It would be great of all the animal modders worked together to make one "Community Animal Pack". This way it would reduce redundant animals and help lighten the load for everyone. Also it would save some packs that have gone dormant if they are brought back to life in one BIG pack. Here are the most of the mods i could find and recommend to be in the pack.
Animals+
https://ludeon.com/forums/index.php?topic=30521.0
Badgers
https://ludeon.com/forums/index.php?topic=26252
CK Animals
https://ludeon.com/forums/index.php?topic=26265.0
CP Beasties
https://steamcommunity.com/sharedfiles/filedetails/?id=826379216
Legacy Ark
http://steamcommunity.com/sharedfiles/filedetails/?id=857283007
Meerkats
https://ludeon.com/forums/index.php?topic=27782
Taiga Creatures
https://ludeon.com/forums/index.php?topic=27694.0
Xen's Creatures
http://steamcommunity.com/profiles/76561197992399296/myworkshopfiles/?appid=294100
ZW Animals
https://steamcommunity.com/sharedfiles/filedetails/?id=838842766
If you are an artist or coder who is interested in contributing to this pack please let me know.
Many thanks in advance!
(https://steamuserimages-a.akamaihd.net/ugc/847088940545270085/9308A80B6661D6179D1FFA19139E48673A0F5F62/)
Animal Colab Project
http://steamcommunity.com/sharedfiles/filedetails/?id=949283405
Documentation (https://docs.google.com/spreadsheets/d/1-7rnjER9RCuHx0fmcwJHLAz2RwHbvTbwyDHu4W1MDmU/edit#gid=215593006)
On one hand I don't really like the thought of passing over control of my mods, on the other I realise that we're at a point where all of the animal mods just create issues. So I'm tentatively in favour of your idea, as long as it also includes things like compatibility patches for A Dog Said and such.
My license (found here (https://ludeon.com/forums/index.php?topic=26354.0) with the current version of Beasties) allows inclusion in modpacks and derivative mods, so you can include it anyway, I would just prefer to see this project go beyond an all-in-one mod.
I'd be willing to help out with basic coding (haven't learned C# yet, it's on my to-do list) and testing.
A Big Animal Pack sounds great. Unfortunately we haven't so much time, but we help where we can :)
P.s.: interesting typo "SW Animals" :D
@cucumpear
Thank you for being willing to join up and help with code. Obviously nothing has been figured out yet on who would do the mod combining since we do not know who all is joining up.
@ZModW
Huzzah! Glad to have you on board too. I was worried you would not want to. I know Animals+ seemed interested, and the guy that did the Meerkats has a creative commons on his mod. And I was talking to the badger mod guy too. He said I need to get a hold on the artist MightyRick1. And the guy from th Taiga mod is always nice so i hope he would be on board as well (cannot say for sure). Legacy Ark i have no idea. And CK Animals probably won't but i can at least try. However CK Animals is not active so maybe? We shall see. The more that join up the more likely others will join so thank you.
Oops! Changed Ss to Zs.
http://steamcommunity.com/profiles/76561197992399296/myworkshopfiles/?appid=294100
I have a few other animals I haven't released yet. Most are colorshifted variants of existing animals, a couple have original assets.
Thanks Xen. I am not sure if we should add color variants or not. Maybe just like the white tiger. I am hoping that this becomes a pack with mostly new species. With say the exception of the Megabadger and Jackalope i also think we should stay away from fictional animals too. Ice Age Era Prehistoric however I think are fine.
Hey, guys. Glad you're going to create an art group. What do you think about adding a bit of content for the ItchyFlea's AnimalHideWorking (//http://) (a16 (https://ludeon.com/forums/index.php?topic=10623.msg293646#msg293646))?
(https://dl.dropboxusercontent.com/u/7717507/RimWorld/AnimalHideWorking.png)
Of course, it's totally non-eco and so on, but it seems an interesting idea. Players probably would enjoy collecting these kind of rugs.
Not a modder, but this is an excellent idea.
Heya! I just wanted to make a note for everyone that cucumpear, Thirite and I are all talking together about collaboration between our mods. So if any of you would like to work with us directly instead of through a middleman, then please feel free to pm me or one of them! I'm working on getting a discord set up for us all to talk about this on to keep things straight.
@Ekksu
I don't care who is leading I was just trying to get everyone to work together. Please just work together with the people who have already wanted to to help here. Everyone is so talented it would be a shame to not work together.
Which is why i put this under the general mod section rather than an WIP section since I am not running a project as a "middle man".
Note you guys have permission to use any of my art in your project too. I would love to get the the Auroch in.
I don't know if this is the right place to ask, but will we be able to harvest wooly horse wool at some point?
Someone should make a dinosaur pack. I want to raid pirates with an army of T-Rex
Yeah man, no problem!! Sorry if that came off as kinda rude - I wasn't in the best of moods yesterday because of some unrelated stuff.
But! @marvin__ That's pretty simple to do, if I'm remembering correctly, so I can definitely bring it up with everyone! I think it'd be cool to get wool from mammoths and wooly rhinos too - especially since nothing else really lives in ice sheets.
(I also may or may not be considering some dinos bc let's be real, dinos are pretty badass)
@Ekksu
Do you guys have a chart of all the animals you will be working on and who will be doing what? I think such a list would be helpful.
Also what about doubles? Such as your lion vs ZW Animals' lion. Which one will be used?
There would also be other issues with the CK Animals mod if they allows use. Such as the Panda with CP Beasties and the Tiger and Snow Leopard with ZW Animals.
I suspect if CK Animals is not going to play along you guys can just make your own Junglefowl, Peafowl and Okapi.
I also had a cool advanced idea. Perhaps there could be a "domesticate" feature added later. Such as ...
Timber Wolf -> Husky
Auroch -> Cow
Wild Boar -> Pig
Mulfon -> Sheep
Ibex -> Goat
Vicuña -> Alpaca
Guanaco -> Llama
Junglefowl -> Chicken
African Wild Cat -> Cat
Quote from: Hydromancerx on February 16, 2017, 06:05:52 PM
@Ekksu
Do you guys have a chart of all the animals you will be working on and who will be doing what? I think such a list would be helpful.
Also what about doubles? Such as your lion vs ZW Animals' lion. Which one will be used?
There would also be other issues with the CK Animals mod if they allows use. Such as the Panda with CP Beasties and the Tiger and Snow Leopard with ZW Animals.
I suspect if CK Animals is not going to play along you guys can just make your own Junglefowl, Peafowl and Okapi.
I also had a cool advanced idea. Perhaps there could be a "domesticate" feature added later. Such as ...
Timber Wolf -> Husky
Auroch -> Cow
Wild Boar -> Pig
Mulfon -> Sheep
Ibex -> Goat
Vicuña -> Alpaca
Guanaco -> Llama
Junglefowl -> Chicken
African Wild Cat -> Cat
We have a chart for Animals+, and I'm working on setting one up for the group right now! CK Animals hasn't been updated for a16 and I haven't been able to get in contact with the creator, so I'm not sure how many of those animals will be imported unless they're okay with us continuing their work. As for the doubles, I figure we're probably just gonna sit down and decide which would work better? I'm gonna be re-doing a bunch of textures for Taiga Creatures and other miscellaneous animals to make them fit in better with vanilla, so that might end up being what happens.
And that sounds pretty cool! I'm really not sure how it would translate well into the game, though, because I'm a garbage coder?? I managed to crash the game making an xml animal file so I'm not sure i wanna touch it. I can definitely tell you we have some really cool things that we're planning right now that if we can get them to work is gonna be something brand new for an animal mod ;9
Cool please post or send me the link!
Also any news with Legacy Ark (https://steamcommunity.com/sharedfiles/filedetails/?id=857283007)? They have some really good animals. They also seem to be very well organized.
Are there any mods you guys are looking at that tweak the vanilla animals? Like add more animals that can be milked, I believe people Milk alpacas, and I know people milk Goats so the Ibex could be tweaked to produce milk. Mostly adding milkable animals is what I'm looking for, kinda want some variety besides muffalo or cows+alpaca's to have livestock that produce milk and wool.
Some tweakery to the Boomrats/Boomalopes would be great too, specifically some way to "disarm" them so they can be slaughtered or euthanized without exploding.
Found an old animal mod with some other animals like a snail, crocodile, walrus, etc.
(http://i.imgur.com/2IklpM0.jpg)
Biodiversity [A9]
https://ludeon.com/forums/index.php?topic=9532.0
Quote from: Flimflamshabam on February 17, 2017, 12:57:29 AM
Are there any mods you guys are looking at that tweak the vanilla animals? Like add more animals that can be milked, I believe people Milk alpacas, and I know people milk Goats so the Ibex could be tweaked to produce milk. Mostly adding milkable animals is what I'm looking for, kinda want some variety besides muffalo or cows+alpaca's to have livestock that produce milk and wool.
Some tweakery to the Boomrats/Boomalopes would be great too, specifically some way to "disarm" them so they can be slaughtered or euthanized without exploding.
We do have some animals we're planning on adding that are milkable! The first on the list are domestic goats, because I'm kinda surprised they're not in-game yet. As of right now we're trying not to tweak too many vanilla animals to keep compatibility with mods that edit those, but some of the new ones will do that! And any other mods that make more animals milkable should probably work just fine, too.
I hope so, mod compatability in Rimworld is kinda weird from what I'm used to from other games. Even though nothing is strictly incompatible between two mods, one usually trumps the other and disables the features of the unfortunate mod. For instance because your expanded pack animal mod touches boomalopes its disabling the Neutromine milking mod I grabbed for them, I'll need to try and merge those, hopefully without setting my pc on fire (i'm notoriously bad at messing with mods even if its just tweaking settings)
The current plan is to not touch any of the existing animals if we can help it. This whole thing is for compatibilities sake, aha, so hopefully we can manage that!
Hi, folks,
There's some enthusiasm in another thread for merging meat types - https://ludeon.com/forums/index.php?topic=30632.msg313112#msg313112 and downwards - in case you find that relevant. It should be do-able just using the <useMeatFrom> tag that Bird Meat uses.
In other news, I really like this idea, and would like to join the team. My primary relevant skill is playtesting with some understanding of what's possible in the XML, but I've also got a few animals of my own in here somewhere - a version of the MaMuffalo (art by mrofa I think?), and a Pygmy Muffalo (art by Spoonshortage) that I think I'm done with but haven't released yet. (I haven't worked on my crazy mutating monster mushroom with glowy spores for a while, but am more likely to do so given motivation.)
I dropped Coercion and Kaptain_Kavern a note in their GitHub before I updated their Plants and Animals pack, to let them know I was doing it and to yell at me if they didn't want me to, but didn't get a response. They're radio-silent at the moment. Kap is on record as being a fan of community projects, but I think the art is Coercion's.
GreyFluffs was happy to have their art as a community project - see https://github.com/Tammabanana/Community-Fantasy-Animals that I have done nearly nothing with besides provide a home - I've also not heard anything from Grey recently, but I presume it would be acceptable to merge one inactive community project into another, active one.
I cannot speak for the people actually putting this together but perhaps the animal pack should only have real animals and a separate fantasy animal pack should be made for all the made up mythical ones.
Following this. :D I love animals in my games.
Quote from: Ekksu on February 16, 2017, 04:19:29 PM
Yeah man, no problem!! Sorry if that came off as kinda rude - I wasn't in the best of moods yesterday because of some unrelated stuff.
But! @marvin__ That's pretty simple to do, if I'm remembering correctly, so I can definitely bring it up with everyone! I think it'd be cool to get wool from mammoths and wooly rhinos too - especially since nothing else really lives in ice sheets.
(I also may or may not be considering some dinos bc let's be real, dinos are pretty badass)
Alright, I put in woolyhorsewool myself. Hope you don't mind
@Hydromancerx
I think we're all just following the base game style for animals; ie: animals that actually exist or theoretically could exist through scifi gene splicing. Lore-wise, my Jackalope was basically a typical rabbit that someone gene-spliced with deer DNA to grow antlers- for laughs. Life imitating art, but after the "genetic revolution". In this way it's totally possible to have fantasy creatures as long as they make some sort of sense.
I mean, its easy to go too far with "genetically engineered" to explain away new creatures, you could make a unicorn and say you spliced a horse and a narwhal, but some scifi-y animals like for instance the vanilla megasloth make reasonable sense. For me I'd like to see more alien creatures though more unique ones than say someone adding in existing scifi creatures from other games/movies etc.
Quote from: Thirite on February 21, 2017, 07:28:49 PM
@Hydromancerx
I think we're all just following the base game style for animals; ie: animals that actually exist or theoretically could exist through scifi gene splicing.
Since it's set on an alien planet, "native alien life" is also a possible lore explanation, assuming it's done in a way that makes sense.
Quote from: Flimflamshabam on February 22, 2017, 02:22:10 AMFor me I'd like to see more alien creatures though more unique ones than say someone adding in existing scifi creatures from other games/movies etc.
Hello! (https://ludeon.com/forums/index.php?topic=17087.0)
I'm the guy doing the dinorim mod (dinosaurs).
Let me know if you guys need any help (just happened that I also thinking of whether to do a complete modern animal mod, then I saw this thread)
I realize I'm sort of late to the party, I'm the author of Legacy Ark. I've very new to modding, with Legacy Ark being my first.
I'm not sure how the organization for the collusion mod is being done, but I have a fairly busy home life. I would be happy to chip in where I can.
With that in mind, I'll carry on working on LA in my spare time, likely in a harvest moony direction since everyone else seems to be working on more wild-esque animals.
I can be contacted over discord as Lindseyrie, I'm in both the regular rimworld discord and the rimworld modders discord. A private PM over discord is acceptable.
Nice idea. Hoping you guys can work together for compatibility.
Huzzah! Glad to see Legacy Ark wanting to join up too! You guys can do it! Work together and make awesome animals!
i woud rather suggest to keep 1 artstyle. the problem is as a consumer(from Mods) i woud not get a whole big animal pack when i see the difference from animals+ and cw animals these are 2 styles of art and i woudnt mix up them.
is animal coding c# only?
Quote from: Raccoon on February 28, 2017, 04:37:05 AM
is animal coding c# only?
Most things can be done just by editing XMLs, some things require multiple XMLs to be changed (like animals with eggs or wool, unusual body parts that don't exist in vanilla or new attack types), but unless you want completely new behaviour making animals is pretty easy.
And as one of the people working on the animals pack mentioned a few times in this thread: our artist is working hard to make both existing and new textures a consistent style.
Quote from: cucumpear on February 28, 2017, 08:00:13 AM
Quote from: Raccoon on February 28, 2017, 04:37:05 AM
is animal coding c# only?
Most things can be done just by editing XMLs, some things require multiple XMLs to be changed (like animals with eggs or wool, unusual body parts that don't exist in vanilla or new attack types), but unless you want completely new behaviour making animals is pretty easy.
And as one of the people working on the animals pack mentioned a few times in this thread: our artist is working hard to make both existing and new textures a consistent style.
Sorry but now im confussed, do i need c# or not? Im quite good with XML so far and its pretty easy.
Quote from: Raccoon on March 01, 2017, 11:37:06 AM
Sorry but now im confussed, do i need c# or not? Im quite good with XML so far and its pretty easy.
No, you don't need C# for animals. But the relevant XML defs are not all in one spot, they're scattered across Items and Races and Bodies and stuff.
C# would only be used if you're trying to create non-vanilla-behaviors with the animals, like ranged attacks, or the way the meerkat mod has a different set of textures for standing vs. moving.
An example: you wouldn't need C# if you're just making a sheep that behaves pretty much like a muffalo. But if you wanted the sheep to be
realistic and ram their owners' kneecaps on a whim, you'd have to do something C#-y to accomplish that; that's a behavior that doesn't exist in vanilla.
Quote from: Tammabanana on March 01, 2017, 08:42:33 PM
Quote from: Raccoon on March 01, 2017, 11:37:06 AM
Sorry but now im confussed, do i need c# or not? Im quite good with XML so far and its pretty easy.
No, you don't need C# for animals. But the relevant XML defs are not all in one spot, they're scattered across Items and Races and Bodies and stuff.
C# would only be used if you're trying to create non-vanilla-behaviors with the animals, like ranged attacks, or the way the meerkat mod has a different set of textures for standing vs. moving.
An example: you wouldn't need C# if you're just making a sheep that behaves pretty much like a muffalo. But if you wanted the sheep to be realistic and ram their owners' kneecaps on a whim, you'd have to do something C#-y to accomplish that; that's a behavior that doesn't exist in vanilla.
Thanks, now i got it. (:
Hey guys , would you like to have a border collie ?
https://ludeon.com/forums/index.php?topic=30102.0
Stats are: bit faster than most dogs,
bit weaker than most dogs.
My gf made the sprites for me for xmas :)
Nice dog! :D
does this still get updated?
I just stumbled upon this thread... fantastic idea!
Has anyone contacted the author of Beasts of the Rim to join this? I love their alien weird animals. I find it really weird that all the creatures on this rimworld are Earthlike except two or three.
So the addition of more Alien animals is nice. BOTR is nice. :)
I'd like to join the "animal modders" but I don't know how to code them. If anyone could point me to a guide or any help on how to code animals, I'd be glad to consider trying my hand at adding some new creatures.
For the mod we're working on we're mostly focused on terran animals and some engineered variants, but we've talked about making a separate mod for new/crazy/fantasy/alien animals after.
As for learning to make new animals: we all learned by poking around the core files. Just make a copy of Core > Defs > ThingDefs_Races and dig in. The tags are pretty self-explanatory and using something like Notepad++ will really help keeping everything organised and seeing where you're missing brackets etc. One thing that you'll want to pay attention to is capitalisation, just pattern names and labels after what you see in the core files.
Quote from: SheiFoxy on April 30, 2017, 12:03:57 AM
Has anyone contacted the author of Beasts of the Rim to join this? I love their alien weird animals. I find it really weird that all the creatures on this rimworld are Earthlike except two or three. [/quote
Incidently, I did PM Hey my team rules! about getting permission to add BOTR to Epic Omega (https://ludeon.com/forums/index.php?topic=31476.0), but I haven't heard anything back yet... maybe a lurker, maybe no longer here :(
QuoteI'd like to join the "animal modders" but I don't know how to code them. If anyone could point me to a guide or any help on how to code animals, I'd be glad to consider trying my hand at adding some new creatures.
In my experience, for a large portion of situations it's just copy pasta--find an animal pawn that is similar to the creature you want, copy and paste, change a few values around (ex: <def>, <label>, <description>, and the associated <textPath>'s. Animals pawns are a bit trickier than say, melee weapons, since there is both a ThingDef and PawnKindDef that need to get added together, and don't forget to add them to a biome... but not too difficult ;)
QuoteFor the mod we're working on we're mostly focused on terran animals and some engineered variants, but we've talked about making a separate mod for new/crazy/fantasy/alien animals after.
Not sure if you've contacted rooki1 (https://ludeon.com/forums/index.php?action=profile;u=19705)about [A12] RimBeast (https://ludeon.com/forums/index.php?topic=16037.0). It is slightly outdated at the moment. I rooki1's permission to incorporate their work into Epic Omega, so I brought it up to [A16] and added four pawns (Two Giant Insects, Fortress Turtle, and Feather Raptor) from the mod. If you got their permission, I recommend DL'ing my mod and grabbing the updated files--easy win. They are really well done and fit seamlessly into the RimWorld animal kingdom
TL;DR: 1.0 is getting close and I answer some questions and stuff.
I know we've been a bit quiet lately, so I figured I'd drop some info here. At the moment we're in the process of balancing/tweaking and doing a polish pass before 1.0 hits - all the actual content is nearly complete. At the moment it includes all the creatures of Taiga Mod, CP Beasties, Legacy ARK, Xen's Animals and over thirty other animals and insects unique to the mod. In addition, we've also finished compatibility patches for A Dog Said that will be available on launch. I can't give much in the way of a launch time estimate because we still have some work to do - but it hasn't been abandoned!
Almost all of the animals are ones taken from real life, but we have several lore-friendly creatures and a few completely original animals as well! Plus some fun extra features thanks to @Thirite.
At the moment I'm the only regular artist on the team, so I unfortunately am hesitant to accept already made animals into the project due to the very high chance all of the art for them would have to be redone to match the mod's and vanilla's style. That being said, of course, there are a good chunk of animals in the mods people have brought to our attention that have already been made, including walrus', honey badgers, tigers, tapirs, lions, amur and snow leopards, and probably some more tbh. But I can at least show a few of the textures I've made to get everyone hyped ;9
(https://s25.postimg.org/hvekn0erj/Megascorpion_side.png)(https://s25.postimg.org/a53744n27/1_side.png%5Bimg%5D%5Bimg%5Dhttps://s25.postimg.org/9eagyckov/Goose_side.png)(https://s25.postimg.org/a6hqbae9r/Sheep_V1_side.png)(https://s25.postimg.org/g1lzh9tj3/VQuail_Cock_side.png)
Ahh, as far as other news goes, I'm not sure I have anything exciting to add! But I assure everyone it's coming along very well, and seeing it in action shouldn't be much longer!
Is alpha animals not part of this? =(
Thanks for the info. I'll poke around. I want to make a fennec fox. :)
Quote from: SheiFoxy on May 01, 2017, 12:42:35 AM
Thanks for the info. I'll poke around. I want to make a fennec fox. :)
I hate to tell you, but there's a fennec in vanilla RW. ;)
Yay ... my work here is done? :D
Quote from: faltonico on April 30, 2017, 09:48:40 PM
Is alpha animals not part of this? =(
It's not currently planned to be a part of the 1.0 release, no. At the moment we're trying to follow vanilla as much as possible and straying away from making too many diversions or editing Rimworld animals too much. There is a possibility it might be added, but none of us are currently planning on it. This mod
should, however, be completely compatible with any other animal mod your little heart desires, so you can still use the original alpha animal mod without any conflicts or issues!
EDIT: There is also no current plan to include Beasts of the Rim either, as our mod is focusing on real-world animals moreso than original species. The possibility of an add-on pack with more BOTR-esque mobs is a possibility for the future, though!
I move back to A15 just so I could play these amazing mods ;D
Hi Guys,
This sounds like a really great project. I came across it by accident as I was searching google for Rimworld animal downloads. Specifically I was looking for the Alpha Muffalo, as I remember it being awesome last time I played the game (been quite a few alpha's apparently).
I found it :-
https://ludeon.com/forums/index.php?topic=3060.0 (https://ludeon.com/forums/index.php?topic=3060.0)https://ludeon.com/forums/index.php?topic=3060.0
and think it might be an excellent addition to this pack if you're able to get the rights, and/or able to contact the original modder.
Just a thought. Anyway, keep up the good work, and I look forward to seeing your progress.
I'm back and you know how I love community projects?
So i'm volunteering !
*Woo!* ;D
So this is (https://docs.google.com/spreadsheets/d/1-7rnjER9RCuHx0fmcwJHLAz2RwHbvTbwyDHu4W1MDmU/edit#gid=215593006) nearly done for alpha 17?
Yes! We've strayed a little bit from the original sheet that I had made by myself, but there should be a release as soon as I stop being lazy and finish a few more sprites needed ;9
Yes. Only two or three left. Off your butt, young man! :P
ETA? I tired to load the mod from the file sharing site but it gave me a million errors. :(
Quote from: cucumpear on June 01, 2017, 02:49:16 PM
Yes. Only two or three left. Off your butt, young man! :P
yes please just get the mod out. I need me some animals!
+1 for that Gorilla!
Been trying out the release on Steam for a day or so now, I've combined it with the patches for a dog said. Very nice work and I enjoy it a lot, not to mention the fact that it fill the void from a couple animal mods I used to use in A16 quite nicely. I did however run into this error, just wanted to let you know:
(https://s1.postimg.org/bo2khj8xb/Untitled.png)
I don't go easy on cowards that don't have the ability to melee stuff, so naturally I killed it in an instant :P
I'll look into that. They may be missing a headattacktool or something.
Time to report another error:
(https://s16.postimg.org/fl50crbz9/asd.png)
It happens when ever a trade caravan enters the map.
So far I love the mod a lot, nothing like going hunting with a huge pack of loyal Spirit or Direwolfes with you as backup :)
Hey guys,
Can someone tell me if there is a def file for configuring if a animal can pack stuff when on a caravan?
Quote from: gustavoghe on June 22, 2017, 03:43:04 PM
Hey guys,
Can someone tell me if there is a def file for configuring if a animal can pack stuff when on a caravan?
You can find the <packAnimal>true</packAnimal> tag in ThingDefs_Races>(whichever animal).xml
If the tag is there, it will be a pack animal; if it isn't you can add it in the <race> section, just look at the muffalo in Races_Animal_Arid.xml how it's supposed to look.
The cleanest method for adding the tag is with xpath patching, but that's not quite as easy. Also you will get errors if there is no pack texture for the animal. It will still work though.
Hey Cucumpear, thansk for the reply.
I tried to add the tag, for Alpacas. But nothing really happened. What is XPATH? Maybe will dive into that to learn.
Give this (https://gist.github.com/Zhentar/4a1b71cea45b9337f70b30a21d868782)a read as an xpath intro.
Did you just want to use it for your own caravans or also make traders come by using the alpacas? Because I can make you an example mod pretty easily (except the pack textures will not align perfectly). Like this here (https://www.dropbox.com/s/u7xuhyff1dc8fxd/PackPaca.zip?dl=0) which will do both.
Hey, guys, really enjoying this mod. Loving the animal diversity now. :)
However I have a couple thoughts:
1) I think some animals are too wild. Alpacas are 0% wild, but horses are 50%? And llamas are 75%? Horses and llamas should also be 0%. Maybe 25% at most.
2) Black bears are omnivores. I just saw a black bear take down a deer while standing in a raspberry patch. Lol Black bears should prefer vegetarian foods over meat. Only resorting to meat when there is nothing else. (Actually grizzlies are the same, but that's a discussion for Tynan. ;) )
Thanks!
Quote from: Rimrue on June 23, 2017, 03:45:37 PM
1) I think some animals are too wild.
2) Black bears are omnivores.
I'll put wildness balancing on the to-do list.
The bear issue is one we can't really fix unless we want to completely remove the predator trait, which would be terrible for less fertile maps. As it is, it seems like predation trumps grazing in the wild.
Are you going to add animals from the Animals+ (https://docs.google.com/spreadsheets/d/1fF7goXivMNxELyiPwoxzB5tobVZl_JdN10YL7IyTUNo/edit?usp=sharing) list of planned animals?
Listed are ...
Farm & Domestic
- Great Dane
- Pug
- Munchkin Cat
- Persian Cat
Arid Scrubland
- Kangaroo
- Wombat
- Thylacaine
Desert
- Monitor Lizard
- Gemsbok
- Hyena
- Jackal
- Armadillo
- Gila Monster
Tundra
- Irish Elk
- Wolverine
Sea Ice
- Lemming
- Puffin
- Musk Ox
Boreal Forest
- Irish Elk
- Wolverine
Rainforest
- Okapi
- Caiman
- Jaguar
- Frilled Lizard
- Anteater
Temperate Forest
- Irish Elk
- Auroch
- Wombat
----
I personally want to also see ...
- Aardvark
- Anaconda
- Baboon
- Bactrian Camel
- Bighorn Sheep
- Chimpanzee
- Coati
- Corgi
- Diprododon
- Echidna
- Flying Fox Bat
- Gorilla
- Guinea Fowl
- Howler Monkey
- Jackrabbit
- Jungle Fowl
- Mandrill
- Numbat
- Orangutan
- Peafowl
- Penguin
- Prairie Dog
- Pronghorn
- Pangolin
- Pheasant
- Rattlesnake
- Ring-Tailed Lemur
- Saiga
- Skunk
- Snapping Turtle
- Tapir
- Wildebeest
- Zebra
Some of these are in the pack, some are planned or coded (like I'm planning all of the corgis), some I don't feel are necessary (not speaking for the whole team here).
ATM our lead artist is busy with RL, so new textures are going to be slow.
Quote from: cucumpear on June 24, 2017, 06:34:30 AM
Quote from: Rimrue on June 23, 2017, 03:45:37 PM
1) I think some animals are too wild.
2) Black bears are omnivores.
I'll put wildness balancing on the to-do list.
The bear issue is one we can't really fix unless we want to completely remove the predator trait, which would be terrible for less fertile maps. As it is, it seems like predation trumps grazing in the wild.
Thanks. :)
For now I added the "AnimalRoughPlants" tag or whatever it is to the bears XML and now they eat grass. Lol Wish they would eat the berry bushes though!
Quote from: Hydromancerx on February 13, 2017, 09:54:29 PM
(https://steamuserimages-a.akamaihd.net/ugc/847088940545270085/9308A80B6661D6179D1FFA19139E48673A0F5F62/)
Animal Colab Project
http://steamcommunity.com/sharedfiles/filedetails/?id=949283405
Documentation (https://docs.google.com/spreadsheets/d/1-7rnjER9RCuHx0fmcwJHLAz2RwHbvTbwyDHu4W1MDmU/edit#gid=215593006)
I don't know if this is the right place to ask but..
Does it have a Non-steam download link? It sucks to have to download every mod seperate and keep track of updates.
Quote from: hendrikpfaff on September 29, 2017, 08:08:04 AM
I don't know if this is the right place to ask but..
Does it have a Non-steam download link? It sucks to have to download every mod seperate and keep track of updates.
+1 ...
> Does it have a Non-steam download link? It sucks to have to download every mod seperate and keep track of updates.
What I do with Steam mods is subscribe. Go find the mod, and copy it out manually, and unsubscribe. It's a bit of a pain, because the mods are stored as serial#'s, but you can tell by their timestamp which one is new, and you shouldn't have very many.
Quote from: CannibarRechter on September 29, 2017, 08:55:18 AM
> Does it have a Non-steam download link? It sucks to have to download every mod seperate and keep track of updates.
What I do with Steam mods is subscribe. Go find the mod, and copy it out manually, and unsubscribe. It's a bit of a pain, because the mods are stored as serial#'s, but you can tell by their timestamp which one is new, and you shouldn't have very many.
I play with 129 mods so.. that would be a pain in the ass..
Just 1 link with all the animals in it from the pack just like the steam one, would be apriciated.
https://github.com/XenEmpireAdmin/AnimalCollabProjectA17
I did link it in the discussions, but only Xen can edit the actual description on Steam.
Quote from: cucumpear on September 30, 2017, 05:51:50 AM
https://github.com/XenEmpireAdmin/AnimalCollabProjectA17
I did link it in the discussions, but only Xen can edit the actual description on Steam.
<3
Edit:
Can I also get the ADS patch? XD
Hi, I am interested in contributing to this project, if thats cool with you guys, I have some awesome ideas for animals in this mod. I can texture, and code.
Quote from: CannibarRechter on September 29, 2017, 08:55:18 AM
What I do with Steam mods is subscribe. Go find the mod, and copy it out manually, and unsubscribe. It's a bit of a pain, because the mods are stored as serial#'s, but you can tell by their timestamp which one is new, and you shouldn't have very many.
But I have to start Steam for this, which is against my religion.
Quote from: SpaceDorf on October 01, 2017, 11:33:17 AM
Quote from: CannibarRechter on September 29, 2017, 08:55:18 AM
What I do with Steam mods is subscribe. Go find the mod, and copy it out manually, and unsubscribe. It's a bit of a pain, because the mods are stored as serial#'s, but you can tell by their timestamp which one is new, and you shouldn't have very many.
But I have to start Steam for this, which is against my religion.
Erm... Are you insane or just got a pistol bullet in your head?
Quote from: kubolek01 on October 02, 2017, 01:48:30 AM
Quote from: SpaceDorf on October 01, 2017, 11:33:17 AM
But I have to start Steam for this, which is against my religion.
Erm... Are you insane or just got a pistol bullet in your head?
You have your made up believe system, I have mine ;D
The word religion is just more accepted by the general public.
It's the same with "good morning" and "shut up and die".
You mean one thing, but say something completely different. ;D
Quote from: SpaceDorf on October 02, 2017, 05:10:39 AM
Quote from: kubolek01 on October 02, 2017, 01:48:30 AM
Quote from: SpaceDorf on October 01, 2017, 11:33:17 AM
But I have to start Steam for this, which is against my religion.
Erm... Are you insane or just got a pistol bullet in your head?
You have your made up believe system, I have mine ;D
The word religion is just more accepted by the general public.
It's the same with "good morning" and "shut up and die".
You mean one thing, but say something completely different. ;D
Now I keep thinking about what you just said.. Thx for cracking my brain.. o_O
Quote from: hendrikpfaff on October 03, 2017, 02:15:45 PM
Now I keep thinking about what you just said.. Thx for cracking my brain.. o_O
Relax, the Flying Spaghetti Monster boiled for our sins,
just let yourself be calmed by it's noodly appendages.
It would be really cool if we could get just the horse pack, that's all I want to use with Giddy-Up and it's submod Battle Mounts.
May I request a mod setting, patch, or even maybe a small side-mod that cuts the more fantastical creatures from the game?
Don't get me wrong, I love the mod. Sheep help fulfill the pantheon of standard farm animals (along with the cows and chickens), and the various other critters really help add flavor by almost doubling the current variety of creatures. I just have an issue specifically with the Direwolves, Xenguanas, and the Ancient Dire Wolves. Alpha predators such as tigers and bears can be fun, but they usually aren't an issue for mid-game pawns after already tearing apart each and every other alpha predator on the entire map. Additionally, they saw away at the thin thread of believability that's already strained by Thrumbos, the preexisting ancient and mystical creature that can royally wreck rumps.
Small complaint, I know, and I'm only speaking on behalf of myself when I say it'd be a nice thing to add. Nonetheless, it would be highly appreciated for the players who have yet to add things like a race of cat-people and wizards to the game.
I made a Combat Extended Patch for this mod, it can be found on my github at: https://github.com/Saebbi/Animal-Collab-CE-Patch
Please report any issues.
Quote from: XenGrimm on February 14, 2017, 04:59:39 PM
http://steamcommunity.com/profiles/76561197992399296/myworkshopfiles/?appid=294100
I have a few other animals I haven't released yet. Most are colorshifted variants of existing animals, a couple have original assets.
Xen, will you update the AnimalCollabProj files on your github? The one in Steam is updated much recently compared to github's.
Thanks!
What sort of permissions are associated with this project?
In particular, can it be included in mod packs?
Hello , I would like to share few ideas of mine for diversity. one is a savage boar or like Bulldrome ( from MH ) and a Armored Dragon which is unfinished.
[attachment deleted due to age]
Those are great looking drawings. You should get on the discord, they have a great community of other artists which could help you finish them/give you feedback :)
Quote from: Saebbi on March 29, 2018, 02:25:22 PM
I made a Combat Extended Patch for this mod, it can be found on my github at: https://github.com/Saebbi/Animal-Collab-CE-Patch
Please report any issues.
The animalcollabproj mod from github and steam are the same. The ce patch has Races_Animal_Bugs.xml which the base mod doesn't have. The base mod doesn't have attacks for ACPBlackBear. The base mod also has Races_Animal_DomesticRabbit.xml and Races_Animal_Goose.xml which the patch doesn't have.
Hello, I just installed this mod, and I stumbled upon a problem: for some reason animals like Badgers, Chipmunks, jackalopes and others aren't recognisable as being butcherable by my colonists. Is this a known bug, or might it be a mod incompatibility? (Since I'm also running a mod that yields ibex and deer horns).
Thanks in advance for the response. ;)
EDIT: tried adding this mod to an unmodded save and spawning the new animals in dev mode - still not butchering these new animals. Am I doing something wrong? (using beta18). Should I try using the standalone versions provided in the first post instead of the animal pack bundle? Help would be greatly appreciated, as I fell in love with this mod and all the depth it adds to the different biomes.
EDIT 2: Found out I had to reasign the bills from scratch. *Phew* The joys of checking out known bugs on the steam page. ;) Sorry to bother!
I've made the update so it works on 1.0.0, had to disable spirit wolves for texture issues, dll is updated. Had to simplify a bunch of bodys/body parts, but original authors can add those back in at somepoint. Otherwise enjoy!
I had to have horses, but thought I may as well do the rest of them.
github: https://github.com/onesmallcoin/AnimalCollabProject/
steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1444853494
This mod adds so much LIFE to rimworld, I still find myself scanning the wilderness of every new map (and my colony, occasionally) just to see what critters are hanging around, and how they're doing! For real, two honey badgers can get into a lot of trouble, and eat an entire insect hive.
I was inspired to try my hand at creating my own creatures, and while I'm not much of an artist, this mod has given me a huge amount of reference material, both in textures and code. I apologize if this is the wrong place to ask for advice, but I figured it's your team's code I'm trying to work with, so you'd know best.
I am trying to see if I can add a few variants to the base game cat, and some new critters with phenotype variations. I'm trying to use the munchkin cats as a template, and I think I have everything right, but I'm having trouble implementing the *_Skinset file. I thought I had a case match issue with the file path, but as far as I can tell, I don't. I'm assuming that the AnimalVariations.dll directs the def to look at the *skinset, but if so, I don't know what it is, or how to implement it. I can't read the .dll, and placing a copy in an assemblies folder in my test mod didn't fix the issue. So I guess I'm just out of ideas and hoping one of you can clarify what I'm doing wrong.\
Edit: I'm at least half an idiot. Part of the problem was that I was loading a save with the test critters already spawned on the map, so of course if I changed the texture path, they would error. I spawned new ones with my latest changes in place and the new ones worked fine. Problem though is that I set up three variants, but there is a phantom fourth variant that spawns as a big pink square, just like the broken ones from the save file. Even if I start a fresh colony and spawn them in, about 1/4 show up as pink squares, even though all the other three options work, and are actually defined. So I don't know what that's about, but I assume the mod is somehow calling a broken image from when there was only one placeholder texture, which has since been deleted.
Edit 2: I solved it. I did have everything in the right place, but what I failed to notice is that in your texture folders, there is still a crittername_front/back/side and I didn't have that, so my mod was trying to pull a non existent basic texture to fill that slot. I renamed one of my variants, and removed an entry from my *_skinset xml, and it's all good now. Seriously, this mod is great! I'm learning so much from it!
Quote from: evilcats on July 19, 2018, 12:54:43 AM
I've made the update so it works on 1.0.0, had to disable spirit wolves for texture issues, dll is updated. Had to simplify a bunch of bodys/body parts, but original authors can add those back in at somepoint. Otherwise enjoy!
I had to have horses, but thought I may as well do the rest of them.
github: https://github.com/onesmallcoin/AnimalCollabProject/
steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1444853494
Hi there,
when an animal dies and rots it shows just a pink square:
https://imgur.com/nI3DkGf
Any way to fix this? Thanks
im getting a ton of errors with this mod. it even messed up my world generation. i was able to generate a world only after i disabled this mod. does anyone know what the issue might be?
Is there, or will there be, a version for 1.1 with A Dog Said compatibilty ?