RimWorld

RimWorld

Nightlings
44 Comments
Thrice 11 Jul, 2022 @ 1:46pm 
This guy looks like one of the Forsaken Fauna critters.
Mr_Awesome88 5 Feb, 2019 @ 1:55pm 
1.0?
Scavenger 18 Oct, 2018 @ 4:33pm 
yarp pls
1.0!!!!
Killing4TheLoveOfJesus 17 Oct, 2018 @ 4:46pm 
update for 1.0 please it would be badass
miss this mod
jpinard 16 Oct, 2018 @ 12:12am 
Would love to have this mod for 1.0 as I've been looking for nice looking alien critters.
Mr_Awesome88 6 Aug, 2018 @ 8:51pm 
Update to B18?
MachoNatchoMan 21 May, 2018 @ 6:57am 
damn.... was really really looking forward to using this mod in my new playthroughs with the darkness mods :/ wish you the best and hope to see an update sometime.
MiamiHurricane 17 Mar, 2018 @ 9:50am 
does this work?
Kiv 31 Jan, 2018 @ 8:55pm 
Pls update these guys are rly cool looking and id like to add them to my game
mrgreen13194 25 Jan, 2018 @ 8:48pm 
when will nightling be updated ?
kaptain_kavern  [author] 3 Dec, 2017 @ 4:33pm 
Sorrydough 3 Dec, 2017 @ 4:32pm 
I always mod my mods to create my own patches if the mod author hasn't done it. I could make patches for CE and dense forests for you if they don't need assemblies.
kaptain_kavern  [author] 3 Dec, 2017 @ 3:19pm 
ADS is already nearly finished. For Combat Extended I can't promise anything as I've never done it. But it is surely the most requested feature I've got from all my mods. So I'm nearly sure I will but really not know when
Sorrydough 3 Dec, 2017 @ 2:54pm 
Will you be making combat extended & a dog said patches for Alpha Animals?
Its_juice 22 Nov, 2017 @ 7:46am 
@kaptain_kavern, Combat Extended compatibility in "The Alpha (or Beta) Animal" please. tks
kaptain_kavern  [author] 18 Nov, 2017 @ 12:16pm 
Thx for reporting! and sorry for the late reply.

I will not update this mod to A18 because the nightling will now became parts of a way bigger mods - The AlphaAnimal mod from where they were taken at first. I will keep you all updated
EvilCuttlefish 30 Sep, 2017 @ 11:26am 
Not very important but I have a recently hatched nightling, and I notice its called a 'nightling cup'. Could the intended word be 'cub'?
gamer nerd 14 Sep, 2017 @ 3:46pm 
i can't WAIT for the "alpha animals"! :D if it gets caceled, i wil cry! D*:
Turboscopic 26 Aug, 2017 @ 10:53pm 
I'm actually kinda intrigued by the idea of nightlings digging up filled graves at night and mutilating the old corpses left in there (and giving all of your colonists a mood hit in the process). Is something like that even possible to code?
kaptain_kavern  [author] 25 Aug, 2017 @ 5:30pm 
Then, I knight you, officially, a modder ;-)
Silvatem 25 Aug, 2017 @ 10:45am 
Thanks again for the help. I have a Mac so finding the steam folder wasn't easy. I changed the spawn rates and i also added a section in the .xml file to enable the spawning of nightlings in tropical rainforests. Again, great thanks.
kaptain_kavern  [author] 25 Aug, 2017 @ 9:38am 
Those kind of things is beyond my programming knowledge sadly (I can only do the simplest form of modding in RW, XML mods).

But if you're not afraid of openning one text file and edit it; I can show you where to change this easily.

On my computer it's located in C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1112878331\Patches\patches.xml .

Those 3 numbers are for the 3 allowed biomes, you can change it (as long as you're only changes the digit/number). For you to have an idea of what those numbers looks like in vanilla you can look in files located in the C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\Core\Defs\BiomeDefs folder. In those files for each biomes you'll want to search for <wildAnimals> , just under there is a list with allowed animals and there "commonality" value

Silvatem 25 Aug, 2017 @ 9:04am 
Thanks for the explanation. I really like the idea of the mod and it would be great if the spawn rate could be altered by the user.
kaptain_kavern  [author] 25 Aug, 2017 @ 7:54am 
Normally you even have a little chance to start with one nightling as a pet ;-)
kaptain_kavern  [author] 25 Aug, 2017 @ 6:36am 
They are pretty rare.
As an example for Boreal Forests I set the number to 0.024 which is way less common than elks for instance (0.5) but more than for wargs, cougars and lynxes (0.007) or just under the number for Arctic foxes or wolves or Megasloth or Deers (0.03).

You could test if the mod is working using Dev Mode option > Spawn Pawn and you should have the Nightlings listed in that tool if everything is setup alrighty.
Silvatem 24 Aug, 2017 @ 10:35pm 
I am unsure whether the mod is working for me. I have played for approx 30 in-game-days on a boreal forest map on Cassandra rough with tribal start, and yet i haven't seen anything different from the vanilla game. I am running a17b and "nightlings" is the only active mod. Also i got the mod from the steam workshop which should be the latest update? So either the mod is not working or the spawn rate of the "nightlings" is very very low?
Viceroy 22 Aug, 2017 @ 8:06am 
Love it.
Rat_Mom 20 Aug, 2017 @ 6:26am 
Cute
TurboPickle 19 Aug, 2017 @ 11:07pm 
This mod reminds me of that one horror movie that, if I remember correctly, was called splinter. Awesome mod btw!
Popo Bigles 19 Aug, 2017 @ 6:03am 
Aw www, so cu- AHHHGHGHHH
Kvothe214 18 Aug, 2017 @ 11:38pm 
increase lifespan, and make them pack animals traveling 3-5 or somthing and can withstand almost all tempertures
Gnox 17 Aug, 2017 @ 7:36pm 
Any chance you can do the "Wildpods" from that AA mod ?
Willowisp 17 Aug, 2017 @ 6:50pm 
Last suggestion is getting Reshade and installing it on this here Rimworld. Amazing for fine-tuning darkness levels in-game; especially with my darkness mod. I placed nightlings mod in my collection so you can see all my darkness and environment related mods from me and others.
Willowisp 17 Aug, 2017 @ 6:46pm 
Sure is, along with the forest density and danger series. Heres the link to it: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=740930354 Its serendipitous that you showed up just as I had started thinking of reviving this myself. My darkness mod needed a creature to help increase the fear factor for nights and dark places. "Darkest Night" mod by Skyarkhangel definitely helps fear the dark but only comes during its own event. Its compatible with my mods and found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=907844006
kaptain_kavern  [author] 17 Aug, 2017 @ 2:04pm 
Crisp 17 Aug, 2017 @ 1:18pm 
Nice :)
Jonny Boneyard 17 Aug, 2017 @ 1:16pm 
Youre a saint and a scholar.
kaptain_kavern  [author] 17 Aug, 2017 @ 1:06pm 
@Storm
I mean I could do it (I have time and ability to do the XML part) but it supposed to be in somewhat progress by Skullywag (but believe me we will not leave him in peace until he do it or ask for help - We are kind of friends with lots of modders). Making the mod without authorizations from him and the artist would be rude, at minimum.

@Helpful Bot
Hey buddy it's been a while. I'm happy to see you there (I've just arrived on Steam :-)). BTW does your "dark ambience" is still around ? :D

@Jonny Boneyard
I happen to be one of the maintainer of A Dog Said :D So yes, I will make you a patch quickly ;-)

@ All
Thank you
Jonny Boneyard 17 Aug, 2017 @ 12:51pm 
Any way you can work a "a dog said' compatability patch?
Willowisp 17 Aug, 2017 @ 11:00am 
Nice. Whats funny is that i've been using these nightling art assets in my own personal mod (meaning it doesn't get shared) for like three alphas now. I'm glad to see them come back!
Crisp 17 Aug, 2017 @ 10:03am 
Omg, is it possible you can Alpha animals come back to life? O:
Diego Pesente 16 Aug, 2017 @ 8:16pm 
They can turn agressive to "small prey" (humans) @ night... can be fun
Jonny Boneyard 16 Aug, 2017 @ 8:06pm 
Wooo! Loved this mod back in the earlier alphas, glad to see its been updated!