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Showing results for tags 'critters'.
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Like me a lot of people want uses for pets, and more now when we already have a functional critter (Mothling), and I have some ideas, but these ideas have rules: pets can't replace any craftable item (for example Mothling doesn't replace the torch), if the pets are starving don't work any power, when the power is active some pets make the "play animation" (The animation that they actually do when there are more critters near) to you or others, and the powers are just little changes into the gameplay. : If you have 0 or less temperature Broding make a little warm aura and the "play animation" to you, you need to stay close to it, and it's stops when you have 15 temperature or more. The power don't works on Thermal stones. It has the best power in my opinion because is the most difficult to get. : It always makes a little sanity aura (+1.20/m) you need to stay close to it to get the sanity. : If you are wet just stay close to Ewelet that can "dry you" making the "play animation" to you, it can speed up the dried process but doesn't protect you for rain or getting wet. It's literally a living towel. : It "play" with the shadow hands (only one per Kitty) works with Wavey Jones's hands too, Kitty makes that the hand can't move more if there is a kitty playing with it. : If you make a click with an item (Not food) in Vargling it is going to search the near chest with the same item inside making the "play animation" to it. Good to know where to put items or where can you find em if there isn't any clue. : It defends the berry bushes, and normal berries, juicy berries, seeds that are on the ground from being eaten by Gobbler, birds, or buzzard making the "play animation"to them. These are my ideas to make all pets more useful but without making a big impact to the gameplay. If you like my ideas let me know, and share it with people.
So! I'm working on making (and constantly updating) the critter + morphs image sheet. [DEPRECATED] Now I've found some updated assets in the files, but I'm pretty sure they haven't been implemented into the game yet...so I'm kinda shooting in the dark with them. So it's as the title says, do you think I got them right? I'm pretty sure I've nailed the second Pacu morph, but I'm also pretty sure I've completely screwed up on the first Pacu morph. How do you think it's supposed to look? Edit: Never mind, I've got everything wrong. I suppose I'll just make this a compilation thingy and ship it over to the art thread. EDIT [07/31/2019]: HERE IS THE MOST UP TO DATE VERSION WITH ALL OF THE CRITTERS. APPRECIATE MY HARD WORK BECAUSE THIS TOOK ME WAY TOO LONG TO DO. If you want the wrangled sprites, it'll be $5. Also assemble it yourself, because I simply cannot find a way to put them all together in an aesthetically appealing way.
Hi Everyone =D, So after the last update (Walter and Woby) a lot of things starter to crash in the mod I help maintain (My Pet) since Woby shares a lot of things with the critters code. One of the changes implemented by Klei was how the game shows the Abandon action when near the Rock Den. In order to avoid people abandoning Woby they made a check that if the pet is a container the abandon action will never show only the Pet Action. klei files componentactions.lua crittertraits = function(inst, doer, actions, right) if inst.replica.follower ~= nil and inst.replica.follower:GetLeader() == doer then if right then if inst.replica.container then -- Added for wobysmall table.insert(actions, ACTIONS.PET) elseif doer.replica.builder ~= nil and doer.replica.builder:GetTechTrees().ORPHANAGE > 0 and not inst:HasTag("noabandon") then table.insert(actions, ACTIONS.ABANDON) end elseif inst.replica.container == nil then --V2C: @Scott: Should this always be available??? table.insert(actions, ACTIONS.PET) end end end This is a big issue since My Pet mod transforms the critters in a container by default (like Woby). So my issue here is that I can't create a way to go around the check Klei implemented so the Abandon option never appears because as soon as the game detects the Pet as a container it will not show the Abandon. What I thought I could do was to create a new Component Action in order to divert the check Klei did to the new one I create, the issue here is that I don't know how to create a new Component Action, and the tentative of copying one never worked. I tried to add the file componentactions.lua to the My Pet files, but I can't make the mod access that one instead of the one in klei files (I'm aware this might not be the best way to code a mod, but I was desperate xD ). Any help with this will be very appreciated =D My Pet Mod https://steamcommunity.com/sharedfiles/filedetails/?id=1898077974 Let me know if you need anything else in order to help me =)