Ludeon Forums

RimWorld => Mods => Releases => Topic started by: junchan on March 09, 2017, 02:10:26 PM

Title: [B19] More Monstergirls
Post by: junchan on March 09, 2017, 02:10:26 PM
(http://images.akamai.steamusercontent.com/ugc/96101992900235994/426211BD572942A7FC0DB8616AD5302985E77B3E/)

Description

The Monstergirls have come to join your colony.

They are:
The cowgirls, who make nice milk.
The pack animals, centaurs and dryads.
The black harpies and red harpies, who produce beautful plumage.
The ice fairies and forest fairies, who produce weird dust.
The slimegirls, who make red potions.
The strange creature, the Impmother.
The thrumbogirls and the dragongirls, who are strong fighters.

All are advanced intelligence except slimegirls. They are good to keep as pets.

Download
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=860692531) Original B19 Updated!!!!
Enhanced Version Dropbox (https://www.dropbox.com/s/ptm45vj3c9rlxfv/%5BB19%5DMore%20Monstergirls%20Enhanced.7z?dl=0) B19 Updated!!!
A Dog Said Patch Dropbox (https://www.dropbox.com/s/ykprwa79fgb050f/More%20Monstergirls%20ADS%20Patch.7z?dl=0) New!

-------

I am not claiming this as my own, I'm simply posting this here at Ramsis's recommendation, credit for its creation goes to its original creators.

I have been working on things to add to this mod and will probably post them here in a separate link if and when I feel like they're ready for public consumption.  I am however completely new at Rimworld modding though.

Update!

15/09/18: Thanks to akula for reporting what turned out to be a nasty little bug in the ADS patch which has now (hopefully) been squashed.  New version of the ADS patch uploaded.

14/09/18: Gave Dragongirls and Impmothers the milk/wool/leather treatment.  Added an ADS patch for those boo-boos, and Harpy wing prostheses in case the worst happens to your fluffy little birdbrains' wings!

12/09/18: Fixed a little problem where Dryads were producing Centaur milk

10/09/18: Small update where I added a patch for A Dog Said...

09/09/18: Partial update for B19.  The monstergirls from the original mod are in and will do your bidding with hauling, cleaning and mining, provided obedience and hauling are trained.  I was doing some other stuff with it too, but I basically ran out of time.  It's getting late and I have stuff to do this week.  There's also the annoying fact that my rimworld install isn't working properly... can't seem to do surgery on pawns to give them peglegs, and the lobotomy mod doesn't seem to work for me...  What I've completed so far is bundled in the 7z file.

26/11/17: Further fixing and adjusting.  Got the A Dog Said... patch finished at last!  I only posted one patch because it works for both versions!  Now with added patch for the Lite version of A Dog Said...

21/11/17: Fixed problem regarding the Imps.  Thanks to Pez and Ojiji for reporting and thanks to Fregrant for providing the fix!

20/11/17: Did some work on the Harpy and Black Harpy and added a preliminary ADS patch...

19/11/17: Updated the basic mod so that it works on B18.  I'm continuing to work on getting back the functionality of the custom version.

Current Progress:

Updated to B19.
Added Leather and Animal Product Defs for all but two of the monsters.
Made some artwork tweaks to some of the monsters.
A Dog Said patch and prosthetic harpy wings.

To Do:

Any further bugfixing/balancing.
--------
Title: Re: [A16] More Monstergirls
Post by: caiowb on March 09, 2017, 04:42:19 PM
I find it amusing
Title: Re: [A16] More Monstergirls
Post by: ChJees on March 09, 2017, 05:38:15 PM
11 / 10 Awoos
Title: Re: [A16] More Monstergirls
Post by: harpo99999 on March 09, 2017, 06:05:33 PM
is there a NON-DRM location for the mod?
can only see a hot ice location, nothing usable
Title: Re: [A16] More Monstergirls
Post by: junchan on March 09, 2017, 07:19:44 PM
Doh, forgot to paste the dropbox link.... fixed.
Title: Re: [A16] More Monstergirls
Post by: BetaSpectre on March 09, 2017, 09:19:49 PM
Kawaii~
Title: Re: [A16] More Monstergirls
Post by: AngleWyrm on March 10, 2017, 07:16:57 AM
Fun stuff :)

Got a dragon girl from one of the traders, and she's become my surgeons pal, nuzzled and named.

I noticed a description that suggested the types have favorite territories, and I haven't seen anything yet in the Temporal Forest biome. If they do occur by biome then I have a suggestion: Please make a distribution curve so that they occur mostly in their favorite biome, but can also occur in other places as well.

An easy to cope with way to do this is to set up a table with one row of chances for each girl. Maybe dragonGirls favor deserts so she gets 10 chances out of the set. Maybe she hates Arctic so she gets only 1 chance out of the set to show up there. Maybe she sometimes visits Tropical Forests, so she gets 3 chances to appear there.

Then you can pick a column that fits the current biome and roll against the set of chances in the column.

(http://orig09.deviantart.net/3e90/f/2013/328/3/e/_r__dragon_girl_by_grahim-d6vg3ha.png)

Edit: after several world starts they are appearing just fine, must have been bad luck from the RNG.
Title: Re: [A16] More Monstergirls
Post by: Krolon on March 10, 2017, 09:13:56 AM
Is is inspiration from anime "Monster Musume"? It's kinda weird to play with this mod after watching anime...
Title: Re: [A16] More Monstergirls
Post by: FreyaMaluk on March 10, 2017, 09:38:26 AM
(ง︡'-'︠)ง
Title: Re: [A16] More Monstergirls
Post by: Ramsis on March 10, 2017, 10:07:24 AM
I'd still recommend you contact the folks working on the mod itself and making sure they are okay with it.

I also still want my damn fuzzy Kobold!
Title: Re: [A16] More Monstergirls
Post by: Kuroda117 on March 10, 2017, 03:49:53 PM
this is perfect whit a mod of medieval times...but i don't see lamia
Title: Re: [A16] More Monstergirls
Post by: cesarjunior233 on March 10, 2017, 07:41:32 PM
Need add more girls
Title: Re: [A16] More Monstergirls
Post by: junchan on March 11, 2017, 06:48:26 AM
Quote from: Ramsis on March 10, 2017, 10:07:24 AM
I'd still recommend you contact the folks working on the mod itself and making sure they are okay with it.

I also still want my damn fuzzy Kobold!

wagon (who seems to be the person who posted it on Steam Workshop) messaged me yesterday giving me permission, so it's all okay.  As for the Kobold... if some kind soul gives me art assets for anything Kobold related then I will provide :P

Quote from: Kuroda117 on March 10, 2017, 03:49:53 PM
this is perfect whit a mod of medieval times...but i don't see lamia

Lamia is a separate mod created by a separate person. You can find it here. (http://steamcommunity.com/sharedfiles/filedetails/?id=845431906)

Quote from: KrolCwanPL on March 10, 2017, 09:13:56 AM
Is is inspiration from anime "Monster Musume"? It's kinda weird to play with this mod after watching anime...

Seems that way doesn't it?
Title: Re: [A16] More Monstergirls
Post by: junchan on March 11, 2017, 07:36:39 PM
I put up a patch for A Dog Said.
Title: Re: [A16] More Monstergirls
Post by: MarineStardust on March 13, 2017, 08:34:23 PM
can you message me the link to your deviantart profile or the link to that deviantart picture AngleWyrm? want to check out your picture
Title: Re: [A16] More Monstergirls
Post by: BetaSpectre on March 14, 2017, 12:19:23 AM
It'd be cool to see differently colored monster girls~ Esp the slimes ;3
Title: Re: [A16] More Monstergirls
Post by: ss82 on March 14, 2017, 12:58:45 AM
This feels wrong somehow..trainable pets?
Title: Re: [A16] More Monstergirls
Post by: AngleWyrm on March 14, 2017, 05:31:09 AM
I just got a resource pod drop and you know what was in it?

Cowgirl milk

(https://s-media-cache-ak0.pinimg.com/236x/89/75/48/89754866f1a9aa7fbf3830b73a5b0b20.jpg)
Title: Re: [A16] More Monstergirls
Post by: hunterofnecros on March 15, 2017, 12:19:42 AM
Awesome mod!
Just wondering on the ages/stages of the different monstergirls. When do they become adults/able to breed?
Is breeding a herd of them even possible?
Title: Re: [A16] More Monstergirls
Post by: AngleWyrm on March 15, 2017, 03:42:12 AM
According to the Info descriptions, they differ in both longevity and the point on their timeline at which they start reproducing.

I bought a clutch of 9 harpy eggs from one of the traveling merchants, and they've hatched into harpy chicks. They're currently keeping company with the chickens, but they're smart enough to become trained in the art of hauling when they mature.

(https://s6.postimg.org/wq59axgwh/harpy_Chick.png%5D)
Title: Re: [A16] More Monstergirls
Post by: junchan on March 15, 2017, 12:27:47 PM
Quote from: BetaSpectre on March 14, 2017, 12:19:23 AM
It'd be cool to see differently colored monster girls~ Esp the slimes ;3

What colour do slimes come in? I've seen blue/green/red/black.... any others?

@AngleWyrm: Minions too by the looks of it :P

Also... considering that these are monster girls with advanced intelligence and humanlike arms (except for harpies), I'm considering making them capable of handling simple tasks.  So far I've got mining and cleaning although I'm considering harvesting too, I'm not going to touch hauling since that's trainable anyway.  Any thoughts?
Title: Re: [A16] More Monstergirls
Post by: RitoTookMyWallet on March 15, 2017, 06:03:04 PM
This looks cool. I've been using the steam version of it for a while. Glad to see it here. Though personally I've been wanting an alien races mod version of it. Would be cool to see those species as playable colonists and with different advantages and downsides to them.
Title: Re: [A16] More Monstergirls
Post by: securitycop on March 15, 2017, 06:27:14 PM
soo fricken awesome its like MGQ paradox but better !!!!
Title: Re: [A16] More Monstergirls
Post by: AngleWyrm on March 15, 2017, 07:40:41 PM
Quote from: junchan on March 15, 2017, 12:27:47 PM
Also... considering that these are monster girls with advanced intelligence and humanlike arms (except for harpies), I'm considering making them capable of handling simple tasks.  So far I've got mining and cleaning although I'm considering harvesting too, I'm not going to touch hauling since that's trainable anyway.  Any thoughts?

I usually start a game with a several Misc. Robots++ (https://ludeon.com/forums/index.php?topic=26151.0) to offload the hauling and cleaning jobs from the colonists. As I begin to train the Monster Girls and the Minions, they make a great replacement for those robots, as it seems food is much more plentiful renewable resource than electricity.

I've been renaming the robots to resemble Star Wars droid names; a tier-1 hauler robot is H1A-1, H1A-2, etc. and a tier-2 emergency room robot is E2R-1, E2R-2 and so on. They say this ability to rename the robots, which appears in the character tab, is because the robots were derived from pawns rather than animals. Is it do-able to extract and re-purpose the section of code that makes this possible?
Title: Re: [A16] More Monstergirls
Post by: junchan on March 16, 2017, 10:35:40 PM
Hmmm, monstergirls derive from animals so they are either already named (if you start with one in your colony) or they get named via nuzzling.... I'll look into it.
Title: Re: [A16] More Monstergirls
Post by: AngleWyrm on March 18, 2017, 09:38:41 AM
Evil Centipedes
There was a small group of forest fairies on my map, so I set about taming them and creating a fairy garden for them to live in. In the depths of the forested garden were some Snow Beets (https://ludeon.com/forums/index.php?topic=12934.0), a geothermal geyser, garden spots with pretty flowers sprinkled throughout, a big tree under which to sleep -- a wood structure with some roofing spread around it and sleeping spots underneath -- and a beach on the far side.

But then came the centipedes in their freezing psycho ship, hell bent on destroying the fairy garden. They had fiery explosive weapons and burned down most of the forest. It took a lot of planning to set up a kill box of turrets and snipers, but we finally downed the mother humpers. I've temporarily sent the fairies to another place and begun rebuilding the garden for them.

Any ideas on what I should do with those wretched squirming piles of destructive intent?

(https://s6.postimg.org/7xe4gs3wx/fairy_Garden.png)
Title: Re: [A16] More Monstergirls
Post by: AngleWyrm on March 18, 2017, 11:55:24 PM
Inner Garden
While my miners were digging out a main hallway they broke into a hidden inner garden in the mountain. There was a steam geyser there, a warm and wet environment; what a  great place for slimes. I'm enjoying this mod, thanks for making it. <3

(https://s6.postimg.org/q1lqf5qz5/inner_Garden.png)
Title: Re: [A16] More Monstergirls
Post by: XenonKirito on March 24, 2017, 04:01:06 AM
Is it just me or is there like some kind of error with the mod?
Cause whenever I try to start the game or extract the mod it will continuously give me error.
Or is the file corrupted?
Even thou it the mod works just finely for some reason??
Title: Re: [A16] More Monstergirls
Post by: harpo99999 on March 24, 2017, 07:20:42 PM
unless you are using 7zip to do the extraction of the 7z file you WILL get errors, you can get 7zip from www.7zip.org
Title: Re: [A16] More Monstergirls
Post by: VeeCee on March 24, 2017, 07:31:52 PM
Absolutely loving this mod. Nothing quite like having a small army of cyborg monstergirls to make those caravan ambushes fun!
Title: Re: [A16] More Monstergirls
Post by: Diana Winters on March 24, 2017, 07:45:22 PM
Do you think you could use the alien framework to make a colonist version?
Title: Re: [A16] More Monstergirls
Post by: junchan on March 25, 2017, 08:54:21 AM
Interesting idea.  I have some free time today so I'll look at it
Title: Re: [A16] More Monstergirls
Post by: Ankhar on March 25, 2017, 09:29:19 AM
We also need more cutie boys!
Title: Re: [A16] More Monstergirls
Post by: junchan on March 25, 2017, 07:11:13 PM
Quote from: Ankhar on March 25, 2017, 09:29:19 AM
We also need more cutie boys!

Well that's just a problem of art.  I'm always happy to consider suggestions for additions if they come with art.
Title: Re: [A16] More Monstergirls
Post by: XenonKirito on March 26, 2017, 01:32:37 AM
Quote from: harpo99999 on March 24, 2017, 07:20:42 PM
unless you are using 7zip to do the extraction of the 7z file you WILL get errors, you can get 7zip from www.7zip.org
Ah.
I see thanks for the heads up.
Title: Re: [A16] More Monstergirls
Post by: AngleWyrm on April 04, 2017, 05:04:09 PM

(http://orig05.deviantart.net/067e/f/2014/106/1/d/natsu_x_lucy_signature_by_grahim-d7eqxgq.jpg)
Quote from: MarineStardust on March 13, 2017, 08:34:23 PM
can you message me the link to your deviantart profile or the link to that deviantart picture AngleWyrm? want to check out your picture

grahim.deviantart.com (http://grahim.deviantart.com/gallery/?catpath=/)
Title: Re: [A16] More Monstergirls
Post by: sidfu on April 06, 2017, 09:00:48 AM
sound for the dragon girl is configed wrong and throws a soft(yellow error at start)

Config error in Dragongirl: soundMeleeHitPawn is null
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()

Title: Re: [A16] More Monstergirls
Post by: junchan on April 06, 2017, 02:49:42 PM
Quote from: sidfu on April 06, 2017, 09:00:48 AM
sound for the dragon girl is configed wrong and throws a soft(yellow error at start)

Config error in Dragongirl: soundMeleeHitPawn is null
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()

Post on the first page has been updated.  This has been fixed and one or two other things have been changed.
Title: Re: [A16] More Monstergirls
Post by: sidfu on April 06, 2017, 04:52:10 PM
new error

Config error in FairyDust: has a recipeMaker but no costList or costStuffCount.
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()


also

XML error: <MaleGenderProbability>0</MaleGenderProbability> doesn't correspond to any field in type ThingDef.
Verse.Log:Error(String)
Verse.XmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator1ED:MoveNext()
Verse.ModContentPack:LoadDefs()
Verse.ModContentPack:ReloadAllContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Title: Re: [A16] More Monstergirls
Post by: junchan on April 06, 2017, 06:32:24 PM
Quote from: sidfu on April 06, 2017, 04:52:10 PM
new error
---snip----

I uploaded the wrong version.... -_-; Sorry.  First post updated with the version i meant to post.
Title: Re: [A16] More Monstergirls
Post by: ChaosChronicler on April 06, 2017, 07:15:32 PM
Didn't realize you updated this. Guess that's what I get for using Steam Workshop  :P
Title: Re: [A16] More Monstergirls
Post by: sidfu on April 06, 2017, 08:10:35 PM
u might want to tie them cleaning into one of the trainings and have not all of them can clean. also the cleaning needs a timer. right now they constaly clean clean clean at the level of a level 20 cleaner. so its kinda over powerered.

the updated and fixed fixed those errors.

found iincompaablity. if u usehttp://steamcommunity.com/sharedfiles/filedetails/?id=848721494 loong withe the mod it prevents the cleaning of blood and such outside.

another error this is by combat realsim probaly ccausse the girls cleaning or another job so it checks if it can switch their tools
Exception in monstergirls.ThinkNode_ConditionalPawnMatchesAnyDef TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at Combat_Realism.RightTools.EquipRigthTool (Verse.Pawn pawn, RimWorld.StatDef def) [0x00000] in <filename unknown>:0
  at Combat_Realism.Detours_ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_SubtreesByTag:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Title: Re: [A16] More Monstergirls
Post by: junchan on April 07, 2017, 06:36:24 AM
Quote from: sidfu on April 06, 2017, 08:10:35 PM
u might want to tie them cleaning into one of the trainings and have not all of them can clean. also the cleaning needs a timer. right now they constaly clean clean clean at the level of a level 20 cleaner. so its kinda over powerered.

the updated and fixed fixed those errors.

found iincompaablity. if u usehttp://steamcommunity.com/sharedfiles/filedetails/?id=848721494 loong withe the mod it prevents the cleaning of blood and such outside.

another error this is by combat realsim probaly ccausse the girls cleaning or another job so it checks if it can switch their tools
---Snip---

Thanks again for reporting the errors you find! I'll have some free time over the weekend so I'll look into these.
Title: Re: [A16] More Monstergirls
Post by: sidfu on April 08, 2017, 09:52:25 AM
think i figured it out the CR errors are related to when they try to mine,harvest, or butcher. CR sees the job and checks to see if they can equip a tool but since they cant it throws error and prevents the job. simply disableing them would fix the error
Title: Re: [A16] More Monstergirls
Post by: kaigostory on April 16, 2017, 09:45:11 AM
I like mod Monster Girl
100/10
Title: Re: [A16] More Monstergirls
Post by: WalkingProblem on April 16, 2017, 02:07:19 PM
Quote from: junchan on April 07, 2017, 06:36:24 AM
Quote from: sidfu on April 06, 2017, 08:10:35 PM
u might want to tie them cleaning into one of the trainings and have not all of them can clean. also the cleaning needs a timer. right now they constaly clean clean clean at the level of a level 20 cleaner. so its kinda over powerered.

the updated and fixed fixed those errors.

found iincompaablity. if u usehttp://steamcommunity.com/sharedfiles/filedetails/?id=848721494 loong withe the mod it prevents the cleaning of blood and such outside.

another error this is by combat realsim probaly ccausse the girls cleaning or another job so it checks if it can switch their tools
---Snip---

Thanks again for reporting the errors you find! I'll have some free time over the weekend so I'll look into these.

Junchan - if you want, you may want to unpack my Minions Mod's assembly and just take the codes I created to make the Minions do all sort of chores as well as study how I made them work a lot more often. No point reinventing the wheels.

=}
Title: Re: [A16] More Monstergirls
Post by: AngleWyrm on April 16, 2017, 09:14:24 PM

(https://s6.postimg.org/abcowc53l/cowgirl.png)
Quote from: Walking Problem on April 16, 2017, 02:07:19 PM
Junchan - if you want, you may want to unpack my Minions Mod's assembly and just take the codes I created to make the Minions do all sort of chores as well as study how I made them work a lot more often. No point reinventing the wheels.

It looks like your great work on pet training already applies across all pets.

This male cowgirl has been a member of my colony for 2 1/2 days, and during that time he spent 17 hours cleaning and 4.4 hours sowing and harvesting.

(https://s6.postimg.org/vma90ln81/Domino.png)
Title: Re: [A16] More Monstergirls
Post by: WalkingProblem on April 17, 2017, 09:14:17 AM
Quote from: AngleWyrm on April 16, 2017, 09:14:24 PM

(https://s6.postimg.org/abcowc53l/cowgirl.png)
Quote from: Walking Problem on April 16, 2017, 02:07:19 PM
Junchan - if you want, you may want to unpack my Minions Mod's assembly and just take the codes I created to make the Minions do all sort of chores as well as study how I made them work a lot more often. No point reinventing the wheels.

It looks like your great work on pet training already applies across all pets.

This male cowgirl has been a member of my colony for 2 1/2 days, and during that time he spent 17 hours cleaning and 4.4 hours sowing and harvesting.

(https://s6.postimg.org/vma90ln81/Domino.png)

Oh, haha

Because all animals that will form "foot prints" will be able to do chores in my Minions mod (thats the only "simple" work around without me doing ridiculous writing of codes just to make ONLY minions do chores)

Since no animals form human foot prints, so by coding that those animals that had "footprints" enabled will do chores, works will for the Minions Mod.

Which is why as I mentioned, Junchan should just take the codes from my mod. Just apply, so those who do not have Minions Mod can have the same chore working rates (and do more types of chores)
Title: Re: [A16] More Monstergirls
Post by: bloodshifter on April 18, 2017, 05:25:46 PM
As a note, the steam version of this Mod seems to be downloading as a .7Z file. I'm unsure as to why but, its crashing games so long as you remain subscribed to it.
Title: Re: [A16] More Monstergirls
Post by: youkizixi on April 27, 2017, 12:27:35 AM
I can't download,why?need password?
Title: Re: [A16] More Monstergirls
Post by: DMD247 on May 18, 2017, 09:27:50 PM
Thank you for making this mod!
Its been awhile sense I seen a exotic mod this good. really mixes things up.
P.S Would you kindly please continue this mod and progression towards greatness!

;) ;) ;D
Title: Re: [A16] More Monstergirls
Post by: Fregrant on May 21, 2017, 11:28:03 PM
Liked that. Some feedback:
Names like "Thrumbogirl, male" looks weird. Not sure how to fix though, we dont need two separate races etc.
Dragongirl scales, maybe something else, would be better with a leather texture, not the wool one.
My surgeons prefer Red jelly over Medicine after I set Medicine in the health tab. Due weak potency (like Herbal medicine), it is attempted murder. Possibly problem is on my side as the surgeons use herbals too.
Title: Re: [A16] More Monstergirls
Post by: SihvMan on May 22, 2017, 05:39:42 AM
Quote from: Fregrant on May 21, 2017, 11:28:03 PM
Names like "Thrumbogirl, male" looks weird. Not sure how to fix though, we dont need two separate races etc.

Code from the AnimalKindDef of the Ibex could be a solution.


<labelMale>ibex ram</labelMale>
<labelFemale>ibex doe</labelFemale>


So it could be

<labelMale>thrumboBoy</labelMale>
<labelFemale>thrumboGirl</labelFemale>
Title: Re: [A16] More Monstergirls
Post by: Katarumi on May 22, 2017, 12:43:41 PM
I love this mod! My rich explorer has a small herd of thrumbogirls / boys, and they've really added to the experience. Thank you for your hard work!
Title: Re: [A16] More Monstergirls
Post by: Iron MeiMei on May 22, 2017, 04:12:30 PM
Any hope for a mod that changes the sprites of every animal to that of a monstergirl?
Title: Re: [A16] More Monstergirls
Post by: Fregrant on May 23, 2017, 03:36:14 AM
I wonder why? Better to change spawn chances of vanilla and mod creatures I think.
About names: yes, works great. Though race name used in some places and better to adjust too. Most hard thinking was, how is male dryad name, as dryads only female in mythology and H.? And male cowgirl probably a minotaur rather than cowboy)
Title: Re: [A16] More Monstergirls
Post by: Canute on May 23, 2017, 04:24:50 AM
Yep you are right there arn't any male dryad's or at last noone knows any. So any male kid that get born by a dryad is another race.

But Rimworld don't allow inter-racial animal-love (i got once a colonist which got a mother from an alien-race but thats just a glitch since RW handle all colonist as humans) so there must be a male of a girl-race if you want be reproduction of them.

Title: Re: [A16] More Monstergirls
Post by: SihvMan on May 23, 2017, 08:07:42 PM
Quote from: Canute on May 23, 2017, 04:24:50 AM
Yep you are right there arn't any male dryad's or at last noone knows any. So any male kid that get born by a dryad is another race.

But Rimworld don't allow inter-racial animal-love (i got once a colonist which got a mother from an alien-race but thats just a glitch since RW handle all colonist as humans) so there must be a male of a girl-race if you want be reproduction of them.

Could have the males be Satyrs. Close enough thematically in mythology. Then with

<labelMale>satyr</labelMale>
<labelFemale>dryad</labelFemale>

<bodyGraphicData>
    <texPath>Things/Pawn/Animal/dryad/satyr</texPath>
<femaleGraphicData>
    <texPath>Things/Pawn/Animal/dryad/dryad</texPath>


That let's them be the 'same' race in code, but look visually different.
Title: Re: [A16] More Monstergirls
Post by: Katarumi on May 25, 2017, 07:19:26 AM
For male cowgirls I went with "Bullboy". I felt like it fit in with the other names a bit better than "Minotaur".
Title: Re: [A16] More Monstergirls
Post by: Love on May 25, 2017, 08:49:44 AM
Minitaur
Title: Re: [A16] More Monstergirls
Post by: AngleWyrm on May 25, 2017, 01:28:03 PM
Are the monster girls and boys coming to A17?

(http://static.boredpanda.com/blog/wp-content/uploads/2015/06/porcelain-sculptures-fantasy-animals-anya-stasenko-slava-leontyev-fb4__700.jpg)
Title: Re: [A16] More Monstergirls
Post by: Joedox on May 25, 2017, 01:31:19 PM
I don't think, they seem to live in the water.  ;)
Title: Re: [A16] More Monstergirls
Post by: Katarumi on May 26, 2017, 11:30:11 AM
Those sea-things are adorable!!

My problem with thinking about this mod is that it feels like any more species added should have some unique purpose other than being cute. What would a race like those sea-things produce or be? Shells for pretty constructions?
Title: Re: [A16] More Monstergirls
Post by: Switter on May 27, 2017, 08:58:11 AM
update, please c:
Title: Re: [A16] More Monstergirls
Post by: Fregrant on May 28, 2017, 04:07:36 PM
I wonder if author abandoned it. Seems to be online on Steam but no answer to workshop.
Dunno if .dll needs any fixes, but otherwise this mod is quite simple and needs just some fixes in .xml here and there.
Title: Re: [A16] More Monstergirls
Post by: Devilizer on May 29, 2017, 03:42:53 AM
Indeed.
Would be awesome if someone looked through this mod and updated it.
I would've done it myself if I had any idea what I was doing.
I don't even understand the errors :P
Title: Re: [A16] More Monstergirls
Post by: Switter on May 29, 2017, 04:26:16 AM
Quote from: Devilizer on May 29, 2017, 03:42:53 AM
Indeed.
Would be awesome if someone looked through this mod and updated it.
I would've done it myself if I had any idea what I was doing.
I don't even understand the errors :P
i know that feel bro :D
Title: Re: [A16] More Monstergirls
Post by: hal98 on May 29, 2017, 05:10:31 AM
Quote from: Devilizer on May 29, 2017, 03:42:53 AM
Indeed.
Would be awesome if someone looked through this mod and updated it.
I would've done it myself if I had any idea what I was doing.
I don't even understand the errors :P

that sea of errors :\
Title: Re: [A16] More Monstergirls
Post by: Fregrant on May 29, 2017, 05:59:07 AM
Okay, there is my personal archive.
Incompatible with original version saves.

https://www.dropbox.com/sh/x7cfp68bymzbt9j/AAAduRBJ8ibbrwefecLUvM07a?dl=0

Do not have much time, but still trying do add and balance stuff.
Melee-range firebreath of dragongirls was "WOW it should be nerfed".
Title: Re: [A16] More Monstergirls
Post by: Devilizer on May 29, 2017, 09:20:30 AM
Cool, that's a step in the right direction :)
What jobs will they do now then? :)
Title: Re: [A16] More Monstergirls
Post by: Fregrant on May 29, 2017, 10:31:51 AM
Should be like vanilla animals. Trainable to release\rescue\haul. Im too lazy to try .dll recompiling and have a very little knowledge about C programming language anyway.
Lamia mod rewrites core egg strings. I suspect it is a nasty way to errors  ;D
I wonder if eggs hatch temperature should be more... realistic. For now, you just throw eggs anywhere and it works.
Core mod have range 0-50 C for all eggs. BS.
For example, chiken eggs could hatch only in 27~40 C (not to mention hatchlings in 27~35 C unlikely to survive and grow).
Title: Re: [A16] More Monstergirls
Post by: Devilizer on May 30, 2017, 08:39:57 AM
Been playing with your version a while now Fregrant.
No issues so far, good job :)
Will adding cleaning to their tasks involve doing the .dll stuff?
Title: Re: [A16] More Monstergirls
Post by: Fregrant on May 31, 2017, 05:10:43 AM
Yes, did not found how to assign it to animal races through xml. These could be converted to humanlike races, to become colonists, but I did not.
...
Hm, I do not know. Should these monster races be treated as highly intelligent beings able to communicate with colonists (actual humanlike races). Or just primitive aborigen folks who will be milked and slaughtered without any worries (just animals).
Title: Re: [A16] More Monstergirls
Post by: Katarumi on June 06, 2017, 05:56:10 PM
Could always do both in a fork, but that would be a lot of work to maintain both...I personally like the latter.

When you say lamia mod, which do you mean? I don't think I've heard of this one.
Title: Re: [A16] More Monstergirls
Post by: Vaulter69 on June 06, 2017, 09:42:41 PM
Quote from: Katarumi link=topic=31009.msg340187#msg340187 date=1496786170

When you say lamia mod, which do you mean? I don't think I've heard of this one.
/quote]
he's probably taking about this
https://steamcommunity.com/sharedfiles/filedetails/?id=845431906&searchtext=

Quote from: Fregrant on May 31, 2017, 05:10:43 AM
Hm, I do not know. Should these monster races be treated as highly intelligent beings able to communicate with colonists (actual humanlike races). Or just primitive aborigen folks who will be milked and slaughtered without any worries (just animals).

for me i think it's better if they behave more like intelligent animals (elephants,etc.) rather than a human hybrid, there won't be any point on all that work for a new colonist when you can just tame one.
Title: Re: [A16] More Monstergirls
Post by: BlueWinds on June 07, 2017, 12:44:45 AM
Quote from: Fregrant on May 31, 2017, 05:10:43 AM
Yes, did not found how to assign it to animal races through xml. These could be converted to humanlike races, to become colonists, but I did not.
...
Hm, I do not know. Should these monster races be treated as highly intelligent beings able to communicate with colonists (actual humanlike races). Or just primitive aborigen folks who will be milked and slaughtered without any worries (just animals).

Please leave them intelligent animals. There are already tons of 'alien race' mods adding new colonists, and this one is just perfect giving a few new really cute pets. *^^*
Title: Re: [A16] More Monstergirls
Post by: Fregrant on June 10, 2017, 07:40:10 AM
Yes, I think I do not need more races for now. Though this is quite raw and unbalanced mod, just milk-hair-giver animals mostly. I got some ideas, maybe will implement it someday. Slimes could inflict chemical damage, catgirls could give mood buff, and so on...

Meanwhile, I recompiled dll for original mod and it seems be working. Cleaning duty, mining duty...
PS: had to delete "enumerate != null" string due compiling error. Looks like a some safety check, hope where would not be too much problems)
Title: Re: [A16] More Monstergirls
Post by: Raf's on June 10, 2017, 03:31:01 PM
Does anybody have the problem of Dragongirls facing wall sets for mining instead of eating?
Edit: ok just checked something out and looks like they may be thinking i am hunting instead of mining since they stop and go eat if i draft my character.
Title: Re: [A16] More Monstergirls
Post by: Razhion on June 12, 2017, 01:36:40 PM
Will you be updating this to patch 17?
Title: Re: [A16] More Monstergirls
Post by: Raf's on June 12, 2017, 11:39:20 PM
Quote from: Razhion on June 12, 2017, 01:36:40 PM
Will you be updating this to patch 17?
Scroll up, someone already did.
Title: Re: [A16] More Monstergirls
Post by: Raf's on June 13, 2017, 09:16:53 PM
Is the A Dog Said patch updated?
Title: Re: [A16] More Monstergirls
Post by: Fregrant on June 14, 2017, 01:55:21 AM
No. I dont know if it still working. But you got the point.
I think ADS patcher worth a try, I will try to write needed tags today. Also Extended Combat body tags.
https://ludeon.com/forums/index.php?topic=33512.0

Updated with tags for this ADS patcher and added CE patch for all versions. I just hope there is not too much typos now. I saw legged lamia while updating... And more work for CE patch needed, just fixed bodyshape error.
Title: Re: [A16] More Monstergirls
Post by: Rexaurius on June 17, 2017, 12:58:38 PM
Quote from: Fregrant on May 29, 2017, 05:59:07 AM
Okay, there is my personal archives.
https://www.dropbox.com/sh/x7cfp68bymzbt9j/AAAduRBJ8ibbrwefecLUvM07a?dl=0

"A17MonstergirlsOriginal" is original mod, fixed for A17. Names are a bit tweaked (no more "male thrumbogirls").

"A17MonstergirlsLamiaNeko" includes Lamia and Neko animal races from another mods, plus some changes. Like eggs require a warm place now. Should be savegame-compatible with original mod.
Lamia mod https://steamcommunity.com/sharedfiles/filedetails/?id=845431906
Neko mod, A16, works A17 as well https://ludeon.com/forums/index.php?topic=31470.0

"A17MonstergirlsTest" is my current pack, which Im twisting right now. Not compatible with old saves as Im playing with race names and so on.
hello my friend, for some reason, when i Unpack the Lamia and Neko archive, it gives this error, and when i unpack it´s combat extend patch, it gives this another error, could you see what you can do and fix it?

[attachment deleted by admin due to age]
Title: Re: [A16] More Monstergirls
Post by: AngleWyrm on June 17, 2017, 05:39:02 PM
Could you put conversions to Fahrenheit (https://www.google.com/search?q=celcius+to+fahrenheit&ie=utf-8&oe=utf-8#nfpr=1&q=celsius+to+fahrenheit) in the descriptions as well, for those of us that grew up in such an environment?

Something like
"Fertility temperature range: 40° ~ 80° C (104° ~ 176° F)"
Title: Re: [A16] More Monstergirls
Post by: Fregrant on June 17, 2017, 05:52:57 PM
@Rexaurius looks like the archive is damaged or your tool cannot unpack it. Try to redownload, uze 7zip or I will repack it tomorrow.

@AngleWyrm good idea, will do tomorrow
Title: Re: [A16] More Monstergirls
Post by: Rexaurius on June 17, 2017, 08:02:10 PM
Quote from: Fregrant on June 17, 2017, 05:52:57 PM
@Rexaurius looks like the archive is damaged or your tool cannot unpack it. Try to redownload, uze 7zip or I will repack it tomorrow.

It´s 7zip when i download, i tried to put it just zip, but same error occurs, don´t know if someone except me is having this error, and a question, this mod add new creatures, or it change the textures of creatures?
Title: Re: [A16] More Monstergirls
Post by: Rexaurius on June 17, 2017, 08:43:57 PM
Quote from: BlueWinds on June 07, 2017, 12:44:45 AM
Quote from: Fregrant on May 31, 2017, 05:10:43 AM
Yes, did not found how to assign it to animal races through xml. These could be converted to humanlike races, to become colonists, but I did not.
...
Hm, I do not know. Should these monster races be treated as highly intelligent beings able to communicate with colonists (actual humanlike races). Or just primitive aborigen folks who will be milked and slaughtered without any worries (just animals).

Please leave them intelligent animals. There are already tons of 'alien race' mods adding new colonists, and this one is just perfect giving a few new really cute pets. *^^*

it would be cool to make then inteligent, cause they are like, human-monster hybrid, but only if But only if he has an option in the menu to select if he wants to give intelligence to human-monsters and makes them part of his colony (each with its peculiarities) or not
Title: Re: [A16] More Monstergirls
Post by: Rexaurius on June 17, 2017, 08:50:49 PM
Quote from: Fregrant on May 29, 2017, 05:59:07 AM
Okay, there is my personal archives.
https://www.dropbox.com/sh/x7cfp68bymzbt9j/AAAduRBJ8ibbrwefecLUvM07a?dl=0

"A17MonstergirlsOriginal" is original mod, fixed for A17. Names are a bit tweaked (no more "male thrumbogirls").

"A17MonstergirlsLamiaNeko" includes Lamia and Neko animal races from another mods, plus some changes. Like eggs require a warm place now. Should be savegame-compatible with original mod.
Lamia mod https://steamcommunity.com/sharedfiles/filedetails/?id=845431906
Neko mod, A16, works A17 as well https://ludeon.com/forums/index.php?topic=31470.0

"A17MonstergirlsTest" is my current pack, which Im twisting right now. Not compatible with old saves as Im playing with race names and so on.

This is a bit embarrassing, but, i have an "cof cof" NSFW "cof cof" mod from loverslab, and, i was thinking if you could put a chance, that when animals > female prisoners, it would generate one of those, human-monster hybrid, but only if you want to do, aaaannnnddd if this don´t broke any rule.
Title: Re: [A16] More Monstergirls
Post by: Fregrant on June 18, 2017, 03:04:13 AM
Mod adds new creatures, no core animals changed.
I suspect switching the monster races to animals\playable pawns through mod options is hard or impossible, easier to do two separate mod versions.
Cross-species breeding is possible I think, but even children mod still WIP (https://ludeon.com/forums/index.php?topic=28747.0). Anyway, Im not a coder so no way I could do that any soon ::)
Title: Re: [A16] More Monstergirls
Post by: AngleWyrm on June 18, 2017, 06:11:41 AM

(https://i.warosu.org/data/tg/img/0355/06/1413234662465.jpg)
Quote from: Rexaurius on June 17, 2017, 08:50:49 PM
This is a bit embarrassing, but, i have an "cof cof" NSFW "cof cof" mod from loverslab, and, i was thinking if you could put a chance, that when animals > female prisoners, it would generate one of those, human-monster hybrid, but only if you want to do, aaaannnnddd if this don´t broke any rule.
Warts! Heh.

Maybe they could be represented as animal half-breeds, new animal species sprung up that are different from their parents.

How would they be different? What could they bring to the evolutionary table that would make them more or less fit for survival on the current map?

Dietary preferences that differ between creature types, or temperature tolerances? What of their value as a resource producer, does that appeal to the colony count as fitness for survival?

Also, here's a couple textures I like better than the ones in RWJ. They can be dropped right into the Textures folder
(https://s6.postimg.org/qq62ket75/comfort_prisoner.png)(https://s6.postimg.org/z9pgi61jl/noheart.png)
Title: Re: [A16] More Monstergirls
Post by: Fregrant on June 19, 2017, 11:34:22 AM
The more I digging into the bodies code, the more I wonder if these species should be treated as humans or animals in medical operations. Very humanlike. Limbs. Organs. Head.
Title: Re: [A16] More Monstergirls
Post by: Rexaurius on June 19, 2017, 12:13:12 PM
Quote from: Fregrant on June 19, 2017, 11:34:22 AM
The more I digging into the bodies code, the more I wonder if these species should be treated as humans or animals in medical operations. Very humanlike. Limbs. Organs. Head.

how i said in another post, i think there should be an option in mod setting menu to select if you want they to be tamed, and, after some time, turn into colonists with special abilities, or if you want they to be just half human animals.
Title: Re: [A16] More Monstergirls
Post by: Fregrant on June 19, 2017, 12:24:35 PM
Yes. Maybe use also Jecstools or something. But I have no idea how to, so just grinding files yet.
Title: Re: [A16] More Monstergirls
Post by: Rexaurius on June 20, 2017, 02:09:59 PM
Quote from: junchan on March 11, 2017, 07:36:39 PM
I put up a patch for A Dog Said.

could you please send the link for that?
Title: Re: [A16] More Monstergirls
Post by: Rexaurius on June 20, 2017, 02:12:21 PM
Quote from: Fregrant on May 29, 2017, 05:59:07 AM
Okay, there is my personal archives.
https://www.dropbox.com/sh/x7cfp68bymzbt9j/AAAduRBJ8ibbrwefecLUvM07a?dl=0

"A17MonstergirlsLN" includes Lamia and Neko animal races from another mods, plus few changes. Like eggs require a warm place now. Should be savegame-compatible with original mod.
Lamia mod https://steamcommunity.com/sharedfiles/filedetails/?id=845431906
Neko mod, A16, works A17 as well https://ludeon.com/forums/index.php?topic=31470.0

"A17MonstergirlsTest" is my current pack, which Im twisting right now. Not compatible with old saves as Im playing with race names and so on.

Also patch for CombatExtended, just fixes body size compatibility so it is not really full patch.

Todo:
- rework bodies to be more reasonable and realistic, for now it is total mess (why Core birds has no wings?  ;D)
- rebalance all species for strong\weak traits (sewing clothing from feathers?  ???)
- make real patch for CE

hey men, i found another thing, where are the dragongirls? i have EDB prepare carefully, and i just found dragonman there.
Title: Re: [A16] More Monstergirls
Post by: AngleWyrm on June 20, 2017, 02:14:56 PM
If you use Edb's Prepare Carefully mod, then start a new colony and select animals. There you can find the list of what's available in your current mod loadout.
Title: Re: [A16] More Monstergirls
Post by: Rexaurius on June 20, 2017, 04:12:45 PM
Quote from: AngleWyrm on June 20, 2017, 02:14:56 PM
If you use Edb's Prepare Carefully mod, then start a new colony and select animals. There you can find the list of what's available in your current mod loadout.

did that, dont know why the first time only showed dragonman, thanks.
Title: Re: [A16] More Monstergirls
Post by: uniinu on June 21, 2017, 01:01:18 AM
Hello. I am the author of LamiaMOD, but it is sad to upload my MOD without permission. It is very unpleasant.
I am not going to give up my own rights. Delete the uploaded MODS please.
I will appeal if you do not act within 3 days from this comment.
There is no room for negotiation. Please delete it.

Additional notes.
If you use "noarm Lamia", there is no problem. However, if it is not so, please delete it after all.
Title: Re: [A16] More Monstergirls
Post by: Fregrant on June 21, 2017, 04:08:53 PM
Quote from: uniinu on June 21, 2017, 01:01:18 AM
Hello. I am the author of LamiaMOD, but it is sad to upload my MOD without permission. It is very unpleasant.
I am not going to give up my own rights. Delete the uploaded MODS please.
I will appeal if you do not act within 3 days from this comment.
There is no room for negotiation. Please delete it.

Additional notes.
If you use "noarm Lamia", there is no problem. However, if it is not so, please delete it after all.
Understood, will delete lamia. I have no steam for now, so could not to contact. I do not think there was "Redistribution of this MOD data is prohibited" in description earlier.
Also, I recommend not rewrite Core Defs (eggs) because it could broke some mods.
Title: Re: [A16] More Monstergirls
Post by: TrashMan on June 21, 2017, 05:56:06 PM
I keep getting an error whenever my neko tries to clean something. The neko does the animation, there is hte progress bar, and when it ends, the error popss up.

Null Pointer error.
Title: Re: [A16] More Monstergirls
Post by: uniinu on June 21, 2017, 09:48:34 PM
Quote from: Fregrant on June 21, 2017, 04:08:53 PM
Quote from: uniinu on June 21, 2017, 01:01:18 AM
Hello. I am the author of LamiaMOD, but it is sad to upload my MOD without permission. It is very unpleasant.
I am not going to give up my own rights. Delete the uploaded MODS please.
I will appeal if you do not act within 3 days from this comment.
There is no room for negotiation. Please delete it.

Additional notes.
If you use "noarm Lamia", there is no problem. However, if it is not so, please delete it after all.
Understood, will delete lamia. I have no steam for now, so could not to contact. I do not think there was "Redistribution of this MOD data is prohibited" in description earlier.
Also, I recommend not rewrite Core Defs (eggs) because it could broke some mods.
I appreciate your quick response.
And I apologize for the incompleteness of me as well. Because I did not add one sentence without prohibition of distribution.
Thanks for the advice on eggs. I will adjust it.
Title: Re: [A16] More Monstergirls
Post by: jeromes09 on June 22, 2017, 11:29:46 AM
Thanks for your work so far, Fregrant! That's a bum rap about losing permission. What happened to the original mod authors anyway? Are you going to just switch the Lamia graphic out for no arms or will you be looking for some custom art?
Title: Re: [A16] More Monstergirls
Post by: AngleWyrm on June 22, 2017, 04:59:47 PM

(https://s-media-cache-ak0.pinimg.com/736x/d9/34/1c/d9341cb8cb182f9dbd7f31a7bec74c1f.jpg)I'm glad to see law and order produce a resolution with minimum damage to the people involved.

Safe and sane folks, it's a beautiful thing.
Title: Re: [A16] More Monstergirls
Post by: RiseKnight on July 01, 2017, 02:20:38 PM
Nice idea, much potential for more monster girls.
arachne, scylla, goblins, orcs, fox-kin, wolf-kin, etc
maybe i should trying to make some.
Title: Re: [A16] More Monstergirls
Post by: Austintrollinski on July 05, 2017, 05:46:54 AM
when is a17 version of this mod going to come out
Title: Re: [A16] More Monstergirls
Post by: RiseKnight on July 08, 2017, 03:00:59 AM
Quote from: Austintrollinski on July 05, 2017, 05:46:54 AM
when is a17 version of this mod going to come out

Quote from: Fregrant on May 29, 2017, 05:59:07 AM
Okay, there is my personal archives.
https://www.dropbox.com/sh/x7cfp68bymzbt9j/AAAduRBJ8ibbrwefecLUvM07a?dl=0

"A17MonstergirlsOriginal" is original mod, fixed for A17. Names are a bit tweaked (no more "male thrumbogirls").

"A17MonstergirlsLamiaNeko" includes Lamia and Neko animal races from another mods, plus some changes. Like eggs require a warm place now. Should be savegame-compatible with original mod.
Lamia mod https://steamcommunity.com/sharedfiles/filedetails/?id=845431906
Neko mod, A16, works A17 as well https://ludeon.com/forums/index.php?topic=31470.0

"A17MonstergirlsTest" is my current pack, which Im twisting right now. Not compatible with old saves as Im playing with race names and so on.
its a bit buggy tho
Title: Re: [A16] More Monstergirls
Post by: wagon on July 14, 2017, 11:30:34 PM
updated to a17 on steam. more content soon
Title: Re: [A16] More Monstergirls
Post by: bloodshifter on August 11, 2017, 01:44:26 PM
Wagon question, I've been talking to Walking Problem the creator of Minions Mod and he's willing to make a mod to add back in the various tasks for the MGs that used to be shared between the two mods. Problem is I can't contact Junchan to ask if it's alright.
Title: Re: [A16] More Monstergirls
Post by: WalkingProblem on August 11, 2017, 04:25:03 PM
Quote from: bloodshifter on August 11, 2017, 01:44:26 PM
Wagon question, I've been talking to Walking Problem the creator of Minions Mod and he's willing to make a mod to add back in the various tasks for the MGs that used to be shared between the two mods. Problem is I can't contact Junchan to ask if it's alright.

Hey, I just downloaded the mod to take a look.

The latest version of More Monstergirls actually is already using ChJees' codes to make them to some chores already (although Minions still does more types of work, because ChJees' codes only works for some type of works, but dun work for most others; and that I actually self coded all the different work types, but used ChJees' codes for improved performance for some work type).

These are the work types that already work in MMG based on the latest version i just download to see:
                                <subNodes>
                                    <li Class="monstergirls.JobGiver_GenericWorkGiver">
                                        <workGiverDef>CleanFilth</workGiverDef>
</li>
<li Class="monstergirls.JobGiver_GenericWorkGiver">
<workGiverDef>Mine</workGiverDef>
</li>
<li Class="monstergirls.JobGiver_GenericWorkGiver">
<workGiverDef>PlantsCut</workGiverDef>
</li>
<li Class="monstergirls.JobGiver_GenericWorkGiver">
<workGiverDef>Strip</workGiverDef>
</li>
<li Class="monstergirls.JobGiver_GenericWorkGiver">
<workGiverDef>GrowerHarvest</workGiverDef>
</li>
<li Class="monstergirls.JobGiver_GenericWorkGiver">
<workGiverDef>Slaughter</workGiverDef>
</li>

                                </subNodes>


You should download and try again.
Title: Re: [A16] More Monstergirls
Post by: bloodshifter on August 12, 2017, 06:08:53 AM
Quote from: Walking Problem on August 11, 2017, 04:25:03 PM
Quote from: bloodshifter on August 11, 2017, 01:44:26 PM
Wagon question, I've been talking to Walking Problem the creator of Minions Mod and he's willing to make a mod to add back in the various tasks for the MGs that used to be shared between the two mods. Problem is I can't contact Junchan to ask if it's alright.

Hey, I just downloaded the mod to take a look.

The latest version of More Monstergirls actually is already using ChJees' codes to make them to some chores already (although Minions still does more types of work, because ChJees' codes only works for some type of works, but dun work for most others; and that I actually self coded all the different work types, but used ChJees' codes for improved performance for some work type).

These are the work types that already work in MMG based on the latest version i just download to see:
                                <subNodes>
                                    <li Class="monstergirls.JobGiver_GenericWorkGiver">
                                        <workGiverDef>CleanFilth</workGiverDef>
</li>
<li Class="monstergirls.JobGiver_GenericWorkGiver">
<workGiverDef>Mine</workGiverDef>
</li>
<li Class="monstergirls.JobGiver_GenericWorkGiver">
<workGiverDef>PlantsCut</workGiverDef>
</li>
<li Class="monstergirls.JobGiver_GenericWorkGiver">
<workGiverDef>Strip</workGiverDef>
</li>
<li Class="monstergirls.JobGiver_GenericWorkGiver">
<workGiverDef>GrowerHarvest</workGiverDef>
</li>
<li Class="monstergirls.JobGiver_GenericWorkGiver">
<workGiverDef>Slaughter</workGiverDef>
</li>

                                </subNodes>


You should download and try again.
The steam version does not have those code lines.
Title: Re: [A16] More Monstergirls
Post by: WalkingProblem on August 12, 2017, 02:31:18 PM
bloodshifter - then why not you play with the one "with" the codes?
Title: Re: [A16] More Monstergirls
Post by: bloodshifter on August 12, 2017, 05:34:29 PM
Quote from: Walking Problem on August 12, 2017, 02:31:18 PM
bloodshifter - then why not you play with the one "with" the codes?
My game breaks with non steam Mods. No idea why I have already lodged a complaint too.
Title: Re: [A16] More Monstergirls
Post by: LiteEmUp on August 27, 2017, 02:52:04 AM
so this mod has an a17 version on steam(cant seem to find the a17 thread here on forums), and im sure alot of folks are waiting for the a17 ADS patch as well...

currently the steam ADS MMG is only at a16 and the mod author commented that he will get on it in 2 weeks.. nearly end of month and more than 2 weeks have passed, and no word from author on when is an a17 ads version coming...

so is anyone here likely knows how to edit the ads a16 version compatible to a17??? i'm sure im not the only one who would greatly appreciate it...
Title: Re: [A16] More Monstergirls
Post by: bloodshifter on September 05, 2017, 02:50:42 PM
Quote from: LiteEmUp on August 27, 2017, 02:52:04 AM
so this mod has an a17 version on steam(cant seem to find the a17 thread here on forums), and im sure alot of folks are waiting for the a17 ADS patch as well...

currently the steam ADS MMG is only at a16 and the mod author commented that he will get on it in 2 weeks.. nearly end of month and more than 2 weeks have passed, and no word from author on when is an a17 ads version coming...

so is anyone here likely knows how to edit the ads a16 version compatible to a17??? i'm sure im not the only one who would greatly appreciate it...
If you want a quick and dirty fix, edit the Steam Workshop A Dog Said... Monstergirls version "about" txt to target version 0.17.1557.

EDIT: Don't bother with what I said if your using the Forum version of the Monstergirls they all are Patched for A Dog Said Easy Patcher. Download that and add it after both ADS and MMG.
Title: Re: [A16] More Monstergirls
Post by: LiteEmUp on September 16, 2017, 06:09:22 AM
Quote from: bloodshifter on September 05, 2017, 02:50:42 PM
Quote from: LiteEmUp on August 27, 2017, 02:52:04 AM
so this mod has an a17 version on steam(cant seem to find the a17 thread here on forums), and im sure alot of folks are waiting for the a17 ADS patch as well...

currently the steam ADS MMG is only at a16 and the mod author commented that he will get on it in 2 weeks.. nearly end of month and more than 2 weeks have passed, and no word from author on when is an a17 ads version coming...

so is anyone here likely knows how to edit the ads a16 version compatible to a17??? i'm sure im not the only one who would greatly appreciate it...
If you want a quick and dirty fix, edit the Steam Workshop A Dog Said... Monstergirls version "about" txt to target version 0.17.1557.

EDIT: Don't bother with what I said if your using the Forum version of the Monstergirls they all are Patched for A Dog Said Easy Patcher. Download that and add it after both ADS and MMG.

so i downloaded the one linked on the dropbox, and it is on a16 version...

so i got the steam version that has the ADS patch on a16, and MMG on a17..
and in here: just needed the MMG, but it is on a16

lol i just needed an a17 on both...
Title: Re: [A16] More Monstergirls
Post by: Fregrant on September 17, 2017, 08:09:44 AM
https://www.dropbox.com/s/5nnpef8018158mp/more_monstergirls_edited.zip?dl=0 should work in A17 with ADS-patcher mod, though it has been edited. As I know, no one made A17 ADS patch.
Title: Re: [A16] More Monstergirls
Post by: Lykia on September 30, 2017, 09:16:39 AM
Seems like good mod but when you re gonna add A17 on Dropbox?
Title: Re: [A16] More Monstergirls
Post by: le_arg on September 30, 2017, 01:00:44 PM
Im using Monstergirls in A17 with A dog said and Ads patch and without any problems
Title: Re: [A16] More Monstergirls
Post by: junchan on October 08, 2017, 10:54:11 PM
Sorry for the lack of work on this mod in the last couple of months, but basically, depression and lack of interest/motivation to do anything creative has overtaken me.  I hereby relinquish the rights that Wagon was kind enough to bestow upon me to whoever might want them.  Sorry folks.
Title: Re: [A16] More Monstergirls
Post by: AngleWyrm on October 10, 2017, 03:34:00 AM

(https://i.pinimg.com/originals/e1/6f/6f/e16f6f88284bed6bb0a09b85b10e27ec.png)
Quote from: junchan on October 08, 2017, 10:54:11 PM
Sorry for the lack of work on this mod in the last couple of months, but basically, depression and lack of interest/motivation to do anything creative has overtaken me.  I hereby relinquish the rights that Wagon was kind enough to bestow upon me to whoever might want them.  Sorry folks.
Bravo.

What seemed like a life-draining experience was the result of an illusion, trying to fit into someone else's shoes with a claim of equality. If that is a drive, then surely others look at your shoes and commit the same folly.

Typically the work of many gets lumped together by the outside viewer and then an unbalanced comparison is made to a self. So here's a question: What is the work of that self? Is it not also a lumping together of the many experiences and works seen?

For the sake of proper order of things, because intellectual property rights can't be altered after release: Could you please release a new version that has the new permissions? It doesn't even have to be different in any way beyond a unique release along with an answer the questions
Title: Re: [A16] More Monstergirls
Post by: junchan on November 18, 2017, 08:20:43 AM
B18 version in progress, I'm working on this again and I hope RiseKnight doesn't mind me integrating some of his changes.
Sorry to everyone who likes this mod for not working on it through A17 but as I said in my previous post, life and depression got in the way and really hit me hard.

Anyway, hope to post a new version later today or maybe tomorrow.
Title: Re: [A16] More Monstergirls
Post by: Canute on November 18, 2017, 10:17:56 AM
Don't forget to keep a monstergirl for yourself to counter your depression ! :-)
Title: Re: [A16] More Monstergirls
Post by: junchan on November 18, 2017, 10:41:21 AM
Quote from: Canute on November 18, 2017, 10:17:56 AM
Don't forget to keep a monstergirl for yourself to counter your depression ! :-)

Oh don't worry about that, I'm keeping my favourite one for myself. :D
Title: Re: [A16] More Monstergirls
Post by: RitoTookMyWallet on November 18, 2017, 12:15:57 PM
Lookin forward to use this mod on B18! Just curious but are they gonna keep being "animals" or will they be colonists with the mod AlienRaces? If the first, can we hope for them to eventually become colonists? Anyways thanks for working to update one of my favorite mods!
Title: Re: [A16] More Monstergirls
Post by: junchan on November 18, 2017, 12:17:26 PM
Quote from: RitoTookMyWallet on November 18, 2017, 12:15:57 PM
Lookin forward to use this mod on B18! Just curious but are they gonna keep being "animals" or will they be colonists with the mod AlienRaces? If the first, can we hope for them to eventually become colonists? Anyways thanks for working to update one of my favorite mods!

They're going to keep being animals for now, but who knows what the future holds.
Title: Re: [A16] More Monstergirls
Post by: bloodshifter on November 19, 2017, 01:01:42 AM
Quite hyped for MMG being on B18 can't wait.
Title: Re: [B18] More Monstergirls
Post by: junchan on November 19, 2017, 04:54:33 AM
Bumping because of update.  First post updated with new link for updated vanilla version.  Will post more stuff soon.
Title: Re: [B18] More Monstergirls
Post by: Fregrant on November 19, 2017, 11:54:57 AM
Thumbs up.
Do you plan to add work code? I recompiled the assembly and it seems to be working.
Will you make more races?
Title: Re: [B18] More Monstergirls
Post by: junchan on November 19, 2017, 12:04:50 PM
Quote from: Fregrant on November 19, 2017, 11:54:57 AM
Thumbs up.
Do you plan to add work code? I recompiled the assembly and it seems to be working.
Will you make more races?

Yeah, I just got the assembly recompiled too and it seems to be working.  As for more races, i have no idea.  Right now I was just focusing on getting this mod working on B18.  I'll be uploading the version with the working assembly and a compatability patch for ADS soon.
Title: Re: [B18] More Monstergirls
Post by: Fregrant on November 19, 2017, 01:26:23 PM
Looks like old <verbs> as working as new <tools>, so you still could make flamebreath, icebreath, whatever. I have no time to play Rimworld lately, but do think these pets needs some balancing. Unique traits. Comfortable climate. Body revision.
Maybe someone will make more race textures someday, but look at Wild catgirls mod. Also you could use textures from old no-arm version of lamia mod, but I feel like these drawn a bit off-style.
Title: Re: [B18] More Monstergirls
Post by: mvargus on November 19, 2017, 02:41:51 PM
For some reason the steam workshop doesn't show that this mod has been updated.
Title: Re: [B18] More Monstergirls
Post by: Lucifer on November 19, 2017, 02:45:20 PM
I really really really want to be able to play these as colonist. Animals are great but I would be in heaven able to play as them.
Title: Re: [B18] More Monstergirls
Post by: junchan on November 19, 2017, 03:07:58 PM
Quote from: mvargus on November 19, 2017, 02:41:51 PM
For some reason the steam workshop doesn't show that this mod has been updated.

Yeah, I'm not the original modder, I just have permission to mess about with it.  My update is all my own work and nothing to do with the original creators.

First post updated with link to the version where the monstergirls will work for you.
Title: Re: [B18] More Monstergirls
Post by: junchan on November 20, 2017, 10:12:29 AM
Another update.  Preliminary tweaks and refinements, adding some stuff that I felt should have been added by the original authors and the beginnings of a patch for A Dog Said.

Should I upload my changed version to steam? What about the ADS Patch?
Title: Re: [B18] More Monstergirls
Post by: RitoTookMyWallet on November 20, 2017, 11:49:26 AM
Thanks for the update and a dog said patch, feels great to have them again in my game and not worry too much about injuries. Personally I do not use Steam for mods so I cant comment on that.
Title: Re: [B18] More Monstergirls
Post by: Nightinggale on November 20, 2017, 01:16:23 PM
Quote from: junchan on November 20, 2017, 10:12:29 AMWhat about the ADS Patch?
Don't make patch mods for your own mod. Use PatchOperationFindMod (https://ludeon.com/forums/index.php?topic=36208.msg375367#msg375367) instead. This allows you to make a patch file, which is only applied if a specific mod is loaded, meaning the main mod can include the patch mod. It's a great step forward, but for some reason the link I provided is more or less the only documentation on it.

Alternatively you can do the same thing (and more) with ModCheck.
Title: Re: [B18] More Monstergirls
Post by: mvargus on November 20, 2017, 07:02:10 PM
Quote from: junchan on November 20, 2017, 10:12:29 AM
Another update.  Preliminary tweaks and refinements, adding some stuff that I felt should have been added by the original authors and the beginnings of a patch for A Dog Said.

Should I upload my changed version to steam? What about the ADS Patch?

I'd love to see it on steam.  That's really the easiest way for me to add it to my modlist.

thanks for the hard work.  :)
Title: Re: [B18] More Monstergirls
Post by: Tsunamy on November 20, 2017, 08:50:18 PM
They're cute and all, but I wish they were aliens rather than farm animals.
Title: Re: [B18] More Monstergirls
Post by: Nightinggale on November 20, 2017, 09:19:43 PM
Quote from: Tsunamy on November 20, 2017, 08:50:18 PMThey're cute and all, but I wish they were aliens rather than farm animals.
We all do. However now I start wondering about milking and shearing. I wonder what it would take to add this ability to humanlike pawns. It would actually be cool to add this feature to the alien framework.
Title: Re: [B18] More Monstergirls
Post by: Pez on November 20, 2017, 10:03:36 PM
I encounter an error when using this mod with the latest Prepare Carefully!  When viewing the animals, eventually I scroll down to a point that generates an on-going error.  I can stop the error by moving the log window and scrolling back up in the animals screen.  I cannot, however, scroll back down, or the on-going error happens again, and I cannot proceed.

[Edit: Added]
I believe it may have to do with the following: Impmother and Impmothermale
Title: Re: [B18] More Monstergirls
Post by: BlueWinds on November 20, 2017, 11:34:21 PM
Quote from: Nightinggale on November 20, 2017, 09:19:43 PM
Quote from: Tsunamy on November 20, 2017, 08:50:18 PMThey're cute and all, but I wish they were aliens rather than farm animals.
We all do. However now I start wondering about milking and shearing. I wonder what it would take to add this ability to humanlike pawns. It would actually be cool to add this feature to the alien framework.

Not quite all of us. I for one am quite happy with them as animals, and even prefer the version without cleaning / mining / simple tasks. I'm not opposed to a colonists version for other people (except that it's likely a lot of work and distracting from stuff I would use), but just wanted to chime in and say that I like the mod as-is. :)
Title: Re: [B18] More Monstergirls
Post by: Ojiji on November 21, 2017, 01:42:27 AM
Quote from: Pez on November 20, 2017, 10:03:36 PM
I encounter an error when using this mod with the latest Prepare Carefully!  When viewing the animals, eventually I scroll down to a point that generates an on-going error.  I can stop the error by moving the log window and scrolling back up in the animals screen.  I cannot, however, scroll back down, or the on-going error happens again, and I cannot proceed.

[Edit: Added]
I believe it may have to do with the following: Impmother and Impmothermale

Same here. The animals list in Prepare Carefully stop on Imp. Can't show the picture of Imp.
Title: Re: [B18] More Monstergirls
Post by: junchan on November 21, 2017, 03:52:38 AM
Ah, oops, there's always something isn't there? Sorry about that, fixing now.

Edit: Fregrant's fix resolves the Prepare Carefully problem, I'm integrating it now.  Once again, sorry for that folks.
Edit 2: Fixed version uploaded.  Thanks to Pez and Ojiji for reporting and thanks to Fregrant for providing the fix!
Title: Re: [B18] More Monstergirls
Post by: Pez on November 22, 2017, 10:42:22 AM
No issues now.  Thanks.  Now all we need is the ability to perform surgery on them, and we're all set.  It was a bit sad that one of the two Centaurs I started with was old and suffered dementia.

Keep up the great work!
Title: Re: [B18] More Monstergirls
Post by: Kiame on November 22, 2017, 10:17:58 PM
Got a fun stack trace. Every time a corpse of a dragon girl is on screen it's repeated:

(https://i.imgur.com/f67MG0n.jpg)


Full text:
Exception drawing Dragongirl_Corpse94093: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[Verse.BodyPartRecord].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.BodyDef.GetPartAtIndex (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.Hediff.get_Part () [0x00000] in <filename unknown>:0
  at Verse.HediffSet.PartIsMissing (Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
  at Verse.HediffSet+<GetNotMissingParts>c__Iterator5.MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Any[BodyPartRecord] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at Verse.HediffSet.get_HasHead () [0x00000] in <filename unknown>:0
  at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0
  at Verse.Corpse.DrawAt (Vector3 drawLoc, Boolean flip) [0x00000] in <filename unknown>:0
  at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
  at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Removed the corpse from the save so no harm  :)
Title: Re: [B18] More Monstergirls
Post by: junchan on November 23, 2017, 03:40:10 PM
Quote from: Kiame on November 22, 2017, 10:17:58 PM
Got a fun stack trace. Every time a corpse of a dragon girl is on screen it's repeated:

(https://i.imgur.com/f67MG0n.jpg)


Full text:
Exception drawing Dragongirl_Corpse94093: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[Verse.BodyPartRecord].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.BodyDef.GetPartAtIndex (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.Hediff.get_Part () [0x00000] in <filename unknown>:0
  at Verse.HediffSet.PartIsMissing (Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
  at Verse.HediffSet+<GetNotMissingParts>c__Iterator5.MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Any[BodyPartRecord] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at Verse.HediffSet.get_HasHead () [0x00000] in <filename unknown>:0
  at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0
  at Verse.Corpse.DrawAt (Vector3 drawLoc, Boolean flip) [0x00000] in <filename unknown>:0
  at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
  at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Removed the corpse from the save so no harm  :)

Interesting.  I'll have to look in to this...
Title: Re: [B18] More Monstergirls
Post by: Kiame on November 23, 2017, 04:36:16 PM
I have not had a chance to try to reproduce the dragon girl corpse errors, the corpse was in bone form if it makes a difference
Title: Re: [B18] More Monstergirls
Post by: junchan on November 24, 2017, 07:17:22 AM
Quote from: Kiame on November 23, 2017, 04:36:16 PM
I have not had a chance to try to reproduce the dragon girl corpse errors, the corpse was in bone form if it makes a difference

Right... because I've tried to reproduce it but i've had no luck.
Title: Re: [B18] More Monstergirls
Post by: Fregrant on November 24, 2017, 10:07:58 AM
Maybe it was some special corpse? Like missed head or something)
Looks like problem has relation to drawing and bodyparts.
Though did a quick test and cannot reproduce it.
Maybe just local-session engine error, once I got error spam from an extinguished fire.
Title: Re: [B18] More Monstergirls
Post by: Kiame on November 24, 2017, 02:59:32 PM
This might be a bug then with the base game. I remember too it was in a cave which i had not discovered until a year into the colony. I wonder if that has anything to do with it.
Title: Re: [B18] More Monstergirls
Post by: junchan on November 24, 2017, 05:12:41 PM
I've tried several ways to reproduce the error and I've had no success whatsoever so yes, it might just be base game/local session related, or, i don't want to be that guy, but it could also be your combination of mods, Kiame.  At the very least, i couldn't reproduce it with the vanilla MM or the custom one, either alone or with my particular combination of mods.  I tried different biomes (although not all of them) and i tried just using the dev tools to spawn 30 dragongirls onto the map, kill them and then just let all of them rot.  Still, if it happens again, please go ahead and post.
Title: Re: [B18] More Monstergirls
Post by: Kiame on November 24, 2017, 09:10:09 PM
Sorry to send you on a wild goose chase and thanks for looking into it. I have not been able to reproduce on my side either. I'll chalk it up to a neutron flying through my computer's memory and flipping a bit ;)
Title: Re: [B18] More Monstergirls
Post by: bloodshifter on November 25, 2017, 02:07:54 AM
Late but, I would like to see this on steam as well, my computer refuses to properly load any non-steam mods for RW.
Title: Re: [B18] More Monstergirls
Post by: moremods on November 25, 2017, 02:22:51 AM
The cowgirl was a little lopsided and it was annoying me so I edited the pic, here if you want it.

[attachment deleted by admin: too old]
Title: Re: [B18] More Monstergirls
Post by: junchan on November 25, 2017, 11:06:05 AM
Quote from: Nightinggale on November 20, 2017, 01:16:23 PM
Quote from: junchan on November 20, 2017, 10:12:29 AMWhat about the ADS Patch?
Don't make patch mods for your own mod. Use PatchOperationFindMod (https://ludeon.com/forums/index.php?topic=36208.msg375367#msg375367) instead. This allows you to make a patch file, which is only applied if a specific mod is loaded, meaning the main mod can include the patch mod. It's a great step forward, but for some reason the link I provided is more or less the only documentation on it.

Alternatively you can do the same thing (and more) with ModCheck.

I just noticed this... is this some shameless self promotion? ;)
Title: Re: [B18] More Monstergirls
Post by: Canute on November 25, 2017, 11:19:30 AM
Abit yes, but do you know many modder would use harmony or hugslib it other didn't point at them ?

Basicly these modcheck is a good thing (special for gamer) when all nessesary things are integrated into one mod rather then to have patch for this patch for that.
Title: Re: [B18] More Monstergirls
Post by: Nightinggale on November 25, 2017, 04:03:36 PM
Quote from: junchan on November 25, 2017, 11:06:05 AM
Quote from: Nightinggale on November 20, 2017, 01:16:23 PM
Quote from: junchan on November 20, 2017, 10:12:29 AMWhat about the ADS Patch?
Don't make patch mods for your own mod. Use PatchOperationFindMod (https://ludeon.com/forums/index.php?topic=36208.msg375367#msg375367) instead. This allows you to make a patch file, which is only applied if a specific mod is loaded, meaning the main mod can include the patch mod. It's a great step forward, but for some reason the link I provided is more or less the only documentation on it.

Alternatively you can do the same thing (and more) with ModCheck.

I just noticed this... is this some shameless self promotion? ;)
Yeah, but you are not supposed to notice  :P

I changed my recommendation about PatchOperationFindMod though. It turns out that it works on folder names, which can change and steam will rename them to the steam ID (the number). ModCheck works on the contents of Name in About.xml, which steam will not mess up.

Also starting from today ModCheck is significantly faster.

Quote from: Canute on November 25, 2017, 11:19:30 AM
Abit yes, but do you know many modder would use harmony or hugslib it other didn't point at them ?
That's pretty much it. I wrote ModCheck and at first I just posted it and then nothing happened. After 3 weeks I started posting like that in a few threads, thinking it was due to lack of knowledge of its existence, not lack of need for the added features. I also added it to steam for the same reason, not because it's well suited for steam (it's not), but because it doesn't matter how great you make something if nobody know it exist.

Quote from: Canute on November 25, 2017, 11:19:30 AMBasicly these modcheck is a good thing (special for gamer) when all nessesary things are integrated into one mod rather then to have patch for this patch for that.
Yeah, that's what got me started. However adding the ability to display errors for missing mods or loading mods in the wrong order should also help gamers quite a bit. I have tried loading in the wrong order by accident and it silently failed and after a while I was wondering why it didn't work as expected ingame. A nice red error line telling me to swap the order of two specific mods would have been nice. I have also seen people posting bug reports due to using incompatible mods. Even worse I have seen that in a thread for a mod, which had nothing to do with the incompatibility issue. Making sure the needed errors are displayed to the gamers will not only help them, but also reduce the number of non-issue bug reports.
Title: Re: [B18] More Monstergirls
Post by: junchan on November 25, 2017, 04:59:23 PM
Hmmm, i notice that one or two other mods that would normally require ADS patching seem to be using ModCheck too.
I'll give it a try too  ;D

One question though, patching for ADS the way I want to requires new parts unique to MM, (and obviously the crafting recipes for said parts) how would I go about putting in the new parts.

For example... the XML for a harpy beak...


<RecipeDef>
<defName>MakeSimpleProstheticHarpyBeak</defName>
<label>make simple prosthetic harpy beak</label>
<description>Make a simple prosthetic harpy beak</description>
<jobString>Making simple prosthetic harpy beak</jobString>
<workSpeedStat>SmithingSpeed</workSpeedStat>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>500</workAmount>
<unfinishedThingDef>UnfinishedAnimalPart</unfinishedThingDef>
<recipeUsers>
<li>TableAnimalProsthetics</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>WoodLog</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>5</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>WoodLog</li>
<li>Steel</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<SimpleProstheticHarpyBeak>1</SimpleProstheticHarpyBeak>
</products>
<skillRequirements>
<Crafting>5</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
</RecipeDef>

How would I change that for ModCheck?
Title: Re: [B18] More Monstergirls
Post by: Nightinggale on November 25, 2017, 05:32:20 PM
It's actually not a ModCheck question, but rather a question on how to use vanilla patching once ModCheck has confirmed the mod to be present. It's actually a tricky question, or rather the answer is not simple. Somebody did something like that, but right now I can't find it  :(

I haven't added that much, but I will try to write something, which might do the trick.

<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>

<li Class="ModCheck.isModLoaded">
<modName>ADS</modName>
<yourMod>MM</yourMod>
</li>
<li Class="PatchOperationTest">
<xPath>something you only have in one file</xPath>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs</xpath>
<value>
<RecipeDef>
<defName>MakeSimpleProstheticHarpyBeak</defName>
all the other stuff you posted
</RecipeDef>
</value>
</li>
</operations>
</Operation>

The idea here is that first it checks if the mod is loaded (correct names required). ModCheck first because with the newly added cache, it is faster than any vanilla check and PatchOperationSequence will stop executing if one operation fails. This mean the patching is a lot fast with ModCheck first if the mod isn't loaded, but if it is, performance will not be affected by order.

Next will ensure that it only triggers once, meaning it will not try to add it again and again (not sure if that is required). In theory you could check for the presence of MakeSimpleProstheticHarpyBeak and then use <success>Invert</success> (in PatchOperationTest, not PatchOperationSequence. That one should always be Always).

Last is the actual addition. It looks up a list in xml and add your value. Defs is apparently just a list of values.


It would be very interesting to know if this works. If it does, then I will add it to the ModCheck guide.
Title: Re: [B18] More Monstergirls
Post by: junchan on November 25, 2017, 07:18:35 PM
Quote from: Nightinggale on November 25, 2017, 05:32:20 PM
It's actually not a ModCheck question, but rather a question on how to use vanilla patching once ModCheck has confirmed the mod to be present. It's actually a tricky question, or rather the answer is not simple. Somebody did something like that, but right now I can't find it  :(

I haven't added that much, but I will try to write something, which might do the trick.

<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>

<li Class="ModCheck.isModLoaded">
<modName>ADS</modName>
<yourMod>MM</yourMod>
</li>
<li Class="PatchOperationTest">
<xPath>something you only have in one file</xPath>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs</xpath>
<value>
<RecipeDef>
<defName>MakeSimpleProstheticHarpyBeak</defName>
all the other stuff you posted
</RecipeDef>
</value>
</li>
</operations>
</Operation>

The idea here is that first it checks if the mod is loaded (correct names required). ModCheck first because with the newly added cache, it is faster than any vanilla check and PatchOperationSequence will stop executing if one operation fails. This mean the patching is a lot fast with ModCheck first if the mod isn't loaded, but if it is, performance will not be affected by order.

Next will ensure that it only triggers once, meaning it will not try to add it again and again (not sure if that is required). In theory you could check for the presence of MakeSimpleProstheticHarpyBeak and then use <success>Invert</success> (in PatchOperationTest, not PatchOperationSequence. That one should always be Always).

Last is the actual addition. It looks up a list in xml and add your value. Defs is apparently just a list of values.


It would be very interesting to know if this works. If it does, then I will add it to the ModCheck guide.

I tried it and it appears to work, or at the very least, i got no yellow or red text in the debug log.
Edit: But I am unable to install a prosthetic beak on a harpy....
Edit 2: I have realised that I am an idiot.... -_-;
Title: Re: [B18] More Monstergirls
Post by: junchan on November 26, 2017, 12:07:03 PM
I fixed up a few things and I made a patch for A Dog Said...  I tried integrating the patch into the mod itself but I failed horribly at it.... oh well, links on the first post are updated so have at it!

Edit: Forgot to add that I only made the one patch for A Dog Said... because it works for both versions of the mod (Vanilla and Enhanced)
Title: Re: [B18] More Monstergirls
Post by: BlueWinds on November 26, 2017, 12:40:44 PM
The patch is definitely not happy with "A Dog Said - Lite", causing huge runs of run ink in the log. Would much appreciate a trimmed-down version if you have time. Thanks for the update!
Title: Re: [B18] More Monstergirls
Post by: kaptain_kavern on November 26, 2017, 01:20:07 PM
If I can be of any help regarding ADS patching, I'm there
Title: Re: [B18] More Monstergirls
Post by: Nightinggale on November 26, 2017, 02:31:00 PM
Quote from: kaptain_kavern on November 26, 2017, 01:20:07 PM
If I can be of any help regarding ADS patching, I'm there
It should be doable, so I'm trying to make the ADS patch to work from inside MM using ModCheck. On top of getting it to work, it will be the biggest patch I have made (training for me) and I plan to use parts of the result as examples in the ModCheck documentation.
Title: Re: [B18] More Monstergirls
Post by: kaptain_kavern on November 26, 2017, 02:46:19 PM
I'm willing to help anyone if I can but I'm a bit confused: are Nightinggale and junchan the same person? Or you're working both on the mod?

I was proposing myself because I know ADS well and often help Spoonshortage.
I still have to try to play a bit with your ModCheck, Nightinggale. Looks promising, simple and effective plus you seem quite motivated; because of this your project is on my "next things to check" list.
I'm kinda of a slow-worker and I haven't finished to updates all my mods, though ^^

So back to ADS, if you have precise questions on the code I suppose I could help, here or I'm used to works on Github...
Title: Re: [B18] More Monstergirls
Post by: junchan on November 26, 2017, 03:01:30 PM
@kaptain_kavern: no we're different people.  Nightinggale is just helping out with the patching because it's relevant to his mod.  I welcome any help you can provide though.

@BlueWinds, sorry about that, will try to put something together... i never even thought about the lite version.
Title: Re: [B18] More Monstergirls
Post by: kaptain_kavern on November 26, 2017, 03:23:17 PM
Ok. Thanks for the clarification.  ;)

So about patches; as the main difference between Lite and Normal version of ADS is that there is less "artificial organs" in the lite version. So I'm pretty sure you'll need to make a patch with just less "operations" for the lite version. Sorry, I can't be more precise without actually looking at the code.

As I've said, do not hesitate to pm me if needed but I'm sure you'll manage :)
Title: Re: [B18] More Monstergirls
Post by: junchan on November 26, 2017, 03:28:53 PM
@kaptain_kavern: yeah I just finished the patch and I'm just about to post it on the first post.
@BlueWinds: see above line.

Now to actually do something for fun today...
Title: Re: [B18] More Monstergirls
Post by: Nightinggale on November 26, 2017, 03:36:31 PM
Quote from: kaptain_kavern on November 26, 2017, 02:46:19 PM
I'm willing to help anyone if I can but I'm a bit confused: are Nightinggale and junchan the same person? Or you're working both on the mod?
First Junchan asked for help on how to use ModCheck to patch in a way not covered by any of the examples for ModCheck. I replied to the best of my knowledge. After that Junchan apparently failed to get it to work.

Now I have decided to dig in and figure out what it takes to make it work. Making ADS patches is one of the intended goals of ModCheck, but if it's too complex for people to figure out, then it doesn't matter that it's technically possible. This mean right now I'm conducting research, which I plan to use as a step by step guide for writing ADS patches. It will fix the issue for MM at the same time, but that's mainly a bonus.

Quote from: kaptain_kavern on November 26, 2017, 02:46:19 PMI was proposing myself because I know ADS well and often help Spoonshortage.
It looks more like a technical issue related to how patching works rather than pure ADS knowledge. Right now it uses ParentName="SurgeryFleshAnimal", meaning it should be loaded after ADS. The mod loading order is ok for that, but due to how patching works in the game engine, it triggers before ADS. In other words the main issue right now seems to be to control when the patch files should trigger.

Quote from: kaptain_kavern on November 26, 2017, 02:46:19 PMI still have to try to play a bit with your ModCheck, Nightinggale. Looks promising, simple and effective plus you seem quite motivated; because of this your project is on my "next things to check" list.
I'm kinda of a slow-worker and I haven't finished to updates all my mods, though ^^
Sounds good, but why not put the patches into the mods while you are updating anyway  ;)
Title: Re: [B18] More Monstergirls
Post by: junchan on November 26, 2017, 04:02:43 PM
@Nighitnggale.  Yes I failed to get it to work.  Part of it was due to tiredness and my own stupidity, true, but part of it wasn't.  I'm certain that what I had should have been functionally identical to the ADS patch i posted earlier, but MM was failing to allow me to even install a peg leg on one of the cowgirls.  Of course, my stupidity strikes again because it turns out that I deleted what I had so I can't even give it to you to look over.  I was going to try to use ModCheck to integrate the patch I currently have, which I know works, into MM tomorrow.  Looking it over, most of the patch calls on stuff that already exists in the main A Dog Said mod.  The things that aren't in that mod are the harpy wings and the associated surgeries and hediffs.  These are technically where the difficulty should have been, but I just failed at life yesterday and today.  (I took out the harpy beak because I noticed that the animal jaw does what I wanted to do and I didn't exactly want to go around reinventing the wheel here)
Title: Re: [B18] More Monstergirls
Post by: junchan on November 26, 2017, 04:41:22 PM
The original authors of the mod have updated the steam page and therefore the "Vanilla" version is no longer relevant.  Go play with the proper version of the mod instead and check out the new additions :D
Title: Re: [B18] More Monstergirls
Post by: Nightinggale on November 26, 2017, 05:43:32 PM
I managed to get it working and attached a patch file. It's mainly a template to tell how it's done and you will have to copy paste to get it working for all entries in all files.

Highlights:
<?xml version="1.0" encoding="utf-8"?>
<Patch>
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="ModCheck.isModLoaded">
<modName>A Dog Said...</modName>
<yourMod>MoreMonstergirls B18 Vanilla</yourMod>
</li>
<li Class="ModCheck.loadOrder">
<modName>A Dog Said...</modName>
<yourMod>MoreMonstergirls B18 Vanilla</yourMod>
<errorOnFail>true</errorOnFail>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = "BlackHarpy"]/recipes</xpath>
<value>
<li>InstallPegLegAnimal</li>
...
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs</xpath>
<value>
<RecipeDef ParentName="SurgeryFleshAnimal">
<defName>InstallSimpleProstheticWingHarpy</defName>
...

The idea here is that PatchOperationSequence has a list of operations and if one fails, the following will not be executed. It goes as follows:
What should be noted here is that there is actually 3 checks for adding directly to defs. The reason is that the patch file is used each time an xml file in the defs dir is loaded.
ParentName="SurgeryFleshAnimal" makes use of ADS, which is why ADS needs to be loaded and loaded prior to MM. This is true for all xml files, including core, meaning it will trigger prior to ADS being loaded.

Patching BlackHarpy is essentially checking if BlackHarpy is present in the file. If not, then the sequence will stop here. The value list is just a bonus, which has to be done anyway. If it only needs to test if the path exist, then PatchOperationTest can be used instead of PatchOperationAdd.

If InstallSimpleProstheticWingHarpy is added prior to loading ADS, then an error is generated because SurgeryFleshAnimal is missing. This message is not really user readable. ModCheck.loadOrder will prevent reaching InstallSimpleProstheticWingHarpy  if that is the case and write
QuoteMod load order: "A Dog Said..." needs to be loaded before "MoreMonstergirls B18 Vanilla"
You can add the tag customMessageFail to ModCheck.loadOrder and then it will use the string you enter in that one instead.

Never use errorOnFail for the same filecheck more than one time. If you need to use ModCheck.loadOrder in more than one file and you check for the same mod, only use errorOnFail in one of them. If not, you will get an error message from each of them on failure.

While I only added InstallSimpleProstheticWingHarpy, the other additions to defs should be added afterwards, creating a long list in the sequence. This mean it will only have to check if one of them can be inserted into each xml file and once a suitable candidate is found, it installs all of them.

If you have multiple animals in one file, you can fill them into the sequence as well, but patching animals in two different xml files will require two patch files. There is one exception though. <success>Always</success> will make the sequence move on even if the add failed. This mean adding this to all animal patching except the last should work. While it in theory will make the game start a bit faster (not sure if anybody would be able to tell), if you care about startup time, add all the animals into one file and don't use <success>Always</success> on any of them. That will reduce the number of xPath tests, hence making the game start faster.

Most of this is general PatchOperation talk. I think I need to write a general PatchOperation guide. I know some exist, but they don't contain advanced combo stuff like this.

[attachment deleted by admin: too old]
Title: Re: [B18] More Monstergirls
Post by: kaptain_kavern on November 26, 2017, 05:57:01 PM
@junchan

If it can help, here is a guide for making ADS animal patch. Be aware that it was written for A17, so some XPath have changed.

https://github.com/spoonshortage/A_Dog_Said/issues/1
Title: Re: [B18] More Monstergirls
Post by: Nightinggale on November 26, 2017, 06:16:13 PM
Quote from: kaptain_kavern on November 26, 2017, 05:57:01 PM
@junchan

If it can help, here is a guide for making ADS animal patch. Be aware that it was written for A17, so some XPath have changed.

https://github.com/spoonshortage/A_Dog_Said/issues/1
There is already an ADS compatibility patch and it looks fine to me. I wrote about merging it into MM itself to avoid dealing with multiple patches.

<OperationClass="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = "BlackHarpy"]/recipes</xpath>
<value>
<li>InstallPegLegAnimal</li>
<li>InstallSimpleProstheticLegAnimal</li>
<li>InstallBionicLegAnimal</li>
<li>InstallSpineAnimalSimple</li>
<li>InstallSpineAnimalBionic</li>
<li>InstallBionicEyeAnimal</li>
<li>InstallAnimalBrainStimulator</li>
<li>InstallBionicAnimalHeart</li>
<li>InstallBionicAnimalLung</li>
<li>InstallBionicAnimalLiver</li>
<li>InstallBionicAnimalKidney</li>
<li>InstallBionicAnimalStomach</li>
<li>InstallNoseAnimalSimple</li>
<li>InstallJawAnimalSimple</li>
<li>InstallJawAnimalBionic</li>
<li>CureInjuryBurnAnimal</li>
<li>CureInjuryCrushAnimal</li>
<li>CureInjuryCrackAnimal</li>
<li>CureInjuryCutAnimal</li>
<li>CureInjurySurgicalCutAnimal</li>
<li>CureInjuryScratchAnimal</li>
<li>CureInjuryBiteAnimal</li>
<li>CureInjuryStabAnimal</li>
<li>CureInjuryGunshotAnimal</li>
<li>CureInjuryShreddedAnimal</li>
<li>CureInjuryBruiseAnimal</li>
</value>
</Operation>

It takes one animal and installs all the recipes in one go instead of splitting up between recipes. Having a list of all recipes as a template and then delete the unneeded ones for each animal would be a good idea though, possibly with comments telling where each bodypart starts.

Your approach seem to group based on recipe rather than animal. I don't know if it's possible in B18, but if there is the choice, I would prefer grouping by animal. It makes it easier to see what can be done for each animal.

This makes me wonder how much work it would be to make ModCheck.AddGroup, which would be like PatchOperationAdd, except it has a list of xPath instead of just one. On execution it will then loop the xPaths and run PatchOperationAdd on each. Sounds useful if you need to add the same bodyparts to say 10 or 30 animals.
EDIT: research into this revealed that it's actually a bad idea and would be prone to make patches execute slower.
Title: Re: [B18] More Monstergirls
Post by: BlueWinds on November 26, 2017, 06:47:57 PM
Quote from: junchan on November 26, 2017, 03:28:53 PM
@kaptain_kavern: yeah I just finished the patch and I'm just about to post it on the first post.
@BlueWinds: see above line.

Now to actually do something for fun today...

Thank you very much!
Title: Re: [B18] More Monstergirls
Post by: kaptain_kavern on November 26, 2017, 07:42:33 PM
@Nightinggale

I just choose to patch recipeDef RecipesUsers because it was quicker that way (unless a mod has more animals than total recipes in ADS ;-) most of animal mods only add one animal.

Also by habits, prior to A17, there was no patching so we had to overwrite whole defs instead. With that logic in mind, it was better to use recipes users tag in a modded recipes rather than overwrite the compete animal Defs.

But I think we need to stop "polluting" junchan's thread ;-). We can discuss things more, there (https://github.com/spoonshortage/A_Dog_Said/issues/3) if it's OK with you
Title: Re: [B18] More Monstergirls
Post by: junchan on November 27, 2017, 03:48:03 AM
I'm sorry to say this but I will no longer be able to work on this.  I wish everyone well and I thank the people who took an interest in my take on wagon and I <3 Phil Fish's mod.

The latest version of everything is available here for people to do what they wish with.

https://www.dropbox.com/s/sr7eutx640ejlcq/rimworld%20monstergirl%20stuff.7z?dl=0

Sorry everyone.
Title: Re: [B18] More Monstergirls
Post by: junchan on September 07, 2018, 03:06:20 AM
After my dramatic post back in november about not being able to work on this, as well as almost 10 months of absence I just thought I'd post that I'm currently updating this for B19.  Work is in progress and at the time of writing, I have Cowgirl, Centaur and Dryad updated and working.  And by updated I mean that the XML is pretty much rewritten completely from scratch.  I should be posting at some point over the weekend.

I stopped working on this because I was having major life problems at the time and I was even hospitalised for a little while this year, so yeah, I wasn't in a good position at the time.

Well anyway, enough of that.  Expect an update soon.
Title: Re: [B18] More Monstergirls
Post by: Canute on September 07, 2018, 03:07:39 AM
Glad you made it back,
can we call you now Survivor-jun chan ? :-)
Title: Re: [B18] More Monstergirls
Post by: Yoonic on September 07, 2018, 12:22:06 PM
Hey, welcome back! I have already started to miss my hauling and cleaning girls. :D
Title: Re: [B18] More Monstergirls
Post by: junchan on September 09, 2018, 01:14:26 PM
Just wanted to give a heads up to say that the original creators have updated the original mod on steam to B19.  If there's any interest, I'll keep working on my "Enhanced" edition.
Title: Re: [B18] More Monstergirls
Post by: Kiame on September 09, 2018, 01:38:51 PM
yes there is interest in the enhanced version  ;D
Title: Re: [B18] More Monstergirls
Post by: monkmith on September 09, 2018, 01:48:18 PM
yes please, would love to see it updated.
Title: Re: [B18] More Monstergirls
Post by: MadsMartinMadsen on September 09, 2018, 02:46:36 PM
Yes please, I would enjoy to see it back  ;D
Title: Re: [B18] More Monstergirls
Post by: Yoonic on September 09, 2018, 03:52:56 PM
Keep working on this if you feel like it, I'll download the your new version for sure mate :)
Title: Re: [B19] More Monstergirls
Post by: junchan on September 09, 2018, 06:50:28 PM
Thanks for the encouragement.  I only hope that this proves even remotely worthy.  Dropbox link for partial update is on the first page.  I just ran out of time and I wasn't able to finish all that I wanted to do with this.  As of right now, I've made it so the monstergirls with Advanced trainability are all back to doing cleaning, mining and hauling, provided they're trained for it.  Since there's no sign yet of ADS Easy patcher, making a patch is quite high on my todo list.  I also have a good bit of tweaking and refining to do.  Any comments or suggestions regarding that will be very welcome.

As well as making the monstergirls do your bidding, some of the things included in this version are:

Custom Leather definitions for each monster type instead of just setting everything to Leather_Plain or whatever it was. I got all but two of the monsters finished.  I need to create definitions for dragongirls and demons.
Custom milk definitions (and an attempt at sprites... any artists out there who can do a better job, please contribute ;D) for each of the different monster types which can be milked.

The bulk of what's left is the A Dog Said... stuff.

Enjoy and Constructive Criticisim is welcome.
Title: Re: [B19] More Monstergirls
Post by: harpo99999 on September 10, 2018, 05:41:21 AM
sank ewe
Title: Re: [B19] More Monstergirls
Post by: junchan on September 10, 2018, 10:13:36 AM
Small update while i had a free half hour.  Added an ADS patch so you can make your monstergirls whole again... unless your harpies lose a wing in which case you'll have to wait because i haven't done that yet  :P

Your centaur had an unfortunate accident where its legs, arms and tail got burned off? No problem (provided you have ADS installed)

You sent your cowgirl into battle and now it lost its eyes, ears, nose and jaw? Yup, this update can help you too.

*Some cowgirls and centaurs may have been slightly harmed in the making of this update.*
Title: Re: [B19] More Monstergirls
Post by: bigheadzach on September 10, 2018, 11:09:44 AM
This may be a silly question that might have been answered before mid-thread but I'm curious:

Have you considered taking these concepts and turning them into actual character races (via the Alien Races Framework) rather than as pets?
Title: Re: [B19] More Monstergirls
Post by: Kiame on September 10, 2018, 11:38:06 AM
Quote from: bigheadzach on September 10, 2018, 11:09:44 AM
This may be a silly question that might have been answered before mid-thread but I'm curious:

Have you considered taking these concepts and turning them into actual character races (via the Alien Races Framework) rather than as pets?

Haha I usually do not play with AlienRaces but if this happened I probably would  :P
Title: Re: [B19] More Monstergirls
Post by: Tsunamy on September 10, 2018, 12:37:32 PM
Any chance of ModSync compatibility with the Enhanced edition?
Title: Re: [B19] More Monstergirls
Post by: junchan on September 12, 2018, 03:52:27 PM
During my usual playtesting I noticed a little Inheretance problem that caused Dryads to think they were Centaurs and produce Centaur milk (and probably leather if you kill them).  Fixed.

Going to re-add the prosthetic Harpy wings soon so ADS users can make their Harpies whole again if they suffer boo-boos on their wings.
Title: Re: [B19] More Monstergirls
Post by: RitoTookMyWallet on September 13, 2018, 03:36:52 AM
Looking forward for more updates for this mod's enhanced version and the Dragon girls being updated. Thanks for continuing the updates. Never noticed how much I used the monster girls from this mod until I had to wait for the updates.
Title: Re: [B19] More Monstergirls
Post by: junchan on September 13, 2018, 09:17:48 AM
Quote from: RitoTookMyWallet on September 13, 2018, 03:36:52 AM
Looking forward for more updates for this mod's enhanced version and the Dragon girls being updated. Thanks for continuing the updates. Never noticed how much I used the monster girls from this mod until I had to wait for the updates.

Thanks!

The Dragon girls should be updated this weekend.
Title: Re: [B19] More Monstergirls
Post by: junchan on September 14, 2018, 04:11:05 PM
As stated on the new edit to the first post: Gave Dragongirls and Impmothers the milk/wool/leather treatment.  Added an ADS patch for those boo-boos, and Harpy wing prostheses in case the worst happens to your fluffy little birdbrains' wings!
Title: Re: [B19] More Monstergirls
Post by: Kiame on September 14, 2018, 05:53:21 PM
Just to make sure, is the enhanced version getting these changes at the same time?
Title: Re: [B19] More Monstergirls
Post by: junchan on September 15, 2018, 12:20:46 AM
Quote from: Kiame on September 14, 2018, 05:53:21 PM
Just to make sure, is the enhanced version getting these changes at the same time?

I have nothing to do with the original mod, i'm only working on the enhanced version.
I keep the link to the original mod out of courtesy to the original creators who let me mess about with this mod in the first place.  Besides that, I have no involvement in it, so the enhanced version is getting everything by default.
Title: Re: [B19] More Monstergirls
Post by: Kiame on September 15, 2018, 02:09:43 AM
derrrrp that's right. Thanks  ;D
Title: Re: [B19] More Monstergirls
Post by: junchan on September 15, 2018, 06:43:16 AM
you're welcome  :P
Title: Re: [B19] More Monstergirls
Post by: akula on September 15, 2018, 07:26:16 AM
It seems your ADS patch is not compatible with quality surgeon. It cause quality surgeon to show exception on every workbench used by pawn. :(
Title: Re: [B19] More Monstergirls
Post by: junchan on September 15, 2018, 10:18:02 AM
Quote from: akula on September 15, 2018, 07:26:16 AM
It seems your ADS patch is not compatible with quality surgeon. It cause quality surgeon to show exception on every workbench used by pawn. :(

Weird... Could you post a screenshot or a log of the error? I'll assume it's that "Medical Bill on non pawn" error though....
Title: Re: [B19] More Monstergirls
Post by: junchan on September 15, 2018, 12:47:27 PM
New version of the ADS patch uploaded and can be grabbed from the first post.  Fixes the issue akula reported.  Thanks akula!
Title: Re: [B19] More Monstergirls
Post by: akula on September 15, 2018, 02:18:09 PM
Quote from: junchan on September 15, 2018, 10:18:02 AM

Weird... Could you post a screenshot or a log of the error? I'll assume it's that "Medical Bill on non pawn" error though....

Yup, that's the one. Thanks for the update, will try that soon.
Title: Re: [B19] More Monstergirls
Post by: Tsunamy on September 16, 2018, 03:26:38 PM
Dunno why, but when I launch the game, the 'debug log' always pops up but doesn't display any errors, only when I'm using this mod.
Title: Re: [B19] More Monstergirls
Post by: junchan on September 16, 2018, 07:39:10 PM
Quote from: Tsunamy on September 16, 2018, 03:26:38 PM
Dunno why, but when I launch the game, the 'debug log' always pops up but doesn't display any errors, only when I'm using this mod.

is there anything at all in the log?
Title: Re: [B19] More Monstergirls
Post by: Ubiquitus on September 17, 2018, 09:28:08 PM
Probably an issue on my end, though I can't find the source of it. Dryads - and only them - do not have a properly designated pawn sprite; they appear as a purple 'X'd box, in the rare instance one has even spawned naturally. Contrariwise, when spawned using dev mode, they are fine. Thoughts, and anyone else with this odd phenomenon?
Title: Re: [B19] More Monstergirls
Post by: Tsunamy on September 18, 2018, 06:09:33 AM
Okay, so the weird problem I encountered before seems to be some sort of conflict with L-Slimes.

https://steamcommunity.com/sharedfiles/filedetails/?id=1206705240
Title: Re: [B19] More Monstergirls
Post by: junchan on September 19, 2018, 10:27:59 AM
I'm getting the medical bill on non pawn error again and this time I know it's nothing to do with my mods.  Investigating
Title: Re: [B19] More Monstergirls
Post by: AlchemistNezumi on September 25, 2018, 03:23:49 AM
Okay, what's the difference between the normal and enhance version? Is there more monsters, more options, or what?
Title: Re: [B19] More Monstergirls
Post by: Kiame on September 25, 2018, 01:48:31 PM
The enhanced version allows trained monster girls to clean, mine, and harvest
Title: Re: [B19] More Monstergirls
Post by: thakyZ on October 18, 2018, 01:27:56 PM
Will this mod have a new update for 1.0.0 by chance?
I am just making sure it is not dead.
Title: Re: [B19] More Monstergirls
Post by: TripleBees on October 18, 2018, 03:34:50 PM
Quote from: thakyZ on October 18, 2018, 01:27:56 PM
Will this mod have a new update for 1.0.0 by chance?
I am just making sure it is not dead.

Seconding this!  I'm very fond of this mod (as silly as it might seem) and would love to have it in 1.0!
Title: Re: [B19] More Monstergirls
Post by: Kraehe on October 18, 2018, 03:55:32 PM
Quote from: thakyZ on October 18, 2018, 01:27:56 PM
Will this mod have a new update for 1.0.0 by chance?
I am just making sure it is not dead.

+1
Title: Re: [B19] More Monstergirls
Post by: Kiame on October 18, 2018, 06:48:39 PM
The B19 version works fine in 1.0 (both base and enhanced)
Title: Re: [B19] More Monstergirls
Post by: thakyZ on October 18, 2018, 07:55:36 PM
Quote from: Kiame on October 18, 2018, 06:48:39 PM
The B19 version works fine in 1.0 (both base and enhanced)
Thank you I will try it out!
Title: Re: [B19] More Monstergirls
Post by: Exende on October 18, 2018, 09:16:06 PM
Any chance the Steam workshop versions of the patches will show up eventually?
Title: Re: [B19] More Monstergirls
Post by: Jiro on October 30, 2018, 11:53:49 AM
Must... not... install...

[attachment deleted due to age]
Title: Re: [B19] More Monstergirls
Post by: bigheadzach on October 30, 2018, 12:15:15 PM
Any plans to reimplement these as colonist races instead of pets?
Title: Re: [B19] More Monstergirls
Post by: AlchemistNezumi on November 01, 2018, 10:31:40 PM
Quote from: bigheadzach on October 30, 2018, 12:15:15 PM
Any plans to reimplement these as colonist races instead of pets?
That would require making a whole race entirely with that alien framework. I doubt that they would bother.
Title: Re: [B19] More Monstergirls
Post by: Devilizer on February 10, 2019, 07:09:24 AM
Hello :)

I'm having some errors with ADS-patch, which I'm trying to resolve.
At first I had some cross-reference errors, and I notices the species were named differently in MM compared to ADS-patch, so I renamed slime->slimegirl, thrumbomorph->thrumbogirl->fairyforest->forestfairy and fairyice->icefairy.
Which resolves those errors.

Now I'm left with the following errors, related to harpy wings


XML error: Could not find parent node named "BionicAnimalCraftBase" for node "RecipeDef". Full node: <RecipeDef ParentName="BionicAnimalCraftBase"><defName>MakeBionicProstheticHarpyWing</defName><label>make bionic prosthetic harpy wing</label><description>Make a bionic prosthetic harpy wing</description><jobString>Making bionic prosthetic harpy wing</jobString><ingredients><li><filter><thingDefs><li>Plasteel</li></thingDefs></filter><count>25</count></li><li><filter><thingDefs><li>ComponentIndustrial</li></thingDefs></filter><count>10</count></li><li><filter><thingDefs><li>Cloth</li></thingDefs></filter><count>10</count></li></ingredients><fixedIngredientFilter><thingDefs><li>Plasteel</li><li>ComponentIndustrial</li><li>Cloth</li></thingDefs></fixedIngredientFilter><products><BionicHarpyWing>1</BionicHarpyWing></products><skillRequirements><Crafting>8</Crafting></skillRequirements><workSkill>Crafting</workSkill></RecipeDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

XML error: Could not find parent node named "BodyPartAnimalArtificialBase" for node "ThingDef". Full node: <ThingDef ParentName="BodyPartAnimalArtificialBase"><defName>SimpleHarpyWing</defName><label>simple harpy wing</label><description>Simple replacement wing. Fits all Harpies</description><graphicData><texPath>Things/Item/BodyPart/AnimalBodyPart</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><techHediffsTags><li>Simple</li></techHediffsTags><statBases><MarketValue>800</MarketValue><Mass>5.5</Mass></statBases></ThingDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

XML error: Could not find parent node named "BodyPartAnimalArtificialBase" for node "ThingDef". Full node: <ThingDef ParentName="BodyPartAnimalArtificialBase"><defName>BionicHarpyWing</defName><label>bionic harpy wing</label><description>Bionic replacement wing. Fits all Harpies</description><graphicData><texPath>Things/Item/BodyPart/AnimalBodyPart</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><techHediffsTags><li>Advanced</li></techHediffsTags><statBases><MarketValue>1400</MarketValue><Mass>4.5</Mass></statBases></ThingDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Title: Re: [B19] More Monstergirls
Post by: ertzuiop on March 08, 2019, 02:31:12 AM
Have an issue, that forbids me from selling dryads and centaurs to merchants. Doesnt matter if its orbital or normal merhcant.
Is this known?
Title: Re: [B19] More Monstergirls
Post by: GuidzO6 on June 19, 2019, 11:48:10 AM
Hello there,
Quick question about MoreMonstergirls.
Browsing through the mod files, I saw a file for a cool parasite (looks like the little vanilla bug, but red). I also saw that you can have a version where someone is infected by this parasite.
Is this implemented ingame? How do you spawn it? It would be so perfect for my colony's scenario!
Thanks :smiley:
Title: Re: [B19] More Monstergirls
Post by: original_emii on October 08, 2019, 09:38:38 AM
Quote from: GuidzO6 on June 19, 2019, 11:48:10 AM
Hello there,
Quick question about MoreMonstergirls.
Browsing through the mod files, I saw a file for a cool parasite (looks like the little vanilla bug, but red). I also saw that you can have a version where someone is infected by this parasite.
Is this implemented ingame? How do you spawn it? It would be so perfect for my colony's scenario!
Thanks :smiley:

I have been looking everywhere to find out the same thing!!!!   I  cant even find older versions to see if the parasite girl has the rest of her content but i cant seem to find it..  Anyone else got any ideas??
Title: Re: [B19] More Monstergirls
Post by: Kiame on October 14, 2019, 03:30:05 AM
I've been keeping a personal copy of Monster Girls Enhanced updated and on steam Azraeth recently released a version of a dog said.

In short here's Azraeth's enhanced monster girls. It does have the parasite-girl though no defs are written for it

Github: https://github.com/KiameV/rw-enhanced-monster-girls

Steam: https://steamcommunity.com/workshop/filedetails/?id=1885596374

1.0 Direct Download: https://github.com/KiameV/rw-enhanced-monster-girls/releases/download/1.0/EnhancedMonsterGirls.zip

P.S. I have Monster Girl versions from B18 onward and only the textures are there, the original author never wrote defs for the parasite.
Title: Re: [B19] More Monstergirls
Post by: Kiame on October 14, 2019, 03:32:26 AM
Also if there's interest I am toying with adding Monster Girls support for PawnMorpher mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=1786466855
https://ludeon.com/forums/index.php?topic=49064.0
Title: Re: [B19] More Monstergirls
Post by: Kiame on October 20, 2019, 11:46:47 PM
Added Foxgirls

(https://steamuserimages-a.akamaihd.net/ugc/768353331093036354/FE66847781BD3F8F100186C85270F86992E8942C/)

Direct Download: https://github.com/KiameV/rw-enhanced-monster-girls/releases/download/1.0fg/More.Monstergirls.-.Foxgirl.zip

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1895026004

Notes: Can be milked occasionally and they do shed, better have a place to put the fur.
Title: Re: [B19] More Monstergirls
Post by: wagon on December 01, 2019, 08:51:55 AM
Quote from: GuidzO6 on June 19, 2019, 11:48:10 AM
Hello there,
Quick question about MoreMonstergirls.
Browsing through the mod files, I saw a file for a cool parasite (looks like the little vanilla bug, but red). I also saw that you can have a version where someone is infected by this parasite.
Is this implemented ingame? How do you spawn it? It would be so perfect for my colony's scenario!
Thanks :smiley:

I was unhappy with and removed the parasite for several reasons.

1 is that I didn't really like its design, the male looked too manly. Baphomets have this same problem and I added them at the same time, I guess I was experimenting a bit but in the end I decided I wanted all the males to be girls too. But I liked the design of the female Baphomets enough to keep them in, and hoped they'd be rare enough that it'd not matter much.

2 is that I wasn't really happy with its mechanics, it just had a unique bite attack which had a higher chance than usual of causing a generic infection. Now a days you can attach a toxic attack to animal's attack, I presume in Core this is used for snakes, if I were to re-implement parasites they'd probably use that.

3 is that I try to make all of the monstergirls good for taming, all of them have some benefit so they're not useless like certain animals (like deer or squrriels). The parasite was bad for taming, with low petness and high wildness, didn't produce wool/milk and I believe gave insect meat, was pretty weak in combat, with infections being useless against raiders, just making her more likely to kill someone you wanted to capture (toxic would help a bit with this, since it has an immediate effect, even though it's unlikely to reach fatal or critical levels before you simply bite/slash someone to death it will give a consciousness debuff which reduces the target's combat effectiveness).

4 is that baby parasite are red spelopedes, but upon becoming adult magically get a human host. That's a bit weird. I guess Rimworld doesn't have any shortage of bodies lying around though.

5 is that I found the zombie mod around the same time and I figured that was probably a much better implementation of the idea.
Title: Re: [B19] More Monstergirls
Post by: harpo99999 on March 03, 2020, 12:45:46 AM
kaime, is there a change to get the monster girls into 1.1?
please say 'yes'
Title: Re: [B19] More Monstergirls
Post by: Kiame on March 03, 2020, 01:31:52 AM
i'm watching this thread too to see if anyone wants to update this....

I've done a little looking and i did update enhanced version of code from 1.0 to 1.1 but got a lot of errors in game - i didn't do much beyond that as I still had a few mods to update. I've also taken a look at the current 'minions' mod - which the enhanced version is based off of and that'd require quiet a bit of work to get updated.

If no one else is i'll take a look at getting the base version of this mod up and running (probably include the foxgirl with it). From there i can see about adding enhanced.
Title: Re: [B19] More Monstergirls
Post by: nylem on March 03, 2020, 04:58:09 PM
Quote from: Kiame on March 03, 2020, 01:31:52 AM
i'm watching this thread too to see if anyone wants to update this....

I've done a little looking and i did update enhanced version of code from 1.0 to 1.1 but got a lot of errors in game - i didn't do much beyond that as I still had a few mods to update. I've also taken a look at the current 'minions' mod - which the enhanced version is based off of and that'd require quiet a bit of work to get updated.

If no one else is i'll take a look at getting the base version of this mod up and running (probably include the foxgirl with it). From there i can see about adding enhanced.

Good luck if you do decide to update this mod. I'm really looking forward to having this back in my game if at all possible.
Title: Re: [B19] More Monstergirls
Post by: Kiame on March 05, 2020, 11:22:27 PM
More Monster Girls - 1.1 (CE + ADS)
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2014838309
Download: https://github.com/KiameV/rimworld-moremonstergirls/releases/download/1.1/MoreMonsterGirls.zip


Enhanced Patch
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2014872486
Download: https://github.com/KiameV/rimworld-moremonstergirls/releases/download/1.1/MoreMonsterGirlsEnhancedPatch.zip
Title: Re: [B19] More Monstergirls
Post by: nylem on March 06, 2020, 01:59:52 PM
Quote from: Kiame on March 05, 2020, 11:22:27 PM
More Monster Girls - 1.1 (CE + ADS)
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2014838309
Download: https://github.com/KiameV/rimworld-moremonstergirls/releases/download/1.1/MoreMonsterGirls.zip


Enhanced Patch
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2014872486
Download: https://github.com/KiameV/rimworld-moremonstergirls/releases/download/1.1/MoreMonsterGirlsEnhancedPatch.zip

Thank you Kiame! Sooo happy to have this mod back. Thank you.
Title: Re: [B19] More Monstergirls
Post by: Kiame on June 13, 2020, 04:35:41 AM
Update (1.1):
- Added a Settings page to adjust monster girl hair, egg, scale, wool, and milk production
- Foxgirls now produce a small amount of milk to make them match the other monster girls

Download: https://github.com/KiameV/rimworld-moremonstergirls/releases/download/1.1/MoreMonsterGirls.zip