Ludeon Forums

Ludeon Forums

  • June 29, 2022, 06:15:11 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: [1.3] [KV] Animal Costumes [ModSync RW]  (Read 14308 times)

Kiame

  • Planetologist
  • ****
  • Posts: 1541
  • Refugee
    • View Profile
[1.3] [KV] Animal Costumes [ModSync RW]
« on: October 23, 2017, 04:27:49 AM »

Just in time for Halloween: Animal Costumes!

Included are Ears, Tails, and Hooded Costumes of Tanooki, Cats, and Dogs.

Consider using Change Dresser - https://ludeon.com/forums/index.php?topic=35632.0 - for custom colorations and quick gear switching!

Each accessory/costume imbues the wearer with aspects of the animal.
The Tanooki is sly and wise - bonuses to work-related tasks like research, growing, crafting and negative combat stats.
The cat is agile a fierce - bonus to melee combat and negative ranged combat.
The dog is loyal and ready to retrieve the kill (still working on this description...) - bonus to ranged combat and negative melee combat.

The tails and ears give small bonuses - 1% in most cases - whereas the costume and hood give larger bonuses - 5% in most cases.

4 new research tasks.
-Animal Tails and Ears: Requires Complex Clothing. Allows crafting of Tanooki Ears and Tails.
-Combat Animal Tails and Ears: Requires Machining and Animal Tails and Ears. Allows crafting of Cat/Dog Ears and Tails - these have roughly the same armor as plate helm and plate armor with the addition of small stat bonuses.
-Animal Costumes: Requires Animal Tails and Ears and Microelectronics. Allows crafting of Tanooki Costume and Hood.
-Combat Animal Costumes: Requires Animal Costumes, Combat Animal Tails and Ears, and Powered Armor. Allows crafting of Cat/Dog Ears and Tails - these have roughly the same armor as power helm and power armor with the addition of stat bonuses.

For Cat/Dog armor, cat armor has equal protection from blunt and sharp whereas dog armor has higher sharp protection and lower blunt. In all cases the sum of the two (sharp+blunt) are the same between cat, dog, and the armor which they are comparable to (armored helm/chest or power helm/armor)

Make sure to farm cotton as these do require large amounts of leather/cotton to make.

Undergarment - unlocked with "Animal Costumes" research - is apparel with the slightly better protection than a t-shirt (it covers both shirt and legs). This was added to get more freedom with color combinations.

AI Raiders from Tribal and Outlander groups will uses these.

Do not use with Animal Ears - https://ludeon.com/forums/index.php?topic=34958.0. Please disable that mod prior to loading this one.

P.S. Yes the actual name of the animal is Tanuki (not Tanooki) which is a Japanese raccoon dog. This is homage to SMB3.


Direct Download:
Required Mod: Hediff Apparel

Animal Costumes Download: 1.3

Steam

Other Versions:
A17
B18
B19
1.0
1.2

Use ModSync RW to know if/when there's an update




Like my mods? Consider supporting me!








Thanks to 斯坦石 for the "My Cute Ear" mod from which the ears came from (with permission) - http://steamcommunity.com/sharedfiles/filedetails/?id=931408176


« Last Edit: July 12, 2021, 12:34:38 AM by Kiame »
Logged

Canute

  • Transcendent
  • *****
  • Posts: 9999
  • Refugee
    • View Profile
Re: [A17] Animal Costumes
« Reply #1 on: October 23, 2017, 04:53:43 AM »

DAMN, and i though you finaly found a way to give costumes to the animals ! :-(

Kiame

  • Planetologist
  • ****
  • Posts: 1541
  • Refugee
    • View Profile
Re: [A17] Animal Costumes
« Reply #2 on: October 23, 2017, 11:08:49 AM »

Nope, not costumes for animals  :P
Logged

SpaceDorf

  • Transcendent
  • *****
  • Posts: 4083
  • Secretly Captain Obvious
    • View Profile
Re: [A17] Animal Costumes
« Reply #3 on: October 23, 2017, 11:44:31 AM »

Could this be done with implants ?
Logged
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

Kiame

  • Planetologist
  • ****
  • Posts: 1541
  • Refugee
    • View Profile
Re: [A17] Animal Costumes
« Reply #4 on: October 23, 2017, 12:39:46 PM »

Could this be done with implants ?

In what regards? The stat boosts (probably, haven't looked into implants tbh) or the ears/tails (probably not (at least it's not trivial) as implants are not part of the pawn rendering)
Logged

SpaceDorf

  • Transcendent
  • *****
  • Posts: 4083
  • Secretly Captain Obvious
    • View Profile
Re: [A17] Animal Costumes
« Reply #5 on: October 23, 2017, 01:11:49 PM »

I thought, that maybe you could call on another texture with the hediff .. to bad :-(


but I know who can :

Features
  - At this moment, 4 different animals (Beefalos, Rabbits, Hounds and Volt Goats)
  - High resolution graphics, additionally modified to better fit the Rimworld's graphical style
  - Separate contextual texture sets, e.g. for sheared beefalos and freezing rabbits as well as for sleeping animals
  - Customized rabbit AI

https://ludeon.com/forums/index.php?topic=28641.0
« Last Edit: October 23, 2017, 01:15:21 PM by SpaceDorf »
Logged
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

Kiame

  • Planetologist
  • ****
  • Posts: 1541
  • Refugee
    • View Profile
Re: [B18] [KV] Animal Costumes [ModSync]
« Reply #6 on: June 21, 2018, 03:35:08 AM »

« Last Edit: June 21, 2018, 03:39:35 AM by Kiame »
Logged

Kiame

  • Planetologist
  • ****
  • Posts: 1541
  • Refugee
    • View Profile
Re: [1.1] [KV] Animal Costumes [ModSync RW]
« Reply #7 on: October 18, 2018, 01:23:14 AM »

Updated for 1.1
« Last Edit: March 20, 2020, 01:53:09 AM by Kiame »
Logged

Kiame

  • Planetologist
  • ****
  • Posts: 1541
  • Refugee
    • View Profile
Re: [1.1] [KV] Animal Costumes [ModSync RW]
« Reply #8 on: March 20, 2020, 01:52:43 AM »

Update:
- Added Royal animal ears (noble) and royal hood + costume (royal)
- Animal Costumes research now has its own tab
- Fixed an issue with inspecting cat body and tail
Logged

Kiame

  • Planetologist
  • ****
  • Posts: 1541
  • Refugee
    • View Profile
Re: [1.1] [KV] Animal Costumes [ModSync RW]
« Reply #9 on: March 23, 2020, 03:47:45 AM »

Update:

Added more noble/royal tanooki costumes:

- Noble Tanooki ears/tuques are Tier 2
- Noble Tanooki Undergarment is Tier 2
- Noble Tanooki hood is Tier 5
- Noble Tanooki Costume is Tier 5

- Royal Tanooki ears/tuques is Tier 5
- Royal Tanooki Undergarment is Tier 5
- Royal Tanooki hood is Tier 7
- Royal Tanooki Costume is Tier 7

The Noble pieces have leaves as the distinction - as these have more the tribal feel - whereas the Royal pieces will have gems adorning them.
Logged

Kiame

  • Planetologist
  • ****
  • Posts: 1541
  • Refugee
    • View Profile
Re: [1.2] [KV] Animal Costumes [ModSync RW]
« Reply #10 on: August 14, 2020, 12:14:08 AM »

Updated for 1.2 - https://github.com/KiameV/rimworld-animalcostumes/releases/download/current/AnimalCostumes.zip

Cat tail and Cat Costume now allow the wearer to "leap" at their target at the cost of 5% of the pawn's energy (rest). Due to this new addition, this mod requires the dlc Royalty.
Logged