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RimWorld => Releases => Mods => Outdated => Topic started by: Argain on June 03, 2014, 08:13:13 AM

Title: [Mod] (Alpha 6) Rimrats v1.1
Post by: Argain on June 03, 2014, 08:13:13 AM
Rimrats v1.1


Description:
Rimrats are a native animal to the rimworlds and pre-date the wars that had taken place there. During the wars, rimrats were used in experiments to produce bioengineered weapons that would run into enemy territory and explode upon death (now commonly known as the 'boomrats'). Unlike their boomrat counterparts, rimrats still die in a natural fashion and only pose a minor threat as 'pests' with a mischievous curiosity for electrical wires.

(http://i207.photobucket.com/albums/bb260/oblivionburn/Rimrat_back.png)(http://i207.photobucket.com/albums/bb260/oblivionburn/Rimrat_front.png)(http://i207.photobucket.com/albums/bb260/oblivionburn/Rimrat_side.png)

Author:
Argain

Credits:
bleedo


Features:
- Rimrats spawn in the world with basic herbivore behaviors
- Rimrats can breed and spawn more Rimrats (population cap of 50)
    - Chance to breed slows down as the population increases
- Rimrats have an aging process
    - New Rimrats start at age 0
    - Every day all Rimrats increase in age by 1
    - All Rimrats have a lifespan of 10 days
    - All Rimrats can only breed during the age of 6 - 8
- Unique behavior for occasionally attacking anything nearby with electricity flowing through it


Notes:
This mod is compatible with all other mods (except the Muffalo Breeding mod) and has the source code included. Everyone is free to include this mod in any modpack. I require no credit or notification to use any part of this in other works. You're free to do with it what you please.



[attachment deleted by admin: too old]
Title: Re: [Mod] (Alpha 3) Rimrats
Post by: JKTD1919 on June 10, 2014, 09:08:37 PM
I would love to see a 4F compatible update of this.
Title: Re: [Mod] (Alpha 4F) Rimrats
Post by: Argain on June 12, 2014, 07:25:43 AM
Updated to 4F  ;D
Title: Re: [Mod] (Alpha 4F) Rimrats
Post by: xBlackfieldx on June 12, 2014, 07:46:17 AM
looks like a nice little thing to put more wildlife into the game :)

as a suggestion: if able try do replace the boomrats with them in this case the mod would get on my top list :P
Title: Re: [Mod] (Alpha 4F) Rimrats
Post by: Argain on June 13, 2014, 10:14:32 PM
I'd rather not have them replace the boomrats altogether, but I made a little side-mod for removing boomrats from the game: http://ludeon.com/forums/index.php?topic=4061.msg39935#msg39935. When used together, they should achieve the desired result :)
Title: Re: [Mod] (Alpha 4F) Rimrats
Post by: xBlackfieldx on June 14, 2014, 05:22:16 AM
I just saw it :) Thank you so much :)
Title: Re: [Mod] (Alpha 4F) Rimrats
Post by: insanevizir on June 16, 2014, 01:23:22 PM
Exception ticking Rimrat_Rimrat72016: System.NullReferenceException: Object reference not set to an instance of an object

  at Verb_MeleeAttack.TryShotSpecialEffect () [0x00000] in <filename unknown>:0

  at Verse.Verb.TryFireNextBurstShot () [0x00000] in <filename unknown>:0

  at Verse.Verb.InitCast () [0x00000] in <filename unknown>:0

  at Verse.Verb.TryStartCastOn (TargetPack castTarg) [0x00000] in <filename unknown>:0

  at Pawn_NativeVerbs.TryMeleeAttack (Verse.Thing target, MeleeAttackMode mode) [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver_AttackMelee+<MakeNewToils>c__Iterator67.<>m__DC () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0

  at Pawn_JobTracker.JobTrackerTick () [0x00000] in <filename unknown>:0

  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0

  at Verse.TickList.SingleTick () [0x00000] in <filename unknown>:0



I keep getting this error debug. Dunno how to use your mod without being interrupted all teh time by the pop up of the debug screen.
Title: Re: [Mod] (Alpha 4F) Rimrats
Post by: forsaken1111 on June 16, 2014, 01:24:10 PM
Quote from: insanevizir on June 16, 2014, 01:23:22 PMDunno how to use your mod without being interrupted all teh time by the pop up of the debug screen.
The debug screen shouldn't pop up if you turn off developer mode...
Title: Re: [Mod] (Alpha 4F) Rimrats
Post by: Argain on June 17, 2014, 01:59:19 AM
Interesting... not getting those pop-ups at all, even with developer mode turned on. Are there any other mods you're running alongside this one?
Title: Re: [Mod] (Alpha 4F) Rimrats
Post by: Celthric Aysen on June 21, 2014, 10:22:50 AM
can we get mouse traps please? :)
Title: Re: [Mod] (Alpha 4F) Rimrats
Post by: JKTD1919 on June 23, 2014, 05:16:23 PM
Wow. You are da bes.

I love little mods like this.
Title: Re: [Mod] (Alpha 5) Rimrats
Post by: Argain on July 07, 2014, 07:14:21 PM
Updated to Alpha 5  :D
Title: Re: [Mod] (Alpha 5) Rimrats
Post by: Ivia on July 08, 2014, 02:20:26 AM
Thanks for the update, I really like this little gray creature xD
Title: Re: [Mod] (Alpha 5D) Rimrats v1.1
Post by: Argain on August 05, 2014, 06:44:31 PM
Added aging and breeding! ;D was something I wanted to experiment with before starting another mod, and I think it turned out well.
Title: Re: [Mod] (Alpha 5D) Rimrats v1.1
Post by: Dr. Z on August 14, 2014, 04:21:45 AM
You need to update this for Alpha 6. Those little bastards gave me good times ^^
Also, could you change the attack animation on electrical things to an eating animation? I think this would look even cooler.
Title: Re: [Mod] (Alpha 6) Rimrats v1.1
Post by: Argain on August 15, 2014, 02:43:45 AM
Quote from: Dr. Z on August 14, 2014, 04:21:45 AM
You need to update this for Alpha 6. Those little bastards gave me good times ^^

Updated.
Title: Re: [Mod] (Alpha 6) Rimrats v1.1
Post by: Dr. Z on August 15, 2014, 08:19:42 AM
Thanks^^ Great work.
Title: Re: [Mod] (Alpha 6) Rimrats v1.1
Post by: Plistra on August 15, 2014, 11:27:37 PM
Sorry, I'm a complete noob here.
... How do I download the mod?
Title: Re: [Mod] (Alpha 6) Rimrats v1.1
Post by: Argain on August 16, 2014, 02:32:58 AM
It's the little yellow link at the bottom of the first post, when you're logged in.
Title: Re: [Mod] (Alpha 6) Rimrats v1.1
Post by: Dr. Z on August 16, 2014, 04:55:23 AM
In which biomes will the Rimrats spawn?
Title: Re: [Mod] (Alpha 6) Rimrats v1.1
Post by: Argain on August 16, 2014, 05:03:33 AM
The Arid Shrubland, Temperate Forest, Tropical Rainforest and Boreal Forest.
Title: Re: [Mod] (Alpha 6) Rimrats v1.1
Post by: Iwillbenicetou on September 19, 2014, 08:18:23 PM
I'm just bumping this up /\ I love this mod, it makes you remember to hunt because the rimrats are busy destroying your defenses. Maybe add another animal for extra difficulty?
Title: Re: [Mod] (Alpha 6) Rimrats v1.1
Post by: Dr. Z on May 24, 2015, 07:21:40 PM
Bump again. This was one of my favorite mods and I want it back so bad!