RimWorld

RimWorld

Ookami
29 Comments
Reiha  [author] 22 Aug, 2020 @ 4:53am 
@Dalton RickmanT.TV could you post the error code log info? If you select the error from Ookami on the debug log it should provide more info please post that here. For the time being although I have not yet updated Ookami to 1.2 I am not seeing any red errors with Ookami active while running it on 1.1 compatible.
Dalton RickmanT.TV 21 Aug, 2020 @ 2:01pm 
getting a red code
datamodeternal same feild twice
Reiha  [author] 13 Aug, 2020 @ 9:52am 
I'm currently trying to learn how to write an incident/event for the Ookami spawn and in the mean time I have been testing adjustments to the Ecosystem Weight and Biome numbers. Tako wants their numbers reduced but I don't want them to be extremely rare for people.
pgames-food 6 Aug, 2020 @ 11:40pm 
hi i think an event is good, if it has more chance of happening, just in case people dont get a chance to see one.
Reiha  [author] 6 Aug, 2020 @ 9:56pm 
Hey just a heads up Takoom has asked me to adjust the spawn rate of the Ookami in the wild I'm currently testing the number changes. Ultimately he wants it to be more of an event like Thrumbos rather than a natural spawn. If anyone has any thoughts on this lmk. (^_^)b

ps. we can't seem to find the battery for my surface pen at any stores here :| I'll try to MacGyver something to make a desiccated animal image for it.
Takoom  [author] 10 Jul, 2020 @ 2:12am 
1.1 updated! Let us know if we missed any bugs.
Reiha  [author] 7 Jul, 2020 @ 8:57pm 
P.S. - I will have Takoom upload the update later tonight!
Reiha  [author] 7 Jul, 2020 @ 8:56pm 
Mod has been updated to 1.1 tested it lastnight it is running have not seen any issues. I know I need to add in a dessicated animal image for the Ookami i will work on it soon as I can get another surface pen mine is currently also dessicated...... D:
Takoom  [author] 19 Oct, 2019 @ 12:22am 
For the longest time i did not know we were talking in the original Ookami mod page! Just a heads up to everyone an clear up any confusion:

This mod Ookami DOES NOT have any mask items.

The mod linked in the mod description here Ookami Plus does have masks an we fixed the storing issue.
Reiha  [author] 18 Oct, 2019 @ 10:52pm 
Heads up to anyone who has the Ookami Plus I've made some adjustments hopefully everything has updated properly and you are now able to store/stock pile the masks. Let us know if there are any other issues. I have also updated the preview image and the name so its easier to identify.
(^-^)b
Takoom  [author] 10 Oct, 2019 @ 3:32am 
That could be it, i have been able to equip it and store the item without issue. Try moving it up the list of your mod list. Also try manually equipping it to ensure you actually can equip the items.
Kurugane 6 Oct, 2019 @ 5:56am 
@takoom, Yes i have tons of mods running. Should i just move it up? Cannot be equiped because it cannot be haul to storage
Takoom  [author] 6 Oct, 2019 @ 4:13am 
Can or cannot equip it? Also do you have any mods running because it's probably then conflicting.
Kurugane 5 Oct, 2019 @ 4:15pm 
The mask is unsortable in my current game. Can't be stored. All options checked. I imagine that is also why i can equip it
Reiha  [author] 21 Jul, 2019 @ 12:55am 
Hello everyone~! Takoom has released the Ookami mod including the masks as "Ookami Plus" If you are interested in using that you can find it here.

Ookami Plus

Sorry for any confusion he wanted to release it separately so it would not interfere with anyone who did not want the additional crafting items. You'll be able to use the base animal on its own.
herman925 29 May, 2019 @ 4:31am 
@Reiha36 though no knowledge of how CE coding is different from the non-CEs, seeing how most people work with CE patches, it might be easier....I think?
Reiha  [author] 28 May, 2019 @ 6:17am 
Hello everyone~! Here's an update on our progress. We've recently had a family emergency so we've had to slow down quite a bit on working on our mod.

We currently have 3 out of 4 of the items completed. I am working on 1 last item. Our plan so far is:
1- Finish all apparel items
2- Test
3- Work on CE patching
4- Test
5- Decide whether or not we will post the updated version of the mod as a whole or if we will post them as a separate CE patched mod and the original. (We're not entirely sure if the patch will affect any other mods. We both have never used CE before. So it will take some time for us.)
herman925 15 May, 2019 @ 10:17am 
You guys are doing great! I know I'm gonna support you guys
Reiha  [author] 14 May, 2019 @ 9:30pm 
Update on the recipes we wanted to add that will utilize Ookami Materials.... First off I have no idea what I'm doing ( O_O) and I have face rolled my keyboard a couple times then walked away and made coffee slept.... Fixed some issues... I've been working on it little by little every day and I am down to I think my last issue...

*Prays to random number god.... cries... gives chicken sacrifice...and lots of alcohol....*

Learning a lot so please bear with us.
herman925 8 May, 2019 @ 9:35pm 
@takoom sounds extremely good. I love how you create a unique identity for this creature. Hope to see this happen in the future! You guys did great and keep it up guys~~~
Takoom  [author] 8 May, 2019 @ 1:42pm 
Well if its working with CE that's good at least, I'm trying to learn how to properly make a patch for CE proper just need to figure out one more bit of it. Hopefully we can get it out for you all that want it for CE.

Stats wise i always wanted Ookami to be a pretty serious early game threat but once guns become standard well folklorish creatures will start being hunted moderately easier. I do know that even with guns without CE most bullets wounds will only cause bruising damage because of the Ookami's natural resilience, they still get overwhelmed by gunfire but a lone gun men may still be taken out. I'm trying to get that somewhat reflected in CE patch without letting it be over powered for gun play battles, it's a slippery slope.
herman925 8 May, 2019 @ 10:09am 
@Reiha36 I actually tested it with CE and it seems fine overall. Just dunno if your intended stats are properly reflected with the mod enabled. But at least it doesn't cause crash or anything. I even tamed it and trained it and everything is fine! You guys did a good job!

Looking forward to seeing u guys unleash 100% of it's potential under CE too~~~(if not already!)
pgames-food 7 May, 2019 @ 5:24pm 
cool, nice mask :) it reminds me a bit of transformers :)
Reiha  [author] 5 May, 2019 @ 12:56am 
@Herman925 yes at this time we had only released the animal and are working on a couple item recipes. We are both brand new to modding and are slowly learning what to do, how to patch things and what we need to patch for. Unfortunately everything is still a work in progress but we are working on it. (●ω●)و
herman925 5 May, 2019 @ 12:38am 
Does it need any patch to be made compatible with the Combat Extended mod?
Reiha  [author] 4 May, 2019 @ 12:07pm 
Here's a sample of the mask Ookami Mask [i.gyazo.com]
Reiha  [author] 3 May, 2019 @ 11:46am 
Currently working on creating a recipe or two that will utilize Ookami leather or Fur hopefully we will get the recipes out soon. (*°ー°)ノ
Takoom  [author] 2 May, 2019 @ 3:03pm 
Thanks, ya maybe ill add something craft able from the fur an a scarf isn't a bad idea.
pgames-food 2 May, 2019 @ 1:12am 
interesting mod - maybe for future there could be a recipe which turns Ookami leather into a special scarf that colonists could wear like a mask, which gives extra mythical protection against toxic fallout, and a golden ookami (a bit like jason and the argonauts golden fleece, which could be smelted into gold? :)

+ maybe if you make a star wars version for jawas, it could also be called "Ooteeny" :lunar2019piginablanket: