RimWorld

RimWorld

[Legacy] Star Wars Animal Collection (Continued)
107 Comments
Meethos 17 Jun @ 6:33am 
Got it. Thanks!
Mlie  [author] 17 Jun @ 6:09am 
@Meethos This mod just adds animals, it does not remove other animals
Meethos 17 Jun @ 5:50am 
If I add this mod to an existing save, the current animals (bears, squirrels, etc) are still around. Will they eventually be replaced with the SW animals as the OG animals die/leave? Or is that a sign that the mod is not working correctly?
Mlie  [author] 11 Jun @ 1:42pm 
Mod re-relased for 1.6, see info in the description
Delta1138  [author] 3 Jun @ 1:05am 
@csj5671 I thought I was getting that with the Ithorian Reeks in my current run, it's a bug I believe with Scrollable Inspect Panes, for some reason it just default scrolls down on the inventory, the inventory is there you just have to scroll up to see it (and it's only on certain animals in the mod, for instance the Harvester Beetles didn't have that problem). Let me know if it's happening without that mod, the Reeks use the older XML code so it may be something in the format (but as I said it's not universal).
Lily 28 May @ 12:35am 
HAHAHAHAHAHAA! Probably take up a quarter of the whole map. And since they can't come to you it may your caravan bumping into it.
Mlie  [author] 26 May @ 8:54pm 
@Ninedragons Not yet
Lily 26 May @ 7:04pm 
What? No Sarlacc?
Mlie  [author] 26 May @ 11:09am 
@csj5671 Please see the Reporting Issues section described above
csj5671 26 May @ 10:53am 
Might be bugged... looks like inventory for caravan animals gets lost when you get to your home base. It just disappears.
costelo 21 May @ 8:46am 
@Mile @Delta1138 Thank you guys, I appreciate it a lot.
chaptramp 20 May @ 7:30pm 
@Delta1138 Yes, specifically the tauntaun, wampa, and nerf look bad when put next to one of your new animals. Also, I just saw the new update and I like your redesigns of the krayt dragon and rancor. Keep up the good work
Aiden 20 May @ 2:07pm 
LETS GOOOOOOOOOOOOO
HIM🐀 20 May @ 12:40pm 
titanic update, my GOD
Head 20 May @ 11:23am 
Amazing mod!
Mlie  [author] 20 May @ 11:02am 
@costelo All relevant animals should now be pennable. Excepted are those that are trainable as making them pennable blocks any training.
Delta1138  [author] 20 May @ 2:46am 
@costelo Mlie and I are aware of this now thanks, I've made a list which I consider to be lore friendly pen animals which I'm just double checking (trying to avoid advanced intelligence creatures being pen restricted as that kind of defeats the point of them being able to carry).

There is a reason I didn't include it originally; when the pen mechanic was added, players complained about latency in their games (especially if they had huge ranches) as it was constantly checking multiple animals not being in pens. I believe this has probably been resolved now. However a solution at the time was just to not have the tag for pen animals (which I had internalised) and it meant pack animals and livestock would just default run back to their assigned "pen areas" (which helped with caravan unloading, protection from predators, raids, etc).

Expect this to be fixed shortly.
Mlie  [author] 19 May @ 10:01pm 
@RAAMPEAK The first step was to check with only this mod active. Please do the steps in order
RAAMPEAK 19 May @ 2:57pm 
well i cant really or know how to ise hugslib since f12 is picture mode
Mlie  [author] 19 May @ 2:50pm 
@RAAMPEAK Please see the Reporting Issues section described above
RAAMPEAK 19 May @ 2:44pm 
dont know if its this mod or not but i cant open the wildlife tab
Emperors Champion Dragos 19 May @ 1:07pm 
Love this mod, thanks!
costelo 19 May @ 9:41am 
The issue I have with this mod is that none of the animals appear to be pen animals, simply because it was developed before the pen system was introduced. What I've done with the previous version is I've added the <roamMtbDays>3</roamMtbDays> tag to any animal tagged <herdAnimal>true</herdAnimal> in Races_Anikal_SWxml. Quick, dirty fix without lore friendly finetuning, but it has worked just fine.
You guys are doing a great job, but please consider making some of the animals pen animals.
Delta1138  [author] 17 May @ 11:51pm 
@chapstramp which ones in particular? I quite like the Bantha because it looks like a muffalo thats why I did the baby form for it in a similar style and to differentiate between the other 2 bantha mods on the workshop. I retextured the Rancor, Krayt, Reek, Vulptex and Porg (but minimally these last two). All the old textures should have been upscaled. They were bothering me on an aesthetic level (no offence to the original artists), most of the old textures have been upscaled and to some extent touched up. I'm guessing you mean the Wampa?
chaptramp 17 May @ 7:19pm 
Are you going to update the old animal textures as well because they look off compared to the new animals you've added
Bolt ⚡ 17 May @ 3:13pm 
AWESOME!
Mlie  [author] 17 May @ 2:38pm 
Huge update, thanks to Delta!
55 new cretures
Mlie  [author] 14 Mar @ 12:41pm 
@Gr0gnak Should be fixed now
CrazeFury69 14 Mar @ 12:23pm 
It was pathfinding framework, they are classified as aquatic which makes them unable to move on land. Switching to Amphibious should fix it.
Mlie  [author] 14 Mar @ 12:03pm 
@Gr0gnak Please see the Reporting Issues section described above
CrazeFury69 14 Mar @ 11:58am 
I’m not recieving an error, but i started a new tribal save and one of my random animals is an aiwha, it won’t leave the corner of the cave I’m in to feed itself or do anything, my pawns are able to mount it but they just stand still while on it. It has the same area as everyone else selected but refuses to leave the corner and is going to starve to death.
Mlie  [author] 13 Mar @ 10:32am 
@X̷e̷n̷o̷ Please see the Reporting Issues section described above
X̷e̷n̷o̷ 13 Mar @ 10:30am 
I get extreme error spam cause of the orray because of some megaspider_meat error
Tydarius 9 Mar @ 6:56pm 
God bless you
Mlie  [author] 15 Feb @ 11:41pm 
@Nimrod Please see the Reporting Issues section described above
Tex Kreutzer 28 Dec, 2024 @ 9:34am 
Is there a way to make the Fambaa walk on land? They are constrained only to rivers so they aren't very useful for domesticating. With the storage mod I was able to fill barrels with kibble and unload them on a water tile so they can eat. Otherwise they will starve rather quickly. They also get hypothermia, so I built a fire pit next to water tile so they can sleep next to fire.
Mlie  [author] 23 Dec, 2024 @ 10:00pm 
@DocHolliday Same as any carnivore animal
Enemy Post 7 Dec, 2024 @ 10:16am 
I just found out about the update, might finally be time for a Star Wars run.
Mlie  [author] 3 Dec, 2024 @ 7:19am 
@TheDirge Try this mod if you want to modify the spawn-rates in different biomes:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2564042934
TheDirge 3 Dec, 2024 @ 6:27am 
I can get the animals added by this mod to show up in normal (base) biomes and the Star Wars biomes from other nods at spawn (when your colonists first land, the animals are around). I cant get them to show up in other modded biomes though, such as More Vanilla Biomes or Advanced Biomes - neither at spawn nor do they wander in throughout a game, but they can be bought from other towns or merchants.
I do have this mod sorted above those biome mods in my load order, should I try manually putting this mod lower in the load order?
Guy 24 Nov, 2024 @ 3:20pm 
I never commented saying thank you for updating this mod

I was on the Original team working with Beastman and Tgrimm trying to debug and release this mod back in the beta days but sadly we all moved on with out lives and this mod got left behind because of it. Tried my best to continue it but was never able to keep up with rimworlds update. Hope this was not to difficult for you! us three back then were not the best coders haha
Thunder Miner 24 Nov, 2024 @ 9:29am 
Praise be the "author", at this point you i think have earned the title of "Curator"! keep up the glorious work :D
Antrawr 29 Sep, 2024 @ 8:14pm 
Thank you mister I needed this
Gooby King 14 Sep, 2024 @ 2:45am 
Thanks!
Mlie  [author] 13 Sep, 2024 @ 7:24am 
@Settlerking Should be fixed now, seems the horn was never actually implemented. So I added one.
Gooby King 10 Sep, 2024 @ 11:57pm 
Defs\ThingDefs_Races\Races_Animal_SW.xml on lines 1832 and 1833, where a ThingDef value is missing.

this is where the issue is according to the author of colony manager redux
Gooby King 10 Sep, 2024 @ 11:52pm 
hello, the issue has been found by the author of Colony Manager Redux. The Nerf adult stage claims to have a horn as a butcher product but it dosen't produce anything upon butchering, the issue should be fixed with colony manager but the bug exists on this end too
Gooby King 10 Sep, 2024 @ 3:20pm 
both the unofficial 1.5 fork and the redux versions
Gooby King 10 Sep, 2024 @ 3:20pm 
this mod hard conflicts with colony manager, causing the hunting tab in that mod to spam errors.

https://pastebin.com/TPAhdj5U


https://pastebin.com/u2tS9T3z