Ok here it is:
https://github.com/Skullywag/AlphaAnimals/releases/tag/AlphaAnimals-1.0
to see what this contains, please visit:
https://ludeon.com/forums/index.php?topic=17087.0
Where A Friend did all the art.
All animals are spawning rarely, however there is an issue in A15 with custom thinktrees that im struggling to get working (this basically means the ranged animals dont throw stuff) so i thought id get a test release out to get some feedback. Enjoy.
(http://i.imgur.com/nViEtFT.png)
Well, a test release maybe, but I'm happy to see it in-game anyways. Thanks for your hard work, man.
Great works guys.
Now I see why you were needing custom DLL, it was for the ranged combating creatures!
cool :)
I will check it out
Yaaaaaay! I'm so happy you released it!!!!
HYPE
Woot!
YES
THE MOD WE'VE ALL BEEN WAITING FOR
I can't find BiomeDefs . Is it not needed ?
Animals and plants can also been added to biomes directly in their respective code parts now. That mean you can use this mod with another that use a modded biomedefs
YYYYEEEEEWWWWWWWWWWWW FINALLY
Quote from: kaptain_kavern on October 03, 2016, 03:53:39 AM
Animals and plants can also been added to biomes directly in their respective code parts now. That mean you can use this mod with another that use a modded biomedefs
Unless the mod renames or removes vanilla biomes, thats the only time this mod will fail.
Are the animals Butcher-able?
Really fantastic mod, fits the vanilla aesthetic really well while being a meaningful addition. Easily 9/10 if not more.
Can I add this on a existing save file?
Quote from: marvin__ on October 03, 2016, 01:48:52 PM
Can I add this on a existing save file?
I did, got immediately attacked by Artic Lion manhunter pack.
Quote from: kcirdor on October 03, 2016, 02:03:16 PM
Quote from: marvin__ on October 03, 2016, 01:48:52 PM
Can I add this on a existing save file?
I did, got immediately attacked by Artic Lion manhunter pack.
Pray its never Gallatross, he will just sit on your pawns and squish them.
So I tamed some Groundrunners when I noticed a nearby Bulk Trade Caravan showing up. Went to trade with them... and realized that Groundrunners were worth more than 1000 per animal. Had some Alpacas also, which weren't worth even half as much. Is this normal?
I found that Tetraslug just have 30 Life despite it is legendary thing, is it normal?
Some numbers are gonna be screwy. This is a test release. I need feedback to address this stuff. I dont have time to playtest fully so I will miss things.
Just wanted to say after playing this mod that some animals have some problems with hunger rate.
Added the mod to my save and got my animal handler to tame a Feralisk (big spider) and that sucker needed atleast twice the amount of food compared to my wolves.
I understand bears and big legendary creatures eating me out of my house but big spiders?
Just wanted to add some feedback so far.
Wonderful mod, love the artwork, nice stats on the leather so far. waiting for more beasts to show up now.
SnowLions in Desert Biome though ... guess they came a long way :D
I'll start with one colonist and 66 Devilsheeps.
Salute the great Beeeeh!
Quote from: Nimrod on October 06, 2016, 10:02:26 AM
SnowLions in Desert Biome though
wat....
<wildBiomes>
<IceSheet>0.01</IceSheet>
<Tundra>0.01</Tundra>
</wildBiomes>
Mod looking good so far, cant wait for the next batch of creatures to be released.
After bleeding everywhere in the guest room...
A bouldermit passed out from blood loss. My colony doctor, Mikhail, sprang out of bed and tended to the Goliath. They bonded instantly, and Mikhail named the bouldermit Micheal (Ironically close names).
[attachment deleted by admin - too old]
Quote from: Nimrod on October 06, 2016, 10:02:26 AM
SnowLions in Desert Biome though ... guess they came a long way :D
Odd, I mean it's not like we have Sand Lions... yet.
Quote from: skullywag on October 06, 2016, 01:29:59 PM
Quote from: Nimrod on October 06, 2016, 10:02:26 AM
SnowLions in Desert Biome though
wat....
<wildBiomes>
<IceSheet>0.01</IceSheet>
<Tundra>0.01</Tundra>
</wildBiomes>
It was a manhunter pack event ... guess I should have mentioned that.
But no need to worry, I got some nice SnowLion leather pants out of it, so we are good.
As always fantastic work, mister skullywag! :D
Ah ok yeah manhunter events in core are derpy.
You can create severals and limit them to certain biomes with
<allowedBiomes>
<li>TropicalRainforest</li>
</allowedBiomes>
Example : https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/blob/master/Defs/Incidents/Incidents_ThreatsBig.xml
I was about to look at make you a ADS patch for animal body parts then I realize most of your animals have custom bodies too. So it will wait until I got an straight hour on the computer ;-)
Its not about defining my own. Its the core one it uses all animals no matter the biome.
Not sure if already asked here, or if you can do it.
But..Can you make the mod compatible with the protheses mod '' A dog said... ''? It makes you able to install protheses to an animal. I really want to fix my Groundrunner spine.
Will the Tetraslug ever produce power for a colony somehow? Like maybe plugged into a machine?
Also is there an ETA on the next update?
I've downloaded the mod, but it says Target Version Unknown, and flags as red. I get a start up screen when I start Rimworld telling me to write "write target version (current version) but where is this supposed to be written? Any help much appreciated and can't wait to try this very cool looking mod.
This happen when mods haven't the right version write in "About/about.xml". You can open it with any text editor ... OR if the game can't find it because of it's folder's structure (often because not installed correctly)
But nobody else have reported this and AFAIK the mod is only released since A15 so are you sure it is rightly installed? Meaning you have it, in a folder containing directly the mod folders, located directly in your "mod" folder? It's easy to derp when extracting and ending up with another additional folder
Loving it. A thing I noticed:
RaptorShrimp meat, megalouse meat - I hadn't considered that they would be insect meat under a different name, so despite being told no on the Insect Meat as an ingredient, my chef went ahead and made fine meals out of them anyway.
I'm not sure whether this would be better/easier addressed by having them butcher into Insect Meat, or by adding something to their description that indicates they do not taste nice.
Although... shrimp do taste nice. I bet something that's incredibly difficult to kill, that tastes even reasonably good, would be considered a delicacy. This would be fertile ground for making fine meals out of delicacy-meat-only, and lavish meals out of delicacy-meat-plus-veggies.
Quote from: Tammabanana on October 15, 2016, 09:11:26 AM
Loving it. A thing I noticed:
RaptorShrimp meat, megalouse meat - I hadn't considered that they would be insect meat under a different name, so despite being told no on the Insect Meat as an ingredient, my chef went ahead and made fine meals out of them anyway.
I'm not sure whether this would be better/easier addressed by having them butcher into Insect Meat, or by adding something to their description that indicates they do not taste nice.
Although... shrimp do taste nice. I bet something that's incredibly difficult to kill, that tastes even reasonably good, would be considered a delicacy. This would be fertile ground for making fine meals out of delicacy-meat-only, and lavish meals out of delicacy-meat-plus-veggies.
I second this! Those shrimps need to be delicious! The people have spoken.
Steam Workshop?
... is ... :-X
Its a test release, if i want something tested and want to get decent feedback im NOT putting it on the WS.
I'm not sure about what you are talking about ? ^^ (http://media.kotaku.foxtrot.future.net.uk/wp-content/uploads/sites/52/2015/06/darkbase01-620x349.jpg)
I've been encountering clothing made of insect plates lately. I find it a bit weird. Plates and chitin should be a steel-like resource which you can build walls, furniture, etc. with.
Also, with the plans to add more insectoid creatures in the future and potentially have them also spawn from hives, I suggest making them have a shared "Insectoid Chitin/Plate" resource instead of individual ones.
Aside from that, I don't have much to say about the other animals as I'm mostly playing in the Tundra biome where animals seldom spawn. Lions are brutal though. I love it. Im too much of a coward to try attacking one. Anyone successfully tamed one yet?
Haven't had a chance to tame any of those lions, but hopefully they aren't like the hermit crabs and have a 20% chance to get angry and attack back.
The chitin thingy "bugged" me as well. However its just using the vanilla leather system currently. I mean i could make their "leather" something else and add a butcher product of chitin/whatever...?
I noticed you set the manhunter event to arctic lions only (rest is commented out) - any reason for that?
i may or may not have been testing and forgot......erp.
The day you guys start to use a github repo and are wanting some help ... I'm there :p
Did i not do the thing......hang on
edit - stop making me thing im going mad, i did do the thing....
https://github.com/Skullywag/AlphaAnimals
Adding a chitin material would be pretty sweet! Maybe it could be made into special armor and into special looking furniture. (the furniture would be epic for cave homes or bug using colonies) I'd gladly help design them both if you end up wanting to do that. :D
I have DevilSheep feedback! I'm noticing it doesn't have a description yet, and its melee DPS is 0 when I look at it in-game, so I'm sure you're not done with it yet, but I poked around in the defs and I see its combat stats are... low.
I grew up with sheep, so Ima tell you about real sheep combat. All sheep are devil sheep, but I imagine actual DevilSheep should be even worse.
- Sheep are big, like, 200-300 pounds. They amble along peacefully enough when there's nothing going on, but they accelerate like nobody's business when they're spooked, or when they just decide it's time to get rid of you. When they do decide to run, it is very fast, and they will break your kneecaps when they ram you. (This is not a made-up example; my mother still limps.)
And then they will wander away, like nothing happened at all.
I don't know if it's possible to have DevilSheeps' speed be different when they're just chillin' in the pasture (very slow) vs. when they're Released/attacking (very fast)? Or if it's possible to make their initial ram attack do massive damage, while their other attacks are smaller?
- Sheep bite; it hurts, but canine bites are worse. They prefer to run, if they have room for it. Or ram you, again if they have room for it.
- Their hooves are thick and the front bits are sharp/rough/jagged (pointy forwards, not down), but I've never seen one use them to attack. Their back legs are strong enough to launch them over a 4-foot fence if they want, so I kind of think theoretically they could rear back and whack you with their front hooves, but they don't. Maybe holding their own weight on the back legs is a different matter than just jumping. I think they're more likely to kick with a single back leg, but I don't remember if I ever saw that, beyond an attempt to shove a lamb out of the way.
- Rams have headbutting contests, where they'll back up, run headfirst at each other, butt heads, and then back up and do it all over again. Ewes, not so much.
More stuff about sheep, nonviolent parts!
- Sheep are milkable, some breeds more than others. Would void gods deign to allow this? Does DevilSheep milk have druglike effects?
- Sheep are not clean. Wool catches and keeps poo really well. This attracts flies, who lay maggots, who eat at sheep, who get infections and die. You have to spray sheep with an anti-fly chemical of some sort to keep them off. Or shear them more often, or wash them, or something, probably. (Do DevilSheep have problems with flies, or do flies avoid them?)
- Sheep actually have long tails when they're born. (Bony tails like a dog's, but much more wiggly, and woolly like the rest of them - but thinly, because they're just babies and all their wool is thin at that stage.) Humans dock the tails, primarily because of the aforementioned poo problem, which is even worse when the tail traps the poo. This is done by putting a really tight rubber band around the lamb's tail when they're newborn-ish. As the lamb grows, the tail's circulation gets cut off and eventually the tail just falls off at the band, and you find the tail later in the pasture. Do DevilSheep have tails as lambs, or just ignore that? DevilSheep lamb tails might be a rarity that sells for a lot of money on the black market or something, but I can't think what you would do with them. Grind them up into powders for drugs or medicines or weird void god rituals, maybe.
- Sheep have been bred to grow wool forever and ever with no regard for the sheep's health. If you don't shear them in the spring, they risk keeling over from heatstroke in the summer. Would void gods in sheeps' clothing allow this indignity? Or are they bound by the physical restrictions of their chosen bodies?
- 10 years is normal sheep life expectancy. Would void gods abide by that, or decide to stay longer?
- Sheep are stupid. "Obedience" is a thing sheep could pull off, but "Release" is more like sheep running away and not being able to find their way home. They won't even "Rescue" their own lambs, just baa naggingly at them from a safe distance. Void gods are probably not stupid, so maybe "Advanced" is not inappropriate. They might be more catlike in temperament, though, and refuse training? I think I've seen a Rimworld cat bring a rat home? Can DevilSheep just... y'know... attack whatever they feel like? OOO, can they preferentially hunt timber wolves and bring the bodies home to lay on your doorstep???
haha that is some of the best feedback I've ever seen ;D
Well, tonight the dps says 5.9, so I'm wrong about that part. I dunno why it said 0 when I was playing with it last night, oh well.
Quote from: Tammabanana on October 18, 2016, 08:25:04 PM
I don't know if it's possible to have DevilSheeps' speed be different when they're just chillin' in the pasture (very slow) vs. when they're Released/attacking (very fast)? Or if it's possible to make their initial ram attack do massive damage, while their other attacks are smaller?
Something around that is doable. It's possible to set several attacks for animals. With different damage amount, damage type, used bodypart and
COOLDOWN. So the ramming attack could be say a "blunt" attack with high damage and low cooldown (could even STUN now) while still having the classic paws/bite attacks most of the vanilla animals have.
Quote from: gillsminnow on October 18, 2016, 09:03:09 PM
haha that is some of the best feedback I've ever seen ;D
I have to massively agree on that one ;D Great feedback. ' was debating about including milking Ibex in an other mod i'm working on where we tried to "upgrade" vanilla animals (mostly adding shearing and milking on those that missed it) and your feedback help me decide ;)
Monkey Squirrel away, not all amateurs!!!
Thank you Tammabanana for the single best feedback ive ever received....amazing 5/7. Will take it onboard.
You're welcome, and thanks!
I am so excited about DevilSheep. Finally, the world will know the truth.
Quote from: Tammabanana on October 19, 2016, 06:52:46 AM
Finally, the world will know the truth.
To be honest, I always suspected something like that ... sneaky buggers them sheeps.
Back to the rest of the flock: Mister skullywag, what kind of feedback are you looking for? Anything specific before you flesh the beasties out a little more?
Quote from: Tammabanana on October 18, 2016, 09:04:38 PM
Well, tonight the dps says 5.9, so I'm wrong about that part. I dunno why it said 0 when I was playing with it last night, oh well.
I get that too once in a while, don't know why but all animals will show 0 dps.
I had given up hope of ever seeing this when my internet connection went down. And went it returned, lo, there was a release for a long anticipated mod waiting in the forums. Praise be to Skully.
!OMAGAwD!
(http://i.imgur.com/piuri0Z.png?1)
Just a funny pic for bumping this thread because I love the mod and
because Skullywag
should have already finished it ::) ;D 8)
Edit : I just realized now that the pawn is Taster ^^
All new animals are in just messing with the defs. Next release soon.
Feel you bro, been there ;-)
I was just in the mood for joking and this happened on my test play and wasn't connected to either Slack or Discord ... So ... ;D
What do you need to change to stop the manhunter packs being nothing but Arctic Lions? Like, Idiots Guide to Editing level what do I need to change? Also little nudge to update the release version on github to have that fixed.
This github page show the file where the manhunter incident is define : https://github.com/Skullywag/AlphaAnimals/blob/master/Defs/IncidentDefs/Incidents_AlphaPredators.xml
It is located in Defs/IncidentDefs/ folder in the mod folder. You open the only one file in it with any text editor. And then you just have to erase the "<!--" and "-->" characters. Just before <li>Barbslinger</li> and just after <li>TerramorphWorm</li>.
Assuming all the listed animals are already in the mod then it should work. But note that Skully may have done this on purpose and not just forget to uncomment a bit of code. Only him could tell as I haven't play enough with this mod to be sure
Quote from: kaptain_kavern on November 04, 2016, 05:02:57 AM
This github page show the file where the manhunter incident is define : https://github.com/Skullywag/AlphaAnimals/blob/master/Defs/IncidentDefs/Incidents_AlphaPredators.xml
It is located in Defs/IncidentDefs/ folder in the mod folder. You open the only one file in it with any text editor. And then you just have to erase the "<!--" and "-->" characters. Just before <li>Barbslinger</li> and just after <li>TerramorphWorm</li>.
Assuming all the listed animals are already in the mod then it should work. But note that Skully may have done this on purpose and not just forget to uncomment a bit of code. Only him could tell as I haven't play enough with this mod to be sure
Thank you very much. Slowly getting more confident with the Def file fiddling, but still don't want to mess things up. Also, you wouldn't happen to know if this overwrites the vanilla manhunter pack possibilities, would you? I'd kinda of miss the hordes of rampaging elephants, always a boon when you rescue the survivors...
As the <defName> is exactly the same as in vanilla code for it, YES , this should overwrites vanilla one.
This is guessing :
I really think all you have to do is change the <defName> in the mod's file we were previously talking about and switch <defName>ManhunterPack</defName> to <defName>ModdedManhunterPack</defName> or anything. As long as it's not the exact same name it shouldn't overrides Vanilla one
Yeah that was for debug purposes...its removed in the next version.
Quote from: DepOpt on November 04, 2016, 05:13:33 AM
Also, you wouldn't happen to know if this overwrites the vanilla manhunter pack possibilities, would you? I'd kinda of miss the hordes of rampaging elephants, always a boon when you rescue the survivors...
Oh, hunh. I've been enjoying the Mad Rabbits of Caerbannog mod - it looks like that's using the same defname, too. I think I'll give the defname edit a try.
Another point; Arctic Lion wool is implemented in game as a textile already (like muffalo etc.), but the lions themselves when tamed don't seem to have the 'grow wool' behaviour (UNlike muffalo etc.). No idea as to what that means code wise, and probably this is something to be added in later releases, just thought I'd bring it up. My new pets are however wonderful attack animals...
Edit: Interesting graphical bug; When zoomed out a long way (approx 50% of the way out), Barbslingers' icons disappear. The icons themselves also seem rather small.
Is there an Alpha 14 version?
Nope A14 had a rather large bug in it regarding adding animls plants and diseases to biomes.
IIRC this is without CCL so does that mean that it's compatible with A16 or do we need to wait for a patch until we can use this in the new alpha?
Yes, please, Skullywag, bring your wonderful alpha animals to version 16!
working on it
Quote from: skullywag on December 23, 2016, 02:30:38 PM
working on it
Great! Thanks a lot for your hard work across your different mods, merry Christmas!
Thanks for making this mod in the first place skully :D
I love this mod!! Can you please update it to Alpha 16? And also, can you make more of the animals? I would love to have some more animals!! Maybe a dragon too? :P :P
Wow.. just found out about this mod. AMAZING STUFF EEeeeeeeeek
a option to download for the steam workshop would also be awesome ;)
These are imaginative and well executed animal models. I am hoping to see them again soon. Not meaning to nag, I am just enthusiastic. Respectfully enthusiastic. Thank you for all your wonderful mod work.
Quote from: Old Marm on January 24, 2017, 03:59:49 PM
These are imaginative and well executed animal models. I am hoping to see them again soon. Not meaning to nag, I am just enthusiastic. Respectfully enthusiastic. Thank you for all your wonderful mod work.
Just as a heads up, this mod works perfectly in A16. It shows up as "old version" because the version info is not updated, but I have been running it for weeks now without any issue. The animals appear and behave normally.
Thank you, Stormfox. I installed it this morning. I am getting error messages about cooldown. I don't know what this means. I will just try to run it a bit longer and see if the animals show up.
Stormfox, I don't know which mods are conflicting with Alpha Animals, but the animals have shown up in the game and are behaving normally. Thank you for the heads up.
UPDATE TO A16 YOU GREEDY BASTARD
Edit by moderator:
User was warned for this post.
I kindly refer you to the Forum Rules (https://ludeon.com/forums/index.php?topic=122.0).
Now, back on topic please.
I tried using this in a16 but for some reason, all the (modded) animals had 999999999 melee dps
Quote from: Old Marm on January 25, 2017, 10:50:13 AM
Thank you, Stormfox. I installed it this morning. I am getting error messages about cooldown. I don't know what this means. I will just try to run it a bit longer and see if the animals show up.
A16 changed something related to timing - ticks became tocks or something, I can't remember the exact words. It affects animals.
ticks is now time. You could edit the xml using core animals as a reference for those changes. Im still working on this but what I have isnt in a working state so i cant release anything.
Thank you, Skullywag! I did edit the xml very carefully, and the error messages are gone. Thanks for your continued work in the game.
Quote from: Tammabanana on January 27, 2017, 06:42:57 AM
A16 changed something related to timing - ticks became tocks or something, I can't remember the exact words. It affects animals.
Yeah, noticed this too over the last day or so. The desert animals are a bit OP right now ;-)
I guess I will have to make a "find and change" sweep for that variable name.
As a heads up for anyone wanting to do something similar: Use Notepad++, open all the creature xmls in \def\thingsdef at once and use its wonderful replace in all documents feature to change "defaultCooldownTicks" to "defaultCooldownTime". Takes about as long as the download of notepad++ might take plus 20 seconds.
This mod looks amazing! Will I be able to add it to my existing save?
God damn i just can't wait for this mod to be ready for A16.
Quote from: WereCat88 on February 01, 2017, 12:30:22 PM
God damn i just can't wait for this mod to be ready for A16.
If you really want it so much, we just told everyone which one or two minutes of extra work you would have to do to make it function. If there was anything unclear about that, let me know and I will try to rephrase.
Quote from: Stormfox on February 01, 2017, 03:30:48 PM
Quote from: WereCat88 on February 01, 2017, 12:30:22 PM
God damn i just can't wait for this mod to be ready for A16.
If you really want it so much, we just told everyone which one or two minutes of extra work you would have to do to make it function. If there was anything unclear about that, let me know and I will try to rephrase.
Wow i didn't actually realize that was the way to make it work with A16, thanks.
Quote from: Stormfox on February 01, 2017, 03:30:48 PM
Quote from: WereCat88 on February 01, 2017, 12:30:22 PM
God damn i just can't wait for this mod to be ready for A16.
If you really want it so much, we just told everyone which one or two minutes of extra work you would have to do to make it function. If there was anything unclear about that, let me know and I will try to rephrase.
Did what you told but it did not work for me. I'm not in a rush so I'll just wait for an update.
I hope it is save game compatible, is it? You haven't answered me last time. Sorry if it is a dumb question, I am not much expirienced in modding rimworld.
Should warmupTicks also be changed to warmupTime because there is an error log about them.
I changed it and the error log is gone.
Also does changing it also change the value, like 100 ticks is the same as 100 time?
The value does change, time is seconds not ticks, 60 ticks a second. So adjust accordingly.
Step by step repair-a15-animals-to-use-in-a16-solution:
1) Download and unpack the mod like all the others.
2) If needed, download NotePad++ and put it whereever (You an easily choose the zip package and just drop the contents somewhere on c:\programs, for example, and manually start the exe for this one time you need it if you are unsure what to do with it).
3) Open all the "races_######.xmls", all inside the alpha animals mod under \mods\alphaanimals\defs\thingdefs either by opening them via menu from within NotePad++ or if you registered the xml filetype to Notepad++, by simply opening them one by one from your file system.
4) When all your race documents are opened within NotePad++ at the same time (there should be a bunch of tabs with their names on them in that program now), open the "find and replace" dialogue via menu or ctrl-f. Swap this to the replace tab.
5) Put "defaultCooldownTicks" into what to find and "defaultCooldownTime" into what to replace, with this exact spelling, minus the quotation marks of course. Press the shiny "replace in all opened documents" button.
Done. You will get a short message telling you how many instances it changed, and from now on, the 0-cooldown-killeranimals should be a thing of the past. Since everything else besides the version number works perfectly fine, just load it. It will show up red in the mod manager, but that is not important.
You can fix the red by upping the version in the about.xml to 0.16.0, dont forget the above time does not equal ticks, youll be slowing your animals down considerably if you dont adjust the figures.
Modified the version the first time i changed defaultCooldownTicks to defaultCooldownTime.
Also do projectiles not work because you didn't say to also change defaultWarmupTicks which gave an error on my log.
Either way everything is done, the error log is clean.
All ticks are now time across the codebase I believe (in xml terms anyway)
Here's the ''Corrected'' file: Dropbox (https://www.dropbox.com/s/hmgiub6lzsl45jp/AlphaAnimals-AlphaAnimals-1.0%20Corrected.rar?dl=0)
There are some yellow errors about animal sounds but they don't seem to affect them.
Quote from: WereCat88 on February 02, 2017, 01:20:49 PM
Here's the ''Corrected'' file: Dropbox (https://www.dropbox.com/s/hmgiub6lzsl45jp/AlphaAnimals-AlphaAnimals-1.0%20Corrected.rar?dl=0)
There are some yellow errors about animal sounds but they don't seem to affect them.
Thanks :)
I'm getting this error, actually many errors like this for all the races...
Config error in Pawn_ArcticLion_Call: Sounds with non-on-camera subsounds should use MapOnly context.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
and it seems to affect the mod Grenades Fix Rearmed
Exception from long event: System.NullReferenceException: Object reference not set to an instance of an object
at GrenadeFixRearmed.GrenadeFixRearmed.InjectDefs () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()
any ideas on how to fix that??
This is my very simple change to the Alpha Animal xml files. I changed the word 'ticks' to the word 'time'.
[attachment deleted by admin due to age]
Any references to "map" in errors like that are simply that the mod is not A16 compatible, almost all dlls need updating to include the "map" now we can have multiple.
Hey Skully was linked here because I wanted to design my own creatures that would be Rimworld friendly but sci-fi enough that its... you know? Not exactly a real world creature.
Honestly love your designs btw. Especially the Shrimp and Nightling. Gotta love monsterous predators.
Holy Pepperoni this mod seems like the best addition in terms of Animal content u can ever get jeez. Just found it right now randomly and want it badly af now xd.
Hope it will get A16 realese before A17 comes out. Anyway dont feel pushed or something like that just telling my excited wait for it good luck and Have fun on the Update.
Best Regards
Will be a release for A17 deffo. Also the art was done by Afriend (the user) not me.
finally posting to follow ..
WOAAHHH~~~!!!!!
Now that A17 is out, how are things progressing? Really love the animals in this mod!!
Not to rush anyone ofc, these things take time! Anyway, really looking forward to this mod :D
This is pretty damn awesome. Release them to the wild, please. Those special abilities can wait until a later update.
I dunno, I think I'd prefer to wait for the special abilities, otherwise, what makes them different from any other animal we've got other than the looks?
Haven't played the mod before but it looks awesome, hope that it's still coming to A17. Wondering if there's a chance for a compatibility patch for "A Dog Said..." at some point down the line, it would be awesome to have a bunch of cybernetic nightlings running around eating any raiders that threaten my base.
Commenting to follow. Awesome mod, hope it gets updated.
would like to see this updated as well.
Is this going to get an Alpha 17 release? Cause this is pretty interesting.
Just to let everyone know, I have got my train journeys back due to moving house, I began working on this again during this mornings commute, killed about 40 errors from A15 - A17, ill get the rest on the way home, I should be able to release at least a working version with animals spawning soon. Ill then start working on the more fancy stuff (ranged verbs) which was what was holding me up before due to core bugs that have since been fixed.
Quote from: skullywag on July 20, 2017, 06:49:40 AM
Just to let everyone know, I have got my train journeys back due to moving house, I began working on this again during this mornings commute, killed about 40 errors from A15 - A17, ill get the rest on the way home, I should be able to release at least a working version with animals spawning soon. Ill then start working on the more fancy stuff (ranged verbs) which was what was holding me up before due to core bugs that have since been fixed.
:o :o :o :o
https://www.youtube.com/watch?v=wb7D-W-QW-8 (https://www.youtube.com/watch?v=wb7D-W-QW-8)
If it works with A17, mark it properly!
Cant wait for this to be updated, I absolutely love animal mods for this game,and these are amazing looking.
Quote from: kubolek01 on August 03, 2017, 11:39:20 PM
If it works with A17, mark it properly!
He will, when it does :P
Quote from: skullywag on August 04, 2017, 07:32:20 AM
Quote from: SpaceDorf on August 04, 2017, 06:54:15 AM
Quote from: kubolek01 on August 03, 2017, 11:39:20 PM
If it works with A17, mark it properly!
He will, when it does :P
I might, depends how fruity im feeling.
yeth, marthter, forgive me for thugthethting otherwithe ..
I am really looking forward to this mod! Thank you for your work!
Quote from: skullywag on July 20, 2017, 06:49:40 AM
Just to let everyone know, I have got my train journeys back due to moving house, I began working on this again during this mornings commute, killed about 40 errors from A15 - A17, ill get the rest on the way home, I should be able to release at least a working version with animals spawning soon. Ill then start working on the more fancy stuff (ranged verbs) which was what was holding me up before due to core bugs that have since been fixed.
On the matter of ranged verbs .. what if .. you turned the animals with ranged verbs into a Race/ Hidden Faction like Insectoids and Mechanoids.
When I read the faction defenitions right, you can enforce a relationship range ( in this case neutral )
but I see the problem with that thought too .. then they would be no longer tameable but had to join your faction and become colonists .. and in order to breed them now you need the Baby Mod ..
damn .. sounded like a good idea at first.
I'll post it anyway.
This mod looks awesome i hope you reupload for a17! D:
Quote from: SpaceDorf on August 05, 2017, 10:54:45 AM
On the matter of ranged verbs .. what if .. you turned the animals with ranged verbs into a Race/ Hidden Faction like Insectoids and Mechanoids.
When I read the faction defenitions right, you can enforce a relationship range ( in this case neutral )
but I see the problem with that thought too .. then they would be no longer tameable but had to join your faction and become colonists .. and in order to breed them now you need the Baby Mod ..
damn .. sounded like a good idea at first.
I'll post it anyway.
From my experience with my Arachnid mod, if you want an animal to have ranged attack, it will have to be a like a mechanoid centipede - but once you do that, they will not be able to be tamed or recruited as part of the colony.
The problem lies with how the game's original codes is designed to keep mechanoids totally special from humans and animals. Its a hard problem to solve, and i'm not good with patching (harmony) either.
I dont suppose that this mod will be compatible with A Dog Said or ADS Easy Patcher? It would be sweet if I could get an army of lockjaws with bionic jaws eating everything.
Given how long this has been dead, why is it still in the "Releases" section?
Cuz i havent tidied up the releases section since the last release (I keep the last 2 alphas in releases) as im pretty busy on a multitude of other things. One being fixing this mod. Now stop backseat moderating and just be patient. :)
It would be great to see this for A17!
While cleaning some folders and repos in order to get ready for A18 I stumble upon the unstable version I've made for A17 which was still full of errors...
I gave it some time and love... And now I have a working version ready for A18. Things are really crude and lots of animal needs more works (some more than others) but it's starting without errors and it's playable.
(https://i.imgur.com/2aMHL3b.jpg)All animals spawned via Dev Tools in A18
I will still polish things a bit waiting for either Skullywag or A Friend permission before releasing a "dev" version and then I will need you folks for testing and feedbacks please.
If you or anybody else fixes the issues in a mod on GitHub (like this one), why don't you fork the project, fix the issues in your new git repository and then make a pull request? The mod owner can then reject if changes are unwanted, but at the same time if they are ok, it's just one accept button and the mod is suddenly A18 ready with nearly no time spend by the mod owner.
This approach is part of the core concept in GitHub (and git in general) and it allows people to contribute without actually having write permission to the project. I think all the default licenses on GitHub allows this approach without prior consent from the project owner(s), though in this particular mod there is no license attached to the mod project.
This statement pretty much applies to all mods being released in a git repository. It's counter productive to not publish your local changes. However forking a project without having the goal of making pull requests to the original should only be considered for orphan mods and even then make pull requests to give the original mod owner a fair chance to come back.
Because I have the impression Skulywag was busy but wanting to deal with this mod himself (a couple of month ago it was looking like that, this mod have quite a long history in fact). I just asked him via PM if he is interested in a PR (I know a bit how git is working and have all git history in my local cloned repo indeed).
But you are right about what you say, it's just that I wanted to ask Skullywag first for this particular project. And because i'm used to do it that in the past with him or A Friend (the artist). So I just teased a bit in the mean time ;-)
Please o please o please o please! This creative alien species mod is just too good to be forgotten!
I enjoy the additional fauna mods very much, but the addition of these strange and challenging, perhaps indigenous, life forms would make the game richer. Thanks to all the talent behind this!
I had permission from Skullywag so I will release an A18 version with all the animals A Friend drawn (in the other thread he pretty much prepared everything, including descriptions and biomes etc). I will not be able to make them having non-vanilla behaviors (I can't do C#) but I inetend to use them all anyway, using feedbacks to adjust them and hopefully when Skullywag will have more time he will just have to add his voodoo C# thingies to even improves things better.
The only thing I'm not sure of is to create another thread or not, knowing he said to me he will came back later to take care of the mod...
Quote from: kaptain_kavern on November 11, 2017, 02:54:54 PMI will not be able to make them having non-vanilla behaviors (I can't do C#)
Take a gamble and just add the DLL and see what happens. Depending on changes in RimWorld itself, it might work and it might not. The difference in ModCheck for A17 and A18 is About.xml and nothing else. In fact the A17 DLL is just copied from A18, not recompiled.
Alas, i tried but without success. But the "Assembly files" in it was for A13 (A15 version never properly worked AFAIK) so it may explained that ;-)
Kap, go ahead and make another thread that you can control, im totally happy with this, steam, the works, go nuts. Work on your fork, ill PR back into mine when im back to modding. :)
Will do then ;D Thanks
Just added LockJaws lately. As soon as I have all animals in I will do a pre-release. In a couple of days, max.
(https://i.imgur.com/Siz4FUT.jpg)
Hmm can they eat an elephant in one bite ? :-)
Quote from: Canute on November 13, 2017, 04:46:04 PM
Hmm can they eat an elephant in one bite ? :-)
More importantly: can they eat pawns in one bite and do you have even a remote chance if a group of mad LockJaws turns up?
They are predators yes. But lonely ones. And I've set their maxPreyBodysize attribute to 0.95 for them to not hunts humans on their own; because their descriptions mentioned them not being that much aggressive
Quote from: kaptain_kavern on November 13, 2017, 05:04:34 PM
They are predators yes. But lonely ones. And I've set their maxPreyBodysize attribute to 0.95 for them to not hunts humans on their own; because their descriptions mentioned them not being that much aggressive
That doesn't answer the mad animal event, but maybe the xml setup will not allow them to be used for the mad animals event.
Quote from: kaptain_kavern on November 13, 2017, 05:04:34 PM
They are predators yes. But lonely ones. And I've set their maxPreyBodysize attribute to 0.95 for them to not hunts humans on their own; because their descriptions mentioned them not being that much aggressive
Speaking of that, will you guys ever do something like a document to store information about the creatures? Would be quite nice for people like me who are interested in alien biology and such things :D
Quote from: Nightinggale on November 13, 2017, 05:13:00 PM
That doesn't answer the mad animal event, but maybe the xml setup will not allow them to be used for the mad animals event.
I was about to let them all available for the manhunter event. But indeed there is a new XML tag in A18 to deny them specifically for man hunter events
<canArriveManhunter>false</canArriveManhunter>
@Guido
In fact the artist who made all animals graphics, A Friend, has everything ready in this thread: https://ludeon.com/forums/index.php?topic=17087.0
really looking forward to this
Possibly a stupid question, but will this be playable on a17 as well when it's released for a18?
Alas no. For starting the project I updated an old A15 version, but I started to works for A18 directly. Having to make an A17 version would take some times I'd rather spend on making the mod better.
Real A18 update is for soon now, anyhow. Tynan said they stop the unstable cycle today in the "unstable A18 release" thread.
Back to the mod, I've added 3 more all lasting animals today: Blizzarisk, nightling, aerofleets, wildpods and Meadow Ave. I still have to add Aerofleet and Wildpods quickly tests things a bit and we're good for a rough first test release. But even after that I've already a quite big list of upgrades in my to-do list ;-)
Quote from: kaptain_kavern on November 14, 2017, 08:35:30 PM
Alas no. For starting the project I updated an old A15 version, but I started to works for A18 directly. Having to make an A17 version would take some times I'd rather spend on making the mod better.
Real A18 update is for soon now, anyhow. Tynan said they stop the unstable cycle today in the "unstable A18 release" thread.
Back to the mod, I've added 3 more all lasting animals today: Blizzarisk, nightling, aerofleets, wildpods and Meadow Ave. I still have to add Aerofleet and Wildpods quickly tests things a bit and we're good for a rough first test release. But even after that I've already a quite big list of upgrades in my to-do list ;-)
So any progress ? any date to realease the update ?
Hard to tell because I have lots of others mods to update in the meantime - I'm nearly releasing/updating one mod a day since 2/3 weeks now.
But progress has been made on this baby as well. It's just I don't feel it's ready for a real release yet. Too many things that need to be tweaked, balanced and corrected
But I imagine some of you can be quite impatient so here is a link to the testing version:
https://github.com/kaptain-kavern/AlphaAnimals/releases
UNGA BUNGA !!
Quote from: kaptain_kavern on November 26, 2017, 11:24:26 AM
Hard to tell because I have lots of others mods to update in the meantime - I'm nearly releasing/updating one mod a day since 2/3 weeks now.
But progress has been made on this baby as well. It's just I don't feel it's ready for a real release yet. Too many things that need to be tweaked, balanced and corrected
But I imagine some of you can be quite impatient so here is a link to the testing version:
https://github.com/kaptain-kavern/AlphaAnimals/releases
Thanks man i understand take your time, doing things fast will only cause problems
Sorry for an off-topic. I've got more of a general question.
I wonder how different mods adding fauna work together. Again sorry for noob questions.
How do they affect each other or are they all independent?
Do spawn chance is equally distributed among several such mods loaded together or is there some complex maths behind determining priority one over the others?
Hi there,
Yes normally all those animals mods are supposed to works well together. But no generations rates are sets in the code directly and modders sets a ratio for each one. For instance it's common (and a good idea balance-wise) to have less predators than herbivores.
But after that the game "just" randomly chose from the pool of available animals which one is generated.
As for complex maths, I don't know about other modders but I achieve my balance by running the game lots of time, looks at animal repartition on the maps and tweak my numbers until I found something that feels "realistic" ;-)
Thanks for the answer. My curiosity is fullfiled.
Always loved rimworld animals. They add so much to the story. Especially with such variety and awesome quality that mods give.
Thank you for supporting and re-issuing this mod. It is wonderful seeing these creatures again.
Did work stop on the update of this mod? It is only xml for non variant creatures with no special attacks, correct? I think I might use some for myself either way, these textures are freaking NICE! ;D
Is this mod still at works?
I love the textures and creatures created by the mod. I hope someday these creatures may see the light in someday.
Would love to have this mod for 1.0 as I've been looking for nice looking alien critters.
Quote from: jpinard on October 16, 2018, 03:12:13 AM
Would love to have this mod for 1.0 as I've been looking for nice looking alien critters.
It's your lucky day, then :) https://ludeon.com/forums/index.php?topic=46252.0
Got it and thank you! Awesome. The only complaint I have is those blizzard spiders spawn too frequently. Also, if I'm buitten by one early on and get the venom or poison - is that colonist doomed?