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RimWorld => Mods => Releases => Topic started by: SargBjornson on October 18, 2018, 03:28:58 AM

Title: [1.0 - 1.1] Alpha Animals - 2.08 (16/03/20)
Post by: SargBjornson on October 18, 2018, 03:28:58 AM
(https://i.imgur.com/MSiOCRt.png)

So, it is finally released!

Alpha Animals is a mod adding awesome creatures to the game. They were drawn by A_Friend, aka SentientLine and coded by milon, Skullywag and kaptain_kavern, but the mod wasn't kept updated mainly due to RimWorld updates constantly messing up with certain features of the mod (original thread: https://ludeon.com/forums/index.php?topic=17087.0)

Well, since I have experience with Genetic Rim and some spare time, I asked Skullywag for permission to take care of the mod, to see if A_Friend's creations could finally see release in 1.0.

The challenge was that A_Friend envisioned his creatures as adding something new to the game beyond purely the animal's graphics, so I tried to add new concepts and mechanics that make every creature unique, as well as a great threat or opportunity if properly exploited.

Without further ado, here are the beasts!

Implemented creatures

Aerofleet for Non-extreme biomes
(http://i.imgur.com/wbyutLb.png)(http://i.imgur.com/4phppuD.png)(http://i.imgur.com/e7TEYxV.png)
A small, floating gelatinous creature. Propelled by the hydrogen it collects from water and various plant matter, these squishy creatures wander the lands, aimlessly bouncing off objects in their path.
One of the few rare creatures around here that strangely isn’t out for human blood. Well, isn’t that nice?
Aerofleets are genderless, and reproduce by strobilation, a form of asexual reproduction.

New mechanics and cool things: Asexual reproduction, Event (colossal aerofleet passing by, similar to Thrumbo migration), Explodes on death, custom blue meat (this last thing is SUPER game changing. It's BLUE!!!).

Arctic Lion for Cold Biomes
(http://i.imgur.com/36OVAiM.png)(http://i.imgur.com/UpVnGSS.png)(http://i.imgur.com/rpewhtX.png)
These large descendants of the now almost extinct lion were specifically engineered as ambush units by the navy for extreme low temp environments. Its fur is prized throughout the black market for its unique light reflecting ability and its tough leather provides surprisingly high thermal insulation.
Even though its danger and capabilities are common knowledge; many still attempt to bag its head. Those who try usually end up losing theirs.

New mechanics and cool things: Event (A stealthed Arctic Lion stalks your colonists)

Barbslinger for Arid Biomes
(http://i.imgur.com/qXiCPpp.png)(http://i.imgur.com/9D5dcGY.png)(http://i.imgur.com/37FpV6a.png)
A large genetically-modified scorpion. Unrelated to the insectoid species, no one really knows where they came from. But judging by its capability to rip apart living things within reach and shish kebab those outside of it; it’s no stranger to combat.
New mechanics and cool things: Venomous creature with a ranged attack that throws barbs

Blizzarisk for Cold Biomes
(http://i.imgur.com/Sem5ZJA.png)(http://i.imgur.com/LTXvuSh.png)(http://i.imgur.com/KbQsppq.png)
Someone once thought that creating supersized spiders for hyperweave-webs production was a good idea. Their home planet is now reduced to a Marble World; a world completely purged by atomic fire. The Blizzarisk is a mutant variation of the Feralisk that has adapted to extremely cold climates.
Blizzarisks attack by throwing spider webs at their prey. These huge webs both stun and freeze anyone they touch, allowing the Blizzarisk to close in and finish the kill with their fearsome venom laced fangs.

New mechanics and cool things: Venomous creature with a ranged attack that throws webs that stun and freeze. Event (a clutch mother appears and starts laying eggs. Grey goo scenario!)

Bouldermit for All biomes
(http://i.imgur.com/swZdHXQ.png)(http://i.imgur.com/NsTEd2q.png)(http://i.imgur.com/dbHfcLY.png)
A large genetically-engineered crab which uses a boulder for a shell. It is alternatively known as the Atlas Crab throughout various colonized planets. These massive creatures sport incredible strength and are commonly seen carrying giant boulders that would normally crush living things and machinery alike. Legends tell of one such creature that has grown so large and so powerful that it had entire mountains for a home.
Despite first impressions, it is quite peaceful. Preferring to ignore any form of assault it may receive. Its predators are more likely to die of old age than to take down such an armored creature.

New mechanics and cool things: Periodically can be "mined" to get random rock chunks. Event (a gargantuan Bouldermit will cross the map, and it will just crush almost everything on its path unless stopped. It feeds on your tears. Sweet, sweet tears)

Cactipine for Arid Biomes
(http://i.imgur.com/zhDvteC.png)(http://i.imgur.com/f4A46N1.png)(http://i.imgur.com/GTPRpE4.png)
In an effort to make deserts more viable for colonization, scientists introduced a variety of genetically modified creatures that are made to survive the melting heat and provide food to those who wished to live in such harsh conditions. One such creature is the Cactipine. Despite its name, it is actually a giant rat infused with the DNA of a cactus. It resulted in the specimen gaining sharp medicinal quills, hardened green skin, and a funny tasting "meat" that confused vegetarians and carnivores alike.
New mechanics and cool things: Produces a meat that is actually vegetable, produces medicinal quills, Event (a terraforming drop pod filled with hostile cactipines lands and starts spawning them every few hours).

Devilsheep sold by Traders
Male
(http://i.imgur.com/nLBdW1G.png)(http://i.imgur.com/eQInMif.png)(http://i.imgur.com/uHYzkhT.png)
Female
(http://i.imgur.com/HC5TbZf.png)(http://i.imgur.com/jbiceyk.png)(http://i.imgur.com/T7IF35s.png)
A genetically engineered sheep capable of producing extremely strong and valuable red wool. Some see a simple livestock; others, a demonic entity of corruption. Don’t listen to its whispers.

Dunealisk for Arid Biomes
(https://i.imgur.com/f2tXlh8.png)(https://i.imgur.com/oeVAMZR.png)(https://i.imgur.com/w9OgzRD.png)
Someone once thought that creating supersized spiders for silk production was a good idea. Their home planet is now reduced to a Marble World; a world wiped clean by atomic fire. The Dunealisk is a mutant variation of the Feralisk that has adapted to extremely hot climates. Dunealisks attack by throwing spider webs at their prey. These huge webs stun and burn anyone they touch, allowing the Dunealisk to close in and finish the kill with their fearsome venom laced fangs.
New mechanics and cool things: Venomous creature with a ranged attack that throws webs that stun and burn.

Feralisk for Non-extreme biomes
(http://i.imgur.com/nLXsHzZ.png)(http://i.imgur.com/UBIYFKb.png)(http://i.imgur.com/yGPqdSi.png)
Someone once thought that creating supersized spiders for silk production was a good idea. Their home planet is now reduced to a Marble World; a world wiped clean by atomic fire. Feralisks attack by throwing spider webs at their prey. These huge webs stun anyone they touch, allowing the Feralisk to close in and finish the kill with their fearsome venom laced fangs.
New mechanics and cool things: Venomous creature with a ranged attack that throws webs that stun.

Frostmite for Cold Biomes
(http://i.imgur.com/KcT5DmH.png)(http://i.imgur.com/ZSmQLTH.png)(http://i.imgur.com/6NYqyw5.png)
A large parasite usually found in cold places. They sweep the cold barren lands in search of corpses buried in the snow. Eating the preserved flesh and leaving a ravaged skeleton in its place; devoid of their former identity.
New mechanics and cool things: Feeds on corpses. Digs frozen corpses when hungry. This is either very messy, or a lifesaver, depending on how cannibal-y you are feeling.

Gallatross (Legendary) for All biomes
(http://i.imgur.com/6qXziYE.png)(http://i.imgur.com/Xr5QLwd.png)(http://i.imgur.com/5wSUFvQ.png)
Throughout every world,
Flow the tale of old,
A creature with untold might
And an immeasurable height.
Strength that machines can’t copy
Power that so-called gods call heresy.
Beware, beware would-be foes
Beware, the wrath of the Gallatross.

New mechanics and cool things: Throws rocks as a ranged attack. Event (gallatross wandering).

Groundrunner for Non-extreme biomes
(http://i.imgur.com/cQn9lIv.png)(http://i.imgur.com/3944yh8.png)(http://i.imgur.com/YbdQsDd.png)
A hybrid between a bear and mole, Groundrunners originally came from Cave Worlds. They were used as walking heavy tools by the locals when they hit parts that plasteel can’t break, and for hauling large boulders that their owners can’t lift.
Due to their domesticated origins, they are surprisingly docile and easy to tame. Their incredible strength and sharp claws allows them to break rocks with relative ease. But out here in the Rim, those claws are usually reserved for ripping power armors apart along with their wearers.

New mechanics and cool things: Groundrunners will happily help your colonists mine rocks and minerals. They are however quite lazy and get distracted easily.

Ironhusk Beetle sold by Traders
(http://i.imgur.com/jLRnuAV.png)(http://i.imgur.com/KeAnbIj.png)(http://i.imgur.com/ViTG4Mo.png)
Ironhusk beetles were genetically engineered by one of the miriad mining companies operating on the Rim. It's a peaceful farm animal that occasionally sheds metallic husks that can be smelt into steel, thus negating the need for heavy machinery in mining operations. As a downside, the beetle consumes a huge amount of wood from live trees.
Sadly, the mining company that created the Ironhusk beetles didn't account for this, and several planets on the Rim are now a barren ecological disaster.

New mechanics and cool things: Farm animal bought from vendors that produces steel chunks.

Lockjaw for wet biomes
(http://i.imgur.com/1fYsYKH.png)(http://i.imgur.com/LxKI8Ol.png)(http://i.imgur.com/e8tRqrK.png)
A very large animal native to this planet’s tropical regions. Nicknamed Lockjaws both for their incredibly strong bite force and for the disease they transmit, which afflicts its victims with a moderate facial paralysis that makes eating extremely uncomfortable. Despite having a guillotine for a mouth, the Lockjaw does not seem to be an overly aggressive creature; Preferring to prey on the local wildlife rather than the local populace.

New mechanics and cool things: Trasmits the Lockjaw disease.

Mammoth Worm for Arid Biomes
(http://i.imgur.com/O3OXkcX.png)(http://i.imgur.com/cLJhuCx.png)(http://i.imgur.com/n5HiJFf.png)
An extremely large, genetically-engineered worm. Despite its incredibly intimidating size and arsenal, these huge creatures are rather quite peaceful. It was once part of the worker caste of an artificial ecosystem of insectoids designed to fight mechanoid invasions. It carried and moved things that its little cousins cannot.
While generally peaceful, if provoked, it becomes a terrifying force that can rival those of mechanoid Centipedes.
Originally, the Mammoth Worm was specifically bred as a living siege engine to destroy mechanoid structures, and as such it can be extremely effective.

New mechanics and cool things: Siege mechanics, extra damage against walls. These are part of the Black Hive faction, but can appear wild too.

Meadow Ave for Non-extreme biomes
(http://i.imgur.com/Pq18OCh.png)(http://i.imgur.com/lXzyMUE.png)(http://i.imgur.com/syP7DZV.png)
A large flightless bird with colorful feathers. Mostly found in the plains eating fruits and berries, Meadow Aves naturally attract the eyes and hands of those who wander by. Many forget that underneath the majestic feathery coat is a wild animal with a razor sharp beak and claws to match.
New mechanics and cool things: Unlike the Ford Model T, comes in many colours, except black. Alsoooo, probably future Giddy Up integration to make them the perfect mount. Yeah, it is a Chocobo.

Megalouse for Non-extreme biomes
(http://i.imgur.com/5dLJ5wr.png)(http://i.imgur.com/XBhKDIg.png)(http://i.imgur.com/RMn5TK8.png)
A large genetically engineered pillbug. These creatures once served as the frontline skirmishers of an insectoid hive; A collection of genetically modified insects made as a weapon against Mechanoid invasions. Their job consisted of reducing lone Mechanoid infantry to swiss cheese; And they were good at it. Even the mighty Centipede was no match against the swarm of spikes.
Nowadays, they can be found roaming in packs that are a joke compared to their former numbers and with killer instincts that yearn to be reawakened once more.

New mechanics and cool things: These are part of the Black Hive faction, but can appear wild too.

Needlepost for Arid Biomes
(http://i.imgur.com/tYL9nLp.png)(http://i.imgur.com/wr9VShF.png)(http://i.imgur.com/BcLaQAN.png)
A cactus genetically modified to give it sentience. The first iteration of this creature was supposed to be a stationary tactical deterrent (the Whip Cactus), but having no intelligence or mobility crippled its effectiveness. With a little genetic engineering, it was given a mobile body, an infantile intelligence, and toxic barbs for good measure. The result backfired as commands proved ineffective. The facility was promptly overrun by the experiments; and a horde of angry cactuses escaped into the wilderness.
Needleposts can derive nutrition from very small amounts of rotting vegetables, but they need a huge amount of sunlight (or equivalent) over anything else. Nights won't affect them, but a solar eclipse is usually fatal to them.

New mechanics and cool things: Ranged attacks, light sustenance.

Nightling for All Biomes
(http://i.imgur.com/lX4nb7m.png)(http://i.imgur.com/vVwlJpK.png)(http://i.imgur.com/wcO2TUo.png)
A sleek predatory beast with rows of quills on its back. The Nightling is a purely nocturnal hunter, hence its name, and isn't at all shy to prey on much larger animals, or people, than itself. Apart from its strong jaws, nighlings can throw the quills on their backs to overpower their prey.
New mechanics and cool things: Ranged attacks, nocturnal creature that only sleeps during the day.

Raptor Shrimp for wet biomes
(http://i.imgur.com/8DLLXAN.png)(http://i.imgur.com/6HKL8K1.png)(http://i.imgur.com/rUNpz0b.png)
A large genetically modified creature, its origins unknown. They are known to make homes in tropical regions. Instilling fear among the local inhabitants as those who pass through its territory are often reported to go missing; their bodies never found.
The few that survived an encounter with these monsters report bullets being shrugged off, limbs of their companions being torn apart, and the statement "The grass has eyes"

New mechanics and cool things: Impressive regeneration abilities.

Tetraslug (Legendary) for All biomes
(http://i.imgur.com/d6Lg4HF.png)(http://i.imgur.com/tny0ULK.png)(http://i.imgur.com/HzQCQ7B.png)
These massive slugs are a common sight among Glitterworld controlled territories; Lumbering about as glorified power plants. Outside of it, they are deployed as a mobile power source for Glitterworld research expeditions. It is rare to see one without the iconic power cores that protrude from their backs, as their unique bodily chemical composition is capable of outputting power that far surpasses any known natural sources. Thus they are widely valued by every technologically developing civilization throughout the galaxy.
While a gentle giant that would prefer to run away instead of fight, modified slugs come armored with plasteel shells, quad cores that can act as Tesla cannons, and a Tactical AI inserted within the brain that takes over and makes no hesitation to use all of its armament to obliterate any perceived threat within vicinity.

New mechanics and cool things: Ranged plasma attack. Slowly recharges nearby batteries.

Wildpods for wet biomes
(http://i.imgur.com/JsM5ALj.png)(http://i.imgur.com/QRgIVnm.png)(http://i.imgur.com/KJMXdlG.png)
This lumbering mass of apparently decomposing plant matter is a Wildpod, a sentient mycoid creature native to some jungle infested planet on the Rim. The Wildpod is almost impervious to gunfire, with bullets simply being absorbed into its mass without doing much damage, but very weak to fire. Interestingly, it reproduces asexually by releasing clumps of spores every few weeks.
New mechanics and cool things: Can't be damaged easily by guns. Prepare your molotovs!

The Black Hive for All biomes
(http://i.imgur.com/RBrIgoy.png)(http://i.imgur.com/QKOtids.png)(http://i.imgur.com/rVP5pK1.png)
All insectoid were created to fight mechanoids. The Black Hive were the best of the best, an insectoid hive so vicious and so terrifying that any mechanoids with half a brain would just flee when encountering them. That, however, was many years ago. Nowadays remnants of the black hive roam in the RimWorlds, a latent menace to anyone using advanced technology.
New mechanics and cool things: The Black Hive periodically starts raids using Megalice, Mammoth Worms, and black versions of the three base insectoids that use ranged attacks. This can be deactivated using Mod Options, for those who think it is too much of a challenge.
Title: Re: [1.0] Alpha Animals
Post by: SargBjornson on October 18, 2018, 03:29:11 AM
Animus Vox for Non-extreme biomes
(https://i.imgur.com/gGeiFai.png)(https://i.imgur.com/5kY8mFn.png)(https://i.imgur.com/gND9pZ3.png)
The Animus Vox is a small canine with latent psionic abilities. Like all canines, it is quite intelligent for an animal, but not intelligent enough to properly use psionics. It will however quickly bond with human beings and reach with his mind to make happy everyone that treats it well.
Animus Voxes can often be seen on the Rim as pets, though some wander the wilderness, looking for someone to bond to.

New mechanics and cool things: Psionic nuzzling that will keep your colonists happier

Bed Bug for wet biomes
(https://i.imgur.com/iTLIAQa.png)(https://i.imgur.com/OmpxIBT.png)(https://i.imgur.com/LEnyirj.png)
These oversized alien insects are considered a pest and a nuisance in every world they manage to infest. While not particularly dangerous or powerful on their own, their bite carries a powerful toxin that paralyzes its prey, so one small bite is enough to down prey much larger than themselves. Thankfully, humans are way too large for them, unless they are somehow maddened beyond all reason... Hunters should be weary not to tackle a bedbug on their own!
New mechanics and cool things: Paralysing melee attack. Nasty!

Pebblemit for All biomes
(https://i.imgur.com/smc8syu.png)(https://i.imgur.com/Q5a05Ya.png)(https://i.imgur.com/8IZvTrR.png)
Pebblemits are bouldermits that have evolved in Rimworlds rich in narrow, labyrinthine caves, where massive size is more a hindrance than an advantage. Instead of huge boulders, pebblemits use much smaller rocks as protection, slowly dragging them along the ground. Small blocks of stone periodically get loose from this rock, and they can be used as building materials.
New mechanics and cool things: Can be farmed for construction blocks

Needleroll for Super Arid Biomes
(https://i.imgur.com/kIZP5z3.png)(https://i.imgur.com/HOxIhUV.png)(https://i.imgur.com/qDy9d7Y.png)
Needlerolls are needleposts that have evolved to grow in the most arid and dry environments in the Rim. Needlerolls need almost no substenance, absorbing all the energy they need from sunlight and minute amounts of water that they extract from morning dew. Like needleposts, they need a huge amount of sunlight (or equivalent). Nights won't affect them, but a solar eclipse could be fatal to them.
New mechanics and cool things: Ranged attacks, light sustenance.

Wildpawn for moderately wet biomes
(https://i.imgur.com/RZs1kFB.png)(https://i.imgur.com/3TNxDCk.png)(https://i.imgur.com/LyQwRkM.png)
Wildpawns are a variant of the wildpods that have adapted to life outside of swamps and rainforests. Since they have less access to water and rotting vegetation, they grow much less, and are much less dangerous. Wildpawns are less resistant to gunfire, but retain the weakness to fire of their bigger brethren. Wildpawns reproduce asexually by releasing clumps of spores every few weeks. Although risky, the Wildpawns can be hunted for small amounts of edible raw fungus.
New mechanics and cool things: Nice gun resistance, weak to fire, and can be butchered for mushrooms.

Slurrypede for All biomes
(https://i.imgur.com/xdAajp1.png)(https://i.imgur.com/okIbUfl.png)(https://i.imgur.com/rtzUJDG.png)
Although rarely, mechanoids have been known to capture prisoners, and the Slurrypede is their solution to feed them in the most efficient way possible. The Slurrypede is a modified bio-mechanoid capable of devouring almost anything and processing it into an homogeneous organic slurry. This slurry is edible, but barely.
Slurrypedes are docile, almost never hostile, and in case a mechanoid base is destroyed and one of them manages to survive, they tend to roam the wilderness aimlessly, consuming any organic material in their path and turning it into nutrient paste.

New mechanics and cool things: Eats anything and refines it into disgusting nutrient paste.

Bumbledrone for Non-extreme biomes
(https://i.imgur.com/DoVifan.png)(https://i.imgur.com/wJgIdaZ.png)(https://i.imgur.com/wFqA806.png)
The Bumbledrone is a mutant wasp-like creature, probably the result of ancient genetic engineering long ago released into the wild. On its own, a Bumbledrone isn't very powerful, more a nuisance than a threat, but if threatened in big numbers their stingers carry a very powerful toxin that could down even the biggest foe. "Luckily", since they are not carnivorous, they use this as a deterrent, rather than as a hunting method..
New mechanics and cool things: Bumbledrone queen migration

Great Devourer for Arid Biomes
(https://i.imgur.com/MpQa3s9.png)(https://i.imgur.com/SCGibRF.png)(https://i.imgur.com/F9yeNtC.png)
Great Devourers are armoured worms known for their unquenchable appetite. Once a Great Devourer arrives, it will proceed to gorge itself on small prey, and total ecosystem collapse is almost a certainty.
Luckily, they won't attack large creatures, including humans, unless provoked.

New mechanics and cool things: Ravenous appetite for small critters

Overgrown Colossus for wet biomes
(https://i.imgur.com/AxRkVVp.png)(https://i.imgur.com/5DcGKZe.png)(https://i.imgur.com/w97ffR9.png)
The Overgrown Colossus is a very strange beast. This gargantuan beast is one of the few creatures in the Rim that wasn't directly or indirectly created by man's scientific curiosity, arising naturally in some remote swamp-filled planet. It seems to be reptilian in nature, with cold blood, a slow metabolism, and a very weird body plan: it has six legs, two intertwined spines and six eyes. It has a symbiotic relationship with vegetation, with several small trees growing on its back. These trees do photosynthesis and help provide nutrients for the Colossus.
New mechanics and cool things: When tamed, the Overgrown Colossus can be periodically "trimmed" to obtain wood

Sand Squid for Arid Biomes
(https://i.imgur.com/ODyWgbM.png)(https://i.imgur.com/nVjYZaR.png)(https://i.imgur.com/iFs77ao.png)
Despite their common name, sand squids are actually genetically modified creatures that incorporate features from both cephalopods and cone snails. Sand squids were created as cattle adapted to extremely water deprived environments, such as very dry deserts. The sand squid constantly produces a sticky secretion that acts as a powerful fertilizer when mixed with common sand, allowing growth of crops in the middle of the desert. The squid can be trained to properly distribute its slime around the fields to increase terrain fertility even more. (NOTE: due to balance concerns, the squid will only do this if tamed, I don't want them to mess up the whole map when wild...)
New mechanics and cool things: Fertilizes sand to grow crops in the desert

Thermadon for Non-extreme biomes
(https://i.imgur.com/7av9TO9.png)(https://i.imgur.com/Z0ffwaP.png)(https://i.imgur.com/EutXY5l.png)
The Thermadon is a large Blackspider that has been biologically augmented with volatile chemical glands. Originally, the Thermadon was bred by the long forgotten creators of the Black Hive as a fearsome fire-breathing shock trooper, using thermal grenades capable of affecting even fire-resistant Mechanoids, the primary objective of the Black Hive. Mechanoids however managed to adapt to these biological grenades quickly, and thus the Thermadon project was scrapped. Apparently, some of them managed to escape into the wild.
New mechanics and cool things: Incendiary ranged attacks. Just... don't attack this thing if your base is made of wood, mmkay?

And many more! Check the wiki, since the forum has a words limit :)

Wiki

Thanks to Omega and Crimson Knight, this mod has an awesome wiki at https://alpha-animals-rimworld-mod.wikia.com

Issues

There shouldn't be any. Balance is obviously always a concern, although it has been playtested. Feel free to tell me if you think something is too wacky.

Compatibility

Compatible with A Dog Said...
Compatible with the implants from Genetic Rim
Compatible with cloth production in Vegetable Garden Project (VGP)
Compatible with Nature's Pretty Sweet
Compatible with Advanced Biomes
Compatible with Lords of the Rims - Elves (mallorn biome)
Uses Harmony (no need to download)
Uses ModCheck (no need to download)

Credit

Original creature graphics: A_Friend, aka SentientLine
Original implementation and programming: milon, Skullywag and kaptain_kavern
Using the AnimalVariation DLL from AnimalCollabProject
Some sounds by Mike Koenig at http://soundbible.com
Some sounds by Stephan Schutze at http://soundbible.com

Download

Unstable 1.1 version release, can be donwloaded at:
GitHub: https://github.com/juanosarg/AlphaAnimals/releases
Stable 1.0 releases:
GitHub: https://github.com/juanosarg/AlphaAnimals/releases
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1541721856

Changelog

v1.4: Added mod settings to select which animals should or shouldn't appear on the map as wild spawns (18/05/19)
v1.301: Bugfixing and balance tweaks. Full changelog on GitHub (16/05/19)
v1.3: Added five new animals. Bugfixing and balance tweaks. Full changelog on GitHub (16/04/19)
v1.2: Added four new animals. Added compatibility with Advanced Biomes Mod (06/04/19)

...
Title: Re: [1.0] Alpha Animals
Post by: crusader2010 on October 18, 2018, 04:02:04 AM
Thanks for the release! Will it also work properly in B19 without any changes?
Title: Re: [1.0] Alpha Animals
Post by: SargBjornson on October 18, 2018, 04:06:45 AM
Not really! There were some changes to the way pawns appear on the edges of the map, and changes to the Translate function, so the mod was coded directly to release on 1.0
Title: Re: [1.0] Alpha Animals
Post by: AllenWL on October 18, 2018, 05:37:51 AM
..It's here. It's actually here, my god. I haven't been this tempted to abandon an ongoing map since beer was added.
Title: Re: [1.0] Alpha Animals
Post by: SargBjornson on October 18, 2018, 05:39:49 AM
No need to abandon :) Traders will eventually bring some of them to you! And of course some will spawn if the biome fits them
Title: Re: [1.0] Alpha Animals
Post by: AllenWL on October 18, 2018, 05:50:39 AM
No need to abandon :) Traders will eventually bring some of them to you! And of course some will spawn if the biome fits them
You see, I haven't actually moved on to 1.0 yet because I'm still on my A19 base, and since 1.0 doesn't really have many new features or mods I like, I hadn't been planning on moving to 1.0 for a while yet.
This mod is the most convincing reason to move up a version I've had in quite the while.
Title: Re: [1.0] Alpha Animals
Post by: crusader2010 on October 18, 2018, 05:53:08 AM
Will the translation errors and others actually break the mod's functionality if it is loaded on B19? Curious if we should even try it or not.
Title: Re: [1.0] Alpha Animals
Post by: SargBjornson on October 18, 2018, 06:03:47 AM
I think so, yes! It'll make the aerofleets, for example, stay in place and not move :(

I just abandoned my B19 colony, since it will probably be the last one we have to abandon!
Title: Re: [1.0] Alpha Animals
Post by: Roolo on October 18, 2018, 06:17:14 AM
Congratulations on the release! Great work!
Title: Re: [1.0] Alpha Animals
Post by: Madman666 on October 18, 2018, 06:25:01 AM
Looks very interesting. And spiders are so darn cute too. Need to tame some. And taking on hive raids sounds interesting as well. Fine meals for everyone!

Definitely trying it. Congrats on release!
Title: Re: [1.0] Alpha Animals
Post by: Qualle on October 19, 2018, 03:46:36 PM
Want to try this mod but it seems its a bit unbalanced, i found feralisks which i can sell for 2k silver isnt this a bit much? Or are they hard to tame? Can some tell me how balanced you think the mod is and if the black hive faction is balanced?
Which animal do you think are worth taming/killing?
And how can i open the mod options?:)
Title: Re: [1.0] Alpha Animals
Post by: Warforyou on October 19, 2018, 05:57:14 PM
I have nightlings constantly spamming errors at night... Their "rest" level is bouncing between 95 and 100% and they can't attack since they are warming up for their hit forever...
Title: Re: [1.0] Alpha Animals
Post by: SargBjornson on October 20, 2018, 02:13:19 AM
The bouncing is expected, but the attacks interrupting isn't... I'll take a look at it

What errors, by the way? Logs are super useful!

Regarding balance, I left the animal prices that the original author set, but I'll take a careful look at all of them
Title: Re: [1.0] Alpha Animals
Post by: Scarecrow on October 20, 2018, 10:49:37 AM
Gallatross is THICC
Title: Re: [1.0] Alpha Animals
Post by: Morbo513 on October 20, 2018, 01:03:17 PM
I really like the new creatures and the variety they bring. I don't like the Arctic Lion stalking mechanic, and black hive attacks seem to be very frequent. Plus I've had all these except the devilsheep show up in temperate forest, and the Gallatross seems more common than Thrumbos.
One of the more annoying things is that the meat of the various insectoid species are classified differently, so for each cooking stove bill, you need to exclude all of them manually to avoid the negative side of that. Ditto with using that surplus meat for chemfuel production.
Title: Re: [1.0] Alpha Animals
Post by: SargBjornson on October 20, 2018, 03:08:54 PM
Balance is a work in progress, so any feedback from you guys is super useful! Monday is my free day, so I'll roll and update with many little tweaks with your suggestions
Title: Re: [1.0] Alpha Animals
Post by: Eitch on October 21, 2018, 03:09:57 AM
I did notice that when I did dev mod raid test, Black Hive faction would always lose to other faction when using same raid points. So perhaps there are possibility that new insects are slightly overvalued? (Black Hive raids do never retreat unlike human factions, but they also do leave behind tons of jellies)
Title: Re: [1.0] Alpha Animals
Post by: SargBjornson on October 21, 2018, 03:31:42 AM
That's a big possibility! I'll have to do some testing to tweak their values. Thanks!
Title: Re: [1.0] Alpha Animals
Post by: crossomen on October 21, 2018, 06:56:01 AM
I think, i saw Mammoth Worm raid once. Didn't remember much but it show up with hive, is that black hive?
It show up alone and end up bleeding to death after fought with 3 middle grown insect that digging cave near my colony.
There are 3 kind of vanilla insect, Right? i mean a little one, middle one and full grown one.
It death just fight with 3 middle one, isn't it feel too weak for big guy that look like it have high defense?
Title: Re: [1.0] Alpha Animals
Post by: Crow_T on October 21, 2018, 08:45:35 AM
Dang, super bang-up job on the graphics and concepts OP!
Title: Re: [1.0] Alpha Animals
Post by: ptx on October 21, 2018, 11:50:09 AM
It's me again Sarg.

I haven’t play this mod yet, but I’ve peek your races defs.

An on demand patch for Vegetable Garden’s for Blizzarisk, Dunealisk, and Feralisk. Those animals should give hyperweave silk or synthread silk, that can be turned into hyperweave fabric & synthread fabric at the VG’s Loom / Electric Loom. The silks can reuse your Genetic Rim’s spunsilk texture.

Black Hive. I’m glad you give the option to turn it off. My last colony that was destroyed by wave after wave insect raids, was a Combat Extended playtrough. You need steel to create bullets. Steel needs time to mine. Creating bullet also takes time. While insects insta-spawn, then the hive self replicate. Steel is finite, while insects insta-spawn are infinite.
I’ve run out of bullets just to stop the insects from overrunning my colony, so trying to squash a large cave full of replicating hives and insta-spawn adult insects is a no go for early tech colony.

Add the wild animal sex mod, and every other animal either lays egg or gave birth, and takes time to adult. Not insects though, they would still insta-spawn.

A single queen insect that lays numerous egg would be better, at least they would follow the same rule as other animal, birth, juvenile, then adult. The eggs would also functions like a timer, better get ready before those eggs hatches. This would also gives starting colony a chance to squash them early on, if they could kill the queen.

Can you directly command the animals, like your GR’s hybrids. If not, maybe an implant for these feral animals, so they can be directly commanded. On demand if GR is also installed.

I'll definitely will be looking for cactipine and blizzarisk in my next run.  :)
Title: Re: [1.0] Alpha Animals
Post by: vandal on October 22, 2018, 02:36:32 AM
so much attention to detail very good looking
Title: Re: [1.0] Alpha Animals
Post by: SargBjornson on October 22, 2018, 05:35:12 AM
Updated with lots of small bugfixes and balance tweaks! Most of your suggestions and bug reports should be here. If not, tell me! And keep them coming, I alone wouldn't have been able to catch them all:

- Consolidated all insects meat as... well... insect meat
- VGP patch to make Feralisks, Blizzarisks and Dunealisks drop silks that can be used in the looms
- Slightly reduced the commonality of some events
- Arctic Lion is now a predator as it should be
- Aerofleets are now not prey, or they burn the whole map!
- Frostmite corpse digging reduced to 1/4
- Animal prices reduced to bring them in line with vanilla animals.
- Arctic lion will now drop its invisibility if killed in one shot
- Summit Crab won't keep crushing things if downed / unconscious
- Checked Camera+ compatibility, seems to work fine
- Groundrunners mine less often. They are even lazier now! Should mine slightly more often than a hauler creature Hauls.
- Made compatible with [SYR] Bullet Casings
- Fixed TetraSlugs. They were looking for batteries outside map boundaries!
- Megalouse and Mammoth worm now have manipulation, so they should have 62% base hit like all other animals. The Needlepost and TetraSlug will always be shoddy on melee, due to having no limbs, but they have ranged to compensate.
- Cactipines should no longer spawn with player's faction, and their droppods have a lifetime of three days, so they won't endlessly spawn and cook the alive in an enclosed space (this was SO hilarious)
- Groundrunners now have a shorter gestation period.
- Ironhusk beetles have a decent armor rating now, due to iron plates. Not invincible by any means, though. Think tortoises.
- Tweaked needlepost's size to make it drop less leather and meat
- Tweaked needlepost's need for sunlight to avoid them dying so easily
- Slightly increased Black Hive ranged damage. Coupled with Megalouse and Mammoth Worm now being able to... uh... HIT things, the Black Hive raids shouldn't be such a pushover now.
- Tried to fix extremely buggy Nightling nocturnal cycle, Rest bar won't flicker now, and their attacks shouldn't be interrupted often. They might take a nap or two during the night if they are not busy and not hungry, but that's ok.


I'm working now on seeing if I can toggle individual animal spawning. This requires Harmony.
Title: Re: [1.0] Alpha Animals
Post by: ptx on October 22, 2018, 09:10:49 AM
- VGP patch to make Feralisks, Blizzarisks and Dunealisks drop silks that can be used in the looms
...

I'm working now on seeing if I can toggle individual animal spawning. This requires Harmony.

Thanks for the patch and considering to tackle the insect mechanics. A lot of people dislike that mechanics in Rimworld. In the event that thing don’t work out, please release the black hive brood queen anyway, since you most likely already had the queen drawn inside your head (or maybe it’s already a drawn texture?).

And I forgot about the devil sheep, produces RawDevilWool, that has recolored wool texture, but it’s a ResourcesRaw, not a regular wool, and needs the Vegetable Garden’s loom to make the devilstrand fabric.

Thanks Sarg!
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: SargBjornson on October 22, 2018, 09:40:27 AM
Ohhhh, I forgot the devilsheep!

Regarding the queen, I think it won't be necessary! Black Hive hives don't produce any more insects, they are not like the vanilla ones :)

That isn't to say the insect queen concept isn't cool, though ;)
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: SargBjornson on October 22, 2018, 03:05:25 PM
Some new creatures coming next:

(https://i.imgur.com/YmbLmhA.png)(https://i.imgur.com/m7mCbTA.png)(https://i.imgur.com/AK2MBb7.png)(https://i.imgur.com/muPJC0G.png)(https://i.imgur.com/iTLIAQa.png)

These are all based on designs drafted by A_Friend :)
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: Mosser on October 22, 2018, 03:07:05 PM
"Aerofleets are now not prey, or they burn the whole map!"

So THAT's why my boreal map was burning down! XD
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: SargBjornson on October 22, 2018, 03:19:29 PM
Also, barbeques, you shouldn't do barbeques in the forest
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: Eitch on October 22, 2018, 05:30:40 PM
Ooooh. Is that Animus Vox I see? Would be cool to see its mood buff be psionic (as to be affected by psionic sensitivity traits)!
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: SargBjornson on October 22, 2018, 05:44:44 PM
It's the Animus Vox, yeah! It has a psionic nuzzle ability that has a better mood buff than normal pets. RimWorld doesn't have anything psionic in vanilla, does it? Can't recall seeing it
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: Eitch on October 22, 2018, 08:24:30 PM
Pardon, I was confused with psychic. They are similar concept, but still different enough to merit your own interpretation! :)
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: 123nick on October 22, 2018, 10:55:39 PM
have you thought of adding a thing where devil sheep can sometimes cause a minor mental break in nearby colonists? seems like it would with the description it has about it being a bad omen, and not to listen to its whispers :P

also, did the bug with the ferralisk clutch mother eating its own eggs get fixed?
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: viperwasp on October 22, 2018, 11:14:39 PM
Keep it up! This mod is pretty amazing already and will only get better I predict.
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: SargBjornson on October 23, 2018, 02:33:11 AM
also, did the bug with the ferralisk clutch mother eating its own eggs get fixed?

Derp! Missed it! Fixing it on next update, today or tomorrow at the latest :)
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: Fletchawk on October 23, 2018, 04:32:55 PM
Speaking of the clutch mothers, is there a way make it exclude them from self-taming events? I imagine the chances are pretty low on maps with a decent amount of wildlife, but when playing in extreme biomes, they are much more likely to get picked.

Having a clutch mother is pretty op, especially if you have someone to maintain it's tameness. It's basically an infinite and steady supply of insect meat/chitin, which along with your new horde stunning tames, makes survival of raids super easy.

I'm not saying they shouldn't be tamable, just that they shouldn't be able to self tame.

Another thought is, if it's possible, to make it so the 'Charged' eggs always hatch into wild spiders. That way, even if you tame a clutch mother, there's always an aspect of danger of having them around.
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: harpo99999 on October 23, 2018, 05:54:55 PM
where is the download (for non-steamers in particular)???
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: PinkMawile on October 23, 2018, 06:33:30 PM
My only hope is that one day my colonists learn to slaughter Aerofleets without turning into fireballs
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: Eitch on October 23, 2018, 08:10:51 PM
Speaking of the clutch mothers, is there a way make it exclude them from self-taming events? I imagine the chances are pretty low on maps with a decent amount of wildlife, but when playing in extreme biomes, they are much more likely to get picked.

Having a clutch mother is pretty op, especially if you have someone to maintain it's tameness. It's basically an infinite and steady supply of insect meat/chitin, which along with your new horde stunning tames, makes survival of raids super easy.

I'm not saying they shouldn't be tamable, just that they shouldn't be able to self tame.

Another thought is, if it's possible, to make it so the 'Charged' eggs always hatch into wild spiders. That way, even if you tame a clutch mother, there's always an aspect of danger of having them around.
In general I wonder why self-tame event target selection is made randomly without accounting for tameability.
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: Canute on October 24, 2018, 03:42:40 AM
where is the download (for non-steamers in particular)???
At the end of the 2. posting.
I think Sarg should move the download link at the top of the 1. postings.
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: ISO87 on October 24, 2018, 11:15:25 AM
After updating from 1.0.2 to 1.0.4, the textures of the PebbleMit don't appear in game

Quote
Failed to find any texture while constructing Multi(initPath=Things/Pawn/Animal/AA_PebbleMit/AA_Dessicated_PebbleMit, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000)). Filenames have changed; if you are converting an old mod, recommend renaming textures from *_back to *_north, *_side to *_east, and *_front to *_south.
Verse.Log:Error(String, Boolean)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData, List`1)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.GraphicData:GraphicColoredFor(Thing)
Verse.PawnGraphicSet:ResolveAllGraphics()
Verse.Pawn_AgeTracker:<RecalculateLifeStageIndex>m__0()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:ExecuteWhenFinished(Action)
Verse.Pawn_AgeTracker:RecalculateLifeStageIndex()
Verse.Pawn_AgeTracker:get_CurLifeStageIndex()
Verse.Pawn_AgeTracker:get_CurLifeStageRace()
Verse.Pawn_AgeTracker:get_CurLifeStage()
Verse.Pawn:get_BodySize()
RimWorld.Need_Food:get_MaxLevel()
RimWorld.Need:set_CurLevelPercentage(Single)
RimWorld.Need_Food:SetInitialLevel()
RimWorld.Pawn_NeedsTracker:SetInitialLevels()
Verse.PawnGenerator:TryGenerateNewPawnInternal(PawnGenerationRequest&, String&, Boolean, Boolean)
Verse.PawnGenerator:GenerateNewPawnInternal(PawnGenerationRequest&)
Verse.PawnGenerator:GenerateOrRedressPawnInternal(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn_Patch1(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn(PawnKindDef, Faction)
RimWorld.WildAnimalSpawner:SpawnRandomWildAnimalAt(IntVec3)
RimWorld.WildAnimalSpawner:WildAnimalSpawnerTick()
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I checked the folder and the names seems to be correct

Image in the attachment.
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: oali24 on October 24, 2018, 12:18:30 PM
I had a Gallatros self tame, and I wanted to slaughter it, but it doesn't provide very much leather, and it doesn't a horn like the thrumbo, it should drop more leather and a horn or something imo.
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: SargBjornson on October 24, 2018, 12:38:42 PM
After updating from 1.0.2 to 1.0.4, the textures of the PebbleMit don't appear in game

Well, today I learned GitHub isn't case sensitive for image names, which is incredibly stupid. You can redownload it now, it's fixed!

As for the gallatross, it gives 180 leather and 540 meat, I'd say that's already A LOT. It is much better to have it tamed, though. If you can train it, it is a mobile artillery turret
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: ISO87 on October 25, 2018, 03:23:42 AM
You can redownload it now, it's fixed!

Thanks!
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: oali24 on October 25, 2018, 04:55:45 AM
After updating from 1.0.2 to 1.0.4, the textures of the PebbleMit don't appear in game

As for the gallatross, it gives 180 leather and 540 meat, I'd say that's already A LOT. It is much better to have it tamed, though. If you can train it, it is a mobile artillery turret
I understand, its just that it drops 200 more meat but 30 less leather than a thrumbo it should more leather or less meat.
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: Modo44 on October 28, 2018, 05:30:00 PM
Nightlings seem to be killing stuff just to kill, leaving a lot of dead meat to rot. I see a lot of barely touched big game rotting. Is this on purpose, or a bug of some kind?
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: temple_wing on October 29, 2018, 04:09:43 AM
Cactipine yield 0 meat.
Seems missed a base value. Should be 90 X 50% = 45, but it's 0 now.
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: temple_wing on October 29, 2018, 04:17:54 AM
I got a group of manhunting cactipine attack my colony without generated a manhunting warning. So when I know that, they are already at my home.
------------------------------------------------------------------------------
But a got a "strange droppod" event, should I deconstruct that droppod?
Or should I attack that pod from distance?
It's in my map now.
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: qurffe on October 29, 2018, 05:40:45 AM
I got a group of manhunting cactipine attack my colony without generated a manhunting warning. So when I know that, they are already at my home.
------------------------------------------------------------------------------
But a got a "strange droppod" event, should I deconstruct that droppod?
Or should I attack that pod from distance?
It's in my map now.

The pod is creating those manhunting cactpines in set intervals, and should dissapear after few days. No idea what will happen if you try to deconstruct/destroy it.
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: SargBjornson on October 29, 2018, 07:11:28 AM
Regarding nightlings, that wasn't on purpose, but I love it :D

Regarding cactipines, they indeed yield no meat. They can be butchered though to get some vegetable-like meat called "cactus meat".

Regarding the cactipine pod, you can just deconstruct if, or destroy it. It is supposed to be a nuisance rather than a threat. The whole event can be deactivated in the Mod Options if you don't like it. It's almost free vegetables, though ;)
Title: Re: [1.0] Alpha Animals - 1.02 (22/10/18)
Post by: SargBjornson on October 29, 2018, 07:12:15 AM
New batch of bugfixes!

v1.05:

- Implemented Animal Collab Project's AnimalVariations to make the Meadowaves not missbehave
- Added toggles in Mod Options for the cactipine drop pod event and the spider clutchmother events
- Meadowave and Mammoth Worm are now pack beasts
- Fixed A Dog Said compatibility
- Fixed A Dog Said doing weird things like applying a Jaw Implant to ears, for example
- Rebalanced all event types and chances
- Increased Wildpod's wildness to make it less overpowered when tamed early
- Decreased wildpod's blunt defense to 1, so they can't be harmed by bullets, but they will lose health in melee. They still die super fast with fire
- Wildpods and Wildpawns now state in the description that their offspring isn't born tamed (cause spores)
- Wildpods and Wildpawns can now be farmed for small amounts of raw fungus
- Corrected super high needleroll spawn rates. They are on par with Iguanas
- Spider clutchmothers won't eat their children now
- Corpses dug by frostmites will now spawn forbidden
- Toned down the volume and map spread of the grinding sound made by a Summit Crab
- Fixed cactipine droppod building double description
- Fixed bug where Mammoth Worm wasn't eating grass
- Fixed bug where Raptor Shrimp wasn't using arms to attack
Title: Re: [1.0] Alpha Animals - 1.05 (29/10/18)
Post by: agiber on October 29, 2018, 07:26:44 AM
Thank you for this mod!
Title: Re: [1.0] Alpha Animals - 1.05 (29/10/18)
Post by: Ruisuki on October 29, 2018, 09:26:06 PM
is there a b19 version? shout out to the artist gorgeous artwork jesus
Title: Re: [1.0] Alpha Animals - 1.05 (29/10/18)
Post by: SargBjornson on October 30, 2018, 02:39:05 AM
Sorry, I coded everything directly for 1.0!
Title: Re: [1.0] Alpha Animals - 1.05 (29/10/18)
Post by: cyberian on October 30, 2018, 05:04:27 AM
The wildpod change is highly appreciated. I had a manhunter pack of 10 wildpods that I had to wait out. I had only 2 molotovs

I guess next time I can engage because I can club the fire survivers to pieces with warhammers.
Title: Re: [1.0] Alpha Animals - 1.05 (29/10/18)
Post by: SargBjornson on October 30, 2018, 05:09:47 AM
Yeah, the concept was cool, but WAY too OP in practice
Title: Re: [1.0] Alpha Animals - 1.05 (29/10/18)
Post by: SargBjornson on October 31, 2018, 07:25:04 AM
v1.06:

    Added several coat variations to many animals from the mod. Credit goes to Xen and Cucumpear for their awesome work in AnimalCollabProject.
    Added event toggles in Mod Options for Aerofleet migrations, Gallatross migrations and the Summit Crab event.
    Made Needlerolls and Needleposts more resistant to lack of light. They shouldn't die so fast now.
    Made Tetraslugs less hungry, to avoid starvation due to their slow speed.
    Re-balanced leather strengths so they are no longer stronger than hyperweave in some cases (!!!)

Title: Re: [1.0] Alpha Animals - 1.06 (31/10/18)
Post by: jpinard on October 31, 2018, 01:42:05 PM
This mod is INCREDIBLE.  One of the best mods I've ever downloaded.  Have a request and a suggestion.

First the request:  Could you make it so plate armor and helmets could be forged via chitin?  That would be super cool!

There is one big problem with the mod and that's the value of the leather/fur items and their stats.  In any game you'll be forced to kill them.  Because their pelts/leathers are worth so much, just having them shoots your value sky-high.  Raids suddenly become very extreme because of your jump in wealth.  I would ask that the numbers be toned down to be more in line with Vanilla.  They can be better than Vanilla, just not so extreme.

I'd also ask if you could make it so plate armor and helmets could be forged via chitin.  That would be super cool!
Title: Re: [1.0] Alpha Animals - 1.06 (31/10/18)
Post by: SargBjornson on October 31, 2018, 02:57:45 PM
Huh? Leather values are in line with vanilla values... They oscillate between 3 (same as elephant or fox, less than bear) and 4.2 (same as rhinoceros). The exception is gallatross leather at 16, which is more than thrumbo leather at 14, but it is also quite better, and gallatross can kick your ass better than a thrumbo XD
Title: Re: [1.0] Alpha Animals - 1.06 (31/10/18)
Post by: ptx on October 31, 2018, 02:59:27 PM
VGP patch, Blizzarisk, the text says fifteen fabric, while the products are 11.

The slugs. The skeleton texture looks like it’s back shell, I suppose that’s made from a hard material. Don’t you think that would constitute as an armor for the slug. The def says it’s just a slug, with no armor, no back shell.
And how do you speed up the slug anyway, a living generator is a very cool concept, but it’s certainly not made for caravan. ADS won’t help, since it doesn’t have any limbs. Implants for the slug maybe, increase movement speed, armor, and power generation?
Title: Re: [1.0] Alpha Animals - 1.06 (31/10/18)
Post by: SargBjornson on October 31, 2018, 04:17:48 PM
VGP patch, Blizzarisk, the text says fifteen fabric, while the products are 11.

Thanks, changing that in next update!

Regarding the slugs, I want them to be slow, they are slugs :) I can make Genetic Rim make some weird implants for them hehehehe
Title: Re: [1.0] Alpha Animals - 1.06 (31/10/18)
Post by: jpinard on October 31, 2018, 05:03:22 PM
I got this error in my log:

BodyDef AA_Slug has BodyPartRecord of SnakeBody whose children have more coverage than 1.
Title: Re: [1.0] Alpha Animals - 1.06 (31/10/18)
Post by: zizard on October 31, 2018, 05:39:12 PM
I found that the cactipine has underrated combat power compared to vanilla animals. I specify for cactipine because I have not checked for other animals. But perhaps it would be good to generally review the combat power values? They are quite important for manhunter pack size and raid point calculation.
Title: Re: [1.0] Alpha Animals - 1.06 (31/10/18)
Post by: Modo44 on October 31, 2018, 06:41:29 PM
Following the Nightlings, I think it was simply the result of spawning them in groups on game start. Their early hunting cycles are synchronized, so they end up killing way too much. It clears up later.

Also, I am sorry for the poor OG Rimworld predators. Even bears are fodder. Playing on boreal forest maps, it seems like there may be too few herbivores to eat.
Title: Re: [1.0] Alpha Animals - 1.06 (31/10/18)
Post by: Ruisuki on October 31, 2018, 08:10:57 PM
need some Alpha herbivores!
Title: Re: [1.0] Alpha Animals - 1.06 (31/10/18)
Post by: 123nick on November 01, 2018, 11:24:06 AM
Would it be possible to have the animal events be separate from raids instead of acting like a raid type? I heard they did according to someone on the rimworld discord which stops the more threatening raid. Maybe some of the animal events could be made more threatening, like a raid with a tamed enemy gallatros or something
Title: Re: [1.0] Alpha Animals - 1.06 (31/10/18)
Post by: SargBjornson on November 01, 2018, 11:40:39 AM
Right now only the arctic lion attack, the summit crab and the black hive raids are on the ThreatBig category, the other events are Misc
Title: Re: [1.0] Alpha Animals - 1.06 (31/10/18)
Post by: jpinard on November 01, 2018, 12:24:16 PM
Right now only the arctic lion attack, the summit crab and the black hive raids are on the ThreatBig category, the other events are Misc

Are normal human raids classified as ThreatBig too?
Title: Re: [1.0] Alpha Animals - 1.06 (31/10/18)
Post by: Namsan on November 02, 2018, 03:32:30 AM
I think Gallatross should resist psychic shock from psychic shock lance.
It's too anti-climax for me.
Title: Re: [1.0] Alpha Animals - 1.06 (31/10/18)
Post by: Hexwall on November 02, 2018, 12:08:47 PM
Hey, thanks for carrying on the torch with this mod! Quick question, do nightlings need a special condition or whatever to reproduce? I have a female one that says her eggs are at 50% because they need fertilization. Not knowing if a wild male one was gonna shag her I tamed one. It has been, idk, three days? and they havent woohooed yet. Every other animal ive ever had always fuck. Do they need more time?
Title: Re: [1.0] Alpha Animals - 1.06 (31/10/18)
Post by: moonra on November 02, 2018, 01:34:08 PM
I had a Feralisk event in my boreal forest base that was pretty silly, her eggs were all "ruined by temperature", so no swam of spiders in my area and when it got colder [she showed up in Fall] she just left. I'd say either increase her temperature resistance or prevent the event from happening when it's gonna be too cold for her, no idea if that's possible, though. 
Title: Re: [1.0] Alpha Animals - 1.06 (31/10/18)
Post by: jpinard on November 02, 2018, 02:20:26 PM
I had a Feralisk event in my boreal forest base that was pretty silly, her eggs were all "ruined by temperature", so no swam of spiders in my area and when it got colder [she showed up in Fall] she just left. I'd say either increase her temperature resistance or prevent the event from happening when it's gonna be too cold for her, no idea if that's possible, though.

Nah - I think it's good as is.
Title: Re: [1.0] Alpha Animals - 1.06 (31/10/18)
Post by: Hexwall on November 02, 2018, 07:32:32 PM
Hey, thanks for carrying on the torch with this mod! Quick question, do nightlings need a special condition or whatever to reproduce? I have a female one that says her eggs are at 50% because they need fertilization. Not knowing if a wild male one was gonna shag her I tamed one. It has been, idk, three days? and they havent woohooed yet. Every other animal ive ever had always fuck. Do they need more time?

Nvm, they fricked fracked and she laid eggs
Title: Re: [1.0] Alpha Animals - 1.06 (31/10/18)
Post by: Lyca0n on November 02, 2018, 11:17:55 PM
This mod is awesome....Holy tits, it feels so vanilla its amazing
Title: Re: [1.0] Alpha Animals - 1.06 (31/10/18)
Post by: Giraffe on November 03, 2018, 10:54:49 PM
giddyup compatibility would make this a must download
Title: Re: [1.0] Alpha Animals - 1.06 (31/10/18)
Post by: NeoSono on November 04, 2018, 01:03:37 AM
are you sure it isn't? usually giddy up just works.
Title: Re: [1.0] Alpha Animals - 1.06 (31/10/18)
Post by: SargBjornson on November 04, 2018, 03:42:21 AM
giddyup compatibility would make this a must download

All mods work with Giddy-Up!
Title: Re: [1.0] Alpha Animals - 1.06 (31/10/18)
Post by: SargBjornson on November 04, 2018, 03:43:07 AM
New update, 1.07!

v1.07:

    Added two new animals: the Slurrypede, a half-mechanoid creature who consumes organic matter and produces nutrient paste, and the Bumbledrone, a peaceful creature with a very mean venom
    Added new event: Bumbledrone queen migration. Tame this one if you want your own bumbledrone army
    Increased Bouldermit lifespan to be inline with the lore
    Made Gallatross not appear as a manhunter
    Made Gallatross inmune to insanity lance. It pities your puny lance. It eats lances for breakfast. Well, not really, they are too crunchy
    Tweaked the hunger rate of many carnivores to avoid them depelting the ecosystems
    Fixed Slug body type
    Small fix to VGP patch giving incorrect number for hyperweave
    Balanced basic insect chitin, since it was way too powerful still, and it is increasingly easier to obtain as more creatures are added
    Increased minimum refire days of most events so they are not spammed too often
    Changed man and mix temperatures of the Dunealisk and Blizzarisk to avoid a situation where the three types of clutchmother would spawn on the same map, and people were getting their asses kicked in a spiderpocalyse

Title: Re: [1.0] Alpha Animals - 1.07 (04/11/18)
Post by: temple_wing on November 04, 2018, 04:28:27 AM
Would you please remove ".vs" folder from git repo, it's 10M, too big.
Title: Re: [1.0] Alpha Animals - 1.07 (04/11/18)
Post by: SargBjornson on November 04, 2018, 04:55:22 AM
I'm not seeing any .vs folder on GitHub that is 10MB... The only ones I see are inside the DLL sources (vs from Visual Studio, I suppose) and they are all less than 1 MB.

And in any case, 10MB hasn't been a lot of data for a long, looooong time
Title: Re: [1.0] Alpha Animals - 1.07 (04/11/18)
Post by: Canute on November 04, 2018, 05:34:36 AM
temple_wing,
if you didn't notice you can delete the whole Source folder, this isn't needed for the mod, like the name indicate it is the sourcecode to compile the assemblies DLL files.

SargBjornson,
don't forget he is a poor chinese citizen, his evil goverment ban many internet services and i bet he is still using an analog modem to dial into the internet. :-))

Title: Re: [1.0] Alpha Animals - 1.07 (04/11/18)
Post by: Fafn1r on November 04, 2018, 01:33:53 PM
Love it how you are still adding new creatures and combined with Steam Workshop auto update - I see them while playing and I'm like, woah that's cool.

Got some Tetra Slugs last in my previous colony - are they supposed to spawn in deserts? There were like four of them wandering all the time. Two self-tamed, they aren't very good attack animals :D Kept them with batteries and they seemed to generate some power, but their description could be more informative about that.
Title: Re: [1.0] Alpha Animals - 1.06 (31/10/18)
Post by: ptx on November 04, 2018, 07:53:18 PM
v1.07:

    Added two new animals: the Slurrypede, a half-mechanoid creature who consumes organic matter and produces nutrient paste, and the Bumbledrone, a peaceful creature with a very mean venom

so.... my prisoners could be fed from a mechanoid poop now. OK, that's cool.  ;D

Your animal collection lacks Bioluminescence, a.k.a. mobile lamp animals. Attenburough even did a bioluminescence episode. I certainly don't know how much processing power such animal would cost.
Title: Re: [1.0] Alpha Animals - 1.07 (04/11/18)
Post by: temple_wing on November 04, 2018, 09:14:32 PM
https://github.com/juanosarg/AlphaAnimals/tree/master/Source/AlphaBehavioursAndEvents/.vs

https://github.com/juanosarg/AlphaAnimals/tree/master/Source/AnimalRangedVerbsUnlocker/.vs/AlphaAnimalRangeUnlocker

https://github.com/juanosarg/AlphaAnimals/tree/master/Source/NewAnimalSubproducts/.vs

I don't know whether it's my problem. Github is sometimes very slow.
Title: Re: [1.0] Alpha Animals - 1.07 (04/11/18)
Post by: RyanRim on November 05, 2018, 04:14:44 AM
Just got the release, great mod, best animal mod up to date for sure.
Title: Re: [1.0] Alpha Animals - 1.07 (04/11/18)
Post by: luciddreemer on November 09, 2018, 03:34:58 AM
This mod is amazing...Played this pretty casually before installing any new mods other than simple quality of life stuff, so i walk away to get some food and come back to trails of blood all over my base. Was gone a little longer than expected but only no longer than 10m which has always been fine haha normally but one of those overgrown drop pods landed and released those cactipine things lmao and destroyed half my colony and to top it all off i couldnt find the pod for so long lol just a random cactipine every now and then screwing with whoever survived trying to pick up the pieces lol.  GREAT MOD, glad it came with its own unique features with the new animals that way they feel more incorporated not just another thing to shoot for meat/fur with a diff texture. Anyways thanks! haha
Title: Re: [1.0] Alpha Animals - 1.07 (04/11/18)
Post by: Bodog999 on November 09, 2018, 10:39:58 AM
I love this mod, the new events and animals are great fun to use and play with. Although, I do have one minor complaint. The constant looping sound of the Summit Crab is rather annoying since you can hear it basically anywhere on the map. And when you cant afford to spend colonists hunting it due to raids, events, catastrophes, the constantly looping sound gets on your nerves quite quickly. Would it be possible to reduce the sound range of it so it doesn't cover the entire map?
Title: Re: [1.0] Alpha Animals - 1.07 (04/11/18)
Post by: Vintorez on November 11, 2018, 09:21:47 AM
Having a strange issue, I'm playing with the Call of Cthulhu mods for cults and all that, and when training an Animus Vox sometimes it's insanity will jump up by about 35%. Doesn't seem like it's intended but I figured I could get a quicker answer here if there's some kind of sneaky cross compatibility thing going on before I ask around the Cthulu mod forums. I have a save backup where it soon reliably reproduces the issue.
Title: Re: [1.0] Alpha Animals - 1.07 (04/11/18)
Post by: jpinard on November 11, 2018, 04:08:50 PM
If I have a bunch of events disabled at game start, then enable them later.  Will they trigger even though I didn't initially have them running for a while?
Title: Re: [1.0] Alpha Animals - 1.07 (04/11/18)
Post by: SargBjornson on November 12, 2018, 05:09:03 AM
New update!

v1.08:

    Re-added Raptor Shrimp manhunter on tame and damage changes (they were deleted somehow)
    Balanced slurrypede's total paste yield to 10 per day
    Made slurrypede's paste way more disgusting to make them less OP. Prisoners love it, though!
    Frostmites are now carnivores (but not predators) so they can be fed meat to tame them.
    Groundrunners now mine at skill level 10, at the same rate any hauling animal does
    Tetraslug can't be manhunters now (too slow)
    Increased even more clutchmother's wildness to make them less attractive to tame (can't avoid self taming due to how it is coded in vanilla, though)
    Made clutchmother events even slightly less common
    Cactipine droppods now release desert ambrosia if you let the 3 days expire, to give an incentive to not deconstruct them inmediately
    Fixed small typo in Gallatross letter
    Reduced summit crab grinding sound effect even further. Shouldn't be heard more than 1 screen away

If I have a bunch of events disabled at game start, then enable them later.  Will they trigger even though I didn't initially have them running for a while?

Sure, it is a flag that is applied when the event is going to be fired by the game

Having a strange issue, I'm playing with the Call of Cthulhu mods...

No idea... It shouldn't, since it does nothing very out of the ordinary, but mod interaction is unpredictable.

Your animal collection lacks Bioluminescence

I tried, but the game won't render moving lights :(
Title: Re: [1.0] Alpha Animals - 1.07 (04/11/18)
Post by: ptx on November 12, 2018, 05:39:06 AM
Your animal collection lacks Bioluminescence

I tried, but the game won't render moving lights :(

Ask Rikiki, his mining helmet does the trick.
https://github.com/Rikiki123456789/Rimworld/tree/master/MiningCo.%20MiningHelmet/MiningHelmet (https://github.com/Rikiki123456789/Rimworld/tree/master/MiningCo.%20MiningHelmet/MiningHelmet)
Title: Re: [1.0] Alpha Animals - 1.08 (12/11/18)
Post by: SargBjornson on November 12, 2018, 05:46:30 AM
Attaching a transparent, glowing building to an apparel, that's genius. I'll have to see if it can be done directly with a pawn!
Title: Re: [1.0] Alpha Animals - 1.08 (12/11/18)
Post by: Canute on November 12, 2018, 07:12:24 AM
Crystals from the FTL races glow too.
https://github.com/goudaQuiche/LTF_Crystals
Title: Re: [1.0] Alpha Animals - 1.07 (04/11/18)
Post by: jpinard on November 12, 2018, 03:20:30 PM
Your animal collection lacks Bioluminescence

I tried, but the game won't render moving lights :(

Ask Rikiki, his mining helmet does the trick.
https://github.com/Rikiki123456789/Rimworld/tree/master/MiningCo.%20MiningHelmet/MiningHelmet (https://github.com/Rikiki123456789/Rimworld/tree/master/MiningCo.%20MiningHelmet/MiningHelmet)

Be careful.  His mod right now causeS the entire screen to go grey (randomlyJ during event generations.
Title: Re: [1.0] Alpha Animals - 1.08 (12/11/18)
Post by: Ruisuki on November 12, 2018, 04:58:25 PM
back on b18 it made my game lag whenever i turned the light on. Very cool but hoping in 1.0 thats not an issue anymore
Title: Re: [1.0] Alpha Animals - 1.08 (12/11/18)
Post by: FosterKicks on November 12, 2018, 05:19:44 PM
Finally it's back! Thank you, mad lad  ;D
Title: Re: [1.0] Alpha Animals - 1.08 (12/11/18)
Post by: Bodog999 on November 13, 2018, 01:46:18 PM
Quick question, in the changelog it said that the clutchmother is harder to tame now. Although I dont see a tame option button when I select one. Would this be a bug in the mod itself or a weird error with other mods?
Title: Re: [1.0] Alpha Animals - 1.08 (12/11/18)
Post by: Roolo on November 14, 2018, 11:46:33 AM
Hi Sarg.

I finally added the Giddy-up mod extension so you can let specific animals have custom stats when they're used as mount.

In the following example, a Thrumbo is patched so it's twice as fast, has a ridiculous amount of armor when mounted, and has a metal bounce off effect when the armor deflects projectiles when used as mount:

Code: [Select]
<Operation Class="PatchOperationAddModExtension">
<xpath>*/ThingDef[ defName = "Thrumbo"]</xpath>
<value>
<li Class="GiddyUpCore.CustomStatsPatch">
<!--Speed factor. In this example the thrumbo is made twice as fast when used as mount -->
<speedModifier>2.0</speedModifier>
<!--Armor factor. In this example the thrumbo has 10 times the heat/blunt/sharp armor when used as mount, making it completly indistructible -->
<armorModifier>10.0</armorModifier>
<!--Setting useMetalArmor to true, makes the animal's skin have the metal bounce of effect when hit when used as mount -->
<useMetalArmor>true</useMetalArmor>
</li>
</value>
</Operation>

Normally I'm a lot faster when you make requests like this, but I really wanted to get my What the Hack update out first before I'm leaving for a trip for 1 month, during which I won't be able to mod.

The extension doesn't do anything yet in the stats summary dialog, so you can't see the numbers changing (but they do change under the hood). I was a bit too tired to implement that too, but after my holidays I probably have the energy to add that too if you'd really like that. By the way, there's nothing stopping you from integrating into your own mod yourself :), you can also hook into the modextension from your mod to achieve that.

Let me know if you have more requests, or if anything is unclear.
Title: Re: [1.0] Alpha Animals - 1.08 (12/11/18)
Post by: SargBjornson on November 14, 2018, 02:19:32 PM
You are the most awesomenest.

I'll play with it and tell you if I get stuck with something! I'll also have to design some other creature to go along with the Meadowaves :)
Title: Re: [1.0] Alpha Animals - 1.08 (12/11/18)
Post by: Roolo on November 14, 2018, 02:45:33 PM
You are the most awesomenest.

I'll play with it and tell you if I get stuck with something! I'll also have to design some other creature to go along with the Meadowaves :)

Cool, looking forward to what you'll come up with!
By the way, I was going to upload the update to Steam right after I posted my previous message, but something came in between, so I only uploaded it just now. Just in case you were wondering. 
Title: Re: [1.0] Alpha Animals - 1.08 (12/11/18)
Post by: Dragonman558 on November 14, 2018, 04:49:54 PM
What is the tame chance of the gallatross, my tamer has been hours from death about 10 times now, because gallatross goes into manhunter rage every time. Am I just wasting my time? I have the scenario tame chance set to 300%, and my character is level 16 in animals.
Title: Re: [1.0] Alpha Animals - 1.08 (12/11/18)
Post by: Dr_Zhivago on November 14, 2018, 05:27:13 PM
What is the tame chance of the gallatross, my tamer has been hours from death about 10 times now, because gallatross goes into manhunter rage every time. Am I just wasting my time? I have the scenario tame chance set to 300%, and my character is level 16 in animals.

When your tamer fails, there should be a little pop-up above their head that states the chance of success for taming. Probably very low.
Title: Re: [1.0] Alpha Animals - 1.08 (12/11/18)
Post by: ptx on November 14, 2018, 06:24:30 PM
What is the tame chance of the gallatross, my tamer has been hours from death about 10 times now, because gallatross goes into manhunter rage every time. Am I just wasting my time? I have the scenario tame chance set to 300%, and my character is level 16 in animals.

1 Melee guard animal, 1 fast escape animal (horse).
or the Thrumbo beating technique.
Title: Re: [1.0] Alpha Animals - 1.08 (12/11/18)
Post by: Serkith on November 15, 2018, 04:01:51 AM
Hello and thanks for the mod !

I would like to ask you Sarg, what is your favorite animal of the mod ?
And what can we expect from the Raptor Shrimp ? I like to imagine that it's a very large creature, very tall in my game !
My only downside is that the render of the Galatross is a bit.. "too simple" :(
Title: Re: [1.0] Alpha Animals - 1.08 (12/11/18)
Post by: SargBjornson on November 15, 2018, 04:23:17 AM
Yeah, the Gallatross is very conceptual. I think A_Friend drew it that way so that people can project their imagination a bit. Someone said they envision it as a gorilla-like creature. I imagine a fat antelope XDD I tend to draw too much detail in my own creatures (Genetic Rim's, for example), so in Alpha Animals I'm trying to do things in his personal style, more in line with vanilla.

I'd say my favourite is the Wildpod
Title: Re: [1.0] Alpha Animals - 1.08 (12/11/18)
Post by: ptx on November 16, 2018, 05:56:02 AM
So, I was butchering a megaspider that killed my one and only Groundrunner, and it doesn’t drop any leather, while the Feralisk drops chitin. Some free time, and here are some of my suggestions:

Chitin patch for Megascarab, Spelopede, Megaspider. File tested and attached.

Leather_Chitin for Bearscarab, Boombeetle, Chickenspider, Wolfscarab, without LeatherAmount.
Muffalopede should drops muffalopede chitins upon butchered.
Thrumbospider should be given its own leather, since both Thrumbo and Megaspider has their own armor rating. Reusing the muffalopede texture is fine.
All of those creature also need their armor values tweaked, or not, its your call.

Black Scarab, Black Spelopede, Black Spider LeatherAmount need to be removed. Currently, Black Scarab, bodysize 0.3 gives the same chitin as Black Spider, bodysize 1.5.
Mammoth Worm and Mega Louse need to be change to Black Chitin.

Bumbledrone, Frostmite, Mega Louse need armor rating, since their skin is Chitin, which implies some sort of armor protection.

Raptor Shrimp with its armor sharp rating 0.7, has its own leather.
While Ironhusk is given measly Chitin, while having both armor rating 0.75, higher than the Shrimp.
Ironhusk should be given its own leather, Iron Chitin or something.
Ironhusk drops Iron Chitin instead of Steel Chunk, with the same period 3 days.
Iron Chitin is smeltable, 40 Iron Chitin yields 20 Steel. Same yield as now.
No LeatherAmount, since its bodysize is quite the perfect size.

Butchering Raptor Shrimp should also yields 2 raptor blades, add some steel for a tribal sword or two.

That’s all.
Title: Re: [1.0] Alpha Animals - 1.08 (12/11/18)
Post by: Giraffe on December 01, 2018, 01:25:11 AM
Yeah, the Gallatross is very conceptual. I think A_Friend drew it that way so that people can project their imagination a bit. Someone said they envision it as a gorilla-like creature. I imagine a fat antelope XDD..

My first thought when I saw the Galatross was this:

(https://vignette.wikia.nocookie.net/finalfantasy/images/0/02/Alexander_FFXI.jpg/revision/latest/scale-to-width-down/640?cb=20081207055328) (Alexander from the final fantasy series)
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on December 01, 2018, 04:09:18 PM
New update! Added four new animals, and implemented many of ptx's suggestions, as well as bugs reported here and on Steam. Enjoy!

v1.09:

    Added four new creatures: Great Devourer, Overgrown Colossus, Sand Squid and Thermadon
    Added improved Giddy Up compatibility to Meadow Aves and Mammoth Worms. These two creatures are now even better than baseline when mounted.
    To compensate, Meadow Ave total DPS has been reduced
    Added a valuable Gallatross horn, as an incentive to hunt them besides meat and leather for days
    Megalouse now has a little bit of armor
    Megalouse health has been reduced slightly
    Megalouse and Mammoth Worm have Black Chitin leather like other Black Hive members
    Frostmite now has a little bit of armor
    Added Iron Chitin to the Ironhusk Beetle
    Fixed small typo in Summit Crab event letter
    Added two weeks of peace before certain events can happen, to avoid an arctic lion attack on day 2, for example
    Made adult Lockjaws smaller, they were enormous
    Arctic Lion max comfortable temperature is now 10ºC to avoid its event happening on warm climates
    Disgusting nutrient paste from Slurrypedes can now be sold at outlander bases

Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: crusader2010 on December 03, 2018, 11:57:46 AM
Hello. Getting the following error, apparently from this mod. It was there in the previous version too, but haven't noticed it. I'm also using Dinosauria, MegaFauna, Birds&Bees, GeneticRim (+the patch for Dinosauria) and many others. Any ideas?

Code: [Select]
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at AnimalVariations.AnimalMultiSkins.ApplyNewSkin (Int32 index) [0x00000] in <filename unknown>:0
  at AnimalVariations.AnimalMultiSkins.<Tick>b__24_0 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on December 03, 2018, 12:02:19 PM
Which animal is spawning when the error appears? Sounds like a simple typo
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: crusader2010 on December 03, 2018, 12:19:19 PM
Which animal is spawning when the error appears? Sounds like a simple typo

Can't pinpoint it for sure, but I can tell you what animals spawned on the map since there aren't many: Feralisk, Gallatross, many Groundrunners, Raptor Shrimp. There was also an older Aerofleet migration. Don't know how to find out exactly what animal is causing this. Also, I have the Black Hive option unchecked.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on December 03, 2018, 12:51:15 PM
Well, I'm not sure what could be happening, as I have been unable to replicate it: I spawned all animals in the mod, not just those few, and no multiskins gave any problems... Can't fix it if I can reproduce it
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: bigheadzach on December 03, 2018, 01:07:55 PM
Is fertilized sand a brand new terrain type? Does it jive well with any other agriculture/terraforming mods that you know if?
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on December 03, 2018, 01:15:46 PM
It is a new terrain that replaces sand, yeah. Can't say if it will be compatible with other mods, though
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: bigheadzach on December 03, 2018, 01:33:17 PM
It is a new terrain that replaces sand, yeah. Can't say if it will be compatible with other mods, though

I can see it being useful to integrate with Rainbeau's Fertile Fields and/or Vegetable Garden -> Garden Tools as it currently allows fertilizer to be used to create Rich Soil / Plowed Soil. Do the squids just leave a trail of converted sand or is there an actual substance at play? Perhaps a terraforming action which can convert a Fertilized Sand to Sand which produces Fertilizer?

Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: crusader2010 on December 03, 2018, 01:39:22 PM
Well, I'm not sure what could be happening, as I have been unable to replicate it: I spawned all animals in the mod, not just those few, and no multiskins gave any problems... Can't fix it if I can reproduce it

Please let me know how to better debug this :)
Here's the link to the whole log: LOG (https://git.io/fp6dg)

EDIT: there are also some errors related to patching, like below. GeneticRim is generating something similar too.
Code: [Select]
[Alpha Animals] Patch operation Verse.PatchOperationSequence(count=20) failed
file: D:\Games\RimWorld 1.0\Mods\AlphaAnimals\Patches\ADogSaidPatch.xml
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: AtonicX on December 03, 2018, 06:42:28 PM
Maybe remove the ability for Slurrypedes to eat meals. If you really want to cheese it, if you tame a Slurrypede, and it produces NUT Paste™, it can then eat 1 or 2 meals of that NUT Paste™ to make more NUT Paste™. It basically provides for itself and other animals on an infinite scale, as most other animals can eat NUT Paste™. It's a tad bit OP, in my book.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on December 04, 2018, 02:38:02 AM
Well, I'm not sure what could be happening, as I have been unable to replicate it: I spawned all animals in the mod, not just those few, and no multiskins gave any problems... Can't fix it if I can reproduce it

Please let me know how to better debug this :)
Here's the link to the whole log: LOG (https://git.io/fp6dg)

EDIT: there are also some errors related to patching, like below. GeneticRim is generating something similar too.
Code: [Select]
[Alpha Animals] Patch operation Verse.PatchOperationSequence(count=20) failed
file: D:\Games\RimWorld 1.0\Mods\AlphaAnimals\Patches\ADogSaidPatch.xml

Phew, your error log is MESSED UP! The first thing I can find is that Better Sandbags is using an obsolete version of Modcheck, and that might be breaking all compatibility. Remove it or lower it in the load order and I think many errors will disappear
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: crusader2010 on December 04, 2018, 03:23:08 AM
Phew, your error log is MESSED UP! The first thing I can find is that Better Sandbags is using an obsolete version of Modcheck, and that might be breaking all compatibility. Remove it or lower it in the load order and I think many errors will disappear

Yea, i know, haha  ;D I'm trying to sort everything out somehow :) Having ~130 mods is not easy.
For now it did seem to fix a lot of the errors from after loading a saved game, yet starting Rimworld still gives some.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on December 04, 2018, 03:41:11 AM
Post it again and I'll see if I can help!
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: crusader2010 on December 04, 2018, 03:51:41 AM
Post it again and I'll see if I can help!

Here it is: NEW LOG (https://git.io/fpi61)
Thank you very much for your help and the (hopefully not too) wasted time  :D

EDIT: I think removing BetterSandbags was the solution to get rid of all the animal-related errors. It's my mistake for trying to force that mod to work on 1.0 without recompiling it from B18.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on December 04, 2018, 04:02:59 AM
I think the last thing you have is a Giddy Up error, but I don't see Giddy Up in your modlist. Maybe some mod needs it as a requirement? I'd just install it, because it's awesome, and Meadow Aves and Mammoth Worms have integrated mod support for it, too!
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: crusader2010 on December 04, 2018, 04:57:18 AM
I think the last thing you have is a Giddy Up error, but I don't see Giddy Up in your modlist. Maybe some mod needs it as a requirement? I'd just install it, because it's awesome, and Meadow Aves and Mammoth Worms have integrated mod support for it, too!

I think "Trading economy" is the culprit but it's strange since there is no requirement posted. Should I be worried about those float numbers being cast as integers?  ::) Might make some settings useless if it indeed happens. I'm waiting on some answers for ChangeDresser and WeaponStorage since I can't build the latter's storage container no matter what I do.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Canute on December 04, 2018, 05:01:55 AM
crusader2010,
honestly. You should clean up your modlist so no error show up.
Or at last you should get more info's about that mod that cause these error.
Code: [Select]
Could not find a type named WeaponStorage.Building_WeaponStorage
Could not find a type named WeaponStorage.Building_RepairWeaponStorage
Could not find a type named ChangeDresser.DresserJobDriver.JobDriver_ChangeApparelColor
Could not find a type named ChangeDresser.DresserJobDriver.JobDriver_ChangeApparelColorByLayer
Code: [Select]
Could not find type named GiddyUpCore
Something is wrong with these mod installations i think, or does one mod need GiddyUpCore ?

For a succesful gameplay you should have no error's on Rimworld startup.
Or do you think these mod work's correct when they throw out red lines ?


Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: crusader2010 on December 04, 2018, 05:10:11 AM
For a succesful gameplay you should have no error's on Rimworld startup.
Or do you think these mod work's correct when they throw out red lines ?

That's what I'm trying :) already posted in those mods' respective threads. GiddyUp shouldn't be required for anything I believe.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Canute on December 04, 2018, 08:25:58 AM
Since you got these error's on startup, it shouldn't be that hard (just time intensive) to find the mod who cause that.
Alternativ you just could add testwise Giddyup.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: crusader2010 on December 04, 2018, 08:57:58 AM
Since you got these error's on startup, it shouldn't be that hard (just time intensive) to find the mod who cause that.
Alternativ you just could add testwise Giddyup.

When I exit Rimworld I'll try it. Probably gonna need all the sub-mods though (not sure which is needed for everything to work).
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Dr_Zhivago on December 10, 2018, 03:46:40 AM
Hello. I am wondering if there is a way for you to integrate this mod with "Numbers" (https://github.com/Mehni/kNumbers) which is currently taken care of by Mehni.

The animals you introduce must be using a different comp class than "shearable" or "milkable" or what-have-you, because they do not appear on any of the "Numbers" columns.  I have some pictures here of what I mean. (https://imgur.com/a/XFR2RYn) E.G. the "raw mushroom growth" of the "Wildpod" does not appear under "wool growth", "milk fullness", or "egg progress". If the comp classes for your new animals were made in a way that the fungal growth for a "Wildpod" (and every other animal with growths) could be detected by "Numbers" (or any other mod using similar features e.g. "Animal Tab" by Fluffy), then it would be easier to see at-a-glance which animals are close to needing harvest or shearing. This is the section in "Numbers" that allows for animals to appear on the "wool growth" column. (https://github.com/Mehni/kNumbers/blob/master/Numbers/PawnColumnWorkers/PawnColumnWorker_AnimalWoolGrowth.cs)

Anyway, just an idea for better integration with other mods, if possible.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: A Friend on December 15, 2018, 07:16:35 AM
never thought I'd see the day for this thing to finally be out here

good work fellas
y'all did good
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: A Friend on December 15, 2018, 08:11:15 AM
Btw, what program do you use to create new creatures with? But well, whatever it may be. Some tips to recreate things a bit closer to what I did:

- Make outlines thicker looking than the inner ones and/or change the inner lines to a slightly darker color of the animal's
(https://i.imgur.com/bcNdzjU.png)

- Use line tools (or your program's equivalent) to make lines smoother looking.
(https://i.imgur.com/70TAW1s.png)

I think that's main the stuff of it to look vanilla like.
Thicc smooth outlines and minimal detail.

I'm unfortunately too busy working on our own game project to personally help add more to this. But I wish you goodluck with continuing this.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: brucethemoose on December 20, 2018, 09:55:13 PM
Minor bug: "vegetable like" cactus meat can't be used to cook anything. Not sure if this is intentional, or if it's a conflict with the rimcuisine mod.

This is fantastic mod btw.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: TheLunatic889 on December 31, 2018, 12:29:07 PM
Is this compatible with Wild Animal Sex 1.0 by any chance?
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Canute on December 31, 2018, 12:46:39 PM
Ofcouse not,
Wild animal sex work for all animal's not for Alpha one's only.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: TheLunatic889 on December 31, 2018, 01:00:01 PM
aww that's too bad but I guess some of these things would be hard to manage if they bred...
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: LezHuarez on January 09, 2019, 10:00:41 PM
Hi, I recently just installed this mod
There seems to be a bug where the animals do not do any melee damage, but still fire there projectiles
I even tested it by removing all mods except the core and alpha animals and it still there
Seems like only certain animals do this
The ones I seen so far are the Great Devourer, Vox, mostly the recently added animals do this
last Edit, I discovered the mod that causes this. It's the targeting nodes mod causes the animals to not be able to target anything on a pawn
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Beathrus on January 10, 2019, 08:14:39 AM
Oh, RNGesus, its gorgeous!
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: temple_wing on January 17, 2019, 08:34:57 AM
Would you please add support to combat extended?
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: lazuli42 on January 17, 2019, 11:05:25 AM
(https://i.imgur.com/aQS3pUg.jpg)

Holy shit y'all.
I'm about to have an unlimited army of spiders.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: whyareuhere on January 19, 2019, 05:01:55 PM
I can't seem to tame certain animals such as the pebblemit and the bouldermit. WHen I right-click them to try to tame them, it says that it's disabled in mod settings. But when I got to mod settings I can't find any setting to change what to tame! Help??
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Canute on January 19, 2019, 05:23:13 PM
whyareuhere,
i have no issue when i try to tame a pebblemit or bouldermit. I don't get any msg.
And i don't see any option to change the taming at the mod option of AA.
Maybe some other mod you use prevent this.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: asquirrel on January 22, 2019, 11:55:44 AM
Is there a way to control sandsquids to they fertilize the zones I'm already growing crops in?  Thanks!
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: whyareuhere on January 23, 2019, 08:11:21 PM
I uninstalled Alpha Animals and confirmed it to be uninstalled. Then when I start a game with Combat Extended 1.0 the giant snails and the sand squid show up??? Since they aren't in CE, they end up being invincible. Help???
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on January 24, 2019, 02:29:41 AM
Uninstallings mods from a save ALWAYS gives some problems. Nothing can be done about that
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Canute on January 24, 2019, 02:54:14 AM
I uninstalled Alpha Animals and confirmed it to be uninstalled. Then when I start a game with Combat Extended 1.0 the giant snails and the sand squid show up??? Since they aren't in CE, they end up being invincible. Help???
Could you please made this a bit detailed ?
You deactivate the Alpha Animals at the modlist ?
Then activate CE at the modlist ?
Load your old safegame or did you start a new colony ?
Could you maybe provide a logfile made with hugslib ? CTRL-F12 or the green "Share logs" button at the ingame log window.

Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: whyareuhere on January 24, 2019, 02:05:38 PM
Edit: solved! I deleted the Core mod and that seems to work. Interestingly enough, I killed a giant snail before saving and it sill appears on the map without any problems. No problem butchering it too. No animals from the Alpha Animals mod have been seen yet, so I think it's been resolved.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Shadow39344 on January 30, 2019, 10:56:13 PM
I love the mod. Just one little thing i noticed when using "A dog said" is that my tamed Blizzarisk doesn't want his heart replaced with a bionic one. There is no bill option to install it. Other bionic augments work fine.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on January 31, 2019, 07:36:52 AM
I love the mod. Just one little thing i noticed when using "A dog said" is that my tamed Blizzarisk doesn't want his heart replaced with a bionic one. There is no bill option to install it. Other bionic augments work fine.

I'm asking Spoonshortage to see if he changed anything, it was working before, but all insects are refusing hearts now. Genetic Rim implants may be an alternative too
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on January 31, 2019, 01:11:04 PM
Ok, he is fixing it :)
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Shadow39344 on February 01, 2019, 10:09:51 AM
It is fixed. Thanks for your help Sarg!
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Kori on February 01, 2019, 10:29:43 AM
Is the Ranged Animal Framework still required for ranged attacks?
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on February 01, 2019, 10:32:59 AM
The mod includes a slightly modified version of it, so no need to add it to your modlist
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Kori on February 01, 2019, 01:57:24 PM
Okay, thank you! :)
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: ThisIsName on February 03, 2019, 12:30:17 PM
Hey Sarg!
I'm getting errors when using your mod with Dual Wield. Can you take a look at it?
This error popups for spiders and spelopedes.
Code: [Select]
Exception ticking AA_BlackSpelopede270250 (at (46, 0, 142)): System.NullReferenceException: Object reference not set to an instance of an object
at DualWield.Harmony.VerbProperties_AdjustedAccuracy.Postfix (Verse.VerbProperties,Verse.Thing,single&) <0x0002a>
at (wrapper dynamic-method) Verse.VerbProperties.AdjustedAccuracy_Patch2 (object,Verse.VerbProperties/RangeCategory,Verse.Thing) <0x0018d>
at Verse.VerbProperties.GetHitChanceFactor (Verse.Thing,single) <0x0009a>
at Verse.ShotReport.HitReportFor (Verse.Thing,Verse.Verb,Verse.LocalTargetInfo) <0x00248>
at (wrapper dynamic-method) Verse.Verb_LaunchProjectile.TryCastShot_Patch1 (object) <0x008c7>
at (wrapper dynamic-method) Verse.Verb_Shoot.TryCastShot_Patch1 (object) <0x00053>
at (wrapper dynamic-method) Verse.Verb.TryCastNextBurstShot_Patch1 (object) <0x000a3>
at Verse.Verb.WarmupComplete () <0x0003b>
at Verse.Verb_LaunchProjectile.WarmupComplete () <0x00021>
at Verse.Verb_Shoot.WarmupComplete () <0x00023>
at Verse.Stance_Warmup.Expire () <0x00022>
at Verse.Stance_Busy.StanceTick () <0x0002b>
at (wrapper dynamic-method) Verse.Stance_Warmup.StanceTick_Patch1 (object) <0x003bb>
at Verse.Pawn_StanceTracker.StanceTrackerTick () <0x0005d>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch2 (object) <0x00178>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on February 03, 2019, 01:57:59 PM
It will probably give errors with any ranged creature. I'm afraid it is a compatibility with the ranged animal framework, and that has to be fixed on that mod's Harmony patch :(
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Roolo on February 04, 2019, 12:55:06 AM
Hey Sarg!
I'm getting errors when using your mod with Dual Wield. Can you take a look at it?
This error popups for spiders and spelopedes.
Code: [Select]
...

This seems like an issue that's fixed a few versions ago in dual wield. Do you have the latest version of that mod?
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on February 17, 2019, 03:39:17 AM
The Genetic Rim - Alpha Animals patch is UP, get it while it's hot: https://steamcommunity.com/sharedfiles/filedetails/?id=1658356618
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: whyareuhere on February 20, 2019, 12:06:14 AM
It says that it has been removed by the author....
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on February 20, 2019, 01:48:34 AM
Fixed, it is always linked from the first page of this thread, though
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: mcduff on February 21, 2019, 09:44:48 AM
Here's a question:

Some of your animals drop steel chunks/stone etc.

Can this mechanism be used by a mod that wanted to make vanilla animals drop manure periodically, say to incorporate it into Fertile Fields or Bad Hygiene's fertiliser mechanics?
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: whyareuhere on February 22, 2019, 12:50:35 PM
Thanks! Is there anywhere that I can find these compatibility patches without buying Rimworld on Steam?
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on February 22, 2019, 01:15:03 PM
Check out my github, everything is there :)
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: whyareuhere on February 23, 2019, 03:47:58 AM
May I suggest that the chance of slurrypedes appearing in the wild be lowered? I've only survived for 2 years and I already have 4 slurrypedes. Maybe make them as rare as tetraslugs, I make free cash just by having them graze and spit out their disgusting nutrient pastes.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Austupaio on March 08, 2019, 06:17:47 AM
So as I understand it, Alpha Animals primarily causes issues with Zetrith's Multiplayer due to Boulder/Pebble mits spawning chunks. Would it be possible for you to make a patch that disables this behaviour, Sarg?
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on March 08, 2019, 07:12:41 AM
That's weird! Would it be ok if they spawned bricks instead of chunks? Also, is it the only problem with the mod with multiplayer?
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: NixGerit on March 12, 2019, 01:37:22 PM
Hi SargBjornson!

Created an account solely for posting on this thread to thank you for making AlphaAnimals. I absolutely love them (always been a sucker for animals), they make game so much awesome. My favourites are meadow aves (more like meadow awwws), in any colony when I see a trader having the eggs, I get a dozen if I'm in more extreme environment, they have their places alongside the doggos. They're good birds. So colourful, so pretty, so handy. Gotta adore them.
Also, the groundrunner? Marvellous idea, very useful critter. I do have to say that when they mine, the products they mine, for example steel, always drops down as forbidden, maybe it would be great if it was allowed? But nevermind this detail, they're still kickass.
Nightling is very cool too, though he's a nasty bastard when they come in a bunch of dozens in the mood for some manhunting.
And last I want to mention is the sand squid - where the hell did you get the idea for it to slime all over and make desert actually usable? That's just ingenous. Kinda glad they're so rare, I have the urge to use them just for the sheer coolness of the idea.

Keep this on, please, you do awesome stuff, hand-on the best mod around! <3
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: NixGerit on March 12, 2019, 01:42:46 PM
Also - I forgot to mention Gallatross. What a rascal, congrats on making an even nastier Thrumbo, makes it fun to hunt it, though :D Lost couple of colonists to that asshat.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: KozmoD on March 12, 2019, 03:10:12 PM
So I got the mod and was testing some things and...well, the Great Devourer couldnt kill a turkey. In fact, it got killed by one while hunting it.
Is it supposed to be like that?
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on March 12, 2019, 03:15:31 PM
Thanks!

The Groundrunner digging forbidden things is sadly a vanilla mechanic, not easy to fix at all! As for the Sand Squid, I got the idea from an old videogame, Buck Rogers Countdown to Doomsday for the Sega Megadrive. It is a game that defined my childhood :)

Regarding the Great Devourer, it is just basically a glorified sandworm :) It's name is basically tongue in cheek. It tends to eat rats, squirrels and etc pretty quickly, causing ecosystem collapse, but it is dispatched very easily.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: KozmoD on March 12, 2019, 07:28:39 PM
I see! So its a squishy big... cat XD
I thought it would be a little "harder" to kill, since its a sand worm thing, and it looks very scary and sharp, but I guess not.
Thx :D
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Austupaio on March 13, 2019, 05:45:37 AM
That's weird! Would it be ok if they spawned bricks instead of chunks? Also, is it the only problem with the mod with multiplayer?
Sorry for the delayed response.

I think it's not the chunks specifically but the act of spawning them randomly, I believe the multiplayer code isn't capable of recognizing that behavior and causing a desynch because the chunk (or probably any item) will appear for the primary player but not any secondary ones. Also, having played for a number of hours, I have few problems and I believe the mites chunks are the only one. Thanks for the reply.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SergeMalbret on March 17, 2019, 11:42:07 PM
Balance suggestion:

Black Insect Chitin is very strong compared to how cheap and abundant it is: it's arguably better than Devilstrand (which is supposed to be a very high-quality material that is difficult to obtain), and not much worse than the luxurious Thrumbofur, while costing less than Devilstrand. This means that with Black Hive attacks providing a massive supply of Black Insect Chitin, there's almost no reason to grow Devilstrand or to buy any leather from traders that is worse than Thrumbofur.

SharpBluntHeatCost
Thrumbofur2083615014.0
Black Insect Chitin1751001504.2
Devilstrand140363005.5
Insect Chitin112241503.0

The high blunt resistance of Black Insect Chitin makes sense and is flavorful, but imo the extremely high sharp resistance in addition to that pushes it way over the top.
So I would suggest making Black Insect Chitin be somewhere between normal Insect Chitin and Devilstrand in terms of the sharp armor it provides, which would still leave it very strong, but better balanced compared to the other available materials.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: MisterHalt on March 21, 2019, 05:57:53 AM
SharpBluntHeatCost
Thrumbofur2083615014.0
Black Insect Chitin1751001504.2
Devilstrand140363005.5
Insect Chitin112241503.0
Okay that's weird. Some other mod must have changed devilstrand's stats in my game, because the stat screen shows 44%/22%/300% for sharp/blunt/heat. I was wondering why insect chitin seemed so ridiculously strong while being so plentiful (barbslingers spawn a lot on my map). Now I have to work out what mod did that.

On the Black Insect chitin, maybe it needs to be nerfed, but then again they only appear in events, so they're not exactly easily farmable. I guess it depends on how many mods you have that add events I suppose.

Edit: Should have guessed, it's Combat Extended that nerfed devilstrand.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: KozmoD on March 30, 2019, 05:59:03 PM
So I got a question, why are the Black Spiders not tamable? I can tame Mammot Worms and Black Insects alike, but not the Spiders. Is that a feature?

Also, unless Im seeing things, Needleroll seems to have meat, not cactus flesh.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: zazakmazak on March 31, 2019, 10:22:08 AM
So I downloaded the mod and I am very pleased with its content. Though due to my "OCD" I quite dislike having separate types of meat or leather for every animal, its not really an issue, most mods are that way and there isn't really a good way around it (stackXXL and fridges help a lot).

As for thing that bugged me in recent game. So a bouldermite came into my map and I quite happily tamed it, but after a while I must say that it isn't very flavorful to have a random chunk "sheared" every day and having to haul it(not fixable I know). So I tried to see the files and change it for myself but it proved to complicated for me. I wanted to triple the detachment time and amount of chunks (or even quintuple) and then have a small chance of random pile of minerals appear, an incentive to have them tamed, similarly the pebblemits. I also wanted to have random minerals appear when butchered, especially for summit crab. Even if you dont want to add it to the mod, could you advice me how to implement it? Or is it impossible to have random drops from "shearing" and butchering.

Anyway, Im not sure if you really look for suggestions, but if I could ask, it would definitely be more events, especially with more legendary or strange creatures, also world events, one mod gives me sighting of thrumbos so sightings of other creatures you have to travel for would be cool, like pack of manhunter Summit crabs and bouldermites guarding a pile of minerals.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: kaptain_kavern on March 31, 2019, 10:30:17 AM
Oh man, I love what you have done with the mod.

Tons of Congratz !!!
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: temple_wing on April 05, 2019, 04:15:54 AM
My version is : 8c454dd
Code: [Select]
Exception ticking world pawn: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GenGrid.InBounds (Verse.IntVec3,Verse.Map) <0x00015>
at AlphaBehavioursAndEvents.CompGasProducer.CompTick () <0x0021a>
at Verse.ThingWithComps.Tick () <0x0006c>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00095>
at RimWorld.Planet.WorldPawns.WorldPawnsTick () <0x000e6>

Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
RimWorld.Planet.WorldPawns:WorldPawnsTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on April 05, 2019, 04:18:53 AM
Well, obviously :) Don't use unreleased versions! v1.1 should be the latest stable thing. The unreleased versions are full of unfinished things, since I use two different computers to code, and github is the best way to share the code as I work on it.

In case you meant it as a "heads up", thank you!
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Canute on April 05, 2019, 05:21:04 AM
Sarg,
this is the problem how modder handle Github at different way. Many modder don't even release a seperated file and let the player download the master.
Maybe create a special test branch for yourself, to avoid and then push releases into the master.
Or create a folder "_DON'T Download Master !!!" and hope people can read ! :-)
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on April 05, 2019, 05:26:29 AM
The link I have in the first post is to the releases page at Github :)

I understand however that some people might prefer to download the absolute latest thing I have uploaded! And if some people want to help find bugs it's ok too ;)
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Vintorez on April 06, 2019, 06:54:18 PM
Just had a trader come through with an Ocular Jelly for sale and following, not sure if this is intended considering their environmental impact. Speaking of which, is there any reason to want them? The wood from the trees they change seems to be worse in every way except for quicker build times.

Also noticed that there's two Ocular Jelly Meat items when looking through the cooking ingredients tab.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on April 07, 2019, 03:21:02 AM
haha, yeaaaah, I will need to make it exotic to avoid caravans bringing one :)

Regarding meat, all animals that have 0 meat and drop a special meat on butchering still generate a vanilla meat definition. In the list you can also find two aerofleet meats. One is the real meat the creature drops, the blue one. The other is the vanilla meat autogenerated by the game, which should never drop from an aerofleet. It might drop as part of a cargo pod event, though, so I don't want to remove it from the recipe lists.

It's a smal price to pay for blue jellyfish meat!
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Vintorez on April 10, 2019, 06:21:45 PM
Need to add Plant_TallGrass to things Decay Drakes can convert otherwise they're just carnivores in Tropical Swamps, tamed one and couldn't feed it meat or corpses while tamed and nearly had it starve before I went code digging.

Also found that the rotting mounds don't 'grow' into an edible version at night, not sure if this can be changed.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Riddle78 on April 10, 2019, 07:30:26 PM
Just to clarify; Is this compatible with A Dog Said out of the box,or do I need to do any MacGuyvering? Furthermore,which version of A Dog Said? One version relaxes the animal size categories,and the other,which I use,enforces them. IE,you can't stick all the bionics on an iguana.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Canute on April 11, 2019, 02:20:04 AM
Just to clarify, the answer is on Top after all Animals
Quote
Compatibility

Compatible with A Dog Said...
Compatible with the implants from Genetic Rim
Uses Harmony (no need to download)
Uses ModCheck (no need to download)
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Flimflamshabam on April 11, 2019, 02:38:20 AM
I'm greatly torn with this mod, I do like the look of some of the critters but not all of them, its almost 50:50. Why must these decisions be so difficult?!
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: AileTheAlien on April 11, 2019, 02:33:29 PM
Are there any plans to balance this mod? I tried it out around Xmas, and it seemed like every creature in this mod either offered similar resources to a standard creature but for much lesser risk, or they offered resources that were overpowered compared to the base game. (Like, all of the leathers are on par with Thrumbofur, and the Gallatross is a big upgrade.) The creatures themselves are all very interesting, but I feel like they should be a lot more dangerous, rare, and/or have their leathers/products nerfed.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: KozmoD on April 12, 2019, 12:55:54 AM
Or any plans to make Black Spiders/Mega Spiders tamable as well?
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Vintorez on April 12, 2019, 01:10:19 PM
You can probably edit the XML file to make the Black Spider tamable, steam workshop path is steamapps>Workshop>content>294100>1541721856>defs>ThingDefs_Races>Races_Animal_BlackHive

The Black Spider is the last animal defined in the file, look for <wildness>1</wildness> and change it to like 0.95 to match the difficulty with the lesser Black Hive bugs. I take no responsibility for any wonkiness this may or may not cause.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: KozmoD on April 12, 2019, 01:52:08 PM
Thanks! :D I truly appreciate the help.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Vintorez on April 12, 2019, 02:05:17 PM
No problem,  try using Notepad++ if you aren't already, it helps a ton as it lays out files much better than regular notepad. XML files are fairly easy to understand just by reading them and are a good way to help tune most mods to your preferred balance and overcome incompatibilities.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on April 16, 2019, 04:31:11 PM
New version!

I forgot to post here about the 1.2 update, too, so in these past two weeks I have added nine new animals:

(https://i.imgur.com/hsMx3EJ.png)(https://i.imgur.com/ei4qemE.png)(https://i.imgur.com/KxAJ98Q.png)(https://i.imgur.com/tFhR1rv.png)(https://i.imgur.com/Hc9rBCo.png)(https://i.imgur.com/KZKXvPJ.png)(https://i.imgur.com/GqeKPG2.png)(https://i.imgur.com/ptm3Mdy.png)(https://i.imgur.com/6ffEjI3.png)


v1.3:

    Added five new animals:
        Radyak: a peaceful herbivore that grows uranium crystals
        Gigantelope: a muffalo alternative for your caravans, with variable carrying capacity
        Sky eel: weird electric eels that only appear when an asteroid impacts
        Mantrap: an acid spitting carnivorous plant
        Sand Lion: a desert variant of the arctic lion. This one covers itself in clouds of sand
    Added new event: strange asteroid impact. Releases sky eels, and gives access to a weird steel alternative
    Changed name of cactus meat and cactus leather to plant to be more generic and not add 1000 types of similar resources
    Added tall grass to the list of things the decay drake can ferment to avoid them starving on jungles
    Modified the way regeneration works to make it more gradual and less OP (Raptor shrimp still a bitch)
    Changed plural of megalouse to megalice
    Tweaked the way the ocular jelly turns trees into alien trees to preserve growth
    Changed beauty of red alien wood to not be negative, just ugly

Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on April 16, 2019, 04:34:36 PM
Are there any plans to balance this mod? I tried it out around Xmas, and it seemed like every creature in this mod either offered similar resources to a standard creature but for much lesser risk, or they offered resources that were overpowered compared to the base game. (Like, all of the leathers are on par with Thrumbofur, and the Gallatross is a big upgrade.) The creatures themselves are all very interesting, but I feel like they should be a lot more dangerous, rare, and/or have their leathers/products nerfed.

The mod is balanced to my taste now. It adds mechanics that can make the game easier if you master them, but it also adds significantly higher risks than vanilla animals. Also, leathers were balanced a while ago, and only gallatross leather is truly a big upgrade, because I consider if you can tackle a Gallatross, you deserve it.

Of couse, you don't have to agree with my opinion.
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: Canute on April 16, 2019, 04:36:59 PM
How cute, the little white one !! :-)
But i bet he can bite like a agrosaurus ! :-)
Title: Re: [1.0] Alpha Animals - 1.09 (01/12/18)
Post by: SargBjornson on April 16, 2019, 04:45:55 PM
No, it's just a mouse! A cute mouse than splits into three when killed XD
Title: Re: [1.0] Alpha Animals - 1.3 (16/04/19)
Post by: KozmoD on April 16, 2019, 07:27:46 PM
Its amazing to see new animals, more events, mechanics, etc.
But about theses textures... they seem a little... poor quality? The ideas are great, they just look a little less polished then the other ones.
Title: Re: [1.0] Alpha Animals - 1.3 (16/04/19)
Post by: whyareuhere on April 16, 2019, 09:35:21 PM
Thanks for the update of Alpha Animals! Just a question, is there a Combat Extended Patch currently available for this update? Fission mouse is giving an error for melee penetration on Combat Extended.
Title: Re: [1.0] Alpha Animals - 1.3 (16/04/19)
Post by: Canute on April 17, 2019, 02:11:02 AM
*reach KozmoD a big can of polish lotion,pencil and brush*
Do your fate and create better ones ! :-)
Title: Re: [1.0] Alpha Animals - 1.3 (16/04/19)
Post by: SargBjornson on April 17, 2019, 02:34:48 AM
Its amazing to see new animals, more events, mechanics, etc.
But about theses textures... they seem a little... poor quality? The ideas are great, they just look a little less polished then the other ones.

Yeah, like, go away. That's rude. Do it yourself
Title: Re: [1.0] Alpha Animals - 1.3 (16/04/19)
Post by: KozmoD on April 17, 2019, 02:44:53 PM
Im so sorry, I didnt want to sound rude! XD
Its probably just me, but when I compare the theses with old ones, they seem a bit "rushed". The lines arent as clean, they seem tremulous, in some of them.
Still pretty good sprites, dont get me wrong, but the difference is visible.

But still, my bad XD
Title: Re: [1.0] Alpha Animals - 1.3 (16/04/19)
Post by: KozmoD on April 17, 2019, 10:45:15 PM
So... You said to make it better, so I tried XD I kept the overall shape of basically everything.

Rotten Drake: I love it, the only thing that bothered me was the face. It was kinda too small and crowded. I also gave it a bigger belly, animals that eat plants usually have bigger guts and bigger bellies cause of that.

Radyak: His posture was bothering me a lot, it felt broken.

The brown and white thing: Again, tiny, crowded head.

Sand Lion(?): I gave it a shorter face. It looked like a rat before.

The spiky orange thing: I made the spikes/rocks sharper. Fixed its "legs" lines.

Ocular Jelly: Made it less... creepy and more natural. Just gave it more eyes and now they look in all directions, so they arent staring at the player XD

Sky Eel: I remade it entierly. It looks like a blue insect/crustracean leg. Tried to mimic the lighting patterns and made it lightining shape, with elements of Oar fishes.
Title: Re: [1.0] Alpha Animals - 1.3 (16/04/19)
Post by: SargBjornson on April 18, 2019, 03:09:27 AM
Even if I appreciate the effort, I just plainly disagree with many of the changes:


The fact is, the earlier creatures were made by a different artist, and I'm doing my best to adapt his style instead of mine. If I didn't try, I'd just draw creatures in the Genetic Rim style, which is much easier for me, cause it's my style. The changes you suggested don't do much to approach A_Friend's style at all, and therefore I can't follow them at all.

Title: Re: [1.0] Alpha Animals - 1.3 (16/04/19)
Post by: KozmoD on April 18, 2019, 02:28:49 PM
- "The Decay Drake and the Ocular Jelly now look like some sort of weird anime abominations." thats exactly what they are... The changes on them are so little that some people I showed them to, couldnt even notice it. Thats on you, not me.
On top of that, with the eyes like that, the jelly looks like some photoshopped ".exe" terror game. Doesnt fit with the game AT ALL.

- "Removing the tapered lines makes them less vanilla" I strongly disagree. Even tho things like Thrumbo do have those lines, both the original artist and vanilla have clean lines, angles and curves.

- I agree that they are subjective, but, I changed things aiming for vanilla-like textures, taking them as references. Maybe with more info about the creatures, I could understand better what your aiming for in their design.

- My Sky eel at least looks like an animal. Yours looks like a piece of cloth that got cut out from a machine making jeans. That was the worst design you made, by far, and you usually do some good stuff.

And I know that the first things were done by a different artist, and you did a good job with some other textures, but theses arent them. Some of them look 100% out of Genetic Rim. Radyak (the best name ever btw, it took me a while to realise it was a Rad Yak XD) looks like a Muffalo Hare hybrid. With all of it, the "confusing" skeleton features your hybrids usually have. If my suggestions dont fit AA style, yours, right now, doesnt do it either.
Title: Re: [1.0] Alpha Animals - 1.3 (16/04/19)
Post by: SargBjornson on April 18, 2019, 02:37:59 PM
We'll have to agree to disagree. If you don't want this last batch of creatures, you can get past releases on Github
Title: Re: [1.0] Alpha Animals - 1.3 (16/04/19)
Post by: KozmoD on April 18, 2019, 04:27:30 PM
It was fun XD Im still gonna get it, I like the mod in general, even tho your art style dont fit.
Title: Re: [1.0] Alpha Animals - 1.3 (16/04/19)
Post by: Vintorez on April 19, 2019, 02:43:53 PM
Awesome update, I'm curious about the eels.

Have you considered taking a look at the Byakhee from the Rim of Madness - Cults mod? It's a creature that acts as a transport pod, but has been bugged for a while, essentially it can only be used between world tiles that have player colonists already on them both during and after launching, otherwise it ends up being lost as it considers all pawns downed if they're all loaded in it.

They haven't been able to fix it according to a reply I got on their Discord, so it could be an opportunity to help two mod communities at once by creating a similar animal for this mod that could be adapted or patched into the Cults mod as well.
Title: Re: [1.0] Alpha Animals - 1.3 (16/04/19)
Post by: Ruisuki on April 23, 2019, 09:15:34 PM
how does this affect difficulty? is it pretty well balanced?
Title: Re: [1.0] Alpha Animals - 1.3 (16/04/19)
Post by: whyareuhere on April 26, 2019, 02:11:12 PM
Well, I mean Rimworld can kill colonists with mad squirrels. It's pretty balanced, but certain animals are plant hybrids, so they need sunlight or sunlamps to survive with food (or need no food at all). Certain animals such as the Nightling also are nocturnal, and tend to be pretty similar to wargs.

There is the tetra slug, a slug that can charge batteries when it's close to them (it's an AOE effect), so that's useful.
Title: Re: [1.0] Alpha Animals - 1.3 (16/04/19)
Post by: Trunken on May 02, 2019, 09:10:22 AM
Dear Author,
thank you for doing this wonderful mod. Epic Work.
Title: Re: [1.0] Alpha Animals - 1.3 (16/04/19)
Post by: Riddle78 on May 02, 2019, 04:48:39 PM
Figured I'd bring it up here. I did some SCIENCE! regarding landspeed. I compared the Meadow Ave and the Feralisk,as both can be mounted via Giddy Up,and accept A Dog Said bionics.

Hypothesis: The Feralisk,due to having four times the legs of a Meadow Ave,would be as fast as,or faster,than the Meadow Ave after both receive full suites of bionic legs.
Results: Hypothesis incorrect. The Meadow Ave moves slightly faster than the Feralisk when both have full suites of bionic legs. When mounted,the Meadow Ave leaves the Feralisk and its rider in the dust,due to the Meadow Ave's 50% speed bonus while mounted.

I'm pretty sure nothing in the mod can top the Meadow Ave for landspeed while mounted up,especially when given dogmentations augmentations. Except for maybe a human in full Archotech,hopped up on Luciferium and Go-Juice.
Title: Re: [1.0] Alpha Animals - 1.3 (16/04/19)
Post by: brucethemoose on May 02, 2019, 06:07:23 PM
Does this mod add animal spawning to the Outlander faction?

I'm trying to hunt down a mod conflict. There's *some* mod that adds random animal spawns to some of Hospitality's visitor groups, which breaks the groups and throws the exact same error in this GitHub issue someone else made:  https://github.com/OrionFive/Hospitality/issues/238

However, I cross referenced my modlist with Krisocka's and ruled out most of the only ones we have in common (Giddy Up!, Combat Extended and its patches, Animal Logic, More Faction Interaction, A Dog Said). The *only* mod I can't test is Alpha Animals, as my save won't even load when I remove Alpha Animals from the load order. Unfortunately, I can't seem to replicate the issue in a new debug map with the same mod loadout, meaning I haven't been able to pin down Alpha Animals by itself.

EDIT: https://github.com/OrionFive/Hospitality/issues/243


EDIT 2: Got the error in debug mode, and Alpha Animals doesn't appear to be the issue now... Not sure what mod is to blame, but disregard what I said earlier.
Title: Re: [1.0] Alpha Animals - 1.3 (16/04/19)
Post by: Dr_Zhivago on May 06, 2019, 03:19:08 AM
Would you ever consider including on/off toggles for the animals? So one could turn off desired animals from spawning in-game.
Title: Strange drop pod finally gives nothing.
Post by: temple_wing on May 12, 2019, 12:54:53 PM
You said I can wait to see what happens.
Nothing!
It's a cheat!
Please don't do that.
Title: Re: [1.0] Alpha Animals - 1.3 (16/04/19)
Post by: TSB73 on May 12, 2019, 05:33:15 PM

I could do the mod for the old versions, like the b18 or b19
Title: Re: [1.0] Alpha Animals - 1.3 (16/04/19)
Post by: SargBjornson on May 16, 2019, 02:29:00 AM
Would you ever consider including on/off toggles for the animals? So one could turn off desired animals from spawning in-game.

Unfortunately, this is not feasible. I looked into it, and the only way to do it would be using Harmony transpilers, and I don't understand them correctly.

You said I can wait to see what happens.
Nothing!
It's a cheat!
Please don't do that.

What are you talking about?

I could do the mod for the old versions, like the b18 or b19

I don't want to support previous versions.
Title: Re: [1.0] Alpha Animals - 1.301 (16/05/19)
Post by: SargBjornson on May 16, 2019, 02:29:35 AM
Ok, update is here! Fixing all those stupid errors that were popping up, and adding some compat :)

v1.301:

Added compatibility with Lord of the Rims - Elves (mallorn forest biome)
Removed errors caused by Decay Drakes and Ocular Jellies trying to change the map and create gas IN SPACE
Sky Steel should no longer be used to create ancient ruins
Updated the AnimalVariations.dll, since it seems to have been causing some errors
Title: Re: [1.0] Alpha Animals - 1.301 (16/05/19)
Post by: Roolo on May 16, 2019, 05:20:06 AM
Quote
Unfortunately, this is not feasible. I looked into it, and the only way to do it would be using Harmony transpilers, and I don't understand them correctly.

I recommend this tutorial if you want to get into transpilers: https://gist.github.com/pardeike/c02e29f9e030e6a016422ca8a89eefc9. I learned using them thanks to that tutorial. Also, feel free to contact me (preferably through discord or steam) if you need help with creating a transpiler in case you want to try, I'd be happy to help. They take a while to get used to, but once you grasp them, they're a good asset to have when modding.
Title: Re: [1.0] Alpha Animals - 1.301 (16/05/19)
Post by: SargBjornson on May 16, 2019, 05:24:03 AM
You are being a tempting succubus right now and you know it ;)
Title: Re: [1.0] Alpha Animals - 1.301 (16/05/19)
Post by: SargBjornson on May 18, 2019, 10:03:58 AM
I just added a new version of the mod, 1.4:

- Added a new mod settings screen to select which of the creatures will or won't appear on the map as wild spawns. This can be toggled on an individual basis, and will only affect wild spawns (not manhunters, merchants, etc)
- Moved the events settings to a separate mod settings screen

Everyone say "thanks Roolo" for pointing me in the right direction :)
Title: Re: [1.0] Alpha Animals - 1.4 (18/05/19)
Post by: Austupaio on May 19, 2019, 06:25:50 AM
That went from 'I can't' to 'It's done' real quick, nice work.
Title: Re: [1.0] Alpha Animals - 1.4 (18/05/19)
Post by: SargBjornson on May 19, 2019, 07:02:00 AM
I'm a fast learner. I'm lazy as fuck too XD
Title: Re: [1.0] Alpha Animals - 1.4 (18/05/19)
Post by: Canute on May 19, 2019, 09:03:17 AM
I think lazy is a good trait (for you)!!
So we don't need to fear that you want to take control over the world because you are too lazy ! :-)
Nothing worser then a fast learning,clever,mighthungry pawn who want to become president and is maybe a psychopath ! :-)
Title: Re: [1.0] Alpha Animals - 1.4 (18/05/19)
Post by: lobosan on May 28, 2019, 12:47:07 AM
Thanks SargBjornson for your mods!
I especially love the Alpha Animal one - very imaginative and it brings cool new twists to old survival formulas.

The Ocular Jelly infection mechanic reminds me of the bioengineered miasma ecosystem in the Nausicaä manga/anime.  Insects and wind spread toxic fungal spores, which grow into giant fungal forests with even more toxic miasma, which are again guarded by gigantic, gentle isopods (?) that go berserk if the resource rich fungal forest gets cut (harvesting is OK). The climax fungal forest becomes non-toxic and crumbles to fertile soil.

If some of it peaks your interest, how could I help? Have some JS, Pyhton, XML/XSLT experience and coffee money :)
Title: Re: [1.0] Alpha Animals - 1.4 (18/05/19)
Post by: tase on August 19, 2019, 01:32:38 PM
I also have the ApplySkin error some other poster had previously. I have the full log here, it's for the AA_BoulderMit:

Code: [Select]
[AnimalVariations] Loading XML data from: D:\Steam\steamapps\workshop\content\294100\1541721856/Textures/Things/Pawn/Animal/AA_BoulderMit/AA_BoulderMit_SkinSet.xml
Verse.Log:Message(String, Boolean)
AnimalVariations.AnimalMultiSkins:TryLoadSkinSet()
AnimalVariations.AnimalMultiSkins:ApplyNewSkin(Int32)
AnimalVariations.AnimalMultiSkins:<Tick>b__24_0()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at AnimalVariations.AnimalMultiSkins.ApplyNewSkin (Int32 index) [0x00000] in <filename unknown>:0
  at AnimalVariations.AnimalMultiSkins.<Tick>b__24_0 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
Title: Re: [1.0] Alpha Animals - 1.4 (18/05/19)
Post by: SargBjornson on August 20, 2019, 02:30:28 AM
Yeah, unfortunately it's an error with the AnimalVariations .dll. Just ignore it, it's harmless
Title: Re: [1.0] Alpha Animals - 1.4 (18/05/19)
Post by: Chibisuke on August 20, 2019, 02:50:32 AM
crossing both my fingers n toes. Are you migrating to the verb framework Sarg? i saw your post in that post.
Title: Re: [1.0] Alpha Animals - 1.4 (18/05/19)
Post by: SargBjornson on August 20, 2019, 08:28:39 AM
Indeed!
Title: Re: [1.0] Alpha Animals - 1.4 (18/05/19)
Post by: AndrewPMullins7 on September 08, 2019, 10:37:50 AM
How did I acquire Sentient Plant Skin? I am in the desert biome and that skin is absolutely prefect for this biome. I can not seem to find any information on this leather type.

Thanks, A
Title: Re: [1.0] Alpha Animals - 1.4 (18/05/19)
Post by: SargBjornson on September 08, 2019, 02:32:34 PM
Either a Needlepost or a Needleroll!
Title: Re: [1.0] Alpha Animals - 1.4 (18/05/19)
Post by: Tocato on September 09, 2019, 04:38:11 AM
i notice its compatible with a dog said animal prosthetics but given the alphas seem plenty strong how is the balance if i were to add bionics to them?
Title: Re: [1.0] Alpha Animals - 1.4 (18/05/19)
Post by: carpediembr on September 09, 2019, 06:22:33 PM
Which animals are considered a pack animal that can be used in caravans weight system?
Title: Re: [1.0] Alpha Animals - 1.4 (18/05/19)
Post by: Flimflamshabam on November 23, 2019, 06:41:30 PM
I'm having an issue with disabled creatures still spawning into maps. Might be another mod causing some interference, I have animals logic, Vanilla animals overhaul reloaded, and wild animal sex. I think a couple of them have some effect on wild spawning but I don't know if they're just randomly taking an animal from this pack when they decide to spawn something.
Title: Re: [1.0] Alpha Animals - 1.4 (18/05/19)
Post by: SargBjornson on November 24, 2019, 03:40:13 AM
Yeah, peopel have reported it is Wild Animal Sex
Title: Re: [1.0 - 1.1] Alpha Animals - 2.0 (18/02/20)
Post by: SargBjornson on February 18, 2020, 05:28:11 PM
Unstable version (for 1.1) available at GitHub: https://github.com/juanosarg/AlphaAnimals/releases

I'll wait until 1.1 is stable to update it on Steam, since at the moment multiversion support for 1.0 gives a stupid red error due to change of tags in about.xml
Title: Re: [1.0 - 1.1] Alpha Animals - 2.08 (16/03/20)
Post by: Sourceoflife on March 22, 2020, 09:26:58 AM
For some reason in my game, a Charged feralisk egg (fert.) has no nutrition value?? I can't eat it? Anyone seen this before?
It's selectable under "foods" at the cooking stove and wiki says it should have a value of 0.25 nutrition.