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RimWorld => Mods => Topic started by: Coercion on August 29, 2016, 07:48:52 PM

Poll
Question: What ecosystem should be overhauled next?
Option 1: Arid Shrubland votes: 3
Option 2: Ice Sheet, Tundra or Boreal Forest votes: 2
Option 3: Desert or Extreme Desert votes: 2
Option 4: Temperate Forest votes: 7
Title: CK - Animal & Plant Pack [WIP]
Post by: Coercion on August 29, 2016, 07:48:52 PM
https://ludeon.com/forums/index.php?topic=26265.0

The purpose of this mod is to add a significant amount of new animals and plants to the game and increase fauna and flora biome diversity. New factions have been added to control biome pack animals and introduce new trade resources.

Tropical Rainforest

Wild Animals Added to Biome [20]: Anteater, Gorilla, Jaguar, Komodo Dragon, Orangutan, Panda Bear, Sloth, Tapir, Tiger, White Tiger, Iguana, Python, Ocelot, Capuchin Monkey, Spider Monkey, Squirrel Monkey, Peafowl, Macaw, Toucan, Parrot

Pack Animals Added to Biome: Elephant

Wild Plants Added to Biome [22]: Fern (3 variations), Bromeliad, Heliconia, Rafflesia, Mahogany Tree, Bamboo, Strangler Fig, Palm (3 variations), Taro, Coconut Palm, Banana Tree, Rice Plant, Smokeleaf, Cotton Plant, Psycoid Plant, Healroot Plant, Coffea, Lemongrass

Consumables Added to Biome: Taro Root, Coconuts, Bananas, Rice, Smokeleaf, Cotton, Psycoid, Healroot, Coffee Beans, Lemongrass

Factions Added: Wilders, Jungle Traders

Arid Shrubland
- Lion (male)
- Lioness (female)
- Cheetah
- Hyena
- Warthog
- Horse
- Zebra
- Wildebeast
- Buffalo
- Bushbuck
- Antelope
- Addax
- Okapi
- Hippopotamus
- Giraffe
- Meerkat
- Kangaroo
- Crocodile
- Honey Badger
- Armadillo

- Snow Leopard
- Arctic Hare
- Moose
- Muskox
- Bighorn Sheep
- Yak
- Seal
- Walrus
- Lynx
- Wolverine
- Penguin
- Snowy Owl
- Artic Tern
- Goose (summer)

Desert or Extreme Desert
- Mountain Lion
- Bobcat
- Coyote
- Rattlesnake
- Mouse
- Vulture
- Crow

Temperate Forest
- Black Bear
- Skunk
- Badger
- Great Horned Owl
- Hawk
- Dove
- Goose (winter)
- Badger
- Racoon

Farm Animals
- Donkey
- Goat
- Sheep
- Rottweiler
- Duck
Title: Re: Animal Pack [WIP]
Post by: kaptain_kavern on August 30, 2016, 12:47:32 AM
Hi and best of luck for the mod your working on.

While updating "A Dog Said" mod from A13 to A14 I happened to made a spreadsheet with all animal characteristics recapitulated. If it may help ...

https://docs.google.com/spreadsheets/d/13rgQecI_4Z6-olG9PCO-6uSVyC5cmXh6_Wp_v-Xt8FI/pubhtml
Title: Re: Animal Pack [WIP]
Post by: Coercion on August 30, 2016, 07:18:47 AM
this is awesome thanks :)
Title: Re: Animal Pack [WIP]
Post by: Aleksh on August 30, 2016, 07:28:20 AM
Should consider adding birds. They would give a joy stat as pets!
Title: Re: Animal Pack [WIP]
Post by: Coercion on August 30, 2016, 11:46:39 AM
Good idea. I will try to create some birds. What birds did you want to see?

- Parrot
- Crow
- Vulture
- Hawk
- Dove
Title: Re: Animal Pack [WIP]
Post by: Coercion on August 30, 2016, 12:36:57 PM
For anyone interested in this, I posted my textures for the Tiger.
Title: Re: Animal Pack [WIP]
Post by: SpaceDorf on August 30, 2016, 12:38:31 PM
Really Beautiful :)
Title: Re: Animal Pack [WIP]
Post by: Aleksh on August 30, 2016, 12:46:38 PM
Tiger looks superb!
Hawk as a hunting pet. Try adding birds that sing and birds with nice colors, like the dove but prettier. I would name some, but I am no bird expert.
Title: Re: Animal Pack [WIP]
Post by: Coercion on August 30, 2016, 04:12:23 PM
Thanks. I appreciate it :)

I added textures for the Jaguar and Panda Bear.
Title: Re: Animal Pack [WIP]
Post by: Aleksh on August 30, 2016, 04:14:31 PM
Can't wait to get Harambe as a pet.
If you want some ideas for unique animals, you could always PM me. Just saying.
Title: Re: Animal Pack [WIP]
Post by: Shinzy on August 30, 2016, 04:15:35 PM
Oo the panda is precious, could you perhaps pace the eyes pixel or two further from eachother on the frontview?
Title: Re: Animal Pack [WIP]
Post by: Aleksh on August 30, 2016, 04:17:52 PM
Although, making a panda would require you to add bamboo into the game. It would be nice to see bamboo walls, actually.
Title: Re: Animal Pack [WIP]
Post by: lance_hardwood on August 30, 2016, 04:40:42 PM
I would die for dinosaurs. a Jurassic Park Colony! <3
Title: Re: Animal Pack [WIP]
Post by: Coercion on August 30, 2016, 05:19:54 PM
I could try to create some dinosaurs. I am not sure whether I would include them in this pack or create a separate Dinosaur Pack though. What specific dinosaurs did you have in mind?
Title: Re: Animal Pack [WIP]
Post by: SpaceDorf on August 30, 2016, 05:25:41 PM
I vote for the deadly big ones, the deadly small ones, and the deadly tiny ones.
also the deadly tramply ones with horns ..

and yes that should be a different pack :)
Title: Re: Animal Pack [WIP]
Post by: Coercion on August 30, 2016, 05:51:15 PM
I assume that you are referring to the following:

- Tyrannosaurus
- Stegosaurus
- Spinosaurus
- Velociraptor
- Dilophosaurus
- Compsognathus
- Triceratops

Some other ideas:

- Saber Tooth Cat
- Woolly Mammoth
- Saurolophus
- Ankylosaurus
- Brachiosaurus
- Stupendemys

I will see what I can do. If I am able to create some of these, I will release them (in a separate mod) in conjunction with the Animal Pack.
Title: Re: Animal Pack [WIP]
Post by: SpaceDorf on August 30, 2016, 06:15:09 PM
 ;D ;D ;D
How did you know ?
Title: Re: Animal Pack [WIP]
Post by: Coercion on August 30, 2016, 06:19:13 PM
Quote from: Shinzy on August 30, 2016, 04:15:35 PM
Oo the panda is precious, could you perhaps pace the eyes pixel or two further from eachother on the frontview?

Thanks for the feedback. I will try to work on the Panda's front some more :)
Title: Re: Animal Pack [WIP]
Post by: lance_hardwood on August 30, 2016, 06:23:42 PM
thanks for trying to create those dinosaurs! imagine some kind of electric "jurassic parkesque" fence ... ;)
Title: Re: Animal Pack [WIP]
Post by: Coercion on August 30, 2016, 08:25:59 PM
Quote from: Shinzy on August 30, 2016, 04:15:35 PM
Oo the panda is precious, could you perhaps pace the eyes pixel or two further from eachother on the frontview?

I spaced out the Panda's eyes. Let me know what you think.
Title: Re: Animal Pack [WIP]
Post by: Fluffe on August 30, 2016, 08:32:07 PM
Looks cool to me for real though this is awesome so far lol
Title: Re: Animal Pack [WIP]
Post by: Coercion on August 30, 2016, 10:20:30 PM
thanks :)

I have four or five more animals that I want to make textures for before putting these into the game. Once I finish that, I will release the first version of the mod, and update it as more animals are created.
Title: Re: Animal Pack [WIP]
Post by: kaptain_kavern on August 31, 2016, 12:27:59 AM
If you need any helps for the code..   Just ask here.  I will help (and I'm sure I'm not the only one)
Title: Re: Animal Pack [WIP]
Post by: Coercion on August 31, 2016, 07:01:37 AM
thanks. I may take you up on that :)

I am going to try and use pre-existing animal defs as references, but will let you know if I get stuck.
Title: Re: Animal Pack [WIP]
Post by: Aleksh on August 31, 2016, 10:32:03 AM
I kind of want to see giant snapjaw turtles the size of bears. Just imagine...
Title: Re: Animal Pack [WIP]
Post by: Coercion on August 31, 2016, 12:57:26 PM
Quote from: Aleksh on August 31, 2016, 10:32:03 AM
I kind of want to see giant snapjaw turtles the size of bears. Just imagine...

I will look into adding a Stupendemys to the Dinosaur Pack :)
Title: Re: Animal Pack [WIP]
Post by: Fluffe on August 31, 2016, 04:34:39 PM
Also just noticed badgers on the list theirs already badgers and my animal mod (which will be updated when I have the time lol) so just a heads up :P
Title: Re: Animal Pack [WIP]
Post by: Coercion on August 31, 2016, 05:06:45 PM
Thanks for the heads up.

EDIT: I found your mod posting. Do you have a list of the lore friendly animals that your mod adds? I will try to avoid duplicates.
Title: Re: Animal Pack [WIP]
Post by: Fluffe on August 31, 2016, 05:50:56 PM
A pit bull giant boar and giant snail theirs more but there more fantancy like so yay lol
Title: Re: Animal Pack [WIP]
Post by: Coercion on August 31, 2016, 06:49:01 PM
Oh ok cool. I will remove badgers from any near term plans.
Title: Re: Animal Pack [WIP]
Post by: Coercion on August 31, 2016, 09:39:22 PM
I added textures for the White Tiger and Snow Leopard.

EDIT: and the Arctic Hare.
Title: Re: Animal Pack [WIP]
Post by: lance_hardwood on September 01, 2016, 03:47:35 AM
@fluffe

"there"  "there is"  "they're"  "their"    all different words with different meanings.. google it.. please
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 01, 2016, 05:11:10 AM
I added a poll. Please provide feedback.
Title: Re: Animal Pack [WIP]
Post by: Aleksh on September 01, 2016, 06:57:27 AM
I can tell you're having fun colouring the animals. ^^
Title: Re: Animal Pack [WIP]
Post by: Fluffe on September 01, 2016, 12:26:45 PM
I think there is a limit on how many animals can be on the map at a time so i dont think overpopulation will be a problem cause after a certain amount of animals they stop coming on the map (then again im not 100% sure lol) so i dont know if over population is possible but i may be wrong but who knows lol (btw lance i dont care about grammar to much lol)
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 01, 2016, 01:16:39 PM
Quote from: Aleksh on September 01, 2016, 06:57:27 AM
I can tell you're having fun colouring the animals. ^^

I am :)

I will work on the Tapir and Anteater next or the Horse and Zebra to add some diversity from the big cats.

After that, maybe I will do a Triceratops teaser ;)
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 01, 2016, 01:19:43 PM
Quote from: Fluffe on September 01, 2016, 12:26:45 PM
I think there is a limit on how many animals can be on the map at a time so i dont think overpopulation will be a problem cause after a certain amount of animals they stop coming on the map (then again im not 100% sure lol) so i dont know if over population is possible but i may be wrong but who knows lol (btw lance i dont care about grammar to much lol)

Interesting. It would be nice to get confirmation on this. If this turns out to not be a problem, I guess its a mute point :)
Title: Re: Animal Pack [WIP]
Post by: Aleksh on September 01, 2016, 02:57:45 PM
Having a variety of animals in a biome is normal when it comes to that whole food chain thing(not sure how it's called in english).
That would mean that those damn panthers stop trying to attack your huskies because there's no more prey left.
Title: Re: Animal Pack [WIP]
Post by: ThiIsMe007 on September 01, 2016, 05:14:12 PM
Voted "biome diversity is always good".

Eagerly looking forward to playing with your mod.
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 01, 2016, 08:10:53 PM
thanks :)

I should have version 1.0 out soon.
Title: Re: Animal Pack [WIP]
Post by: EldVarg on September 02, 2016, 12:19:47 PM
W00t! A also just started to make a similar mod. Maybe we could combine our efforts? Made 4 new animals and counting.

Edit: Attaching image, done Panda, Black Bear, Cave Bear, Giant Tortoise (and made Polar Bear bigger and nastier).

[attachment deleted by admin - too old]
Title: Re: Animal Pack [WIP]
Post by: SpaceDorf on September 02, 2016, 12:24:23 PM
I vote Biome Diversity :)
More Meat Diversity.
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 02, 2016, 01:05:33 PM
Quote from: EldVarg on September 02, 2016, 12:19:47 PM
W00t! A also just started to make a similar mod. Maybe we could combine our efforts? Made 4 new animals and counting.

Your mod is looking good :)

There is a Panda Bear and Black Bear in my Animal Pack as well. We could keep separate mods, but try and avoid duplicates when possible. I have a specific vision in mind for this mod, so I don't want to deviate from it at this point, but there is nothing wrong with multiple and different animals packs :) I will be focusing on real, non-extinct, wild animals in the near term. I will probably be creating a Dinosaur Pack as well from the feedback in this thread. If you run into any issues or bugs though, we could definitly help each other with lessons learned.
Title: Re: Animal Pack [WIP]
Post by: gillsminnow on September 03, 2016, 07:44:56 PM
Was pointed in the direction of this thread by kaptain_kavern (thanks). Absolutely drooling at the prospect of dinosaur Rimworld setting.
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 03, 2016, 10:04:03 PM
I will be releasing Version 1.0 of this mod soon. So, I wanted to let you guys know what will be included in it.

Let me know if you have any questions or concerns.

First of all, the purpose of this mod is to: add a significant amount of new animals to the game and increase fauna biome diversity. So, although I will be adding animals to all biomes eventually, Version 1.0 of this mod will focus on the Tropical Rainforest biome.

Version 1.0

Tropical Rainforest

Animal Density decreased from 7.2 to 6.0

Wild Animals Added to Biome (11): Anteater, Gorilla, Jaguar, Komodo Dragon, Orangutan, Panda Bear, Sloth, Tapir, Tiger, White Tiger, Iguana
Wild Animals Removed from Biome (7): Alpaca, Boomalope, Emu, Rat, Tortoise, Turkey, Wild Boar

Pack Animals Added to Biome: Elephant
Pack Animals Removed from Biome: Muffalo

Common: Anteater, Capybara, Chinchilla, Elephant, Monkey, Sloth, Tapir
Uncommon: Gorilla, Jaguar, Orangutan, Panda Bear, Tiger
Rare: Cobra, Komodo Dragon, Panther, Iguana
Very Rare: Cassowary, White Tiger

Title: Re: Animal Pack [WIP]
Post by: Fluffe on September 03, 2016, 10:05:55 PM
Nice lol
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 03, 2016, 11:24:47 PM
Quote from: gillsminnow on September 03, 2016, 07:44:56 PM
Was pointed in the direction of this thread by kaptain_kavern (thanks). Absolutely drooling at the prospect of dinosaur Rimworld setting.

Check out the Dinosaur Pack Thread. I will update it periodically :)

https://ludeon.com/forums/index.php?topic=25589.0
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 04, 2016, 10:45:05 PM
kaptain_kavern (https://ludeon.com/forums/index.php?action=profile;u=43580/) has agreed to provide the coding for this mod while I focus on textures. So, we should be able to really speed up development and deliver content much faster.

Title: Re: Animal Pack [WIP]
Post by: kaptain_kavern on September 05, 2016, 04:39:00 AM
Every great projects start with a little step. Here the first one for me with this mod ^^

(https://i.imgur.com/KKIKJrn.jpg)

The first one I implemented. Now it's time for bed :p
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 05, 2016, 08:16:39 AM
awesome man. looks great :D
Title: Re: Animal Pack [WIP]
Post by: kaptain_kavern on September 05, 2016, 11:34:35 PM
Just to keep you updated on the progress of the mod :

(http://imgur.com/XVCo5AD.jpg)

All animal textures Coercion (https://ludeon.com/forums/index.php?action=profile;u=61968) sent me are coded  8)

The file for modded tropical biome (first release will be focus on this biome) is nearly finished.

I also finished to tweak faction defs to use modded pack animals. Here a pack of pack elephants  ;D (for Tropical biomes  8) )

(http://imgur.com/JdbOZ58.jpg)

All modded animals will drop corresponding leather units (which we're still balancing atm regarding their stats : insulation, Armor rating value, market value, etc)
(http://imgur.com/XnIUvOA.jpg)




Best regards and stay tuned Folks  8)
Title: Re: Animal Pack [WIP]
Post by: Mackinz on September 06, 2016, 02:55:49 AM
Glad to see someone is working on adding more fauna to the Rim! I've been playing the game for about a month now and I really think the game is missing out on its relative lack of diversity. I'd like to suggest Peacocks be added because of their association with rich people (at least in my area) and the existence of Glitterworlds and rich explorers. They could basically be a reskinned Turkey that lives in rainforests. I'd really like to see them added through your mod if possible.

Also, geese are rather vicious birds so maybe they should not necessarily be considered "Domesticated"?
Title: Re: Animal Pack [WIP]
Post by: gillsminnow on September 06, 2016, 07:12:18 AM
Looking forward to this!
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 06, 2016, 09:38:47 AM
@Mackinz Cool idea. I will add peacocks to the list :)

I am not sure yet where geese will be placed, but I will keep that in mind.
Title: Re: Animal Pack [WIP]
Post by: SpaceDorf on September 06, 2016, 10:20:20 AM
Quote from: Coercion on September 06, 2016, 09:38:47 AM
@Mackinz Cool idea. I will add peacocks to the list :)

I am not sure yet where geese will be placed, but I will keep that in mind.

everywhere, geese fly to the south in winter and come back in summer, the creature max and min temp should make them spawn at the right times.
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 06, 2016, 10:31:58 AM
Quote from: SpaceDorf on September 06, 2016, 10:20:20 AM
Quote from: Coercion on September 06, 2016, 09:38:47 AM
@Mackinz Cool idea. I will add peacocks to the list :)

I am not sure yet where geese will be placed, but I will keep that in mind.

everywhere, geese fly to the south in winter and come back in summer, the creature max and min temp should make them spawn at the right times.

This would be cool. I will try to make Geese migrate between the Boreal Forest in the summer and the Temperate Forest in the winter.
Title: Re: Animal Pack [WIP]
Post by: Madman666 on September 06, 2016, 11:34:31 AM
Someone probably already mentioned it, but anyway - this game has decorative dogs (useless yorkies), helpful huskies and labrador retrievers (haul stuff, but not that awesome in a fight), but for combat only wild wolves and wargs. It needs rottweilers! Not as hard to train as wolves and wargs, but fast, strong and expensive to buy. And hard to breed. Quality over quantity.

And they are cute. I mean they've been used as guard and attack dogs since forever!)
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 06, 2016, 01:32:59 PM
Quote from: Madman666 on September 06, 2016, 11:34:31 AM
Someone probably already mentioned it, but anyway - this game has decorative dogs (useless yorkies), helpful huskies and labrador retrievers (haul stuff, but not that awesome in a fight), but for combat only wild wolves and wargs. It needs rottweilers! Not as hard to train as wolves and wargs, but fast, strong and expensive to buy. And hard to breed. Quality over quantity.

And they are cute. I mean they've been used as guard and attack dogs since forever!)

I may add some domestic pets like rottweilers eventually, but it probably will not be for awhile.
Title: Re: Animal Pack [WIP]
Post by: Madman666 on September 06, 2016, 03:05:59 PM
Well, no rush here, I am happy enough with you just considering it. I am grateful already, that you even doing this free of charge) Keep up the good work) Your art is very fitting.
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 06, 2016, 04:38:19 PM
The scope of this mod has greatly expanded past animals and has become a complete overhaul of the RimWorld ecosystem. So, here is an updated list of the new features:

The purpose of this mod is to add a significant amount of new animals, plants and factions to the game, increase fauna and flora biome diversity and drastically change biome climate and weather to account for things like humidity.

Version 1.0 will focus on the Tropical Rainforest biome.

Tropical Rainforest

Animal Density decreased from 7.2 to 6.0
Plant Density increased from 1.0 to 3.0

Wild Animals Added to Biome (20): Anteater, Gorilla, Jaguar, Komodo Dragon, Orangutan, Panda Bear, Sloth, Tapir, Tiger, White Tiger, Iguana, Python, Ocelot, Capuchin Monkey, Spider Monkey, Squirrel Monkey, Peacock, Macaw, Toucan, Parrot
Wild Animals Removed from Biome (8.): Alpaca, Boomalope, Emu, Rat, Tortoise, Turkey, Wild Boar, Monkey

Pack Animals Added to Biome: Elephant
Pack Animals Removed from Biome: Muffalo

Common: Anteater, Capybara, Chinchilla, Sloth, Tapir, Capuchin Monkey, Spider Monkey, Squirrel Monkey,
Uncommon: Gorilla, Jaguar, Orangutan, Panda Bear, Tiger, Macaw, Toucan, Parrot, Python, Peacock, Elephant
Rare: Cobra, Komodo Dragon, Panther, Iguana, Ocelot
Very Rare: Cassowary, White Tiger

Wild Plants Added to Biome (11): Fern (3 variations), Bromeliad, Corpse Flower, Mahogany Tree, Bamboo, Strangler Fig, Palm (3 variations)
Wild Plants Removed from Biome (4): Bush, Raspberry, Tall Grass, Dandelion

Common: Fern (3 variations), Palm (3 variations), Teak Tree, Cecropia Tree
Uncommon: Bromeliad, Mahogany Tree, Strangler Fig,
Rare: Corpse Flower, Bamboo

Weather: from Mostly Clear to Mostly Rainy
Temerature/ Heat Index: from 20 - 30 to 20 - 39 (to account for humity)

Factions Added: Wilders, Jungle Traders
Title: Re: Animal Pack [WIP]
Post by: Mackinz on September 06, 2016, 05:28:49 PM
I'd like to make one quick fix to my previous suggestion: Peacock should be Peafowl as Peacock refers to the male Peafowl while Peahen refers to the female. Peafowl is the general term encompassing both.

Also, since there are so many other monkey types available in Rainforests, why remove the basic "Monkey"?
Title: Re: Animal Pack [WIP]
Post by: Shinzy on September 06, 2016, 05:36:49 PM
Quote from: Mackinz on September 06, 2016, 05:28:49 PM
Peacock should be Peafowl as Peacock refers to the male Peafowl while Peahen refers to the female. Peafowl is the general term encompassing both.

that's... oddly interesting information I didn't even know
(daydreams about Cumberbatch narrating peafowl documentary)
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 06, 2016, 05:44:18 PM
Alright, peafowl it is.

I removed the vanilla monkey because I think the model looks out of place and strange (e.g. has legs, blurry, large, floating, etc.) Maybe I will leave it in.
Title: Re: Animal Pack [WIP]
Post by: Mackinz on September 06, 2016, 06:48:26 PM
Quote from: Shinzy on September 06, 2016, 05:36:49 PM
Quote from: Mackinz on September 06, 2016, 05:28:49 PM
Peacock should be Peafowl as Peacock refers to the male Peafowl while Peahen refers to the female. Peafowl is the general term encompassing both.

that's... oddly interesting information I didn't even know
(daydreams about Cumberbatch narrating peafowl documentary)
Quote from: Coercion on September 06, 2016, 05:44:18 PM
Alright, peafowl it is.
Yeah, peafowl are treated like chickens in their naming, just with "pea" at the beginning.

Plural - Peafowl
Male - Peacock
Female - Peahen
Baby - Peachick

Since RimWorld generates different names for animals depending on their gender or age (ex. Pig, Sow, Piglet), that feature could be used for the various animals in this mod, including peafowl.

QuoteI removed the vanilla monkey because I think the model looks out of place and strange (e.g. has legs, blurry, large, floating, etc.) Maybe I will leave it in.
You could also modify it to address ypur issues with it! :)
Title: Re: Animal Pack [WIP]
Post by: gillsminnow on September 06, 2016, 08:11:59 PM
Could we make suggestions on the rarity of the animals? I think cobra should be more common than tiger for example. Just imo.
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 06, 2016, 10:28:03 PM
I will keep it in mind. The animal rarity will be figured out after testing and will take things into account like: ecosystem balance (predator-prey), visibility/camoflauge/habitat (canopy, brush, etc.), overall aesthetics, player challenge (manhunters), realistic density, territory boundaries, etc.
Title: Re: Animal Pack [WIP]
Post by: gillsminnow on September 07, 2016, 08:32:47 AM
I collected some data for you guys if it makes things any easier :)

https://i.gyazo.com/9e61023fac32e2f059da67e4f1fdd230.png
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 07, 2016, 09:12:31 AM
Quote from: gillsminnow on September 07, 2016, 08:32:47 AM
I collected some data for you guys if it makes things any easier :)

https://i.gyazo.com/9e61023fac32e2f059da67e4f1fdd230.png

thanks for this :)

I will consider it while working the animal statistics.

So you know, the Gorilla columns got shifted.
Title: Re: Animal Pack [WIP]
Post by: gillsminnow on September 07, 2016, 09:24:02 AM
Quote from: Coercion on September 07, 2016, 09:12:31 AM
Quote from: gillsminnow on September 07, 2016, 08:32:47 AM
I collected some data for you guys if it makes things any easier :)

https://i.gyazo.com/9e61023fac32e2f059da67e4f1fdd230.png

Haha yeah cheers! If I can help with anything like this I will. Love your efforts on this.
thanks for this :)

I will consider it while working the animal statistics.

So you know, the Gorilla columns got shifted.
Title: Re: Animal Pack [WIP]
Post by: SpaceDorf on September 07, 2016, 03:46:36 PM
Quote from: Coercion on September 06, 2016, 04:38:19 PM
The scope of this mod has greatly expanded past animals and has become a complete overhaul of the RimWorld ecosystem. So, here is an updated list of the new features:

The purpose of this mod is to add a significant amount of new animals, plants and factions to the game, increase fauna and flora biome diversity and drastically change biome climate and weather to account for things like humidity.

Version 1.0 will focus on the Tropical Rainforest biome.

Tropical Rainforest

Animal Density decreased from 7.2 to 6.0
Plant Density increased from 1.0 to 3.0

Wild Animals Added to Biome (20): Anteater, Gorilla, Jaguar, Komodo Dragon, Orangutan, Panda Bear, Sloth, Tapir, Tiger, White Tiger, Iguana, Python, Ocelot, Capuchin Monkey, Spider Monkey, Squirrel Monkey, Peacock, Macaw, Toucan, Parrot
Wild Animals Removed from Biome (8.): Alpaca, Boomalope, Emu, Rat, Tortoise, Turkey, Wild Boar, Monkey

Pack Animals Added to Biome: Elephant
Pack Animals Removed from Biome: Muffalo

Common: Anteater, Capybara, Chinchilla, Sloth, Tapir, Capuchin Monkey, Spider Monkey, Squirrel Monkey,
Uncommon: Gorilla, Jaguar, Orangutan, Panda Bear, Tiger, Macaw, Toucan, Parrot, Python, Peacock, Elephant
Rare: Cobra, Komodo Dragon, Panther, Iguana, Ocelot
Very Rare: Cassowary, White Tiger

Wild Plants Added to Biome (11): Fern (3 variations), Bromeliad, Corpse Flower, Mahogany Tree, Bamboo, Strangler Fig, Palm (3 variations)
Wild Plants Removed from Biome (4): Bush, Raspberry, Tall Grass, Dandelion

Common: Fern (3 variations), Palm (3 variations), Teak Tree, Cecropia Tree
Uncommon: Bromeliad, Mahogany Tree, Strangler Fig,
Rare: Corpse Flower, Bamboo

Weather: from Mostly Clear to Mostly Rainy
Temerature/ Heat Index: from 20 - 30 to 20 - 39 (to account for humity)

Factions Added: Wilders, Jungle Traders

If you are doing a Biome Overhaul, would you consider looking at the aging and size of trees ?
I was doing a bit of research myself, because I thought trees dying after 1 1/2 years is really stupid.

Title: Re: Animal Pack [WIP]
Post by: Coercion on September 07, 2016, 04:51:34 PM
Yeah. I can do that.
Title: Re: Animal Pack [WIP]
Post by: kaptain_kavern on September 07, 2016, 06:18:22 PM
Quote from: SpaceDorf on September 07, 2016, 03:46:36 PM
If you are doing a Biome Overhaul, would you consider looking at the aging and size of trees ?
I was doing a bit of research myself, because I thought trees dying after 1 1/2 years is really stupid.
I was about to say I stumble upon something like this while hanging around on Github. But it was on your profile :p

Regarding the Dino Pack we'd better be sure to have trees/plants capable of sustaining animals of that size/power. 
In terms of "ecosystem" have you seen how just a few thrumbos (or even beavers) can ravage the vegetation of an entire map, image with a full dinosaurs ecosystem?

This make me think it will be another great modding experience : learn to balance ecosystems

I already have the name of the future release in minds : "Charles Darwin", "Carl von Linné", "Georges Cuvier", "Jean-Baptiste Lamarck","Konrad Lorenz" etc...
Title: Re: Animal Pack [WIP]
Post by: Raccoon on September 08, 2016, 09:35:53 AM
Please Update for Steam Workshop too!  8)
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 08, 2016, 11:03:29 AM
This will probably be available on steam.
Title: Re: Animal Pack [WIP]
Post by: kaptain_kavern on September 09, 2016, 08:08:25 PM
Update post


(http://imgur.com/wcgyJU6.jpg)
Jaguar,White Tiger and Tiger above a Cougar



Hi folks,

So it's been a few days and here is where we're at.

Regarding code, nearly all animals are in (not heavily tested/balanced yet as I just keep adding them in).
I say code because for some I used graphical place-holders , this way Coercion have time to finish drawing all of this (and he even have more works now with the new plants we have planned ^^ ) and I can continue to progress with the code. I'm pretty sure it takes way more time to draw than to code  ::)

(http://imgur.com/cqmEQen.jpg)
Komodo dragon above an Iguana (using the same texture but colored for now)

(http://imgur.com/SMEphVW.jpg)
Peacock above a peahen (using the same texture as Turkey but colored for now)


About the modded biome in itself :
I still have to test/balance it but we have custom weather types for tropical biomes (a little hotter and a lot more wetter ^^) with plant density increased in order to reflect the "forest" in Tropical Forest  :D   The animal density will also be modified to integrate our new animals and balance the ecosystem

(http://imgur.com/msiX3wl.jpg)
2 Squirrel monkeys (the small ones) aside 2 "vanilla" monkeys (using the same texture but colored for now)

(http://imgur.com/YuDv4Av.jpg)
Python (the bigger one) aside a "vanilla" cobra (using the same texture but colored for now)


So long all new animals can be carried be "Normal" traders (some are more commons than others, like in Vanilla) but we also have added 2 specific Tropical factions (basically a Tropical "soon-coded-to-be-cannibal" tribes and a "Tropical Caravanners" Faction) - The Pack on the elephant back is originally drawn/released by Skullywag and I hope CoCo will draw something better or at least do it proper (not poorly like me ^^ )
(http://imgur.com/MtqtMzJ.jpg)
A "Tropical Caravanners" Faction's Caravan


Like I said earlier we also happen to have planned to add more trees/plants to the game. More on this later for now nothing about this is done, codewise.  ;)

(http://imgur.com/jrFFtC9.jpg)
PixelArt Toucan (using a free texture from the web for now)



That's all for me today. I'm back to coding

8) Stay tuned 8)

QuoteEverything that looks shit is because of me and that's why I don't do graphics/arts at all - Everything will look way more nicer once all of the animals will be properly drawn by Coercion
Title: Re: Animal Pack [WIP]
Post by: kaptain_kavern on September 09, 2016, 09:21:32 PM
I forgot to mention that all of this is already on Github (https://github.com/kaptain-kavern/AnimalPack) but I don't advise anybody to try and run this before more testing and balance (but it will start ^^).

Also we use the issue tracker (https://github.com/kaptain-kavern/AnimalPack/issues) as a management tool if you want to follow our progression.
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 09, 2016, 09:28:47 PM
Version 1.0 will be released this weekend in a complete form.
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 10, 2016, 12:09:39 AM
The first plant textures have been posted. :)
Title: Re: Animal Pack [WIP]
Post by: kaptain_kavern on September 10, 2016, 12:30:06 AM
Hey they look gorgeous <3

I will try to implement them fast in order to have a screenshot ASAP. Maybe now before sleeping then  ;)



Ok now we're talking about
TROPICAL GREEN FOREST

Behold !

(http://imgur.com/giY6oOx.jpg)

(http://imgur.com/fh4Y4hu.jpg)

(http://imgur.com/DUGO8V8.jpg)
Title: Re: Animal Pack [WIP]
Post by: kaptain_kavern on September 10, 2016, 02:14:50 AM
Just waow!

Seeing them on the forum I was quite sure they will blend in good in game but it's even better than I thought
Title: Re: Animal Pack [WIP]
Post by: gillsminnow on September 10, 2016, 05:14:02 AM
You guys are really treating us. Can't wait for this!
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 10, 2016, 08:18:17 AM
Fast as always :P

Screenshots look nice :) I will try and finish the Taro and Bromeliad for v1 as well to add some more variation and color.
Title: Re: Animal Pack [WIP]
Post by: lance_hardwood on September 10, 2016, 04:19:08 PM
just a suggestion: could you tone down the intense green of the palm trees and ferns a little bit?
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 10, 2016, 04:39:33 PM
Yeah. Ill test it out. Unlike vanilla, the rainforest is almost always raining now so the colors may be a little more muted in game.
Title: Re: Animal Pack [WIP]
Post by: kaptain_kavern on September 10, 2016, 06:49:20 PM
Debug day : SNAFU !
(http://imgur.com/hshwORs.jpg)
Houston, we've got a problem !

Debug day ...
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 10, 2016, 07:05:26 PM
that is actually pretty funny lol
Title: Re: Animal Pack [WIP]
Post by: Serenity on September 10, 2016, 07:12:39 PM
Well, Pandas can eat meat. Although they almost only eat bamboo because that's where they live their digestive system is that of a carnivore and they get little nutrition from plants.
Title: Re: Animal Pack [WIP]
Post by: kaptain_kavern on September 10, 2016, 07:57:57 PM
The thing is that Panda are killing everything on maps. I used bearbase value for the panda, so he was still considered a predator. ^^

I am at 1h of testing without restart and all those carnivore make the game a little bit harder , with the "real" forest really slowing down pawns.
Title: Re: Animal Pack [WIP]
Post by: kaptain_kavern on September 10, 2016, 08:19:12 PM
Fucking Man Eating Pandas !!!
(http://imgur.com/9oltuT8.jpg)

How can he be so cute even while eating one of my pawns ? :(
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 10, 2016, 08:37:43 PM
I do like the added challenge and surviving in a rainforest should be hard and dangerous.

We probably need to make the Panda non-predators though lol
Title: Re: Animal Pack [WIP]
Post by: kaptain_kavern on September 10, 2016, 08:53:02 PM
It was an omission. I had planned for them to be omnivores but not predators ^^ (meaning they may eat corpses but not actively hunt).

Ok end of my 2h quick test. Even unfinished it was fun to play. And i'm not against the added difficulty too.

It feels more like a real forest. It rains every flipping day, food is plenty, progression speed is low and it is a dangerous environment (nah don't mind the blood covered Pandas  :o )

I have some tweaks to do regarding animal behaviour (not only the killing pandabears ^^) and i'm happy to announce that the crashing bug regarding to weather is exterminated :p (it was the <rainRate> tags, apparently i was a bit zealous and it's value can't be higher than 1 ;) )
Title: Re: Animal Pack [WIP]
Post by: gillsminnow on September 11, 2016, 08:28:46 AM
Nice! You guys still planning on releasing this weekend?
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 11, 2016, 09:05:39 AM
I can release v1.0 tomorrow after I do some extensive testing. However, the release will have a lot less content then was originally planned (content that will be pushed out in v1.x) and may have some balancing issues.

Or, I can wait until next weekend and include much more content (in a more balanced ecosystem) in the first release.

What are the community's thoughts?
Title: Re: Animal Pack [WIP]
Post by: gillsminnow on September 11, 2016, 09:15:26 AM
I've got a few days off work now and I'll be playing rimworld anyway so if you want some extra eyes looking out for anything peculiar I don't mind helping out. I'm sure everybody else feels the same. I'm fine either way though.
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 11, 2016, 09:25:10 AM
It is less about finding bugs (though that is appreciated :) ) and more about balancing the ecosystem. So predator -> prey ratio/ herbavoire -> plant ratio/ edible plant rarity/ etc.

If I post tomorrow a lot of species of plants and animals wont make it in, so it would be missing that balance. I am however open to releasing it anyway though.
Title: Re: Animal Pack [WIP]
Post by: Fluffe on September 11, 2016, 12:34:36 PM
I would wait until the jungle biome is done then release it lol
Title: Re: Animal Pack [WIP]
Post by: Coercion on September 11, 2016, 03:04:10 PM
alright. I will push off the release until later this week when we have a complete rainforest :)

then dinosaurs... :P
Title: Re: Ecosystem Overhaul [WIP]
Post by: SpaceDorf on September 12, 2016, 06:33:36 AM
Holy shit you guys were productive :)

Looks awesome, if I could only decide what to vote on :)

--- EDIT ---

Temperate Forest, because Badger Badger Badger

also there should be Honey Badgers in the Arid Shrubland :)
Title: Re: Ecosystem Overhaul [WIP]
Post by: Raccoon on September 12, 2016, 07:42:10 AM
#Short OffTopic Question.
Do you have to make new ThinkTrees for all new Animals?

#OnTopic

Do you think you can handle the Ecosystem so that it will recover overtime?
Dumb Sample

If you have 15 Rabbits, normaly you have in 3 Months something like 100. Will the other Animals like a Wolf or something else eat them to decrease the Amount of Rabbits or is this to deep for a game?

Title: Re: Ecosystem Overhaul [WIP]
Post by: Coercion on September 12, 2016, 04:01:17 PM
most plant textures for the rainforest are done :)
Title: Re: Ecosystem Overhaul [WIP]
Post by: Serenity on September 12, 2016, 04:06:25 PM
Snakes could be a bit more aggressive maybe if you get close to them. I walked around snakes a couple of times now and wasn't attacked yet.
Title: Re: Animal Pack [WIP]
Post by: BlueWinds on September 12, 2016, 04:16:26 PM
Quote from: kaptain_kavern on September 09, 2016, 08:08:25 PM
So long all new animals can be carried be "Normal" traders (some are more commons than others, like in Vanilla) but we also have added 2 specific Tropical factions (basically a Tropical "soon-coded-to-be-cannibal" tribes and a "Tropical Caravanners" Faction) - The Pack on the elephant back is originally drawn/released by Skullywag and I hope CoCo will draw something better or at least do it proper (not poorly like me ^^ )
Would you mind splitting this out into a separate mod - and possibly a separate thread? While it's a neat idea, it's also unrelated to the animals + ecosystem rebalance.

Also not sure I like the look of the new plants - they're very... fluorescent. Doesn't look natural, especially compared to the vanilla textures they're  mixed in with.
Title: Re: Ecosystem Overhaul [WIP]
Post by: Fluffe on September 12, 2016, 04:50:27 PM
Plant textures look fine to me lol
Title: Re: Ecosystem Overhaul [WIP]
Post by: Coercion on September 12, 2016, 04:50:48 PM
The plant colors will be adjusted later based on the in game look (i.e. the in game weather and lighting should mute the colors a lot). Darker shades may make everhthing dull and black in the rain and fog of the rainforest.
Title: Re: Ecosystem Overhaul [WIP]
Post by: Serenity on September 12, 2016, 04:53:37 PM
Quote
Plant textures look fine to me lol
It's the color. The green is way too bright compared to the darker "standard" green

In #88 it looks fine. Maybe because of the rain. But compare that to #84 or #78
Title: Re: Ecosystem Overhaul [WIP]
Post by: Coercion on September 14, 2016, 09:55:33 AM
Quote from: Raccoon on September 12, 2016, 07:42:10 AM
#Short OffTopic Question.
Do you have to make new ThinkTrees for all new Animals?

#OnTopic

Do you think you can handle the Ecosystem so that it will recover overtime?
Dumb Sample

If you have 15 Rabbits, normaly you have in 3 Months something like 100. Will the other Animals like a Wolf or something else eat them to decrease the Amount of Rabbits or is this to deep for a game?

1. The new animals are modeled after vanilla ones; however, they have new defs, stats, etc.

2. Kind of... indirectly. The animals spawn based on rarity values and have a max quantity based on population density. So, if predators kill prey, the chance of more prey spawning should be much higher than another predator. However, in theory, if predators are never killed, eventually all prey could be removed, and predators could turn towards colonists. This is somewhat controlled due to animal lifespan though.
Title: Re: CK - Animal Pack & Plant Pack [WIP]
Post by: Coercion on September 16, 2016, 10:36:52 AM
Some updates for this mod:

1. v1.0 may be released on Monday. It will have all of the plants and consumables for the Tropical Rainforest in game (22 plants/ 10 consumables); however, animals will continue to be added.

2. All of the plants and consumables for the tropical rainforest should be in this weekend. We are working on balancing plant rarity and distribution now.

3. Some of the screenshots provided earlier where not accurate; however, the plants will be bold and bright, similiar to vanilla crops (e.g. rice and cotton)

4. Factions will be added to control biome pack animals and new trade resources (e.g. animals)

5. After v1.0 is released, the remaining animals for the tropical rainforest will be added in v1.1. After that, we will work on the Jurassic Pack for the tropical rainforest, and then move on to the Temperate Forest.
Title: Re: CK - Animal Pack & Plant Pack [WIP]
Post by: gillsminnow on September 16, 2016, 02:57:04 PM
Nice one dude, been really looking forward to this since I saw it. :)
Title: Re: CK - Animal & Plant Pack [WIP]
Post by: gillsminnow on September 17, 2016, 06:40:35 PM
Will probably start a let's play series with this mod I'm that excited about it :D
Title: Re: CK - Animal & Plant Pack [WIP]
Post by: Coercion on September 17, 2016, 08:55:14 PM
Quote from: gillsminnow on September 17, 2016, 06:40:35 PM
Will probably start a let's play series with this mod I'm that excited about it :D

post a link to the series if you do :)

and remember that the first release will not have all of the content in yet, but content will be continually added.
Title: Re: CK - Animal & Plant Pack [WIP]
Post by: gillsminnow on September 19, 2016, 05:23:17 AM
Will do coercion! Are you still due to release today?
Title: Re: CK - Animal & Plant Pack [WIP]
Post by: Coercion on September 19, 2016, 10:28:34 AM
Quote from: gillsminnow on September 19, 2016, 05:23:17 AM
Will do coercion! Are you still due to release today?

Version 1.0 should be ready tonight. We have a few more things to add, and I am doing some testing now.

Here is a sneak peek :)

(http://i.imgur.com/yIzXg1o.jpg)
Title: Re: CK - Animal & Plant Pack [WIP]
Post by: Fluffe on September 19, 2016, 12:27:23 PM
Other than items being on top of trees I got to say this looks amazing lol
Title: Re: CK - Animal & Plant Pack [WIP]
Post by: kaptain_kavern on September 19, 2016, 12:49:23 PM
I'm still trying to find a solution to that. I'm pretty sure it can be done because added plants are correctly hide by big trees in front of them, but items are showed first.

Note that it's probably better that way for playing but it kind of bother me also ;)
Title: Re: CK - Animal & Plant Pack [WIP]
Post by: Fluffe on September 19, 2016, 01:03:58 PM
Although it is funny to think of someone having to clear alot of vegetation just to find a drop pod lol
Title: Re: CK - Animal & Plant Pack [WIP]
Post by: gillsminnow on September 19, 2016, 01:23:10 PM
Yeah what Fluffe said. It's looking great.
Title: Re: CK - Animal & Plant Pack [WIP]
Post by: kaptain_kavern on September 19, 2016, 03:09:02 PM
Judging on the increased commits per second ratio ^^ on github (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/commits/master) : We can feel that 1.0 is coming folks ;)
Title: Re: CK - Animal & Plant Pack [WIP]
Post by: gillsminnow on September 19, 2016, 06:17:03 PM
https://media.giphy.com/media/5xaOcLzC6qGxVAoC7T2/giphy.gif

Don't think there will ever be a more suitable gif!
Title: Re: CK - Animal & Plant Pack [WIP]
Post by: Coercion on September 19, 2016, 07:27:52 PM
v1.0 posted :)

https://ludeon.com/forums/index.php?topic=26265.0
Title: Re: CK - Animal & Plant Pack [WIP]
Post by: kaptain_kavern on September 19, 2016, 08:24:33 PM
By using this link, it will always point to the latest release on github : https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/releases/latest (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/releases/latest)




Also about Github, please notice that starting from now we must not work on the master branch directly (it will now be the last stable version), we will work other branches (I already created the "dev" and "1.1" branches, you can change in the first page of the repo) in order to not break the stable one, and once we will be satisfied we will merge branches with master.

I really don't know if you know how Github works, so sorry if you already knew ;)


It is nice working with you, things go smoothly and we complete each other sets of skill. I'm looking forward to continue
Title: Re: CK - Animal & Plant Pack [WIP]
Post by: HurricaneHandy on October 19, 2016, 04:03:27 AM
You guys are awesome. I love the mod.  I've just about finished my first run threw and everything is rad.  I had a lotta fun and the mod seemed to not conflict with any of my load order, however, I'm in the middle of year 4 and I haven't seen a single trade caravan (Trade Ships are fine, no muffilo caravans).  Now I gotta tell ya, I'm not at all certain if it's your mod because I have ya sandwiched in the middle of a stack of 60 additional mods.  When I go to the coms console, I can request a trade caravan; they take my silver and never show up; they also never show up on their own. 30+ hours of game play on this mod and I have to say It's one of my favorites.  You really did an outstanding job.  I'm curious about the trade caravan issue though; I seen someone a few pages ago with the same issue so I thought I'd bring it up. 
Title: Re: CK - Animal & Plant Pack [WIP]
Post by: kaptain_kavern on October 19, 2016, 04:31:58 AM
Hey thanks for the kind words ;-)

For the traders it can come from an other mod changing traders defs after CK-APP changes. It's not guaranteed but you can try to put our mod last in mod order, maybe
Title: Re: CK - Animal & Plant Pack [WIP]
Post by: RamsayBolton on January 14, 2017, 02:21:31 AM
I like all idea of this mod, but i'm on A16. Really hope that it will be ported to A16.
Title: Re: CK - Animal & Plant Pack [WIP]
Post by: Thirite on January 14, 2017, 02:47:30 AM
Well, it's just an xml content mod so updating it would be very simple. Just search and replace the changes since A16; namely the Ticks->Time fields.
Title: Re: CK - Animal & Plant Pack [WIP]
Post by: Tammabanana on January 14, 2017, 08:51:27 AM
Oh! I didn't know this thread existed!

Kap and Coercion have been away, so I A16'd it. Details and a link to the download in their Release thread - https://ludeon.com/forums/index.php?topic=26265.msg289946#msg289946