[1.0 - 1.1] Alpha Animals - 2.08 (16/03/20)

Started by SargBjornson, October 18, 2018, 03:28:58 AM

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SargBjornson


So, it is finally released!

Alpha Animals is a mod adding awesome creatures to the game. They were drawn by A_Friend, aka SentientLine and coded by milon, Skullywag and kaptain_kavern, but the mod wasn't kept updated mainly due to RimWorld updates constantly messing up with certain features of the mod (original thread: https://ludeon.com/forums/index.php?topic=17087.0)

Well, since I have experience with Genetic Rim and some spare time, I asked Skullywag for permission to take care of the mod, to see if A_Friend's creations could finally see release in 1.0.

The challenge was that A_Friend envisioned his creatures as adding something new to the game beyond purely the animal's graphics, so I tried to add new concepts and mechanics that make every creature unique, as well as a great threat or opportunity if properly exploited.

Without further ado, here are the beasts!

Implemented creatures

Aerofleet for Non-extreme biomes

A small, floating gelatinous creature. Propelled by the hydrogen it collects from water and various plant matter, these squishy creatures wander the lands, aimlessly bouncing off objects in their path.
One of the few rare creatures around here that strangely isn't out for human blood. Well, isn't that nice?
Aerofleets are genderless, and reproduce by strobilation, a form of asexual reproduction.

New mechanics and cool things: Asexual reproduction, Event (colossal aerofleet passing by, similar to Thrumbo migration), Explodes on death, custom blue meat (this last thing is SUPER game changing. It's BLUE!!!).

Arctic Lion for Cold Biomes

These large descendants of the now almost extinct lion were specifically engineered as ambush units by the navy for extreme low temp environments. Its fur is prized throughout the black market for its unique light reflecting ability and its tough leather provides surprisingly high thermal insulation.
Even though its danger and capabilities are common knowledge; many still attempt to bag its head. Those who try usually end up losing theirs.

New mechanics and cool things: Event (A stealthed Arctic Lion stalks your colonists)

Barbslinger for Arid Biomes

A large genetically-modified scorpion. Unrelated to the insectoid species, no one really knows where they came from. But judging by its capability to rip apart living things within reach and shish kebab those outside of it; it's no stranger to combat.
New mechanics and cool things: Venomous creature with a ranged attack that throws barbs

Blizzarisk for Cold Biomes

Someone once thought that creating supersized spiders for hyperweave-webs production was a good idea. Their home planet is now reduced to a Marble World; a world completely purged by atomic fire. The Blizzarisk is a mutant variation of the Feralisk that has adapted to extremely cold climates.
Blizzarisks attack by throwing spider webs at their prey. These huge webs both stun and freeze anyone they touch, allowing the Blizzarisk to close in and finish the kill with their fearsome venom laced fangs.

New mechanics and cool things: Venomous creature with a ranged attack that throws webs that stun and freeze. Event (a clutch mother appears and starts laying eggs. Grey goo scenario!)

Bouldermit for All biomes

A large genetically-engineered crab which uses a boulder for a shell. It is alternatively known as the Atlas Crab throughout various colonized planets. These massive creatures sport incredible strength and are commonly seen carrying giant boulders that would normally crush living things and machinery alike. Legends tell of one such creature that has grown so large and so powerful that it had entire mountains for a home.
Despite first impressions, it is quite peaceful. Preferring to ignore any form of assault it may receive. Its predators are more likely to die of old age than to take down such an armored creature.

New mechanics and cool things: Periodically can be "mined" to get random rock chunks. Event (a gargantuan Bouldermit will cross the map, and it will just crush almost everything on its path unless stopped. It feeds on your tears. Sweet, sweet tears)

Cactipine for Arid Biomes

In an effort to make deserts more viable for colonization, scientists introduced a variety of genetically modified creatures that are made to survive the melting heat and provide food to those who wished to live in such harsh conditions. One such creature is the Cactipine. Despite its name, it is actually a giant rat infused with the DNA of a cactus. It resulted in the specimen gaining sharp medicinal quills, hardened green skin, and a funny tasting "meat" that confused vegetarians and carnivores alike.
New mechanics and cool things: Produces a meat that is actually vegetable, produces medicinal quills, Event (a terraforming drop pod filled with hostile cactipines lands and starts spawning them every few hours).

Devilsheep sold by Traders
Male

Female

A genetically engineered sheep capable of producing extremely strong and valuable red wool. Some see a simple livestock; others, a demonic entity of corruption. Don't listen to its whispers.

Dunealisk for Arid Biomes

Someone once thought that creating supersized spiders for silk production was a good idea. Their home planet is now reduced to a Marble World; a world wiped clean by atomic fire. The Dunealisk is a mutant variation of the Feralisk that has adapted to extremely hot climates. Dunealisks attack by throwing spider webs at their prey. These huge webs stun and burn anyone they touch, allowing the Dunealisk to close in and finish the kill with their fearsome venom laced fangs.
New mechanics and cool things: Venomous creature with a ranged attack that throws webs that stun and burn.

Feralisk for Non-extreme biomes

Someone once thought that creating supersized spiders for silk production was a good idea. Their home planet is now reduced to a Marble World; a world wiped clean by atomic fire. Feralisks attack by throwing spider webs at their prey. These huge webs stun anyone they touch, allowing the Feralisk to close in and finish the kill with their fearsome venom laced fangs.
New mechanics and cool things: Venomous creature with a ranged attack that throws webs that stun.

Frostmite for Cold Biomes

A large parasite usually found in cold places. They sweep the cold barren lands in search of corpses buried in the snow. Eating the preserved flesh and leaving a ravaged skeleton in its place; devoid of their former identity.
New mechanics and cool things: Feeds on corpses. Digs frozen corpses when hungry. This is either very messy, or a lifesaver, depending on how cannibal-y you are feeling.

Gallatross (Legendary) for All biomes

Throughout every world,
Flow the tale of old,
A creature with untold might
And an immeasurable height.
Strength that machines can't copy
Power that so-called gods call heresy.
Beware, beware would-be foes
Beware, the wrath of the Gallatross.

New mechanics and cool things: Throws rocks as a ranged attack. Event (gallatross wandering).

Groundrunner for Non-extreme biomes

A hybrid between a bear and mole, Groundrunners originally came from Cave Worlds. They were used as walking heavy tools by the locals when they hit parts that plasteel can't break, and for hauling large boulders that their owners can't lift.
Due to their domesticated origins, they are surprisingly docile and easy to tame. Their incredible strength and sharp claws allows them to break rocks with relative ease. But out here in the Rim, those claws are usually reserved for ripping power armors apart along with their wearers.

New mechanics and cool things: Groundrunners will happily help your colonists mine rocks and minerals. They are however quite lazy and get distracted easily.

Ironhusk Beetle sold by Traders

Ironhusk beetles were genetically engineered by one of the miriad mining companies operating on the Rim. It's a peaceful farm animal that occasionally sheds metallic husks that can be smelt into steel, thus negating the need for heavy machinery in mining operations. As a downside, the beetle consumes a huge amount of wood from live trees.
Sadly, the mining company that created the Ironhusk beetles didn't account for this, and several planets on the Rim are now a barren ecological disaster.

New mechanics and cool things: Farm animal bought from vendors that produces steel chunks.

Lockjaw for wet biomes

A very large animal native to this planet's tropical regions. Nicknamed Lockjaws both for their incredibly strong bite force and for the disease they transmit, which afflicts its victims with a moderate facial paralysis that makes eating extremely uncomfortable. Despite having a guillotine for a mouth, the Lockjaw does not seem to be an overly aggressive creature; Preferring to prey on the local wildlife rather than the local populace.

New mechanics and cool things: Trasmits the Lockjaw disease.

Mammoth Worm for Arid Biomes

An extremely large, genetically-engineered worm. Despite its incredibly intimidating size and arsenal, these huge creatures are rather quite peaceful. It was once part of the worker caste of an artificial ecosystem of insectoids designed to fight mechanoid invasions. It carried and moved things that its little cousins cannot.
While generally peaceful, if provoked, it becomes a terrifying force that can rival those of mechanoid Centipedes.
Originally, the Mammoth Worm was specifically bred as a living siege engine to destroy mechanoid structures, and as such it can be extremely effective.

New mechanics and cool things: Siege mechanics, extra damage against walls. These are part of the Black Hive faction, but can appear wild too.

Meadow Ave for Non-extreme biomes

A large flightless bird with colorful feathers. Mostly found in the plains eating fruits and berries, Meadow Aves naturally attract the eyes and hands of those who wander by. Many forget that underneath the majestic feathery coat is a wild animal with a razor sharp beak and claws to match.
New mechanics and cool things: Unlike the Ford Model T, comes in many colours, except black. Alsoooo, probably future Giddy Up integration to make them the perfect mount. Yeah, it is a Chocobo.

Megalouse for Non-extreme biomes

A large genetically engineered pillbug. These creatures once served as the frontline skirmishers of an insectoid hive; A collection of genetically modified insects made as a weapon against Mechanoid invasions. Their job consisted of reducing lone Mechanoid infantry to swiss cheese; And they were good at it. Even the mighty Centipede was no match against the swarm of spikes.
Nowadays, they can be found roaming in packs that are a joke compared to their former numbers and with killer instincts that yearn to be reawakened once more.

New mechanics and cool things: These are part of the Black Hive faction, but can appear wild too.

Needlepost for Arid Biomes

A cactus genetically modified to give it sentience. The first iteration of this creature was supposed to be a stationary tactical deterrent (the Whip Cactus), but having no intelligence or mobility crippled its effectiveness. With a little genetic engineering, it was given a mobile body, an infantile intelligence, and toxic barbs for good measure. The result backfired as commands proved ineffective. The facility was promptly overrun by the experiments; and a horde of angry cactuses escaped into the wilderness.
Needleposts can derive nutrition from very small amounts of rotting vegetables, but they need a huge amount of sunlight (or equivalent) over anything else. Nights won't affect them, but a solar eclipse is usually fatal to them.

New mechanics and cool things: Ranged attacks, light sustenance.

Nightling for All Biomes

A sleek predatory beast with rows of quills on its back. The Nightling is a purely nocturnal hunter, hence its name, and isn't at all shy to prey on much larger animals, or people, than itself. Apart from its strong jaws, nighlings can throw the quills on their backs to overpower their prey.
New mechanics and cool things: Ranged attacks, nocturnal creature that only sleeps during the day.

Raptor Shrimp for wet biomes

A large genetically modified creature, its origins unknown. They are known to make homes in tropical regions. Instilling fear among the local inhabitants as those who pass through its territory are often reported to go missing; their bodies never found.
The few that survived an encounter with these monsters report bullets being shrugged off, limbs of their companions being torn apart, and the statement "The grass has eyes"

New mechanics and cool things: Impressive regeneration abilities.

Tetraslug (Legendary) for All biomes

These massive slugs are a common sight among Glitterworld controlled territories; Lumbering about as glorified power plants. Outside of it, they are deployed as a mobile power source for Glitterworld research expeditions. It is rare to see one without the iconic power cores that protrude from their backs, as their unique bodily chemical composition is capable of outputting power that far surpasses any known natural sources. Thus they are widely valued by every technologically developing civilization throughout the galaxy.
While a gentle giant that would prefer to run away instead of fight, modified slugs come armored with plasteel shells, quad cores that can act as Tesla cannons, and a Tactical AI inserted within the brain that takes over and makes no hesitation to use all of its armament to obliterate any perceived threat within vicinity.

New mechanics and cool things: Ranged plasma attack. Slowly recharges nearby batteries.

Wildpods for wet biomes

This lumbering mass of apparently decomposing plant matter is a Wildpod, a sentient mycoid creature native to some jungle infested planet on the Rim. The Wildpod is almost impervious to gunfire, with bullets simply being absorbed into its mass without doing much damage, but very weak to fire. Interestingly, it reproduces asexually by releasing clumps of spores every few weeks.
New mechanics and cool things: Can't be damaged easily by guns. Prepare your molotovs!

The Black Hive for All biomes

All insectoid were created to fight mechanoids. The Black Hive were the best of the best, an insectoid hive so vicious and so terrifying that any mechanoids with half a brain would just flee when encountering them. That, however, was many years ago. Nowadays remnants of the black hive roam in the RimWorlds, a latent menace to anyone using advanced technology.
New mechanics and cool things: The Black Hive periodically starts raids using Megalice, Mammoth Worms, and black versions of the three base insectoids that use ranged attacks. This can be deactivated using Mod Options, for those who think it is too much of a challenge.

SargBjornson

#1
Animus Vox for Non-extreme biomes

The Animus Vox is a small canine with latent psionic abilities. Like all canines, it is quite intelligent for an animal, but not intelligent enough to properly use psionics. It will however quickly bond with human beings and reach with his mind to make happy everyone that treats it well.
Animus Voxes can often be seen on the Rim as pets, though some wander the wilderness, looking for someone to bond to.

New mechanics and cool things: Psionic nuzzling that will keep your colonists happier

Bed Bug for wet biomes

These oversized alien insects are considered a pest and a nuisance in every world they manage to infest. While not particularly dangerous or powerful on their own, their bite carries a powerful toxin that paralyzes its prey, so one small bite is enough to down prey much larger than themselves. Thankfully, humans are way too large for them, unless they are somehow maddened beyond all reason... Hunters should be weary not to tackle a bedbug on their own!
New mechanics and cool things: Paralysing melee attack. Nasty!

Pebblemit for All biomes

Pebblemits are bouldermits that have evolved in Rimworlds rich in narrow, labyrinthine caves, where massive size is more a hindrance than an advantage. Instead of huge boulders, pebblemits use much smaller rocks as protection, slowly dragging them along the ground. Small blocks of stone periodically get loose from this rock, and they can be used as building materials.
New mechanics and cool things: Can be farmed for construction blocks

Needleroll for Super Arid Biomes

Needlerolls are needleposts that have evolved to grow in the most arid and dry environments in the Rim. Needlerolls need almost no substenance, absorbing all the energy they need from sunlight and minute amounts of water that they extract from morning dew. Like needleposts, they need a huge amount of sunlight (or equivalent). Nights won't affect them, but a solar eclipse could be fatal to them.
New mechanics and cool things: Ranged attacks, light sustenance.

Wildpawn for moderately wet biomes

Wildpawns are a variant of the wildpods that have adapted to life outside of swamps and rainforests. Since they have less access to water and rotting vegetation, they grow much less, and are much less dangerous. Wildpawns are less resistant to gunfire, but retain the weakness to fire of their bigger brethren. Wildpawns reproduce asexually by releasing clumps of spores every few weeks. Although risky, the Wildpawns can be hunted for small amounts of edible raw fungus.
New mechanics and cool things: Nice gun resistance, weak to fire, and can be butchered for mushrooms.

Slurrypede for All biomes

Although rarely, mechanoids have been known to capture prisoners, and the Slurrypede is their solution to feed them in the most efficient way possible. The Slurrypede is a modified bio-mechanoid capable of devouring almost anything and processing it into an homogeneous organic slurry. This slurry is edible, but barely.
Slurrypedes are docile, almost never hostile, and in case a mechanoid base is destroyed and one of them manages to survive, they tend to roam the wilderness aimlessly, consuming any organic material in their path and turning it into nutrient paste.

New mechanics and cool things: Eats anything and refines it into disgusting nutrient paste.

Bumbledrone for Non-extreme biomes

The Bumbledrone is a mutant wasp-like creature, probably the result of ancient genetic engineering long ago released into the wild. On its own, a Bumbledrone isn't very powerful, more a nuisance than a threat, but if threatened in big numbers their stingers carry a very powerful toxin that could down even the biggest foe. "Luckily", since they are not carnivorous, they use this as a deterrent, rather than as a hunting method..
New mechanics and cool things: Bumbledrone queen migration

Great Devourer for Arid Biomes

Great Devourers are armoured worms known for their unquenchable appetite. Once a Great Devourer arrives, it will proceed to gorge itself on small prey, and total ecosystem collapse is almost a certainty.
Luckily, they won't attack large creatures, including humans, unless provoked.

New mechanics and cool things: Ravenous appetite for small critters

Overgrown Colossus for wet biomes

The Overgrown Colossus is a very strange beast. This gargantuan beast is one of the few creatures in the Rim that wasn't directly or indirectly created by man's scientific curiosity, arising naturally in some remote swamp-filled planet. It seems to be reptilian in nature, with cold blood, a slow metabolism, and a very weird body plan: it has six legs, two intertwined spines and six eyes. It has a symbiotic relationship with vegetation, with several small trees growing on its back. These trees do photosynthesis and help provide nutrients for the Colossus.
New mechanics and cool things: When tamed, the Overgrown Colossus can be periodically "trimmed" to obtain wood

Sand Squid for Arid Biomes

Despite their common name, sand squids are actually genetically modified creatures that incorporate features from both cephalopods and cone snails. Sand squids were created as cattle adapted to extremely water deprived environments, such as very dry deserts. The sand squid constantly produces a sticky secretion that acts as a powerful fertilizer when mixed with common sand, allowing growth of crops in the middle of the desert. The squid can be trained to properly distribute its slime around the fields to increase terrain fertility even more. (NOTE: due to balance concerns, the squid will only do this if tamed, I don't want them to mess up the whole map when wild...)
New mechanics and cool things: Fertilizes sand to grow crops in the desert

Thermadon for Non-extreme biomes

The Thermadon is a large Blackspider that has been biologically augmented with volatile chemical glands. Originally, the Thermadon was bred by the long forgotten creators of the Black Hive as a fearsome fire-breathing shock trooper, using thermal grenades capable of affecting even fire-resistant Mechanoids, the primary objective of the Black Hive. Mechanoids however managed to adapt to these biological grenades quickly, and thus the Thermadon project was scrapped. Apparently, some of them managed to escape into the wild.
New mechanics and cool things: Incendiary ranged attacks. Just... don't attack this thing if your base is made of wood, mmkay?

And many more! Check the wiki, since the forum has a words limit :)

Wiki

Thanks to Omega and Crimson Knight, this mod has an awesome wiki at https://alpha-animals-rimworld-mod.wikia.com

Issues

There shouldn't be any. Balance is obviously always a concern, although it has been playtested. Feel free to tell me if you think something is too wacky.

Compatibility

Compatible with A Dog Said...
Compatible with the implants from Genetic Rim
Compatible with cloth production in Vegetable Garden Project (VGP)
Compatible with Nature's Pretty Sweet
Compatible with Advanced Biomes
Compatible with Lords of the Rims - Elves (mallorn biome)
Uses Harmony (no need to download)
Uses ModCheck (no need to download)

Credit

Original creature graphics: A_Friend, aka SentientLine
Original implementation and programming: milon, Skullywag and kaptain_kavern
Using the AnimalVariation DLL from AnimalCollabProject
Some sounds by Mike Koenig at http://soundbible.com
Some sounds by Stephan Schutze at http://soundbible.com

Download

Unstable 1.1 version release, can be donwloaded at:
GitHub: https://github.com/juanosarg/AlphaAnimals/releases
Stable 1.0 releases:
GitHub: https://github.com/juanosarg/AlphaAnimals/releases
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1541721856

Changelog

v1.4: Added mod settings to select which animals should or shouldn't appear on the map as wild spawns (18/05/19)
v1.301: Bugfixing and balance tweaks. Full changelog on GitHub (16/05/19)
v1.3: Added five new animals. Bugfixing and balance tweaks. Full changelog on GitHub (16/04/19)
v1.2: Added four new animals. Added compatibility with Advanced Biomes Mod (06/04/19)

...

crusader2010

Thanks for the release! Will it also work properly in B19 without any changes?
My mod pack: {A13} Mod Mega Pack

SargBjornson

Not really! There were some changes to the way pawns appear on the edges of the map, and changes to the Translate function, so the mod was coded directly to release on 1.0

AllenWL

..It's here. It's actually here, my god. I haven't been this tempted to abandon an ongoing map since beer was added.

SargBjornson

No need to abandon :) Traders will eventually bring some of them to you! And of course some will spawn if the biome fits them

AllenWL

Quote from: SargBjornson on October 18, 2018, 05:39:49 AM
No need to abandon :) Traders will eventually bring some of them to you! And of course some will spawn if the biome fits them
You see, I haven't actually moved on to 1.0 yet because I'm still on my A19 base, and since 1.0 doesn't really have many new features or mods I like, I hadn't been planning on moving to 1.0 for a while yet.
This mod is the most convincing reason to move up a version I've had in quite the while.

crusader2010

Will the translation errors and others actually break the mod's functionality if it is loaded on B19? Curious if we should even try it or not.
My mod pack: {A13} Mod Mega Pack

SargBjornson

I think so, yes! It'll make the aerofleets, for example, stay in place and not move :(

I just abandoned my B19 colony, since it will probably be the last one we have to abandon!

Roolo

Congratulations on the release! Great work!

Madman666

Looks very interesting. And spiders are so darn cute too. Need to tame some. And taking on hive raids sounds interesting as well. Fine meals for everyone!

Definitely trying it. Congrats on release!

Qualle

Want to try this mod but it seems its a bit unbalanced, i found feralisks which i can sell for 2k silver isnt this a bit much? Or are they hard to tame? Can some tell me how balanced you think the mod is and if the black hive faction is balanced?
Which animal do you think are worth taming/killing?
And how can i open the mod options?:)

Warforyou

I have nightlings constantly spamming errors at night... Their "rest" level is bouncing between 95 and 100% and they can't attack since they are warming up for their hit forever...

SargBjornson

#13
The bouncing is expected, but the attacks interrupting isn't... I'll take a look at it

What errors, by the way? Logs are super useful!

Regarding balance, I left the animal prices that the original author set, but I'll take a careful look at all of them

Scarecrow