Adds more mob crates for livestock (#3604)

* Adds livestock crate sprites and cargo crates

Goat and butterfly

* Sorted NPC crates. Added more mobs

Alphabetized NPC crates & Cargo_livestock
Added all current mob crates to cargo.
Added remaining mobs as crates.
Fixed .rsi naming
Added descriptions to livestock crates
Added construction graph for crates under new category "storage"

* Added bees, chickens and gorillas

NPC Crates for cargo

* Fixed cargo console icons

* Alphabetised NPC animals

* Randomizer comment

* removed livestock from cargo console

* Fix chickenmob

* Update yml

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Peptide90
2021-04-02 11:41:00 +01:00
committed by GitHub
parent 52736bbd9e
commit df70984c52
10 changed files with 559 additions and 188 deletions

View File

@@ -510,3 +510,57 @@
state_open: weaponcrate_open
state_closed: weaponcrate_door
- type: entity
id: CrateLivestock
name: livestock crate
parent: CrateGeneric
components:
- type: Sprite
sprite: Constructible/Storage/Crates/livestock.rsi
layers:
- state: livestockcrate
- state: livestockcrate_door
map: ["enum.StorageVisualLayers.Door"]
- type: Icon
sprite: Constructible/Storage/Crates/livestock.rsi
state: livestockcrate
- type: Appearance
visuals:
- type: StorageVisualizer
state_open: livestockcrate_open
state_closed: livestockcrate_door
- type: Damageable
resistances: metallicResistances
- type: Destructible
thresholds:
- trigger:
!type:DamageTrigger
damage: 15
behaviors:
- !type:PlaySoundBehavior
sound: /Audio/Effects/woodhit.ogg
- !type:SpawnEntitiesBehavior
spawn:
MaterialWoodPlank1:
min: 1
max: 4
- !type:DoActsBehavior
acts: [ "Destruction" ]
- type: Physics
bodyType: Dynamic
fixtures:
- shape:
!type:PhysShapeAabb
bounds: "-0.4, -0.4, 0.29, 0.4"
mass: 75
mask:
- Impassable
- VaultImpassable
- SmallImpassable
layer:
- Opaque
- MobImpassable
- SmallImpassable
- type: Construction
graph: CrateLivestock
node: start

View File

@@ -2,17 +2,20 @@
#1D2L3U4R
- type: entity
name: monkey
id: MonkeyMob_Content
name: bat
parent: SimpleMobBase
description: New church of neo-darwinists actually believe that EVERY animal evolved from a monkey. Tastes like pork, and killing them is both fun and relaxing.
id: BatMob_Content
description: Some cultures find them terrifying, others crunchy on the teeth.
components:
- type: MovementSpeedModifier
baseWalkSpeed : 6
baseSprintSpeed : 6
- type: Sprite
drawdepth: Mobs
layers:
- map: ["enum.DamageStateVisualLayers.Base"]
state: monkey
sprite: Mobs/Animals/monkey.rsi
state: bat
sprite: Mobs/Animals/bat.rsi
- type: Physics
bodyType: Dynamic
fixtures:
@@ -29,24 +32,25 @@
- type: Appearance
visuals:
- type: DamageStateVisualizer
normal: monkey
normal: bat
dead: dead
- type: FireVisualizer
sprite: Mobs/Effects/onfire.rsi
normalState: Monkey_burning
- type: entity
name: gorilla
name: bee
parent: SimpleMobBase
id: GorillaMob_Content
description: Smashes, roars, looks cool. Don't stand near one.
id: BeeMob_Content
description: Nice to have, but you can't build a civilization on a foundation of honey alone.
components:
- type: MovementSpeedModifier
baseWalkSpeed : 7
baseSprintSpeed : 7
- type: AsteroidRock
- type: Sprite
drawdepth: Mobs
layers:
- map: ["enum.DamageStateVisualLayers.Base"]
state: crawling
sprite: Mobs/Animals/gorilla.rsi
state: 0
sprite: Mobs/Animals/bee.rsi
- type: Physics
bodyType: Dynamic
fixtures:
@@ -63,7 +67,7 @@
- type: Appearance
visuals:
- type: DamageStateVisualizer
normal: crawling
normal: 0
dead: dead
- type: entity
@@ -142,27 +146,24 @@
dead: dead
- type: entity
name: bat
name: cow
parent: SimpleMobBase
id: BatMob_Content
description: Some cultures find them terrifying, others crunchy on the teeth.
id: CowMob_Content
description: Moo.
components:
- type: MovementSpeedModifier
baseWalkSpeed : 6
baseSprintSpeed : 6
- type: Sprite
drawdepth: Mobs
layers:
- map: ["enum.DamageStateVisualLayers.Base"]
state: bat
sprite: Mobs/Animals/bat.rsi
state: cow
sprite: Mobs/Animals/cow.rsi
- type: Physics
bodyType: Dynamic
fixtures:
- shape:
!type:PhysShapeAabb
bounds: "-0.20,-0.20,0.20,0.20"
mass: 5
bounds: "-0.60,-0.50,0.05,0.50"
mass: 20
mask:
- Impassable
- VaultImpassable
@@ -172,25 +173,21 @@
- type: Appearance
visuals:
- type: DamageStateVisualizer
normal: bat
normal: cow
dead: dead
- type: entity
name: bee
name: crab
parent: SimpleMobBase
id: BeeMob_Content
description: Nice to have, but you can't build a civilization on a foundation of honey alone.
id: CrabMob_Content
description: A folk legend goes around that his claw snaps spacemen out of existance over distasteful remarks. Be polite and tolerant for your own safety.
components:
- type: MovementSpeedModifier
baseWalkSpeed : 7
baseSprintSpeed : 7
- type: AsteroidRock
- type: Sprite
drawdepth: Mobs
layers:
- map: ["enum.DamageStateVisualLayers.Base"]
state: 0
sprite: Mobs/Animals/bee.rsi
state: crab
sprite: Mobs/Animals/crab.rsi
- type: Physics
bodyType: Dynamic
fixtures:
@@ -207,7 +204,7 @@
- type: Appearance
visuals:
- type: DamageStateVisualizer
normal: 0
normal: crab
dead: dead
- type: AsteroidRockVisualizer
@@ -242,7 +239,7 @@
normal: goat
dead: dead
# Note that we gotta make this bitch vomit someday when you feed it anthrax or sumthin
# Note that we gotta make this bitch vomit someday when you feed it anthrax or sumthin. Needs to be a small item thief too and aggressive if attacked.
- type: entity
name: goose
parent: SimpleMobBase
@@ -274,22 +271,18 @@
normal: goose
dead: dead
# Would be cool to have some functionality for the parrot to be able to sit on stuff
- type: entity
name: parrot
name: gorilla
parent: SimpleMobBase
id: ParrotMob_Content
description: Infiltrates your domain, spies on you, and somehow still a cool pet.
id: GorillaMob_Content
description: Smashes, roars, looks cool. Don't stand near one.
components:
- type: MovementSpeedModifier
baseWalkSpeed : 6
baseSprintSpeed : 6
- type: Sprite
drawdepth: Mobs
layers:
- map: ["enum.DamageStateVisualLayers.Base"]
state: parrot
sprite: Mobs/Animals/parrot.rsi
state: crawling
sprite: Mobs/Animals/gorilla.rsi
- type: Physics
bodyType: Dynamic
fixtures:
@@ -306,21 +299,21 @@
- type: Appearance
visuals:
- type: DamageStateVisualizer
normal: parrot
normal: crawling
dead: dead
- type: entity
name: snake
name: monkey
id: MonkeyMob_Content
parent: SimpleMobBase
id: SnakeMob_Content
description: Hissss! Bites aren't poisonous.
description: New church of neo-darwinists actually believe that EVERY animal evolved from a monkey. Tastes like pork, and killing them is both fun and relaxing.
components:
- type: Sprite
drawdepth: Mobs
layers:
- map: ["enum.DamageStateVisualLayers.Base"]
state: snake
sprite: Mobs/Animals/snake.rsi
state: monkey
sprite: Mobs/Animals/monkey.rsi
- type: Physics
bodyType: Dynamic
fixtures:
@@ -337,104 +330,11 @@
- type: Appearance
visuals:
- type: DamageStateVisualizer
normal: snake
# It's death animation is animated so hopefully this should push for separation between "dying" and "death" states.
normal: monkey
dead: dead
# Code unique spider prototypes or combine them all into one spider and get a
# random sprite state when you spawn it.
- type: entity
name: tarantula
parent: SimpleMobBase
id: GiantSpiderMob_Content
description: Widely recognized to be the literal worst thing in existence.
components:
- type: Sprite
drawdepth: Mobs
layers:
- map: ["enum.DamageStateVisualLayers.Base"]
state: tarantula
sprite: Mobs/Animals/spider.rsi
- type: Physics
bodyType: Dynamic
fixtures:
- shape:
!type:PhysShapeAabb
bounds: "-0.30,-0.40,0.45,0.40"
mass: 10
mask:
- Impassable
- VaultImpassable
- SmallImpassable
layer:
- Opaque
- type: Appearance
visuals:
- type: DamageStateVisualizer
normal: tarantula
dead: tarantula_dead
- type: entity
name: crab
parent: SimpleMobBase
id: CrabMob_Content
description: A folk legend goes around that his claw snaps spacemen out of existance over distasteful remarks. Be polite and tolerant for your own safety.
components:
- type: Sprite
drawdepth: Mobs
layers:
- map: ["enum.DamageStateVisualLayers.Base"]
state: crab
sprite: Mobs/Animals/crab.rsi
- type: Physics
bodyType: Dynamic
fixtures:
- shape:
!type:PhysShapeAabb
bounds: "-0.40,-0.35,0.20,0.35"
mass: 10
mask:
- Impassable
- VaultImpassable
- SmallImpassable
layer:
- Opaque
- type: Appearance
visuals:
- type: DamageStateVisualizer
normal: crab
dead: dead
- type: entity
name: penguin
parent: SimpleMobBase
id: PenguinMob_Content
description: Their lives are constant pain due to their inner-body knees.
components:
- type: Sprite
drawdepth: Mobs
layers:
- map: ["enum.DamageStateVisualLayers.Base"]
state: penguin
sprite: Mobs/Animals/penguin.rsi
- type: Physics
bodyType: Dynamic
fixtures:
- shape:
!type:PhysShapeAabb
bounds: "-0.50,-0.30,0.35,0.30"
mass: 10
mask:
- Impassable
- VaultImpassable
- SmallImpassable
layer:
- Opaque
- type: Appearance
visuals:
- type: DamageStateVisualizer
normal: penguin
dead: penguin_dead
- type: FireVisualizer
sprite: Mobs/Effects/onfire.rsi
normalState: Monkey_burning
- type: entity
name: mouse
@@ -463,11 +363,11 @@
Slots:
- Helmet
- type: Physics
bodyType: KinematicController
bodyType: Dynamic
fixtures:
- shape:
!type:PhysShapeAabb
bounds: "-0.50,-0.30,0.35,0.30"
bounds: "-0.30,-0.40,0.45,0.40"
mass: 10
mask:
- Impassable
@@ -534,3 +434,134 @@
normal: mouse-2
crit: dead-2
dead: splat-2
# Would be cool to have some functionality for the parrot to be able to sit on stuff
- type: entity
name: parrot
parent: SimpleMobBase
id: ParrotMob_Content
description: Infiltrates your domain, spies on you, and somehow still a cool pet.
components:
- type: MovementSpeedModifier
baseWalkSpeed : 6
baseSprintSpeed : 6
- type: Sprite
drawdepth: Mobs
layers:
- map: ["enum.DamageStateVisualLayers.Base"]
state: parrot
sprite: Mobs/Animals/parrot.rsi
- type: Physics
bodyType: Dynamic
fixtures:
- shape:
!type:PhysShapeAabb
bounds: "-0.40,-0.35,0.20,0.35"
mass: 10
mask:
- Impassable
- VaultImpassable
- SmallImpassable
layer:
- Opaque
- type: Appearance
visuals:
- type: DamageStateVisualizer
normal: parrot
dead: dead
- type: entity
name: penguin
parent: SimpleMobBase
id: PenguinMob_Content
description: Their lives are constant pain due to their inner-body knees.
components:
- type: Sprite
drawdepth: Mobs
layers:
- map: ["enum.DamageStateVisualLayers.Base"]
state: penguin
sprite: Mobs/Animals/penguin.rsi
- type: Physics
bodyType: Dynamic
fixtures:
- shape:
!type:PhysShapeAabb
bounds: "-0.50,-0.30,0.35,0.30"
mass: 10
mask:
- Impassable
- VaultImpassable
- SmallImpassable
layer:
- Opaque
- type: Appearance
visuals:
- type: DamageStateVisualizer
normal: penguin
dead: penguin_dead
- type: entity
name: snake
parent: SimpleMobBase
id: SnakeMob_Content
description: Hissss! Bites aren't poisonous.
components:
- type: Sprite
drawdepth: Mobs
layers:
- map: ["enum.DamageStateVisualLayers.Base"]
state: snake
sprite: Mobs/Animals/snake.rsi
- type: Physics
bodyType: KinematicController
fixtures:
- shape:
!type:PhysShapeAabb
bounds: "-0.50,-0.30,0.35,0.30"
mass: 10
mask:
- Impassable
- VaultImpassable
- SmallImpassable
layer:
- Opaque
- type: Appearance
visuals:
- type: DamageStateVisualizer
normal: snake
# It's death animation is animated so hopefully this should push for separation between "dying" and "death" states.
dead: dead
# Code unique spider prototypes or combine them all into one spider and get a
# random sprite state when you spawn it.
- type: entity
name: tarantula
parent: SimpleMobBase
id: GiantSpiderMob_Content
description: Widely recognized to be the literal worst thing in existence.
components:
- type: Sprite
drawdepth: Mobs
layers:
- map: ["enum.DamageStateVisualLayers.Base"]
state: tarantula
sprite: Mobs/Animals/spider.rsi
- type: Physics
bodyType: Dynamic
fixtures:
- shape:
!type:PhysShapeAabb
bounds: "-0.30,-0.40,0.45,0.40"
mass: 10
mask:
- Impassable
- VaultImpassable
- SmallImpassable
layer:
- Opaque
- type: Appearance
visuals:
- type: DamageStateVisualizer
normal: tarantula
dead: tarantula_dead