RimWorld

RimWorld

Alpha Animals
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Update: Apr 3, 2021 @ 11:22pm


v3.33:

Added ToxicSensitivity to several custom attacks so that mechanoids (and other toxic resistant animals such as Feralisks) are not affected by them

Update: Apr 3, 2021 @ 5:00am


v3.32:

Changed the way the Mime works to make it less "cheeseable": it will now arrive at the map without any extra hunger, indistinguisable from a normal colonist without resorting to use dev mode. Checking its info panel will give you no extra insight. After a while (up to 1,5 days) it will begin to feel hungry and act as it did previously.
To compensate, it won't progress towards revealing itself if it is downed or asleep. A long night without food won't make it go crazy... for now.
There is no god that can help you.
Moved Larval Atispec, Drainers and Angel Moths to the Insect Corpse category for butchering purposes.
Moved Fungal Husk and Mime to the Humanoid Corpse category for butchering purposes.

Update: Mar 31, 2021 @ 2:20am

v3.31:

Added a plethora of new colours for Royal Aves
Added compatibility with No Water No Life (thanks to Mlie)
Helixien now has a wildness of 40% to make maintaining its training easier
Black Insect Chitin's blunt armor rating reduced to 54% from 100%, because it was considerably stronger than any other leather in the game
Decay Drake should now be able to consume all the liquors in Vanilla Brewing expanded, including cocktails and ambrandy (oh yeah)
Hexagel reactor should no longer consume fuel if it is flicked off
Thunderbeast can no longer appear as manhunter

Update: Mar 2, 2021 @ 2:43am


v3.3:

Added 6 new animals: Anima Colossus, Grey-Coated Mouflon, Thunderbeast, Erin, Crescendo Anole and Crystaline Caracal
Added 3 new A Dog Said implants to extract ranged attacks from the new animals
Added herdMigrationAllowed false to the Gallatross and Tar Guzzler
Alpha Biomes and Genetic Rim patches now moved to this mod, for ease of updates

Update: Feb 16, 2021 @ 3:02am


v3.205:

Fixed typo in Devil Sheep

Update: Feb 15, 2021 @ 9:43am


v3.204:

Meadow Aves can now come in 20 different colours!
Black Hive scarabs, spelopedes and blackspiders now come in 5 different graphical variations each
Other animals with multiple graphics now: Overgrown Colossus, Crystalmit, Angel Moth, Blood Shrimp, Sand Lion
Redrawn a lot of skeleton with vector graphics. Animals with new skeletons: Devilsheep (male and female), Sand Lion, Nightling, Gallatross, Fission Mouse, Groundrunner, Wilpod, Wildpawn, Frostling, Arctic Lion, Cactipine, Lockjaw, Shock Goat, Radyak and all Aves
Fixed an error with the Slurrypede body plan that gave an error when trying to execute it
The Black Insect Chitin item is now less dark so it can be seen better
Optimized image size of a lot of the mod's images

Update: Feb 9, 2021 @ 10:47am


v3.203:

Added null map check to CompDestroyThisItem

Update: Feb 8, 2021 @ 1:32pm


v3.202:

Small change to the Aerofleet body plan to avoid it returning an error when slaughtered due to having no neck

Update: Feb 4, 2021 @ 6:40am

v3.201:

- Fixed missing graphic for animal ranged implants

Update: Feb 4, 2021 @ 3:56am


v3.2:

Changed all animal ranged attacks in the mod to use Multi Verb Combat Framework (MVCF). Use of all ranged animal attacks can now be toggled on or off if the creature is tamed. Manhunter packs of ranged animals should no cause no lag at all
Made mod depend on Vanilla Expanded Framework. Moved most creature behaviour code to the Framework
Added advanced animal implants (needs A Dog Said). These new implants allow you to "get" the ranged attack of an animal and implant it in a new one. Want to have a Labrador shooting a fire breath? Or a Gallatross with a petrifying gaze. Now you can have them.
Added AnimalStatExtension to all animals, which shows in the info panel whether they are ranged or not, and what role they are supposed to fill
Groundrunners can now use the quarry on the Quarry mod
The Hexagel reactor is now flickable
Added a reservation check to animals with weird dietary needs to (hopefully) avoid a bug where other mods were reserving the items mid-job when they shouldn't
The Fireworm now has a proper animated flamethrower that sets things on fire. Also got rid of the screen shaking