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Author Topic: Community Animal Pack  (Read 30774 times)

SpaceDorf

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Re: Community Animal Pack
« Reply #75 on: September 29, 2017, 08:18:40 AM »

I don't know if this is the right place to ask but..
Does it have a Non-steam download link? It sucks to have to download every mod seperate and keep track of updates.

+1 ...
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Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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CannibarRechter

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Re: Community Animal Pack
« Reply #76 on: September 29, 2017, 08:55:18 AM »

> Does it have a Non-steam download link? It sucks to have to download every mod seperate and keep track of updates.

What I do with Steam mods is subscribe. Go find the mod, and copy it out manually, and unsubscribe. It's a bit of a pain, because the mods are stored as serial#'s, but you can tell by their timestamp which one is new, and you shouldn't have very many.
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CR All Mods and Tools Download Link
CR Total Texture Overhaul : Gives RimWorld a Natural Feel
CR Moddable: make RimWorld more moddable.
CR CompFX: display dynamic effects over RimWorld objects

hendrikpfaff

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Re: Community Animal Pack
« Reply #77 on: September 29, 2017, 05:51:24 PM »

> Does it have a Non-steam download link? It sucks to have to download every mod seperate and keep track of updates.

What I do with Steam mods is subscribe. Go find the mod, and copy it out manually, and unsubscribe. It's a bit of a pain, because the mods are stored as serial#'s, but you can tell by their timestamp which one is new, and you shouldn't have very many.
I play with 129 mods so.. that would be a pain in the ass..
Just 1 link with all the animals in it from the pack just like the steam one, would be apriciated.
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cucumpear

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Re: Community Animal Pack
« Reply #78 on: September 30, 2017, 05:51:50 AM »

https://github.com/XenEmpireAdmin/AnimalCollabProjectA17

I did link it in the discussions, but only Xen can edit the actual description on Steam.
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This person might poke around in Def folders more than is healthy.
https://github.com/cucumpear

hendrikpfaff

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Re: Community Animal Pack
« Reply #79 on: September 30, 2017, 07:40:21 AM »

https://github.com/XenEmpireAdmin/AnimalCollabProjectA17

I did link it in the discussions, but only Xen can edit the actual description on Steam.
<3
Edit:
Can I also get the ADS patch? XD
« Last Edit: September 30, 2017, 12:53:15 PM by hendrikpfaff »
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lukamas

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Re: Community Animal Pack
« Reply #80 on: October 01, 2017, 10:59:17 AM »

Hi, I am interested in contributing to this project, if thats cool with you guys, I have some awesome ideas for animals in this mod. I can texture, and code.
« Last Edit: October 01, 2017, 11:04:59 AM by lukamas »
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SpaceDorf

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Re: Community Animal Pack
« Reply #81 on: October 01, 2017, 11:33:17 AM »

What I do with Steam mods is subscribe. Go find the mod, and copy it out manually, and unsubscribe. It's a bit of a pain, because the mods are stored as serial#'s, but you can tell by their timestamp which one is new, and you shouldn't have very many.

But I have to start Steam for this, which is against my religion.
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Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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kubolek01

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Re: Community Animal Pack
« Reply #82 on: October 02, 2017, 01:48:30 AM »

What I do with Steam mods is subscribe. Go find the mod, and copy it out manually, and unsubscribe. It's a bit of a pain, because the mods are stored as serial#'s, but you can tell by their timestamp which one is new, and you shouldn't have very many.

But I have to start Steam for this, which is against my religion.
Erm... Are you insane or just got a pistol bullet in your head?
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SpaceDorf

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Re: Community Animal Pack
« Reply #83 on: October 02, 2017, 05:10:39 AM »

But I have to start Steam for this, which is against my religion.
Erm... Are you insane or just got a pistol bullet in your head?

You have your made up believe system, I have mine ;D

The word religion is just more accepted by the general public.
It's the same with "good morning" and "shut up and die".
You mean one thing, but say something completely different.  ;D
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Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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hendrikpfaff

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Re: Community Animal Pack
« Reply #84 on: October 03, 2017, 02:15:45 PM »

But I have to start Steam for this, which is against my religion.
Erm... Are you insane or just got a pistol bullet in your head?

You have your made up believe system, I have mine ;D

The word religion is just more accepted by the general public.
It's the same with "good morning" and "shut up and die".
You mean one thing, but say something completely different.  ;D
Now I keep thinking about what you just said.. Thx for cracking my brain.. o_O
« Last Edit: October 03, 2017, 02:17:37 PM by hendrikpfaff »
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SpaceDorf

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Re: Community Animal Pack
« Reply #85 on: October 03, 2017, 04:45:28 PM »

Now I keep thinking about what you just said.. Thx for cracking my brain.. o_O

Relax, the Flying Spaghetti Monster boiled for our sins,
just let yourself be calmed by it's noodly appendages.
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Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Harry_Dicks

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Re: Community Animal Pack
« Reply #86 on: January 05, 2018, 01:53:22 PM »

It would be really cool if we could get just the horse pack, that's all I want to use with Giddy-Up and it's submod Battle Mounts.
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Call me Arty

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Re: Community Animal Pack
« Reply #87 on: March 28, 2018, 02:17:08 AM »

 May I request a mod setting, patch, or even maybe a small side-mod that cuts the more fantastical creatures from the game?

 Don't get me wrong, I love the mod. Sheep help fulfill the pantheon of standard farm animals (along with the cows and chickens), and the various other critters really help add flavor by almost doubling the current variety of creatures. I just have an issue specifically with the Direwolves, Xenguanas, and the Ancient Dire Wolves. Alpha predators such as tigers and bears can be fun, but they usually aren't an issue for mid-game pawns after already tearing apart each and every other alpha predator on the entire map. Additionally, they saw away at the thin thread of believability that's already strained by Thrumbos, the preexisting ancient and mystical creature that can royally wreck rumps.

 Small complaint, I know, and I'm only speaking on behalf of myself when I say it'd be a nice thing to add. Nonetheless, it would be highly appreciated for the players who have yet to add things like a race of cat-people and wizards to the game.
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Why are you focusing on having a personal life rather than updating a mod that you're not paid to work on?

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Saebbi

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Re: Community Animal Pack
« Reply #88 on: March 29, 2018, 02:25:22 PM »

I made a Combat Extended Patch for this mod, it can be found on my github at: https://github.com/Saebbi/Animal-Collab-CE-Patch
Please report any issues.
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coldcell

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Re: Community Animal Pack
« Reply #89 on: April 09, 2018, 02:58:14 PM »

http://steamcommunity.com/profiles/76561197992399296/myworkshopfiles/?appid=294100

I have a few other animals I haven't released yet. Most are colorshifted variants of existing animals, a couple have original assets.

Xen, will you update the AnimalCollabProj files on your github? The one in Steam is updated much recently compared to github's.

Thanks!
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