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Author Topic: [A15] Animal Hide Working v2.11  (Read 89002 times)

ItchyFlea

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Re: [A14] Animal Hide Working (v2.10)
« Reply #105 on: August 02, 2016, 04:23:39 AM »

I've modified the megascarab to drop leather when butchered and have done a fair amount of testing and the mod and that rug works fine. Perhaps there are other mods that also modify the megascarab, causing the issue you are describing.

If that's the case, you'll have to change the load order so that my mod loads last.
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Serenity

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Re: [A14] Animal Hide Working (v2.10)
« Reply #106 on: August 07, 2016, 03:30:45 PM »

When I noticed that one of my guys dragged in a bear she somehow dead outside I looked forward to a stuffed bear and set the butcher table to exclude it. But no such recipe :(
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tommiethegun

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Re: [A14] Animal Hide Working (v2.10)
« Reply #107 on: August 28, 2016, 10:07:14 PM »

I love the mod, and after using it for a while I kept wanting some small changes. As I'm new to modding, I decided to experiment on the changes myself :) I ran this past Itchy, and he said to go ahead and post my changes here, so here goes:

I wanted the taxidermy to be able to rotate to show face/side/back instead of just rotating the face. I also wanted the rugs to better match their in game animal textures - the existing rugs seem too squared off for the Rimworld universe to me.

So far, the only one i've changed is the Deer taxidermy and rug. Here's the old/new rug side by side:

original deer rug:


new deer rug, made from texture PSDs Tynan posted a while back:


If you'd like to download with the adjusted textures + rotatable deer taxidermy, then the adjusted mod is attached. I'll be slowly updated the rest as I have time.

Thanks Itchy for an awesome mod!

[attachment deleted by admin - too old]
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ItchyFlea

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Re: [A15] Animal Hide Working v2.11
« Reply #108 on: August 28, 2016, 11:28:27 PM »

Updated to Alpha 15
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Serenity

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Re: [A15] Animal Hide Working v2.11
« Reply #109 on: September 17, 2016, 10:35:54 PM »

One thing I've noticed for a while: it seems the stuffed animal are classified as apparel. They show up in the outfit management menu for example.
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kaptain_kavern

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Re: [A15] Animal Hide Working v2.11
« Reply #110 on: October 04, 2016, 11:46:36 AM »

Hi ItchyFlea, do you happen to still develop this mod ?

With Coercion we have mod that add animals to the game (CK - Animal and Plant Pack) and we're kinda thinking about making an add-on to add hunter trophies and things like that. Will it be OK with you if we add similar functionalities as your mods? namely the stuffed animals part (I really don't see how to make it differently than what you've done  8))



One thing I've noticed for a while: it seems the stuffed animal are classified as apparel. They show up in the outfit management menu for example.

I wasn't aware of it but here the explanation in the xml files :

Quote
<ThingDef ParentName="BuildingBaseD" Name="ArtBuildingBase" Abstract="True">
    <thingClass>Building_Art</thingClass>
    <label>stuffed animal</label>
    <description>A stuffed animal.</description>
    <altitudeLayer>Building</altitudeLayer>
    <passability>Impassable</passability>
    <castEdgeShadows>true</castEdgeShadows>
    <useHitPoints>true</useHitPoints>
   <thingCategories>
      <li>Apparel</li> <!-- Because the art category only accepts art with the defName "SculptureAbstract" -->
   </thingCategories>
    <size>(1,1)</size>
    <statBases>
      <MaxHitPoints>150</MaxHitPoints>
      <Flammability>1.0</Flammability>
     <MarketValue>60</MarketValue>
    </statBases>
   <rotatable>true</rotatable>
  </ThingDef>

ItchyFlea

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Re: [A15] Animal Hide Working v2.11
« Reply #111 on: October 04, 2016, 05:29:58 PM »

-snip-
I keep it updated as the game updates. As for adding new animals as they are added to the game, that probably isn't going to happen.
Yes I'm OK with you adding similar features to your mod as what's found in this one. :)
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kaptain_kavern

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Re: [A15] Animal Hide Working v2.11
« Reply #112 on: October 04, 2016, 08:05:27 PM »

Okey dokey. Thx buddy.
I will send you or post here the inevitable add-on for our added animals when it'll be ready ;)

Hydromancerx

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Re: [A15] Animal Hide Working v2.11
« Reply #113 on: June 23, 2017, 05:29:27 PM »

Not sure which thread i should go to for this mod but I wondered if someone could update it.
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