Community Animal Pack

Started by Hydromancerx, February 13, 2017, 09:09:04 PM

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The-Eroks

What sort of permissions are associated with this project?

In particular, can it be included in mod packs?

Kowaichi

Hello , I would like to share few ideas of mine for diversity. one is a savage boar or like Bulldrome ( from MH ) and a Armored Dragon which is unfinished.

[attachment deleted due to age]

The-Eroks

Those are great looking drawings. You should get on the discord, they have a great community of other artists which could help you finish them/give you feedback  :)

ifyy__

Quote from: Saebbi 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.

The animalcollabproj mod from github and steam are the same. The ce patch has Races_Animal_Bugs.xml which the base mod doesn't have. The base mod doesn't have attacks for ACPBlackBear. The base mod also has Races_Animal_DomesticRabbit.xml and Races_Animal_Goose.xml which the patch doesn't have.

Mightycucumber

#94
Hello, I just installed this mod, and I stumbled upon a problem: for some reason animals like Badgers, Chipmunks, jackalopes and others aren't recognisable as being butcherable by my colonists. Is this a known bug, or might it be a mod incompatibility? (Since I'm also running a mod that yields ibex and deer horns).

Thanks in advance for the response. ;)

EDIT: tried adding this mod to an unmodded save and spawning the new animals in dev mode - still not butchering these new animals. Am I doing something wrong? (using beta18). Should  I try using the standalone versions provided in the first post instead of the animal pack bundle? Help would be greatly appreciated, as I fell in love with this mod and all the depth it adds to the different biomes.

EDIT 2: Found out I had to reasign the bills from scratch. *Phew* The joys of checking out known bugs on the steam page.  ;)  Sorry to bother!

evilcats

I've made the update so it works on 1.0.0, had to disable spirit wolves for texture issues, dll is updated. Had to simplify a bunch of bodys/body parts, but original authors can add those back in at somepoint. Otherwise enjoy!
I had to have horses, but thought I may as well do the rest of them.
github: https://github.com/onesmallcoin/AnimalCollabProject/
steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1444853494

AllisonIsLivid

#96
This mod adds so much LIFE to rimworld, I still find myself scanning the wilderness of every new map (and my colony, occasionally) just to see what critters are hanging around, and how they're doing! For real, two honey badgers can get into a lot of trouble, and eat an entire insect hive.

I was inspired to try my hand at creating my own creatures, and while I'm not much of an artist, this mod has given me a huge amount of reference material, both in textures and code. I apologize if this is the wrong place to ask for advice, but I figured it's your team's code I'm trying to work with, so you'd know best.

I am trying to see if I can add a few variants to the base game cat, and some new critters with phenotype variations. I'm trying to use the munchkin cats as a template, and I think I have everything right, but I'm having trouble implementing the *_Skinset file. I thought I had a case match issue with the file path, but as far as I can tell, I don't. I'm assuming that the AnimalVariations.dll directs the def to look at the *skinset, but if so, I don't know what it is, or how to implement it. I can't read the .dll, and placing a copy in an assemblies folder in my test mod didn't fix the issue. So I guess I'm just out of ideas and hoping one of you can clarify what I'm doing wrong.\

Edit: I'm at least half an idiot. Part of the problem was that I was loading a save with the test critters already spawned on the map, so of course if I changed the texture path, they would error. I spawned new ones with my latest changes in place and the new ones worked fine. Problem though is that I set up three variants, but there is a phantom fourth variant that spawns as a big pink square, just like the broken ones from the save file. Even if I start a fresh colony and spawn them in, about 1/4 show up as pink squares, even though all the other three options work, and are actually defined. So I don't know what that's about, but I assume the mod is somehow calling a broken image from when there was only one placeholder texture, which has since been deleted.

Edit 2: I solved it. I did have everything in the right place, but what I failed to notice is that in your texture folders, there is still a crittername_front/back/side and I didn't have that, so my mod was trying to pull a non existent basic texture to fill that slot. I renamed one of my variants, and removed an entry from my *_skinset xml, and it's all good now. Seriously, this mod is great! I'm learning so much from it!
Living in the past, I think if I remember that I'll forget this. I know you will.

TheEisbaer

Quote from: evilcats on July 19, 2018, 12:54:43 AM
I've made the update so it works on 1.0.0, had to disable spirit wolves for texture issues, dll is updated. Had to simplify a bunch of bodys/body parts, but original authors can add those back in at somepoint. Otherwise enjoy!
I had to have horses, but thought I may as well do the rest of them.
github: https://github.com/onesmallcoin/AnimalCollabProject/
steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1444853494

Hi there,

when an animal dies and rots it shows just a pink square:
https://imgur.com/nI3DkGf

Any way to fix this? Thanks

Dijkstra

im getting a ton of errors with this mod. it even messed up my world generation. i was able to generate a world only after i disabled this mod. does anyone know what the issue might be?

LordHelmchen

Is there, or will there be, a version for 1.1 with A Dog Said compatibilty ?