushroom cyclops that's highly resistant to bullets but dies "quickly" to fire damage. Get flamethrower mods while they're hot.Vanilla RedesignsMegascarab
(http://i.imgur.com/RBrIgoy.png)(http://i.imgur.com/M8UT0P7.png)(http://i.imgur.com/jwawpoi.png)
Spelopede
(http://i.imgur.com/QKOtids.png)(http://i.imgur.com/1dSsHyB.png)(http://i.imgur.com/lbj4eJB.png)
Megaspider
(http://i.imgur.com/rVP5pK1.png)(http://i.imgur.com/gXCYELM.png)(http://i.imgur.com/rCw9vFD.png)
That's kind of it for now
Post your ideas, suggestions, and thoughts whether if I should trim the legs further below!
Oh and specify which biome(s)
Release thread and Download Link:
https://ludeon.com/forums/index.php?topic=26549.0
Planned:* A redo of some of the batch 1 animals. (Particularly the Raptor Shrimp and Scorpion.)
* Add unique skeletons for each animals. Particularly the bigger ones.
* Thermadons (Big insectoid bugs that shoot firebombs at you. Probs gonna be for Tundra biomes)
* Slurrypedes (Some kind of Mechanoid livestock that eats anything organic, then you can milk it for nutrient paste. Sold by Traders.)
* Alphas (Giant insectoid that can fire a barrage of fire bombs, imagine a Centipede with an inferno cannon, but bigger and shoots in bursts of 4.)
* Great Devourers (Some legendary dune worm insectoid that can 1 hit kill almost anything but rewards you with tons of plasteel, gold, jade and other valuables when you kill it. For extreme deserts only.)
* Wolfspiders (Fast insectoid ants that act like manhunter packs.)
* Do enough of these insectoid thingies to create a varied raid event of them.
* Add to the rimworld lore via descriptions.
* Some kind of electric ram that causes electric damage and stun pawns they hit.
* An animal that sets you on fire when it melees you.
* Bedbug (A tiny insect that injects tranquilizers on its enemies. Sleep tight, you've let the bedbugs bite.)
* Animus Vox (Very rare psionic fox that gives massive buffs on "snuggles")
* Arid shrubland equivalent of the Arctic Lion.
* Mini variants of the Needlepost, Wildpod, and Bouldermit.
Needlerolls, Wildpawns and Pebblemits respectively.
* Aerofleet variants that explode firefoam, flames, or just plain stuns things
* Unique drops for the more extreme and elite animals so there's at least some incentive to try hunting them (then failing miserably as your face is ripped off by a giant spider.)
* find the motivation to draw again
Note that some ideas may be changed or removed entirely if I don't think it fits.
Change log
12/11/16
- Terramorph redesign, also renamed to Mammoth Worm
- Needlepost recolor
11/26/16
- Raptor Shrimp redesign
- Minor desc. edits to the Barbslinger and Needlepost
11/5/16
- Barbslinger redesign.
- Added Devilsheep description.
- Description edits.
11/4/2016
- Plans!
10/16/16
- Megaspider redesign.
- Cleaned up the thread to be more info-ey. (Also to make it look cooler, I like looking cool... like I'm in an ice cube suit.)
10/2/16
- Spelopede redesign
10/1/16
- Megascarab redesign.
9/24/16
- Wildpods
5/9/16
- Ironhusk added.
5/8/16
- Blizzarisk added.
4/15/2016
- Minor change in Megalouse description.
4/14/16
- Added an imgur link for the Meadow Ave variants.
- Aerofleet description added.
- Meadow Ave description added
4/11/216
- Minor changes to Feralisk textures.
4/8/16
- Aerofleet added.
3/12/2016
- Batch 3 started
- Meadow Ave added
3/7/2016
- Nightling desc. added
- Planned Section
- Small changes to Barbslinger desc.
2/5/2016
- Less clutter
- Poll edits
Note that this change log only applies to this thread and not really to the progress of the mod itself.
I love this idea <3
The variety and the appearance of this creatures it's so lovely
I distinguish three main scenarios:
-A planet devastated by the atomic fire with mutant insects
-An arctic planet with extreme temperatures and furry creatures like immense bears or wolves
-Some sort of desert planet with a variety of underground creatures
Just a note... These are all friggin amazing. And below is my idea's for the 3 creatures you've yet to write a story for. I can come up with some idea's, but they may need rewording.
Raptor Shrimp. A genetically modified creature, it's origins unknown. They're known to be used for battle with their fearsome Pincers and armored body. While not the best match against ranged, they trump most melee combat. With large lifespans, they roam whatever worlds they're left on, outlasting any colony that tames them.
The Needlepost. An interesting creature, a cactus genetically modified to give it life. The Needleposts were created for a tougher, flexible cactus that could be eaten and used for armour. These creatures have limited combat ability, but their needles contain unknown toxins, which can be harvested.
| | |
So, the needlepost combat, I felt like explaining that a bit. The snake bite in Rimworld has xml to create toxic buildup on enemies when bitten. I feel like the needlepost would have limited combat options, so having it use a similar xml sort to poison enemies would be useful. That can be harvested for weapons, say bows, that do the same. You could also decide to make it go the other way, the toxins do not effect enemies but when harvested could be used in medicine, etc.
And that's all for now. Sorry if ya meant it for suggestions for animals instead of stories Friend, I just kind of felt like spinning these out, it's good even if it gives ya idea's for them. :D And that's all for now since I need to go eat some food.
These are really great! I have no creative talent whatsoever, so I'm not much help there.
Just the other day I was thinking how it was strange that on a distant alien world we would have elephants, rhinos, rabbits, squirrels, etc. I thought it would be cool if someone with more talent than me could mod in replacements for "earth" creature with something else. Nothing else would need to change, just the names and the graphics. We already have muffalo which are alien, and the Trumbo (I think that's spelled right). Those are great!
I think these could go a long way towards that thought. Good luck!
It's Thrumbo, just forgot the H :D
I'd suggest making a "squirrel-type" small, fast, relatively strong but squishy, easily tamable creature.
Overwhelming the enemy using numbers rather than quality.
How would it look like? Well, it'd have a head, legs and...eyes...
I'm leaving it to you, I can't really draw with words. :)
You could name it Swarmling or something you fancy.
Also, you could connect creatures; here I suggested a small, fast, squishy swarm creature, you could make a bigger, slower "queen" in a similar style. Like the way scythers and centipedes are.
Also, you said "vanilla friendly", not sure what that means. Most vanilla animals are realistic, except for the exploding things, oversized bugs and the thumboros (or what)... o_o
With your walking cacti and zerg (or tyranid?) I think you should continue trying to mix different features of different kinds of creatures (or plants) into one. Bugs, lizards, mammals...and potatoes, make the small big, the big small, add armor, or unnecessarily large numbers of limbs...or tentacles.
I love these creatures and your art too, I think there's much potential in mixing various mythical, existing and extinct creatures.
Like...a bunch of vines holding chunks of rock (as armor) together. What's under the chunks and vines? Who knows?!
Or floaties! Creatures using sacks filled with gas to float around.
Anyway, I'd love to see more, and preferably in-game! :)
By vanilla friendly he probably meant for it to be able to added directly into vanilla, not requiring any existing mods for how it works. And the thing is, there is already a squirrel type... the squirrel. They don't even need a lot of them, a single one can really kill a colonist.
Quote from: Z0MBIE2 on December 16, 2015, 03:40:54 PM
And the thing is, there is already a squirrel type... the squirrel. They don't even need a lot of them, a single one can really kill a colonist.
Well, my colonist can withstand a squirrel for hours without permanent damage, or one-hit-kill them. Squirrels also hard to tame, being "wild".
I fancy the idea of an animal army, I have tried every single vanilla species already, and that includes a squirrel army.
Why exactly would you whine about there being a squirrel already? I am aware, that's why I didn't suggest the "squirrel", but a different creature with similar traits, which could be used more effectively in combat.
"And the thing is," there are creatures similar to the Arctic Lion (Warg) and Groundrunner (Alpha Beaver) in the game already. I guess it was a waste of time making them then, wasn't it?
What exactly is your problem?
Quote from: Z0MBIE2 on December 16, 2015, 03:40:54 PM
And the thing is, there is already a squirrel type... the squirrel. They don't even need a lot of them, a single one can really kill a colonist.
Quote from: Z0MBIE2 on December 16, 2015, 04:54:19 PM
now calm the hell down.
Then cut that annoying attitude ASAP.
Actually both of you are going to stop being idiots in another modder's thread or I'm temp-banning both of you.
Hope that's pretty clear because I won't repeat myself again.
Quote from: Ramsis on December 16, 2015, 05:28:20 PM
Actually both of you are going to stop being idiots in another modder's thread or I'm temp-banning both of you.
Hope that's pretty clear because I won't repeat myself again.
Alright, I'm game.
I do not like people talking down to me, for no reason.
And I do not like people who insult and threaten me, for not liking it,
Global Moderator Ramsis.
Breaking no.1 and arguably no.2 of the forum rules and guidelines as well.
You may ban me now, after all I'm guilty of breaking no.3.
E.: grammar.
Quote from: LittleGreenStone on December 16, 2015, 05:54:41 PM
Quote from: Ramsis on December 16, 2015, 05:28:20 PM
Actually both of you are going to stop being idiots in another modder's thread or I'm temp-banning both of you.
Hope that's pretty clear because I won't repeat myself again.
Alright, I'm game.
I do not like people talking down to me, for no reason.
And I do not like people who insult and threaten me, for not liking it,
Global Moderator Ramsis.
Breaking no.1 and arguably no.2 of the forum rules and guidelines as well.
You may ban me now, after all I'm guilty of breaking no.3.
E.: grammar.
Well at this point you're acting like a brat, so you're below me and I'm now telling you to apologize because the hostility isn't needed. Don't think Zombie is getting away either, he'll be apologizing in the morning for his aggression towards you because it was highly uncalled for. Personally I think you had good ideas but Zombie went a touch idiotic and overly hostile in a matter of minutes so... meh. Just apologize for the horror show you two caused in A Friend's thread?
Think you can manage that one for me?
I don't really know what's going on... but ok. I do like horror stories though! Just not gorn.
Quote from: Z0MBIE2 on December 16, 2015, 11:51:33 AM
Raptor Shrimp. A genetically modified creature, it's origins unknown. They're known to be used for battle with their fearsome Pincers and armored body. While not the best match against ranged, they trump most melee combat. With large lifespans, they roam whatever worlds they're left on, outlasting any colony that tames them.
I like it, will definitely reword some parts though.
Quote from: Z0MBIE2 on December 16, 2015, 11:51:33 AM
The Needlepost. An interesting creature, a cactus genetically modified to give it life. The Needleposts were created for a tougher, flexible cactus that could be eaten and used for armour. These creatures have limited combat ability, but their needles contain unknown toxins, which can be harvested.
| | |
So, the needlepost combat, I felt like explaining that a bit. The snake bite in Rimworld has xml to create toxic buildup on enemies when bitten. I feel like the needlepost would have limited combat options, so having it use a similar xml sort to poison enemies would be useful. That can be harvested for weapons, say bows, that do the same. You could also decide to make it go the other way, the toxins do not effect enemies but when harvested could be used in medicine, etc.
Oh, I already have plans as to how these creatures would work out in game. The Needlepost is actually a very numerous type of enemy. It is incredibly weak but is fast, and will outrun and brutally beat up your hunters and your colony if you are ill prepared for swarm attacks (I secretly want to hear "My colony got wiped out by a bunch of cactuses, wtf."). The inclusion of toxins in their attack is actually an interesting idea. Not sure about weapons but being rewarded with medicine for hunting them is nice.
Quote from: LittleGreenStone on December 16, 2015, 03:23:10 PM
Also, you said "vanilla friendly", not sure what that means. Most vanilla animals are realistic, except for the exploding things, oversized bugs and the thumboros (or what)... o_o
I'm not really aware of what it officially means but I meant that it looks like it could be something that you can find in game without it feeling weirdly out of place. Tynan and crew already seems to have the normal animals covered, so I'm focusing more on the It's-3000-Years-Into-The-Future-Why-Shouldn't-We-Be-Finding-Walking-Cactuses?-Type of animals.
Anyways, I already garnered some ideas for new animals. Though I may decide to drop ideas if I find their designs somewhat extremely hard to do.
- Bouldermit (A hermit crab with a boulder for a shell.)
- Devilsheep (I remember there was a suggestion thread for sheeps to be included.)
- Cactipine (A porcupine and cactus hybrid, credits to Skullywag for the idea and Shinzy for the name)
- Gallatross (Probably another legendary animal like the Thrumbo, no designs yet, just the *cool name.)
- Tetrafex (Or something with Tetra, I like the word. Like the above probably going to be a legendary animal, still just a name though.)
Earlier, I was looking up my old SPORE folder for some ideas and... other than the somewhat cool names like the Gallatross and Tetrafex, I'm gonna look for designs elsewhere. *shudder
Quote from: Ramsis on December 16, 2015, 06:35:53 PM
Well at this point you're acting like a brat, so you're below me and I'm now telling you to apologize because the hostility isn't needed. Don't think Zombie is getting away either, he'll be apologizing in the morning for his aggression towards you because it was highly uncalled for. Personally I think you had good ideas but Zombie went a touch idiotic and overly hostile in a matter of minutes so... meh. Just apologize for the horror show you two caused in A Friend's thread?
Think you can manage that one for me?
A brat?
...Possibly. I can't nor do I want to keep quite and endure sh*t directed at me, without provocation, or a good enough reason. I try my best avoiding both.
But certainly.
After all, I did contribute to make a scene on another user's post, possibly causing inconvenience to him, and now that you've asked me in a humane manner too...
I guess I'm a little late to this party, but better late than never right?
The working title for this mod is Alpha Predators. The idea isn't just to add more animals (which will happen), but also to add uncommon or rare events where the above Alpha Predators enter the map and cause their own brand of chaos. Each of these creatures/packs will be rhino-level to thrumbo-level (or above!) in strength and are not to be taken lightly.
As for being vanilla-friendly, like A Friend said, the goal is to make them "fit in" to the RimWorld universe. I currently only know XML modding, and I'm a newbie at that, so I'm planning on using Enviro SK (https://ludeon.com/forums/index.php?topic=16236.0) as a prerequisite to let carnivores actually hunt down colonists and eat corpses. (But that requirement may disappear with Alpha 13 since that functionality will be included (https://ludeon.com/blog/2015/11/ongoing-progress/) in vanilla.)
Here's a suggestion for the Needlepost:
"Never underestimate the power of stupid people in large groups." This sums up the history of the Needlepost. The first iteration of this creature was supposed to be a stationary tactical deterrent (the Whip Cactus). But having no intelligence or mobility crippled its effectiveness. So a large group of stupid people with genetic engineering technology gave it a mobile body, an infantile intelligence, and toxic barbs (for good measure). And then promptly lost them.
Quote from: A Friend on December 16, 2015, 10:24:27 PM
I'm not really aware of what it officially means but I meant that it looks like it could be something that you can find in game without it feeling weirdly out of place. Tynan and crew already seems to have the normal animals covered, so I'm focusing more on the It's-3000-Years-Into-The-Future-Why-Shouldn't-We-Be-Finding-Walking-Cactuses?-Type of animals.
Anyways, I already garnered some ideas for new animals. Though I may decide to drop ideas if I find their designs somewhat extremely hard to do.
- Bouldermit (A hermit crab with a boulder for a shell.)
- Devilsheep (I remember there was a suggestion thread for sheeps to be included.)
- Cactipine (A porcupine and cactus hybrid, credits to Skullywag for the idea and Shinzy for the name)
- Gallatross (Probably another legendary animal like the Thrumbo, no designs yet, just the *cool name.)
- Tetrafex (Or something with Tetra, I like the word. Like the above probably going to be a legendary animal, still just a name though.)
Earlier, I was looking up my old SPORE folder for some ideas and... other than the somewhat cool names like the Gallatross and Tetrafex, I'm gonna look for designs elsewhere. *shudder
First of all, I apologize for the sh*tstorm in the thread. Maybe I didn't like Global Moderator's attitude (at first) explaining it, he was right about...what he was trying to make us realize, I guess, even if he didn't explicitly say it...
I could've settle it via private messages or just leave it at that, but I didn't.
My apologies for that.
Quote from: A Friend on December 16, 2015, 10:24:27 PM"I'm not really aware of what it officially means but I meant that it looks like it could be something that you can find in game without it feeling weirdly out of place"
Like the dragons from a mod that add dragons? I see, it makes sense.
IMO you've achieved that perfectly.
Quote from: A Friend on December 16, 2015, 10:24:27 PM
"I'm focusing more on the It's-3000-Years-Into-The-Future-Why-Shouldn't-We-Be-Finding-Walking-Cactuses?-Type of animals."
True that. At first only the boomrat had an out-of-this-world feature, with the habit of going down in a ball of fire, but Boomalopes and especially Thrumbros (orwhat) sure look weird, even if based on real animals. I love the sense of variety that walking cacti gives.
Although that Hydralisk/Ravener feels strangely familiar, that does the trick too.
Quote from: A Friend on December 16, 2015, 10:24:27 PM
Anyways, I already garnered some ideas for new animals. Though I may decide to drop ideas if I find their designs somewhat extremely hard to do.
I can only suggest what you've been doing so far; keep it simple. Since creatures aren't animated, them having detailed, full-size limbs, especially legs, would make any creature look weirdly out-of-place.
Like those dragons I mentioned.
Anyway, as long as it's a blob, drawn in rimworld style, I think it'll be fine.
In the end, Rimworld's universe includes cavemen, industrial planets, glitter worlds, hive worlds, full fledged artificial intelligence, spacefaring technology, sci-fi weapons, bionics, genetic engineering andas I said, some strange creatures too, all that in the vanilla game.
I don't think you could make an out-of-place creature, only an out-of-place texture of a creature.
I like the idea of the Bouldermit, maybe I'm mistaken but did you perhaps think about something along the lines of a "mimic", a "trap" that looks like an object but isn't?
It would be funny (although quite a pain) if my haulers were to be randomly attacked by "rock chunks" while doing their job.
Although I suppose it wouldn't really be simple to make it happen.
"- Tetrafex (Or something with Tetra, I like the word."
"tetra" gives the sense there's four of something. Regular limbs wouldn't too original, but heads, tails, horns, it'd give a meaning behind the creature's name if it had four of something, something that makes this creature unique.
It'd be a good name if that was true.
Also...
You said you are...lacking imagination for creatures at the moment.
I would/could give you sketches, general ideas of creatures I have in mind, in a style that of 5 years olds', but I feel it would be rude, me telling you what and how to do.
If, however, you're interested in it, I'd be willing to give it a shot.
Hmm, thinking about it. I'm not really lacking in imagination. The problem is that they rely mostly on details (Specifically legs. LONG LEGS). Something the art style discourages. Simplifying these creatures results in a similar silhouette to what I already made, making them less unique.
I think the right phrase is that I'm lacking ideas in shapes to work with. I don't know if that sentence is correct. Bleh. But sure! Feel free to message me drawings, I might get some ideas from it.
Edit: Or maybe the correct phrase is: I'm having trouble making it look simple but distinct. Eugh, I can't relay my thoughts correctly what is happening
My internet is being wonky, disabling me from playing online vidya gaems. So I started making animal textures again in the meantime. Here's a rock with crab claws.
Bouldermit
(http://i.imgur.com/swZdHXQ.png)(http://i.imgur.com/NsTEd2q.png)(http://i.imgur.com/dbHfcLY.png)
Still taking ideas and descriptions. Specifically for the scorpion one. Drawing blanks there.
Your spider is missing a pair of appendages, just sayin'
Also "A cactus genetically modified to give it life." seems rather silly considering plants are already alive, might want to change that to "give it sentience" or some such.
Quote from: NoImageAvailable on December 24, 2015, 09:29:24 AM
Your spider is missing a pair of appendages, just sayin'
The important thing is that it looks like a spider. Going by Rimworld logic, it shouldn't even have legs! It would be something like this:
(https://c1.staticflickr.com/5/4120/4751027974_44c9ff8a3d_b.jpg)
Though truthfully, I tried experimenting with how the legs where placed and it looked pretty bad compared to what I have now. Let's just say it's a minor effect of genetic engineering.
Quote from: NoImageAvailable on December 24, 2015, 09:29:24 AM
Also "A cactus genetically modified to give it life." seems rather silly considering plants are already alive, might want to change that to "give it sentience" or some such.
Noted. Plant lives matter.
Void god in sheep's clothing.
Devilsheep
Male
(http://i.imgur.com/Y6Dohd7.png)(http://i.imgur.com/gSuWUrN.png)(http://i.imgur.com/u0etCex.png)
Female
(http://i.imgur.com/3cKTd5k.png)(http://i.imgur.com/ZppCkGc.png)(http://i.imgur.com/C8DB349.png)
Fun idea for the Bouldermit: never really gets aggressive on its own (pray they doesn't go psycho though!), but does passive crush (blunt) damage to everything as it moves. Not sure how to mod that aspect, but where there's a will there's a way!
Quote from: milon on December 29, 2015, 06:53:10 AM
Fun idea for the Bouldermit: never really gets aggressive on its own (pray they doesn't go psycho though!), but does passive crush (blunt) damage to everything as it moves. Not sure how to mod that aspect, but where there's a will there's a way!
Anything it moves on?
I see this making someone who made an unprotected field of solar panels cry.
Let's add it.Edit:
Also, I've been trying to find ways to reduce/remove the Needlepost's legs. After many failed attempts, I found a pretty neat balance of it having no legs and not looking like a walking pickle or a lewd object.
(http://i.imgur.com/j7PD3dE.png)
Yep looks cool :D
(http://s29.postimg.org/w04w70dfn/cacti.gif)
How do you guys feel about short-range mortar-sized explosive attacks?
Gallatross
(http://i.imgur.com/6qXziYE.png)(http://i.imgur.com/Xr5QLwd.png)(http://i.imgur.com/5wSUFvQ.png)
I tried adding something similar to a bouldermit but they would spawn from an event that would only trigger when there were rocks laying
around outside of stockpiles. Would remove the rock and spawn the creature much like Gnomoria's golems. Maybe you want to incorporate
that, just an idea.
Quote from: A Friend on December 30, 2015, 04:28:57 AM
How do you guys feel about short-range mortar-sized explosive attacks?
Gallatross
(http://i.imgur.com/6qXziYE.png)(http://i.imgur.com/Xr5QLwd.png)(http://i.imgur.com/5wSUFvQ.png)
Yes.
Quote from: Alistaire on December 30, 2015, 04:43:30 AM
I tried adding something similar to a bouldermit but they would spawn from an event that would only trigger when there were rocks laying
around outside of stockpiles. Would remove the rock and spawn the creature much like Gnomoria's golems. Maybe you want to incorporate
that, just an idea.
I could see it affecting chunks that are in your stockpile instead. The event could spawn a number of hungry little bouldermits that are pretty harmless but will feed on your crops and meals when given the chance. Some kind of nuisance event. But coupled with milon's passive crush idea, it would be like sabotage. I like it. But no guarantees!
Anyways, another addition to arid shrublands and probably deserts too.
Cactipine
(http://i.imgur.com/zhDvteC.png)(http://i.imgur.com/f4A46N1.png)(http://i.imgur.com/GTPRpE4.png)
Edit: I added this edit caution.
+ new names and ideas!
- Razorjacks, a pack of warg-like creatures that shoot 3 burst projectiles at you. Probably gonna be for forest biomes.
- Lockjaws, looks like a giant lobster claw that grew legs. Probably gonna be for jungle biomes.
just adding a "i friggin love all these". Keep going. If you need modding help, just yell.
Yeah I'm pretty sure any modder would be willing to help you if ya need it, your animals are amazing.
Devilsheep <- dat should be essential
Is devilsheep wool actually devilstrand? :D
Quote from: StorymasterQ on January 03, 2016, 08:59:18 PM
Is devilsheep wool actually devilstrand? :D
I dunno, maybe it grows tiny devilshrooms on its body and you just harvest those...
Anyways, Tetraslug (Legendary)
(http://i.imgur.com/d6Lg4HF.png)(http://i.imgur.com/tny0ULK.png)(http://i.imgur.com/HzQCQ7B.png)
Tetraslug used LIGHTNING BOLT!
IT'S SUPER EFFECTIVE!Edits!
Damn this thing is draining my creative juices. Will edit the last part in later...
Edit 2: It's done.
How about some sort of raptor like creature.
Instead of jaws and scales though, it has a large beak and is covered in feathers?
Another suggestion is something that's a cross between a cat and a bat.
Quote from: Diana Winters on January 04, 2016, 11:42:24 PM
Another suggestion is something that's a cross between a cat and a bat.
(http://i.imgur.com/LMVLL2R.png)
Quote from: A Friend on January 05, 2016, 07:08:13 AM
Quote from: Diana Winters on January 04, 2016, 11:42:24 PM
Another suggestion is something that's a cross between a cat and a bat.
(http://i.imgur.com/LMVLL2R.png)
Brilliant, we'll sure their leather for chairs.
Quote from: various moddersI'll help!
I shotgunned that a while ago :D and I just completed a Pre-Alpha this morning! ;D A Friend will review it when he can.
But I'll definitely need help when I introduce certain special advanced behaviors. ;)
My offer of help was more aimed at "the team" anyway Milon as I saw you were working on this, you know where to find me and the others if you get into crazy territory ;)
How... How can you have anything between a bat and a cat...? There are no letters between B and C... Are you going to call it Bcat? Cbat? Catbat? Batcat?
Golbat?
Quote from: StorymasterQ on January 05, 2016, 07:59:44 PM
How... How can you have anything between a bat and a cat...? There are no letters between B and C... Are you going to call it Bcat? Cbat? Catbat? Batcat?
Golbat?
Baticat!
Tetra slug looks like a canepid from another map region
Another insectoid hive worm that I unintentionally produced while trying to create the Razorjack. Got no names yet. Suggestions?
(http://i.imgur.com/pqgxzvR.png)
Details and colors coming in later.
Also which do you guys prefer for attacks? Charge projectiles, fast numerous swarms or just warg-like?
I can't think of anything yet, but looks same as other worm instead sharper. Looks like it would be more agile, more on the offense with barbed edges on it's backs shells?
looks like a woodlouse, go with that.
Hmm...
Megalouse/Megalice
Betalouse/Betalice
Alphalouse/Alphalice
Rhino louse/Rhino lice
Giant crab/lobster creatures in coastal biomes!
Rainforests need a lot more biodiversity, as well. I'm thinking more swamp creatures!
Quote from: JKTD1919 on January 10, 2016, 01:25:35 PM
Giant crab/lobster creatures in coastal biomes!
Rainforests need a lot more biodiversity, as well. I'm thinking more swamp creatures!
Resisting urge... to... add... ogre-like... creatures... LOSING CONTROL.
Anyways.
Megalouse/Megalice for either Tundra or Boreal Forests! Or maybe something else as I'm not really that into the name.
(http://i.imgur.com/5dLJ5wr.png)(http://i.imgur.com/XBhKDIg.png)(http://i.imgur.com/RMn5TK8.png)
Edit: The back side feels a bit flat for me. hmm...
In some places woodlouse are called "potato bugs", could make that a thing, make them beeline for potatoes.
My medieval lordlings are often shaped like potatoes and often have the same capabilities but are only more useless and can be considered parasitic. Having these guys be exterminators sounds fun!
The spider creatures are absolutely beautifully crafted, and it'd be amazing to see more variants of them, perhaps for different biomes? Giant insects and arachnids have always been an awesome enemy type in any futuristic setting.
And, I would suggest Wargs but uh, already in the game, so what about a legendary animal as a dire-warg, or something, about twice as bigger? Shouldn't be too difficult to make a sprite for.
Keep up the good work, all of these sprites are absolutely beautiful.
Quick news update: I don't have the time anymore because of recent IRL events. Skullywag is going to take over coding. I may work on sound effects or other smaller tasks. If there's anyone with experience creating sound effects, we could use your help too!
Well, wish ya good luck on the RL stuff!.
Anyways,
Lockjaw Gator concept for jungle biomes.
(http://i.imgur.com/wlgtaZG.png)
It looks like it's making a :3 face somehow... It's probably the eyes.
Edit: Extra Grump version.
(http://i.imgur.com/pMZYgoF.png)
Nice afriend! Kinda makes me think of a hippo with a massive, deadly jaw. Although hippos are already very deadly.
The bottom one. I can only see "not sure if..."
(https://i.imgur.com/Sepk0UZ.jpg)
All animals ingame, now to work on the details.
and yes thats a devilsheep riding a gallatross....so what!
I really would love to see this turn into a full grown ecosystem also would love to see more of the arachnid family how about a spider ,but instead of it making silk why not make it borrow by that i mean make cave dens ...
Cause i would love to mine randomly then accidentally open up a den filled with those things ;D
Quote from: A Friend on January 13, 2016, 09:54:43 AM
Well, wish ya good luck on the RL stuff!.
Anyways,
Lockjaw Gator concept for jungle biomes.
(http://i.imgur.com/wlgtaZG.png)
It looks like it's making a :3 face somehow... It's probably the eyes.
Edit: Extra Grump version.
(http://i.imgur.com/pMZYgoF.png)
They also remind me of the Zerg Ultralisk from StarCraft 2 in a Youtube Animation :o
Quote from: KiotheCloud on January 14, 2016, 12:48:25 AM
I really would love to see this turn into a full grown ecosystem also would love to see more of the arachnid family how about a spider ,but instead of it making silk why not make it borrow by that i mean make cave dens ...
Cause i would love to mine randomly then accidentally open up a den filled with those things ;D
That could be possible since you can mine and randomly hit a (forgot the name, one of those things with the cryo casckets and the mecanoids). :D
Quote from: LeBug2002 on January 14, 2016, 01:45:14 PM
Quote from: KiotheCloud on January 14, 2016, 12:48:25 AM
I really would love to see this turn into a full grown ecosystem also would love to see more of the arachnid family how about a spider ,but instead of it making silk why not make it borrow by that i mean make cave dens ...
Cause i would love to mine randomly then accidentally open up a den filled with those things ;D
That could be possible since you can mine and randomly hit a (forgot the name, one of those things with the cryo casckets and the mecanoids). :D
Actually, those kinds of animals will be added by Tynan himself in the next update (Which is going to be sometime around March). I'll just make variants of it when he returns.
http://ludeon.com/blog/
Lockjaw for Jungle biomes
(http://i.imgur.com/1fYsYKH.png)(http://i.imgur.com/LxKI8Ol.png)(http://i.imgur.com/e8tRqrK.png)
Are you tired of getting those pesky infections?
Are you sick of always wasting your prized medicine on those pesky limbs?
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(http://i.imgur.com/XjfDVHu.png)
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...
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Quote from: A Friend on January 16, 2016, 12:55:37 AM
Lockjaw for Jungle biomes
(http://i.imgur.com/1fYsYKH.png)(http://i.imgur.com/LxKI8Ol.png)(http://i.imgur.com/e8tRqrK.png)
You know, since it's named "Lockjaw", it has some interesting possibilities. Like the snake, it could infect people with it's own special hediff, similar to actual lockjaw, which would lock the bitten person/animal/anything's mouth. Basically would only make it longer to eat, but it would be interesting.
Quote from: Z0MBIE2 on January 16, 2016, 01:28:27 AM
Quote from: A Friend on January 16, 2016, 12:55:37 AM
Lockjaw for Jungle biomes
(http://i.imgur.com/1fYsYKH.png)(http://i.imgur.com/LxKI8Ol.png)(http://i.imgur.com/e8tRqrK.png)
You know, since it's named "Lockjaw", it has some interesting possibilities. Like the snake, it could infect people with it's own special hediff, similar to actual lockjaw, which would lock the bitten person/animal/anything's mouth. Basically would only make it longer to eat, but it would be interesting.
It originally had an open jaw, http://product-images.imshopping.com/nimblebuy/simply-delicious-1154782-1926762-regular.jpg
But I changed it cause I thought it would be weird to see an animal go :U all the time.
But that's a pretty good idea. Assuming it doesn't tear the limb off first though, which is unlikely.
Quote from: A Friend on January 16, 2016, 01:32:05 AM
But that's a pretty good idea. Assuming it doesn't tear the limb off first though, which is unlikely.
Oh, yeah, forgot about that part. Well, it could be that the torn off limb is still infected by whatever is in it's mouth causing it. Owell.
Speaking of special hediffs,
an unlikely idea, but how about a "thing" that latches on to a pawn, like piece of gear, and would require surgery to remove it?
Could cause bleeding/infection/pain and even slow down the pawn in the meanwhile.
Would be quite special, and a real pain in the ass.
For you too, as it'd probably require extra textures. ;D
Would be complicated in the sense it would have to disappear and become a hediff and texture like a shirt.
Nightling (WIP, Getting. too. lazy... bloop)(Edit, It's done.)
(http://i.imgur.com/lX4nb7m.png)(http://i.imgur.com/vVwlJpK.png)(http://i.imgur.com/wcO2TUo.png)
Gonna be it for Batch 2.
Razorjack's gonna appear later.
Some ideas for future animals:
- Spitbug (An armored snail that spits charge projectiles at you.)
- Ironhusk Beetles (A trader bought insect that yields steel when butchered. Eats wood though.)
- Maybe a fluffy snow variant of the spider, Tundralisk or maybe Blizzarisk?
- Maybe a harmless mechanoid that eats grass and trees then yields nutrient paste when butchered/disassembled.
Edits!
Quote from: A Friend on January 21, 2016, 10:16:48 AM
Nightling (WIP, Getting. too. lazy... bloop)
(http://i.imgur.com/lX4nb7m.png)
Isn't it a... Skag?
Never played borderlands unfortunately. I got the idea from a google search image. Can't find it anywhere though.
Just confirming im still all over this. Have all animals ingame and working, just adding all the crazy...
Maybe a creature akin to Man-Thing. So a big hulking creature made up of vegetation that's susceptible to fire but can move through shallow water easily and has a heavy hit. And instead of dropping meat it'll drop Vegetables and some wood. However because we dont have swamps it can be from the jungle and be named Jungle-Thing.
Quote from: Axel on January 29, 2016, 10:23:21 PM
Maybe a creature akin to Man-Thing. So a big hulking creature made up of vegetation that's susceptible to fire but can move through shallow water easily and has a heavy hit. And instead of dropping meat it'll drop Vegetables and some wood. However because we dont have swamps it can be from the jungle and be named Jungle-Thing.
Swamp ogres!
Maybe I could make it as a rare Jungle specific legendary thing. Incredibly high resistance to bullets and blunt weapons but not so much against fire. Your killbox can't save you now!
Ooooo batch 3 could be biome specific legendaries.
As for the killbox, seems like people are trying fire killboxes now ha-ha.
Hmm, I pretty much just use the batches to take breaks and focus on procrastinating other stuffs. Maybe I could make a poll asking about what people want me to focus on. Gathering ideas and stuff and then creating that kind of animal as a whole batch of maybe 5-8
Edit: But, nah... I believe focusing on one type would drain my imagination out pretty quickly...
Quote from: A Friend on January 30, 2016, 08:12:16 PM
my imagination
Here, take this (http://static.panoramio.com/photos/large/70652680.jpg) and make it bigger and spikier. ;D
Ha-ha. I know what you mean about "other stuff" when it comes to creative projects.
Definitely wouldnt want you getting burnt out on this so go with what you think is the best way to approach your it.
However still looking at legendaries and thinking of creatures made up of vegetation maybe a tall thin creature made out of mushroom that has a ranged poison attack and when killed splits into two of it, of course smaller, that behave the same and drop a healing mushroom on the level of gliterworld medicine and another mushroom that gives a good high to colonists that's very valuable to exotic traders. Maybe if trained could possibly be used to harvest said mushrooms. Seeing as mushrooms don't grow well in heat maybe they'd be exclusive to boreal and temperate forests. (Not sure how feasible he'd be though what with the whole splitting)
Now going of splitting I thought of maybe something similar to the hydra with a poisonous attack as well and when "killed" it splits and then splits again whe n those two are split. Drops a valuable type of leather thats both thick and ready for battle and also very beautiful. Wouldn't be biome specific and as for legendary status that could work either way.
Again though that's assuming you guys can come up with a way to do the whole "splitting" thing.
Will these ever be available to download?
Quote from: Huntakilla on February 02, 2016, 09:17:16 PM
Will these ever be available to download?
(http://i.imgur.com/k8hLXOj.png?1)
Seems like Skully's going for a sledgehammer release. Instead of slowly adding each animal.
ETA, dunno yet. But hopefully *
soon™*!
Im still on it. Might release the animals without custom behaviours if people reaaaaally want em. Just tidying up the verb stuff so they can shoot.
Poll added.
Anyone able to imagine psychicly inclined animals or entities that would cause psychich drones or when appearing cause a hellfire/meteorstorm? Tho i think that' too off topic off to more legendary encounters and gloriously lost games.
A few of these are already in some mods/packs Huntakilla, like 3 I've seen.
How about six legged horses? They'd go well with Right Tool for the Haul's Saddles and Carts!
Or a murder of crows?
Centaur Space Cowboys hmm I need to learn cpp :(
Is there somewhere a tutorial on how to work that way with gimp or somesuch?
Quote from: lude on February 04, 2016, 01:44:00 PM
A few of these are already in some mods/packs Huntakilla, like 3 I've seen.
Yeah, the only one that I'm aware of is the Hardcore SK. Dunno if it has the animals beyond Batch 1 as the creator only linked back to this thread:
https://ludeon.com/forums/index.php?topic=2390.msg183522#msg183522
But eitherway, the main mod complete with all the animals will be released by Skullywag under the title "Alpha Animals". (Originally Alpha Predators, but I decided to include non predator-y stuffs.)
Well, would ya look at that.
The waiting game it is!
Anyways, possible plans for the next batch.
Plasmorphs (Insectoid snails that shoot firebombs at you. Probs gonna be for Tundra biomes)
Elder Root (Legendary animal/treeman that's incredibly resistant to bullets and blunts, Kill it with fire.)
Meadow Aves (Colorful fast running birds/raptors for Temperate forests! Chocobos anyone?)
Blizzarisks (Giant Spiders v2.0, now with snow camo and luxurious fur.)
Wildpods (Swamp monsters! Has the resistances of the Elder Root but weaker and smaller, might make it to only spawn as a manhunter event)
Ironhusk Beetles (Giant beetles that sheds steel plates that you can use. Eats wood and are only sold by Traders.)
Harvesters (Technically mechanoids. Eats anything organic, then you can milk it for nutrient paste! Sold by Traders.)
No names yet but probably another legendary that shoots a barrage of 4 firebombs (with a mortar-like explosion radius) simultaneously. (Don't worry, Tynan is adding fire extinguishers next patch! c: )
That's kind of it for now. More will eventually get added.
I'm gonna discontinue the Razorjack though. As cool as the name is, the nightling already got its special attack and unique appearance.
Edit 2:
But damnit, I also really like the name. Maybe I could rename the Nightling... POLLLLLLLLLLLLLLLLLLLL
http://strawpoll.me/6778122
Edit:
And when Tynan releases the next patch which includes EXTREME deserts, I got some plans as well...
Edit 3:
Also, Won't be able to work on these soon, school keeps taking away my free time. I just have barely enough to dedicate to video games.
Hey all, I'm starting work on Batch 3.
Now.
How. About. Some.
RAINBOW CHICKENSSSSSSSS!
http://imgur.com/a/2ns1m
Meadow Ave
(http://i.imgur.com/tFcdXIa.png)(http://i.imgur.com/eE65MLV.png)(http://i.imgur.com/BPLnJVt.png)
(http://i.imgur.com/UCLcKoF.png)(http://i.imgur.com/i9zssrf.png)(http://i.imgur.com/6yMdoXi.png)
(http://i.imgur.com/Rg7VBNM.png)(http://i.imgur.com/Wsb2kQM.png)(http://i.imgur.com/WK49S6h.png)
(http://i.imgur.com/vFeuf3G.png)(http://i.imgur.com/7iegPll.png)(http://i.imgur.com/hKrbmBy.png)
(http://i.imgur.com/4UTlJ2o.png)(http://i.imgur.com/bz7odl2.png)(http://i.imgur.com/HXZ7mTh.png)
(http://i.imgur.com/DUmCydj.png)(http://i.imgur.com/DTr8mj0.png)(http://i.imgur.com/sNKOa1C.png)
(http://i.imgur.com/0XQDPLD.png)(http://i.imgur.com/hGPN6jI.png)(http://i.imgur.com/lOWPQnj.png)
(http://i.imgur.com/g0jGkx3.png)(http://i.imgur.com/t0RMA8Y.png)(http://i.imgur.com/MzzP1eM.png)
(http://i.imgur.com/sDKot8p.png)(http://i.imgur.com/w82sSD2.png)(http://i.imgur.com/xwIYGcb.png)
YEEEEEEES THE MAJESTIC DODO'S
Quote from: A Friend on March 12, 2016, 09:20:32 AM
How. About. Some.
RAINBOW CHICKENSSSSSSSS!
http://imgur.com/a/2ns1m
I want to ride them into the fray
A13's here.
Expect it real soon bois.
i hope those chocobos taste good.. cos i will be murdering them all
Hey this looks very promising . Beutifull work on all of the creatures ;)
Do you plan to tie in a little crafting to this mod? namely making a kind of armor out of the plates the bugs drop ? or from the snowlion`s pelt? and so on
OMG Chocobos !! Release now! :)
Quote from: Wild Card on April 07, 2016, 12:36:33 PM
Hey this looks very promising . Beutifull work on all of the creatures ;)
Do you plan to tie in a little crafting to this mod? namely making a kind of armor out of the plates the bugs drop ? or from the snowlion`s pelt? and so on
Well, currently they're set to just drop materials that you can use to craft vanilla stuffs. No special items planned yet. Though I could consider it in the future.
Anyways. I found out from the guys at the modder's slack that you can give animals a wobble effect that makes them look like they're floating.
So... Floaty jellyfishies here we come!
Aerofleet
(http://i.imgur.com/4phppuD.png)(http://i.imgur.com/wbyutLb.png)(http://i.imgur.com/e7TEYxV.png)
.... I would give an arm, two legs, a lung, a kidney, and half a liver to have those in my colony right this instant.
*sweats* im working on it boss!
Looking forward to it
Really looking forward to this. I shall lurk among this thread until it is idea/suggestions are needed or until skullywag graces us with this decked out mod.
Same here, i`d also really like to see a crafting system based on the new beasts...anything from Snowlion Fangs spears to armor to everything :P
Would fit really nice with the rim world principle of making due with what you have...when life gives you lemmons you make lemonade.
When Rimworld gives you Aerofleet`s you male beautifull lamps out of their heads.
I don't really care about what I can make with their dead bodies.
I think it'll be more fun to have cute jelly pets and giant spike shooting, explosive-launching, barb-slinging war creatures.
Cute jelly pets that glow in the dark and illuminate their surroundings and give a morale boost and their boddies can be ground up into narcotic substances :D
To negate the -15 'bonded animal died' debuff? :P
Quote from: Wild Card on April 09, 2016, 11:04:40 AM
Cute jelly pets that glow in the dark and illuminate their surroundings and give a morale boost and their boddies can be ground up into narcotic substances :D
That was the original plan. Sadly, making the jellyfish glow in the dark is impossible to do without it looking very awkward and off-putting due to code related things.
RIP What could have been
(http://i.imgur.com/dzkej9v.png)
Made some minor changes to the Feralisk's texture so I could continue onto the snow variant. Might also change the Raptor Shrimp as it was like the first texture I made and it needs major redoing.
(http://i.imgur.com/LTU6i4r.png)
Awww, so cute!
I wonder, if a Feralisk fights the megascrab-spider, which would win?
Also, I think it would be cool if an aerofleet had a special attack that actually didn't do damage or cause pain, but lowered the 'body part efficiency' or whatever it's called.
So a aerofleet attack on someone's head won't actually cause damage, but it'll lower their consciousness, and a aerofleet attack on someone's leg will lower their movement, etc. Like stabbing someone with sedatives or something.
Could you make the aerofleet to be water based/dependant ?
I e to spawn in every biome and only on maps that have bodies of water . you could say it`s related to their movement as they absorb water and propell themselves using hidrogen in said water
Quote from: AllenWL on April 11, 2016, 03:47:52 AM
Cool idea
That's a pretty cool idea for an attack. But I'd like to keep the Air jelly harmless though.
I'll reserve that for another creature.
Quote from: Wild Card on April 11, 2016, 06:15:07 AM
Could you make the aerofleet to be water based/dependant ?
I e to spawn in every biome and only on maps that have bodies of water . you could say it`s related to their movement as they absorb water and propell themselves using hidrogen in said water
I dunno if it's possible but I prefer not to restrict the animal too much to a very specific map condition. But that's a pretty nice way of explaining how it floats. I'll add it as a description.
Also, I made a rough size comparison of how I imagine the creatures would look like. Might be different to how it would appear ingame tho
(http://i.imgur.com/xEn2EQ8.png)
http://i.imgur.com/xEn2EQ8.png
So yes "Giant" Spiders
As a suggestion, the big worm (4th from the left) looks very simmilar to the small worm (5th from the right, not counting the human). Are they related?
If not maybe add a diff color scheme for 1 of them, or an extra set of horns, or some freaky looking eyes or something
Oh they're the "larger cousins" of the megascarab. I might make a raid event of sorts when I manage to make a bunch of them.
Update!
Got all animals (up to phase 2) spawning in their relevant biomes (without overriding the biomes def so totally compatible with everything)
All have the setup for relevant blood colour, meat colour etc (yes thats a thing now).
All have their melee attacks added including some with the new surprise attack mechanic (adds stun to the attack)
I think ive got most of the sizing right but it can be tweaked easily anyways.
I think ive got most of the predator/herd/other stuff done.
Im now just hooking in the ranged attack stuff.
Need to add devil sheep to traders.
May sort out a hive incident for some of the insects...maybe
once those last few things are done, i reckon we will be ready for a first release.
Quote from: A Friend on April 11, 2016, 11:58:24 PM
Quote from: AllenWL on April 11, 2016, 03:47:52 AM
Cool idea
That's a pretty cool idea for an attack. But I'd like to keep the Air jelly harmless though.
I'll reserve that for another creature.
Quote from: Wild Card on April 11, 2016, 06:15:07 AM
Could you make the aerofleet to be water based/dependant ?
I e to spawn in every biome and only on maps that have bodies of water . you could say it`s related to their movement as they absorb water and propell themselves using hidrogen in said water
I dunno if it's possible but I prefer not to restrict the animal too much to a very specific map condition. But that's a pretty nice way of explaining how it floats. I'll add it as a description.
Also, I made a rough size comparison of how I imagine the creatures would look like. Might be different to how it would appear ingame tho
(http://i.imgur.com/xEn2EQ8.png)
http://i.imgur.com/xEn2EQ8.png
So yes "Giant" Spiders
Did not realize those woodlice-things or hermit crabs were so... gigantic..... like... whoa...
I've always wanted a stun-type attack thing in the game. Not to capture people without killing them, no. Well, if you have 10+ attacking one guy, maybe, but more like reduce movement a bit, mess with their aim, stuff like that. Anyways, the reason is I felt rimworld lacked heavily in the way of 'support roles'.
Things like a 'flare' of sorts to light up enemy positions making it easier to aim, things that make the enemy less efficient, and so on. I mean, we have dogs rescuing people and maybe mortars and incendiary launchers, but otherwise, it's all things to beat, stab, shoot, and otherwise kill people with various levels of success.
Quote from: A Friend on April 12, 2016, 06:23:26 AM
Oh they're the "larger cousins" of the megascarab. I might make a raid event of sorts when I manage to make a bunch of them.
Seeing how the megascarab finally met up with it's other nest-mates in A13, will your mutant-mechanoid-slaying insects also spawn from the underground insect hives?
Quote from: AllenWL on April 12, 2016, 09:10:24 AM
Quote from: A Friend on April 12, 2016, 06:23:26 AM
Oh they're the "larger cousins" of the megascarab. I might make a raid event of sorts when I manage to make a bunch of them.
Seeing how the megascarab finally met up with it's other nest-mates in A13, will your mutant-mechanoid-slaying insects also spawn from the underground insect hives?
Oh the insect hives are linked to the megascarabs? Haven't encountered the event yet. Didn't know that.
I made those two before A13 and that's what I imagined the bigger insectoids would be like
Welp. I may replace the hive insects to look more like the ones I have here and then consider including them in hive stuffs.
Edit:
By "may" I mean will.
Megascarab redo
(http://i.imgur.com/EoxbNhO.png)
The big fluffy ones will just kill you out of pure fear.
Megascarab v2
(http://i.imgur.com/bD3QGmE.png)(http://i.imgur.com/8c4yVbP.png)(http://i.imgur.com/c09RR97.png)
Question: would you guys want to pick and choose the animals that get added? Or is an all or nothing approach acceptable?
Im for everything, damn those new pets look awesome :D. Im already building new cage to add them to my collection.
Also do you still take request ? If no then ignore me :D
Definitely all or nothing skully!
Most deffinetely all or nothing :D
Quote from: AllenWL on April 12, 2016, 09:10:24 AM
Things like a 'flare' of sorts to light up enemy positions making it easier to aim, things that make the enemy less efficient, and so on. I mean, we have dogs rescuing people and maybe mortars and incendiary launchers, but otherwise, it's all things to beat, stab, shoot, and otherwise kill people with various levels of success.
Its funny, I actually had a discussion just earlier today on about adding illumination rounds for mortars and whether people would actually bother with them, seeing as it seems many people don't even use EMP mortars as it is.
Quote from: skullywag on April 12, 2016, 01:05:03 PM
Question: would you guys want to pick and choose the animals that get added? Or is an all or nothing approach acceptable?
Why not both? Could use the MCM menu CCL added to toggle individual animals on and off. Would be the optimal solution (and by that I mean the one that makes the most work for the modder :P)
On a side note, I find it funny that the animal with the largest body size is also the one with the least distinctive features, to the point of essentially being a shapeless blob with two eyeslits. With a canvas that large, it might be a good idea to add some kind of details to it.
That was my plan NIA. MCM to enable and disable animals and associated things. Ill release everything in the first instance and maybe do it afterwards. Will see how it goes.
Its funny, I actually had a discussion just earlier today on about adding illumination rounds for mortars and whether people would actually bother with them, seeing as it seems many people don't even use EMP mortars as it is.
I recently tested the negative effect of darkness in combat and again and again it looked like there was a 10% accuracy negative for shooting at a target in darkness.
So I made interlocking wood fires and halted them all just before completion. So when I get the mother of all raids at night I just have to quickly spark the matches and thier advantage is gone.
If you added the slow floating down Ww1 era lighting flares I would use the heck out of them. So bloody usefull.
Quote from: NoImageAvailable on April 12, 2016, 03:44:02 PM
Quote from: AllenWL on April 12, 2016, 09:10:24 AM
Things like a 'flare' of sorts to light up enemy positions making it easier to aim, things that make the enemy less efficient, and so on. I mean, we have dogs rescuing people and maybe mortars and incendiary launchers, but otherwise, it's all things to beat, stab, shoot, and otherwise kill people with various levels of success.
Its funny, I actually had a discussion just earlier today on about adding illumination rounds for mortars and whether people would actually bother with them, seeing as it seems many people don't even use EMP mortars as it is.
But then again, EMP only works for mechs, and they gain immunity after a few hits anyways. Mortars are expensive. Why waste steel for a mortar that can only be used on mechanoids. and then only for two, three hits per battle anyways? If EMP was say, a 'electroshock mortar' thing that did something like say, lower consciousness by 10% for x time when hit for any unit, I bet people would use it more. Probably.
Quote from: A Friend on April 12, 2016, 11:08:29 AM
Quote from: AllenWL on April 12, 2016, 09:10:24 AM
Quote from: A Friend on April 12, 2016, 06:23:26 AM
Oh they're the "larger cousins" of the megascarab. I might make a raid event of sorts when I manage to make a bunch of them.
Seeing how the megascarab finally met up with it's other nest-mates in A13, will your mutant-mechanoid-slaying insects also spawn from the underground insect hives?
Oh the insect hives are linked to the megascarabs? Haven't encountered the event yet. Didn't know that.
I made those two before A13 and that's what I imagined the bigger insectoids would be like
Welp. I may replace the hive insects to look more like the ones I have here and then consider including them in hive stuffs.
Edit:
By "may" I mean will.
Megascarab redo
(http://i.imgur.com/EoxbNhO.png)
Yep. The large bugs are called megaspiders I think? the medium ones are spedalopes or something similar. Megascrabs spawn from hives as well as the other two. I think your bugs(the big one in particular) ace all three though, from sheer size if nothing else.
Quote from: dragoduval on April 12, 2016, 01:46:00 PM
Im for everything, damn those new pets look awesome :D. Im already building new cage to add them to my collection.
Also do you still take request ? If no then ignore me :D
Assuming your limbs are still attached after your attempts to tame them!
And as for requests... well, I take suggestions and ideas and see whether it will work or not.
Quote from: NoImageAvailable on April 12, 2016, 03:44:02 PM
On a side note, I find it funny that the animal with the largest body size is also the one with the least distinctive features, to the point of essentially being a shapeless blob with two eyeslits. With a canvas that large, it might be a good idea to add some kind of details to it.
Use your imagination NIA! It's the best source of details.
(http://i.imgur.com/Xr5QLwd.png)
That is one scary blob, maybe some more floating or flying creatures? Maybe like a wyvern. The only question is if you added bird like creatures, how you could get the point across whether they are flying across the ground or hopping... hmm.
The night stalker one looks so dam cool, tell me I can tame it! I gots to know! I just gots to!
Quote from: Mr.Cross on April 13, 2016, 12:35:52 AM
That is one scary blob, maybe some more floating or flying creatures? Maybe like a wyvern. The only question is if you added bird like creatures, how you could get the point across whether they are flying across the ground or hopping... hmm.
Uh.. have them not effected by the floor's speed modifiers?
Any chance it`ll be out today?
Hmm I guess your right
Quote from: Wild Card on April 13, 2016, 08:18:20 AM
Any chance it`ll be out today?
No. No chance. Im doing a lot of stuff alongside this plus I have a partner and 2 children battling for my time as well. Not today. But soon.
Ok no worries i was just curious :) keep it up (on all aspects not just modding ) ;)
REQUEST !!!!!!!!
Would that be possible (Lore wise whit your mod) to have a giant Gorilla on fire whit Laser-eye ? And if it was milk-able ? Doubt its possible, might still try to do my own Over sized monkey just for fun. But who would not love a giga-gorillazerus-Burn :D.
And now coffee time. Again.
Quote from: dragoduval on April 13, 2016, 01:23:04 PM
REQUEST !!!!!!!!
Would that be possible (Lore wise whit your mod) to have a giant Gorilla on fire whit Laser-eye ? And if it was milk-able ? Doubt its possible, might still try to do my own Over sized monkey just for fun. But who would not love a giga-gorillazerus-Burn :D.
And now coffee time. Again.
I think it's possible lorewise, but it wouldn't fit much in the game. So here's a concept art instead!
(http://i.imgur.com/YKEcRgw.png)
http://i.imgur.com/YKEcRgw.png
Wow.... +10000000000000000000000000000000000000000000000000000000000 :D.
Well, im going to wait for the final mod to at least enjoy the others new animal :D.
Won't it be cool to have a animal that has a chance to infect you with gut worms/muscle parasites/something when it bites you?
Any update on what state this mod is right now?
Im just doing the last of the things I wanted for the phase 1 release, still soon, but sooner than the soon before.
Will that be "soon" or "soon ™" ? :P
© Soon, All rights reserved
I hope you add this to alpha 13
What are your plans with the devilsheep?
Could it be a genetically engineerd sheep that grows actual devilstrand instead of wool ? wink wink nudge nudge :D
( ͡~ ͜ʖ ͡°)
Quote from: A Friend on December 15, 2015, 11:00:58 AM
Hello, I've been making animal textures....
These are wonderful designs! Fit the game style, but add a lot of variety! Very cool!
Megaspider
(http://i.imgur.com/AqhaCyS.png)
Strawpoll - http://www.strawpoll.me/10016340
... I really hate to do this to you, I really do, but I actually prefer the vanilla megaspider look.
Yours looks a bit too... round.
(http://i.imgur.com/ysa7XZe.png)
Ok, that looks really cool.
I stumbled upon this while browsing.
https://www.reddit.com/r/DnDBehindTheScreen/comments/4ay0kd/hook_horror/
How about this?
Maybe you could make your version look a bit more spider-y.
I mean the vanilla one looks like a triceratops :D
Actually, I'd prefer he just rename the megaspider to something less spider-y. and have them all look like giant ant/pillbug crossbreeds. You know, for the unity of the hive.
Just waiting on a few textures from AnonymousFriend for projectiles that some animals throw/fire then im good for first release. Its gonna need a lot of feedback to get a lot of the balance right, so when i do release look at the xml, play the mod, make notes and report it all.
Soon just got sooner.
looking forward to it ;)
Was gone dealing with RL stuff, working on it now.
one texture sooner
(http://i.imgur.com/TfBgWWX.png)
Is that... a giant glob of flying spit?
thats obviously a rock. One which Gallatross will lob at you.
Speaking of, collateral damage, like bomb but without the explosion?
How do you feel about the idea of a race of horrific subhuman mutants that come to life when toxic fallout occurs, and have masks that you can take to protect your colonist's in the event of toxic fallout.
Please tell me this is in development for A13...
I'm sure Skully's working on it. Meanwhile, I've become too lazy to finish those other animal graphics.
Maybe in a day or two, I'm gonna waste more time on video games.
I just hope to have it soon.
The devilsheep and nightlings look fun.
yeah im close to release, had a few family issues the last week so havent really been on this.
You know what'll be cool?
A animal like a giant flea or pillbug or jumping spider or frog that attacks by launching itself at you.
Can we contribute animals and .PSD's to this mod?
I'd prefer creating the animal graphics myself. But if you make any you're free to post them here:
https://ludeon.com/forums/index.php?topic=2390.240 and I'm sure someone will make it into a mod.
Also I need stop procrastinating and finish these up... eh maybe later...
video games
Please finish this, I am looking forward to it so much! Those creatures look and sound awesome!
I decided to be productive for like an hour and a half.
(http://i.imgur.com/uMJdFNa.png)(http://i.imgur.com/XH7Bo4y.png)(http://i.imgur.com/qaEMqse.png)
Edit:
I'll do my best and try to be productive for an entire week.
Blizzarisks
(http://i.imgur.com/LTXvuSh.png)(http://i.imgur.com/Sem5ZJA.png)(http://i.imgur.com/KbQsppq.png)
(http://i.imgur.com/lBx6Yxb.png)
Been watching this thread and can't wait to start playing with these beasts once the mod is out. Keep up the good work and hopefully it won't be long. :P
Ironhusk Beetles
(http://i.imgur.com/KeAnbIj.png)(http://i.imgur.com/jLRnuAV.png)(http://i.imgur.com/ViTG4Mo.png)
Might work on the mutant mushroom people Wildpods next.
Devilsheep, Makes Devilstrand wool.
It only eats people and human flesh.
Something about the void gods.
Are you (A Friend) also building the code for this mod or just the textures?
I ask because I may create a sister set to what you are creating here (and your designs here are genious btw).
For Example:
Exotic Rainbow Ave
(http://i.imgur.com/dzOq2TC.jpg?1)
Based on your Meadow Ave, but not copied nor traced, (drawn entirely from scratch using PS CS5)
Rarity: Equally as rare as Thrumbo
Pack/Group Size: 1 (single)
Health: (a little more than a Bear's)
Diet: Animal/Human Meat
Speed: Very Fast (like a pawn with Jogging + Fast Walker)
Beauty: 200
Tame: Obedience/Release (no Rescue) (no Hauling) (may attack on failed Tame attempts)
Attack Power: (same as Thrumbo)
Sell Price: (very...VERY expensive)
Drops On Death: x10 Devilstrand, x75 Synthread, x30 Rainbow Feathers
Butchered: x35 Rainbow Ave Meat (using squirrel meat graphic)
Quote from: lance789 on May 09, 2016, 02:24:31 PM
http://i.imgur.com/dzOq2TC.jpg?1 (http://i.imgur.com/dzOq2TC.jpg?1)
That's a chocobo, surely.
Quote from: lance789 on May 09, 2016, 02:24:31 PM
Are you (A Friend) also building the code for this mod or just the textures?
I ask because I may create a sister set to what you are creating here (and your designs here are genious btw).
Oh I just do the textures and some ideas. Skullywag's handling everything code related. What you have there looks pretty nice too.
where can i download ???
It's still being made. But it'll be out soon™
But there's this for the meanwhile - https://ludeon.com/forums/index.php?topic=20171.0
Oh and I had this in my folder for quite a while now.
(http://i.imgur.com/upimuAj.png)
I am still on this, sorry lifes hectic right now and im supporting a rather silly number of mods.
Skullywag, my hero! I really like to see this mod, if it's only def/XML coding I could help you. I have a lot of excess time... Though the only thing I've done thus far is change some values. Most of the defs are self-explanatory. You could e.g. give me an animal, and I could try to implement it.
im currently wrestling a pretty large bug in A13:
https://ludeon.com/forums/index.php?topic=20188.msg220930#msg220930
basically if you add anything like animals plants diseases to a biome from their individual def (so dont overwrite the biomedef itself) which most modders should do to keep compatibility, it breaks the game, im working on a patch to CCL (which is where I and 1000101 would like all modders to put fixes to the base game) so itll work in A13 for this mod at least, but its added a bit of time to the release as without this it simply cannot work without me overriding the core biomes which would make this mod incompatible with any mod that does the same thing, so im not compromising here.
Quote from: skullywag on May 15, 2016, 04:23:54 AM
I am still on this, sorry lifes hectic right now and im supporting a rather silly number of mods.
That's a understatement...
I can think of at least a dozen mods you support... more like two dozen actually....
ok, the bug is a doozy and im having trouble getting it perfect, but for those that want a taste, here are 2 mods you can use to try this out.
https://www.mediafire.com/?wweev99jwbeetxf - AlphaAnimals
https://www.mediafire.com/?p7vpet6w1hgpku5 - BiomeTest
You will need the latest version of CCL loaded, biometest loaded after that and finally alpha animals last.
Beware NO VANILLA ANIMALS will spawn EVER. This is the issue im battling right now, ive got the custom animals to spawn but doing so breaks the vanilla ones, im working with 1000101 of CCL to fix this vanilla game issue fully, hopefully itll be soon.
One thing I hope this less than perfect build can do is maybe find some issues or generate some suggestions. So if youre up for it have at it!
If you guys are still taking ideas:
Wind rays: small genetically modified manta rays that float around and about whilst being quite pretty.
Not very useful at all: they don't eat much and they may be butchered for meager amounts of edible meat and a little leather scraps.
First time i have ever been happy to see a squirrel in my life.
(http://i.imgur.com/2yFXgcd.png)
I have a working detour for CCL located here (for anyone interested):
https://github.com/Skullywag/CommunityCoreLibrary/blob/skullywag_biomedef_fix/DLL_Project/Detours/BiomeDef.cs
Ill get this pull requested into CCL and then ill wrap up a proper release when CCL rolls its own new release), its gone midnight here and ive been on this sucker for a few hours now.
If you see 1000101 thank him, wouldnt have got this to completion so fast if it wasnt for him.
Hey Yall, great looking mod, will try when its ready in my next playthrough. If I could make some suggestions hope something sparks your fancy. The nightlings should be strictly nocturnal, sleeping in the day time and only waking when influenced, e.g. attacked. If possible to have a prefered living area that is dark (I was thinking how miscellaneous mod adds ruins, if it is possible to spawn "caves" using mountain rocks to create a sort of smallish rock base that is hollow inside with a narrow entrance; 1-2 tile. Make nightlings haul knocked out/dead prey to the cave before eatin).
If possible they should be afraid of fire and possibly avoid lit up areas at night, except when very hungry, then they can venture into the light in search of food. For the cave, I imagine something like areas where in daytime only the cave area is allowed, unless they are attacked then they can chase outside the area, while at night all map is allowed. Dont know how to even guess at making them avoid light but if it is possible to do that then it shouldnt be too difficult to allow them in lit areas when state is very hungry. I imagine if pawns detect light levels for accuracy then it should be possible to create a mod that creates a restricted area for tiles with light level higher than "x". I do not know the extent that modders can achieve things, I have edited xml mod files to customise things to my liking, I could technically create a mod but I dont do C#.
Also nightlings should lay eggs in the caves.
I feel changing the way the animals naturally behave will bring some true terror to night especially with the darkness mod, u just see eyes in the dark coming for u!!
Quote from: drakulux on May 16, 2016, 08:13:41 AM
Hey Yall, great looking mod, will try when its ready in my next playthrough. If I could make some suggestions hope something sparks your fancy. The nightlings should be strictly nocturnal, sleeping in the day time and only waking when influenced, e.g. attacked. If possible to have a prefered living area that is dark (I was thinking how miscellaneous mod adds ruins, if it is possible to spawn "caves" using mountain rocks to create a sort of smallish rock base that is hollow inside with a narrow entrance; 1-2 tile. Make nightlings haul knocked out/dead prey to the cave before eatin).
If possible they should be afraid of fire and possibly avoid lit up areas at night, except when very hungry, then they can venture into the light in search of food. For the cave, I imagine something like areas where in daytime only the cave area is allowed, unless they are attacked then they can chase outside the area, while at night all map is allowed. Dont know how to even guess at making them avoid light but if it is possible to do that then it shouldnt be too difficult to allow them in lit areas when state is very hungry. I imagine if pawns detect light levels for accuracy then it should be possible to create a mod that creates a restricted area for tiles with light level higher than "x". I do not know the extent that modders can achieve things, I have edited xml mod files to customise things to my liking, I could technically create a mod but I dont do C#.
Also nightlings should lay eggs in the caves.
I feel changing the way the animals naturally behave will bring some true terror to night especially with the darkness mod, u just see eyes in the dark coming for u!!
I second this. With this change and that darkness mod, I'd learn to fear the nightlings.
I am super excited for this to come out! :D
I was curious if anyone may have an ETA on when this amazing mod comes out? It'd be amazing to know exactly
Im waiting until a14 to release. There is a rather large bug in the core game that stops mods like this (effecting biomes) from working.
https://ludeon.com/forums/index.php?topic=20188.msg220930#msg220930
I have added a fix to CCL but dont really want to do all the work to tie this to CCL for a few months then have to unpick it all when A14 drops. So im waiting. Sorry.
Meanwhile, I'm busy doing personal stuffs as classes are gonna start again next week for me. I'm gonna try to finish one more animal texture. But after that, my time would be so restrictive that I'll probably won't be able to produce more for a while. Basically the same situation as current but now with a legitimate excuse! :U
(http://i.imgur.com/1S8Zhrm.png)
Can you add an animal that pelts aggressor with 1-damage pellets like a minigun in a short range? I'm thinking about a cow-sized terrestrial Hydra (https://en.wikipedia.org/wiki/Hydra_%28genus%29) that can spit small barbs from its tentacles. Make it have insane regenerative power, quick asexual reproduction, high max nutrition (3 ~ 4.5), and nutritious meat, but maximum wilderness and slow growth rate.
A sketch:
(http://i.imgur.com/KIvsqD8t.png)
Quote from: A Friend on June 09, 2016, 01:59:33 AM
(http://i.imgur.com/1S8Zhrm.png)
That is... really cute.
Quote from: Miner_239 on June 09, 2016, 02:52:29 AM
Can you add an animal that pelts aggressor with 1-damage pellets like a minigun in a short range? I'm thinking about a cow-sized terrestrial Hydra (https://en.wikipedia.org/wiki/Hydra_%28genus%29) that can spit small barbs from its tentacles. Make it have insane regenerative power, quick asexual reproduction, high max nutrition (3 ~ 4.5), and nutritious meat, but maximum wilderness and slow growth rate.
A sketch:
(http://i.imgur.com/KIvsqD8t.png)
In other words... an amped up Whip Cactu (https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub)s? ;)
What about a creature with a venom that makes something go berserk, then it feeds on the resulting bodies.
Also maybe a dragonlike thing.
Quote from: milon on June 09, 2016, 10:54:47 AM
Quote from: Miner_239 on June 09, 2016, 02:52:29 AM
Can you add an animal that pelts aggressor with 1-damage pellets like a minigun in a short range? I'm thinking about a cow-sized terrestrial Hydra (https://en.wikipedia.org/wiki/Hydra_%28genus%29) that can spit small barbs from its tentacles. Make it have insane regenerative power, quick asexual reproduction, high max nutrition (3 ~ 4.5), and nutritious meat, but maximum wilderness and slow growth rate.
A sketch:
(http://i.imgur.com/KIvsqD8t.png)
In other words... an amped up Whip Cactu (https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub)s? ;)
Wait... is that official RimWorld introductory lore or what?
Because I've never seen a whip cactus (haven't settled on deserts yet), then... yes?
edit: derp, thought whip cactus was a vanilla thing. Make Hydra docile.
It's not a vanilla thing. I don't think it's a thing at all. And I don't even know if the longsleep revival doc is still official, but it is written by Tynan.
And I love the scavenger-by-berserk idea!
Perhaps the most detailed animal I've done so far... hopefully I can finish coloring it by tonight. Before my free time gets eviscerated entirely starting tomorrow.
(http://i.imgur.com/Fk6n2gh.png)(http://i.imgur.com/sLkAIc2.png)(http://i.imgur.com/8uB55ku.png)
I know I keep on saying this, but that thing looks really cute. Well, it's behind looks hideous enough to make up for the front and side, but otherwise, it's really cute.
Welp, I couldn't finish it. See ya guys next alpha or so. I'll continue things then.
Wow, so much awesome in this thread!
Looks to be a great addition to the game, hopefully everything goes off without a hitch between this and A14.
This mod is another reason to be super excited for A14. And that's only 3 weeks away now - to the day! ;D
Could you release the groundrunner early perhaps in a separate minimod
Oh and also you could add some sort of land dolphins?
How's about an Aboralisk, a creature that for reasons left to it's mad scientist creator plants trees whereever it goes, or a giant legendary worm that while it tears up the ground (and maybe your base) leaves behind rich soil?
Love the designs and idea's i would be curious in seeing someone create what looks like a mutated creature, take a regular animal and modify it, toxic fallout can spawn in the game so why wouldn't it affect some of the animals on the planet
How about a dog cat (or cat dog) hybrid you know someone out there would probably do it for profit and depending on how it turned out look wise it would prob be sold as a medium to rich class pet lol kinda like this
(https://s-media-cache-ak0.pinimg.com/736x/af/ed/d3/afedd392fe69643b9ef9c5bcc926009b.jpg)
Im also perfectly fine if you want to go full on cat dog on this if you do decide to make it lol
That looks more like a cat/rabbit/horse/fox hybrid than a cat/dog hybrid.
What about megascarab sized grasshoppers?
They swarm in the map, eating plants, trees, corpses, skeletons, cleaning any blood (and recieving food for that) and lastly, attacking animals and colonists.
If the map is picked clean and clolnists stay indoors, they move out.
HP and armor at megascarab level. Hunger like a thrumbo.
Quote from: AllenWL on July 17, 2016, 06:09:24 AM
That looks more like a cat/rabbit/horse/fox hybrid than a cat/dog hybrid.
Yay kinda lol still looks awesome though
Cant wait for these to release
Im on it, just getting all my mods steam ready and such, most are updated already so wont be long.
Meanwhile... Im slugging through schoolstuffs most of the time but I'll at least try getting the Wildpod/Giant monster thingy done this weekend. Then maybe polishing some of the batch 1 and 2 graphics and redoing the vanilla insectoids.
Can't wait for my tribal colony to get obliterated by a white 4-eyed giant that throws exploding rocks. Mhhhmmm...
That's good to hear, i wanted to play this mod since i first saw it. Awesome graphics and ideas!
Are you are still looking for new animals to add? I had an idea for a kind of nightmarish monster, genetically designed for psycological warfare.
It would be a legendary/event monster and when it enters the map it emits a psycic wave that affects the mood of your colonists just like the psycic drone effect .
You can then either try to wait it out and hope it leaves before your colonists go berserk, or you try and fight it and hope it doesnt rip you to shreds with whatever psycic powers it can throw at you.
Maybe it could even turn animals into manhunter to make it more dangerous.
I am still not sure what it should look like but maybe someone else has an idea for that.
I would try making a mod for it myself, but i have never modded or even coded something yet, and i have no idea where to start, so i better leave if it to you guys.
Anyways, i cant wait to play this mod :)
Them details yo.
(http://i.imgur.com/j91lC7e.png)
Thinking of making a Boreal Forest and Tropical Rainforest version.
I cant handle dem details
Holding out for my A14 playthrough until the first version of this mod is released. Should make a great start to this version.
This looks awesome, im actually trying to create some graphics on my own, but i cant figure out the view angle of the game.. is it 45 degrees top down?
Holy Penguin Popsicle Batman !
Three Cowabungas for the HR. Giger of the Rim.
I saw those pics the for the first time today and I can only say I nearly wet myself in excitement.
This is the stuff I wanted to see in Rimworld but could never describe it ..
If this mod ever comes out I must have it and I will listen to nothing else than the Lego Movie Soundtrack .. untz untz untz *everything is awesome* ..
Has anyone tried using this in A14?
Dude, its not even out yet... we are all currently all in suspense for when skullywag gets done coding it. And possibly waiting for more amazing creatures from A Friend
Hey @Skullywag and @A_Friend couldn't we (other modders) help?
i'm dying to see more animals, and in fact ADogSaid compatibility patch is in my mind :p ^^
im working on my other mods that are utterly broken right now (A14 was not nice to me), this is coming soon, honest. Its mostly there.
Hence my question. Can we (modders) can help? :p
Quote from: skullywag on August 08, 2016, 06:24:59 AM
im working on my other mods that are utterly broken right now (A14 was not nice to me), this is coming soon, honest. Its mostly there.
Was it the switch to Unity 5 that caused such huge issues with updating your mods from A13->A14?
I had been mulling over the idea of drawing some animals but now I've seen this thread I think it's best if I just drown myself instead.
I would like to offer my services to you if you need any help on this. I'm a long-time modder with experience in art assets and lightly traveled in C#. All my mods for rimworld have to do with the environment so this is up my alley. I'm Helpful Bot on Steam.
And the same goes for me. If anything just tell us :-p
Quote from: kebab4you on August 29, 2016, 08:51:35 AM
Quote from: skullywag on August 08, 2016, 06:24:59 AM
im working on my other mods that are utterly broken right now (A14 was not nice to me), this is coming soon, honest. Its mostly there.
Was it the switch to Unity 5 that caused such huge issues with updating your mods from A13->A14?
No it was some things Tynan added that had to be detoured for my mods to continue to work, this involved iterators and therefore obsfucated code so I had to look at the crap ilspy spat out and try to work out what was actually written, the equivelant of code brain surgery. Some of the guys are good at it, im still learning.
I am gonna get this out, I just have to find time and hope A15 hasnt added anymore complexities, just waiting for it to stabilise, the hashset issue has been fixed now so modding can resume, before 15c modding of any complex kind was nearly impossible.
Quote from: skullywag on September 03, 2016, 04:03:49 AM
Quote from: kebab4you on August 29, 2016, 08:51:35 AM
Quote from: skullywag on August 08, 2016, 06:24:59 AM
im working on my other mods that are utterly broken right now (A14 was not nice to me), this is coming soon, honest. Its mostly there.
Was it the switch to Unity 5 that caused such huge issues with updating your mods from A13->A14?
No it was some things Tynan added that had to be detoured for my mods to continue to work, this involved iterators and therefore obsfucated code so I had to look at the crap ilspy spat out and try to work out what was actually written, the equivelant of code brain surgery. Some of the guys are good at it, im still learning.
I am gonna get this out, I just have to find time and hope A15 hasnt added anymore complexities, just waiting for it to stabilise, the hashset issue has been fixed now so modding can resume, before 15c modding of any complex kind was nearly impossible.
I imagine you're stumped with work. Any sight on the release of this one?
Do you need some support with something? I'm sure there's plenty of people willing to pitch in, my self included. :)
Kinda stuck behind the CCL wall like everyone else right now. Once that walls down ill begin updating in earnest. Need 1000101 back before I can move though.
Quote from: skullywag on September 20, 2016, 09:27:43 AM
Kinda stuck behind the CCL wall like everyone else right now. Once that walls down ill begin updating in earnest. Need 1000101 back before I can move though.
Even adding a bunch of animals requires CCL?
What about splintering the required CCL parts into the mod itself?
Doable. It might be the broken adding animals to biomes in core has been fixed. I havent had a chance to check.
Wow... just wow. This stuff looks beautiful. Great work man.
Quote from: skullywag on September 20, 2016, 11:50:22 AM
Doable. It might be the broken adding animals to biomes in core has been fixed. I havent had a chance to check.
All right. :)
A15 Download plz
*le sigh*
Mew, we are all want a download, However since 101101 (or however his binary name is oriented) is on his vacation, Skullywag won't be able to produce anything for A15 unless he finds a workaround. As such we are stuck with unimaginable bubbling anticipation.
The hype train never ends.
Wildpods for Boreal Forests
(http://i.imgur.com/JsM5ALj.png)(http://i.imgur.com/QRgIVnm.png)(http://i.imgur.com/KJMXdlG.png)
Giant mushroom cyclops that's highly resistant to bullets but dies "quickly" to fire damage. Get flamethrower mods while they're hot.
After months of procrastination and getting sidetracked by various video games, I finally finished this thing. While we're all still waiting for the release, I'm gonna try and continue the redo of the insectoid appearances and then rework the looks of some few batch 1 animals that I'm not too fond of.
Still on this...havent forgot...CCL...other stuff...will get to it...promise.
Quote from: A Friend on September 24, 2016, 09:27:55 AM
The hype train never ends.
Wildpods for Boreal Forests
-snip-
Giant mushroom cyclops that's highly resistant to bullets but dies "quickly" to fire damage. Get flamethrower mods while they're hot.
After months of procrastination and getting sidetracked by various video games, I finally finished this thing. While we're all still waiting for the release, I'm gonna try and continue the redo of the insectoid appearances and then rework the looks of some few batch 1 animals that I'm not too fond of.
ERMAHGERD! :O
Fantastic!
Quote from: skullywag on September 24, 2016, 10:46:11 AM
Still on this...havent forgot...CCL...other stuff...will get to it...promise.
Good. Good.
Quote from: skullywag on September 24, 2016, 10:46:11 AM
Still on this...havent forgot...CCL...other stuff...will get to it...promise.
Nearly 2month now since I (and others) have proposed to help buddy. I'm still there (you know me : anything to help friends :p )
For what purpose did this mod needs CCL to add animals ? I can add animals, plants and mod biomes without. Did it planned to have custom behaviours for animals ?
Quote from: A Friend on September 24, 2016, 09:27:55 AM
The hype train never ends.
Wildpods for Boreal Forests
(http://i.imgur.com/JsM5ALj.png)(http://i.imgur.com/QRgIVnm.png)(http://i.imgur.com/KJMXdlG.png)
Giant mushroom cyclops that's highly resistant to bullets but dies "quickly" to fire damage. Get flamethrower mods while they're hot.
After months of procrastination and getting sidetracked by various video games, I finally finished this thing. While we're all still waiting for the release, I'm gonna try and continue the redo of the insectoid appearances and then rework the looks of some few batch 1 animals that I'm not too fond of.
Awesome works buddy, as always
This DID require CCL it doesnt anymore, the fix thats in CCL is now in core A15, you didnt used to be able to add custom animals plants or diseases to biomes via the things themselves. I fixed this in CCL and passed the code to ISON who fixed it in core.
By CCL above i meant getting it up to date, its isnt needed for this mod......yet.
Once CCL is out and I find some time ill get a version on github people can contribute to.
Megaspider poll - http://www.strawpoll.me/11297433
A. Detailed
(http://i.imgur.com/BLsu9zO.png)
B. Simple
(http://i.imgur.com/kedxbfQ.png) (http://i.imgur.com/fwm0YGe.png)
C. Just recolor the vanilla triceratopsquirrel
(http://i.imgur.com/NTRyVlu.png)
A combination of A and B. I'd like to see it limbless, but with a wee bit more detail.
Beauty is simplicity. Love the first two designs so a combo, like Master Bucketsmith said would be ideal.
A. All the way. If consessions need made, Make it model A but legless. That head and body is way to good to pass up
Quote from: A Friend on September 25, 2016, 12:39:20 AM
Megaspider poll - http://www.strawpoll.me/11297433
[SNIP]
A looks so much better than B and C. Although I would prefer it without legs, looks weird for Rimworld creatures.
I really Like A, but I've also kinda gotten used to C... would it be possible to make C a separate unit, like some sort of royal guard that only spawns when the hives themselves are attacked, similar to how mechanoids spawn from damaged crashed ships?
Ooooh ^_^ Love the shadings and the way you do the colors (drool) and the animals are really neat!
Just a question, but are you still open to suggestions, or are you focusing on the Megaspider retexture for now?
Still open. I often look back at pages after finishing current things. There, I consider what can probably work and what I'd like to do sometime later.
Ok, good to hear. Since I noticed that you'd designed some new insectoids, I considered suggesting some concepts for new ones, to see if you liked any. The first one I have a bit of description for, while the second is still conceptional. Couldn't think of a name for it which fit the naming convention for insectoids.
Megamantid for Tropical and Temperate Biomes
A large, genetically-engineered species of insectoid derived from the mantises of old Earth. Armed with two razor-sharp forelimbs, they were designed to strike quick and hard against mechanoids before they eventually went rogue. Now they run wild on countless worlds throughout the Rim, hunting man and beast alike.
Honeypot Ant-derived Insectoid
Specialized insectoid which consumes raw plant and animal matter and converts it into insect jelly for the rest of the hive to feed upon. HEAVILY GUARDED by other insectoids. Stays close to the hive and doesn't engage in combat unless provoked.
Megaspider 2.0
(http://i.imgur.com/gMET22m.png)
If most of the complaints becomes "It doesn't look like a spider...", I'm just gonna rename it. I'm pretty content with its look so far.
(http://i.imgur.com/7EutuU5.png)
Oh and I also somehow made a beefier looking version of it for some reason. I quite like it too. I might give it a similar looking head and make it a armored elite variant.
Anyways, I'm gonna go do the spelopede for now and see how it goes.
Edit: Oh and if you haven't seen them in the previous pages yet, scarabs look like these now.
(http://i.imgur.com/M8UT0P7.png)(http://i.imgur.com/RBrIgoy.png)(http://i.imgur.com/jwawpoi.png)
Quote from: A Friend on October 01, 2016, 08:29:15 AM
If most of the complaints becomes "It doesn't look like a spider...", I'm just gonna rename it. I'm pretty content with its look so far.
Doesn't the information for the Megaspider state that it's not actually a spider?
Yeah. It does say that.
Just found the description:
"Not actually a spider, the megaspider is a genetically-engineered giant insectoid the size of a bear. Designed for heavy work and combat, its thick chitinous armor makes it hard to kill, while its long deadly ripper-blades make it deadly."
So ya, you're totally fine, since the in-game one doesn't look like a spider to begin with, less they were going for some extremely twisted assassin spider.
Quote from: A Friend on October 01, 2016, 08:29:15 AM
Megaspider 2.0
(http://i.imgur.com/gMET22m.png)
If most of the complaints becomes "It doesn't look like a spider...", I'm just gonna rename it. I'm pretty content with its look so far.
(http://i.imgur.com/7EutuU5.png)
Oh and I also somehow made a beefier looking version of it for some reason. I quite like it too. I might give it a similar looking head and make it a armored elite variant.
For Sanghelios! Wort
-Wort-Wort*Halo ReferenceBut seriously, awesome work on all of this :D
Spelopede 2.0
(http://i.imgur.com/pVplSzM.png)
Hell Yeah, i cannot wait until this comes out and all these fantastic creatures both old and new are added. Until then i shall sit here, drool and fantasize about these wonderful creations of yours.
Spelopede 2.0
(http://i.imgur.com/QKOtids.png)(http://i.imgur.com/lbj4eJB.png)(http://i.imgur.com/1dSsHyB.png)
Rawr
Ill just leave this here.....
https://ludeon.com/forums/index.php?topic=26549.0
Glorious
(http://i.imgur.com/G0Pwhrk.png)
I love this art, these descriptions, all of it. Downloading mod, turning it on immediately; will report any issues I come across. Thank you all.
Thank you for this! Simply amazing work.
This is amazing XD hope to see more!
the raptor shrimp- is it based off of a certain creature from metro last light, the videogame? it looks specifically like something i saw in that game, not 100% sure what its called though.
Yeah, they are based off those swamp shield monster thingies. Nice that someone noticed that. I was playing a lot of Metro Last Light and 2033 at the time.
Is there any notification when legendary creatures arrive? Like those with thrumbos.
Not yet, that may possibly come (im guessing for the gallatross), the 1st release was to get it out and to fill some of the gaps (I need feedback).
Would you mind if I asked you for help on how to code for a creature? I've created the skin textures, but have no clue on what to do next.
You have to mirror Core organisation.
Look in /Core/Defs/ThingDefs_Races for all the files defining animals, to see how it's done.
After that for doing the mod, copy/paste the folder in your mod folder /YOURMOD/Defs/ThingDefs_Races and erase all xml files except Races_Animal_Base.xml (You always need to include abstract/base (https://ludeon.com/forums/index.php?topic=19499) in your mods if you reuse them).
You know have an empty functional mod folder to add your animal def. The best and easiest way is to copy/paste code from Vanilla and tweak it to your desire.
Here is a link to a spreadsheet with Vanilla animals stats, I made some times ago : https://docs.google.com/spreadsheets/d/13rgQecI_4Z6-olG9PCO-6uSVyC5cmXh6_Wp_v-Xt8FI/edit?usp=sharing
And another to a post with some links about starting/learn to mod : https://ludeon.com/forums/index.php?topic=26663.msg269810#msg269810
Ok, thanks.
Will Tetraslugs ever produce power when on power conduits somehow? Maybe they can be plugged into the lines via a machine?
rawr
(http://i.imgur.com/KzJEjwo.png)
Megaspider 2.0
(http://i.imgur.com/gXCYELM.png)(http://i.imgur.com/rVP5pK1.png)(http://i.imgur.com/rCw9vFD.png)
Next: Rework old wonky graphics. Namely B1 animals like the scorpion and shrimp.
Smexy!
No one told me thered be updates! WOOP!
Skully! I reworked the mod banner to be better looking, instead of having the blurry white snow everywhere.
(http://i.imgur.com/eOzi6No.png)
looks are important!
Ill ram it in. ;)
( ͡° ͜ʖ ͡°)
Is updated for A15 or the most recent version of rimworld?
Yep, the mod have it's own release thread (https://ludeon.com/forums/index.php?topic=26549.0) in the mod section
Don't know why, but Ironhusk Beetles aren't appearing.
Looks like there's only a handful of animals in the game at the moment. The B1 animals and a few B2s. You can check the dev console "spawn pawn" to see which animals are in the game as of now.
Yep the next batch is in progress
Wow this mod looks neat! I like your artwork can't wait to try it out!
Would a Steam Workshop upload be possible?
Not until this is way more fleshed out. Sorry I just dont want to have to go there and listen to the craziness just for the odd nugget of good feedback.
Rough sketch of the Barbslinger 2.0
(http://i.imgur.com/MnwIhm9.png)
Raptor Shrimps and some others soon to follow.
Oh, and I'm also planning on finishing the descriptions sometime later. So to anyone who's got a thing for writing, feel free to suggest and write stuff for descriptions for the ones without and ones which you think doesn't fit quite right. Any idea's welcome!
(http://i.imgur.com/EawJXAy.png)
Oh that is beautiful... makes me want to cry....
platypus scorpion to eagle scorpion, i like it :P
Barbslinger 2.0
(http://i.imgur.com/qXiCPpp.png)(http://i.imgur.com/9D5dcGY.png)(http://i.imgur.com/37FpV6a.png)
My god that's gorgeous. Makes me wish you could zoom into the game more to see it in detail as it eviscerates someone's pet yorkie.
Rough sketch.
(http://i.imgur.com/ZESM8ot.png)
Oh for Gawd's sake Friend... If you make the raptor shrimp look like that Skully is gonna have to make it slice a pawn in half ;D
In more complementary words. Much Sharp. Such ouch. always halve... opps sorry that was Doggo's words.
Cutting useless words
I guess what i'm saying is, that thing looks like it could Terrorize even a centipede...
(http://i.imgur.com/Xx5viw5.png)
:)
Quote from: A Friend on April 09, 2016, 10:56:29 PM
That was the original plan. Sadly, making the jellyfish glow in the dark is impossible to do without it looking very awkward and off-putting due to code related things.
RIP What could have been
(http://i.imgur.com/dzkej9v.png)
Little late to come around but...
Are you sure it cannot be done? Not that I complain, I adore those balloons, but I've had a mod
(here: https://ludeon.com/forums/index.php?topic=14711.msg153940#msg153940)
that added mining helmets, lighting up an area around pawns.
But its using the grid glower right so still looks janky as hell when moving?
Yeeeeah...
Kinda...
...Never mind.
Quote from: A Friend on November 11, 2016, 08:45:56 AM
(http://i.imgur.com/Xx5viw5.png)
:)
So there a Zerg now as well... we are so dead
I'm loving it. :D
Off topic: How is a Zerg/Starcraft mod not a thing yet? Or did i just miss it?
Just passing by...
Raptor Shrimp 1.0
(http://i.imgur.com/CsLuEol.png)(http://i.imgur.com/BnhoCLK.png)(http://i.imgur.com/rhP5R8P.png)
Raptor Shrimp 2.0
(http://i.imgur.com/6HKL8K1.png)(http://i.imgur.com/8DLLXAN.png)(http://i.imgur.com/rUNpz0b.png)
Some sketches of possible future stuff.
(http://i.imgur.com/v7HbEfa.png)
Quote from: A Friend on November 27, 2016, 02:49:13 AM
Some sketches of possible future stuff.
(http://i.imgur.com/v7HbEfa.png)
Ok baby mushroom thing, baby whip cactus, baby rock crab, baby insect thing, baby snow fox, baby insect thing V2, Mutant Thrumbo, Ice Beast Thing, A living? tank, A living? tank on drugs and Mutant Thrumbo on Drugs lol
Hey, new poster, really like the concept and art of this mod.
I tried it and found the bouldermit to be unusually pixellated (I am running 1920x1080) compared to all other creatures. It shows more at certain zoom levels. Other alpha animals that I found after looking through a few maps, appeared okay. Maybe it has to do with the texturing on the back of the bouldermit, or the dimensions of the png being resized to be put in game.
For that and other things I'd really like it if I could choose which alpha animals to implement. Perhaps a modular version of the mod.
Also I noticed in the download, terramorphworm_front and terramorphworm_back are identical. It's missing a back view sprite.
Thanks for working on this mod, I look forward to seeing more new creatures.
I'm no coder, I didn't know textures needed to be square the first time I made these guys. Some of them were in rectangle shapes causing it to look squished and pixelated in-game. But I've fixed that and hopefully, other graphics related issues.
But anyways, that was just a test release to root out problems and garner feedback. The following updates/releases will be more polished. Just gotta wait on Skully to get 'em ready.
Lastly, welcome to our little community!
Quote from: A Friend on April 09, 2016, 10:56:29 PM
Quote from: Wild Card on April 09, 2016, 11:04:40 AM
Cute jelly pets that glow in the dark and illuminate their surroundings and give a morale boost and their boddies can be ground up into narcotic substances :D
That was the original plan. Sadly, making the jellyfish glow in the dark is impossible to do without it looking very awkward and off-putting due to code related things.
RIP What could have been
(http://i.imgur.com/dzkej9v.png)
What if you make them drop "Glow balls" that light an area and disappear after a few hours.
Or only have them glow while standing still/eating/mating/sleeping.
I LOVE THIS <3
"Terramorph Worm" feels too wordy for me. I'm gonna rename it to "Mammoth Worm"
Also updated its graphics.
(http://i.imgur.com/O3OXkcX.png)(http://i.imgur.com/cLJhuCx.png)(http://i.imgur.com/n5HiJFf.png)
Edit:
Needlepost recolor. It was a bit too bright for a cactus.
(http://i.imgur.com/tYL9nLp.png)(http://i.imgur.com/wr9VShF.png)(http://i.imgur.com/BcLaQAN.png)
beautiful
the cactuses remind me of cactuars
I really like the designs on a lot of these critters, as well as the redesigns for those insectoid fellas. How're things coming along for this mod, just curious?
Still updating it. With all the hoohaa around the research system im holding off releasing my mods until a16b which i think is coming....in the meantime im doing bits and bobs on my mods and this one.
Looks nice.
But I'm not sold on magical bio-tech that outstrips everything mechanical.
These look like a lot of fun!
Any chance of this coming to steam for A16?
Quote from: lance789 on January 30, 2017, 06:00:02 PM
Any chance of this coming to steam for A16?
You can add any non-Steam mod into a Steam game:
https://ludeon.com/forums/index.php?topic=29440.0
(I didn't ask if it's coming to Steam or not, btw)
I'm on the quantum edge of my human leather chair with anticipation, the spider critters look so CUTE, and the scorpion thing looks awesome :D
These are awesome!
My idea for this mod is to add in something like deer or rabbits, creatures that are good to hunt, without much concern for a colonists safety.
Something like a thicker, short, very hairy giraffe. Then perhaps a green looking chicken that blends in well but cant fly?
I really wish these creatures could (though mods) replace the boring earth creatures, and instead create new challenges or even ecosystems.
One other thing. Sand sharks.
Quote from: _-M-_ on January 31, 2017, 05:42:38 PM
One other thing. Sand sharks.
(https://cdn.meme.am/cache/instances/folder856/64604856.jpg)
I am currently knee-deep in schoolwork and possibly will be until April. Won't be able to draw any new animals till then.
Though don't worry, it won't affect the coding part as Skully handles all of it.
im handling it....honest.
so uhhhh..
I'm personally losing more and more motivation on doing more anytime soon.
I dunno
Not cuz of me I hope. Code is progressing slowly due to moving house etc, but it is progressing.
Quote from: skullywag on April 12, 2017, 11:02:17 AM
Not cuz of me I hope. Code is progressing slowly due to moving house etc, but it is progressing.
It's def cause of you, honey
A combination of that and boredom with Rimworld stuff in general. I'll probably be back at it again once A17 arrives.
maybe
Quote from: A Friend on April 12, 2017, 11:17:46 AM
A combination of that and boredom with Rimworld stuff in general. I'll probably be back at it again once A17 arrives.
maybe
Better to spend some time away and come back refreshed some future date, than to slowly burn down bit by bit and never come back at all. You take care of you.
Quote from: Tammabanana on April 12, 2017, 06:05:03 PM
Quote from: A Friend on April 12, 2017, 11:17:46 AM
A combination of that and boredom with Rimworld stuff in general. I'll probably be back at it again once A17 arrives.
maybe
Better to spend some time away and come back refreshed some future date, than to slowly burn down bit by bit and never come back at all. You take care of you.
Exactly this, if you are not enjoying it put it down and take a break for a while.
I usually play/mod for month or so after a new Alpha comes out and then take a break.
That is much better than forcing yourself to do something that you are not enjoying or being paid for.
Are we still doing this?:>
Im still working on it but im having issues. Ill throw a release on the release thread for simply the animals spawning for now (probably tonight) all the ranged verb cleverness is simply broken due to core not allowing that stuff to be modded via thinkttees anymore...not sure whats going on but it seems the manhunter stuff doesnt use the manhunter subtree anymore its all hardcoded melee jobs.
Hey just wanted to say there are some folks out here (at least me) who still think this is a pretty awesome idea for a mod. Totally understand if IRL is IRL tho.
IRL is very much IRL, ive not gone anywhere, I am still working on stuff including this. Gonna be a bit more open with my code on github soon and let people take over my mods if they have the skills/want to do so, however im always up for a pull request to any of my mods, but yeah still on this, it will rear its head at some point.
there is thi smod recently made that lets you do a few things and he added alpha of some animals
Genetic Rim (https://ludeon.com/forums/index.php?topic=35158.0)
megafuana adds new animals and rimdino adds dinos
Adding the animals isnt the hard part, its the custom behaviours that we had planned for this, i can release a version with the animals simple existing in it right now (which Ill probably do tonight tbh just so its out there).
TBH as long as they can attack and have meat values, I am perfectly happy without the special behaviors.
Quote from: Nothing on October 11, 2017, 01:11:58 PM
TBH as long as they can attack and have meat values, I am perfectly happy without the special behaviors.
what he said.
And feedback on the look and feel of the creatures could never be wrong ..
Hey Skully I saw you said that you were planning on releasing the mod a few nights ago? What happened?
Second this. Not to be impatient, but I'd be thrilled to have a "beta" version of this mod, without special behaviors. :3
Big addon, looking for fully done release!
Looking forward to this mod getting updated. Doesn't even need to add something else, just an A17-A18 and i'll be more than happy :D
I would love to see and play with this mod!
Even in it's beta stage without the new special behaviors, i would still want see this mod someday in A18...
Call me crazy but I've started an A18 update for this one (from the A15 version on github) in order to help Skullywag.
I don't know C# at all so there will be no advanced animal attacks and such but maybe it will help
I'm nearly at the point where I only have yellow errors trying to load the mod with A18
It starts with only one resilient yellow error. Haven't launched a map with the mod active but it should starts. I just need some sleep right now ;-)
Looking at posting date ... Looking at editing date ...
Ok I really need to sleep
Couldn't resist and I tested it...
It works :p
(https://i.imgur.com/2aMHL3b.jpg)
Now I just need to test it a bit and particularly look at some of the bodies data and such... Like damage value, etc... Before sending a PR to Skullywag
... I don't know if he still around here ...
Ok, now I'm out for bed :p
Long time no activity here after you updated the mod. Are you having problems contacting Skullywag?
You can pm me a link with the updated version. I can help testing it.
The A15 release thread is here: https://ludeon.com/forums/index.php?topic=26549
I willhave released a test version today - here (https://ludeon.com/forums/index.php?topic=26549.msg380663#msg380663) - but honestly because of demand more than because I feel it's ready 8).
Animals mods - especially if you add lots of them - need to be balanced; in one hand you don't want to have all animals being too similar in their behaviors but on the other hand, you have to be precise for not making them fairly OP.
Tl; Dr: see the other thread linked I'll release a link to a "nightly build"/"test" version
Apologies for thread or post necromancy.
But i don't know if this mod is being continued or the alpha animals will ever see the light.
The creatures are beautiful & terrifying and i would like to hear if they are still running around. I mean the artstyle is awesome & fits with the theme and the style of rimworld.
So i don't know if anyone working on this is still around...
I would like to know too if this is being updated! I have a lot of time and experience with creature mods, so I can offer my help
very good ideas, how about a large Boomalope-like creature that was generically engineered to produce uranium in the form of quills?
Appearance:
large, cow like. with uranium quills down it's back and on the joints of its legs and alonng its long tail.
grey in color with spots of brown suggesting cancers
saddish looks large black eyes, like a horse's
stuff:
naturally peaceful, throws out it's quills when threatened. these quills are exeptionally heavy and also begin a chain reaction when thrown as they are kept unreactive by the blood of the creature, causing heavy vrushing damage and setting fires.
they live in heavy vegetation biomes since getting radioactive material from nature takes alot of eating.
can be sheared for uranium
naturally docile, does not live very long
i dont have a name for it i will let you think that up sorry
Quote from: SargBjornson on September 01, 2018, 02:38:29 AM
I would like to know too if this is being updated! I have a lot of time and experience with creature mods, so I can offer my help
It's been a while since kaptain_kavern posted... He may have quit playing rimworld or modding, i dunno. his last post was Dec 23, 2017.
You could ask permission from A_Friend (The creator of these animals) or Skullywag to continue the work of these awesome creatures.
It would be a shame if this one got abandoned.
Just contacted A_Friend and Skullywag, let's see if they see it :)
Quote from: SargBjornson on September 07, 2018, 12:03:37 PM
Just contacted A_Friend and Skullywag, let's see if they see it :)
I would love to see this on B19 again
No luck for now. Seems like it won't be possible!
Well that kind of sucks... :(
I guess i will wait in the cyrosleep pod for now.
Good news! Skullywag gave me the go ahead, so I'm going to start working on it :) Genetic Rim has just been updated and seems to be pretty stable, so I'll dedicate all the time to this
yeah anyones free to have a crack at anything I have done in the past, ill be back to modding when 1.0 drops. The only issue with this mod was that it was AFriends art, im sure he will be fine with new life being breathed into this though (If you arent AFriend, let me know), make sure you reference his other thread for some of the behaviours he wanted and stuff. Have fun! :D
Yeah! I'm going to take a crack at implementing all the cool behaviours he envisioned. It'll be fun!
That's great news! ;D
I can't wait!
Already progressing :) The Aerofleet is coded, with body type, special meat and leather, asexual reproduction (it's like a jellyfish after all) and an event to add some wandering herds. Would it be interesting to make a work in progress thread to detail the things I'm working on?
Quote from: SargBjornson on September 15, 2018, 10:04:38 AM
Would it be interesting to make a work in progress thread to detail the things I'm working on?
Sure!
Create a thread in the Unfinished mods showing the details you're making!
People would love to see them! ;D
There you go!
https://ludeon.com/forums/index.php?topic=45695.0