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RimWorld => Releases => Mods => Outdated => Topic started by: Thirite on December 01, 2016, 11:47:16 PM

Title: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Thirite on December 01, 2016, 11:47:16 PM
Taiga Creatures v1.2


I've been working on a mod for a while now which adds some more variety to the animals of RimWorld, most notably those found in the Boreal Forests, or 'Taiga' biome. While there's obviously some overlap with other biomes, that's the main focus of the mod. I'm trying to remain as vanilla friendly as possible- graphically, balance-wise, and in animal design. Release 1.2 has ten additional animals (new: all the 'large ones' capable of hauling cargo for caravans), all tested and seemingly stable.


(http://imgur.com/7hGwURR.png)
Black bear
Exactly what you'd expect. Smaller, more common, and less dangerous bear.

(http://imgur.com/p5L8Vsr.png)
Fisher
A dog-sized mammal related to weasels. Very vicious and very wild.

(http://imgur.com/oAFmJSQ.png)
Horse
Just your typical friendly horses. You can't ride them, unfortunately.

(http://imgur.com/R33SMT4.png)
Jackalope
A type of rabbit with pointy antlers protruding from between its ears.

(http://imgur.com/MIcoYch.png)
Woolyhorse
A bizarre omnivorous horse that can live in incredibly cold climates.

(http://imgur.com/nbCg8u0.png)
Ermine
A cute little stoat with an almost pure white winter coat.

(http://imgur.com/wLIArnX.png)
Megabadger
A very large and incredibly dangerous predator. Best to simply avoid.

(http://imgur.com/FLuDBo6.png)
Chipmunk
A tiny critter that serves mostly to be eaten by hungry predators.

(http://i.imgur.com/ZkZcE4n.png)
Wooly Rhino
A throwback to the cold-weather rhinoceros of the ice-age.

(http://i.imgur.com/FAOvzs1.png)(http://i.imgur.com/Jtx7rAG.png)
Ptarmigan
A gamebird unique in its feathered feet, so as to better withstand the cold.
Surprisingly friendly for a wild animal, and better suited for anyone looking for a steady supply of eggs in the far north.

[A16] v1.2 - Download Here (https://drive.google.com/uc?id=0BxAUmolQ9DxLSTVMNWpQNmo4Z1U&export=download)
A Dog Said... compatibility patch (https://drive.google.com/uc?id=0BxAUmolQ9DxLTlh0UDBib0NSdkE&export=download)

[A15] v1.0b - Download Here (https://drive.google.com/uc?id=0BxAUmolQ9DxLN2JsRkp1VHFmNDg&export=download)
v1.0b A Dog Said... compatibility patch (https://drive.google.com/uc?id=0BxAUmolQ9DxLZFViNV9BaXBOQkk&export=download)


-Changelog-
1.0: First stable release
1.0a: Nerfed marten damage
1.0b: Fixed Megabadgers not acting as predators
1.0c: Updated to A16
1.0d: Fixed erroneous Megabadger xml
1.0e: Fixed snow jackalope warnings and SoundDef errors
1.1: Added Ptarmigans and added A Dog Said... compatch for A16
1.2: Added functionality/graphics for blackbear, horse, wooly rhino, and megabadger to haul cargo for caravans

Permissions
Licensed CC-BY-NC-SA (https://creativecommons.org/licenses/by-nc-sa/3.0/)
Because it apparently has to be said; do not attempt to upload this mod or its content to a commercial platform (ie: steam workshop).
Title: Re: [A15] Taiga Creatures
Post by: Hydromancerx on December 02, 2016, 01:41:52 AM
The Fisher and Ermine are a little powerful for their size. They seem to be able to kill as if they were a tiger. Wolves and Foxes seem to die a lot when they are around.
Title: Re: [A15] Taiga Creatures
Post by: Thirite on December 02, 2016, 12:58:20 PM
Ah, good to know. I recently fixed them so they'd stop attacking people but I suppose I didn't notice how much damage they did with my armoured pawns. Fishers in reality are known to hunt foxes- but a wolf is a bit much. Ermines really shouldn't be able to kill more than a rabbit though.
Title: Re: [A15] Taiga Creatures
Post by: Thundercraft on December 02, 2016, 01:49:49 PM
This looks interesting. And I would like more animal variety in my boreal forests.

Would this play nice with other animal mods?

What about biome mods like Enhanced Forests (http://steamcommunity.com/sharedfiles/filedetails/?id=753267126) or Kudzu: Increased Forest Density (http://steamcommunity.com/sharedfiles/filedetails/?id=751448879)? Would I need to load this after such biome mods? Would it overwrite their animal density?

P.S.: Why have both a Woolyhorse and a Horse? Your Woolyhorse is unique and described as being able to live in "incredibly cold climates." That makes sense. But I have to wonder if a regular horse could live in a true tiaga (https://en.wikipedia.org/wiki/Taiga). Yes, there are reindeer that far north. But they they are a different animal that can live on lichen.

Looking at articles on the wild horse (https://en.wikipedia.org/wiki/Wild_horse), feral horse (https://en.wikipedia.org/wiki/Feral_horse) and tarpan (https://en.wikipedia.org/wiki/Tarpan), there are mentions of them being as far north as Nova Scotia, Alberta, and Central Russia. However, none of those places are truly in a tiaga (as confirmed by climate maps (https://www.google.com/search?q=Tundra+map)). It sounds like Central Russia (https://en.wikipedia.org/wiki/Central_Russia) refers to 'European Russia' which borders Europe. And Alberta is warmed by chinook winds from the Pacific coast.
Title: Re: [A15] Taiga Creatures
Post by: Thirite on December 03, 2016, 08:42:35 PM
>Would this play nice with other animal mods?
Yeah, it should have no conflict with any other mods as I cleanly added these animals to the spawnlists via their own race definitions rather than directly modifying the biome defs. It should be perfectly compatible with any mod that does not use explicitly the same defnames as those I use (eg: Blackbear, Chipmunk, etc.).

> But I have to wonder if a regular horse could live in a true taiga.
In the wild they wouldn't choose to, though they can live there domesticated. I included the common horse mostly as a "why not" since I was already adding the Woolyhorse, and the differences are minimal- both in graphics and script.
Title: Re: [A15] Taiga Creatures - upd(2016/dec/3)
Post by: Malinov on December 09, 2016, 02:47:59 PM
Think I've found a little oversight, namely that the megabadgers never seem to eat or hunt anything, their food bar just depletes and they move on from the map. Looking at their def file, they don't seem to be set as predators like other omnivore animals such as your black bear or martens for example.
Title: Re: [A15] Taiga Creatures - upd(2016/dec/3)
Post by: Thirite on December 10, 2016, 12:28:56 AM
Haha, oh wow. That's pretty embarrassing. Updated version in the OP.
Title: Re: [A15] Taiga Creatures - upd(2016/dec/9)
Post by: Hydromancerx on December 12, 2016, 07:36:08 AM
Besides the Ptarmigans i provided you are there other animals you planning?

Moose (http://1.bp.blogspot.com/-_1LosOk9Fqg/UnAChItNzdI/AAAAAAAAAbk/d5cUsCy4VMg/s1600/icon_moose.png) or Mountain Goat (http://1.bp.blogspot.com/-tOyfdfia29A/UnAChTfCFRI/AAAAAAAAAbg/4dOPsfDONXE/s1600/icon_mountaingoat.png) maybe?
Title: Re: [A15] Taiga Creatures - upd(2016/dec/9)
Post by: Thirite on December 13, 2016, 11:28:41 AM
Mountain goat could be neat, though there's no way to define exclusivity to mountainous regions. So I don't know if that would make a lot of sense. Moose could be fun as a herd animal that could mess you up if unprepared. Ptarmigans will be the next to go in when I have the time (nice job on the graphics, by the way). I was planning a wolverine but with all the large predators currently I'll hold off till I have more variety.
Title: Re: [A16 / A15] Taiga Creatures - upd(2016/dec/20)
Post by: Thirite on December 20, 2016, 10:41:45 PM
Mod updated for A16
Title: Re: [A16 / A15] Taiga Creatures - upd(2016/dec/20)
Post by: Hydromancerx on December 20, 2016, 11:06:16 PM
Aww no Ptarmigans i the alpha 16 update. :(
Title: Re: [A16 / A15] Taiga Creatures - upd(2016/dec/20)
Post by: Hydromancerx on December 21, 2016, 11:21:16 PM
There seems to be some error with the Megabadger.
Title: Re: [A16 / A15] Taiga Creatures - upd(2016/dec/20)
Post by: Adoelrome on December 27, 2016, 01:10:29 PM
Exception reading Races_Animal_Megabadger.xml as XML: System.Xml.XmlException: 'defaultCooldownTime' is expected  Line 16, position 51.

      <MoveSpeed>4.5</MoveSpeed>
      <ComfyTemperatureMin>-45</ComfyTemperatureMin>
      <MarketValue>2200</MarketValue>
    </statBases>
    <verbs>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTime>2</defaultCooldownTicks>
        <meleeDamageBaseAmount>25</meleeDamageBaseAmount>
        <meleeDamageDef>Scratch</meleeDamageDef>
        <linkedBodyPartsGroup>FrontLeftPaw</linkedBodyPartsGroup>
      </li>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTicks>2</defaultCooldownTicks>


the only thing that I do not know the correct - time on the left or ticks on the right)
update:
by additional errors found: there must be "Time".
Title: Re: [A16 / A15] Taiga Creatures - upd(2016/dec/20)
Post by: Thirite on December 28, 2016, 06:33:34 PM
Huh, weird! I used a search and replace function for changing defaaultCooldownTicks to defaultCooldownTime, so not sure why one would have been left unchanged. Will update in an hour or so when I get home.
Title: Re: [A16 / A15] Taiga Creatures - upd(2016/dec/28)
Post by: ambivalence on January 03, 2017, 11:03:47 PM
Waiting for «A Dog Said...» patch :3 Thanks for your work.
Title: Re: [A16 / A15] Taiga Creatures - upd(2016/dec/28)
Post by: Degraine on January 04, 2017, 10:40:38 PM
Hey there, I was testing some problems with a different mod and noticed that there's a bunch of warnings about the new SoundDefs for your mod - namely, every def needs a <context>MapOnly</context> like the vanilla defs now have.

And there's something about a verb to do with the snow jackalope's antlers:

Config error in SnowJackalope: has verb with linkedBodyPartsGroup Antlers but body QuadrupedAnimalWithPawsAndTail has no parts with that group.
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()


I don't know a thing about setting up animal body plans so I leave this in your capable hands.
Title: Re: [A16 / A15] Taiga Creatures - upd(2016/dec/28)
Post by: Thirite on January 05, 2017, 01:16:14 AM
Ah, thanks for reporting the error with the Jackalope! I was aware of the SoundDef warnings but hadn't gotten the chance till now to fix them. I'll be updating the OP with the updated version shortly.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/4)
Post by: Hydromancerx on January 05, 2017, 02:30:26 AM
Aww. Still no Ptarmigans (https://ludeon.com/forums/index.php?topic=26497.msg279011#msg279011). Please add them next time.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/4)
Post by: Thirite on January 05, 2017, 03:15:17 AM
I had very little time this evening to do everything I planned. This was merely a bugfix update.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/4)
Post by: NethanielShade on January 05, 2017, 10:55:51 PM
Waiting for A Dog Said A16 patch ;)

This is definitely one of my favorite animal mods.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/4)
Post by: Thirite on January 07, 2017, 04:01:20 PM
Oh, I thought ADS was still A15. Apparently the thread OP just hasn't been updated. Thanks!

I'm hoping to make the large animals in this mod able to haul like the Muffalo can for caravans, as well. Seems silly a horse can't have saddlebags at the moment.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/4)
Post by: Qwynn on January 07, 2017, 06:55:04 PM
I'm also very excited about the A16 ADS patch. Need me some more animals!
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/4)
Post by: Meatbomb on January 08, 2017, 09:29:23 AM
Hey there Thirite, this is a lovely mod.  You have done an excellent job with the art assets, they blend in with the standard creatures really well!

My only suggestion is that the vanilla creatures have a much lighter/softer black outline.  It would be best if you matched the existing assets in this regard.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/4)
Post by: JABBA2000 on January 08, 2017, 07:49:24 PM
It will be cool if you rename the Wooly Rhino to a Mammoth because it makes more sense.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/4)
Post by: Thirite on January 08, 2017, 11:19:55 PM
Quote from: JABBA2000 on January 08, 2017, 07:49:24 PM
It will be cool if you rename the Wooly Rhino to a Mammoth because it makes more sense.

(http://i.imgur.com/pII0eFz.png)
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/4)
Post by: Hydromancerx on January 09, 2017, 02:37:51 AM
(https://images.sciencedaily.com/2010/09/100907081643_1_900x600.jpg)
SCIENCE!
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/9)
Post by: Thirite on January 09, 2017, 03:15:42 AM
Hydromancerx, your wish is granted: Ptarmigans have now been added to the mod. Thanks again for the textures

I've also added the compatch for A Dog Said... for A16, which was super easy because it happened to require no changes other than the targetVersion field in About.xml ^^
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/9)
Post by: Hydromancerx on January 09, 2017, 08:32:41 AM
Quote from: Thirite on January 09, 2017, 03:15:42 AM
Hydromancerx, your wish is granted: Ptarmigans have now been added to the mod. Thanks again for the textures

Huzzah! Thank you!  ;D
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/4)
Post by: JABBA2000 on January 09, 2017, 10:43:11 AM
Quote from: Hydromancerx on January 09, 2017, 02:37:51 AM
(https://images.sciencedaily.com/2010/09/100907081643_1_900x600.jpg)
SCIENCE!

Oh ok lol. I didnt know but mammoths are cool. If Thirite ever has time to add them pls do :). I Got the mod its really cool. I mean while your at it add fucking dinosaurs. (jk pls dont but you can add stuff like saber tooth tigers/cat)
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/9)
Post by: Thirite on January 12, 2017, 10:39:20 PM
-Caravan Update- v1.2
All of the large animals in Taiga creatures (shown below) are now capable of hauling cargo in caravans. Check the OP for the download link.

(click to enlarge)
(http://i.imgur.com/M7ia5Tx.png)
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: fledermaus on January 12, 2017, 10:49:11 PM
Awesome! Thanks!
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: OldManSteve on January 13, 2017, 01:24:37 AM
No reindeer yet?

Bonus points if you can get them pulling sleighs.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Thirite on January 13, 2017, 01:30:38 AM
Quote from: OldManSteve on January 13, 2017, 01:24:37 AM
No reindeer yet?
But caribou are already in the game. :P
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/9)
Post by: Hydromancerx on January 13, 2017, 02:16:57 AM
Quote from: Thirite on January 12, 2017, 10:39:20 PM
-Caravan Update- v1.2
All of the large animals in Taiga creatures (shown below) are now capable of hauling cargo in caravans. Check the OP for the download link.

(click to enlarge)
(http://i.imgur.com/M7ia5Tx.png)

Awesomee!!
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Hydromancerx on January 13, 2017, 03:01:16 AM
(http://i65.photobucket.com/albums/h202/Hydromancerx/Rimworld/MooseMale_side_zps2vjmmjvu.png)(http://i65.photobucket.com/albums/h202/Hydromancerx/Rimworld/MooseFemale_side_zpsk07mfwki.png)
I started a Moose for you. It needs some help. :/ I just want you to make a moose no matter if you use my art or not.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Degraine on January 13, 2017, 03:44:14 AM
Marvelous update. It's just a shame I already sent out my tropical settlement expedition without the megabadger. Their weight budget is very tight with just a muffalo and five people.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Birdy on January 13, 2017, 04:20:41 AM
Quote from: Hydromancerx on January 13, 2017, 03:01:16 AM
(http://i65.photobucket.com/albums/h202/Hydromancerx/Rimworld/MooseMale_side_zps2vjmmjvu.png)(http://i65.photobucket.com/albums/h202/Hydromancerx/Rimworld/MooseFemale_side_zpsk07mfwki.png)
I started a Moose for you. It needs some help. :/ I just want you to make a moose no matter if you use my art or not.
Need! No Boreal is complete without moose.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: JABBA2000 on January 13, 2017, 09:20:57 AM
Last time i did art it ended up like shit. So i wouldn't want to fuck it up lol. If i was decent i would help you with the moose.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Thirite on January 13, 2017, 06:57:07 PM
Quote from: Hydromancerx on January 13, 2017, 03:01:16 AM
...
Not bad. A little pillow-shady but looking pretty close to RimWorld art. I'll probably use it and the vanilla caribou as a template.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Hydromancerx on January 17, 2017, 03:19:22 AM
Quote from: Thirite on January 13, 2017, 07:42:47 PM
Well, I guess I'll go first.

I'd submit my mod Taiga Creatures (https://ludeon.com/forums/index.php?topic=27694.0)- it's a fully functional animal mod that adds some variety primarily to the Boreal Forests of the game. I still plan to add three or four more animals before I'm done with it, though.

I hope your mod gets added to the core game!! :D

At the very least the horses!
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: asquirrel on January 21, 2017, 11:31:32 AM
If I have a dog said do I put your base mod and the a dog said patch after the a dog said mod?  Thanks for the info!
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Hydromancerx on January 21, 2017, 08:42:08 PM
(http://i65.photobucket.com/albums/h202/Hydromancerx/Rimworld/Mammoth_side_zpsiavzprvd.png)

Here is the start of a Mammoth. If you can do the other sides that would be great. Make sure you shrink the ears of the elephant since mammoth's have smaller ears.

Also don't forget about the moose!
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Thirite on January 21, 2017, 08:50:16 PM
It doesn't matter if TC or ADS comes first, but the compatch has to come after both.
Title: Re: [A16 / A15] Taiga Creatures - upd(2016/dec/28)
Post by: Senio on January 22, 2017, 12:39:19 AM
Quote from: ambivalence on January 03, 2017, 11:03:47 PM
Waiting for «A Dog Said...» patch :3 Thanks for your work.

Waiting for https://ludeon.com/forums/index.php?topic=29310.0 (https://ludeon.com/forums/index.php?topic=29310.0) A Dog Said...
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Thirite on January 22, 2017, 02:46:06 AM
Quote from: Thirite on December 01, 2016, 11:47:16 PM
[A16] v1.2 - Download Here (https://drive.google.com/uc?id=0BxAUmolQ9DxLSTVMNWpQNmo4Z1U&export=download)
A Dog Said... compatibility patch (https://drive.google.com/uc?id=0BxAUmolQ9DxLTlh0UDBib0NSdkE&export=download)

(http://i.imgur.com/1YgJoCY.png)
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Senio on January 22, 2017, 03:01:18 AM
(http://i.imgur.com/1YgJoCY.png) ;D ;D ;D ;D
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Sarelth on January 22, 2017, 05:54:48 AM
Any pointers on adding the pack ability to creatures? I have been getting errors out the rear end all day due to trying my hand at it.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Thirite on January 22, 2017, 02:09:38 PM
I made a post about it a while back:

Quote from: Thirite on January 12, 2017, 02:21:55 PM
Not sure if this is the right topic, but using the new xml field packAnimal will make the PawnRenderer class look for *Pack_*.png textures in the same directory as the pawn's textures and let that animal be used for hauling stuff in a caravan. Their carry weight seems to be based on body size.

eg: HorsePack_side.png holds a texture of a saddlebag that will overlay the Horse_side.png texture.

Feel free to take a look at my mod files for an example.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: forestfey on January 22, 2017, 03:05:03 PM
Quote from: Hydromancerx on January 21, 2017, 08:42:08 PM
(http://i65.photobucket.com/albums/h202/Hydromancerx/Rimworld/Mammoth_side_zpsiavzprvd.png)

Here is the start of a Mammoth. If you can do the other sides that would be great. Make sure you shrink the ears of the elephant since mammoth's have smaller ears.

Also don't forget about the moose!

really awesome stuff this mod! :D
May I suggest that to make the "shoulder hunch" a bit bigger, the head a bit more "slumped" into the torso (but slightly higher) and lower down/decrease in size the hips some more for morphological accuracy? It might look even "mammothier" then...I like the "visual grip" of the fur a lot, though!
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Sarelth on January 22, 2017, 04:13:26 PM
Quote from: Thirite on January 22, 2017, 02:09:38 PM
I made a post about it a while back:

Quote from: Thirite on January 12, 2017, 02:21:55 PM
Not sure if this is the right topic, but using the new xml field packAnimal will make the PawnRenderer class look for *Pack_*.png textures in the same directory as the pawn's textures and let that animal be used for hauling stuff in a caravan. Their carry weight seems to be based on body size.

eg: HorsePack_side.png holds a texture of a saddlebag that will overlay the Horse_side.png texture.

Feel free to take a look at my mod files for an example.

I have been looking through them and I think that I was mistaken by the error I was getting as now I am getting it from a creature that is not a pack animal also. Just some odd texture shenanigans it seems.

Love the textures for your packs and animals, very nicely done.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Hydromancerx on January 23, 2017, 02:14:12 AM
A more complete set for you. This time the Smilodon. :D

(http://i65.photobucket.com/albums/h202/Hydromancerx/Rimworld/Smilodon_side_zpsw9yjaqrf.png)
(http://i65.photobucket.com/albums/h202/Hydromancerx/Rimworld/Smilodon_front_zpsi1vbqjyp.png)
(http://i65.photobucket.com/albums/h202/Hydromancerx/Rimworld/Smilodon_back_zpse1c95x3b.png)
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Deathawaits4 on January 23, 2017, 12:03:43 PM
Hei, i only have one question, what would happen if i added this to a existing save? Also would it be possible to add these creatures to the tundra  biome, since it wouldnt make sense to have a whooly rhino in a forest but not tundra ::) ;D Oh never mind, just looked in the xml files and most creatures are tundra.. :D also please add the creatures from the poster above me! they look amazing
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Thirite on January 23, 2017, 01:45:37 PM
It will work fine if added to an existing save, as should any other basic "additional content" mod.

@Hydromancerx
Oh wow, really nice.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: FreyaMaluk on January 27, 2017, 10:55:49 AM
Quote from: Hydromancerx on January 23, 2017, 02:14:12 AM
A more complete set for you. This time the Smilodon. :D

(http://i65.photobucket.com/albums/h202/Hydromancerx/Rimworld/Smilodon_side_zpsw9yjaqrf.png)
(http://i65.photobucket.com/albums/h202/Hydromancerx/Rimworld/Smilodon_front_zpsi1vbqjyp.png)
(http://i65.photobucket.com/albums/h202/Hydromancerx/Rimworld/Smilodon_back_zpse1c95x3b.png)

the Smilodon looks amazing..
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: JABBA2000 on January 27, 2017, 05:19:04 PM
Holy shit i come back from skiing and i see you have made the animals. I was joking but good job on all the things i kinda said lol. It is really cool and they look really good.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Hydromancerx on January 27, 2017, 05:34:31 PM
@Thirite

Could you take the alpha beaver and make a new animal just called "Beaver" and have it eat only small plants instead trees? It could use the same graphics but just spawn in like the Forest and Boreal biomes.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: FadingFog on February 02, 2017, 11:02:41 AM
Please, could you add folder with ready english translation for translation into another language capabilities?
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Flimflamshabam on February 02, 2017, 01:41:06 PM
I get that the ptarmigans are meant to be cold weather chickens but maybe nerf the fertilized eggs cold resistance a little bit, I have my cooks making McNuggets when they wanted to make an omelette
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: asquirrel on February 02, 2017, 01:42:15 PM
Can I have a second helping of creatures please?  :)
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Hydromancerx on February 13, 2017, 09:03:45 PM
Please join the "Community Animal Pack".

https://ludeon.com/forums/index.php?topic=30541.0
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: JABBA2000 on March 11, 2017, 03:29:35 PM
i would help with the mammoth and moos but im shit at drawing
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Nyr on April 25, 2017, 12:04:37 PM
i cant buy any of the animals that can be used as caravan animals from the traders, if they show up with them even though they already have muffalos to haul their stuff ...
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Hydromancerx on May 29, 2017, 08:49:25 PM
How is the Animal Collaboration Project going?
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: kaptain_kavern on May 29, 2017, 09:49:40 PM
I don't know either but count me in. I'm just finishing some stuff (mostly updating CKAPP to A17 and another secret project :p )but it's definitively something I want to be evolved with.

I know Tammabanana is still around here and on Github.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Thirite on May 29, 2017, 10:08:41 PM
Last I heard they were coming close to a 1.0 release. I unfortunately haven't been involved in a while but they're still chugging along.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Hydromancerx on June 03, 2017, 02:45:16 PM
Well if they are lost in development limbo can you update this mod at least?
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: kaptain_kavern on June 03, 2017, 02:57:29 PM
They are talking about incoming release
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Meatbomb on June 20, 2017, 07:08:28 AM
Thirite love your mod and really want it in my A17 game!  Keep up your excellent work!
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Thirite on June 20, 2017, 11:32:46 AM
Thanks! Taiga Creatures has been integrated into the Animal Collab Project, which you can find here: https://github.com/XenEmpireAdmin/AnimalCollabProjectA17

Or on steam here: https://steamcommunity.com/sharedfiles/filedetails/?id=949283405
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: Meatbomb on June 21, 2017, 11:47:12 PM
Thank you very much for that link.  Again, compliments as this is an excellent resource, very true to the original game art.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: baiph on December 02, 2017, 01:06:33 PM
Can I just update this by changing the version or it would require more work than that? I would really like to use the horses in this mod with the new GiddyUp mod, as horses match the team perfectly.
Title: Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
Post by: baiph on December 02, 2017, 06:17:07 PM
So I just tried changing the version to B18, and it works! There are just some problems with the pathing of the files, but it's working fine.