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Showing results for tags 'critters'.
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The original idea was to spawn some pets per each world (Lunar, Caves, Forest) while doing something in it, for example one (only once) a pet squirrel like critter randomly appears (with rare chance) while cutting Birchnut Trees, a pet similar to Saladmander found around Lunar ponds, or a special kind of Bunnyman found in a different kind of Hutch, separate from crowded Bunnyman village! The first ideas would also have some game affecting features, one of the pets giving a faint glow of light in small radius, one preventing sanity drop at Dusk, and such, but I couldn't balance those things out so I came up with the ideas bellow, introducing purely cosmetic Critters that encourage exploration of far regions at DST world: The Lunar Critter It is a Carrat, looks different than normal ones. (Leaving the artwork for Klei ofc.) Randomly generates inside ground at a Lunar Island at start of Map, will be surprised then follow the player after being harvested. Disguised as other Carrats, meaning the tail is extremely similar to normal ones, yet a bit different so it's difficult to find it. The Cave Critter It is a Snurtle, looking different than normal ones. Randomly generates at Cave/underground at start of Map, and will follow the player after examined up-close. Disguised as other Snurtles, the shell of it looks similar yet is different, while inside it's completely unique. This two pets will have these in common: Can be unbounded after discovery. Will become available at "Rock Den" if they are unbounded, for free. Can be found during any Season. Are unique, meaning they don't spawn more than once per world. Are cosmetic.
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 =)