I missed jump frames? srsly? Odd, I made a version of it with your custom pet mod and it does not vanish there... EDIT: I found the problem. Your version uses a different number of animation frames per animation as my version. Apparently, some racial pets use different frame numbers or speeds for animation... This should be mentioned in the Custom Pet mod to prevent mistakes on sides of the animators.
Different Racial pets have different numbers of frames per animation. I made mne using the Hylotl's crab as a base, which has only ONE jump and fall frame.
Ah - I think originally gave you a different one. The mod should be fine in that case. Since I used a packaged asset of the parts which included the frames file. Edit: To fix it all you would need to do is switch out the frames file I packaged with the one you had in yours. And you should be good to go to distribute. Simple fix
May I suggest a pet that resembles poptops? Not the poptop monster itself - but one you can actually have as a pet Edit: Then again I could try and make one myself Edit 2: Doing it now, also I made this (a template with a bit clearer borders so you know the limits at how big your sprite must be, the darkened bits are supposed to be obvious places you CAN'T put a pet sprite)
It isn't working, I'm assuming due to the frames file: I had to make it 48x48...where do I change this in the frames file? Bleh, maybe someone can figure it out before more
Size = Individual Frame size Dimensions = [ Number of Columns , Number of Rows ] Any frame left blank you have to give it the name null - no double quotes Next open the animation file and place the correct number of frames used for each action.
In case this hasn't been posted yet, madtulip attaches the petspawner script to the captainschair located in the ship parts folder of his/her mod.
I'm really liking this mod, it's not a bad concept to use at all, tying the ship-board pets to pet houses. With one pet per house though... I feel that this could be streamlined even further, if it's possible. May I suggest the following? The player themselves is capable of 'equipping' up to two pets to themselves via a pair of pet slots. These don't have the same sort of AI that the ship pets do, but that's a negligible issue. The player is able to catch creatures in capture 'pods', and equip these pods to their pet slots to use the creatures as, well, pets. I suggest making the pet house, an interact-able item, that pops up a UI window. This window would have multiple pet slots, up to 8 I would say, similar to a chest (Bigger pet houses of course, would have more slots.) Pet Pods attached to these slots would gain the ship-pet AI, and act accordingly. This would allow you multiple pets in a ship, without multiple pet houses taking up a lot of valuable space. Pets thus sold in the mart, would be in Pods instead of houses. This also has the added advantage of allowing you to mix things up, such as settling a captured creature from a planet into your ship as a ship-pet, or taking a pet you bought at the mart, with you down to the surface of a planet. I'd also make the pets and their accessories their own stall in the Outpost, but that's just me. Again, I don't know how much of that is possible, but I feel it'd be a thing worth working towards.
You cannot have pet slots added to the player character. That would require modifying the game engine. As for "Pet Slots" in a pet house Due the nature of how the pet information is stored in the houses them selves. In the future you may be able to write the information into an item without having to destroy and remake it - but currently not possible.
I was about to take a screenshot of the inventory screen and the two pet slots placed in there to show you that they were present in-game, but a little more digging in information tells me that, strangely, these have not been 'turned on' yet. I could have sworn I was able to equip pet pods in them in Enraged Koala, after making the pods from the same table the peanut butter trap comes from. Maybe my memory is faulty. Well, the slots are present in the inventory screen. It may be that code can't support them being active (or else, once did, but now no longer can.) I would expect this to change at some point in time. In the meanwhile, I'll keep an eye on this mod and any future developments it undergoes!
I'm aware of this, the idea was that the the pet graphics could remain the same, while the AI code would change depending on where the pet had been placed/equipped. Say I had a Floran Leafsnake, that I took out of the ship. Doing so, it would use the pet pod AI code when released. Whereas once placed in a pet house, it would then use the ship pet AI code instead. Same graphics, different AI for different scenarios.
Known Issues Pets Reproduce [ not a feature ] I just love the way you have so bluntly said this made be laugh, keep the great ideas coming.
Any chance you're planning to add Dog pet houses like these? I know they can be captured with capture pods - but I'd love seeing them implemented much like this. Love it! Any chance on a special Orbis house? (even if it was a test pet)