Animal Hide Working v2.11
(https://ludeon.com/forums/index.php?action=dlattach;topic=2569.0;attach=5082)
Description:This mod adds the ability to make rugs out of animals as well as being able to taxidermy them and install them as art sculptures in your base.
Features:- Rugs for all the animals in-game.
- Taxidermy for all the animals in-game.
Mod Team:- ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959) - Code
- Kylie "Shadowtajun" Halley (http://www.facebook.com/shadowtajun) - Textures
Download:- Animal Hide Working v2.11 (http://www.mediafire.com/download/x07cetuayc1omou/AnimalHideWorking.7z)
- Alpha 14 Version:
Animal Hide Working v2.10 (http://www.mediafire.com/download/2rac9j1zbf9rb9r/AnimalHideWorking.7z)
Donations:Donations are completely optional and are not required to use or download this mod.
If you would like to send a donation to Shadowtajun for her excellent textures: | | | If you would like to send a donation to me: |
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Notes:- Taxidermy is done at the new taxidermy table, found in the production menu.
- To taxidermy something, you need up to 75 cloth (depends on the size of the critter) and the corpse of the critter you want to stuff. It'll take a fair while for the colonist to complete, but when done, they are installed in the same way art sculptures are.
Changelog:v2.11
v2.10
- Updated to Alpha 14 and uploaded to Steam Workshop.
v2.09:
v2.08:
- Updated to Alpha 12.
- Placeholder rugs were not added. Rugs for new animals will not be implemented until textures are finished.
v2.07:
- Fixed key binding conflict issue with taxidermy table
- Hopefully fixed workgiver issue.
v2.06:
- Updated to Alpha 11
- Added Stuffed Warg and Warg Rug. (Warg Rug uses boar texture atm, will be updated at a later date.)
v2.05:
v2.04:
- Updated to A9
- Stuffed Animals now use the Unfinished Thing def
v2.03:
v2.02:
- Beaver rug texture added
- Placeholder Hare rug texture by InfiniteRemnant (https://ludeon.com/forums/index.php?action=profile;u=10757) added.
v2.01:
v2.0:
- Updated to Alpha 8
- New rugs for the new critters. (Graphics coming soon.)
- Rugs can be placed under things such as beds and work tables.
- Taxidermy!
[/list]
Wahoo awesome!
Very cool
I love all the mods I've tried out, but it's stuff like this that I enjoy the most. When my colony goes belly up, I want it to be pretty as hell.
Great job, guys, especially love shadowtajun's work. Downloading now.
Haha awesome! :)
Hey, yeah, do these rugs come with a warranty? My boomrat rug has all these burn marks all over it...
Ahhh! This is awesome.
So cool...
What's the effect of the rugs? Beauty? Fear for the human skin?
The 3 animal rugs have the beauty set to gorgeous, and the human one is set to horrifying. I couldn't figure out how to add a thought or a fear component. As soon as I do though, I'll update the mod and do that for the human rug.
Dat rug with arms and legs.
Anyone notice how the characters in game don't have arms and legs? ???
Quote from: Hancake on March 26, 2014, 07:23:50 PM
Dat rug with arms and legs.
Anyone notice how the characters in game don't have arms and legs? ???
Yea I know. It's was a little hard to make it look like a rugged character without the arms and legs though. Ideas?
This is awesome, i like the squirrel and the muffalo best, how about a fire place to go with it?
Dat muffalo rug! It looks so fluffy that I would never use a bed again! =3
Awesome mod!
flufalo rug ;p
Updated to work with RimWorld Alpha 3. No changes to the mod content have been made.
Now comes with the Creative Commons Attribution-ShareAlike 4.0 International Public License.
Updated to V1.1
This changes how the skinning works. Now when you skin an animal you also get the meat. If you don't want the skin and just want the meat, use the "Butcher creature" bill.
Itchy flea, what would we do without you? ;)
Quote from: jamieg on April 15, 2014, 10:53:42 AM
Itchy flea, what would we do without you? ;)
I often wonder the same :)
Quote from: Tynan on April 15, 2014, 10:55:48 AM
Quote from: jamieg on April 15, 2014, 10:53:42 AM
Itchy flea, what would we do without you? ;)
I often wonder the same :)
Same here...
I mean his mod's maybe smal,l but it's hell yeah awesome!
Updated to work in Alpha 4.
Updated to work in Alpha 4F
This is a nice little mod; I love that muffalo rug... and the human one is suitably disturbing.
Updated to Alpha 5.
I wish that there was a way to add thoughts/fear to items. It's hard to fix things when they've gone wrong when the data is in the source.
Updated to Alpha 6.
Added a new Deer Rug.
The other new animals will have rugs made for them soonâ,,¢.
Megascarab taxidermy plz.
Updated again and added Iguana Rugs and Megascarab Shells.
Enjoy. :D
Do these rugs add mood boosts?
Quote from: Zeta Omega on August 19, 2014, 06:33:02 PM
Do these rugs add mood boosts?
They contribute to making an area give a colonist the 'pleasant environment' buff. Except for the human rug, that has the opposite effect.
Quote from: ItchyFlea on August 19, 2014, 07:40:15 PM
Quote from: Zeta Omega on August 19, 2014, 06:33:02 PM
Do these rugs add mood boosts?
They contribute to making an area give a colonist the 'pleasant environment' buff. Except for the human rug, that has the opposite effect.
Makes sense.....
um I think the skin human thing is busted. I got smacked by tribals and wanted to make a statement by tanning their buddies. and well my cook didn't do it.
i enabled every thing inside the bill and the corpses were fresh. Now i could tell her to butcher the corpse but not skin it. any idea what I am doing wrong?
Quote from: Reaper on September 14, 2014, 08:45:35 PM
um I think the skin human thing is busted. I got smacked by tribals and wanted to make a statement by tanning their buddies. and well my cook didn't do it.
I enabled every thing inside the bill and the corpses were fresh. Now I could tell her to butcher the corpse but not skin it. any idea what I am doing wrong?
Can you skin to the other animals or just butcher?
I can skin other animals but not humans :'(
I currently have a few muffo rugs a boom rat and a sqazil.
Yep. For some reason the game refuses to skin dead humans. Everything looks correct, so I'm not sure what the problem is.
To be honest I won't spend too much time trying to figure this out.
Alpha 7 should be out soon (See this thread for why I think it's out soon (http://ludeon.com/forums/index.php?topic=5771.0)), and I'm going to utilise the new leather system (See changelog, August 7th (https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub)) for making rugs. I'm assuming that people also drop leather when butchered, but we won't know until Alpha 7 is actually out.
EDIT: Found and fixed the problem. See the OP for a download link for the fixed version. This should be compatible with existing saves. Make a backup before installing this version just in case. The previous version of this mod is still available for download in the OP as an attached file if the new version does break saves.
Quote from: ItchyFlea on September 15, 2014, 01:42:55 AM
Yep. For some reason the game refuses to skin dead humans. Everything looks correct, so I'm not sure what the problem is.
To be honest I won't spend too much time trying to figure this out.
Alpha 7 should be out soon (See this thread for why I think it's out soon (http://ludeon.com/forums/index.php?topic=5771.0)), and I'm going to utilise the new leather system (See changelog, August 7th (https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub)) for making rugs. I'm assuming that people also drop leather when butchered, but we won't know until Alpha 7 is actually out.
EDIT: Found and fixed the problem. See the OP for a download link for the fixed version. This should be compatible with existing saves. Make a backup before installing this version just in case. The previous version of this mod is still available for download in the OP as an attached file if the new version does break saves.
thank you
SOOOOOOOOO many rugs...I actually have to make room for them
Updated to Alpha 7.
There have been major changes to how this mod works.
- Instead of skinning animals to make rugs, rugs are now built using Alpha 7's leather system. Each rug costs the average amount of leather you'll get when butchering an animal. (This also means that this mod should never have any conflicts with any other mods.)
- Rugs now have their own tab in the architext menu. It's at the bottom.
- Not all rugs have textures yet. Missing textures are: Dromedary, Tortoise and Boar. Those will be added soon. Those rugs are currently using the Boomrat rug texture. When the textures are added, the new version of this mod will work perfectly fine with existing saves, so it is safe to start using the mod now.
Just a minor update. The texture for the dromedary rug has been added to the mod. This update will work perfectly fine with existing saves.
Cool mod! However the rugs don't add any beauty any more (v1.26.1). I'm guessing this feature was removed by accident, right?
any progress on the boar rug texture? kinda want that one...
Update:
Replaced the remaining two placeholder textures with proper textures for their respective animals. There are no other changes, so this update will work flawlessly with existing saves. Only difference is that the rugs with placeholder textures will now show the correct textures.
Unfixable Bugs:
Rugs do not have a beauty value. This is an issue with how the game generates leather for animals. This isn't something I can fix I'm afraid.
Cool, the new textures are pretty sweet.
About the beauty, if you add a Beauty tag (or whatever it's called) to statBases the rugs get the beauty value and contribute to pleasant environment thoughts e.g:
<statBases>
<WorkToBuild>50</WorkToBuild>
<Beauty>80</Beauty>
</statBases>
I just tested this and it seems to work just fine.
Quote from: Nommy on November 19, 2014, 12:36:19 AM
Cool, the new textures are pretty sweet.
About the beauty, if you add a Beauty tag (or whatever it's called) to statBases the rugs get the beauty value and contribute to pleasant environment thoughts e.g:
<statBases>
<WorkToBuild>50</WorkToBuild>
<Beauty>80</Beauty>
</statBases>
I just tested this and it seems to work just fine.
/me slaps forehead. :-[
Thank-you. Will fix. :)
Hehe, NP :)
Uploaded a new version which adds the beauty stat to each rug.
Special Thanks to Nommy for pointing out the code required to do that.
The 1x1 rugs have a beauty stat of 25, 1x2 is 30, 2x2 is 35 and 3x3 is 45.
The human rug has a beauty stat of -25. I also gave it a new description which a certain person may or may not find amusing.
Who I'm referring to will become apparent when you read the new description. :D
It's that time again. A new version of the game brings updates to mods.
Since the new version of the game brought in an art system, this mod was given a new feature, taxidermy.
New things added to the mod:
New rugs for the 3 new critters added to the game. (Hare, Elk, Beaver) (Currently using boar rug texture as a placeholder.)
Ability to place rugs underneath most things, such as beds and worktables. Now your colonists can have that lovely muffalo rug underneath their bed. (See note at bottom)
Taxidermy. This feature is a result of the new art sculpture system.
To stuff a critter you need the following:
The corpse of the critter you want to stuff.
Up to 75 cloth.
A taxidermy table (Found in the production tab)
Once you have those, stuffing something is easy. Just place a bill on the table and wait for your colonist to complete it. When they've crafted the stuffed critter, you can install it as a work of art around your base. They can also be traders with traders, so you can get stuffed critters from other regions to complete your collection.
Note: Build the table/bed before placing a rug underneath it. This is a limitation of the feature I'm exploiting to add this feature to rugs.
where is old versions? need alpha 7 version mod plz!!
and....animal rugs...um..great...what about human lugs? it provides human rugs too???
Quote from: caesius on December 18, 2014, 04:51:16 AM
where is old versions? need alpha 7 version mod plz!!
and....animal rugs...um..great...what about human lugs? it provides human rugs too???
Yep. There is a human rug.
Can't taxidermy people though, although I'm considering adding that feature.
As for the alpha 7 version, you'll have to grab the scratch pack (https://ludeon.com/forums/index.php?topic=6772) as I don't keep copies of the older versions of my mods.
Nice work ItchyFlea!
Would it be possible to have hunt trophy like the attached image?
I know it may be hard with the 2-3D but it would be so nice in the dining room with a stone fireplace... ::)
[attachment deleted due to age]
Thanks for sharing this. Awesome mod!
Hey ItchyFlea, any chance you can speak to Kirid and see about making this and Alpha Muffalo compatible so we can make rugs & stuffed statues of the alpha?
Elk rug texture added.
Quote from: Dude1925 on December 19, 2014, 07:55:09 AM
Hey ItchyFlea, any chance you can speak to Kirid and see about making this and Alpha Muffalo compatible so we can make rugs & stuffed statues of the alpha?
Sure, but textures will take awhile, as the person who makes the rug textures is quite busy these days.
Quote from: ItchyFlea on December 21, 2014, 02:35:03 PM
Elk rug texture added.
Quote from: Dude1925 on December 19, 2014, 07:55:09 AM
Hey ItchyFlea, any chance you can speak to Kirid and see about making this and Alpha Muffalo compatible so we can make rugs & stuffed statues of the alpha?
Okay, thanks for the response. I'll be waiting to see if this ever happens. Still a great mod by the way!
Sure, but textures will take awhile, as the person who makes the rug textures is quite busy these days.
made you a more rabbit like placeholder for hare you can use while you wait for your usual artist. see attachment.
[attachment deleted due to age]
And new textures have been added.
The Beaver rug now has it's own texture.
I have also added the placeholder hare texture created by InfiniteRemnant (https://ludeon.com/forums/index.php?action=profile;u=10757). Thank-you for that texture. :)
The remaining textures will be added as I receive them.
Two updates one day.
The hare texture has been added, which completes the new animals added in the A8 update.
Apparently I'm dumb, but which table do you make the rug at?
Quote from: Khaosius789 on February 02, 2015, 08:11:18 PM
Apparently I'm dumb, but which table do you make the rug at?
The rugs aren't at a table. They are under a new tab in the architect menu called "Rugs"
Updated to Alpha 9
Made stuffed animals use the Unfinished Thing system. (Like clothing and sculptures.)
Great mod! I Was wondering if you could add an alpha muffalo rug and taxidermy :D
Mod updated for Alpha 10b.
I have not tested this mod beyond ensuring that no errors occurred upon activation of the mod.
Does the skill lvl affect the beauty value of a stuffed animal ? You know there are people who are good at this and other who ... well lets just say they create spawns from hell out of rabbits XD
Updated to Alpha 11.
Stuffed Warg and Warg Rug have been added.
The Warg rug uses the Boar texture at the moment. This will be updated in the future. You can make the rugs now, as when I add the proper texture, existing saved games won't be affected. (Except they'll start showing the correct texture for the Warg rugs.)
Where can I find a link to the A10 version? (And, will there be any issues with A10f?)
Quote from: Eisenwulf on June 22, 2015, 10:01:50 AM
Where can I find a link to the A10 version? (And, will there be any issues with A10f?)
You can grab the Alpha 10 version of this mod here: http://www.mediafire.com/download/uli4gb6zh526itt/A10_AnimalHideWorking_v2.05.7z
Quote from: ItchyFlea on June 13, 2015, 02:23:27 PM
Updated to Alpha 11.
Stuffed Warg and Warg Rug have been added.
The Warg rug uses the Boar texture at the moment. This will be updated in the future. You can make the rugs now, as when I add the proper texture, existing saved games won't be affected. (Except they'll start showing the correct texture for the Warg rugs.)
A souvenir of past hunting parties gives you a great joy, seeing the most of you killing wild herds of haunted beasts!
Would it be sane to propose pet rugs?
Quote from: isistoy on June 24, 2015, 05:52:19 AM
A souvenir of past hunting parties gives you a great joy, seeing the most of you killing wild herds of haunted beasts!
Would it be sane to propose pet rugs?
It might be the alcohol I've been drinking, but I have no idea what you mean.
However feel free to propose ideas. I'm open to adding new things to the mod that I haven't thought of that would fit the theme.
Been drinking myself too, that might explain things!
We are working on wild herd of dogs mod k9 currently, possibly becoming colony pets or possibly being hunters or hunted.
It might explains my diversions, maybe :D
Quote from: isistoy on June 24, 2015, 06:18:34 AM
Been drinking myself too, that might explain things!
We are working on wild herd of dogs mod k9 currently, possibly becoming colony pets or possibly being hunters or hunted.
It might explains my diversions, maybe :D
Given how A11 tilts the field against the player, little furry helpers couldn't hurt. ;)
Yes.
Great mod and idea, by the way!
Warg rug texture has been added.
To update the mod on your end, quit the game, delete the mod folder and put this one in it's place. When you load a saved game, any Warg Rugs you've made will now show the correct texture.
Itchy,
I can not get this mod to work for A11b. When I have it enabled, my colonists can not interact with items unless drafted. I can make and place all of the items in the mod, but the pawns are unable to be able to manually do activities when the mod in enabled. I do not know what the exact conflict is, but not being able to tell them to grab a rifle or to manually craft makes me a bit sad. There was a slight interaction issue with the A11a version as well that I traced to this mod which made it so that you could not interact with traders after a certain point in the life-cycle of your colony. The problem was just magnified by the 11b patch <could not find workgiver_finishedunfinishedthings>. I ruled out other mods by removing them all, then reloading EDBs mods first followed by successive mods until the error occurred and this was the only one that recreated it consistently (with 11b, 11a error not as heavily tested). I am a big fan of the mod as it was and look forward to utilizing it again, but I am unfortunately nor familiar with the changes made between last version and this to point you in the reason it does this.
Quote from: Ouan on July 07, 2015, 11:11:08 PM
-snip-
Can you reproduce the issue where it comes up saying "could not find workgiver_finishedunfinishedthings"? If you can, please do so, and post as an attachment here the output_log.txt file. That might help me see if the bug is something with my mod, the specific combination of mods you're using, or the game itself.
It is a vanilla game change. Check your workgiver classes. I believe there is no workgiver_unfinishedthings as is, anymore
Quote from: isistoy on July 08, 2015, 06:43:26 AM
It is a vanilla game change. Check your workgiver classes. I believe there is no workgiver_unfinishedthings as is, anymore
Thanks for pointing that out. I didn't think xml code would be altered in the 11b update.
I've updated the mod to fix a key binding issue and to hopefully fix the workgiver issue as well.
This update may affect colonies that are currently in progress.
If you find that this update breaks your current colony, download the previous version of the mod. I've put in a link for it in the op under downloads. When you start a new colony, update the mod to the new version.
Quote from: ItchyFlea on July 08, 2015, 08:32:15 AM
Quote from: isistoy on July 08, 2015, 06:43:26 AM
It is a vanilla game change. Check your workgiver classes. I believe there is no workgiver_unfinishedthings as is, anymore
Thanks for pointing that out. I didn't think xml code would be altered in the 11b update.
No pbs, just got my first bite of this and it is of a conflicting taste, to say the least :)
Quote from: ItchyFlea
/quote]
Can you reproduce the issue where it comes up saying "could not find workgiver_finishedunfinishedthings"? If you can, please do so, and post as an attachment here the output_log.txt file. That might help me see if the bug is something with my mod, the specific combination of mods you're using, or the game itself.
Sorry, I did not get you that error log before now, but I see that you have a new version up. Thanks a million. I will try it our this weekend to let you know if it cause me any conflicts. I will snip and paste an error log if I can make one with the new version.
Would you make it possible to stuff human to make mannequin? Which gives normal pawn some minus mood but pcychopath some plus mood (or just human stuffing...)
Just wondering if you or anyone would be willing to make textures for some or all of the added animals from my modified biodiversity mod in the Ultimate overhaul Modpack, I just need the textures made for the rugs and i can take care of the xml stuff. If not that is cool though. Cheers.
Added animals are:
-Alphalo
-Buffalo
-Hedgehog
-Bruiserhog
-Furx
-Lacosdile
-Rimdog
-Rimram
-Rimwolf
-Snork
-Spindlecrib
-Quadhog
Hello,
what I was wondering is: can I sell the rugs?
I am playing under the "Tribal Challenge", and it would be awesome to be able to RP the various rugs as furs that I am trading. I notice that they have a "value" under the information tab....
Quote from: Boston on August 15, 2015, 04:56:43 PM
-snip-
No, you can't sell them as they are classed by the game as buildings.
That value is being generated by the game. Most probably to be used for the calculation of colony wealth.
Updated to work in Alpha 12.
I have not made placeholder rugs for the new animals introduced by Alpha 12.
The new rugs will instead be added when textures for them are ready. Content-wise this mod is the same as the Alpha 11 version.
When Tynan says:
Quote from: Tynan on March 17, 2014, 03:48:23 PM
Ahhh! This is awesome.
This becomes a mod that I MUST consider and at least check out! :P
It surely now makes it a lot more sensible to have, now that there are tameables!
So many pets deaths, already :D
I found it weird/annoying that stuffed animals turned up in the apparel list (what really got me going was having them Crash Land (https://ludeon.com/forums/index.php?topic=8967.msg88488#msg88488) with apparel crates) so I poked around a bit in the code folder to see how furniture items were defined and found you can change a bit of the stuffed animals def to fix it up.
In AnimalHideWorking\Defs\ThingDefs\AR-StuffedAnimals.xml I changed
<thingCategories>
<li>Apparel</li> <!-- Because the art category only accepts art with the defName "SculptureAbstract" -->
</thingCategories>
to
<DesignationCategory>Furniture</DesignationCategory>
and everything seems to work fine. You still need to be an artist to craft, and you can uninstall and move them like normal.
Thanks for the great mod - still looking forwards to being able to stuff and mount the colony's heroic dogs some day! ;D
They're in the clothing category so that they show up on trade ships without requiring a modification to traders. That was done because at the time when they were implemented I couldn't do what I wanted to do. (Hence the note about the art category.) When I next update the mod I'll see if Tynan has changed it so that modders can add additional things to the art category.
Ah, I knew there had to be some logical reason it was done that way.
Could they be set up like joy items, ie TVs or telescopes? But then I guess colonists would try to interact with them. :o
edit: And yeah, making them furniture didn't work - they show up in the furniture architect menu. Somehow I didn't notice that last night.
I can't seem to find this mentioned anywhere so asking, can you taxidermy humans?
Quote from: Ninefinger on August 11, 2015, 10:28:16 PM
Just wondering if you or anyone would be willing to make textures for some or all of the added animals from my modified biodiversity mod in the Ultimate overhaul Modpack, I just need the textures made for the rugs and i can take care of the xml stuff. If not that is cool though. Cheers.
Added animals are:
-Alphalo
-Buffalo
-Hedgehog
-Bruiserhog
-Furx
-Lacosdile
-Rimdog
-Rimram
-Rimwolf
-Snork
-Spindlecrib
-Quadhog
Has anyone added these rugs yet? I'm definitely no artist, but I might make some placeholders if no one else has yet.
When can we expect the alpha 13 update for this mod?
Any indication if there is going to be an A13 update?
I would love nothing more than to be able to set up a bearskin rug in front of a roaring fire, while the snow falls outside the cabin...
An update will come at some point, but I don't know when. Hopefully before the end of the month.
I've updated the mod for Alpha 13. The mod does not have rugs for new creatures added by Alpha 12 and Alpha 13.
They may get added in the future. I was going to write why they haven't yet been added, but I'm pretty sure you guys don't want a wall of text, so the very short version is this: Too busy working.
Today however is my day off, but I'm sick. But this got updated, so there's that. :)
Yeah updates! I have been missing animal bobs in my colonies.
Hey Itchy, just wanted to let you know that I stumbled across this awesome mod (Apart from the tortoises :-) in crusader's MEGA MOD PACK. It is a great addition, but one thing came up about the descriptions. The wargfur mat's description specifies it is made out of Hare Fur, and not warg fur.
Quote from: Louisthebadassrimworlder on May 27, 2016, 02:58:20 PM
Hey Itchy, just wanted to let you know that I stumbled across this awesome mod (Apart from the tortoises :-) in crusader's MEGA MOD PACK. It is a great addition, but one thing came up about the descriptions. The wargfur mat's description specifies it is made out of Hare Fur, and not warg fur.
Oops. I'll fix that when I get home from work.
Uploaded Alpha 14 version. No difference between this and the workshop version.
Do all of the new animals that have been added into A14 have a rug version yet? Or is that to come :o
Quote from: LustrousWolf on July 17, 2016, 05:50:49 PM
Do all of the new animals that have been added into A14 have a rug version yet? Or is that to come :o
No they don't and it's unlikely to happen I'm afraid.
Quote from: ItchyFlea on July 17, 2016, 05:58:57 PM
Quote from: LustrousWolf on July 17, 2016, 05:50:49 PM
Do all of the new animals that have been added into A14 have a rug version yet? Or is that to come :o
No they don't and it's unlikely to happen I'm afraid.
Thats a shame ;-; All those new canines would've made good rugs after they had served the colony ;-; Thank you for updating the mod anyhow :D
Quote from: Adalah217 on January 16, 2016, 01:39:33 AM
Quote from: Ninefinger on August 11, 2015, 10:28:16 PM
Just wondering if you or anyone would be willing to make textures for some or all of the added animals from my modified biodiversity
I did these..
[attachment deleted by admin - too old]
hey, there is a bug with the megascarab rug. it says unchoosen materal when mousing over it, where the resources it would cost too build it usually are, and if you click on it the whole hud, besides the colonist bar, goes away, and you cant deselect it or place it, and the only way out is too exit the game by alt-tabing. i also got a whole lot of errors in the log about megascarab leather, i think the name of megascarab skin has been changed from megascarab leather too something else, so it gets buggy.
nope in A14 it don't even drop leather (leatherAmount set to 0 in Races_insects.xml)) at all iirc.
We had to do a minor patch for ADogSaid to work with Animal Hide Working just because of this :p
I've modified the megascarab to drop leather when butchered and have done a fair amount of testing and the mod and that rug works fine. Perhaps there are other mods that also modify the megascarab, causing the issue you are describing.
If that's the case, you'll have to change the load order so that my mod loads last.
When I noticed that one of my guys dragged in a bear she somehow dead outside I looked forward to a stuffed bear and set the butcher table to exclude it. But no such recipe :(
I love the mod, and after using it for a while I kept wanting some small changes. As I'm new to modding, I decided to experiment on the changes myself :) I ran this past Itchy, and he said to go ahead and post my changes here, so here goes:
I wanted the taxidermy to be able to rotate to show face/side/back instead of just rotating the face. I also wanted the rugs to better match their in game animal textures - the existing rugs seem too squared off for the Rimworld universe to me.
So far, the only one i've changed is the Deer taxidermy and rug. Here's the old/new rug side by side:
original deer rug:
(https://www.dropbox.com/s/r0lluq6xytqozkd/Rug.png?dl=1)
new deer rug, made from texture PSDs Tynan posted a while back:
(https://www.dropbox.com/s/qbp12uzp80tqdnc/Rug-2.png?dl=1)
If you'd like to download with the adjusted textures + rotatable deer taxidermy, then the adjusted mod is attached. I'll be slowly updated the rest as I have time.
Thanks Itchy for an awesome mod!
[attachment deleted by admin - too old]
Updated to Alpha 15
One thing I've noticed for a while: it seems the stuffed animal are classified as apparel. They show up in the outfit management menu for example.
Hi ItchyFlea, do you happen to still develop this mod ?
With Coercion we have mod that add animals to the game (CK - Animal and Plant Pack (https://ludeon.com/forums/index.php?topic=26265)) and we're kinda thinking about making an add-on to add hunter trophies and things like that. Will it be OK with you if we add similar functionalities as your mods? namely the stuffed animals part (I really don't see how to make it differently than what you've done 8))
Quote from: Serenity on September 17, 2016, 10:35:54 PM
One thing I've noticed for a while: it seems the stuffed animal are classified as apparel. They show up in the outfit management menu for example.
I wasn't aware of it but here the explanation in the xml files :
Quote<ThingDef ParentName="BuildingBaseD" Name="ArtBuildingBase" Abstract="True">
<thingClass>Building_Art</thingClass>
<label>stuffed animal</label>
<description>A stuffed animal.</description>
<altitudeLayer>Building</altitudeLayer>
<passability>Impassable</passability>
<castEdgeShadows>true</castEdgeShadows>
<useHitPoints>true</useHitPoints>
<thingCategories>
<li>Apparel</li> <!-- Because the art category only accepts art with the defName "SculptureAbstract" -->
</thingCategories>
<size>(1,1)</size>
<statBases>
<MaxHitPoints>150</MaxHitPoints>
<Flammability>1.0</Flammability>
<MarketValue>60</MarketValue>
</statBases>
<rotatable>true</rotatable>
</ThingDef>
Quote from: kaptain_kavern on October 04, 2016, 11:46:36 AM
-snip-
I keep it updated as the game updates. As for adding new animals as they are added to the game, that probably isn't going to happen.
Yes I'm OK with you adding similar features to your mod as what's found in this one. :)
Okey dokey. Thx buddy.
I will send you or post here the inevitable add-on for our added animals when it'll be ready ;)
Not sure which thread i should go to for this mod but I wondered if someone could update it.