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RimWorld => Releases => Mods => Outdated => Topic started by: Coercion on September 19, 2016, 07:25:09 PM

Title: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Coercion on September 19, 2016, 07:25:09 PM
Coercion || Kaptain-Kavern
Animal & Plant Pack


Download! (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/releases/latest)

The purpose of this mod is to add a significant amount of new plants and animals to the game and increase fauna and flora biome diversity.

[See the wiki (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/wiki) for a complete list of features.]

A patch is available for A Dog Said (https://ludeon.com/forums/index.php?topic=24578.0) (under the Download! link above) that allows the animals added by this mod to recieve the animal surgeries and bionics added by A Dog Said.

CHANGELOG

v1.0

- Adds Jaguar, Panda Bear, Tiger, White Tiger
- Adds Elephant Pack Animals to the rain forest
- Adds 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
- Adds Taro Root, Coconuts, Bananas, Rice, Smokeleaf, Cotton, Psycoid, Healroot, Coffee Beans, Lemongrass
- Adds Wilders and Jungle Traders factions
- Adds tropical weather (e.g. tropical rain, etc.)

v1.0.1 Wild modded Vanilla plants are now completely separate from their crop version counterparts

v1.0.2 Banana trees now yield 12 instead of 30 when harvested.

v1.0.3 Minor adjustment on how taro plants and ferns regrow

v1.1

- Increases spawn chance of prey animals
- Increases beauty of tropical plants
- Adds tropical plants to potted plants list
- Removes the alpha beaver incident from the rainforest
- Adds manhunters to biome
- Several minor improvements (e.g. descriptions and corrected textures)

v1.2

- Adds Tapir, Junglefowl, Peafowl, Okapi

v1.3:

- Adds dream vine and dead trees (tree stumps) to the wild plant list.
- Adds dream root (effects similiar to beer) harvestable from dream vine.
- Adds a bill to the drug lab for synthesizing neutroamine (from dream root).
- Coffee beans now give a boost to the rest need.
- Coffee beans and dream root can be scheduled and are usable as cooking ingredients (raw plant) without the drug effect.
- Adds beehives and honeycomb
- Adds apiary to crop list (beekeeping must be researched first)
- Replaces the taro plant with a new texture
- Fixes potted heliconia texture
- Ibex, Deer, Alpaca, Bongo now produce milk. Chinchillas are now herd animals. Rhinos, Ibex, Gazelle, Bongos, now drop horns. Elk, Deer, Caribou now drop antlers. Junglefowl and Peafowl now lay unfertilized eggs.
- Makes Okapi and Chinchilla slightly less common
- Separates wild plants from potted plants and crops to fix the blight incident.
- Removes all factions added by previous versions of this mod (Jungle Traders & Wilders).
- Animals will prioritize eating harvestable plants before ferns
- Elephants now clear (eat) trees (replacing the alphabeaver mechanic).
- Makes minor corrections/clarifications to animal names
- Wood yielding modded Trees are now locked behind a cheap Research Project (to de-clutter the crop menu).
- Completely disables non finished animals (some monkeys and birds with graphic placeholders were spawning as starting pets or brought by traders).
- Completely renames all Defs in the code for compatibility with other mods.
- Young chicken-like birds now looks like chicks (not small adults).

v1.3.1:

- Coffee Beans and Dream Root can no longer be used in cooking
- Reduces the size of the apiary to only take up one crop tile
- Makes edits to grammar and nomenclature
- Makes changes to animal and plant rarity and statistics
- Honeycomb now gives the "ate fine meal" bonus (similiar to insect jelly)

PLANS

v1.4 plans to add:

Replaces "coffea bush" and "coffee beans" with "jitter weed" and "jitter berries"
Adds texture for jitter berries
Adds texture for jitter weed (crop)
Adds texture for dream vine (crop)
Adds texture for junglehens
Adds texture for peahens
Replaces the peafowl texture
Replaces the monkey texture
Replaces the cobra texture
Replaces the lemongrass (consumable) texture

v2.1 plans to add:
- Adds various plants and animals to every biome
- Makes changes to plant and animal statistics in every biome
- Makes changes to the weather in every biome
- Adds termite mounds as a new protein (meat) source [arid shrubland]
- Adds grass (dead) [arid shrubland]
- Adds mushrooms as a new protien (meat) source [various]
- Replaces and resizes the oak tree texture

RELATED MEDIA

gillsminnow (https://m.youtube.com/playlist?list=PLvvu5QsPOvkoOvjxKgAEwSMcIUDaLcIZI) (this series contains customizations (custom plant textures, weather, etc.) to the mod and may not be an accurate representation of the mod in its entirety)


Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Coercion on September 19, 2016, 07:25:17 PM

Tropical Rain Forest

The tropical rain forest is a challenging biome with deadly diseases, strong animals, intense rainstorms and a thick jungle canopy that makes movement and expansion a challenge.

Animals in Biome [18]: Jaguar, Panda Bear, Tiger, White Tiger, Tapir, Junglefowl, Peafowl, Okapi, Panther, Elephant, Cassoway, Iguana, Capybara, Chinchilla, Wild Boar, Rat, Cobra, Tortoise

Plants in Biome [25]: 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, Dream Vine, Beehive, Tree Stump

Consumables in Biome [12]: Taro Root, Coconuts, Bananas, Rice, Smokeleaf, Cotton, Psycoid, Herbal Medicine, Coffee Beans (drug), Lemongrass, Dream Root (drug), Honeycomb

Weather in Biome: Tropical Rain, Tropical Thunderstorm, Tropical Foggy Rain, Tropical Fog, Tropical Clear

(http://i.imgur.com/yIzXg1o.jpg)

Some tips for surviving the rain forest:

1. You can stop plant movement sway in the vanilla options menu.
2. Rain forest plants take time to clear, so having pawns without the ability to plant cut will add a real challenge to the play through.
3. Clear out plants for pathing. The dense jungle will considerably slow down pawns.
4. Wood is abundant, but trees take a long time to chop down. Prioritize time and resources and focus on smaller trees and plants when clearing large areas.
5. Remove rafflesia from your area as these drastically reduce beauty.
6. Foraging is a viable food option. Look out for rice, bananas, coconuts and lemongrass.
7. While rare, coffee beans, smokeleaf, psycoid, healroot and cotton can also be foraged.
8. The rain forest provides a lot of cover. Clear out areas to hit enemies, or use the cover to your advantage.
9. Some animals in the rain forest do a lot of damage and are very fast. Choose fights wisely and try to avoid being ambushed.
10. The rain forest rains a lot, so consider this when deciding on power and building options.

Future Plans
- Bongo
- Anteater
- Ocelot
- Capuchin Monkey
- Spider Monkey
- Squirrel Monkey
- Orangutan
- Coati
- Chimpanzee
- Gorilla
- Komodo Dragon
- Python

Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Coercion on September 19, 2016, 07:25:25 PM
Temperate Forest

Future Plans
- Black Bear
- Skunk
- Badger
- Dove
- Goose (winter)
- Badger
- Racoon
- Donkey
- Goat
- Sheep
- Duck
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Coercion on September 19, 2016, 07:25:32 PM
Arid Shrubland

Future Plans
- Lion (male)
- Lioness (female)
- Cheetah
- Hyena
- Warthog
- Horse
- Zebra
- Wildebeast
- Buffalo
- Bushbuck
- Antelope
- Addax
- Hippopotamus
- Giraffe
- Meerkat
- Kangaroo
- Crocodile
- Honey Badger
- Armadillo
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Coercion on September 19, 2016, 07:25:38 PM
Desert & Extreme Desert

Future Plans
- Mountain Lion
- Bobcat
- Coyote
- Rattlesnake
- Mouse
- Vulture
- Crow

Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Coercion on September 19, 2016, 07:25:44 PM
Boreal Forest

Future Plans
- Snow Leopard
- Arctic Hare
- Moose
- Muskox
- Bighorn Sheep
- Yak
- Seal
- Walrus
- Lynx
- Wolverine
- Penguin
- Goose (summer)

Tundra & Ice Sheet

Future Plans
- Snow Leopard
- Arctic Hare
- Moose
- Muskox
- Bighorn Sheep
- Yak
- Seal
- Walrus
- Lynx
- Wolverine
- Penguin
- Goose (summer)
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: gillsminnow on September 19, 2016, 08:17:52 PM
I'd like to really thank you guys for this mod, amazing work. The jungle looks absolutely amazing now.

Edit: I've figured out almost everything I had answers for. Only thing I'd like would be the DPS of the animals to be brought in line with vanilla numbers (Panda almost double DPS than Grizzly for example).

Edit 2: Is there a way to stop plant growback so quickly? I cut plants and within a few seconds it seems like they're all back again. :D

Thanks again for the great mod.
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Igabod on September 19, 2016, 09:40:12 PM
I'm glad to see another person adding more diversity to the game. I used to maintain two mods which added more plants and more animals but I haven't had time to keep them up to date lately so unfortunately they've been discontinued for the time being. I'd be happy to donate some of the textures I did to add into this mod though. I only did one animal texture myself (the rest in that particular mod were done by other people so I can't offer those up) but I did quite a few plant textures I can donate. I'll attach a zip file containing all the textures I can donate and you can pick and choose from them however you like or you can choose not to use them if you don't like them. Let me know if you need or want anything else from me and I'll see what I can do.

[attachment deleted by admin - too old]
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Adventurer on September 19, 2016, 09:53:53 PM
A lot of people use Vegetable Garden for additional crops, so it might be a good idea to separate the plants and the animals.
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Coercion on September 19, 2016, 10:03:27 PM
Quote from: gillsminnow on September 19, 2016, 08:17:52 PM
I'd like to really thank you guys for this mod, amazing work. The jungle looks absolutely amazing now.

Edit: I've figured out almost everything I had answers for. Only thing I'd like would be the DPS of the animals to be brought in line with vanilla numbers (Panda almost double DPS than Grizzly for example).

Edit 2: Is there a way to stop plant growback so quickly? I cut plants and within a few seconds it seems like they're all back again. :D

Thanks again for the great mod.

thanks :)

- I can rebalance the dps some. I do think that the vanilla animals are too weak though. A few hits from a tiger should do some serious damage. Pawns should hunt prey animals if they are ill-equipped or inexperienced.

- I will look into the plant growback.
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Coercion on September 19, 2016, 10:07:57 PM
Quote from: Adventurer on September 19, 2016, 09:53:53 PM
A lot of people use Vegetable Garden for additional crops, so it might be a good idea to separate the plants and the animals.

The plants and animals can't be separated due to the way that the game was coded (i.e. the same file is used for both). You can customize your plants/animals in the file:

Defs/BiomeDefs/Biomes_Moderate.xml

A Vegetable Garden patch may be released in the future.
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Igabod on September 19, 2016, 10:48:51 PM
Quote from: Coercion on September 19, 2016, 10:07:57 PM
Quote from: Adventurer on September 19, 2016, 09:53:53 PM
A lot of people use Vegetable Garden for additional crops, so it might be a good idea to separate the plants and the animals.

The plants and animals can't be separated due to the way that the game was coded (i.e. the same file is used for both). You can customize your plants/animals in the file:

Defs/BiomeDefs/Biomes_Moderate.xml

A Vegetable Garden patch may be released in the future.

They can be separated but only if you add a patch that combines them if people want it. The Biomes_xx.xml file is the only file needed in the patch so you can include a download for that file in both mod listings and tell people to replace the one in the mod files with that one. It makes for extra work though and was a source of irritation for me when I was updating my two mods. The patches for compatibility with all the other mods that affect that one file are numerous. Even in alpha 9 and 10 when I was actively maintaining my mods there were at least 3 or 4 mods I had to work with. Now in alpha 15 there are even more mods so you'll have a long list of compatibility patches if you intend on making things work. It's not hard work, just annoying. So as long as you are willing to devote time to it I say go for separating them. But if you don't have the patience to keep updating patches every time one of the other mods updates then just keep the mod as it is now and put a big bright colored disclaimer on the OP saying "This mod is not compatible with the following mods:". Some people might complain but the most likely thing that will happen is one of the people who uses your mod will do the work for you and post a compatibility patch for whichever of the mods they like to use with this one. If it were me I'd go for letting the users do the patch work and just focus on adding content to your mod. As for the damage levels, I'd take them down to 12 at the max for the strongest animal and below 10 for the others. The other option is to have two difficulty modes and include a separate patch file to be downloaded for the weaker animals. That would of course add more work so it wouldn't be the route I would use, I would just go for the lower damage levels and let the people that want more of a challenge edit the damage levels themselves since it's such a simple edit. Just include instructions for that edit on the original post and let the users decide if that's what they want or not. The majority of people that would download this mod aren't looking for a super-powerful beast to insta-kill their colonists so you should cater to those people and let the more hardcore people make the changes they want. All of this advice is free for you to use or discard as you wish though, I wouldn't presume to tell you how to do your own mod. Good luck with it and I hope you keep adding to it. Rimworld has come a long way since I started my mods but it can always use more diversity.
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: kaptain_kavern on September 19, 2016, 10:56:28 PM
Hi folks, thanks for the welcome and feedbacks.

Near future of the mod/Roadmap:


Apart new animals (that is mostly Coercion part ;) ) I intend to focus on polishing the actual work a bit. I would like new consumable having a bit more "fun"/specific use, for now they are just basic blend ingredient. It will be nice to have Coffee creating coffee in cups, etc but it kind of double with some of VegGarden features (I still wonder how to handle that)

Along improvements and corrections, the next thing I will also focus on is VegGarden compatibility (with a patch or a tweaked version - I need to see what will be more easy - I could also maybe have all plants that are also in VegGarden in a separate file that can be erased/moved if needed)

About feedbacks :


Regarding wild plants, I already have a fix (dev Branch on Github) for having wild vanilla plants and let the game use vanilla defs for cropped versions (It could also work with VegGarden i'd say but you'd still have double plants). I just need to test it a bit before releasing 1.0.1 already ^^

Thanks CupProPanda buddy! I always liked your work btw (If you happen to make a game, please announce it there for us ;) )

About plants regrowing quickly : hey it's the rainforest folks plants are wild out there, I personally like the way it does atm. Else there are some value in the XML def that are playing for that but <seedEmitMTBDays> must be the prime culprit (it is set high for the Ferns per example)

Also I found it a good idea to lock some of the growable new plants behind research (maybe not all) what do you think CoCo?

Thx for your insights Igabod (Hey modding your Biodiversity mod was one of the thing that put me in the modding things ^^) I will probably keep the "core" mod as is, and provide little patches alongside
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: gillsminnow on September 20, 2016, 01:18:16 AM
Yeh addressing the Vegetable Garden stuff would be lovely. That  (and locking the new plants behind research were my questions I actually edited out).

I only ask about the grow back times as I sometimes clear plants in a certain areas to prevent/control fire spread. So I tried it but it seemed as soon as I cleared some more just appeared. A patch of soil looks nice against the jungle backdrop. :D
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Igabod on September 20, 2016, 01:40:17 AM
Quote from: kaptain_kavern on September 19, 2016, 10:56:28 PM
Thx for your insights Igabod (Hey modding your Biodiversity mod was one of the thing that put me in the modding things ^^) I will probably keep the "core" mod as is, and provide little patches alongside

Hey Kap! I wasn't aware you were the K in the CK! Glad to see another mod by you. And I'm always happy to give advice to others whether or not they decide to take it. If you ever want honest input on any of your projects you can always send me a private message and I'll respond within a day or two. You've been around here for a while now and I suspect that your dedication will make this mod better than any of my earlier mods. I intend on installing this mod once it is fleshed out a little more and giving it a try, but if you need any assistance whatsoever (opinions, questions, bug smashing, or anything else) just let me know and I'll do my best to help you out. Keep up the good work. I'll be watching this mod as it develops and I will provide whatever feedback I can. :)
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Coercion on September 20, 2016, 09:21:52 AM
I don't think that the dps numbers are as big of a deal in game as they seem on paper. I really need some more in game hands on testing for this, but predators do not attack often. The solution is to not start stabbing a tiger with a knife. Similiar to what Igabod said though, this can be self customized in the file Defs/ThingDefs_Races/.xml under meleeDamageBaseAmout. Just lower this number if you need to. Feel free to provide more feedback though after testing in game. I will lower the panda damage in the next release, but I need more discussion on the cats. Also, the next release may introduce Komodo Dragons that cause infections on bite. And, the idea for a constrictor that has a job order to constrict colonists to death has been played around with. This is when the rain forest gets hardcore :P

Good idea with the brush clearing. In the near term, remember that it rains a lot, so fires should be less of a concern than they are in other biomes.

I do like the idea of locking some plants behind research, but we need to make sure that this doesn't cause more compatibility issues. The same being true for more consumable recipes (e.g. coffee).
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: gillsminnow on September 20, 2016, 09:41:42 AM
One thing I did notice is that all the cats seem to have the same stats. i.e. there is no difference between the Tiger and the Jaguar barring the sprite. Are the animals able to be traded? If so and the Tiger is going to be the absolute pinnacle of the animal kingdom then it should probably be more expensive than the base cats too.

If you're able to provide a working animal template I am happy to have a go at balancing each of the creatures, as far as I can see in the xmls the cats all take their stats from the cat base. I'm not sure 100% what I need to be taking from the base to give each creature a different personality.
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Coercion on September 20, 2016, 10:43:00 AM
Thanks for the continued feedback :)

Currently, all of the big cats are the same, but we can definitly customize stats. The same code should work in each specific animal def as it does in the base animal def. I will be adding more animals soon, so there will be other strong creatures (e.g. Gorillas) I will also look into balancing the trade prices.

I will create an excel template for the animal stats that you can manipulate.

These are the main stats that matter: MoveSpeed, MarketValue, meleeDamageBaseAmount (for each attack), baseHealthScale, manhunterOnTameFailChance
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: gillsminnow on September 20, 2016, 11:38:41 AM
Nice one coercion! I'll have a look at it when you're done and see what I can come up with for you.
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Coercion on September 20, 2016, 11:54:27 AM
Quote from: gillsminnow on September 20, 2016, 11:38:41 AM
Nice one coercion! I'll have a look at it when you're done and see what I can come up with for you.

The rain forest may have around 30 animals once everything is in, so it will need some balancing :)

Are you still planning on a lets play? do you have a link to it?
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: gillsminnow on September 20, 2016, 12:20:17 PM
Quote from: Coercion on September 20, 2016, 11:54:27 AM
Quote from: gillsminnow on September 20, 2016, 11:38:41 AM
Nice one coercion! I'll have a look at it when you're done and see what I can come up with for you.

The rain forest may have around 30 animals once everything is in, so it will need some balancing :)

Are you still planning on a lets play? do you have a link to it?

Yeah definitely planning a let's play still. Trying to get everything compatible with my other mods before I start though. I've not modded anything before Rimworld but I've managed to remove the duplicate plants that Vegetable Garden has and hidden away some of the other wild growing stuff (not behind research but so it only grows wild). Will try the seed suggestion Kavern mentioned to help dial back vegetation growth.

Here's the thumbnail I've gone for for the series - https://i.gyazo.com/54d6a00bfac54c8ac8e6750ff7bf4532.jpg

And the link you wanted :) https://www.youtube.com/gillsminnow
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: kaptain_kavern on September 20, 2016, 12:38:27 PM
QuoteV1.0.1 - Wild modded Vanilla plants are now completely separate from their crop version counterparts and should not impact your farming habits (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/releases/latest)

I hurried a bit for release this in time for your LP Gillsminnow ;) (else I had corrected more things before releasing ^^)

Also if you want custom mods or help to tweak some in order to have a good modmix for the LP feel free to use the "KAP signal" (PM me :p)


Coercion? You should really use the link "https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/releases/latest (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/releases/latest)" in OP when you can change it please. It will always point to latest version (now 1.0.1) without you needing to change it every time ;)
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Coercion on September 20, 2016, 12:41:32 PM
cool. let me know when you start :)
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Coercion on September 20, 2016, 12:46:07 PM
@Katain-Kavern

thanks for the quick update. the OP should already be linked there.

edit: my bad. I must not of saved the updated link. fixed.
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: kaptain_kavern on September 20, 2016, 03:59:41 PM
(http://imgur.com/VO5gqFs.jpg)
Even Toxic Fallout can't bring the mighty Rain Forest down ^^
All animals died though...
Randy gave me Toxic Fallout + Heat Weave + Eclipse at the same time  :P
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: SpaceDorf on September 20, 2016, 04:53:14 PM
That looks so fantastically awesome.

Gratz on the release, my Stomach nearly made me miss it !
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: gillsminnow on September 20, 2016, 07:07:31 PM
Kap and Coercion can you guys try going into dev mode and executing incident TraderCaravanArrival? Doing a bit of testing and get an error with it. It's fine without the mod loaded.

https://i.gyazo.com/10ea39c0b3f442f8d891015a9b40a7c2.png

That's the error.
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: kaptain_kavern on September 20, 2016, 07:26:53 PM
I had it some times, mostly when your colony is young and doesn't have that much value.
It doesn't stop the game. It doesn't forbid factions to came by.
It just "happen" sometimes in early game. Never had problem with it.
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: gillsminnow on September 20, 2016, 07:53:49 PM
Ahh ok cheers!
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: res34 on September 20, 2016, 08:44:38 PM
Will this work with the "Increased Forest Density - Deadly Version"? That mod increases the density of trees in jungles (as well as temperate and boreal), as well as the stats of some of animals, primarily the predators such as bears and wargs, by increasing their damage, speed, and possibly their health as well.
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: kaptain_kavern on September 20, 2016, 09:09:32 PM
Hi there,

I don't know this mod but from what you described it will mostly not work well together. This mod also increase plant density and animals, and most of added predators hit more harder than vanilla also.

As this one only modify the tropical biome what you could try is putting our mod after the one you talking about that way you'll have all the other mod changes and have our modded tropical biomes.

But the short answer is no. Both mods modifying same files/defs/portion of the game
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: res34 on September 20, 2016, 09:18:43 PM
Just tried placing it before and after... there were a lot of pink boxes of with X's inside them both times.
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Moo on September 20, 2016, 09:29:16 PM
My only complaint is panda's don't live in rain forests! :D Love the mod!
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Coercion on September 20, 2016, 09:37:29 PM
Quote from: Moo on September 20, 2016, 09:29:16 PM
My only complaint is panda's don't live in rain forests! :D Love the mod!

Well, in this mod they do :P

Our tropical rainforest (and other biomes) will include plants and animals from multiple continents; and therefore, paints a wide brush stroke with the ecosystem. The mod not only takes into account what real life biomes these creatures inhabit, but also what biomes are the best option cosmetically. There is inspiration from South America, South East Asia, Africa, and yes even the bamboo forests of China.
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Coercion on September 20, 2016, 09:50:37 PM
I should probably mention that if you don't like a plant or animal (e.g. panda, bamboo, etc.), you can turn it off by going into Defs/BiomeDefs/.xml and under "wild plants" or "wild animals" set the specific plant or animal to 0.
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Moo on September 21, 2016, 10:08:13 AM
Oh I know, I was just being pedantic :)
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Coercion on September 21, 2016, 10:57:07 AM
Quote from: res34 on September 20, 2016, 09:18:43 PM
Just tried placing it before and after... there were a lot of pink boxes of with X's inside them both times.

This mod will eventually do the same thing (in addition to a lot of other things). So, there is no point in having both on at the same time.

To increase (or decrease) plant density, go into Defs/BiomeDefs/.xml and change the number there. Animal statistics are in their respected def (Defs/ThingDefs_Races/.xml) and can be adjusted the same way.
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Draegon on September 21, 2016, 11:43:50 AM
Is this on the Steam workshop? Or will it ever be? I play rimworld on steam now and I don't know how to add mods from here to it ;_;
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: BlueWinds on September 21, 2016, 11:45:32 AM
Quote from: kaptain_kavern on September 19, 2016, 10:56:28 PM
Hi folks, thanks for the welcome and feedbacks.

Near future of the mod/Roadmap:


Apart new animals (that is mostly Coercion part ;) ) I intend to focus on polishing the actual work a bit. I would like new consumable having a bit more "fun"/specific use, for now they are just basic blend ingredient. It will be nice to have Coffee creating coffee in cups, etc but it kind of double with some of VegGarden features (I still wonder how to handle that)

Please please please put that in a separate addon, rather than piling it all into one mod.

I love the way the rainforest looks, and I'm very excited to give it a more thorough try, but mods that clutter up the game with tons of unique items... lots of people like them, so make it an addon for those that do, rather than requiring those of us who don't to go through and delete all the defs manually (and be unsure if we're breaking anything until it happens). *^^*

Also, what's the license?
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Coercion on September 21, 2016, 11:50:12 AM
Quote from: Draegon on September 21, 2016, 11:43:50 AM
Is this on the Steam workshop? Or will it ever be? I play rimworld on steam now and I don't know how to add mods from here to it ;_;

I may post it on steam, but I havent decided.

You can download the mod (from the OP link) and place it in the folder: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods

It will show up in your mod list (like the workshop mods do)
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: Coercion on September 21, 2016, 12:03:08 PM
@BlueWinds

Having everything in one mod makes our lives a lot easier. We wont deviate from the original mod scope too much (addition of new plants & animals). However, this mod really acts as a biome/ecosystem overhaul and may include things like new ingredients and recipes (using those plants & animals). With that said, I am always willing to help you navigate the mod to make changes or delete unwanted content.

Please feel free to provide specific feedback and suggestions though :)

The license is: Ask permission before using anything in the mod for anything other than personal use. Permission will be given on a case by case basis.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.2 (09/21/16)
Post by: Coercion on September 21, 2016, 12:35:09 PM
a patch has been released (v1.0.2) to lower banana tree yield from 30 to 12
Title: Re: [A15] CK - Animal & Plant Pack v1.0 (09/19/16)
Post by: BlueWinds on September 21, 2016, 02:54:26 PM
Quote from: Coercion on September 21, 2016, 12:03:08 PM
@BlueWinds

Having everything in one mod makes our lives a lot easier. We wont deviate from the original mod scope too much (addition of new plants & animals). However, this mod really acts as a biome/ecosystem overhaul and may include things like new ingredients and recipes (using those plants & animals). With that said, I am always willing to help you navigate the mod to make changes or delete unwanted content.

Please feel free to provide specific feedback and suggestions though :)

The license is: Ask permission before using anything in the mod for anything other than personal use. Permission will be given on a case by case basis.

I don't see how it's easier - you can still store it in one repo, just have a couple of folders each with an about.xml (see: CCL + CCL Vanilla Tweaks + CCL Mod Tweaks, all in one download, just split across folders.

But if you really don't want to do it, let me ask permission now: Can I release a version of this mod split into its component parts for other people to use?
Title: Re: [A15] CK - Animal & Plant Pack v1.0.2 (09/21/16)
Post by: kaptain_kavern on September 21, 2016, 09:24:51 PM
It's because which item will be dropped/harvested from plants is defined in the same file and place as the plant itself, so it will force us to use two sets of files (with and without harvest items).

But as it still early in development process it's a good time to think about that. What exactly would you like to be separated and how you see it should be done please?

On one hand I'm all for modularity but one the other hand foraging as an option to survive was what we both have in mind with Coco from start.
And also I always find your contributions useful, in my mod threads, Bluewinds - that's why I permit to ask how you think it can/should be done ;)
Title: Re: [A15] CK - Animal & Plant Pack v1.0.2 (09/21/16)
Post by: BlueWinds on September 22, 2016, 04:22:03 AM
It depends on what you mean by unique items that they drop. Something like agave fruit or berries are fine by me - they're vegetable ingredients, maybe with a little something unique (no bad mood for being eaten raw), but are otherwise used as normal vegetable food. Berries can be used in meals, just like corn.

Basically it's not the custom foods that I'd like separated out, it's the recipes. Sugar cane growing in the jungle, which drops glutinous food when harvested and can be used in meals? Sure, no problem there. Raw sugar + "Refine sugar" recipe + coco beans + "Make chocolate" recipe = the piece I'd prefer to leave for an add-on.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.2 (09/21/16)
Post by: Coercion on September 22, 2016, 08:43:48 AM
Quote from: BlueWinds on September 22, 2016, 04:22:03 AM
It depends on what you mean by unique items that they drop. Something like agave fruit or berries are fine by me - they're vegetable ingredients, maybe with a little something unique (no bad mood for being eaten raw), but are otherwise used as normal vegetable food. Berries can be used in meals, just like corn.

Basically it's not the custom foods that I'd like separated out, it's the recipes. Sugar cane growing in the jungle, which drops glutinous food when harvested and can be used in meals? Sure, no problem there. Raw sugar + "Refine sugar" recipe + coco beans + "Make chocolate" recipe = the piece I'd prefer to leave for an add-on.

We are working this internally.

We will probably have all animals, plants and harvestables (e.g. cocoa beans, coffee beans, etc.) in the base mod (CK Animal & Plant Pack) and then create another (CK Food & Drug Pack) that will depend on the core mod, that contains food and drug recipes (e.g. chocolate, coffee, cigarettes, etc.) If we decide to go this route, it should address your issue.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.2 (09/21/16)
Post by: gillsminnow on September 22, 2016, 10:02:56 AM
Just a suggestion, if you could do separate that would be amazing but could you have plants that are able to be harvested in the separate branch (pun intended) too? I only ask as there's a lot which is duplicates of Vegetable Garden mod.

Like I absolutely LOVE the work done with the extra trees and ferns etc but had to go through and remove bamboo, bananas etc as Vegetable Garden has all of these already. It was quite immersion killing having two different sets and graphics for bananas. One set of bamboo which gave bamboo and another that gave vanilla wood etc. I kept the Taro in there as that was new and unique.

Would you be able to use/duplicate VG's code so the bananas etc are all the same? If so then that would be a decent workaround I believe.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.2 (09/21/16)
Post by: kaptain_kavern on September 22, 2016, 03:08:52 PM
gillsminnow : I will do a VegGarden patch to link our plants to VG recipes and such. It's a promise buddy ;) but please let us time to settle things down ^^ With Coercion we're just keep expand the scope of the mod everyday now and it will be a big mod if things continue like that, with the project maturing (and when I will be less busy adding codes and Coco doing textures) I will seriously see for compatibility patches (ADogSaid, VG, The new Jekill cigarette mods, etc)

Just please bear with us, it is just the beginning  ;) (Also feel free to contribute on Github with code directly or leaving suggestions in the issue tracker, I may end up activating the wiki feature too maybe :p )


BlueWinds Ok then I think you will be pleased because that's how we see things too. Added recipes will be separated (I will go modular for simplicity of use, but even if I hadn't, it would have been easy to erase them : added recipes will be necessarily in another set of folder and files)
Title: Re: [A15] CK - Animal & Plant Pack v1.0.2 (09/21/16)
Post by: Serenity on September 22, 2016, 04:01:37 PM
Sounds good. Aside from the artwork, that's one reason I haven't tried Vegetable Garden. I like the basic idea, but in some areas it also tries to do too much and adds things I don't want. Like craftable neutroamine or plants that yield metal. While that are things some people want, they go beyond the scope of the original mod. But as an option it's fine.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.2 (09/21/16)
Post by: gillsminnow on September 22, 2016, 05:56:21 PM
Kinda agree with what Serenity said. But VG is one of my favourite mods. I also am not a fan of plants that yield metal but dismar in a recent update has locked the metal yielding plants behind research so they don't even appear in the grow zone list unless you've researched them. After playing with it a while too the art seems to kind've fit, it's certainly a lot better than a lot of mods which are out there.

Cheers kap and coercion. I don't mean to throw stuff at you guys too soon and often but I REALLY see a lot of scope with this mod in overhauling the biomes and offering suggestions is my way of trying to help. Apologies if it sounds pushy at any time, I don't mean it to.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Coercion on September 22, 2016, 06:31:49 PM
no worries. feel free to provide any feedback or suggestions you have :)
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: SpaceDorf on September 22, 2016, 06:43:23 PM
Good Job Guys.

I have been playing the Improved Jungle all day and even starting out with 7 Tribespeople embarking to build a new home, I have not made a real dent in this green hellhole.
A panda mauled one of my timberwolves and one of my guys lost a hand.

It's going great.

--- EDIT ---

Oh. Alphabeavers Spawned *lol* on the other end of the map
next to a tiger, a leopard and a panther .. well .. lets see how far they get

--- 2nd EDIT ---

And you should consider some beauty modifiers on the new plants.
-27 on the corpse flower I get.
But all other trees and flowers don't have any. So my people are constantly whining on how ugly the environment is and 3-4 minor breaks in the first season alone are strange.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Coercion on September 22, 2016, 08:02:53 PM
Thanks for the feedback. I am glad that you are enjoying the jungle :)

Some of the other plants do have beauty, but not much. So, we will probably increase the beauty of the tropical flowers in the next patch. Do you find the rafflesia too common though? We can make it rarer if it is.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: kaptain_kavern on September 22, 2016, 08:33:18 PM
I came to the same conclusion ;) : https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/issues/6#issuecomment-249034709
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: res34 on September 23, 2016, 12:32:23 AM
Just a quick question, but does this mod affect weather in any way? I'm trying to figure out whether this or another mod I have (Enhanced Forests A15) is doing so, not because of any problems, but because I actually really enjoy that there are tropical rainstorms and such, which really gives the rainforest its name.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Coercion on September 23, 2016, 05:39:00 AM
This mod adds tropical weather (tropical rain, tropical rainstorms, etc.) It also makes tropical rainstorms extremely common.

I am not sure what Enhanced Forests does, but this mod probably overwrites all of the changes that Enhanced Forests makes.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: SpaceDorf on September 23, 2016, 01:30:49 PM
Quote from: Coercion on September 22, 2016, 08:02:53 PM
Thanks for the feedback. I am glad that you are enjoying the jungle :)

Some of the other plants do have beauty, but not much. So, we will probably increase the beauty of the tropical flowers in the next patch. Do you find the rafflesia too common though? We can make it rarer if it is.

No, the flower is perfect, not to much. But the other flowers don't counter the negative bonus of dirt floor, which hte vanilla plants like grass and trees do.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Coercion on September 23, 2016, 01:53:48 PM
Currently, the plants have the following beauty: Heliconia: 5/ Bromeliad: 3/ Bamboo: 3/ Mahogany Tree: 2/ Strangler Fig: 2/ Palm Tree: 1/ Coconut Palm: 1

I think raising fern beauty to 1 may solve the problem.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: hendrikpfaff on September 23, 2016, 02:14:12 PM
Welp i found another way to waste my life and still have fun doing it...
Playing with this mod :D.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Coercion on September 23, 2016, 02:49:25 PM
I am glad that you are enjoying it :)

Let us know if you have any feedback or suggestions.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Hydromancerx on September 23, 2016, 04:22:10 PM
Please make a Junglefowl (https://en.wikipedia.org/wiki/Red_junglefowl) out of the base game chicken art.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: kcirdor on September 23, 2016, 05:09:57 PM
I love this mod.  You have to focus on foraging and hunting in the beginning because it takes so long to clear.  I failed miserably on my first permadeath attempt just because I wasn't prepared for the sheer difficulty of clearing the land.  I think the Alpha Beaver event may be a good thing on this map. I got them and said I'll let them be for a few days.   I thought they weren't eating the trees, but it could just be because it takes so long for the trees to come down.  I'll keep an eye on them on my next attempt at this mod just to make sure those guys are helping knock down a few trees.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: SpaceDorf on September 23, 2016, 07:14:42 PM
I found a Typo in the Main Post :

4. Wood is abundant, but trees take time a long time to chop down. Prioritize time and resources and focus on smaller trees and plants when clearing large areas.

One Time is still a long time :)
4. Wood is abundant, but trees take a long time to chop down. Prioritize time and resources and focus on smaller trees and plants when clearing large areas.

-> Solution : Start with a talented grower, slam down growing zones and you'll have tons of wood in no time.

3. Clear out plants for pathing. The dense jungle will considerably slow down pawns.
-> this means : built floors .. that green shit grows faster than Groot.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Coercion on September 23, 2016, 07:58:27 PM
Quote from: Hydromancerx on September 23, 2016, 04:22:10 PM
Please make a Junglefowl (https://en.wikipedia.org/wiki/Red_junglefowl) out of the base game chicken art.

I have been considering jungle fowl for a few days now. So, why not. I will add it to the future animal list and see what I can do :)
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Coercion on September 23, 2016, 08:02:03 PM
Quote from: kcirdor on September 23, 2016, 05:09:57 PM
I love this mod.  You have to focus on foraging and hunting in the beginning because it takes so long to clear.  I failed miserably on my first permadeath attempt just because I wasn't prepared for the sheer difficulty of clearing the land.  I think the Alpha Beaver event may be a good thing on this map. I got them and said I'll let them be for a few days.   I thought they weren't eating the trees, but it could just be because it takes so long for the trees to come down.  I'll keep an eye on them on my next attempt at this mod just to make sure those guys are helping knock down a few trees.

I am glad that you are enjoying it :)

We have been considering removing the alpha beaver incident, because alpha beavers do not fit in the biome. Let me know if you think that the alpha beaver incident adds something to your playthrough though, so we can take that into consideration.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Coercion on September 23, 2016, 08:04:35 PM
@SpaceDorf

thanks for the typo correction, fixed. Good solutions by the way :) Just put down concrete everywhere :P
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: res34 on September 23, 2016, 09:27:31 PM
Have you considered making two separate elephant species, as in having asian elephants for the jungles, and, in the distant future, african elephants for the arid grasslands? Also, have you considered incorporating okapi at all?
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: kcirdor on September 23, 2016, 11:13:44 PM
Quote from: Coercion on September 23, 2016, 08:02:03 PM

I am glad that you are enjoying it :)

We have been considering removing the alpha beaver incident, because alpha beavers do not fit in the biome. Let me know if you think that the alpha beaver incident adds something to your playthrough though, so we can take that into consideration.

I don't think they belong. If they are taking down the trees, than to me they are going against what this mod is trying to accomplish.  Maybe replace them with a smaller iguana incident. 

I am playing on a coastal mountain map. It took a while to find a tropical coastal mountain with the random generator. I accidentally loaded the medieval mod too.  It was late and I was going mod happy. I haven't used that one yet, so I don't know what to expect or know how these mods will work together.  I was planning on using it on an Ice map, but I'll give it a go and see how it shakes out.  I did Classic last time, this time Chilax so I can get established a little.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Too-DAMN-Much on September 24, 2016, 02:36:16 AM
yay, extra wildcats, it'd be nice if you guys could consider adding cheetahs too also.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Coercion on September 24, 2016, 08:01:33 AM
thanks for all the feedback and suggestions :)

@ res34

I can consider adding another texture for the rainforest elephant after we have more content in the mod. I have considered Okapi before, but rimworld animals dont have legs. Do you want to see Okapi in the mod?

@too-damn-much

cheetahs will be added to the arid shrubland biome
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: res34 on September 24, 2016, 10:24:42 AM
Honestly, I just really - REALLY - like diversity. The more animals, plants, and pawns, the better, especially if they're unique to different environments. I just suggested Okapi because of their fairly distinct appearance, though you're right about the lack of legs, which would make it difficult to convey that.

By the way, would you mind if we posted some animal designs of our own, in case you want to use them in your mod?

Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Coercion on September 24, 2016, 01:06:46 PM
Quote from: res34 on September 24, 2016, 10:24:42 AM
Honestly, I just really - REALLY - like diversity. The more animals, plants, and pawns, the better, especially if they're unique to different environments. I just suggested Okapi because of their fairly distinct appearance, though you're right about the lack of legs, which would make it difficult to convey that.

By the way, would you mind if we posted some animal designs of our own, in case you want to use them in your mod?

Well, I will add Okapi to the animal list and see what I can do :)

Currently, I have a specific vision for this mod, so I will not be using any outside art. However, any other mod that adds plants or animals from their specific def (i.e. not the biomedefs) will work with this mod. So, feel free to mix and match whatever animals or plants you may have :)
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: kcirdor on September 24, 2016, 08:36:44 PM
The wild life is dangerous. Most of the visiting factions lose one or two of their members on the way to your base. If you can please turn up the spawn rate of prey. Early you can hunt, but once the big cats take over the wild people visitors die cause there are cats everywhere. Those cats are hungry.  I've got it down to send out my pawns at night in order to collect things on the map because other wise you will likely get attacked.  So far more than half of my pawns have lost limbs.  We are the one armed bandits.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: kaptain_kavern on September 24, 2016, 08:58:48 PM
Thanks for feedbacks. I too noticed a lack of prey for the kitties ;-)   It will soon be solved, in fact not all planned animals are already in, textures take times to draw. I have a test version with dummy graphics with the full set of animals and things are better. By pure coincidence it's mostly prey that are lacking (3 kinds of monkey, Tapir, etc)

The fact that Tropical Rain forest should be dangerous is something wanted/planned though but kitties will have more things to ate soon.


Speaking of animals... With Coercion we are wondering if some animals (mostly elephants as I can't find other suited candidates) should been able to eat trees. What y'all thinking about that please?
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Too-DAMN-Much on September 24, 2016, 09:33:42 PM
Quote from: kaptain_kavern on September 24, 2016, 08:58:48 PM
Thanks for feedbacks. I too noticed a lack of prey for the kitties ;-)   It will soon be solved, in fact not all planned animals are already in, textures take times to draw. I have a test version with dummy graphics with the full set of animals and things are better. By pure coincidence it's mostly prey that are lacking (3 kinds of monkey, Tapir, etc)

The fact that Tropical Rain forest should be dangerous is something wanted/planned though but kitties will have more things to ate soon.


Speaking of animals... With Coercion we are wondering if some animals (mostly elephants as I can't find other suited candidates) should been able to eat trees. What y'all thinking about that please?

i'd think bears should be able to tear up tree trunks damaging the lumber by scratching on them too.

also, i hope people don't have too much trouble with the cheetahs, they have potential to wind up being a severe nuisance with their exceptional speed and fuzzy tackles.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Coercion on September 24, 2016, 09:48:44 PM
We may make prey animals more common until more animal types are added. We will need to test values.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: res34 on September 25, 2016, 12:14:14 AM
If you're looking for ideas for new prey animals to include, might I suggest perhaps Paca - which could be made from the capybara model - and Guinea Pigs? Marsh Deer, Sumatran Striped Rabbits, Greater Rhea and Peccary could be other possible prey animals, and likely wouldn't require much work outside of a color retexture for existing RimWorld species. I might also suggest Hippos (pygmy?), but I feel that those would more likely kill whatever was hunting them instead.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: gillsminnow on September 25, 2016, 11:35:58 AM
This is the balance I'm using for my 350x350 Map. Seems to work really well.
https://i.gyazo.com/3a1d5a32f5b869cdaceef1156276dacc.png
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: kcirdor on September 25, 2016, 11:47:15 AM
Follow up on the Alpha Beaver Event.  Honestly, the Beavers just serve as food for the kitties.  They came on the other side of the map, ate out a little corner and then they were all gone.  That corner regrew the next year. Here is my map, it is defogged.  So they are fine, if they do show up they just get hunted down over the course of a season or two.

http://imgur.com/a/D1tSu
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: kaptain_kavern on September 25, 2016, 12:21:15 PM
We just released the 1.1 version :
https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/releases

From my tests I was able to update an ongoing savegame (the game doesn't complain) but I really encourage you to use it with a new world only, because of the changes in the existing plants.

CHANGELOG
Quote
   - increase spawn chance of prey animals
   - increase beauty of tropical plants
   - add tropical plants to potted plants list
   - removes the alpha beaver incident from the rainforest
   - restricts manhunters to their specific biomes
   - several minor improvements like descriptions and corrected textures
For the more code-savvy of you, here is the detailed log of changes (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/pull/18)


For the animal ratio, here are the temporary numbers (they probably will be decreased as we introduce new animals) :
<wildAnimals>
      <!-- Common -->
         <Chinchilla>2.5</Chinchilla>
         <Capybara>2.2</Capybara>
         <Rat>1.8</Rat>
         <WildBoar>1.5</WildBoar>
         <Tortoise>1.4</Tortoise>
      <!-- Uncommon -->
         <Elephant>0.6</Elephant>
         <Panda>0.3</Panda>
         <Tiger>0.2</Tiger>
         <Jaguar>0.2</Jaguar>                   
      <!-- Rare -->
         <Panther>0.12</Panther>
         <Cobra>0.1</Cobra>
         <Iguana>0.6</Iguana>         
      <!-- Very Rare -->
         <Cassowary>0.15</Cassowary>
         <WhiteTiger>0.008</WhiteTiger>
</wildAnimals>
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Cmoa666 on September 25, 2016, 02:12:06 PM
For remplacing the alphabeaver incident, why not some alphaTermite (Giants termites) ?
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Igabod on September 25, 2016, 03:20:09 PM
Quote from: Cmoa666 on September 25, 2016, 02:12:06 PM
For remplacing the alphabeaver incident, why not some alphaTermite (Giants termites) ?

I second this motion. Termites are very easy to draw (compared to the other animals in this pack) and would be a great addition to the jungle. It would be pretty cool to make them similar to the hives that spawn in caves but only have them spawn where there are a lot of trees and not make them hostile to other pawns but I am not sure how much work that would require since I haven't looked at the code for the hives yet.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Coercion on September 25, 2016, 03:38:28 PM
I like the idea of megatermite hives. I will see what we can do :)
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: res34 on September 25, 2016, 03:58:26 PM
So would the megatermites (Megamites? Termitons?) be considered a type of Insectoid, or would they be considered an unrelated genetically-altered species? I also did a quick google search, and apparently porcupines will eat bark/trees. Since their are species of rainforest porcupine, perhaps a giant genetically-altered species that eats entire trees?

Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Hydromancerx on September 25, 2016, 04:06:28 PM
Quote from: Coercion on September 23, 2016, 07:58:27 PM
Quote from: Hydromancerx on September 23, 2016, 04:22:10 PM
Please make a Junglefowl (https://en.wikipedia.org/wiki/Red_junglefowl) out of the base game chicken art.

I have been considering jungle fowl for a few days now. So, why not. I will add it to the future animal list and see what I can do :)

Thank you! Here are some other sudgestions for small Birds in other biomes ...

Tundra
- Ptarmigan (https://en.wikipedia.org/wiki/Rock_ptarmigan)

Arid Scrubland
- Guineafowl (https://en.wikipedia.org/wiki/Guineafowl)

Desert
- Roadrunner (https://en.wikipedia.org/wiki/Roadrunner)
- Quail (https://en.wikipedia.org/wiki/Quail)
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Coercion on September 25, 2016, 04:41:22 PM
Quote from: res34 on September 25, 2016, 03:58:26 PM
So would the megatermites (Megamites? Termitons?) be considered a type of Insectoid, or would they be considered an unrelated genetically-altered species? I also did a quick google search, and apparently porcupines will eat bark/trees. Since their are species of rainforest porcupine, perhaps a giant genetically-altered species that eats entire trees?

Same as the megaspider: a genetically engineered giant insectoid. It may resemble a termite and eat entire trees.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Coercion on September 25, 2016, 05:11:20 PM
Quote from: res34 on September 25, 2016, 12:14:14 AM
If you're looking for ideas for new prey animals to include, might I suggest perhaps Paca - which could be made from the capybara model - and Guinea Pigs? Marsh Deer, Sumatran Striped Rabbits, Greater Rhea and Peccary could be other possible prey animals, and likely wouldn't require much work outside of a color retexture for existing RimWorld species. I might also suggest Hippos (pygmy?), but I feel that those would more likely kill whatever was hunting them instead.

thanks for the suggestions :)

I will definitely consider them when adding new animals in the future
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Coercion on September 25, 2016, 05:12:28 PM
Quote from: Hydromancerx on September 25, 2016, 04:06:28 PM
Quote from: Coercion on September 23, 2016, 07:58:27 PM
Quote from: Hydromancerx on September 23, 2016, 04:22:10 PM
Please make a Junglefowl (https://en.wikipedia.org/wiki/Red_junglefowl) out of the base game chicken art.

I have been considering jungle fowl for a few days now. So, why not. I will add it to the future animal list and see what I can do :)

Thank you! Here are some other sudgestions for small Birds in other biomes ...

Tundra
- Ptarmigan (https://en.wikipedia.org/wiki/Rock_ptarmigan)

Arid Scrubland
- Guineafowl (https://en.wikipedia.org/wiki/Guineafowl)

Desert
- Roadrunner (https://en.wikipedia.org/wiki/Roadrunner)
- Quail (https://en.wikipedia.org/wiki/Quail)

thanks :)

I will consider these in the future
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Coercion on September 25, 2016, 05:46:36 PM
Although I like the idea of megatermites, it may be a lot of work to add an incident similiar to that of the alpha beavers. So, we may add a megatermite that eats trees, but it wouldnt have an infestation event (in the near term) and only spawn wild or as a faction pawn. If this is added it would probably be added in another patch (for monsters and other alien creatures).
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: res34 on September 25, 2016, 07:09:03 PM
Quote from: Coercion on September 25, 2016, 05:11:20 PM
thanks for the suggestions :)

I will definitely consider them when adding new animals in the future

Ah, glad you liked them. I'll try to look up some more species for the jungle and see if any of them inspire you. Here's some that I've found so far, I hope some of them prove useful/interesting:


Gigantopithecus - A giant, extinct ape that was possibly bipedal, though most current evidence points it to being more like a gorilla. Brought back like the Megatherium.
Titanboa - A giant, extinct species of snake. Could serve as a giant predator with a  hunger bar that decreases very slowly, though when low it would be fully capable one-shotting large cats and such, leaving no corpses (given that cobras in game somehow do).
Carbonemys - A giant, extinct species of terrestrial turtles. Its shell alone was roughly the size of a grown man, and it shared its habitat with the Titanboa.

Jungle Muffalo (Jungalo?) - Jungle-dwelling equivalent of the Muffalo. Smaller and leaner than it's plain-dwelling cousin, it could have molted brown fur dotted with green - moss and algae - akin to sloths.
Megamantid - Insectoid derived from genetically modified mantises. Could be a stealthy ambush predator compared to the Megaspider, or perhaps deal higher damage at the cost of its own sturdiness.

- - -

For the jungle tribals, perhaps some new weapons based on those used by Mayans/Inca/Aztecs/etc... -

- The Macuahuitl is the first that comes to mind, and could have a high slash damage but extremely low blunt, and thus wouldn't be very effective against armored opponents.
- Hornet Bombs, something I believed that the Mayans utilized, could work in place of grenades for jungle tribes. When they explode, they could cause an effect similar to fire, and cause enemies hit to panic, but do no damage to structures.
- Blowgun, as a weaker but cheaper equivalent to bows, perhaps with a higher accuracy to compensate. I would suggest poison, but I've heard of another mod that tried that and there was a problem with the poison being incurable, eventually killing whoever was hit.
- Atlatl, otherwise called a spear-thrower, for long range lobbing of spears.
- Cuauhololli, a specialized club for bashing. Slightly curved with a spherical head. Could serve as an improvement over the basic club, perhaps?
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: Hydromancerx on September 25, 2016, 09:06:39 PM
My idea how how to re-blance and expand the biomes ...

Arid Scrubland
- Aardvark
- Baboon
- Cobra
- Cheetah
- Elephant
- Gazelle
- Giraffe
- Guineafowl
- Hyena
- Honey Badger
- Impala
- Jackal
- Kudu
- Leopard
- Lion
- Meerkat
- Ostrich
- Rhino
- Secretary Bird
- Vulture
- Warthog
- Water Buffalo
- Wild Dog
- Wildebeest
- Zebra

Boreal Forest
- Alpaca
- Beaver
- Bison
- Boar
- Chinchilla
- Cougar
- Elk
- Grizzly
- Grouse
- Ibex
- Moa
- Moose
- Otter
- Porcupine
- Raccoon
- Red Fox
- Salamander
- Squirrel
- Snow Tiger
- Timber Wolf
- Warg
- Wolverine

Desert
- Armadillo
- Caracal
- Cougar
- Desert Tortoise
- Dingo
- Dromedary
- Emu
- Fennec Fox
- Gila Monster
- Jackrabbit
- Kangaroo
- Oryx
- Peccary
- Pronghorn
- Quail
- Rattlesnake
- Vulture

Extreme Desert
- Giant Sandworm
- Megascrab
- Megatermite

Ice Sheet
- Arctic Fox
- Penguins (Various Types)
- Polar Bear

Temperate Forest
- Aurochs
- Badger
- Black Bear
- Boar
- Bobcat
- Bullfrog
- Chipmunk
- Columbian Mammoth
- Cougar
- Deer
- Glyptodon
- Hare
- Megatherium
- Panda
- Raccoon
- Red Fox
- Red Panda
- Skunk
- Smilodon
- Squirrel
- Timber Wolf
- Tortoise
- Turkey
- Warg

Tropical Rainforest
- Anteater
- Bongo
- Capuchin Monkey
- Capybara
- Cassowary
- Coati
- Chimpanzee
- Elephant
- Giant River Otter
- Gorilla
- Iguana
- Jaguar
- Java Rhino
- Junglefowl
- Komodo Dragon
- Macaw
- Monkey
- Ocelot
- Okapi
- Orangutan
- Panther
- Parrot
- Peafowl
- Python
- Sloth
- Sloth Bear
- Spider Monkey
- Squirrel Monkey
- Tapir
- Tiger
- Toucan
- Tree Frog

Tundra
- Arctic Fox
- Bactrian Camel
- Caribou
- Lynx
- Muffalo
- Muskox
- Polar Bear
- Ptarmigan
- Saiga
- Snow Hare
- Snow Moa
- Snow Monkey
- Snow Wolf
- Snow Leopard
- Vole
- Woolly Mammoth
- Woolly Rhino
Title: Re: [A15] CK - Animal & Plant Pack v1.1 (09/25/16)
Post by: Etherdreamer on September 25, 2016, 10:37:58 PM
I really loved this biome.

Like everytime my pawns lost their legs cause the constant Panthers and Jaguar attacks, I was  not aware till the attack warning pops up my screen.
Almost everyone got peglegs because this. If you are going to add more animals and plants, my worry is the memory use. I stoped the plant sway. But how about customizable quantity of plants / animals?  Nice touch the elephants goes big in numbers, maybe way too much.

10/10 mod, keep the good work fam.
Title: Re: [A15] CK - Animal & Plant Pack v1.1 (09/25/16)
Post by: Too-DAMN-Much on September 25, 2016, 10:58:06 PM
it might be nice to add dodos as prey animals too, their eggs would be the real prize but they could breed a lot to keep meat eaters happy.

they're also cute too, like a brown cotton ball :D
Title: Re: [A15] CK - Animal & Plant Pack v1.1 (09/25/16)
Post by: Etherdreamer on September 25, 2016, 11:03:19 PM
You have plenty of meat from the Tigers / Panthers / Jaguars that tries to hunt your pawns hahaha
Title: Re: [A15] CK - Animal & Plant Pack v1.1 (09/25/16)
Post by: Coercion on September 26, 2016, 09:42:08 AM
thanks for all of the animal suggestions :)

I will consider them when adding animals in the future
Title: Re: [A15] CK - Animal & Plant Pack v1.1 (09/25/16)
Post by: Coercion on September 26, 2016, 09:52:55 AM
Quote from: Etherdreamer on September 25, 2016, 10:37:58 PM
I really loved this biome.

Like everytime my pawns lost their legs cause the constant Panthers and Jaguar attacks, I was  not aware till the attack warning pops up my screen.
Almost everyone got peglegs because this. If you are going to add more animals and plants, my worry is the memory use. I stoped the plant sway. But how about customizable quantity of plants / animals?  Nice touch the elephants goes big in numbers, maybe way too much.

10/10 mod, keep the good work fam.

I am glad you are enjoying it :)

You can customize the amount of plants and animals in the biome as well as what animals and plants appear in the file Defs/BiomeDefs/Biome_Mderate.xml

Just adjust the density numbers under animaldensity/ plantdensity or their spawn chance numbers under wildanimals/ wildplants.
Title: Re: [A15] CK - Animal & Plant Pack v1.1 (09/25/16)
Post by: kaptain_kavern on September 26, 2016, 07:59:58 PM

A bit of teasing ?


(https://i.imgur.com/VzhXcV2.png?1)
Title: Re: [A15] CK - Animal & Plant Pack v1.1 (09/25/16)
Post by: res34 on September 26, 2016, 09:05:05 PM
Oh sweet. I assume that the Okapi will probably have very low taming chance (high wildness), while the Junglefowl will have really high taming chance (in reference to chickens being domesticated from them). Will the baby tapirs have unique striped coating like in real life?

By the way, in regards to the weapons I suggested, perhaps for the jungle tribals/wilders, perhaps some Jaguar/Eagle helmets, in reference to the Jaguar and Eagle warriors of the Aztecs.
Title: Re: [A15] CK - Animal & Plant Pack v1.1 (09/25/16)
Post by: Coercion on September 26, 2016, 09:18:10 PM
Quote from: res34 on September 26, 2016, 09:05:05 PM
Oh sweet. I assume that the Okapi will probably have very low taming chance (high wildness), while the Junglefowl will have really high taming chance (in reference to chickens being domesticated from them). Will the baby tapirs have unique striped coating like in real life?

By the way, in regards to the weapons I suggested, perhaps for the jungle tribals/wilders, perhaps some Jaguar/Eagle helmets, in reference to the Jaguar and Eagle warriors of the Aztecs.

Wildness: Okapi (75), Junglefowl (45), Peafowl (45)

There are no young texture versions or gender variations in the mod yet.

We have played with the idea of adding weapons and armor to the new factions, but because the main focus of this mod is to add plants and animals, new items will not be added in the near term. We may include some in the future though :)
Title: Re: [A15] CK - Animal & Plant Pack v1.1 (09/25/16)
Post by: res34 on September 26, 2016, 09:49:42 PM
Well if you need some ideas for more plants... (I admit that I googled some)

Fruiting plants for more food:
- Junglesop
- Starfruit (Carambola)
- Plantain
- Avocados
- Lemons
- Yams
- Grapefruit
- Passion Fruit
- Mangos
- Bacuri
- Caju (gives us cashews)
- Guarana (a stimulant/metabolism booster. Could work a bit like coffee when eaten?)
- Pitanga
- Capuaca
- Graviola
- Allspice
- Mung Bean
- Jakfruit
- Cherimoya
- Mangosteen
- Miracle Fruit
- Durian (potent smell, perhaps causing slight unhappiness and/or warding off wild animals?)
- Jabuticaba
- Physalis
- Rambutan
- Ackee
- Screw Pine


Oh, and in regards to the guinea pigs I suggested, apparently wild cavy (or cuy as they're known in South America) might be a better choice in name as that was what the Inca domesticated them from for use as food and pets.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on September 27, 2016, 07:03:26 AM
v1.2 released

- Adds Tapir, Junglefowl, Peafowl, Okapi
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: EldVarg on September 27, 2016, 07:12:22 AM
You should add a picture of all new animals/plats on first page.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on September 27, 2016, 09:04:00 AM
@res34

thanks for the ideas :)

@EldVarg

I will consider adding a picture for all of the new plants and animals in the future.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: gillsminnow on September 27, 2016, 02:25:42 PM
@Coercion and @kaptain_kavern

https://youtu.be/9zAXDZRrwIo
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Hydromancerx on September 27, 2016, 02:43:34 PM
Quote from: Coercion on September 27, 2016, 07:03:26 AM
v1.2 released

- Adds Tapir, Junglefowl, Peafowl, Okapi

Yay! Thank you!
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kcirdor on September 27, 2016, 03:03:00 PM
This isn't feed back as it is more curiosity about the meaning of one of the terms in the xml code.  What does DiseaseCommonality mean?  Like Malaria is set to 160.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Hydromancerx on September 27, 2016, 03:10:40 PM
I tried to make you a Desert Tortoise, but all I made is the side view. I could not figure out how to make all sides match exactly.  :(

[attachment deleted by admin - too old]
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on September 27, 2016, 03:19:59 PM
Quote from: gillsminnow on September 27, 2016, 02:25:42 PM
@Coercion and @kaptain_kavern

https://youtu.be/9zAXDZRrwIo

awesome :)

I was just thinking about this. I now have a new series to watch.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on September 27, 2016, 03:27:39 PM
Quote from: kcirdor on September 27, 2016, 03:03:00 PM
This isn't feed back as it is more curiosity about the meaning of one of the terms in the xml code.  What does DiseaseCommonality mean?  Like Malaria is set to 160.

The chance of disease in the biome:

http://rimworldwiki.com/wiki/Events

This mod does not change any vanilla values for diseases.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kcirdor on September 27, 2016, 05:17:06 PM
Quote from: Coercion on September 27, 2016, 03:27:39 PM
The chance of disease in the biome:

http://rimworldwiki.com/wiki/Events

This mod does not change any vanilla values for diseases.

Thanks, that is exactly what I was looking for.  Now, I know I need to focus on getting Hospital Beds and Vitals for the Jungle as soon as possible.  Meaning no more tribal starts.

I must say since the change in the spawn rates to prey, the Big Cats now just feel like window dressing to the Jungle.   But the re-balancing did resolve an issue with Over population of Elephants. I had an issue prior to 1.2 where I would have 10 t0 20 Elephants all stuck on the exact same point and they all moved in unison, as if it were a tracer effect.  I've played several groups on this mod, I still love it.  It is way less dangerous.  I don't know how you can balance that out without having the Kitties kill everything on the map, thus start murdering all your visitors.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on September 27, 2016, 05:37:38 PM
There will be more different predators :p
Komodo dragons, Python and Ocelot namely

For the elephant that is what I was fearing when I suggest to maybe make them able to eat trees. What I suspect is herd that big will eat all plants available too quickly.
The "move in unison" behaviour you described was most certainly caused by that : they must have eat all plants around and as a soon as something grew the all rush toward it like one.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kcirdor on September 27, 2016, 05:44:04 PM
Quote from: kaptain_kavern on September 27, 2016, 05:37:38 PM
There will be more different predators :p
Komodo dragons, Python and Ocelot namely

For the elephant that is what I was fearing when I suggest to maybe make them able to eat trees. What I suspect is herd that big will eat all plants available too quickly.
The "move in unison" behaviour you described was most certainly caused by that : they must have eat all plants around and as a soon as something grew the all rush toward it like one.

On that particular play through was the one where I first commented on being the One Armed Bandits.  All the prey had died, and I had a bunch of Big cats, then a psychic ship landed and made all the big cats go bonkers. The cats all started trying to get in my base and I killed one and then they all went super mad and lined up in my kill box to be slaughtered.  Then for a short period of time all I had was like 30 elephants and very few of anything else, the cats slowly started appearing again, but the Elephants were all in tracer mode by this point.

My last game, I had one herd of about 6 Elephants all going about their business.
Title: Re: [A15] CK - Animal & Plant Pack v1.0.3 (09/22/16)
Post by: res34 on September 27, 2016, 06:50:18 PM
Some more animal suggestions:

- Hog Badger (https://en.wikipedia.org/wiki/Hog_badger)
- Bengal Monitor (https://en.wikipedia.org/wiki/Bengal_monitor)
- Water Monitor (https://en.wikipedia.org/wiki/Asian_water_monitor)
- Pot-Bellied Pig (https://en.wikipedia.org/wiki/Pot-bellied_pig)
- Ussuri Dhole (https://en.wikipedia.org/wiki/Ussuri_dhole) (small jungle canine)
- Bush Dog (https://en.wikipedia.org/wiki/Bush_dog) (another small jungle canine)
- Maned Wolf (https://en.wikipedia.org/wiki/Maned_wolf) ("wolf" replacement)
- Marbled Cat (https://en.wikipedia.org/wiki/Marbled_cat) (small jungle feline)
- Giant Woolly Rat (https://www.theguardian.com/culture/tvandradioblog/2009/sep/08/mount-bosavi-papua-new-guinea) (replacement for regular rats)
- Guzerat Cattle (https://en.wikipedia.org/wiki/Kankrej_cattle_and_Guzerat_cattle)
- Indri (https://en.wikipedia.org/wiki/Indri)
- Ring-Tailed Lemur (https://en.wikipedia.org/wiki/Ring-tailed_lemur)
- Flying Fox (https://en.wikipedia.org/wiki/Pteropus)
- Binturong (https://en.wikipedia.org/wiki/Binturong)
- Pangolin (https://en.wikipedia.org/wiki/Giant_pangolin)
- Horned Frog (https://en.wikipedia.org/wiki/Surinam_horned_frog) (perhaps a genetically modified huge one originally meant to hunt insectoids?)


... and a plant as well:

- Titan Arum (https://en.wikipedia.org/wiki/Amorphophallus_titanum)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: GreenThumbsUp on September 27, 2016, 11:20:48 PM
Awesome mod! I like taming tigers and okapi :)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on September 28, 2016, 01:55:13 AM
Quote from: GreenThumbsUp on September 27, 2016, 11:20:48 PM
Awesome mod! I like taming tigers and okapi :)
I'll try to throw a compatibility patch for A Dog Said, this week too ;)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on September 28, 2016, 09:34:35 AM
Quote from: kaptain_kavern on September 28, 2016, 01:55:13 AM
Quote from: GreenThumbsUp on September 27, 2016, 11:20:48 PM
Awesome mod! I like taming tigers and okapi :)
I'll try to throw a compatibility patch for A Dog Said, this week too ;)

I am looking forward to this :D
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on September 28, 2016, 02:10:53 PM
Quote from: Coercion on September 28, 2016, 09:34:35 AM
I am looking forward to this :D
Looks like I found my next task ;)


So I played a bit with the idea of elephant eating trees (IRL elephants are known for breaking trees down and creating clearings - that's my starting idea).
Switching elephants regime to the same as Thrumbos (Vegetarians but also able to eat trees) result in this :

(http://i.imgur.com/I9U0eMe.png?1)
After one season for those 6 elephants

I don't find it too OP and actually I like the fact that they can introduce some random topography changes. And they're not entirely devastating the forest like I was afraid of.


It was just to have advices and insights.
What do you all think about that?
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on September 28, 2016, 02:16:44 PM
It's because animals eat fern in priority. (I'm not even sure why exactly; they both have the <ingestible> value - For the ferns I copy/paste the code for grass and tweaked it, maybe it's related)

This clearing is only due because of elephants, not fire or something that have killed all plants at the same times.

Before I hunt the okapis there, there was way less taro too
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kcirdor on September 28, 2016, 03:15:21 PM
Ah, I also believe I had the Alpha Beaver and a Flash Fire that wiped out over half of the maps trees, then the big cat mass death occurred.  I guess the Elephant ratio, which doesn't appear to have changed, was high enough to spawn new elephants throughout my play through that I never bothered hunting.  I didn't know they were tree killers or else I may have tried to hunt them more.  So the elephants in unison incident had multiple factors that lead to its cause.

BTW, the Alpha Beaver Event still occurs.  But could that be related to story teller mods?
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: SpaceDorf on September 28, 2016, 04:16:41 PM
Quote from: kcirdor on September 28, 2016, 03:15:21 PM
Ah, I also believe I had the Alpha Beaver and a Flash Fire that wiped out over half of the maps trees, then the big cat mass death occurred.  I guess the Elephant ratio, which doesn't appear to have changed, was high enough to spawn new elephants throughout my play through that I never bothered hunting.  I didn't know they were tree killers or else I may have tried to hunt them more.  So the elephants in unison incident had multiple factors that lead to its cause.

BTW, the Alpha Beaver Event still occurs.  But could that be related to story teller mods?

I think the tree eating elephants are not in the mod yet.

----

On another topic

Rice, Healroot and Devilstrand survived a toxic fallout without a problem.
So did all your other jungleplants. Something died of in between, I guess this was grass or other vanilla stuff. I can't tell anymore.
Is this intentional or just a bug ?

At the moment I am quite glad that this is the case, because rofl randy killed all my crops with a blight shortly before the first havest and before the second harvest was ready toxic fallout.
At least I have enough meat now ^^
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on September 28, 2016, 04:34:07 PM
Yes elephants doesn't eat trees in released version, it's just something I've done on my end to test the change. I then post the screenshot of what damaged the 6 elephants have done to the forest, to have your opinion.


Quote from: SpaceDorf on September 28, 2016, 04:16:41 PM
On another topic

Rice, Healroot and Devilstrand survived a toxic fallout without a problem.
So did all your other jungleplants. Something died of in between, I guess this was grass or other vanilla stuff. I can't tell anymore.
Is this intentional or just a bug ?

At the moment I am quite glad that this is the case, because rofl randy killed all my crops with a blight shortly before the first havest and before the second harvest was ready toxic fallout.
At least I have enough meat now ^^

I too noticed something similar : I had a blight incident and it turns out that it affected only vanilla crops, none of the modded one. After some search in the xml files, I wasn't able to find anything in any of them, i guess it must be "hard-coded" in the C# code for incidents.

It must be the same for Toxic Fallout but we haven't touch code for "crop" Rice, Healroot and Devilstrand. We only have introduced "wild" versions of Rice and Healroot (no Devilstrand at all) but they have a separate proper <DefName> and code.


For alphaBeavers it surprised me more. It really shouldn't happen unless triggered by DevMode (and even there, it is labelled with a big [NO]) - For this one the mod overwrite the vanilla code for the incident and remove specifically the tropical biome tag; so if you have another mod, lower in mod-list, with code for alphabeavers, it's his code that will overwrite CKAPP code... I don't know a mod that do that but maybe try to put our mod in the lowest position in your mod order)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kcirdor on September 28, 2016, 04:49:05 PM
Devilstrand survives Blight so it may survive fallout too.

As for the Elephants.  I dig it, how is the regrowth rate on trees?  I mean I can harvest an area for wood pretty regularly each season or so, so it seems to be a nice balance if they make a clearing.  I guess they would just keep moving and clear out the next area while the prior area regrows.  It would also balance out the fact that it Rains non stop so no fires really take down area's of the map.

Edit side note:... Never look up jungle beavers.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Too-DAMN-Much on September 28, 2016, 04:56:48 PM
Quote from: kcirdor on September 28, 2016, 04:49:05 PMEdit side note:... Never look up jungle beavers.

that was surprisingly tame given your warning :P
curiosity won :D
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kcirdor on September 28, 2016, 05:19:45 PM
Quote from: Too-DAMN-Much on September 28, 2016, 04:56:48 PM
Quote from: kcirdor on September 28, 2016, 04:49:05 PMEdit side note:... Never look up jungle beavers.

that was surprisingly tame given your warning :P
curiosity won :D

I looked it up, and read the urban dictionary entry and thought thank you for moderate safe search settings at work.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Zhentar on September 28, 2016, 05:54:03 PM
Quote from: kaptain_kavern on September 28, 2016, 02:16:44 PM
It's because animals eat fern in priority. (I'm not even sure why exactly; they both have the <ingestible> value - For the ferns I copy/paste the code for grass and tweaked it, maybe it's related)

Looking at the code, it doesn't look like they should have any preference for one or the other, and should just eat whichever is closest. I'm guessing that they prefer the ferns just because statistically they're next to ferns more often.

Quote from: kaptain_kavern on September 28, 2016, 04:34:07 PM
I too noticed something similar : I had a blight incident and it turns out that it affected only vanilla crops, none of the modded one. After some search in the xml files, I wasn't able to find anything in any of them, i guess it must be "hard-coded" in the C# code for incidents.

It must be the same for Toxic Fallout but we haven't touch code for "crop" Rice, Healroot and Devilstrand. We only have introduced "wild" versions of Rice and Healroot (no Devilstrand at all) but they have a separate proper <DefName> and code.

Blights depend on two things. A growth time under 16 days (which is why Devilstrand survives at vanilla), and being a "cultivated plant", determined by...
return def.category == ThingCategory.Plant && Find.Map.Biome.CommonalityOfPlant(def) == 0f;

So any plant that can grow wild in your current biome is blight immune.

During Toxic Fallout, every plant has a 0.65% chance of dying every 1,666 ticks, so a ~20% chance of dying each day. Which means lots of plants will survive it, particularly if they are fast to spread. (the code is just "if(thing is Plant)", so there's no way to make a fallout immune plant via xml)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: res34 on September 28, 2016, 06:48:10 PM
While I might bring this up on the Vanilla Friendly Animals thread, but have insectoids been considered as a way to introduce well known rainforest (and eventually other biome) insects and such? Like either hives that spawn in Rainforests will spawn these (in addition or in replacement of vanilla insectoids?) or they will spawn randomly (and rarely) as regular animals, but their description describes them as rogue insectoids.

- Dragonflies (Meganeura could be referred)
- Titan Beetles
- Atlas Beetles
- Hercules Beetles
- Giant Stick Insects (could mimic trees, perhaps?)
- Atlas Moths
- Bullet and/or Army Ants (as soldiers)
- Leafcutter Ants (as harvesters, producing insect jelly for other insectoids by consuming plants)
- Goliath Birdeaters (technically not an insect)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on September 28, 2016, 07:40:46 PM
Quote from: Zhentar on September 28, 2016, 05:54:03 PM
Quote from: kaptain_kavern on September 28, 2016, 02:16:44 PM
It's because animals eat fern in priority. (I'm not even sure why exactly; they both have the <ingestible> value - For the ferns I copy/paste the code for grass and tweaked it, maybe it's related)

Looking at the code, it doesn't look like they should have any preference for one or the other, and should just eat whichever is closest. I'm guessing that they prefer the ferns just because statistically they're next to ferns more often.

Quote from: kaptain_kavern on September 28, 2016, 04:34:07 PM
I too noticed something similar : I had a blight incident and it turns out that it affected only vanilla crops, none of the modded one. After some search in the xml files, I wasn't able to find anything in any of them, i guess it must be "hard-coded" in the C# code for incidents.

It must be the same for Toxic Fallout but we haven't touch code for "crop" Rice, Healroot and Devilstrand. We only have introduced "wild" versions of Rice and Healroot (no Devilstrand at all) but they have a separate proper <DefName> and code.

Blights depend on two things. A growth time under 16 days (which is why Devilstrand survives at vanilla), and being a "cultivated plant", determined by...
return def.category == ThingCategory.Plant && Find.Map.Biome.CommonalityOfPlant(def) == 0f;

So any plant that can grow wild in your current biome is blight immune.

During Toxic Fallout, every plant has a 0.65% chance of dying every 1,666 ticks, so a ~20% chance of dying each day. Which means lots of plants will survive it, particularly if they are fast to spread. (the code is just "if(thing is Plant)", so there's no way to make a fallout immune plant via xml)

Thanks for your precise insights mate! Now I know how to correct the blight problem. I will use two sets of distinct defs for wild and cultivated plants.

And for the Toxic fallout then I think it's good : it wasn't intended to have them immune to it. So it's all good.

Again thank you very much
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on September 29, 2016, 12:39:56 PM
Quote from: res34 on September 28, 2016, 06:48:10 PM
While I might bring this up on the Vanilla Friendly Animals thread, but have insectoids been considered as a way to introduce well known rainforest (and eventually other biome) insects and such? Like either hives that spawn in Rainforests will spawn these (in addition or in replacement of vanilla insectoids?) or they will spawn randomly (and rarely) as regular animals, but their description describes them as rogue insectoids.

- Dragonflies (Meganeura could be referred)
- Titan Beetles
- Atlas Beetles
- Hercules Beetles
- Giant Stick Insects (could mimic trees, perhaps?)
- Atlas Moths
- Bullet and/or Army Ants (as soldiers)
- Leafcutter Ants (as harvesters, producing insect jelly for other insectoids by consuming plants)
- Goliath Birdeaters (technically not an insect)

We make a creature pack in the future that adds monsters, insectoids, aliens, etc. If we do, I will consider these.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kcirdor on September 29, 2016, 02:16:07 PM
http://imgur.com/gallery/0ZnKd
Here is a look at my 5th or so go at this map.  I haven't checked the spawn ratios for 1.2 yet, but I just want to note that there are currently zero Elephants on the map,  currently the map is over run with Prey and only a handful of big cats.  I imagine the wildlife balancing is difficult to tune in.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on September 29, 2016, 04:02:15 PM
Thanks for the feedback. There are currently 18 different animals in the biome (and more will be added), so you will not see all possible animals on the map at once. We can decrease the spawn chance of prey though (or make big cats more common). Let us know what you think.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Hydromancerx on September 29, 2016, 04:10:14 PM
Quote from: res34 on September 28, 2016, 06:48:10 PM
- Dragonflies (Meganeura could be referred)

Yes please make a dragonfly! Meganeuura seems perfect since its large enough to be seen.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on September 29, 2016, 04:15:06 PM
Quote from: kcirdor on September 29, 2016, 02:16:07 PM
http://imgur.com/gallery/0ZnKd
Here is a look at my 5th or so go at this map.  I haven't checked the spawn ratios for 1.2 yet, but I just want to note that there are currently zero Elephants on the map,  currently the map is over run with Prey and only a handful of big cats.  I imagine the wildlife balancing is difficult to tune in.

Also a things to keep in mind is that rain forests are actually full of wildlife and the ratio between hunter/prey is always in favour of the prey by a large difference (poorly phrased, sorry about my English).




Non related : Here is a screenshot of a 2 years old base of mine (I was in for testing but - and it's where this game is so good - I felt in love with this batch of colonists and kept playing a bit.

(http://i.imgur.com/qicdPLo.png?1)

Development Log


Now back to code.
Tonight I will make some changes to plants for the blight incident and with Coercion with discussed a bit and we will make fern less attractive for animals regarding to other "good" plants ... You'd better hurry up to forage before animals stole your future food :p

And maybe adding bongos  too ;D - The code is done (I had to make a full custom BodyDef because there wasn't one for animals with 2 horns - horns will also be "dropable" like elephant tusks with no real purpose other than being sold or serve as makeshift weapon). All it is needing now is textures  ;)

(http://i.imgur.com/KGfAN3t.png?1)
Bongos with gazelle textures for now
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Hydromancerx on September 29, 2016, 04:51:55 PM
Yeah changing the colors of those would defiantly make them look like a bongo!

(http://vignette2.wikia.nocookie.net/farmville/images/d/d2/Bongo_Antelope-icon.png/revision/latest?cb=20110905045454)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: res34 on September 29, 2016, 05:49:51 PM
Ya, only a few big cats actually sounds more natural. If I recall correctly, predators like tigers tend to have territories spanning miles. Hopefully when more smaller predators are added, that might help trim the herds a bit, such as hunting the excess cassowaries, emus, alpacas, etc...

Two questions that occurred to me. The first is whether or not its possible to code for animals to spawn in specific biome formations, like mountainous or coastal. Second, I can't recall exactly but do rhinos not drop their horns when killed in RimWorld? If not, could that be a feature that might be possible added in?
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on September 29, 2016, 06:06:19 PM
Quote from: Hydromancerx on September 29, 2016, 04:51:55 PM
Yeah changing the colors of those would defiantly make them look like a bongo!

(http://vignette2.wikia.nocookie.net/farmville/images/d/d2/Bongo_Antelope-icon.png/revision/latest?cb=20110905045454)
Oh isn't he cute like that  ;D



Quote from: res34 on September 29, 2016, 05:49:51 PM
Ya, only a few big cats actually sounds more natural. If I recall correctly, predators like tigers tend to have territories spanning miles. Hopefully when more smaller predators are added, that might help trim the herds a bit, such as hunting the excess cassowaries, emus, alpacas, etc...

Don't forget that in the end you also will have to do with Komodo Dragons in addition to all the kitties ;) But yeah we can try to tune ratios a bit more. Thanks for feedbacks, it's always something hard to achieve when you introduce many changes in the gameplay to keep all things balanced (and ecosystem in RW seems as picky as in RL ^^ )

Quote from: res34 on September 29, 2016, 05:49:51 PM
Two questions that occurred to me. The first is whether or not its possible to code for animals to spawn in specific biome formations, like mountainous or coastal.

I don't know and see any way to code this ATM with only XML changes; sorry.

Quote from: res34 on September 29, 2016, 05:49:51 PMSecond, I can't recall exactly but do rhinos not drop their horns when killed in RimWorld? If not, could that be a feature that might be possible added in?

They don't in vanilla and yes it will be easy to implement. The only thing i'm debating with is whether or not releasing this here. I mean we don't have touch the rhino yet and I have not even discussed this with Coercion .
I can release this alone for now (we may introduce it in this mod if Coco is okay too) on my mini-mod thread (will link it here as soon as finish), I also happen to have a mini mod for make Thrumbo Shearable so I may release them together. Anyway you will have your dropable rhino horns my friend, and i will come back to you when it's done ;)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on September 29, 2016, 07:57:44 PM
I like the idea and we can add it to this mod. We can work on the arid shrubland after the tropical rainforest.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on September 29, 2016, 08:06:40 PM
Okey dokey. BTW that means you will have to draw a horn :p
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on September 29, 2016, 08:27:24 PM
Quote from: kaptain_kavern on September 29, 2016, 08:06:40 PM
Okey dokey. BTW that means you will have to draw a horn :p

alright lol

We could also add elephant tusks
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on September 29, 2016, 08:38:13 PM
They're already in Vanilla ;-)

For Bongo's code I took bit from elephants and thrumbos code because they both drop something on kill. That's when I realized I will need to custom BodyDef. I had preferred they drop when butchered rather than on death but that wasn't possible with only the XML features
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on September 29, 2016, 09:13:47 PM
Quote from: kaptain_kavern on September 29, 2016, 08:38:13 PM
They're already in Vanilla ;-)

For Bongo's code I took bit from elephants and thrumbos code because they both drop something on kill. That's when I realized I will need to custom BodyDef. I had preferred they drop when butchered rather than on death but that wasn't possible with only the XML features

I didnt think about that. Will it look weird that the corpse has horns attached even after the horns are dropped? also, will it create an extra haul chore if you just want thr meat?
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: res34 on September 29, 2016, 09:23:02 PM
Maybe dropping body parts could be a mod in its own? Like deers and antelope dropping antlers/horns and such, just to add new means of making money in the game and make hunting more profitable in general.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: res34 on September 29, 2016, 09:50:30 PM
Quote from: Coercion on September 29, 2016, 07:57:44 PM
I like the idea and we can add it to this mod. We can work on the arid shrubland after the tropical rainforest.

Well if you're planning on working on that next...

- Giant Armadillo (https://en.wikipedia.org/wiki/Giant_armadillo)
- Sable Antelope (https://en.wikipedia.org/wiki/Sable_antelope)
- Caracal (https://en.wikipedia.org/wiki/Caracal)
- Hyrax (https://en.wikipedia.org/wiki/Hyrax)
- Gray Langur (https://en.wikipedia.org/wiki/Gray_Langur)
- Aardvark (https://en.wikipedia.org/wiki/Aardvark)
- Red Kangaroo (https://en.wikipedia.org/wiki/Red_kangaroo)
- Agile Wallaby (https://en.wikipedia.org/wiki/Agile_wallaby)
- Blesbok (https://en.wikipedia.org/wiki/Blesbok)
- Honey Badger (https://en.wikipedia.org/wiki/Honey_badger)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on September 29, 2016, 10:07:20 PM
Quote from: Coercion on September 29, 2016, 09:13:47 PM
I didnt think about that. Will it look weird that the corpse has horns attached even after the horns are dropped? also, will it create an extra haul chore if you just want the meat?

They are forbidden by default (it's vanilla mechanics i've done nothing). I got what you mean, but as the only purpose of animal bodies are to be butchered I think I can live with that. Colonists with eye or ears missing are still represent the same way and it never bothered me ;)


Quote from: res34 on September 29, 2016, 09:23:02 PM
Maybe dropping body parts could be a mod in its own? Like deers and antelope dropping antlers/horns and such, just to add new means of making money in the game and make hunting more profitable in general.
You'd prefer it to be modularize because it's not a part that interest you enough ? I ask just to understand.

Because if I make that a separate mod I will add more mechanics lol.
I'm already going nuts in my head : Make a real Hunter's mod with elephant tusks and rhino horns consolidating in a new "stuff" : ivory - that can be used to craft furnitures... and even more if only I could correctly draw ^^ like trophies to hang to wall
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: res34 on September 29, 2016, 10:31:53 PM
Oh I just suggested as a separate mod simply so that you wouldn't have focus on adding that now if it took too long or something and ultimately distracted you. I could personally imagine plenty of uses for a hunter's mod, like making antlered hats or some new tribal gear. I recall two mods, one that let you make animal rugs, and another that let you have stuffed trophies, but a mod that expanded far beyond that however.... oh my!

On a slightly different note, what animals should be appearing in the jungle now? I'm seeing turkeys, alpaca, boomalope and such. I know that there are jungle-dwelling turkeys and all, but I don't recall seeing those on the animal list before. I'm gonna try and reinstall the mod, just to make sure I didn't mess anything up.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on September 29, 2016, 11:02:31 PM
The only animals you should see in the rainforest are those listed on the first page of this thread. You may have another mod creating issues.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on September 29, 2016, 11:05:52 PM
You are right, you should not have turkeys or alpacas in our modded biome. If you happen to reinstall (and it's the case for any updates and with any mods) the only "correct" way is to erase completely the mod folder (or at least empty the folder completely) before re-extracting. Please be sure to proceed that way.

Also if you have other mod in play, it's possible they also modify biomes or animals, you can try to put our mod last in mod order.


About the "hunter's mod" in fact it could also coincide with an idea Coercion had recently so we will see. Else as you've said it could distract us a bit but it's likely I will put some free time (if I find a bit more :-p ) on the idea ^^
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: res34 on September 29, 2016, 11:21:15 PM
Just finished doing a complete reinstall of the mod, so time will tell. Also put the mod at the very bottom of the list. At the very least, if anything good came out of this, I did find these beautiful photos of what google is telling me are jungle turkeys (not so sure about the last one though):

(http://www.gssafaris.com/wp-content/uploads/2014/05/Ocellated-Turkey-in-Campeche-Jungle.jpg)
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSqf2Z2dkSUhDNky50-KKAvIHFKQMtu8Z7xob9jYQuNbXU3wyYV7w)
(https://www.maxwaugh.com/wp-content/uploads/2015/11/curassow4237.jpg)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Hydromancerx on September 30, 2016, 12:48:22 AM
Quote from: res34 on September 29, 2016, 09:50:30 PM
Quote from: Coercion on September 29, 2016, 07:57:44 PM
I like the idea and we can add it to this mod. We can work on the arid shrubland after the tropical rainforest.

Well if you're planning on working on that next...

- Giant Armadillo (https://en.wikipedia.org/wiki/Giant_armadillo)
- Sable Antelope (https://en.wikipedia.org/wiki/Sable_antelope)
- Caracal (https://en.wikipedia.org/wiki/Caracal)
- Hyrax (https://en.wikipedia.org/wiki/Hyrax)
- Gray Langur (https://en.wikipedia.org/wiki/Gray_Langur)
- Aardvark (https://en.wikipedia.org/wiki/Aardvark)
- Red Kangaroo (https://en.wikipedia.org/wiki/Red_kangaroo)
- Agile Wallaby (https://en.wikipedia.org/wiki/Agile_wallaby)
- Blesbok (https://en.wikipedia.org/wiki/Blesbok)
- Honey Badger (https://en.wikipedia.org/wiki/Honey_badger)

Well in my other post I was thinking different biomes can be mostly different regions. Obviously there are cross overs from different parts of Earth. So like Arid Scrubland can take the place of African Savanna, and the Desert can be a mixture of the Australian Outback with some American Southwest.

(http://vignette2.wikia.nocookie.net/farmville/images/c/ce/Armadillo-icon.png/revision/latest?cb=20100818025244)(http://vignette2.wikia.nocookie.net/farmville/images/9/9d/Horned_Toad-icon.png/revision/latest?cb=20100910012659)(http://vignette1.wikia.nocookie.net/farmville/images/b/b0/Road_Runner-icon.png/revision/latest?cb=20100501021726)(http://vignette4.wikia.nocookie.net/farmville/images/4/4a/Gila_Monster-icon.png/revision/latest?cb=20100524121910)(http://vignette3.wikia.nocookie.net/farmville/images/f/f6/Sonoran_Pronghorn-icon.png/revision/latest?cb=20110415101407)(http://vignette1.wikia.nocookie.net/farmville/images/a/a3/Desert_Tortoise-icon.png/revision/latest?cb=20100515130845)(http://vignette4.wikia.nocookie.net/farmville/images/7/74/Jackrabbit-icon.png/revision/latest?cb=20100428053942)(http://vignette1.wikia.nocookie.net/farmville/images/e/e9/Bobcat-icon.png/revision/latest?cb=20100502111427)

(http://vignette1.wikia.nocookie.net/farmville/images/f/fb/Red_Kangaroo-icon.png/revision/latest?cb=20110910141706)(http://vignette1.wikia.nocookie.net/farmville/images/b/bb/Frill-necked_Lizard-icon.png/revision/latest?cb=20120531125507)(http://zynga2-a.akamaihd.net/farmville/assets/hashed/assets/animals/9d36b9051437979418a8b3a5fed7a237.png)(http://zynga2-a.akamaihd.net/farmville/assets/hashed/assets/animals/73e6af3e7629731edf256afe8ce59713.png)(http://zynga2-a.akamaihd.net/farmville/assets/hashed/assets/animals/8e8b09a4626d8927e7e7c1c982846513.png)(http://zynga2-a.akamaihd.net/farmville/assets/hashed/assets/animals/c28c9ddc6af385241c0b083267be3284.png)

I imagine the founders of rimworlds would seed them with plants and animals from Earth and then make hybrid ecosystems using plants and animals that came from the same biome but not necessarily the same place on Earth. As a result they make competently new ecosystems. I also imagine some new species might evolve from that or even genetically modified stuff.

Nea is a good example of a planet seeded with Earth species that has evolved it own new species.

Nea
http://hyrotrioskjan.deviantart.com/gallery/55617682/Nea
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Matnjord on September 30, 2016, 08:50:49 AM
This mod adds so much atmosphere and meaning to the jungle, it's great!

That being said I feel like something is a bit off with the fauna, during my second winter most of the prey seems to have disappeared leaving my colonist as the only acceptable meal for the (seemingly strongest creature in the entire game) tigers and jaguars. From the occasional twice a season on average attack I'm now dealing with daily attacks on my guys, I've just barely finished the outside perimeter which was a pain because finding that one breach in the wall amongst the vegetation was a nightmare. The jungle is teeming with those striped murderers! 
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on September 30, 2016, 09:16:50 AM
Thanks for the feedback :)

What version of the mod are you running?

We will make sure that our animals are able to spawn in the colder temperature, but v1.1 and v1.2 adds more prey animals.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on September 30, 2016, 09:23:38 AM
Quote from: res34 on September 29, 2016, 09:50:30 PM
Quote from: Coercion on September 29, 2016, 07:57:44 PM
I like the idea and we can add it to this mod. We can work on the arid shrubland after the tropical rainforest.

Well if you're planning on working on that next...

- Giant Armadillo (https://en.wikipedia.org/wiki/Giant_armadillo)
- Sable Antelope (https://en.wikipedia.org/wiki/Sable_antelope)
- Caracal (https://en.wikipedia.org/wiki/Caracal)
- Hyrax (https://en.wikipedia.org/wiki/Hyrax)
- Gray Langur (https://en.wikipedia.org/wiki/Gray_Langur)
- Aardvark (https://en.wikipedia.org/wiki/Aardvark)
- Red Kangaroo (https://en.wikipedia.org/wiki/Red_kangaroo)
- Agile Wallaby (https://en.wikipedia.org/wiki/Agile_wallaby)
- Blesbok (https://en.wikipedia.org/wiki/Blesbok)
- Honey Badger (https://en.wikipedia.org/wiki/Honey_badger)

https://m.youtube.com/watch?v=4r7wHMg5Yjg
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on September 30, 2016, 09:53:48 AM
For anyone interested:

https://m.reddit.com/r/RimWorld/comments/5533na/so_i_just_found_this_one_coastal_mountain_seed/
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on September 30, 2016, 02:58:57 PM
Quote from: Thirite on September 29, 2016, 12:54:47 PM
I've gone ahead and made a safari hat graphic if you'd like to use it in your mod.
(http://i.imgur.com/5YITSbS.png)

Actual files and source .xcfs here:
https://mega.nz/#!R89DESqA!ZoQXm0lVs_wYrfEylC9zidLQlHEc36sJ3kJzmpoc4GI


If you would, a couple variatons would be nice too (slight color variations or small detail changes are fine). This way the faction pawns dont look exactly the same :)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: SpaceDorf on September 30, 2016, 06:09:59 PM
Quote from: Coercion on September 30, 2016, 02:58:57 PM
Quote from: Thirite on September 29, 2016, 12:54:47 PM
I've gone ahead and made a safari hat graphic if you'd like to use it in your mod.
(http://i.imgur.com/5YITSbS.png)

Actual files and source .xcfs here:
https://mega.nz/#!R89DESqA!ZoQXm0lVs_wYrfEylC9zidLQlHEc36sJ3kJzmpoc4GI


If you would, a couple variatons would be nice too (slight color variations or small detail changes are fine). This way the faction pawns dont look exactly the same :)

Very Nice Indeed,
Gentlemen, Dear Collegues, let us venture forward. For the Empire and the King.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: res34 on September 30, 2016, 06:36:43 PM
Quote from: Coercion on September 30, 2016, 09:23:38 AM
https://m.youtube.com/watch?v=4r7wHMg5Yjg

Now just imagine the sheer horror of a "Greater Honey Badger" roughly the size of a cave bear and the alpha predator of whatever biome it inhabits.

Back to the hunter mod, two things occurred to me that I'd like your opinion on.
- One is what if when you butcher creatures, no longer do you just get meat but you also get organs too? They could be generic, that way new pictures don't need to be made for each species, have higher nutrition than regular meat but decay faster, and could allow for one to get more food in total from a kill.

- The other idea was that instead of dropping leather/fur when butchered, what if animals (perhaps just the vanilla ones, so it doesn't interfere with other people's mods) dropped pelts instead which then need to be cleaned/dried, after which you then acquire the leather/fur. It could perhaps be acquired in greater amounts, justified in game that a high hunting skill lets you salvage more useable leather/fur because you know what you're doing.


BTW, have you guys seen Thirite's work?
https://ludeon.com/forums/index.php?topic=26497.0


- - - - -

Tried my hand at modifying a turkey sprite into an Australian Bush-Turkey. Turns out that despite appearances, they aren't that closely related to one another. Also the wattle is at the base of the neck, instead of on the bill (which is hooked).
https://en.wikipedia.org/wiki/Australian_brushturkey

(http://i362.photobucket.com/albums/oo67/Nergali/BushTurkeyTom_side.tex_zpskksfur3k.png)
First time trying something like this, so it's a bit meh, especially on the tail. Only did the side sprite, but I'll do the rest if you like it.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Thirite on October 01, 2016, 01:40:57 AM
Alright, made a couple variations on the hat. Didn't get around to starting on a 'safari shirt' yet, however.
(http://imgur.com/rIyDq2N.gif)(http://imgur.com/ztOaydC.gif)(http://imgur.com/kJcjAuF.gif)

Source xcfs here:
https://mega.nz/#!s9UAlB5b!k-OTkT3h2zflaUmtMZxU7zgmpAh8hHbmq4vvdpdNg0c
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: res34 on October 01, 2016, 11:00:45 AM
Excellent, now we can truly engage in a good ol' safari.

- - -
Modified the image a bit more, mostly in regards to the feathers, and added a nostril and earhole. Sorta just realized that female turkeys have markings on the wings/tails to indicate the presence of feathers, but the males don't for some reason.

(http://i362.photobucket.com/albums/oo67/Nergali/BushTurkeyTom_side2.tex_zpsfpcy5uso.png)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: samsaq on October 01, 2016, 02:16:59 PM
I don't know where exactly to post this, so I figured it should first go in the modpack post:

Basically, I've installed the pack, with some added mods (2-3) Like EdbPrepareCarefly and a dog said no crafting (couldn't lose my lab) I'm runing on a gtx970m 8 gigs of RAM and an i7, and yet I lag to around 4 fps on max speed and 10-15 on level 2, with only a basic power system. (1-2 windmills powering prosthetic workbench and glass working table etc) This seems to have suddenly "begun" as one night I just began lagging the out, and after that the lag has dissipated for a few hours, and then come back. Is this normal? Can I do anything about it so the game isn't unplayable for me? Any help is appreciated. 

EDIT: Whoops guys this seems to have been posted to the wrong post sorry guys, you can ignore this
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on October 01, 2016, 02:49:00 PM
Quote from: samsaq on October 01, 2016, 02:16:59 PM
I don't know where exactly to post this, so I figured it should first go in the modpack post:

Basically, I've installed the pack, with some added mods (2-3) Like EdbPrepareCarefly and a dog said no crafting (couldn't lose my lab) I'm runing on a gtx970m 8 gigs of RAM and an i7, and yet I lag to around 4 fps on max speed and 10-15 on level 2, with only a basic power system. (1-2 windmills powering prosthetic workbench and glass working table etc) This seems to have suddenly "begun" as one night I just began lagging the out, and after that the lag has dissipated for a few hours, and then come back. Is this normal? Can I do anything about it so the game isn't unplayable for me? Any help is appreciated.

You can turn plant sway off in the options menu. You can also go into biomesdef and lower the plant density.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on October 01, 2016, 02:51:46 PM
@res34

Thanks for the suggestion. We are currently not taking outside art for the plants and animals, but any new plants and animals that are added by their specific def will be compatible with this mod.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on October 01, 2016, 03:10:59 PM
Quote from: Thirite on October 01, 2016, 01:40:57 AM
Alright, made a couple variations on the hat. Didn't get around to starting on a 'safari shirt' yet, however.
(http://imgur.com/rIyDq2N.gif)(http://imgur.com/ztOaydC.gif)(http://imgur.com/kJcjAuF.gif)

Source xcfs here:
https://mega.nz/#!s9UAlB5b!k-OTkT3h2zflaUmtMZxU7zgmpAh8hHbmq4vvdpdNg0c

looking good :)

once you get the whole outfit done, we will work on creating an addon for the jungle traders faction.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Thirite on October 01, 2016, 04:09:45 PM
Quote from: res34 on October 01, 2016, 11:00:45 AM
(http://i362.photobucket.com/albums/oo67/Nergali/BushTurkeyTom_side2.tex_zpsfpcy5uso.png)
It's probably a fault of the vanilla graphic, but I notice the tail outline isn't very cleanly drawn. There's a bit of colour going outside it and it becomes too thin in places.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: res34 on October 01, 2016, 04:17:35 PM
I actually tried erasing a bit at the points where the tail feathers would be touching, making them appear more separate, rather than fused as in the original.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on October 01, 2016, 05:43:34 PM
@Thirite

are you willing to make one of the yellows a darker brown so there are three color variations?
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Thirite on October 05, 2016, 01:19:00 PM
Sure, here you go.

(http://imgur.com/YJilv3Z.gif)

Updated .xcfs and exported .pngs here (https://mega.nz/#!I4lBmTSD!T-YY1wBZvtWWG4PbrBpMctSh1eeDUzEfp9FdkVJeuRQ)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: lance789 on October 06, 2016, 01:48:18 PM
Umm... when i installed your mod, i get this for plants:

(http://i1303.photobucket.com/albums/ag147/Herbert_Hill/tgnjryjnrrfioluykryhehtehbedhbrwsb_zpspzo5yivu.png) (http://s1303.photobucket.com/user/Herbert_Hill/media/tgnjryjnrrfioluykryhehtehbedhbrwsb_zpspzo5yivu.png.html)



is there or will there be a fix for this?
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on October 06, 2016, 02:02:33 PM
Have you try without VegGarden ? I can see trees from this mod. (and our mods aren't compatible at the moment)

Also from the number of trees on your pictures it's clear that our mod havent completely load if at all.

Plus it seems your not in the modded rainforest because the weather is set to clear (and our use custom weather labelled differently)

Can you provide more informations on your modlist and such please ?
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: res34 on October 06, 2016, 06:38:56 PM
I had a similar problem, and fixed it by putting this mod at the very bottom of the list. Where is it on your mod list currently?
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: lance789 on October 07, 2016, 01:12:43 AM
I do run this with VeG, and i have it loaded before it, i'll try loading after it thogh, and if that doesnt work i'll try loading it after tiled soil (since i always load this last).

btw way mod list is as such but im adding one or 2 more mods.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: lance789 on October 07, 2016, 02:53:07 AM
Sooooo yeah, mod still not working for me so here's my mod list:

  <activeMods>
    <li>Core</li>
    <li>Better Pathfinding</li>
    <li>EdBPrepareCarefully</li>
    <li>Stonecutting Tweak</li>
    <li>MadSkills-A15-1.1.7</li>
    <li>TradingSpot</li>
    <li>Deadly Dry Thunderstorms A15</li>
    <li>StorageSearch-0.15.1.2</li>
    <li>DoIT</li>
    <li>Dont Mourn The Dead</li>
    <li>Hospitality</li>
    <li>Recycle</li>
    <li>RTFTJ</li>
    <li>FluffierThanThou-RW_Manager-ae03913</li>
    <li>Faction Discovery</li>
    <li>RWAutoSell</li>
    <li>VeinMiner</li>
    <li>RW_ColonistBarKF-0.15.2</li>
    <li>FluffierThanThou-RW_EnhancedTabs-f5e58d9</li>
    <li>FluffierThanThou-RW_Blueprints-9cbe574</li>
    <li>BetterAnimalControl</li>
    <li>A 15 Talons V1.3</li>
    <li>Imperial Guard Core Mod</li>
    <li>Del's Grass and Bush Drop</li>
    <li>Vegetable Garden</li>
    <li>Wheat15_0</li>
    <li>Del's Grass and Bush Drop</li>
    <li>CPBeastiesLite</li>
    <li>AlphaAnimals-AlphaAnimals-1.0</li>
    <li>GlitterTech-0.15.1280</li>
    <li>AMC(1) DE Surgeries</li>
    <li>AMC(1) ExpandedProsthetics&amp;OrganEngineering</li>
    <li>AMC(2) ADogSaid</li>
    <li>AMC(2) Chemicals &amp; Neutroamine</li>
    <li>AMC(2) EmergencyTreatment</li>
    <li>AMC(2) Improved Surgery</li>
    <li>AMC(2) Medical Training</li>
    <li>AMC(2) Realistic Medical System EPOE Version</li>
    <li>AMC(3) Compatibility patch_ADog &amp; ISurgery</li>
    <li>AMC(3) Compatibility patch_DESurgery &amp; ISurgery</li>
    <li>AMC(3) Compatibility patch_EPOE &amp; ISurgery</li>
    <li>AMC(4) Compatibility patch_EPOE Realiistic Medical &amp; ISurgery</li>
    <li>MiningShaft-GiltterWorldAddon</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_MAI</li>
    <li>Miscellaneous_Objects</li>
    <li>Miscellaneous_Robots</li>
    <li>Miscellaneous_Robots_Xtension</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Federation</li>
    <li>Rimsenal_Feral</li>
    <li>Rimsenal_hair</li>
    <li>Rimsenal_Security</li>
    <li>Rimsenal_Storyteller</li>
    <li>FishIndustry</li>
    <li>CaveworldFlora</li>
    <li>RW_Herzblatt-0.15.3</li>
    <li>thrumbowool</li>
    <li>Infused</li>
    <li>Ariadna</li>
    <li>MetroArmory15_2</li>
    <li>Turret Collection</li>
    <li>RemoteExplosives</li>
    <li>RedistHeat</li>
    <li>LogWall-Stuffed</li>
    <li>StuffedVents15_0</li>
    <li>PowerSwitch</li>
    <li>ED-LaserDrill</li>
    <li>ED-ReverseCycleCooler</li>
    <li>QC_Quantum_Cooling</li>
    <li>Furnace</li>
    <li>ED-CheatReactor</li>
    <li>MiningCo. ForceField</li>
    <li>FashionRIMsta</li>
    <li>MiningCo. MiningHelmet</li>
    <li>RIMkea</li>
    <li>Modular Tables</li>
    <li>Fences</li>
    <li>TilledSoil</li>
    <li>TrueMods - immersive balance - cosmetic - ship engine size adjustment</li>
    <li>TrueMods - immersive balance - cosmetic - vitals monitor resources mod</li>
    <li>TrueMods - immersive balance - cosmetic - no medicine for hospital bed</li>
    <li>TrueMods - immersive balance - cosmetic - foxes and wolves comfortable temperature fix</li>
    <li>TrueMods - immersive balance - cosmetic - multi-analyzer resources mod</li>
    <li>TrueMods - immersive balance - cosmetic - armor vest cost fix</li>
    <li>TrueMods - heavy tactical armor vest</li>
    <li>TrueMods - grenade launcher</li>
    <li>TrueMods - fur sleeping spots</li>
    <li>TrueMods - exoskeletons and misc fixes</li>
    <li>TrueMods - caltrops</li>
    <li>TrueMods - immersive balance - primitive - simple wooden staff</li>
    <li>CK_AnimalPlant_Pack-1.2</li>
  </activeMods>


Please help.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on October 07, 2016, 06:53:57 AM
Quote from: lance789 on October 07, 2016, 01:12:43 AM
I do run this with VeG, and i have it loaded before it, i'll try loading after it thogh, and if that doesnt work i'll try loading it after tiled soil (since i always load this last).

btw way mod list is as such but im adding one or 2 more mods.
Thx for the modlist.

But the problem remains the same, as for now, our mod is not compatible with VegGarden (without some XML works). I will try to address this in the future (no ETA) but it's not our absolute priority. So for now you have to choose between the two, sorry.


I saw CPBeasties in your modlist, and I also noticed yesterday that both our Pandas are conflicting (this will be addressed in next release).



Progression log


I have finished a patch for making A Dog Said animal body parts available to all the new animals of this mod. I'm just waiting for Coercion to look at it before releasing.

(http://i.imgur.com/ojdet1U.png?1)

And we have more feature for the next release also...
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: lance789 on October 07, 2016, 09:48:26 AM
Quote from: kaptain_kavern on October 07, 2016, 06:53:57 AM
T__T
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kcirdor on October 07, 2016, 03:31:37 PM
I bought some Gorillas off an Exotic merchant, probably early year two.  By the beginning of Year 4 they refused to learn how to Haul. 0 of 8 even though it says 20% chance to learn it. So Gorillas for handicapped.  I finally got tired of wasting time on them and sold them.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on October 07, 2016, 03:54:36 PM
Hey thanks for the feedback. The thing is Gorilla shouldn't appear at all as Coercion haven't draw them yet (I must have forget to comment them).
That doesn't change the point of your feedback, I will have to look at their code.


I care to not put them in the biome but I forgot merchants :-$
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on October 07, 2016, 10:40:23 PM
Quote from: Thirite on October 05, 2016, 01:19:00 PM
Sure, here you go.

(http://imgur.com/YJilv3Z.gif)

Updated .xcfs and exported .pngs here (https://mega.nz/#!I4lBmTSD!T-YY1wBZvtWWG4PbrBpMctSh1eeDUzEfp9FdkVJeuRQ)

awesome :)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Thirite on October 10, 2016, 10:53:23 AM
Quote from: kaptain_kavern on October 07, 2016, 03:54:36 PM
Hey thanks for the feedback. The thing is Gorilla shouldn't appear at all..
I actually had them spawn in as a random pet at the start of a game.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Draegon on October 10, 2016, 07:54:35 PM
Will all biomes get more plants and animals eventually? And will you add any fictional animals? Like cryptids or something?
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Draegon on October 10, 2016, 11:28:53 PM
Also the predator to prey ratio is kind of wacky, half the animals on my map are tigers and panters. They kill everyone that arrives.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: jmababa on October 11, 2016, 12:15:31 AM
hand me that brick not that good now my researcher is handing bricks they all died at a large raid they still have inferior weapons haven't reaserched any RT weapons. If I take out of haul I sudn't have installed this instead cause the builder will get ther own bricks
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: res34 on October 11, 2016, 12:19:28 AM
Draegon, what version are you using?
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on October 11, 2016, 11:13:40 AM
I was out of town last week, but will push out updates again.

This mod will eventually include all biomes. If we ever add fictional creatures, they will be included in a different mod or add-on.

Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Draegon on October 11, 2016, 01:29:12 PM
res34 I'm using the newest one. I think the spawning was just being weird because I killed the predators with dev mode and now it's almost all elephants.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: BlueWinds on October 11, 2016, 02:34:57 PM
I'm also seeing an abundance of predators, but in my case only after a toxic fallout. Start of the game + year 1, the ecosystem was perfectly healthy. But after fallout cleaned out the animals, the new ones migrating in all end up eaten by predators and seldom manage to travel all the way to the center of the map.

So basically toxic fallout wrecked the ecology, and if it's recovering, it's recovering slowly enough that I can't see it. I'm going to try hunting a bunch of the predators to see if that helps - if it does, then great, emergent ecology management gameplay! I'm totally down with that.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Draegon on October 11, 2016, 08:30:45 PM
Just found out that Blight does not destroy the crops from this mod. (Not complaining but figured you should know)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Mackinz on October 11, 2016, 09:32:14 PM
What do the peafowl look like in-game?
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Hydromancerx on October 13, 2016, 06:56:40 AM
Tried to make an Armadillo for ya but no front or back art.

EDIT: Made a back but it turned out bad and blurry. :(

[attachment deleted by admin - too old]
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: FurkanOkatan on October 13, 2016, 03:05:38 PM
Hey, I'm loving the mod but i noticed that this mod causes the boomalopes to disappear. it wouldnt matter much but i want to use another mod where you can collect neutroglycerin from them by farming . is there anyway to solve this. pls dont get me wrong i love the mod but can you guide me to modify your mod so that i can still have boomalopes and boomrats. Thanks in advance!!
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Draegon on October 13, 2016, 03:52:32 PM
I LOVE this mod but it seems to be bugged when it comes to caravans. I've noticed that it gives errors like  "Faction Smalltown-at-the-mountain of def outlander town has no usable PawnGroupMakers for parms (points=47 traderCaravan=True). It sometimes spawns them if I remove any rock around the edge of the map. I think the game keeps trying to spawn them weird, like inside mountains. I hate to bother you guys about this but caravans are how I make most of my silver XD
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Malinov on October 13, 2016, 04:44:34 PM
Quote from: Draegon on October 13, 2016, 03:52:32 PM
I LOVE this mod but it seems to be bugged when it comes to caravans. I've noticed that it gives errors like  "Faction Smalltown-at-the-mountain of def outlander town has no usable PawnGroupMakers for parms (points=47 traderCaravan=True). It sometimes spawns them if I remove any rock around the edge of the map. I think the game keeps trying to spawn them weird, like inside mountains. I hate to bother you guys about this but caravans are how I make most of my silver XD

I had the same problem a while ago, spent about an evening fooling around in the load order. In the end, I put this mod to the front of the load order under Core, and deactivated any mods that had a 'BiomeDefs.xml' in them (I only had CatDiversity with it). This seemed to do the trick, not sure which part, but I'd advise you to try doing this.  :D
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Draegon on October 13, 2016, 05:28:55 PM
Most of my mods are via steam, how would I know if they have that?
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Malinov on October 13, 2016, 05:47:06 PM
I don't use it on Steam, but to the best of my knowledge, mods are located in D:\Games\Steam\SteamApps\workshop\content, and their folders are a string of numbers (such as '294100'), so it's a bit harder to find specific mods, but if you manage to locate them, search for 'Biomes_Moderate.xml' in Defs\BiomeDefs folder.

However, I suspect the mod devs have a better clue as to what the problem is here, I'm just basing this solution off of my experience.  :)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on October 13, 2016, 07:04:22 PM
Hi all,

Sorry for the last week I was ill and Coercion was out of town.

Development Log


So development is still on though and the next update will be the biggest of the mod brief history in term of features (not sure about textures :p ).

Quote- New plants,
- new animals,
- a lot of little corrections (the positive side of me being sick is that I played a very long run/play - more than 5years in game - and spotted little bugs),
- coffee that give boost to rest need,
- unwanted blight immunity corrected (thanks to Zhentar's precisions/explanations),
- wood yielding modded Trees are now locked behind a (cheap) Research Project (for de-cluttering the crop menu),
- completely disabled non finished animals (some monkeys and birds with still graphic placeholders were spawned as starting pets or brought by traders),
- completely renamed all Defs in the code for compatibility (we had the same name for Pandas with ones from cucumpear's CPBeasties, per example),
- Elephant will eat trees,
- modded vanilla animals for adding milkable/shearable to some and dropping horns/antlers to others (High-value items meant to be sold - or use as makeshift weapons),
- adding a complete new trader that mostly deal with animals and animal products (they always will bring at least one rare animals),
- young chicken-like birds now looks like chicks and not minified adults,
- Junglefowls can now lay unfertilized eggs (like vanilla chickens but at a slower pace),
- corrected texture for potted Heliconia

We also are working on trying to add beehives and apiaries in a vanilla-friendly (no .dll) way and I have a compatibility patch for A Dog Said ready. We also have worked a bit on a optional patch with added recipes/crafting and meals (no ETA for know, but it's a little bit more than just a future project ^^).








Quote from: Malinov on October 13, 2016, 04:44:34 PM
Quote from: Draegon on October 13, 2016, 03:52:32 PM
I LOVE this mod but it seems to be bugged when it comes to caravans. I've noticed that it gives errors like  "Faction Smalltown-at-the-mountain of def outlander town has no usable PawnGroupMakers for parms (points=47 traderCaravan=True). It sometimes spawns them if I remove any rock around the edge of the map. I think the game keeps trying to spawn them weird, like inside mountains. I hate to bother you guys about this but caravans are how I make most of my silver XD

I had the same problem a while ago, spent about an evening fooling around in the load order. In the end, I put this mod to the front of the load order under Core, and deactivated any mods that had a 'BiomeDefs.xml' in them (I only had CatDiversity with it). This seemed to do the trick, not sure which part, but I'd advise you to try doing this.  :D

This in fact is related to the trader faction not having low enough caravans value for sending ones (it mostly happened in the beginning and tend to not came back often when your colony wealth climb), it was not game-breaking (but still I don't like my mods sending errors, even yellow ones) but I'm pretty sure the new way used in next release had this corrected (It will now be a complete new trader kind but still sent by vanilla factions)


Quote from: FurkanOkatan on October 13, 2016, 03:05:38 PM
Hey, I'm loving the mod but i noticed that this mod causes the boomalopes to disappear. it wouldnt matter much but i want to use another mod where you can collect neutroglycerin from them by farming . is there anyway to solve this. pls dont get me wrong i love the mod but can you guide me to modify your mod so that i can still have boomalopes and boomrats. Thanks in advance!!
Yep we completely have removed Boomalopes from the tropical biome. You can re-add them by adding a tiny line in CK_AnimalPlant_Pack/Defs/BiomeDefs/Biomes_Moderate.xml, starting from line 130/132 it is the animal repartition ratios, so if you can just add <Boomalope>0.35</Boomalope> just above or under any other animal line. 0.35 is the vanilla value for Tropical rainforest but you can change this too.

And yes you can tweak, add or remove any animals with this ;)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Draegon on October 13, 2016, 07:11:42 PM
By the way, are Toucans planned? Because I had a manhunter pack event with them and they were derpy as hell. I have a mod that has the event for any animal.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on October 13, 2016, 07:37:48 PM
Yes they are comprise in the "non finished animals" I was talking about  :P.

In fact, I often use graphic placeholders (from other mods or free 2D sprites found on the web) so I can progress with the code while Coercion is drawing textures. But I was supposed to disable all before releasing and forgot some
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Draegon on October 13, 2016, 07:51:28 PM
Well it might not be your fault as idk how the event mod works specifically. :D
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on October 14, 2016, 07:08:54 AM
Quote from: FurkanOkatan on October 13, 2016, 03:05:38 PM
Hey, I'm loving the mod but i noticed that this mod causes the boomalopes to disappear. it wouldnt matter much but i want to use another mod where you can collect neutroglycerin from them by farming . is there anyway to solve this. pls dont get me wrong i love the mod but can you guide me to modify your mod so that i can still have boomalopes and boomrats. Thanks in advance!!

As mentioned by kaptain_kavern, you can add boomalopes back in manually. Also, we may add a plant that can be synthesized into neutroglycerin in a future release.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Hydromancerx on October 14, 2016, 08:16:10 AM
I noticed the Junglefowl are called Jungle Peahen and Jungle Peacock. They are chickens not peacocks. They should be called Junglefowl and not have the "pea" anything.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on October 14, 2016, 10:53:01 AM
Quote from: Hydromancerx on October 14, 2016, 08:16:10 AM
I noticed the Junglefowl are called Jungle Peahen and Jungle Peacock. They are chickens not peacocks. They should be called Junglefowl and not have the "pea" anything.


I noticed this as well. This will be fixed in the next update.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: FurkanOkatan on October 14, 2016, 03:19:50 PM
Quote from: Coercion on October 14, 2016, 07:08:54 AM
Quote from: FurkanOkatan on October 13, 2016, 03:05:38 PM
Hey, I'm loving the mod but i noticed that this mod causes the boomalopes to disappear. it wouldnt matter much but i want to use another mod where you can collect neutroglycerin from them by farming . is there anyway to solve this. pls dont get me wrong i love the mod but can you guide me to modify your mod so that i can still have boomalopes and boomrats. Thanks in advance!!

As mentioned by kaptain_kavern, you can add boomalopes back in manually. Also, we may add a plant that can be synthesized into neutroglycerin in a future release.
wow a plant would be a nice feature!!
And thank you kaptain for your help. Keep up the good work!
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Hydromancerx on October 14, 2016, 04:43:32 PM
Quote from: FurkanOkatan on October 14, 2016, 03:19:50 PM
Quote from: Coercion on October 14, 2016, 07:08:54 AM
Quote from: FurkanOkatan on October 13, 2016, 03:05:38 PM
Hey, I'm loving the mod but i noticed that this mod causes the boomalopes to disappear. it wouldnt matter much but i want to use another mod where you can collect neutroglycerin from them by farming . is there anyway to solve this. pls dont get me wrong i love the mod but can you guide me to modify your mod so that i can still have boomalopes and boomrats. Thanks in advance!!

As mentioned by kaptain_kavern, you can add boomalopes back in manually. Also, we may add a plant that can be synthesized into neutroglycerin in a future release.
wow a plant would be a nice feature!!
And thank you kaptain for your help. Keep up the good work!

There is a mod that has a plant called Neutro Flower, which already can do this.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: res34 on October 14, 2016, 06:06:27 PM
Is it possible to code animals so that they only spawn on deep water tiles (as in rivers/oceans), so that species such as caiman and arowana. Also, have you considered working with the maker of the fishing mod in order to add aquatic species that can be caught?
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on October 14, 2016, 06:23:12 PM
There are several things to consider about request/proposal and mod merging possibilities :

- me I can't draw and Coercion has a "vision" on how it will look when achieve so I understand well he doesn't want to have not related graphic styles.

- about the code : we try to stick to vanilla-friendly modding without adding .DLL and C# code because I don't know much about that and because we intend to retain maximum compatibility (without too much efforts)

Sorry if I'm not clear enough, I'm not a natural English speaker. It was more for explain how we worked.

But I, and I'm sure Coercion will do the same, always willing to try to help anybody to modify the mod and/or making you own creatures

Edit: when CCL will be updated it will be more easy for me to tweak more things ;-)



There was a mod with fishes that only spawned in water and all."Ocean biome" or something similar, it was in A13 iirc. I'm pretty sure it was using .DLL/C#.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on October 15, 2016, 07:43:42 PM
I may be interested in working on aquatic animals (fish) in the future. It probably would not be part of this mod though.

With that said, amphibious creatures (such as crocodiles, caiman, etc.) may be included in this mod.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on October 16, 2016, 06:09:21 PM
Here is the release plan for v1.3. This should be released this week.

(updated below)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Draegon on October 16, 2016, 07:15:16 PM
Awesome! Was the caravan bug fixed though?
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Hydromancerx on October 18, 2016, 06:17:08 PM
Cool! Any preview screenshots of v1.3?
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on October 18, 2016, 07:27:44 PM
Not all the announced features are already coded in my working version ;)


The only one I got ready is a little screenshot with all the added horn/antlers. Those items will only have one purpose : Being sold (like elephant tusks in Vanilla) (The critical things IMHO would be to set a proper balanced price - feedbacks will be appreciated once released ;op ) OR being used a improvised weapon :

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

That's really all I got in stock for showing you. I mostly have worked on other mods those last few days, honestly; but we're back on track for this evening
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: res34 on October 18, 2016, 07:47:50 PM
For a moment there I thought that the turtle was actually a turtle shell, at least until I noticed the head. Other than that little mistake on my part, I can't wait till this is implemented, as it'll make hunting all the more profitable for my tribesmen.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Hydromancerx on October 19, 2016, 06:15:54 PM
Those look awesome! You thinking about making some sort of antler weapon like an axe or spear? I know there was a neolithic mod that used antler axes.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on October 19, 2016, 08:15:35 PM
Hey it's very good idea, seriously I have write it down.

The thing is the more we add little things like that the more we post-pone major progress regarding the original purpose (adding plants and animals). It's not intended to you particularly, Hydro. it's the major problem I have when working on project like that, prioritization ;)

But again I like the idea
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on October 20, 2016, 09:43:13 AM
Kaptain_Kavern and I discussed some issues with the mod yesterday, and came up with some changes to the v1.3 release.

This is the updated list of the v1.3 release:

- Adds dream vine and dead trees (tree stumps) to the wild plant list.
- Adds dream root (effects similiar to beer) harvestable from dream vine.
- Adds a bill to the drug lab for synthesizing neutroamine (from dream root).
- Coffee beans now give a boost to the rest need.
- Adds beehives and honeycomb
- Adds apiary to crop list (beekeeping must be researched first)
- Replaces the taro plant with a new texture
- Fixes potted heliconia texture
- Ibex, Deer, Alpaca, Bongo now produce milk. Chinchillas are now herd animals. Rhinos, Ibex, Gazelle, Bongos, now drop horns. Elk, Deer, Caribou now drop antlers. Junglefowl and Peafowl now lay unfertilized eggs.
- Separates wild plants from potted plants and crops to fix the blight incident.
- Removes all factions added by previous versions of this mod (Jungle Traders & Wilders).
- Animals will prioritize eating harvestable plants before ferns
- Elephants now clear (eat) trees (replacing the alphabeaver mechanic).
- Makes minor corrections/clarifications to animal names
- Wood yielding modded Trees are now locked behind a cheap Research Project (to de-clutter the crop menu).
- Completely disables non finished animals (some monkeys and birds with graphic placeholders were spawning as starting pets or brought by traders).
- Completely renames all Defs in the code for compatibility with other mods.
- Young chicken-like birds now looks like chicks (not small adults).
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on October 20, 2016, 09:45:11 AM
Quote from: Draegon on October 16, 2016, 07:15:16 PM
Awesome! Was the caravan bug fixed though?

The factions will be removed in v1.3 which will fix any issues related to factions/caravans.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on October 20, 2016, 09:47:45 AM
Quote from: Hydromancerx on October 19, 2016, 06:15:54 PM
Those look awesome! You thinking about making some sort of antler weapon like an axe or spear? I know there was a neolithic mod that used antler axes.

I like the idea :) However, we have decided to pin point focus this mod on only adding animals and plants to the biomes. So, weapons will not make it into this mod.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kcirdor on October 20, 2016, 10:01:33 AM
For the elephant event, are they going to spawn in the wild, or only show up in small groups when an "beaver" event occurs?  The quirk about this is, beavers are natural prey for the big cats.  I've played a bit with the medieval times + the medieval edition mods.  The medieval edition mod being placed after this mod, brought the Beaver event back.  I've just allowed the beavers to run free on my extra large map, and while they do clear out a nice sized section of the map, they are eventually killed off by the cats.   As for the elephants, if they come in a huge pack like the beavers they can pretty much dominate the map for the trees as they are much more difficult to take down. The cats don't mess with them. I guess my concern is if they will end up being over powered or not.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on October 20, 2016, 10:26:48 AM
It's not an event "a la" manhunter or alphabeaver.

It's just that "normal elephants" will now eat trees alongside other plants. Depending on food availability and plants nutrition value like any other plants.



Regarding the last 1.3 feature list, it's mostly because else we will have very long time between release and got you folks bored to wait  ;)

I very much prefer "rushing" the making of, say 3 biomes (animal and plants) and only after that "coming back" on what is released for make it better




Barely related : gillsminnow (https://ludeon.com/forums/index.php?action=profile;u=58785) is in his 2nd "season" of a LP with our mod (https://www.youtube.com/playlist?list=PLvvu5QsPOvkoOvjxKgAEwSMcIUDaLcIZI) - Thx to him first - And maybe it could be added in the OP, Coercion, plz?
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: gillsminnow on October 20, 2016, 11:05:08 AM
Thanks Kav! Looking forward to the update guys!
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on October 20, 2016, 11:58:03 AM
I have added the series to the OP under "related media" :)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: sulusdacor on October 20, 2016, 12:27:31 PM
hey like the mod especially the "fighting the plants" part^^ and the texture look super good.

minor balancing thing or maybe i am just super unlucky on my pawns getting hit. but i have some really frequent animal hunting my colonists/pets. since i use the animal hunting alert mod, thats not such a problem and in vanilla this is usally no big deal if you get hit once or twice. but i was to late one time and a tiger one hited my artic wolf, one hitted one colonist and incapacitated another colonist. so yeah, looked at the melee dps and 15 points seems a bit high (thrumbo is 12). same thing with getting one shot by a panda happend to me on another playthrough. so yeah, i understand that the animals should be a danger, but you can not protect yourself against getting one shot by these things.
if you dont have the hunting alert mod showing you that a colonist getting hunted and in danger, he basiclly dies, without you knowing or any chance of even doing something to protect him. which could be somewhat frustrating. so just a heads up, you might want to look over that part. great mod otherwise having fun with it ;)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Mackinz on October 20, 2016, 02:43:29 PM
I don't think my post was noticed, so I would like to ask again.

Quote from: Mackinz on October 11, 2016, 09:32:14 PM
What do the peafowl look like in-game?
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on October 20, 2016, 03:41:03 PM
Ain't he look badass? geez look at his eyes :p
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on October 21, 2016, 07:37:53 AM
Quote from: gillsminnow on October 20, 2016, 11:05:08 AM
Thanks Kav! Looking forward to the update guys!

I hope you keep this series going. I am enjoying it :)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on October 21, 2016, 07:49:26 AM
Quote from: sulusdacor on October 20, 2016, 12:27:31 PM
hey like the mod especially the "fighting the plants" part^^ and the texture look super good.

minor balancing thing or maybe i am just super unlucky on my pawns getting hit. but i have some really frequent animal hunting my colonists/pets. since i use the animal hunting alert mod, thats not such a problem and in vanilla this is usally no big deal if you get hit once or twice. but i was to late one time and a tiger one hited my artic wolf, one hitted one colonist and incapacitated another colonist. so yeah, looked at the melee dps and 15 points seems a bit high (thrumbo is 12). same thing with getting one shot by a panda happend to me on another playthrough. so yeah, i understand that the animals should be a danger, but you can not protect yourself against getting one shot by these things.
if you dont have the hunting alert mod showing you that a colonist getting hunted and in danger, he basiclly dies, without you knowing or any chance of even doing something to protect him. which could be somewhat frustrating. so just a heads up, you might want to look over that part. great mod otherwise having fun with it ;)

Thanks for the support :)

I want the animals to be strong (and will be probably increase vanilla values as well for consistency), to better translate to reality. If someone is wandering in the deep rainforest with a knife and gets ambushed by a tiger, he is probably dead (and probably rather quickly), considering tigers are 400lbs of muscle. The core strategy should be avoiding predators or bringing them into a situation where you have the advantage (before they start hunting you). With that said, the values may be adjusted some in the future. We are always open to feedback and suggestions.

Also, feel free to lower the values yourself. Let me know if you need help with it.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Wolf619 on October 21, 2016, 09:20:48 AM
panda moves too fast, it moves more than the panther
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on October 21, 2016, 09:45:17 AM
Quote from: Wolf619 on October 21, 2016, 09:20:48 AM
panda moves too fast, it moves more than the panther

Currently, Pandas use the vanilla MoveSpeed of bears (4.3) which is much slower than panthers. This value may be adjusted in the future.

Feel free to adjust this value yourself though in Defs/ThingDefs_Races/Races_Animal_Bears.xml under MoveSpeed.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Wolf619 on October 21, 2016, 11:57:31 AM
Quote from: Coercion on October 21, 2016, 09:45:17 AM
Quote from: Wolf619 on October 21, 2016, 09:20:48 AM
panda moves too fast, it moves more than the panther

Currently, Pandas use the vanilla MoveSpeed of bears (4.3) which is much slower than panthers. This value may be adjusted in the future.

Feel free to adjust this value yourself though in Defs/ThingDefs_Races/Races_Animal_Bears.xml under MoveSpeed.

Hmm when I was playing my jungle map they seemed the most active maybe its because they stand out more, but I found it a bit distracting. Not really complaining just trying to help out!
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on October 21, 2016, 01:24:18 PM
no worries. we always welcome any feedback or suggestions
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kcirdor on October 21, 2016, 06:44:47 PM
Quote from: Coercion on October 20, 2016, 09:45:11 AM
Quote from: Draegon on October 16, 2016, 07:15:16 PM
Awesome! Was the caravan bug fixed though?

The factions will be removed in v1.3 which will fix any issues related to factions/caravans.

What would I need to do to do this myself?  I tried removing the faction def folder but the map wouldn't load.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on October 22, 2016, 08:41:26 PM
Quote from: kcirdor on October 21, 2016, 06:44:47 PM
Quote from: Coercion on October 20, 2016, 09:45:11 AM
Quote from: Draegon on October 16, 2016, 07:15:16 PM
Awesome! Was the caravan bug fixed though?

The factions will be removed in v1.3 which will fix any issues related to factions/caravans.

What would I need to do to do this myself?  I tried removing the faction def folder but the map wouldn't load.

did you remove it on a new or existing save?
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kcirdor on October 22, 2016, 08:46:43 PM
it was existing, but I put it back, I realized a wilder faction was already known.
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kaptain_kavern on October 23, 2016, 07:51:06 PM

8) Teasing Time 8)


New Taro Texture
(http://imgur.com/WVbMCqL.jpg?1)

... And apiaries ...
(http://i.imgur.com/xNThg1n.png?1)
Thanks to the tester colonists  8)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Hydromancerx on October 24, 2016, 03:57:44 AM
Yay pawn me is helping!  8)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: kcirdor on October 25, 2016, 02:43:11 AM
Ha ha, I didn't even realize I was in that photo the first time I looked at it till now, reading your post.   It's an honor to play the shit out of this mod, on the same map at least ten times..  I've moved up to extra large on the size though..
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Coercion on October 25, 2016, 09:30:23 AM
I like it. I will be naming all of my colonists after the members of this thread from now on. :)
Title: Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
Post by: Listen1 on October 25, 2016, 09:42:54 AM
Oooooooooooooh, I like it!

As a suggestion, I believe that the user made available for anyone that wanted to use, there is this graphic pack made by "nightblue" https://ludeon.com/forums/index.php?topic=18733.15

The walls, rocks and rubble may fit your new build  ;)
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: Coercion on October 27, 2016, 07:38:10 AM
Well, it has been a busy month for us (due to real life commitments), but we have managed to get out v1.3 with a lot of updates and changes :D

Please provide any feedback, suggestions or issues that you encounter.

v1.3 Update

- Adds dream vine and dead trees (tree stumps) to the wild plant list.
- Adds dream root (effects similiar to beer) harvestable from dream vine.
- Adds a bill to the drug lab for synthesizing neutroamine (from dream root).
- Coffee beans now give a boost to the rest need.
- Coffee beans and dream root can be scheduled and are usable as cooking ingredients (raw plant) without the drug effect.
- Adds beehives and honeycomb
- Adds apiary to crop list (beekeeping must be researched first)
- Replaces the taro plant with a new texture
- Fixes potted heliconia texture
- Ibex, Deer, Alpaca, Bongo now produce milk. Chinchillas are now herd animals. Rhinos, Ibex, Gazelle, Bongos, now drop horns. Elk, Deer, Caribou now drop antlers. Junglefowl and Peafowl now lay unfertilized eggs.
- Separates wild plants from potted plants and crops to fix the blight incident.
- Removes all factions added by previous versions of this mod (Jungle Traders & Wilders).
- Animals will prioritize eating harvestable plants before ferns
- Elephants now clear (eat) trees
- Makes minor corrections/clarifications to animal names
- Wood yielding modded Trees are now locked behind a cheap Research Project (to de-clutter the crop menu).
- Completely disables non finished animals (some monkeys and birds with graphic placeholders were spawning as starting pets or brought by traders).
- Completely renames all Defs in the code for compatibility with other mods.
- Young chicken-like birds now looks like chicks (not small adults).
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: kaptain_kavern on October 27, 2016, 10:21:26 AM
As always the download is available at the github page (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack), click on "Release" tab.



@Coercion : hey you get praised on Reddit (http://reddit.com/r/RimWorld/comments/59nz0g/ck_animal_and_plant_pack_rainforest_edition_13/d99yf60)  8)
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: Coercion on October 27, 2016, 01:01:34 PM
Quote from: kaptain_kavern on October 27, 2016, 10:21:26 AM
As always the download is available at the github page (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack), click on "Release" tab.



@Coercion : hey you get praised on Reddit (http://reddit.com/r/RimWorld/comments/59nz0g/ck_animal_and_plant_pack_rainforest_edition_13/d99yf60)  8)

thanks for sharing. I love your screenshots :)
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: Supercheese on October 27, 2016, 04:36:11 PM
Dang, I am gonna have to use this mod for my next playthrough, it looks great!
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: Coercion on October 28, 2016, 09:39:02 AM
Quote from: Supercheese on October 27, 2016, 04:36:11 PM
Dang, I am gonna have to use this mod for my next playthrough, it looks great!

Feel free to provide any feedback or suggestions that you come across :)
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: kcirdor on October 29, 2016, 03:00:24 AM
The reseeding is so fast its difficult to put down pathways.
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: Coercion on October 29, 2016, 08:42:25 AM
Quote from: kcirdor on October 29, 2016, 03:00:24 AM
The reseeding is so fast its difficult to put down pathways.

Is this a new issue with v1.3?

The jungle is supposed to be difficult to navigate and build in and should be more challenging then the other biomes in that regard. Creating a few paths should not be too big of an issue, but clearing out big areas may be. We have looked into this in the past, but can look into it again.
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: kcirdor on October 29, 2016, 07:37:26 PM
I think it should stay the way it is.
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: kaptain_kavern on October 30, 2016, 12:10:15 AM
Thanks for the feedback. It is something we discussed (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/issues/27) and a thing we both believe is important.

It is not easy to balance something that it is intended from start as a core "idea". I mean we really want the forest to regrow fast and to be a challenge but we also want it to playable. So where to put a limit? (That's why your feedbacks are precious)

Adding to that, the fact that I don't know exactly the precise effect of all the code used. I mean for most of it, yes. But there is no dictionary with all defs explained, I'm still experimenting/learning.

There is nothing like one def or "piece of code" that simply set "plants_vivacity = X", it's the conjuncted effect of several game-mechanics that make the end result. I'm pretty sure the "seedEmit per day" tag weight a lot in the balance per instance, but though, some like "maxCommonality" I'm not 100% sure of the real effect.


Some solutions :
- Put floor where you don't want forest to regrow
- Set a growing zone
- Restrict some hungry animals
- Or using Colony Manager mod : set a zone with order to auto cut trees or even all vegetations
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: Hydromancerx on October 30, 2016, 04:39:21 PM
Dose this remove the spawning of animals in other biomes besides jungle?
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: res34 on October 30, 2016, 05:03:24 PM
So while I was busy harvesting taro root, I decided to look up some Scientific America articles related to the Cryptozoologicon when I noticed one on tapirs. Turns out they're a lot more dangerous than you'd think, especially (and appropriately) when they're with their young. I can't recall how dangerous they are in this mod (I don't recall any attacking back when hunting them, though they might have died too quickly), but it turns out in real life they can bite clean through a human arm.

https://blogs.scientificamerican.com/tetrapod-zoology/tapir-attacks-past-present-but-hopefully-not-future/

Perhaps if they're not currently set to become aggressive when hunted, would it be feasible to edit them so that they do so in the future?
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: kaptain_kavern on October 30, 2016, 06:33:43 PM
Quote from: Hydromancerx on October 30, 2016, 04:39:21 PM
Dose this remove the spawning of animals in other biomes besides jungle?
Nope. The only biome this mod overwrite for now is the tropical forest. In other biomes wild animals should remain vanilla. But I confess I haven't do any tests regarding this but there is absolutely no code I can think of that should impact other biomes.

@res34 : I don't recall how the code is set right now, but yes there is XML tag for "chance of going man hunter on tame attempt" and/or on hunt/damage. We will look into this. Thx for "national geographic" quarter ;-)
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: Tammabanana on October 31, 2016, 09:48:58 AM
Reporting possible mod conflict, CK v1.3 and EdB Prepare Carefully:

EdB's "Animals" tab goes completely black for me. Only the "Animals" tab does this - the rest function correctly. I'm running in dev mode and it's not spawning any debug errors, just... ending the "add resources" stage with an empty space. You can click "back" to go to the previous step (editing people), but the other resource tabs disappear too.

Just tested it with only those two mods active, and it still happened; it doesn't matter which loads first. Disabling CK restores EdB's "Animals" tab functionality.

Not really game-breaking, since you can add animals in the scenario step anyway, but puzzling.
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: u1qtj on October 31, 2016, 03:19:50 PM
This is also happening to my current arrangement of EDB Prepare Carefully and the current version of the Animal/Plant Pack.
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: kaptain_kavern on November 01, 2016, 01:34:42 AM
Hi

Thank you both for the information. As I don't use edb-PC at all I wasn't aware of it. This also means I have no clues on what is going on. I will download it and look at the problem.

In the mean time, like Tammabanana have pointed out, you can use scenario as solution.
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: skullywag on November 02, 2016, 09:08:49 AM
Can anyone having the issue make it happen and then quit the game and post their output.log file here, would help with diagnosis, just because you see nothing on the screen doesnt mean the log doesnt have valuable info in it.
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: Draegon on November 02, 2016, 10:30:26 AM
I noticed that trees are not spawning much after a fire, I have a rather large area of ONLY small plants (which looks neat but still figured you should know).
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: Coercion on November 02, 2016, 11:09:58 AM
Quote from: Draegon on November 02, 2016, 10:30:26 AM
I noticed that trees are not spawning much after a fire, I have a rather large area of ONLY small plants (which looks neat but still figured you should know).

screenshot by chance?
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: Tammabanana on November 02, 2016, 06:00:47 PM
Note to self, outputlog is important. Here's mine. EdB and CK only, clicked the Five Tribes scenario, clicked a few times in the colonists configuration just in case that mattered, didn't add any resources in those tabs - just clicked the "Animal" tab, got the black, clicked "Start", saved, quit.

I had a fire in my game fairly recently; I'll watch for how it grows back.

[attachment deleted by admin due to age]
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: Coercion on November 02, 2016, 07:52:32 PM
Quote from: Tammabanana on October 31, 2016, 09:48:58 AM
Reporting possible mod conflict, CK v1.3 and EdB Prepare Carefully:

EdB's "Animals" tab goes completely black for me. Only the "Animals" tab does this - the rest function correctly. I'm running in dev mode and it's not spawning any debug errors, just... ending the "add resources" stage with an empty space. You can click "back" to go to the previous step (editing people), but the other resource tabs disappear too.

Just tested it with only those two mods active, and it still happened; it doesn't matter which loads first. Disabling CK restores EdB's "Animals" tab functionality.

Not really game-breaking, since you can add animals in the scenario step anyway, but puzzling.

The issue has been identified and will be fixed in the next release.

Thanks for pointing this out.
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: kaptain_kavern on November 03, 2016, 01:10:03 AM
Hi all.

Indeed I have pinpoint the problem.
As always it was my fault, there was some code left from the toucan, but the texture is not done yet (and I already erased the placeholder texture), so PC wasn't able to display toucans and throw red errors.


On another note, regarding the feedbacks we got about plants regrowing too quickly; we were discussing solutions with Coercion (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/issues/27) (without completely remove this intended behaviour). We may have find something  ;) 

What about if colonists could trample plants in order to create a layer of dead vegetation preventing regrowing?
Code wise it could be as simple as a resource-free floor (only take times) where plants couldn't regrow; this floor would only be allowed on soil terrain. 

Here is a screenshot for illustrating purpose (this is not in the mod yet)
(http://i.imgur.com/4HKG1Fq.png?1)
click to zoom



Coercion also proposed it could be something similar but with crop zone instead of flooring.


I really would like to have more insights/opinions on this, please  ;D
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: Coercion on November 03, 2016, 05:25:23 AM
to add to kaptain's post above, if this was placed by a crop zone, it would be a type of grass or ground cover, such as common bahia (instead of trampled earth), that is basically free to plant and lives a very long time. It could also be locked behind a cheap research (sod farming) and provide a resource similiar to hay after a very long growth period.

Once again though, this would be added mainly as a compromise to prevent future plant growth in specific areas of the rainforest (without using too much work or resources).
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: Seinne on November 03, 2016, 06:33:42 AM
I like the idea of the flattened area as a floor. I would do that around every building I have, since I already cheat in a 2 block wide paved area so I can see my doors and paths anyway. But how about adding a "worn path" tile instead of just trampled vegetation.

Or, not sure is it's possible, but could you tie in the cleaners ability to hunt down every last spec of dust, and have them maintain a sprout free environment? Basically a plant cutting version of the cleaners skill?
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: Coercion on November 03, 2016, 07:07:39 AM
@Seinne: thanks for the feedback

If this is added as a floor (not a crop), it may be added as "trampled earth" without vegetation, because (a) it would not behave like other plants (e.g. not edible by animals, infinite lifespan, placed with construction skill, not need sunlight, etc.) and (b) it would be allowed anywhere, including places without existing vegetation (e.g. caves, stone tiles, dirt tiles, etc.) Is there a reason that you would prefer constructing a floor over placing a crop zone? Is there a reason that you would prefer "trampled earth" over vegetation?

While a good idea, I think that modifying the plant cutting mechanics is out of the scope of this mod.
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: Seinne on November 03, 2016, 07:45:42 AM
Well, when I saw your picture above of the suggested fix, I liked it, that's probably how villages look in a jungle when they start. But then my mind jumped to...well they look like that at first but after awhile wherever you go gets worn and nothing grows there, ala a path.

Every jungle movie you've ever seen has paths that are worn into the ground (that probably should have grown back eons ago) with vegetation growing along the sides of it.

I was thinking a brown tile with a hint of grass spouts in it randomly, with a speed bonus slightly less than paved stone.
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: Coercion on November 03, 2016, 08:35:33 AM
A crop zone will allow small plants (weeds) or grass to be displayed over the exsiting ground tile (e.g. dirt) unlike a floor tile (which replaces the floor texture completly). We may be able to create different growing stages for plants (i.e. texture changes to show change overtime) in a crop zone as well. We can use multiple textures that would be randomly selected and patchworked together to create a more natural look for plants or paths when using a crop zone. Also, this will be available in every biome, so floor tiles that do not match the rainforest may clutter other playthroughs. Just some things to think about.

I think that a floor tile requiring no work and no resources, but providing other bonuses is overpowered. So, either way, the solution will provide no speed bonus or beauty bonus. With that said, it will remove the movement penalty of the rainforest plants (allowing pawns to move faster).
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: Tammabanana on November 03, 2016, 09:03:35 AM
Quote from: Seinne on November 03, 2016, 07:45:42 AM
Every jungle movie you've ever seen has paths that are worn into the ground (that probably should have grown back eons ago) with vegetation growing along the sides of it.

IRL, empty paths through vegetation stay clear only for as long as humans/large animals are using them. Within a few months they'll start sprouting mostly weeds, and a few saplings. If the saplings don't get broken by passing creatures or deliberately cut, your path will be gone when the saplings get big enough.

A crop zone would allow for that kind of constant maintenance, I think, and if you wanted something more permanent, you could lay an existing floor over it. Assuming that the vegetation in the crop zone would take less work to clear than most other rainforest weeds?
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: Seinne on November 03, 2016, 10:50:50 AM
sounds good the way you explain it. I have no idea ow to mod, or what's possible, but my head is full of ideas.
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: Coercion on November 03, 2016, 11:35:31 AM
this is my in game vision of how the grass/ ground cover would work as a crop field:

1. the player draws a crop zone over the area(s) that the player wants cleared.
2. pawns assigned to growing will clear the tain forest plants in this area and then proceed to plant no-work (instant) ground cover. [forbid the zone to ignore it]
* other pawns could help clear with the plant cut order
3. after a very long period of time the plants may be able to change (or get bigger), show weed growth and eventually die (disapear)
* the plants would randomly choose from a few different textures and be randomly staggered in a crop tile
4. the pawns sssigned to growing would cut and re-plant new ground cover/ grass.
* the plants would provide no movement bonus or penalty
* the plants could be harvested for a hay like reaource
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: kcirdor on November 03, 2016, 12:45:16 PM
The Super powered Mod Tilled Soil(i edited the fertilization down to slightly better than regular soil though) uses the Floors menu to place Tilled Soil, which allows growth. Not sure if that is similar to what y'all are trying to accomplish but it could give you something to look at in regards to how they accomplished that.
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: Seinne on November 03, 2016, 12:54:37 PM
That sounds about like how I thought you'd have to use it.

So if that's the case, I would absolutely use it around my buildings, but not as a path. Because I like having set routes for my pawns to travel across the map, and maintaining crops, even as little as your suggesting, would wear my pawns out, I'd stick with regular floor tiles. Side question, what about having dead veg near the walls? Fire hazard or do you care about it in a tropical environment that gets so much rain?

I agree, no cost floors with a speed benefit is a bit op, but I still like the idea of adding a dirt path/trampled earth look so maybe add a low cost to build no bonus path option as well. I don't think any player of this game would complain about getting too many choices.

Basically withthe look of  this mod, any of the stone pathways, with the edge visible for every tile, looks a bit off. Would a floor tile made to look like its 'rough' counterpart work? Because, in this biome with the amount of vegetation, I think any path will look like it's about to be overwhelmed by plants anyways. And I think 'dirt' path would work in most biomes except ice sheet and tundra, not sure how'd draw it, maybe as a trench through the snow?

Anyways, to sum up.

Would absolutely use the trampled plants to keep a 2 box clearing away from my buildings.

But not as a pathing mechanism. (would use, and cringe at, stone walkways).

Love the mod, love what you are doing and where it's going.

Between writing these, just encountered my first manhunting tiger pack, serious FU guys, tore through my door and tore the arms off my best constructor and crafter before I could rally the troops. :)

Can't wait till you move onto the next biome.

I"ll shut up now
Title: Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
Post by: Coercion on November 03, 2016, 01:41:26 PM
Since it rains so much, fire is not really an issue. With that said, we may reduce the flammability of wild rainforest plants because of the moisture in the area (making fire a non-concern).



Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Coercion on November 04, 2016, 05:44:55 AM
v1.3.1 has been released with the following updates  :)

- Fixes compatibility issues with the "EDB Prepare carefully" mod
- Coffee Beans and Dream Root can no longer be used in cooking
- Reduces the size of the apiary to only take up one crop tile
- Makes edits to grammar and nomenclature
- Makes changes to animal and plant rarity and statistics
- Honeycomb now gives the "ate fine meal" bonus (similiar to insect jelly)
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Tammabanana on November 04, 2016, 04:45:17 PM
Toxic fallout is putting an end to my post-fire regrowth experiment. Attached, as far as the regrowth is going to get. Looks like the ferns plan to take over the world.

[attachment deleted by admin due to age]
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Hydromancerx on November 04, 2016, 11:04:06 PM
I made art for an Aurochs (https://en.wikipedia.org/wiki/Aurochs) (the ancestor of cows). Please add it to your mod. They should give milk like cows and drop horns. Their biomes should be Temperate Forest and Boreal Forest. Their intelligence should be the same as a cow.

I know its not a Jungle animal but since it drops horns it fits better in your mod than the Taiga Mod (https://ludeon.com/forums/index.php?topic=26497.0). However I think that should be merged with your mod anyways.

[attachment deleted by admin due to age]
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kaptain_kavern on November 05, 2016, 03:14:41 AM
Hey bud,

I don't know if they gonna fit with the graphic style used; and to be honest I can't tell, it's not my speciality at all :p


But while we are waiting Coercion's expertise, I made you this : Aurochs! (https://ludeon.com/forums/index.php?action=dlattach;topic=26265.0;attach=16717)

Behold the Aurochs! mod, with them as a "standalone animal mod".
They doesn't drop horns (i'll need a horn texture for this :p ) but they should be compatible with nearly all mods - because no needs to touch the biomedef for that - (you can set their ratio per biomes in the Races_Animal_Aurochs.xml files, at line 47, after <wildBiomes>)

[attachment deleted by admin due to age]
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Hydromancerx on November 05, 2016, 04:20:22 AM
Awesome! Thank you. One question, can you milk them?
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kaptain_kavern on November 05, 2016, 04:58:34 AM
Yep ;-)
10 milk units every two days
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Seinne on November 05, 2016, 08:22:42 AM
kaveman, You're a pretty awesome dud for doing that for him!
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Tammabanana on November 05, 2016, 08:25:39 AM
Quote from: kaptain_kavern on November 05, 2016, 03:14:41 AM
Behold the Aurochs! mod, with them as a "standalone animal mod".

Yoink. Shiny.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Coercion on November 05, 2016, 09:44:37 AM
@Hydromancerx

We are currently not taking any outside art. Also, this mod does not contain any extinct animals. With that said, congrats on getting a standalone mod out :)

As kavern stated, you can add any animals you want by their race def and they will be compatible with our mod. Let us know if you have any questions regarding adding your own animals to the game.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Hydromancerx on November 05, 2016, 05:40:08 PM
Quote from: Coercion on November 05, 2016, 09:44:37 AM
@Hydromancerx

We are currently not taking any outside art. Also, this mod does not contain any extinct animals. With that said, congrats on getting a standalone mod out :)

As kavern stated, you can add any animals you want by their race def and they will be compatible with our mod. Let us know if you have any questions regarding adding your own animals to the game.

1. Oh so you do not want any help with art? I have been trying to do some easy ones that modify existing animals.

2. Well there are plans to bring back the Aurochs through selective breeding and genetic engineering. It is probably one of the first animals to become un-extinct. Since there are still some ancient breeds of cows and just about any cow could be a surrogate.

3. Having standalone or even a mod with animals I make in the future would be nice. I just want to make sure between your mod and the Taiga mod that we are not making redundant species. Likewise I don't know what an all in one animal pack is not made.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Coercion on November 05, 2016, 06:24:53 PM
As stated previously in this thread, we are currently not looking for outside art and have not accepted any so far. I appreciate the offer though and will let you know if we decide to take some in the future.

I can't guaruntee that this mod will not replicate any plants or animals from other mods, because this mod is a standalone overhaul. However, players are free to pick and choose the textures that they prefer. All of our plants and animals can be turned off in their respective biomesdef file. This may be useful if another mod adds a duplicate species that a player finds more appealing. I like to think that choices are always a good thing and do not mind if other mods have similiar plants or animals.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Hydromancerx on November 05, 2016, 08:45:01 PM
I hope things like Coffee and Bees get added to the base game because in my game i have mods that have them too so i have like 2 types of bee hives and like 3 types of coffee plant/trees.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kaptain_kavern on November 06, 2016, 01:06:14 AM
Quote from: Hydromancerx on November 05, 2016, 08:45:01 PM
I hope things like Coffee and Bees get added to the base game because in my game i have mods that have them too so i have like 2 types of bee hives and like 3 types of coffee plant/trees.

I feel you. It is something I have in mind from start (compatibility)

I can't give you a procedure for other mod's plants or animals (it depends on how the modder have coded); but for our mod I have written you a little something (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/wiki/mod_tweaking), in order to help you customize the mod.

Tell me if you need more precision/help  ;)
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Hydromancerx on November 06, 2016, 03:39:23 PM
Thanks but i have come up with another way on my own. You see there is this item converter in the cuproPanda mod (https://ludeon.com/forums/index.php?topic=13400.0). Mainly used to turn the industrialization (https://ludeon.com/forums/index.php?topic=8902.0) copper into cupropanda copper. However I have mine convert the various coffees (https://ludeon.com/forums/index.php?topic=12934.0) into one another so I can do all the related recipes that involve coffee.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kaptain_kavern on November 06, 2016, 04:18:45 PM
Hey nice, you should release it.

It is something I have in my TO-DO list since CuproPanda left ;)
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Coercion on November 06, 2016, 05:51:52 PM
@hydromancerx

I thought about your concern more. Since other mods already have coffee implemented, we will probably rename the "Coffea" bush (to something made up) and replace the "Coffee Beans" texture and name (with another made up drug). This will allow the coffee bean item/effect to be useful to everyone without duplicating other mods already in place. We still may overlap the plants and animals of other mods, but this would at least eliminate any concerns about coffee (which seems to be the most requested change). If we decide to make a plant similar to tobacco (or any other drug) in the future, it will probably use the same philosophy (of a made up name). Also, I think this fits the vanilla style well, because there are no other drugs currently in game that have real world nomenclature.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kaptain_kavern on November 06, 2016, 06:13:59 PM
I'm all for this.

What we can do in addition, regarding the code, is to put all code for coffee (or the future name we will use) in a separate file. That way it will be simpler for users to remove the plant from the game, for compatibility between mods (just erase the file VS having to open/edit several files). It can be done for each item/animal that are often existing in other mods.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: faltonico on November 09, 2016, 10:42:52 PM
"Gotta have your meat"


[attachment deleted by admin due to age]
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: w1r3dh4ck3r on November 10, 2016, 04:59:28 AM
I don't know if this is the right place to report this but, this mod loaded together with ED Prepare carefully causes the Animal tab in PC not to work properly (it does not open, or I should say it does not render) gonna make another test but it seems to me that the load order does not matter for this problem to occur, is it just me or is anyone else experiencing this?
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Coercion on November 10, 2016, 11:14:13 AM
Quote from: w1r3dh4ck3r on November 10, 2016, 04:59:28 AM
I don't know if this is the right place to report this but, this mod loaded together with ED Prepare carefully causes the Animal tab in PC not to work properly (it does not open, or I should say it does not render) gonna make another test but it seems to me that the load order does not matter for this problem to occur, is it just me or is anyone else experiencing this?

do you have the latest version of this mod? that should have been fixed in the last release
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Pink Omega on November 11, 2016, 03:11:23 PM
Hello! Can I ask you something? I'm currently doing a mod, so, in wich program did you made the creatures?
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Coercion on November 12, 2016, 03:34:25 AM
Quote from: Pink Omega on November 11, 2016, 03:11:23 PM
Hello! Can I ask you something? I'm currently doing a mod, so, in wich program did you made the creatures?

Hey. I use GIMP (https://www.gimp.org/) for all of the texture editing, but any graphic program that allows for a transparency layer will work (Photoshop, etc.)
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: jeeohlee on November 12, 2016, 05:57:36 AM
is there a patch for vegetable garden?? if so could you quote it in the first post?? if not...then...prioritize in making the patch??
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kaptain_kavern on November 12, 2016, 08:52:31 AM
Hi jeeohlee,

For now we've made no compatibility patch at all.
It's kinda delicate (not to say sometimes counter-productive) to make patch like that as we haven't progressed more toward something we consider a final state. I mean we are keeping adding stuff in (I know Veg Garden still do as well) and making a patch like that right now (this soon in the dev process, for us), will make me have to spend/dedicate time to the patch only each time we will add/modify plants.

Note that it's something I really want to do in the end (VG compatibility), and I have this intention in mind from start, but I don't want to prioritize this over the mod for now.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: lllMWNlll on November 15, 2016, 01:32:00 PM
[SUGGESTION]
Hey kaptain.

Work on those coffee beans. Pawns should able to preparate a smug of coffee. So i'm suggeting do this on the "Crafting Spot" from vanilla like the "smokeleaf".

Coffee beans alone gives energy, happiness, don't are addictive and don't taste good.
A smug of coffee is processed jitters with hot water should give more energy and happiness but also adding a addictiveness chance, pretty low though, similar to "Smokeleaf".

If a pawn is addicitive and suffer withdraw i suggest it should:
- Unhapiness Buff (-10)
- Higher chance of slighted and insulting other pawns. (+33%)

Also i live in Brazil. So in tropicals jungles there are "guarana", "eye fruit" which makes energetic drinks a delicious energy drink, i suggest adding too. The "eye fruit" have natural properties of energy boosting, but taste awful if eated the fruit alone.

I google for guarana fruit, so you can understand the reference "eye fruit":
(https://static.tuasaude.com/img/posts/2015/01/4a1702d0c6505ac4753cc770957be17a-315_210.jpeg)
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Coercion on November 15, 2016, 02:27:26 PM
thanks for the suggestions :)

We will actually be re-naming the coffee beans in the next patch (to something made up) so that we are not using any real life drugs in the mod. This is to allow for compatibiloty with other mods that also have "coffee" etc. The new drug could resemble coffee or guarana.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kaptain_kavern on November 15, 2016, 06:27:27 PM
Thanks lllMWNlll
Yep I like the Gurana idea as well, because in all the mods with plants already released, I've never seen anyone adding this particular one.
And I've searched this forum (and all the outdated mods threads with A1-A3 mods) several times already, believe me  ;D

As we were about to "zap" the coffee (basically just switching name as Coercion explained) because too many mod already using it
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: lllMWNlll on November 15, 2016, 06:59:26 PM
Quote from: kaptain_kavern on November 15, 2016, 06:27:27 PM
Thanks lllMWNlll
Yep I like the Gurana idea as well, because in all the mods with plants already released, I've never seen anyone adding this particular one.
And I've searched this forum (and all the outdated mods threads with A1-A3 mods) several times already, believe me  ;D

As we were about to "zap" the coffee (basically just switching name as Coercion explained) because too many mod already using it

There's a lot of distinct fruits here in Brazil. Mostly of them are in Amazonia and Tropical florest which perfect fits in this mod.
I can name too "Caju (cashew), Pinhão (pinion), Goiaba (guava), Maracujá (passion fruit), Jabuticaba (dosen't have a translation for english)" they are abundant and well-know in Brazil, they can be found almost anywhere in Brazil.

Thanks for responding. Looking foward for the new... "coffee" name.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: KevinHann on November 24, 2016, 11:19:30 AM
Your mod is what prompted me to register and post here. It is a literal game-changer for me and I can't praise it enough. By far the most impressive and diverse addition I have encountered so far, and there are some bloody good ones around. Looking forward to the next updates!

Is the tropical rainforest the only biome you have overhauled so far?
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Hydromancerx on December 02, 2016, 02:14:30 AM
You guys still planning on adding more animals like the Bongo and Coati?
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Didact04 on December 08, 2016, 03:08:54 AM
There appears to be some serious balancing issues with the big cats from this mod. Namely the tigers, jaguars, and panthers, as well as the panda bear and polar bear, likely along with any other large animal this mod has added, if the numbers are anything to go by.

The melee damage output from these animals drastically outweighs anything comparable to the base game. It's bad enough that pawns are getting one-shot. I once saw a pawn get its head lobbed clean off from the first hit by a panda.

From base game, the elephant has a melee DPS average of 9.3. That's a ten-ton hunk of meat and muscle slamming its tusks into you.

Tigers, panthers, and polar/panda bears ect do 19.3.

For comparison, see the cougar from base game, which does 7.6.

I strongly recommend re-calibrating those numbers. I see no reason why big cats and even bears should overpower anything else so disproportionately.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Canute on December 08, 2016, 10:04:02 AM
He warned you that the jungle is dangerous.
These large cat's are finaly worth it to tame as defender. They are strong without any bionic's.
Too bad you can't train them to haul (except you mod the mod).

Sorry i like these animals like they are, jungle are a very challenging biome now, special when you play them as Orassan enclave.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Tammabanana on December 08, 2016, 02:49:42 PM
Quote from: Didact04 on December 08, 2016, 03:08:54 AM
The melee damage output from these animals drastically outweighs anything comparable to the base game. It's bad enough that pawns are getting one-shot. I once saw a pawn get its head lobbed clean off from the first hit by a panda.

Earlier in the thread, the authors addressed this; they do intend for these animals to be far more dangerous. I suspect they're more likely to balance by increasing the damage from vanilla animals that really should be more vicious, when they get around to those animals/biomes.

I've noticed that I pay more attention to how hungry the nearest tigers are before I send my pawns outside the walls. Personally, I find that an interesting change from vanilla, and consistent with the "Sucks to be stuck on a Rimworld" theme of the game.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Didact04 on December 08, 2016, 09:30:35 PM
My concern is balance. I understand having them be dangerous but they seem...excessive.

I think modifying the values of the damage done by predator animals is a more elegant solution than having a few animals that will just kill you before you can do anything about it. If my colonist is targeted there is actually no way to save them. Even if there is a group of 5+ people behind them with guns, survival odds are slim.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Pink Omega on December 08, 2016, 09:35:50 PM
Yo, already posted about those little guys on taiga creatures but someone said it probably will fit better here.

Simple Helmeted guineafowls, or guiné as we call here in brazil. I made them on gimp.

If you guys like it I can also do the baby sprite and the male one ;P

[attachment deleted by admin due to age]
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Darkmark8910 on December 13, 2016, 12:23:24 PM
Astounding work!

Quick question: is this mod working with / compatible with Vegetable Garden?

I was playing with both enabled for an hour or so (no issues that I spotted), and it crossed my mind there was some cross-over on the plant front. Namely that vegetable garden adds in tropical plants such as aloe, pineapple, banana trees, and bamboo for medicine, standard plant, tree-style fruit plant, and wood harvesting respectively. It also includes other climate plants such as snow beets.

Link to that mod here: https://ludeon.com/forums/index.php?topic=12934.0   
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: KevinHann on December 13, 2016, 01:27:29 PM
Please tell me you guys will be supporting this mod for the upcoming A16 :) The game simply wouldn't be the same without it!
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Hydromancerx on December 22, 2016, 02:25:03 AM
Will this be updated to alpha 16? Also I have been having trouble updating my Auroch mod (https://ludeon.com/forums/index.php?topic=26265.msg275954#msg275954). Any ideas?
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: KevinHann on December 22, 2016, 06:10:43 PM
I hope it does, it's pretty much all that's stopping me from moving to 16 now :)
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Hydromancerx on December 26, 2016, 05:42:09 AM
I miss this mod. Please update soon!
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Tammabanana on December 28, 2016, 01:37:08 PM
Hi, folks,

Coercion and Kaptain have been away for a while; life happens that way sometimes. In their absence, I've forked their GitHub repo and updated their latest work to A16. You can download it here:

https://github.com/Tammabanana/CK_AnimalPlant_Pack_A16_fork/releases/tag/1.3.1.1-A16

Some things to note:

Let me know if A16+me have broken anything that I didn't notice.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: asquirrel on December 28, 2016, 04:28:21 PM
Quote from: Tammabanana on December 28, 2016, 01:37:08 PM
Hi, folks,

Coercion and Kaptain have been away for a while; life happens that way sometimes. In their absence, I've forked their GitHub repo and updated their latest work to A16. You can download it here:

https://github.com/Tammabanana/CK_AnimalPlant_Pack_A16_fork/releases/tag/1.3.1.1-A16

Some things to note:

  • I'll fix bugs in this A16 update, particularly ones I introduced, but I'm not going to change/add any content.
  • I updated their work in progress, not the last release, so there are a few changes that they made since last official release that are incorporated here. There are some new textures; coffee got changed to jitterweed. I've tagged this fork as a "Pre-Release" because, technically, C&K hadn't meant to release these things yet; they may not have been done editing/balancing. This is likely to be a gray area in the balance between bug-fixing and changing content - please report in on this thread where you notice something, so that we have it documented. If it seems to me like an obvious bug, I'll fix - but I'm going to err on the side of "maybe they meant to do that" and not mess with it too much.
  • C&K had hoped to work on the other biomes before A16 hit, but it looks like they didn't get a chance. So you're going to see a jarring lack of diversity on the non-tropical biomes as you cross maps, alas.

Let me know if A16+me have broken anything that I didn't notice.

Thanks Tammabanana! :)
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Hydromancerx on December 28, 2016, 07:38:13 PM
Yay! Thank you!
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kcirdor on January 04, 2017, 06:21:11 PM
Oh snap.. I didn't realize someone made an update on this mod.  Thanks!
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: fall on January 05, 2017, 07:44:14 AM
vegetation respawns in seconds in the jungle it makes it impossible to do farming, is this how its suposed to work ? i mean cmon it should be possible to push back the jungle
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Uriei on January 05, 2017, 07:50:04 AM
Quote from: fall on January 05, 2017, 07:44:14 AM
vegetation respawns in seconds in the jungle it makes it impossible to do farming, is this how its suposed to work ? i mean cmon it should be possible to push back the jungle
Welcome to the jungle!!! we got fun and games!

Now seriously, when I played this in A15 it drove me mad too, and you can't use fire because is raining the 99% of time.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kcirdor on January 05, 2017, 09:39:03 AM
Quote from: fall on January 05, 2017, 07:44:14 AM
vegetation respawns in seconds in the jungle it makes it impossible to do farming, is this how its suposed to work ? i mean cmon it should be possible to push back the jungle

Yes, this is how this mod is supposed to work.  Its difficult to settle down unless you are in a mountain area and it is still difficult to settle down.  Farming not so much as you cut down and usually immediately plant, but trying to put down paths is extremely painstaking. 
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Lem Wright on January 05, 2017, 11:00:43 AM
Would this be compatible with Vegetable Garden? It seems to add some of the same sorts of plants, and I'm unsure if they'd work in recipes. If it isn't compatible, would some form of compatibility patch/in-built thing be potentially doable?
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Tammabanana on January 05, 2017, 12:57:04 PM
Quote from: Lem Wright on January 05, 2017, 11:00:43 AM
Would this be compatible with Vegetable Garden? It seems to add some of the same sorts of plants, and I'm unsure if they'd work in recipes. If it isn't compatible, would some form of compatibility patch/in-built thing be potentially doable?

tl;dr: I wouldn't go so far as to call them compatible, but they shouldn't break each other.

C&K included a mod-specific prefix to all their defs, so the two mods shouldn't overwrite each other's stuff at any point. C&K were making steps towards better compatibility - the change from coffee to jitterweed, for example, removes the coffee duplication between this and other coffee-inclusive mods like VG.

What'll probably happen if you use both this mod and VG is that you'll get two different versions of the plants for bananas, coconuts, bamboo (I think that's it, but might have missed something), and two different versions of the resources they drop. (Except CK bamboo drops wood.) If the VG recipe calls for an entire category of foods - the canning of vegetables, for example - the CK resources should work fine in that. But if the VG recipe calls for a specific thing - the breaking of coconuts, for example - only the VG version of that resource will work in that recipe. VG also rearranges some resources; CK bananas won't be categorized as "Fruit" in VG.

It looks to me like the number of VG recipes that use the Fruit category or specific things is pretty low, though. I see Dried Fruit, Pickle Vegetable, and Split Coconuts... not much else.

It might be feasible to create a patch, but I think the level of cross-mod awkwardness is pretty low compared to the level of effort required to adjust things so they work smoothly and beautifully together, so I'm not gonna volunteer for that one.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: SteelRev on January 06, 2017, 10:46:19 PM
Added this mod,  started a new  game.  My haulers are repeatedly pulling a single meal from a rack then puting back.  Over and over again. Any idea on why a map gen MOD would cause this behavior. Doesn't happen to ground stockpiles just rack type stockpiles (Rimfridge,  storageracks,  and refrigerated storage racks)

Edit: seems it was a CR bug causing the meal issue but there is a job giver problem.  My dedicated Gardner is having a started 10 jobs in one tick error if I don't force tell him to sow and area.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kcirdor on January 06, 2017, 11:58:15 PM
Quote from: SteelRev on January 06, 2017, 10:46:19 PM
Added this mod,  started a new  game.  My haulers are repeatedly pulling a single meal from a rack then puting back.  Over and over again. Any idea on why a map gen MOD would cause this behavior. Doesn't happen to ground stockpiles just rack type stockpiles (Rimfridge,  storageracks,  and refrigerated storage racks)

Edit: seems it was a CR bug causing the meal issue but there is a job giver problem.  My dedicated Gardner is having a started 10 jobs in one tick error if I don't force tell him to sow and area.

yea I got that jobs error too.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Tammabanana on January 07, 2017, 08:53:53 AM
I hear Combat Realism is a mess right now. CR is vast, beyond my ability to debug, and already under the microscope of better modders anyway; I can't realistically track this one down with CR in the mix, and rather suspect CR's still to blame anyway.

Let me know if you see this same error with CR turned off, and CK on. Please attach a copy of your output_log.txt file, which will give more detailed information about what's triggering the error and which other mods are loaded.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Hydromancerx on January 24, 2017, 08:53:57 PM
Is the Bongo still planned?
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: asquirrel on January 24, 2017, 09:04:21 PM
Dude are you going to add more animals?  I like animals.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: FreyaMaluk on February 01, 2017, 10:05:05 PM
Quote from: Tammabanana on January 05, 2017, 12:57:04 PM
Quote from: Lem Wright on January 05, 2017, 11:00:43 AM
Would this be compatible with Vegetable Garden? It seems to add some of the same sorts of plants, and I'm unsure if they'd work in recipes. If it isn't compatible, would some form of compatibility patch/in-built thing be potentially doable?
It might be feasible to create a patch, but I think the level of cross-mod awkwardness is pretty low compared to the level of effort required to adjust things so they work smoothly and beautifully together, so I'm not gonna volunteer for that one.

incredible news!!! :)
I'll watch out for this compatibility patch :)
I really want to give this mod a try, but I want to test VG first, so... for now... I'm gonna choose VG hopping that you'll add the patch soon :)
Thank you for this!
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Sarelth on February 02, 2017, 03:19:46 AM
Tamma, I noticed that none of the animals are set up to be usable in caravans. You can make them so by adding the <packAnimal>true</packAnimal> tag with the <race> area. They will need a Pack image to go with the regular ones. Uses the same name as the normal textures but with namePack_front. Hope that helps. If you already figured this out, I hope it helps someone else.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: EldVarg on February 11, 2017, 11:25:07 AM
Sad that Coercion have not checked in for 3 months.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Tammabanana on February 12, 2017, 08:07:59 AM
Quote from: Sarelth on February 02, 2017, 03:19:46 AM
Tamma, I noticed that none of the animals are set up to be usable in caravans. You can make them so by adding the <packAnimal>true</packAnimal> tag with the <race> area. They will need a Pack image to go with the regular ones. Uses the same name as the normal textures but with namePack_front. Hope that helps. If you already figured this out, I hope it helps someone else.

Thanks, Sarelth! I eventually figured that out on other mods, but forgot that it was a thing I'd skipped in the CK update. C&K made a texture for the pack elephant, even, so I can just rename that. Update on its way.

Update: Pack elephant update at https://github.com/Tammabanana/CK_AnimalPlant_Pack_A16_fork/releases/tag/1.3.1.2-A16
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: FreyaMaluk on February 14, 2017, 01:40:28 AM
Quote from: Tammabanana on February 12, 2017, 08:07:59 AM
Quote from: Sarelth on February 02, 2017, 03:19:46 AM
Tamma, I noticed that none of the animals are set up to be usable in caravans. You can make them so by adding the <packAnimal>true</packAnimal> tag with the <race> area. They will need a Pack image to go with the regular ones. Uses the same name as the normal textures but with namePack_front. Hope that helps. If you already figured this out, I hope it helps someone else.

Thanks, Sarelth! I eventually figured that out on other mods, but forgot that it was a thing I'd skipped in the CK update. C&K made a texture for the pack elephant, even, so I can just rename that. Update on its way.

Update: Pack elephant update at https://github.com/Tammabanana/CK_AnimalPlant_Pack_A16_fork/releases/tag/1.3.1.2-A16

pretty nice... ty :)
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Hydromancerx on February 14, 2017, 02:11:36 AM
Please join the "Community Animal Pack".

https://ludeon.com/forums/index.php?topic=30541.0
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Qwynn on February 14, 2017, 11:03:32 AM
Been meaning to post this here for a while now but it kept slipping my mind. I have a fork (https://github.com/Qwynn/CKAnimalPack) of this as well that focused solely on the animal side of things for a larger range of compatibility by switching to <WildBiome> tags, as well as an ADS patch. Feel free to take a look and/or use whatever if you plan on maintaining the entire pack for a while, Tamma.  ;D
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kaptain_kavern on May 23, 2017, 07:19:24 AM
I'm back folks! 8)
But not Coercion it seems. To me he is still AWOL.
Anyway, thx Tamma and Qwynn for managing this baby.

So, how are things? do you want this mod to live still ? (I'm just trying to see which ones of my mods I should focus on)
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Dr_Zhivago on May 23, 2017, 08:07:11 AM
Love the work you did with the animals. Never used the plants though, only that fork that Qwynn made.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Malacai on May 23, 2017, 11:11:53 AM
More plant and animal mods are always nice. So yes i would like for this mod to be continued :)
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kaptain_kavern on May 24, 2017, 09:15:21 AM
I'm on it  8)

I'm currently running the A17 dev version for testing/debugging ...

(http://i.imgur.com/P5qtLAa.png?1)
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: SmartererThanYou on May 24, 2017, 10:08:18 AM
Quote from: kaptain_kavern on May 24, 2017, 09:15:21 AM
I'm on it  8)

I'm currently running the A17 dev version for testing/debugging ...

(http://i.imgur.com/P5qtLAa.png?1)

Do you know how much I love you?
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Tammabanana on May 24, 2017, 05:07:39 PM
I like my cowboy hat. Howdy.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Shinzy on May 24, 2017, 05:15:57 PM
Quote from: Tammabanana on May 24, 2017, 05:07:39 PM
I like my cowboy hat. Howdy.
And I like my soft mental break. Blrrrbbppt waaagh! hihihihihihiiheehoo
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kaptain_kavern on May 24, 2017, 05:16:53 PM
Hey Tam,
just to say it out here publicly :
It would have take waaaaaay more time without your precious work (and especially your comments in the code  ;)).
So again a big thank to you ... (yeah, that big)


And if you have the time for and/or are willing to do it, consider yourself as an author/modder for this mod (meaning : will you work with me on it? I'm not forcing you, right ? ;) ) We can talk further via the github, at your pace buddy.



Quote from: Shinzy on May 24, 2017, 05:15:57 PM
And I like my soft mental break. Blrrrbbppt waaagh! hihihihihihiiheehoo
Oh man, you went on an alcohol binge but without alcohol it became pyromaniac mental break ... In the rainforest ...

Colony died by Shinzynator ...
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Tammabanana on May 24, 2017, 06:25:48 PM
You're so very welcome! I love the work you guys did on this mod.

I'd be happy to join you on it, though I'm not sure how much time I'll have. RL's a bit demanding lately. I'll see you on the GitHub!

Edited to add: I lol'd so hard about the Shinzy's pyrodemise that my kid asked me what was funny, and I totally couldn't think of a short way to explain, y'know? I had to yell at him to go back and eat his dinner like I told him to three minutes ago just to distract him.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: AdamM88 on May 25, 2017, 08:49:39 AM
The wait is killing me! I don't want to start a new colony until this gets updated ;_;

Also, could you please upload this to Steam Workshop as well?

People running multiple mods for multiple games burn an awful lot of time checking for and downloading updates for their mods. Meanwhile, Steam downloads all updates automatically, which lets me play more, and tinker with files less. Cheers!
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kcirdor on May 25, 2017, 12:57:54 PM
Quote from: kaptain_kavern on May 23, 2017, 07:19:24 AM
I'm back folks! 8)
But not Coercion it seems. To me he is still AWOL.
Anyway, thx Tamma and Qwynn for managing this baby.

So, how are things? do you want this mod to live still ? (I'm just trying to see which ones of my mods I should focus on)

OMG!  This mod is my favorite mod for this game. Welcome Back!   I sat out A16 mostly, and I'd say this mod not being up at 100% was a main contributor to that.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kaptain_kavern on May 25, 2017, 08:42:29 PM
Incoming surprise ...
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: SmartererThanYou on May 25, 2017, 08:53:07 PM
Quote from: kaptain_kavern on May 25, 2017, 08:42:29 PM
Incoming surprise ...

I can't contain my excitement you have no idea  ;D
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kaptain_kavern on May 25, 2017, 09:14:51 PM
Hi folks,

So now that I'm back I will try to stick to how I was doing before. Reading : keep you updated regularly.


Mod status



Apparently Coercion had an IRL-ite around the same period as myself. You all know the drill : jobs, family, wages, limited free time etc...

While we were AWOL, Tammabanana took the burden to maintain and update it. I'm glad he did.

Now I'm back and Coercion is not reachable as for now. You may know that he was the artist and me I was doing the coding part. This means the mod will never going to have more new arts/graphics than what we have right now unless he came back.



Future of the mod



Welcome to Green Hell : Tropi[CKAPP] Rainforest -- In the forest no one will hear you crying or let your corpse rotting ...

So from now on the mod will "only" focus on overhauling the tropical rainforest biome and animals in general (more milkable animals, harvestable horns, more unfertilized eggs)



Progress log



Ok for speeding things up for the update I had to caveman debug a lots of code during a short over-caffeinated night. The absence of Coercion and the fact that I had forget nearly half of what was here and for what reasons haven't helped ... Again a big thanks to Tammabanana (Because he left so many notes in the code ... Good habit for everyone to get BTW  ;) )

- I slightly reduced the plant density (from 4 to 3) and let Vanilla plants to mix with our modded ones in the wild. I personally prefer that way but consider this as a trial please, I very much want your feedbacks please.

(http://i.imgur.com/zXNwjnN.png)

(http://i.imgur.com/qkIJLd6.png)

(http://i.imgur.com/mgu12ff.png?1)

- Pack Elephants are working now. It was a pain to understand why they weren't working.
(http://i.imgur.com/xuNwUNJ.png?1)

- Now for the coding part :
A17 introduced a new powerful way for us modders to mod. We can now selectively modify Core/Vanilla code (and precisely). The most beautiful part is that all the modifications made that way are all loaded in the game at the same time, after the game finished to load all Vanilla "parts". So we can now have several mods targeting the same "game objects" without conflicting. I have started to implement this in the mod. When finished this mod will be compatible with nearly all mods (compatible here means it's possible to load mods together, it doesn't means all mod combination will all make sense)


Now for the more hooked up among you (yeah kcirdor I'm looking at you) : You can follow my progress on this github link (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/tree/dev) (Notice it is labelled "dev")

Oh and will you're there, you see that green button saying "Clone or Download" ? Well you can download my dev version here ;-)

Please not that this is not a "real" release. It's the version I'm currently working on (updated nearly hourly). It's playable and nearly doesn't throw red errors but that's all. Half of the features aren't work well (or aren't work, period)
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kaptain_kavern on May 25, 2017, 09:17:10 PM
Quote from: SmartererThanYou on May 25, 2017, 08:53:07 PM
I can't contain my excitement you have no idea  ;D

You look truly enthusiastic believe me. Hope you'll be happy  :P

Please keep in mind it's playable but I haven't got the time to check half of the value/stats/balancing
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: AdamM88 on May 25, 2017, 11:18:50 PM
Looks awesome! Can't wait!
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: SmartererThanYou on May 26, 2017, 12:11:17 AM
Quote from: kaptain_kavern on May 25, 2017, 09:17:10 PM
Quote from: SmartererThanYou on May 25, 2017, 08:53:07 PM
I can't contain my excitement you have no idea  ;D

You look truly enthusiastic believe me. Hope you'll be happy  :P

Please keep in mind it's playable but I haven't got the time to check half of the value/stats/balancing

That is completely fine. I'm sorta' used to dev mods. It's pretty much my lifeblood.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kaptain_kavern on May 26, 2017, 12:25:01 AM
Hey guys, I kinda made a joke and hide the link to the unstable-but-playable release at the end of my long post above ( The big yellow "github link" at the end.

You noticed it, right ?
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: SmartererThanYou on May 26, 2017, 12:45:07 AM
Quote from: kaptain_kavern on May 26, 2017, 12:25:01 AM
Hey guys, I kinda made a joke and hide the link to the unstable-but-playable release at the of my long post above ( The big yellow "github link" at the end.

You noticed it, right ?

It's 1AM so no I didn't  :D Words confuse me at the moment
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Canute on May 26, 2017, 06:36:28 AM
Since you are working on this mod again, what do you think about some aggresive growable traps.
Some plants they cause damage, emitte a poison cloud or drop exploding fruits when you step on their tile.
At their 1. stage they are all harmless, and once they got triggered the plant get reset back and need to grow up again.
Once they are fully mature they can release seeds or grow roots at adjacent tiles.

Mushroom blobs which release a toxic cloud (like from lethal/nonlethal blowguns) to let attacker slowly die. An antitoxin should be craftable so pawns who trigger it be accident can be cured.

Cherrybomb bush and/or granat-apple tree which release their fruits and create a frag. grenade explosion. The tree don't get destroyed but need to regrow the fruits.



Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kcirdor on May 27, 2017, 12:14:45 PM
Quote from: kcirdor on January 06, 2017, 11:58:15 PM
Quote from: SteelRev on January 06, 2017, 10:46:19 PM
Added this mod,  started a new  game.  My haulers are repeatedly pulling a single meal from a rack then puting back.  Over and over again. Any idea on why a map gen MOD would cause this behavior. Doesn't happen to ground stockpiles just rack type stockpiles (Rimfridge,  storageracks,  and refrigerated storage racks)

Edit: seems it was a CR bug causing the meal issue but there is a job giver problem.  My dedicated Gardner is having a started 10 jobs in one tick error if I don't force tell him to sow and area.

yea I got that jobs error too.

I still get this error. I am also getting errors trying to load the textures for the crops this mod adds.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kaptain_kavern on May 27, 2017, 01:13:25 PM
So I was gone when this happened. Does it come from CR or not then ?

You we're trying the last "Dev" version? (from here (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/archive/dev.zip))

Did you completely erase the old A16 folder before re-extracting the new A17 one ?



For the crops it doesn't surprise me that much, it's part of the code I haven't had time check :p and A16/17 "stole" us the idea to introduce wild version of vanilla crop plants :p (so the code must have changed)

Sorry has I was saying, it is the ongoing dev version  ;D

When all my other mods will be updated I will have more time to work on this baby



Barely related :

Feel free to check the issue/suggestion board (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/issues)
And don't be shy to use it for reporting bugs or suggestions. In fact I'm on github all day long, way more often than on this forum :p
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Tammabanana on May 27, 2017, 02:53:04 PM
Quote from: kaptain_kavern on May 25, 2017, 09:14:51 PM
While we were AWOL, Tammabanana took the burden to maintain and update it. I'm glad he did.

She. I was wondering why my pawn had such a manly jawline...  8)
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kaptain_kavern on May 27, 2017, 03:22:24 PM
OMG i'm confused and sorry  :-[

Dully noted. It will not happen again o7
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Tammabanana on May 27, 2017, 06:38:18 PM
Quote from: kaptain_kavern on May 27, 2017, 03:22:24 PM
OMG i'm confused and sorry  :-[

Dully noted. It will not happen again o7

lol! No worries, it's a common assumption. I'm only offended by it when the gender-realization is followed by sleaze.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kcirdor on May 27, 2017, 07:27:35 PM
Yes, the Harvest issue is with the latest build, with just this mod active.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kaptain_kavern on May 27, 2017, 09:03:27 PM
I can make sense of that type of bug with this type of mod.

Can you please send me a logfile, please ?
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kcirdor on May 28, 2017, 12:09:58 PM
RimWorld 0.17.1546 rev887
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Could not load UnityEngine.Texture2D at Things/Plant/Bush/BushCoffea in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
Verse.Graphic_Collection:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__836()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

MatFrom with null sourceTex.
Verse.Log:Error(String)
Verse.MaterialPool:MatFrom(MaterialRequest)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
Verse.Graphic_Collection:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__836()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Could not load UnityEngine.Texture2D at Things/Plant/Bush/BushCoffea_crop in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
Verse.Graphic_Collection:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__836()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

MatFrom with null sourceTex.
Verse.Log:Error(String)
Verse.MaterialPool:MatFrom(MaterialRequest)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
Verse.Graphic_Collection:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__836()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Could not load UnityEngine.Texture2D at Things/Plant/Bush/BushDreamVine in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
Verse.Graphic_Collection:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__836()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

MatFrom with null sourceTex.
Verse.Log:Error(String)
Verse.MaterialPool:MatFrom(MaterialRequest)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
Verse.Graphic_Collection:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__836()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Could not load UnityEngine.Texture2D at Things/Plant/Bush/BushDreamVine_crop in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
Verse.Graphic_Collection:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__836()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

MatFrom with null sourceTex.
Verse.Log:Error(String)
Verse.MaterialPool:MatFrom(MaterialRequest)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
Verse.Graphic_Collection:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__836()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Could not load UnityEngine.Texture2D at Things/Plant/Bush/BushPalmB in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
Verse.Graphic_Collection:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__836()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

MatFrom with null sourceTex.
Verse.Log:Error(String)
Verse.MaterialPool:MatFrom(MaterialRequest)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
Verse.Graphic_Collection:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__836()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Loaded file (Scenario) is from version 0.16.1393 rev536, we are running version 0.17.1546 rev887.
Verse.Log:Warning(String)
Verse.ScribeMetaHeaderUtility:LoadGameDataHeader(ScribeHeaderMode, Boolean)
Verse.GameDataSaveLoader:TryLoadScenario(String, ScenarioCategory, Scenario&)
RimWorld.ScenarioFiles:RecacheData()
RimWorld.ScenarioLister:RecacheData()
RimWorld.ScenarioLister:RecacheIfDirty()
RimWorld.<ScenariosInCategory>c__Iterator128:MoveNext()
System.Linq.Enumerable:FirstOrDefault(IEnumerable`1)
RimWorld.Page_SelectScenario:EnsureValidSelection()
RimWorld.Page_SelectScenario:PreOpen()
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__602()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Initializing new game with mods Core and CK_AnimalPlant_Pack-dev
Verse.Log:Message(String)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__855()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851()

Loaded file (Scenario) is from version 0.16.1393 rev536, we are running version 0.17.1546 rev887.
Verse.Log:Warning(String)
Verse.ScribeMetaHeaderUtility:LoadGameDataHeader(ScribeHeaderMode, Boolean)
Verse.GameDataSaveLoader:TryLoadScenario(String, ScenarioCategory, Scenario&)
RimWorld.ScenarioFiles:RecacheData()
RimWorld.ScenarioLister:RecacheData()
RimWorld.ScenarioLister:RecacheIfDirty()
RimWorld.<ScenariosInCategory>c__Iterator128:MoveNext()
System.Linq.Enumerable:FirstOrDefault(IEnumerable`1)
RimWorld.Page_SelectScenario:EnsureValidSelection()
RimWorld.Page_SelectScenario:PreOpen()
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__602()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Initializing new game with mods Core and CK_AnimalPlant_Pack-dev
Verse.Log:Message(String)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__855()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851()

Lion started 10 jobs in one tick. newJob=Harvest jobGiver=RimWorld.JobGiver_Work jobList=(Harvest) (Harvest) (Harvest) (Harvest) (Harvest) (Harvest) (Harvest) (Harvest) (Harvest) (Harvest) (Harvest)  lastJobGiver=RimWorld.JobGiver_Work
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


i have just this, it's not giving me the option to upload a log to share.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kaptain_kavern on May 28, 2017, 01:56:31 PM
Is "Lion" a colonist ?

Also the log say you loaded a 0.16 scenario, could it be this ?

The other error about textures are known, I have the same but the game doesn't crash from it
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kcirdor on May 28, 2017, 03:38:11 PM
Lion is the colonist, but I don't think it is the scenario version. Even using the default scenario for rich explorer gives me that same note when I get the bug.  It doesn't crash the game, it just causes the grower to get stuck.  Some times the bug takes a while to show up as well.  Sometimes it will show up almost immediately.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kaptain_kavern on May 28, 2017, 04:43:31 PM
righto

thanks for the feedback

Like I was saying, I haven't finish the update, hence the "dev" label. I think this will be corrected when I will check/correct plants' code
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Lethe on June 01, 2017, 12:51:56 AM
Quote from: Canute on May 26, 2017, 06:36:28 AM
Since you are working on this mod again, what do you think about some aggresive growable traps.
Some plants they cause damage, emitte a poison cloud or drop exploding fruits when you step on their tile.
At their 1. stage they are all harmless, and once they got triggered the plant get reset back and need to grow up again.
Once they are fully mature they can release seeds or grow roots at adjacent tiles.

Mushroom blobs which release a toxic cloud (like from lethal/nonlethal blowguns) to let attacker slowly die. An antitoxin should be craftable so pawns who trigger it be accident can be cured.

Cherrybomb bush and/or granat-apple tree which release their fruits and create a frag. grenade explosion. The tree don't get destroyed but need to regrow the fruits.

That sounds like a cool idea! Kaptain might be a bit busy to work on it, but you could post it as a mod request. I bet someone would bite. https://ludeon.com/forums/index.php?board=12.0

Quote from: kaptain_kavern on May 27, 2017, 03:22:24 PM
OMG i'm confused and sorry  :-[

I think Kaptain might be questioning their sexuality now ;P Or, unquestion-ing it...

I think the easy fix around referring to someone whose gender identity is unknown is the 'incorrect' use of they/their. Either that or just use the user's name, or a shorten version of it. ;D

Thanks all y'all modders for the mod work you've done! Be it maintaining it on behalf of the author/s, or the authors themselves! :D Great work, everyone! <3
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kaptain_kavern on June 01, 2017, 01:13:47 AM
I worked all night also had help by Dragoon1983 (thx buddy)

And I have a working A17 version that run without errors (On github dev branch (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/tree/dev?files=1) for the bravest). Now I have to play test it a bit for balancing but the release should be later today (it's the morning here in France) or tomorrow.

Title: Rainforest is comming ....
Post by: kaptain_kavern on June 01, 2017, 03:02:45 PM
(http://i.imgur.com/DpOqCiF.png)
(http://i.imgur.com/BIlTqVb.png)

Same seed, same spot on the map .... But with and without the mod
Title: Re: [A17] CK - Animal & Plant Pack v1.3.1 (06/2017)
Post by: kaptain_kavern on June 01, 2017, 07:58:39 PM
A17 is out!!!!

Sorry i'm in a hurry. I need to write a proper something and make another thread for it

https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/releases/latest (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/releases/latest)
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: Darkmark8910 on June 01, 2017, 08:16:54 PM
Fabulous!!
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kcirdor on June 03, 2017, 03:36:50 AM
Playing well so far.  Thanks!
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: faltonico on June 03, 2017, 12:36:54 PM
You might want to start a separate thread so you could update the title. Otherwise this could pass as unadvertised.
Title: Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
Post by: kaptain_kavern on June 04, 2017, 09:31:35 PM

The mod have a new forum thread

Please do follow this link :



https://ludeon.com/forums/index.php?topic=33296.0 (https://ludeon.com/forums/index.php?topic=33296.0)