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Messages - Fluffy (l2032)

#1336
Outdated / Re: [A12c] Cats!
August 28, 2015, 03:44:49 PM
Quote from: Shinzy on August 28, 2015, 02:56:01 PM
Quote from: RolandDeschain on August 28, 2015, 01:13:06 PM
EDIT: Make sure they can haul! https://instagram.com/p/31JkX0oGtN/?taken-by=meowcifer_kaleidoscope

also make sure their carry capacity is exactly 1! =P
I'll look into that. I know it's linked to body size, right now my cats can't haul, sorry :P
#1337
Outdated / Re: [A12c] Cats!
August 28, 2015, 05:17:40 AM
Looking at the poll results, that would be awesome! :D
#1338
Outdated / Re: [A12b] Cats!
August 28, 2015, 04:59:14 AM
Quote from: lokidemon on August 28, 2015, 03:02:57 AM
That's an interesting inspiration, I didn't think my outline would be too detailed to look good in-game, but I see I might have been mistaken. I'll do better next time.
I haven't put your textures in game yet, but as far as I'm concerned the outline looks better than my attempts so far - and most of the core stuff ;) That being said, I will probably simplify the face and make the side a bit more abstract to match with core and cats textures so far.
#1339
Outdated / Re: [A12b] Cats!
August 27, 2015, 06:09:49 PM
Forgot to mention; I use https://pixlr.com/editor/ to make all these (it's sort of an on-line photoshop light), which does admirably given that it's a web app. If you open the textures/DomesticCat folder in the mod, there's a bunch of .pxd files next to the .png's the game uses. These can be opened with pixlr, and are my working documents. Feel free to use them as a basis for your own cats!

Take a look at some of the base dog graphics first as inspiration, my first mistake was to focus way too much on getting details right that you won't be able to see ingame anyway. What matters much more is the overall feel of the thing. As you can see, I'm still prone to make that mistake - I am no artist either ;).

[attachment deleted due to age]
#1340
Outdated / Re: [A12b] Cats!
August 27, 2015, 05:50:36 PM
Meet the British Shorthair and Norwegian Forest Cat!



Quote from: lokidemon on August 27, 2015, 02:24:54 PM
Sooo, I'm not an artist, and this is my first texture everrr, but I did what I could.
It's only an outline of a Cornish Rex looking cat, I suppose you could use it for sphynxes or oriental cats. Just add your favorite color.
That looks pretty damn good Loki! Mind if I use that to make a Siamese inspired by https://instagram.com/meowcifer_kaleidoscope/ tomorrow?

Quote from: Ninefinger on August 27, 2015, 02:51:42 PM
My idea for you is that if you do not want to dll mod for whatever reason and are worried about too many kitties, just make 6 domestic kitties that should be enough variety and still be easy enough for breading, but then on top of that you can add Lions, Tigers, and  Cougars and such as wild animals.

Just my 2 cents if it is even worth that. Cheers!
Yeah, that's my backup plan. I've just started looking around in the source, I think I have a pretty good idea what I need to do, but I have no idea how to do it, being completely new to C#. I do have some experience in Python and C++, but so far it's of no help ;).

( I need to provide a JobGiver_Mate that uses a new ThingRequest.ForRace(), which would return all with the same race. The simple solution is to override the core JobGiver, which I think should be safe because all pawns seem to have unique races (my cats however all share DomesticCat). An alternative would be to introduce a new breedGroup tag and somehow implement a search by that. Either way, I have to basically reverse a step in the ThingRequest, select race or breedGroup from the current pawn and then search for pawns that have the same, and I have no idea how to do that, yet. )
#1341
Outdated / Re: [A12] Cats!
August 27, 2015, 04:05:23 AM
Quote from: lokidemon on August 27, 2015, 04:01:35 AM
Dou you suppose you cloud upload a PNG outline of your cats texture and we could fill it in with colors and upload back? If you know what I mean  ???
I know what you mean ;) I was thinking about just that, uploading a generic template so people have a base to create their own. I'ld like breeds to be more than just recolourings of the same though, so some further modifications might be in order. I'll see what I can come up with tonight!
#1342
Outdated / Re: [A12b] Cats!
August 26, 2015, 06:01:39 PM
Meet the European Shorthair!


He's also inspired by Arcade, a domestic shorthair, who's frankly so insanely cute I feel bad about not making a whole mode about him: http://imgur.com/a/pUw2d. Also, shoot out to (almost) black cats and tuxedos!

Finally, I need to figure out how to allow cats to interbreed. Right now, each breed is it's own little clan that doesn't mix with others. That means that if I add too many cats, it might actually get hard to obtain a breeding pair - and we'ld have to do without kittens! If I can somehow manage that all cats can interbreed, there's only my time as a limit on the number of breeds we can have. Sadly, one texture per breed does seem to be a pretty hard limit, so I still can't oblige everyone with their pet in game, sorry!

On a related note, it should be possible to add least at pet names to the generator, so that's something. I'll keep you updated.

Finally, if anyone feels like providing textures, that would be a huge help! Right now I'm spending an evening per feline, which is putting a bit of a dent on my available time for playing the actual game... You'ld get full credit ofcourse!
#1343
Fourth that. In the mean time, I started modding cats.
#1344
Outdated / Re: [A12] Cats!
August 26, 2015, 02:49:18 AM
Quote from: mokonasakura on August 25, 2015, 08:06:01 PM
Everything looks good but one thing I don't like is there "purr" sounds like a wood pecker. Just remove the purr and keep the meow.

Aww, I quite liked that.... Maybe I can fiddle a bit with it so it's more of a background noise. Loving the feedback though, expect more tonight! (23:00 ish, europe time).
#1345
Mods / Re: [Mod request] smoking
August 26, 2015, 02:45:27 AM
There's a mod for that!

"The finer things" if I recall correctly, adds cigarets and cigars, as well as some other stuff. There's also one for weed, if that takes your fancy.

Addictions and health effects are not included.
#1346
I know Z0mbie has been talking about this and something related on the modder slack, it appears to be quite difficult though. I.e.; it's not a question of tweaking some xml, requires C# coding.
#1347


    Domestic Cats

    • Maine Coon, and the miniature version based of my own lovely kitten, Cara.
    • European Shorthair, Tuxedo variety, thanks to AshbornK9, Lokidemon and Gallows.
    • British Shorthair, suggested by Batpeter.
    • Norwegian Forest Cat, thanks to Merlin, and her owner LadyAth.
    • Siamese, inspired by RolandDeschain's kitten, https://instagram.com/meowcifer_kaleidoscope/, and based on textures kindly donated by Lokidemon

    Wild Cats

    • Lion, textures kindly provided by Lokidemon
    • Tiger

    Legendary Cats

    • Feenix, legendary feline-Phoenix hybrid that needs fire to survive. Appears with an incident, very much like a Thrumbo. He survives by burning matter for sustenance, and is likely to start fires. Can be tamed, but be prepared to deal with his unique life cycle. Textures by Lokidemon
    • Icicat, legendary cat icicle that radiates cold wherever it goes. Appears with an incident, and is slightly more docile than the Feenix. Textures by Lokidemon

    Other Stuff

    • Cat BehaviourTM; cats will need to sharpen their claws, will sleep wherever they please (any surface/bed - does not interfere with pawns/normal colony work), and from time to time will go absolute bonkers and run around like crazy.
    • Cat Food, a processed food source for carnivorous animals. 20 catfood can be made from 10 meat and 10 plant material, due to an exorbitant amount of artificial additives the result is more nutritious than the input. Colonists will hate eating it, your meat supply will thank you!
    • Feeding bowl, a small bowl for providing your cats with strategically placed food supplies.
    • Scratching pole, a place for your cats to sharpen their claws. Build one or more to stop your catch scratching up the furniture.




    • Lokidemon - Textures on the Lion, Siamese, Feenix and Icicat.
    • Also a huge thanks to everyone on the RimWorld modding slack for valuable feedback, support, and pointing out my obvious mistakes.



    More wild cats, definitely no more legendary cats - you reading this loki?, crude cat hunting behaviour.



    Mods that modify the base Cooker and Butchery station will likely remove the recipe for cat food. Let me know if/when this occurs and I'll look into it!



    Lion sounds are a bit sparse and rough around the edges.
    Feenix will cause lag if enclosed in a space without any reachable fires or flammable things.
    Cats are unaware of other cats when they decide where to sleep, if two cats choose the same spot, they will overlap. I call it a feature, because it's kindof cute.



    Latest release | All releases | GitHub repository



    The license for all of my mods can be found here.



    [/list]
    A12d_9c - Feenix and Icicat are now a lot tougher (double the health, added armor). Lowered volume of cat calls (hurt, angry and death sounds are unaffected).
    A12d_9b - Lions and Tigers now spawn in the wild (Arid shrubland and Tropical rainforests respectively).
    A12d_9a - Fixed Icicat to no longer die of hypothermia.
    v12d_9 - Icicat, slight tweaks to cat sleeping AI, new naming scheme.
    v0.8 - Cat Behaviour[sup][size=6pt]TM[/size][/sup]
    v0.7 - Feenix!
    v0.6 - Tigers added, female lion texture added. Feeding bowls and scratching poles added.
    v0.5 - Cat food added. Lions spawn in the wild.
    v0.4 - Siamese and Lion added.
    v0.3 - British Shorthair and Norwegian Forest Cat added, verified working with 12c (not that anything changed).
    v0.2 - European Shorthair added. Tweaked purring sound, slightly increased move speed and wildness, slightly reduced petness for all cats.
    v0.1 - initial release[/list]
    #1348
    General Discussion / Re: No cats?
    August 25, 2015, 02:33:53 AM
    Quote from: Songleaves on August 25, 2015, 01:31:52 AM
    I agree about them being too 3 dimensional Jester, Tynan and co wouldn't want to devote the resources to developing an AI that could capture the essence of a cat. Really accurate simulation would probably just confuse the users anyways "Is this a bug? Cat keeps sleeping on cook stove even though a nice animal bed is nearby", "Help! Cat keeps scratching colonists when they attempt the rub pet belly joy activity!".

    While I fully agree that cats cannot accurately be modeled, and their behaviour in game would always be a pale likeness of their real-life mystery, I nevertheless am undertaking an effort to mod cats into the game. I feel having cats in game, even if they are just glorified squirrels, is better than a game spent without cats.

    Quote from: Mr.Cross on August 24, 2015, 08:55:47 PM
    No, Your correct. There are no cats in vanilla rimworld. I saw rumors of a cat mod being discussed here: https://ludeon.com/forums/index.php?topic=15385.0

    And more dog breeds here: https://ludeon.com/forums/index.php?topic=15344.0

    So if any are interested in helping with either of these mods go there and ask to help.
    Yeap, that's me. I'm getting into mod making in my spare time, for now it'll basically just be re-skinned dogs. I plan on adding a number of domestic cats first, some more exotic wildlife cats later, as well as catfood (I might feel magnanimous and also allow dogs to eat that. Probably won't have much choice in the matter anyway).

    Stretch goal is to include some custom interactions, would love to see cats chase squirrels and other small wildlife, and claim workbenches by falling asleep on them, for instance. I have barely begun modding though, and this will likely involve more than just a few xml copy/pastes, so don't hold your breath on these. That is if they're even possible, I havent looked into it yet.
    #1349
    Mods / Re: CATS
    August 24, 2015, 06:13:38 PM
    Started this myself, see https://ludeon.com/forums/index.php?topic=15385.0

    I have my first cat in the game, but it's much too early for a release. See the other post if you want to request specific breeds.
    #1350
    Unfinished / [WIP] [A12] Cats!
    August 24, 2015, 06:11:57 PM
    Planned;
    - Domestic cats (pets, very fluffy) [1% done]
    - Wild cats (lynx, lion, and a few things in between. Ferocious and intelligent. But they will not haul, these are not dogs, felines have dignity. [0% done]
    - Cat food (Cats are carnivorous, which will be a drain on meat. If possible, I'll try and make a recipe using meat and other ingredients to make a sort of synthesized meat. Possibly. No idea - I'm new at this.) [0% done]

    Feel free to request breeds of cats, I'll try and implement a dozen or so to get some variety.