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RimWorld => Releases => Mods => Outdated => Topic started by: Kirid on April 14, 2014, 09:54:50 PM

Title: [A11] Alpha Muffalo (1.8)
Post by: Kirid on April 14, 2014, 09:54:50 PM
Alpha Muffalo!

Description:
Adds large alpha muffalos to roam around.
350hp, and hit like a truck when mad.

(http://i1301.photobucket.com/albums/ag117/Kirid420/Screenshots/AlphaloScreen.png) (http://s1301.photobucket.com/user/Kirid420/media/Screenshots/AlphaloScreen.png.html)

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in game.

Notes:
Semi-rare. Some maps may spawn several, some maps may spawn none.
  If you get none, some should come along eventually.
I give my permission to include this in any modpacks. Contact me if you plan to use or alter the code or art. Please give me credit in either case.

Art by shadowtajun.

Mods with incompatibility:
Anything that also alters the Biome.xml. Namely other animal mods.

Change Log:
1.0 - Added
1.1 - Updated for Alpha 4
        Reduced spawning a bit
1.2 - Updated for Alpha 5
1.3 - Updated for Alpha 6
1.4 - Updated to Alpha 7 (Thanks to skullywag!)
   1.4.1- Spawning fixed
1.5 - Updated to Alpha 8
   1.5.1- Spawning fixed
   1.5.2- Alphalos can now survive cold temps (Thanks to SC_Reaper)
1.6 - Updated to Alpha 9
1.7 - Updated to Alpha 10

1.8 - Updated to Alpha 11

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 3) Alpha Muffalo
Post by: Psyckosama on April 14, 2014, 10:07:52 PM
Finally! An animal that fits the art style! :D

Are they aggressive when attacked?

Title: Re: [MOD] (Alpha 3) Alpha Muffalo
Post by: Kirid on April 14, 2014, 10:08:32 PM
Yeah I've very pleased with how it turned out
I wish  :-\ Not sure how to do that..
That's a planned feature I suppose.
They should still get enraged though.
Title: Re: [MOD] (Alpha 3) Alpha Muffalo
Post by: StalkerCZ on April 15, 2014, 01:07:02 AM
Ou yeah.  Another practic target for PA. Nice work! Did you plan any other beasts?
Title: Re: [MOD] (Alpha 3) Alpha Muffalo
Post by: Kirid on April 15, 2014, 01:16:13 AM
Quote from: StalkerCZ on April 15, 2014, 01:07:02 AM
Ou yeah.  Another practic target for PA. Nice work! Did you plan any other beasts?
Thanks. Muffalos do alright as being lame shooting targets I guess. I have several ideas and projects, but I never considered other beasts. Need to look into what interactions different animals have.. Eat food or get enraged, what else is there?
Title: Re: [MOD] (Alpha 3) Alpha Muffalo
Post by: Kilroy232 on April 16, 2014, 12:19:57 AM
This is really good, I also really like the texture.

You might want to consider making another version of the squirrel or something. I think that it would be too much to add more new animals but it would be great to have new variations on the exisiting ones
Title: Re: [MOD] (Alpha 3) Alpha Muffalo
Post by: Kirid on April 16, 2014, 01:13:48 AM
Quote from: Kilroy232 on April 16, 2014, 12:19:57 AM
This is really good, I also really like the texture.

You might want to consider making another version of the squirrel or something. I think that it would be too much to add more new animals but it would be great to have new variations on the exisiting ones
I'd like to do a version similar to this that retexures existing muffalo, smaller horns and normal size, though I'm not sure I can.
What other kind of squirrel are you thinking of?
I wouldn't mind making other animals, as long as the art fits.. Snakes and bears maybe.
I made some fly swarms, they work...well enough(not released :P).
Title: Re: [MOD] (Alpha 3) Alpha Muffalo
Post by: Kilroy232 on April 16, 2014, 03:26:09 AM
Well your texture for this mod its pretty impressive,  I doubt you would have any trouble with some other things. As for the actual ideas I am not sure because the shear number of squirrel and boom rat right now is really high and so I don't want more things running around. If you were to cut there numbers though new creatures would be awesome
Title: Re: [MOD] (Alpha 3) Alpha Muffalo
Post by: Kirid on April 16, 2014, 05:01:58 AM
Heh well shadowtajun did the art..
The coding for the base game is awesome, makes it simple, adding more animals would directly cut down the boomrat/squirrel population.

<wildSpawn_EcoSystemWeight>0.2</wildSpawn_EcoSystemWeight>
This balances the whole thing. How much of each animal the ecosystem can hold. Even if you added 200 new animals, they wouldn't overpopulate the game, they would spawn within the limits of the ecosystem.

<wildSpawn_SelectionWeight>1</wildSpawn_SelectionWeight>
This just determines how often the given animal spawns, 1 is squirrels and boomrats, which is why there are so damn many. Alpha muffalo is at like 0.05
Title: Re: [MOD] (Alpha 3) Alpha Muffalo
Post by: Kilroy232 on April 16, 2014, 02:50:39 PM
In that case I would be happy to see some new animals and if you were looking for ideas I would suggest things like:

Wild Boar, wild dog, camel, meerkat or roadrunner. Or any thing listed here that you find interesting http://www.desertanimals.net/index.html (http://www.desertanimals.net/index.html)
Title: Re: [MOD] (Alpha 3) Alpha Muffalo
Post by: Tynan on April 16, 2014, 03:31:15 PM
This is awesome! I was planning on doing an animals expansion as well.
Title: Re: [MOD] (Alpha 3) Alpha Muffalo
Post by: Kirid on April 16, 2014, 03:42:55 PM
Rimworld has a strong old american west feel. While that does include some desert animals, it's mostly great plains, like the mbuffalo(technically bison).

Wild: Bear, boar, ram, elk, deer, moose, horse, frog/toad, snake(rattlesnake), lizards, scorpions, bobcat, lynx, coyote, wolf, mountain lion, beaver, skunk, porcupine, opossum, badger, rabbit, racoon, fox, mice, chipmunk, prairie dog, gopher, armadillo, roadrunner, owl, vulture, hawk, eagle, bat.
Domestic: Dog, sheep, cow, longhorn, horse, chicken, donkey/mule.

Whew, just kept finding more. Thanks, this definitely got me pointed in the right direction.
Title: Re: [MOD] (Alpha 3) Alpha Muffalo
Post by: daft73 on April 16, 2014, 04:09:40 PM
That's almost what I was about to suggest..desert themed critters. That fit's the game profile as it stands.. Here are a few to add to the list : jack rabbits, kangaroo rats, kangaroo mice, pocket mice, grasshopper mice, antelope ground squirrels and spiders.
Title: Re: [MOD] (Alpha 3) Alpha Muffalo
Post by: SurvivoroftheNoobs on April 29, 2014, 10:13:54 AM
Great so now not only is there muffalo going crazy on you now you got a tank with fur.....
Title: Re: [MOD] (Alpha 3) Alpha Muffalo
Post by: Viceroy on April 29, 2014, 10:27:33 AM
Vanilla male muffaloes should look like this IMHO, great mod.
Title: Re: [MOD] (Alpha 3) Alpha Muffalo
Post by: Austupaio on May 21, 2014, 02:48:53 PM
Did I never mention that I love this mod? Well, I've got a short list of mods that I use every game, and this one's at the top.

I tell you, my colonists eat so many alpha burgers.
Title: Re: [MOD] (Alpha 4) Alpha Muffalo 1.1
Post by: JKTD1919 on June 23, 2014, 05:41:02 PM
4F-able? If so, change name plox.
Title: Re: [MOD] (Alpha 4F) Alpha Muffalo 1.1
Post by: mrofa on June 24, 2014, 04:56:16 PM
Ahh a must have mod :D
Title: Re: [MOD] (Alpha 4F) Alpha Muffalo 1.1
Post by: JKTD1919 on June 24, 2014, 09:18:14 PM
Thanks to whoever changed the name to the proper name!
Title: Re: [MOD] (Alpha 4F) Alpha Muffalo 1.1
Post by: StorymasterQ on June 24, 2014, 10:36:29 PM
When the game goes to Beta, will there be a Beta Muffalo?! No, that's just silly.

...Bewilderbeast! (http://howtotrainyourdragon.wikia.com/wiki/Bewilderbeast) Now that's an alpha.
Title: Re: [MOD] (Alpha 4F) Alpha Muffalo 1.1
Post by: Kirid on June 26, 2014, 02:58:57 AM
4 to 4F is just name change, was no issues.
This is my only mod I've bothered updating. I know people like it :p
The game is developing quickly, and I dont have much time to play, mod, test, update.
Quote from: StorymasterQ on June 24, 2014, 10:36:29 PM
When the game goes to Beta, will there be a Beta Muffalo?! No, that's just silly.
...Bewilderbeast! (http://howtotrainyourdragon.wikia.com/wiki/Bewilderbeast) Now that's an alpha.
Lol, They'll probably always be alpha muffalo. That thing looks awesome.
Title: Re: [MOD] (Alpha 5) Alpha Muffalo 1.2
Post by: Kirid on July 09, 2014, 04:21:11 AM
Bump! Updated for Alpha 5  8)
Title: Re: [MOD] (Alpha 5) Alpha Muffalo 1.2
Post by: mrofa on July 09, 2014, 04:24:17 AM
Cool :D
Title: Re: [MOD] (Alpha 5) Alpha Muffalo 1.2
Post by: Dr. Z on August 14, 2014, 04:26:45 AM
Will this get an update for Alpha 6? It's a really cool mod I would like to continue to use.
Title: Re: [MOD] (Alpha 5) Alpha Muffalo 1.2
Post by: Kirid on August 14, 2014, 03:21:42 PM
I will update it soon. It needs a new xml for spawning in biomes, which is new, so it wasnt as simple as just checking/updating existing code.
Title: Re: [MOD] (Alpha 5) Alpha Muffalo 1.2
Post by: Shinzy on August 14, 2014, 04:27:32 PM
Quote from: Kirid on August 14, 2014, 03:21:42 PM
I will update it soon. It needs a new xml for spawning in biomes, which is new, so it wasnt as simple as just checking/updating existing code.

You'll just need to add

<wildBiomes>
<li>
<biome>*</biome>
<commonality>0.5</commonality>
</li>
</wildBiomes>

*AridShrubland / Desert / TemperateForest

In between the <Race> tags in the Races_Animals.xml
to have them spawn in the right biomes

I'd honestly would be still struggling with updating any of my animals if Tynan hadn't held my hand and told me how that works =P Or just given up entirely
but you don't need to make a separate xml (thank god)
Title: Re: [MOD] (Alpha 6) Alpha Muffalo 1.3
Post by: Kirid on August 15, 2014, 03:05:39 PM
Now working for Alpha 6!!
Thanks Shinzy! What you suggested works :)
Like other muffalo, they only spawn in the arid shrubland biome. ( I don't really like this)
Title: Re: [MOD] (Alpha 6) Alpha Muffalo 1.3
Post by: Dr. Z on August 15, 2014, 06:49:20 PM
Can't you make them spawn in multiple biomes?
Title: Re: [MOD] (Alpha 6) Alpha Muffalo 1.3
Post by: Bog on August 15, 2014, 06:54:49 PM
Quote from: Kirid on August 15, 2014, 03:05:39 PM
Now working for Alpha 6!!
Thanks Shinzy! What you suggested works :)
Like other muffalo, they only spawn in the arid shrubland biome. ( I don't really like this)
Maybe you should make them sometimes spawn in the desert biome as well, with a very low commonality.

Ie: the desert couldn't support large muffalo herds, but would still get occasional "hermit" Alpha Muffalos that are tough enough to live on their own.
Title: Re: [MOD] (Alpha 6) Alpha Muffalo 1.3
Post by: Dr. Z on August 15, 2014, 07:02:20 PM
No good idea, I think the Alphas would get really pissed over the surffalos. I imagine it like an adult sitting next to a bunch of teenies in the bus.
Title: Re: [MOD] (Alpha 6) Alpha Muffalo 1.3
Post by: Kirid on August 15, 2014, 07:20:06 PM
Quote from: Dr. Z on August 15, 2014, 07:02:20 PM
No good idea, I think the Alphas would get really pissed over the surffalos. I imagine it like an adult sitting next to a bunch of teenies in the bus.
I'm not sure what this means...

I've been thinking about it. Maybe also changing the muffalo spawning to include small herds in the desert. I doubt spawning them in the forest would make much sense. I wonder if anyone objects to having muffalo in the desert. ( I haven't played using that biome yet)
Title: Re: [MOD] (Alpha 6) Alpha Muffalo 1.3
Post by: Bog on August 15, 2014, 08:25:15 PM
Quote from: Kirid on August 15, 2014, 07:20:06 PM
I've been thinking about it. Maybe also changing the muffalo spawning to include small herds in the desert. I doubt spawning them in the forest would make much sense. I wonder if anyone objects to having muffalo in the desert. ( I haven't played using that biome yet)
Well in the desert it's a lot harder to find food. You don't get much to hunt and 95+% of the ground isn't usable for growing things.

Having too many muffalos would throw that interesting game mechanic off by quite a bit. I'd be fine with adding very uncommon alpha muffalos, and you could possibly lower the commonality of the other animals a little bit to compensate, but personally I wouldn't like to see whole herds show up.

Of course you could always add them, and then if people don't like them in the desert they can just turn the mod off when starting a desert match.

-----

Another option I thought of is to add a new event where a random alpha muffalo shows up. You could have it say something interesting along the lines of: "It seems a inquisitive and adventurous alpha muffalo has arrived in your region after a long trek."

Then you could make that event happen in any biome, as it'd explain why they'd show up occasionally.
Title: Re: [MOD] (Alpha 6) Alpha Muffalo 1.3
Post by: Kirid on August 15, 2014, 11:48:09 PM
Quote from: Bog on August 15, 2014, 08:25:15 PM
Another option I thought of is to add a new event where a random alpha muffalo shows up. You could have it say something interesting along the lines of: "It seems a inquisitive and adventurous alpha muffalo has arrived in your region after a long trek."
I love this idea! I've never made an event before but its a great solution. Going to start working on it.

Edit: Actually.. not sure how. I think I'll have to write a new IncidentDef.xml, where events are defined. But I think that means I also have to write a new dll file for the <workerClass>IncidentWorker. I'm not at home so my modding ability it limited. I probably won't get back for at least a week, but I intend to do this and make some new mods once I do return.
Title: Re: [MOD] (Alpha 6) Alpha Muffalo 1.3
Post by: Bog on August 16, 2014, 12:42:25 AM
Quote from: Kirid on August 15, 2014, 11:48:09 PM
Quote from: Bog on August 15, 2014, 08:25:15 PM
Another option I thought of is to add a new event where a random alpha muffalo shows up. You could have it say something interesting along the lines of: "It seems a inquisitive and adventurous alpha muffalo has arrived in your region after a long trek."
I love this idea! I've never made an event before but its a great solution. Going to start working on it.

Edit: Actually.. not sure how. I think I'll have to write a new IncidentDef.xml, where events are defined. But I think that means I also have to write a new dll file for the <workerClass>IncidentWorker. I'm not at home so my modding ability it limited. I probably won't get back for at least a week, but I intend to do this and make some new mods once I do return.
Cool. I think Haplo made at least one custom event on his miscellaneous mod found here. (http://ludeon.com/forums/index.php?topic=3612.0) Maybe you could look to see how he did it and what you need, or even ask him how.
Title: Re: [MOD] (Alpha 6) Alpha Muffalo 1.3
Post by: Dr. Z on August 16, 2014, 04:53:00 AM
Quote from: Kirid on August 15, 2014, 07:20:06 PM
Quote from: Dr. Z on August 15, 2014, 07:02:20 PM
No good idea, I think the Alphas would get really pissed over the surffalos. I imagine it like an adult sitting next to a bunch of teenies in the bus.
I'm not sure what this means...

It was related to another Mod (http://ludeon.com/forums/index.php?topic=5188.0). I like the idea of having this event in different biomes, and I also agree that muffalo herds in the desert wouldn't make much sense.
Title: Re: [MOD] (Alpha 6) Alpha Muffalo 1.3
Post by: skullywag on October 09, 2014, 05:45:43 PM
Ive updated this to Alpha 7...Hope you dont mind.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Alpha Muffalo 1.3
Post by: Kirid on October 09, 2014, 06:10:27 PM
No prob, thank you. I'm uncertain about several mods since alot has changed. I'll fix the main post and repost that with it.
Title: Re: [MOD] (Alpha 7) Alpha Muffalo 1.4
Post by: daz84uk on October 09, 2014, 06:50:21 PM
My thanks to both you and  skullywag. i love playing with this mod.
Title: Re: [MOD] (Alpha 7) Alpha Muffalo 1.4
Post by: skullywag on October 10, 2014, 07:13:47 AM
I mayhave made a mistake and forgot to upload the biome defs, so nothing will spawn, illadd it now and reupload to this post.

Edit - done!

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Alpha Muffalo 1.4
Post by: Kirid on October 10, 2014, 07:34:55 AM
Quote from: skullywag on October 10, 2014, 07:13:47 AM
I mayhave made a mistake and forgot to upload the biome defs, so nothing will spawn, illadd it now and reupload to this post.
Edit - done!
Updated. Heh, hopefully it works now? I haven't done any testing on it.
Title: Re: [MOD] (Alpha 7) Alpha Muffalo 1.4.1
Post by: skullywag on October 10, 2014, 07:52:26 AM
should work now, they spawn about the same rate as turtles do (0.3).
Title: Re: [MOD] (Alpha8) Alpha Muffalo 1.5
Post by: Kirid on December 10, 2014, 09:20:38 PM
Updated for Alpha 8. Should be working fine, getting no errors. I really have no idea for the spawning, they should be rare as usual, and they now have the same temp restrictions as regular Muffalo. If you notice anything unbalanced please let me know.
Title: Re: [MOD] (Alpha8) Alpha Muffalo 1.5
Post by: Dr. Z on December 11, 2014, 03:02:15 AM
Hey, I just looked through your code to find out in which biomes and to wich temratures it spawns but I didn't find anything.
Title: Re: [MOD] (Alpha8) Alpha Muffalo 1.5
Post by: Kirid on December 11, 2014, 09:24:58 AM
My Bad..So sorry. It's been reuploaded. I didn't add the Biome xml, which seems to control all the animals spawning now.
I'm worried this won't work with other animal mods because I had to redefine each biome with the Alphalos in it, but that seems to be the way it's done now.
Title: Re: [MOD] (Alpha8) Alpha Muffalo 1.5.1
Post by: Ironvos on December 11, 2014, 11:39:33 AM
Hah that looks awesome.
And the art seems to fit seamlessly with the game, going to be adding this to my games now, great work :)
Title: Re: [MOD] (Alpha8) Alpha Muffalo 1.5.1
Post by: Dr. Z on December 12, 2014, 07:23:22 AM
Cool, thanks for fixing :)
Title: Re: [MOD] (Alpha8) Alpha Muffalo 1.5.1
Post by: blambi on December 13, 2014, 01:31:47 PM
I get a 404 when I try to download.
Title: Re: [MOD] (Alpha8) Alpha Muffalo 1.5.1
Post by: rizay on December 13, 2014, 02:03:56 PM
I got 404 when i tried to download?
Title: Re: [MOD] (Alpha8) Alpha Muffalo 1.5.1
Post by: Dr. Z on December 13, 2014, 02:10:39 PM
I wanted to attach it to a post but I can't upload anymore  :-\
Title: Re: [MOD] (Alpha8) Alpha Muffalo 1.5.1
Post by: cheekyhen on December 13, 2014, 03:42:52 PM
Oh I want this! Dam 404.... You got a different link?
Title: Re: [MOD] (Alpha8) Alpha Muffalo 1.5.1
Post by: blambi on December 14, 2014, 05:19:02 AM
Now the link works, thanks for fixing it.
Title: Re: [MOD] (Alpha 8) Alpha Muffalo 1.5.1
Post by: Dr. Z on December 16, 2014, 02:32:08 PM
If you generate a world without the mod and then activate it, will there be Alphalos? Or does it have to be active during world generation?
Title: Re: [MOD] (Alpha 8) Alpha Muffalo 1.5.1
Post by: Kirid on December 16, 2014, 10:31:19 PM
Quote from: Dr. Z on December 16, 2014, 02:32:08 PM
If you generate a world without the mod and then activate it, will there be Alphalos? Or does it have to be active during world generation?
Yes that works :) Just tried it
Title: Re: [MOD] (Alpha 8) Alpha Muffalo 1.5.1
Post by: Dude1925 on December 17, 2014, 07:17:38 PM
Is there any chance you can talk to ItchyFlea and see about making this compatible with his "Animal Hide Working" mod so we can make rugs and stuffed sculptures out of the alphas?
Title: Re: [MOD] (Alpha 8) Alpha Muffalo 1.5.1
Post by: john pretzel on December 18, 2014, 01:14:10 PM
Very nice artwork. After playing many times in various biodomes, only today I saw these on my map  ::) yet, it was a great surprise to see these. Thanks for sharing  ;)

I also subscribe Dude1925's idea.
Title: Re: [MOD] (Alpha 8) Alpha Muffalo 1.5.1
Post by: Koda Cakes on January 01, 2015, 01:33:40 AM
Kirid (and shadowtajun): I was wondering if I could alter this mod? Re-texture it and all. Of course both of your names would be on it. I converted your wonderful Alphalos into what my boyfriend calls "Muffalo Shaman". Picture an Alphalo reskinned as a wild cat but it is a shapeshifted druid!  ;D

So along with my request so use the mod, I was wondering if I could also get help in altering it? And seeing as you made it, I figured this was the best place to ask.

In the file called "Races_AlphaMuffalo" there is a part that says "<soundDeath>Pawn_Muffalo_Death... etc" Do you know what the full range of options is for the death sounds?

Also, there is another part of script that says "<dessicatedBodygraphicPath>Things/Pawn/Animal/MuffaloDessicated... etc" I would like to make it so that when my reskinned "Muffalo Shaman" (a shapeshifted druid) "die", they leave behind a human corpse instead of a muffalo corpse because the "shapeshift" has been broken. I hope I didn't word that in a confusing way.

More info on the mod I'm making: I was thinking the Muffalo Shaman could be very long lost tribes people who have gone a bit "feral" so to speak. Needing their stronger shapeshifted form to survive in the rough conditions has caused their once changeable form to become "stuck" in their shapeshifted form (druidic wild cat), only returning to human form upon death. They've been surviving amongst the indigenous Muffalo population acting as their protectors haha I mean there's Mechanoids and Space Pirates, why not shapeshifting druids?  ;)
Title: Re: [MOD] (Alpha 8) Alpha Muffalo 1.5.1
Post by: Shinzy on January 01, 2015, 07:59:21 AM
Quote from: Koda Cakes on January 01, 2015, 01:33:40 AM~Snipsnaaap~

Heyoo! I like to stick my nose where it doesn't belong so here I am =P
You can see all the deathsounds in the Core "mod" ThingDefs -> and all the Races.xmls. Though from your text I'd guess you wanted to know the human death sound =P 'Pawn_Human_Death' <- all the death sounds follow the same formula! just need to replace the middle with the animal (for the most part, some of them share sounds and squirrels are called rodents so =P)

the body changing could be more complicated
you could ofcourse set the dessicated one to human but that's only for when they start to rot so =/
and I don't know if something like <BodygraphicPath> would even be a thing (you could always try!)
or have it drop Human_Corpse on death but then it'd leave two corpses aaand that wouldn't be ideal at all I guess ;D

*vanishes into the mist, leaving Kirid to answer for all the rest* poof!

(p.s I do like the backstory of your muffalo protectors =P )
Title: Re: [MOD] (Alpha 8) Alpha Muffalo 1.5.1
Post by: Koda Cakes on January 01, 2015, 02:00:18 PM
Thank you Shinzy! I will go take a look at those files. And your guess was dead on :P I was wanting to know the human death sound so that the Muffalo Shaman let that out before death. Thought it might be interesting. Or disturbing! But that's all part of the fun haha

I had a feeling that complications would come from wanting the dead body to be a human corpse. Maybe there is a simple way to do it because I obviously don't want them to drop both corpses  :o And I feel that if I make it to where it becomes a human corpse after rotting that people will just haul off the animal form before it rots and butcher them for meat and leather haha people would probably end up never even seeing the human corpse at that rate! I mean I suppose I could leave it "as is" where it can be hauled off and butchered like other creatures since they could be permanently stuck in shifted form. Hmmm... I guess it will all depend on what is actually possible within the game and what makes the most sense.

Thanks for the compliment! I thought the story was pretty cool. I love all that stuff. Anything with a lot of mythology and lore behind it is great in my book! Plus I love animals! I was originally going to make a tiger out of the feline reskin but when it came time to remove the horns and create ears... I started changing my thought process and found the horns endearing and was reminded of the tauren druids in cat form being horned.
Title: Re: [MOD] (Alpha 8) Alpha Muffalo 1.5.1
Post by: SC_Reaper on January 02, 2015, 12:21:46 PM
I really like this mod, but there is something that confused me a bit. I played a game with debug open in case anything i were testing myself were failing and then suddenly i got a message that told me the Alpha Muffalos had frostbite. (At 0 degrees?  ???)

So... i searched the xml for <ComfyTemperatureMin> but couldn't find it.

The normal muffalos can be out in -45 celcius, so i thud it were a bit strange :P and added <ComfyTemperatureMin>-52</ComfyTemperatureMin> myself. (Maybe it could be added as an official part of the mod?  ;))
Title: Re: [MOD] (Alpha 8) Alpha Muffalo 1.5.1
Post by: Kirid on January 03, 2015, 11:49:02 PM
I'm super slow, been spending the holidays with family. Anyways..

Quote from: Dude1925 on December 17, 2014, 07:17:38 PM
Is there any chance you can talk to ItchyFlea and see about making this compatible with his "Animal Hide Working" mod so we can make rugs and stuffed sculptures out of the alphas?
I think this is in the works somehow. I've never really dealt with cross-compatibility with other mods.

Quote from: SC_Reaper on January 02, 2015, 12:21:46 PM
The normal muffalos can be out in -45 celcius, so i thud it were a bit strange :P and added <ComfyTemperatureMin>-52</ComfyTemperatureMin> myself. (Maybe it could be added as an official part of the mod?  ;))
I missed that, good catch. Uploading a new version with that changed. Set it at -52 just because..

Quote from: Koda Cakes on January 01, 2015, 01:33:40 AM
Kirid (and shadowtajun): I was wondering if I could alter this mod? Re-texture it and all. Of course both of your names would be on it. I converted your wonderful Alphalos into what my boyfriend calls "Muffalo Shaman". Picture an Alphalo reskinned as a wild cat but it is a shapeshifted druid!  ;D
It's fine with me. I've been imagining shamanistic alphalos for awhile now. Sounds cool.
But what you're doing sounds pretty complicated and I don't know how helpful I'd be getting it done.
Title: Re: [MOD] (Alpha 8) Alpha Muffalo 1.5.1
Post by: SC_Reaper on January 05, 2015, 02:03:07 PM
Quote
Quote from: SC_Reaper on January 02, 2015, 12:21:46 PM
The normal muffalos can be out in -45 celcius, so i thud it were a bit strange :P and added <ComfyTemperatureMin>-52</ComfyTemperatureMin> myself. (Maybe it could be added as an official part of the mod?  ;))
I missed that, good catch. Uploading a new version with that changed. Set it at -52 just because..
Well, you're wellcome. :D
Title: Re: [MOD] (Alpha 8) Alpha Muffalo 1.5.1
Post by: zerokill007 on January 07, 2015, 01:51:36 PM
Good Job
Title: Re: [MOD] (Alpha 8) Alpha Muffalo 1.5.1
Post by: SC_Reaper on January 15, 2015, 04:42:55 PM
Thanks for the inspiration! After some time with your mod you inspired me to make my own mod. You may have seen it already, but it's the New Weather mod. Your concept of adding somthing that isn't a huge gamechanger is nice. So i made something which is supposed to do the same.

I've placed a link to your mod underneath the title.
Title: Re: [MOD] (Alpha 8) Alpha Muffalo 1.5.1
Post by: jabbamonkey on February 18, 2015, 03:59:14 PM
I did a revised texture for the traditional muffalo...
(http://www.amazingdg.com/clients/rimworld/Muffalo_side.png)   (http://www.amazingdg.com/clients/rimworld/Muffalo_front.png)   (http://www.amazingdg.com/clients/rimworld/Muffalo_back.png)

Then I redid the texture of the Alpha so my game would look consistent...  :)
(http://www.amazingdg.com/clients/rimworld/AMuffalo_side.png)   (http://www.amazingdg.com/clients/rimworld/AMuffalo_front.png)   (http://www.amazingdg.com/clients/rimworld/AMuffalo_back.png)

And, if you are interested my other animals...

(http://www.amazingdg.com/clients/rimworld/Squirrel_side.png)    (http://www.amazingdg.com/clients/rimworld/Squirrel_front.png)    (http://www.amazingdg.com/clients/rimworld/Squirrel_back.png)

(http://www.amazingdg.com/clients/rimworld/Boomrat_side.png)    (http://www.amazingdg.com/clients/rimworld/Boomrat_front.png)    (http://www.amazingdg.com/clients/rimworld/Boomrat_back.png)


Oooh, and I just saw that Alpha 9 was released. Please update the mod so it's compatible. Thanks!!!
Title: Re: [MOD] (Alpha 10) Alpha Muffalo 1.7
Post by: Kirid on April 15, 2015, 11:13:23 PM
Updated to Alpha 10!
I'm sure Biodiversity will be updated soon enough. I almost wanted to give up updating this mod separately since this is not included.
Alpha 9 got 700 downloads, which I think is a good indicator of how many people prefer just Alphalos instead of the entire animal pack.
As always, Enjoy :) Please report any issues.
Title: Re: [MOD] (Alpha 10) Alpha Muffalo 1.7
Post by: Igabod on April 15, 2015, 11:17:18 PM
Biodiversity is going to take a little time to update. First I have to ask Haplo to update the .dll when he gets done updating his mods. I'm considering making the Biodiversity mod into a modular one where you can choose whether or not to use a specific animal.
Title: Re: [MOD] (Alpha 10) Alpha Muffalo 1.7
Post by: Eisenwulf on June 22, 2015, 09:47:38 AM
The link for the A10 Alpha Muffalo is gone... is there an alt location for the download?
Title: Re: [MOD] (Alpha 10) Alpha Muffalo 1.7
Post by: Kirid on June 22, 2015, 12:51:45 PM
Here it is in case you are still playing alpha 10, or want to update it yourself.
I am wary to update to 11 because of growing incompatibilities with other mods.
I'm also working on getting a dropbox with all my mods and past versions, when I get some free time.
Title: Re: [MOD] (Alpha 10) Alpha Muffalo 1.7
Post by: Eisenwulf on June 22, 2015, 01:48:23 PM
Quote from: Kirid on June 22, 2015, 12:51:45 PM
Here it is in case you are still playing alpha 10, or want to update it yourself.
I am wary to update to 11 because of growing incompatibilities with other mods.
I'm also working on getting a dropbox with all my mods and past versions, when I get some free time.
I suspect you're not the only mod developer. Thanks for the link  :D
Title: Re: [MOD] (Alpha 10) Alpha Muffalo 1.7
Post by: gunny on June 23, 2015, 12:26:04 AM
Was just looking for this dl thx Kirid
Title: Re: [A11] Alpha Muffalo (1.8)
Post by: Kirid on June 23, 2015, 04:05:35 PM
Went ahead and updated for alpha 11, some people enjoy it I suppose.
Changed the leather color, it was identical to regular muffalo.
They now get angry manhunter when shotr, same chance as other things like deer and muffalo, might need changing.
Feedback is welcome!
Title: Re: [A11] Alpha Muffalo (1.8)
Post by: harpo99999 on June 23, 2015, 06:32:35 PM
thank you kirid
Title: Re: [A11] Alpha Muffalo (1.8)
Post by: Kirid on June 23, 2015, 07:15:53 PM
You're welcome  ;D
Title: Re: [A11] Alpha Muffalo (1.8)
Post by: falcongrey on June 28, 2015, 02:47:26 AM
Thank you! Been missing my Alphas. :D
Title: Re: [A11] Alpha Muffalo (1.8)
Post by: «Temple» on August 25, 2015, 05:40:56 AM
With the A12 update, maybe add a Alpha warg?  Or other Alpha animals?
Title: Re: [A11] Alpha Muffalo (1.8)
Post by: skullywag on August 25, 2015, 07:43:00 AM
Hmm i was looking at this a week ago, I really think bull muffalos should use this texture in the core game. Cows already do it. Its an obvious choice, the texture is of quality that it would fit seamlessly. Wish I could invoke @Tynan to come see this.
Title: Re: [A11] Alpha Muffalo (1.8)
Post by: Kirid on August 25, 2015, 11:50:46 PM
I'm pretty busy with school, so I'm slow updating my mods. The usual version that treats them as a separate species is mostly done. I'm able to make them rare and pump up their stats, but with the new features they are only able to breed with other alphalos, which is a bit weird. Either the calves and females have horns, or I use muffalo graphics.

Quote from: skullywag on August 25, 2015, 07:43:00 AM
I really think bull muffalos should use this texture in the core game.
Done! The attachment changes male bulls to alphalos. Best of all, it doesn't change the BiomeDef, so it should be compatible with other animal mods.

[attachment deleted due to age]