RimWorld

RimWorld

Yay Chocobos! 1.2
108 Comments
Aegis J Hyena 30 May, 2022 @ 5:33pm 
Any chance this will be updated "soonish"? Or should it just remain a "ded mod" as you mentioned in january. I liked having an army of war-horsebirds do my dirty work.
FireSloth 1 Jan, 2022 @ 4:48am 
Okay, well thanks for the quick response and the good times. :)
Lark  [author] 1 Jan, 2022 @ 4:40am 
Hehe, yeah. Sorry, life picked up and I haven't had the energy to tear open the files to make the needed changes. Until further notice: Ded mod.
FireSloth 1 Jan, 2022 @ 4:36am 
I just re-read your post on July 29th. That answers my 2nd question. lol
FireSloth 1 Jan, 2022 @ 4:35am 
I was cleaning out my outdated mods and found this one that I liked so much. Any chance you'll update it? Is it just needing the number updated? Thanks
snyappy 11 Aug, 2021 @ 1:02am 
Thanks for working on this! Any progress updates?
pgames-food 5 Aug, 2021 @ 3:59pm 
hi lark sorry i missed your last related post about music.

im not 100% sure how to trigger it only for chocobos, but if you want to the code in my music mod (which simply adds a chance of 1 music track to play during a battle), you are welcome to if it helps :)

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1762064072
GuyDing22 5 Aug, 2021 @ 1:15pm 
@Lark so excited to have Chocobos back in my colony! Thanks for working on the update! :D
Diamond Appendix 30 Jul, 2021 @ 11:21am 
ganbatte, author!
Lark  [author] 29 Jul, 2021 @ 10:30am 
Some minor news, yeah: 1.3 seems to have fundamentally changed the way pawns are constructed in XML... It's actually a really good thing that's going to result in a lot more interesting creatures with potentially weird body bits in other mods, but it means that pretty much all the creature mods you know and use are going to have to be rebuilt. Chocobos included.

Shouldn't take more than half a day though. I'll try and find the time to get it all done in a single burst tomorrow or the day after. CHOCOBOS MUST POPULATE THE RIM!
Zergg 28 Jul, 2021 @ 2:44pm 
Any news on updating this? :)

No worries if youre busy with other things, I appreciate it!
FireSloth 12 Jul, 2021 @ 8:53pm 
Thanks for working on this, Lark!
Lark  [author] 12 Jul, 2021 @ 8:00am 
Heads up! I just tested Chocobos on the 1.3 beta, and running it causes colonists to not spawn.

I apparently need to fix some stuff. This means Chocobos may not be available on day one of 1.3's release .

The horror.
Lark  [author] 6 May, 2021 @ 4:34pm 
A remix could work... Though if I'm honest, I have no idea where to even begin to make that happen. Rimworld music isn't part of the XML edits and I don't have the knowledge (or free time to learn how) to code that sort of interaction in myself.

OC ReMix OP though.
pgames-food 6 May, 2021 @ 4:18am 
hi there might be remix version that someone based on it that you could use. i think oc game remixes or something
Panacea 5 May, 2021 @ 4:51pm 
Someone needs to convert the original chocobo soundtrack into vanilla rimworld sounding song, and have it play every time chocobo herds show up or someone mounts a chocobo.

(I'm sure this is impossible due to copyright issues and the annoyance of having the chocobo song play for 1 second, then stop, then again, then stop...ad nauseum everytime a pawn gets derpy and rides his chocobo across the street to borrow a cup of sugar and back, then again because he forgot he needed milk too, then back...etc.)
Andy 5 Apr, 2021 @ 1:39pm 
I seem to get an error every time one of them lays an egg, and it winds up spawning a chicken egg.

Might be an issue with animals logic.
Lark  [author] 3 Mar, 2021 @ 5:55am 
Yep. Giddy Up does all the hard work there. Since Chocobos are just XML additions, they work the same as any of the vanilla creatures.
Dray 1 Mar, 2021 @ 6:09pm 
Does this mod work well with the Giddy Up core mod? I'd love to have my pawns ride these little guys around.
Lark  [author] 30 Aug, 2020 @ 7:59pm 
Yep, should be. Unless something huge has changed.
DiESF1RST 30 Aug, 2020 @ 5:03pm 
is this compatible with giddy up?
Lark  [author] 14 Aug, 2020 @ 6:14pm 
It Is Done.
Lark  [author] 14 Aug, 2020 @ 5:54pm 
There's a 1.2 update? I shall CHANGE THE NUMBER!
Aegis J Hyena 14 Aug, 2020 @ 2:54pm 
Will this be updated to 1.2?
FireSloth 17 Jul, 2020 @ 11:44pm 
Probably didn't go back to normal, but fixing the temp issue stopped new cases of it happening... ?
Lark  [author] 17 Jul, 2020 @ 3:59pm 
They went back to normal? That's VERY interesting.
Halfelfaedyn 17 Jul, 2020 @ 2:42pm 
I don't think so but I suppose it's easy enough to fix. I put the fertilized eggs in a warm location and all is well.
Lark  [author] 16 Jul, 2020 @ 6:12pm 
Are you using a mod that converts ruined fertile eggs into unfertile eggs?
Lark  [author] 16 Jul, 2020 @ 6:12pm 
Okay, here we go. Looks like there isn't an unfertilised version of Chocobo eggs. It's been a long time since I fiddled with that code but I'm fairly sure I set it up so that Chocobos will only lay fertile eggs... 'Cause a Chocobo omelette seemed weird~
Lark  [author] 16 Jul, 2020 @ 6:07pm 
That _is_ weird. They're two different items... Ima take a look.
Halfelfaedyn 16 Jul, 2020 @ 3:24pm 
For some reason my fertilized chocobo eggs turned into unfertilized chicken eggs? I think they froze but that was a weird issue? Hehehe
Nesi 6 Jul, 2020 @ 11:01am 
I will be sure to make a gif of it next time it happens
Lark  [author] 6 Jul, 2020 @ 8:00am 
Oh my god I need a GIF of that.
Nesi 6 Jul, 2020 @ 7:30am 
the "Pets can be fun" (or what ever it is called) mod works, as I watched the Doom Slayer (Doom Mod) play fetch with my tamed Chocobo...it was cute :P
Lark  [author] 6 Jul, 2020 @ 7:04am 
I've done no work to make Chocobos compatible with any other mods (Largely out of laziness/inexperience, I admit), though some will pick up on the animal template (LargeBird) and function anyway. I can't say for certain one way or the other. Which is weird: I play with Chocobos active all the time, but I've never tried to add cybernetics to them.

I should look into that at some point...


As for over-modding, there's NEVER enough mods! NEVER! If it weren't for Rimworld version updates breaking previous mods then I think we'd all be running 1000+ mod games by now and damn the suffering!
Nesi 2 Jul, 2020 @ 1:23pm 
oh boy yet another mod for me to add to my collection :P my game is crying and begging for a quick death now
Je suis DedPol 1 Jul, 2020 @ 2:54am 
is chocobo compatible with mod like a dog said, kill for me etc?
Lark  [author] 24 Jun, 2020 @ 9:29am 
Really? Huh, cool. And I didn't even have to do anything...

Uh... I mean I totally did this! And did... 'Something' that fixed this. Totally. Yay Chocobos.

...Heh...?
Armored Chocobo 23 Jun, 2020 @ 7:28pm 
Update: Actually I found this works just fine with Pawnmorpher.

You can even tag them and use them in the Mutaguns.
Lark  [author] 23 Jun, 2020 @ 2:39pm 
If only. I don't have the slightest clue how to get started with that I'm afraid.
Armored Chocobo 23 Jun, 2020 @ 1:12pm 
Possible you can pair this up with Pawnmorpher?
pgames-food 17 Apr, 2020 @ 3:12pm 
cool, thanks
Lark  [author] 16 Apr, 2020 @ 11:15pm 
I've just added a Discussion/Forum thingie: Tell me your Chocobo Stories!

Also has anyone managed to come across one of the rare colourful Chocobos? Post up a pic, lemme see~
Taiyaki >{{{º> 16 Apr, 2020 @ 9:15pm 
@Lark, that's a great idea!
@pgames-food, I used the p-music mod and added my own tracks to it. You can try it out, it's fun! :)
pgames-food 16 Apr, 2020 @ 5:16pm 
cool taiyaki, make a sound mod :)
Lark  [author] 16 Apr, 2020 @ 11:51am 
@Taiyaki >{{{º> Don't forget to pair it with Giddy Up so you can RIDE ze Chocobo.
Taiyaki >{{{º> 15 Apr, 2020 @ 11:44pm 
I added chocobo music as a background track for the game, and together with this mod it's amazing. :)
FireSloth 9 Apr, 2020 @ 11:58pm 
I like this idea. And you could make it optional in mod settings. Or adjustable speed levels in the mod settings.
NRFBToyStore 7 Apr, 2020 @ 6:39am 
@Lark Different leathers have different warm/cold settings, different wood has sharpness ratings for weapons... And I KNOW the infusions mod can RNG effects like 115% move speed on to objects. Just a matter of getting all those variables together! :)