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RimWorld => Mods => Releases => Topic started by: Spino on July 15, 2017, 05:56:23 PM

Title: [1.3] Megafauna (v1.4.4) - More cenozoic beasts! - (21.07.2021 - Update #9)
Post by: Spino on July 15, 2017, 05:56:23 PM
Megafauna v1.4.4 by Spino

There's a simple official wiki now: http://megafaunarimworld.wikia.com

No longer requires extra patches to be compatible with A Dog Said! (https://ludeon.com/forums/index.php?topic=29310.0) Also compatible with Giddy-up! (https://ludeon.com/forums/index.php?topic=37323.0)
(http://i.imgur.com/6VnW18M.png)

Welcome! This is my first mod ever for Rimworld and if I don't end up being a mega-sloth (badumtss), not my last one either!
Please do inform me if you find any bugs etc.

Description:
Thanks to the wonders of today's technology, the small group of scientists that was previously known for bringing the Megatherium--
Uh, I mean, the Megasloth back to life, was able to make the Megafauna Project a reality!
This time around, they were able to recreate 38 different species of animals that used to inhabit planet Earth thousands to millions years ago.
...Was that a wise move? Who cares! Now we can all feast our eyes on those glorious beasts as they will slowly inevitably turn all the ecosystems we know upside-down!

Features:
38 new species of animals, all able to spawn naturally in different biomes:
- Arthropleura,
- Doedicurus,
- Daeodon,
- Gigantopithecus,
- Paraceratherium,
- Titanis,
- Titanoboa,
- Woolly Mammoth,
- Elasmotherium,
- Smilodon,
- Chalicotherium,
- Megaloceros,
- Procoptodon,
- Megalania,
- Gomphotaria,
- Diprotodon,
- Short-faced Bear,
- Dinocrocuta,
- Sivatherium,
- Andrewsarchus,
- Dinornis,
- Macrauchenia,
- Quinkana,
- Deinotherium,
- Aurochs,
- Megalochelys,
- Palaeeudyptes,
- Josephoartigasia,
- Gigantophis,
- Meganeura,
- Zygolophodon,
- Platybelodon,
- Purussaurus,
- Uintatherium,
- Pulmonoscorpius,
- Dinopithecus,
- Castoroides,
- Enhydriodon.

These animals are quite rare, and should be a good challenge to either tame or slay.
A lot of them can also be used as pack animals for a caravan (with paraceratherium being your new best caravan buddy!).
Wooly mammoth, elasmotherium, and josephoartigasia are shearable, and arthropleura, titanis, titanoboa, megalania, dinornis, quinkana, megalochelys, palaeeudyptes, gigantophis, meganeura, and purussaurus do lay eggs. Sivatherium, macrauchenia, aurochs cows, and uintatherium are milkable - sivatherium's milk is very nutritious and quite valuable!

Megafauna will automatically detect and patch both A Dog Said... by SpoonShortage (https://ludeon.com/forums/index.php?topic=29310.0) and Giddy-up! by Roolo (https://ludeon.com/forums/index.php?topic=37323.0), so make sure to make it load after those mods.

Available languages:
- English,
- Polish.

(https://i.imgur.com/0g5XngO.png)
(http://i.imgur.com/WHNtYuu.png)
(http://i.imgur.com/VT1A6HU.png)
(http://i.imgur.com/qNbB2VH.png)
(https://i.imgur.com/bmeb2tU.png)
(https://i.imgur.com/rChJrN2.png)

Download:

CLICK! (http://uploaded.net/file/lck8repl)

Mirror: CLICK! (https://www.mediafire.com/file/2weoavz8f8m43t6/Megafauna_v1.4.3.4_RW1.3.zip/file)
Steam Workshop: CLICK! (http://steamcommunity.com/sharedfiles/filedetails/?id=1055485938)

Old versions:

1.2:
CLICK! (http://uploaded.net/file/owxkgjsb)

1.1:
CLICK! (http://uploaded.net/file/e0tq08qv)

1.0:
CLICK! (http://uploaded.net/file/47y3tn6a)

B18:
CLICK! (http://uploaded.net/file/11du71sq)

A17:
CLICK! (http://uploaded.net/file/zaxvqjd3)

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Note: if you are using A Dog Said... (https://ludeon.com/forums/index.php?topic=29310.0) and/or Giddy-up (https://ludeon.com/forums/index.php?topic=37323.0), make sure to make Megafauna load AFTER those mods.

Credits:
Roolo - for great help with making Megafauna compatible with his Giddy-up mod.
Nightinggale - for his immensely useful ModCheck.

License:
You are allowed to use it in modpacks as long as you link either this topic or the steam workshop page. You're also allowed to make derivative mods based on this one for personal use.

Changelog:

21.07.2021 - Update #9:
         - updated to be compatible with Rimworld 1.3.
10.10.2020 - Update #8:
         - updated to be compatible with Rimworld 1.2.
23.03.2020 - Update #7.5:
         - brought back A Dog Said... compatibility,
         - hopefully fixed a bunch of errors people were getting.
22.03.2020 - Update #7:
         - updated to be compatible with Rimworld 1.1.
13.09.2019 - Update #6.5:
         - replaced the ModCheck .dll with the most recent release / updated the "About" file to make sure it doesn't throw any errors.
03.11.2018 - Update #6:
         - changed the name of the "ScorpionLike" body type to fix compatibility issues with AnimalCollabProject,
         - changed the intelligence level of smilodon and dinocrocuta to advanced, to match the change made to vanilla's cougar and panther,
         - changed the intelligence level of pulmonoscorpius to advanced.
01.11.2018 - Update #5:
         - updated to be compatible with Rimworld 1.0,
         - all animals now have unique dessicated sprites,
         - a lot of small changes intended to help with the balance, like lower hunger rates for predators or sizes of groups some of the animals can spawn in,
         - added 15 (!) more animals.
06.04.2018 - Update #4:
         - there is a simple official megafauna wiki now: http://megafaunarimworld.wikia.com!
         - actually made all the animals less rare - turns out that the last time I made the spawn chances about 5-8 times lower than I intended, oops,
         - minor changes to some of the animals' stats,
         - woolly mammoth's name is no longer misspelled.
20.12.2017 - Update #3:
         - updated to be compatible with Rimworld Beta 18,
         - no longer requires an additional patch to be compatible with A Dog Said..., it will now automatically detect it and patch all the necessary stuff in,
         - also comes with a built-in patch for Giddy-up!,
         - daeodon, titanis, titanoboa, smilodon, procoptodon, gomphotaria, short-faced bear, and dinocrocuta are no longer pack animals (can't be used to carry stuff in caravans),
         - very minor tweaks to a few animals in regards to their body size and meat/leather yield,
         - some of the animals can now spawn in the new swamp-type biomes (titanoboa's no longer exclusive to the tropical rainforest!),
         - some of the older animals such as arthropleura and doedicurus now have their own body types instead of using unfitting vanilla ones,
         - some of the older animals won't be sold by traders anymore, in order to make obtaining them feel more special, those being: paraceratherium, titanoboa, elasmotherium, megalania, gomphotaria, and short-faced bear.
         - added 4 more animals.
22.08.2017 - Update #2:
         - fixed problems with breeding arthropleura (hopefully...?),
         - reduced meat/leather yield of almost all the animals,
         - finally added the max body sizes of prey the predators will hunt,
         - slight changes as to what biomes the animals can spawn in,
         - changed entelodont's name to daeodon as it is more specific and therefore more fitting.
         - added 5 more animals.
01.08.2017 - Update #1:
         - dropped support for A Dog Said... Easy Patcher (now requires a separate compatibility patch for A Dog Said..., which adds the feature of healing old wounds on animals)
         - reduced spawn rates of the creatures,
         - reduced meat/leather yield of paraceratherium/titanoboa,
         - slightly reduced size of giganthopithecus/titanoboa,
         - fixed problems with selling items to traders,
         - fixed some herbivores not being able to eat live plants,
         - removed unfertilized eggs of arthropleura/titanis/titanoboa,
         - increased size of baby animals,
         - increased market value of the mammoth wool,
         - all the leathers now have different stats as well as market value,
         - added 6 more animals.

|  |  |  |  |  |  |  |  |  |  |  |  |  |  |

If you like my mods and would like to support me, please consider buying me a coffee :]

(https://i.imgur.com/3aNvXay.png) (https://ko-fi.com/C0C56QWI)

|  |  |  |  |  |  |  |  |  |  |  |  |  |  |

Enjoy!
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: kaptain_kavern on July 15, 2017, 07:29:48 PM
Yay.

Very nice. Thank you
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: PixelBitZombie on July 15, 2017, 07:45:40 PM
So how aggressive are these guys, comparing them to like a cougar or fox? The most dangerous one seems like the Boa. Looks to be a nice mod though, already added waiting for them to appear.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: SpaceDorf on July 15, 2017, 08:05:14 PM
I am waiting for them to show up too, they are really beautiful.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Axebeard on July 15, 2017, 11:50:42 PM
IIRC, Combat Extended or one of those mods messes with creatures and needs a compatibility patch for new ones. If that's true, can you make that happen? Good work on the creatures, by the way!
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Spino on July 16, 2017, 05:24:17 AM
Quote from: kaptain_kavern on July 15, 2017, 07:29:48 PM
Yay.

Very nice. Thank you
Thank you, too!

Quote from: PixelBitZombie on July 15, 2017, 07:45:40 PM
So how aggressive are these guys, comparing them to like a cougar or fox? The most dangerous one seems like the Boa. Looks to be a nice mod though, already added waiting for them to appear.
Titanoboa, Titanis, and Entelodont are set to predators, and yes, the Titanoboa is probably the most dangerous - since I couldn't add any special attacks for it, I just used the ones that are already available in the game, and so, this snake bites. It did kill one colonist instantly when I was testing the mod, as it's powerful enough to bite off humans' limbs in a single hit, so be careful :b

Quote from: SpaceDorf on July 15, 2017, 08:05:14 PM
I am waiting for them to show up too, they are really beautiful.
Thanks, glad you think so  ;D

Quote from: Axebeard on July 15, 2017, 11:50:42 PM
IIRC, Combat Extended or one of those mods messes with creatures and needs a compatibility patch for new ones. If that's true, can you make that happen? Good work on the creatures, by the way!
Thanks, I'll test it later today and see if there are any conflicts that I have the ability to fix!
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: PixelBitZombie on July 16, 2017, 06:48:16 AM
As far as feedback goes, I've not got them yet. It's been awhile, I assume they're biome restricted, by the looks, maybe most are Jungle?
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: NoImageAvailable on July 16, 2017, 07:06:20 AM
Quote from: Axebeard on July 15, 2017, 11:50:42 PM
IIRC, Combat Extended or one of those mods messes with creatures and needs a compatibility patch for new ones. If that's true, can you make that happen? Good work on the creatures, by the way!

CE doesn't mess with spawn rates, it only affects things if you go into combat with a mod-added animal. The github wiki also has detailed instructions on all the stuff that goes into making modded animals CE-compatible (I imagine these things would have astronomical melee crit rates).
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Razzoriel on July 16, 2017, 12:44:22 PM
For those who don't know what is what. I've also photoshopped the entolodont's makeup, since it is restricted to a figurine in a game.



[attachment deleted by admin due to age]
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Spino on July 16, 2017, 12:46:27 PM
Quote from: PixelBitZombie on July 16, 2017, 06:48:16 AM
As far as feedback goes, I've not got them yet. It's been awhile, I assume they're biome restricted, by the looks, maybe most are Jungle?
Here are the biomes the animals can spawn in:
Arthropleura - Temperate Forest / Tropical Rainforest / Arid Shrubland
Doedicurus - Temperate Forest / Tropical Rainforest / Desert / Extreme Desert / Arid Shrubland / Boreal Forest / Tundra
Entelodont - Temperate Forest / Tropical Rainforest / Desert / Arid Shrubland / Boreal Forest / Tundra
Gigantopithecus - Temperate Forest / Tropical Rainforest / Desert / Arid Shrubland / Boreal Forest / Tundra
Paraceratherium - Temperate Forest / Tropical Rainforest / Desert / Arid Shrubland / Boreal Forest / Tundra
Titanis - Temperate Forest / Tropical Rainforest / Arid Shrubland
Titanoboa - Tropical Rainforest
Wooly mammoth - Temperate Forest / Arid Shrubland / Boreal Forest / Tundra / Ice Sheet

Do keep in mind that their spawn chances are somewhat small for the sake of balance.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: PixelBitZombie on July 16, 2017, 01:09:04 PM
Hmm, do I need a new save file perhaps? I'm in the Arid Shrubs, as far as I know not one of them has popped up. I realize these are probably on the thrumbo side of rare, but if that is the case wouldn't the chances be greater with these many more creatures?
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Hydromancerx on July 16, 2017, 01:33:11 PM
Awesome mod!!  :)

Please make ...

- Ambulocetus
- Aurochs (I have made one if you want to add it)
- Australopithecus
- Brontotherium
- Colombian Mammoth
- Diatryma
- Diprotodon
- Irish Elk
- Macrauchenia
- Moa
- Short Faced Bear
- Sivatherium
- Thylacosmilus
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: doctercorgi on July 16, 2017, 05:20:34 PM
Dire wolfs and saber tooths would be awesome! Definitely downloading.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: EpicFox on July 16, 2017, 06:48:57 PM
Quote from: doctercorgi on July 16, 2017, 05:20:34 PM
Dire wolfs and saber tooths would be awesome! Definitely downloading.

Those already exist. I'm not 100% sure  but IIRC they're even in vanilla(a17).
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: PixelBitZombie on July 17, 2017, 01:35:07 AM
So they may not have showed up in my map but I can buy eggs. This was either the dumbest idea or the smartest idea I've had.
I also just realized I have two people named Tater & Wedge  ;)

(http://i.imgur.com/jkLlvwa.png)
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: SpaceDorf on July 17, 2017, 02:12:43 AM
Titanis are cool :)
Giant Combat Dodos. I tamed 2 Myself.  But I turned the animal density up another mod.

The only wee beasties missing for now are the snake, the monkey and the handbag.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: AngleWyrm on July 17, 2017, 07:25:35 AM

(https://s-media-cache-ak0.pinimg.com/736x/8f/79/9f/8f799fac3dc71cd895e82e9dd3d06bbe--fantasy-illustration-female-warriors.jpg)
Quote from: EpicFox on July 16, 2017, 06:48:57 PM
Quote from: doctercorgi on July 16, 2017, 05:20:34 PM
Dire wolfs and saber tooths would be awesome! Definitely downloading.

Those already exist. I'm not 100% sure  but IIRC they're even in vanilla(a17).

pics or it didn't happen
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: EnricoDandolo on July 17, 2017, 12:17:00 PM
Holy hell, whats their leather like?
Seriously, if their leather gives 300% sharpness resistant im on that shit.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: moonra on July 18, 2017, 05:31:56 AM
IMO predator spawn needs to be lowered a bit, I have 3 Titanis and 3 Entelodonts on my map that have a tendency of getting ever so closer to my base and keep killing all the big animals.
Other than that the mod is great, the sprites look amazing, although the Gigantopithecus looks a bit silly sliding around, a lot sillier than most things in vanilla since most [all?] animals don't have visible legs.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: AngleWyrm on July 18, 2017, 07:16:16 AM
Quote from: moonra on July 18, 2017, 05:31:56 AM
IMO predator spawn needs to be lowered a bit, I have 3 Titanis and 3 Entelodonts on my map that have a tendency of getting ever so closer to my base and keep killing all the big animals.

This looks like a predator/prey balance, where they eat everything and then starve to death. Since there is a spawn rate for the prey, an ideal arrangement would be a spawn rate for predators that puts just enough of them into play to not starve to death.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: doctercorgi on July 18, 2017, 02:56:16 PM
quote author=EpicFox link=topic=34432.msg352557#msg352557 date=1500245337]Those already exist. I'm not 100% sure  but IIRC they're even in vanilla(a17).
[/quote]

There are wargs which are like wolfs but Genetically modified. But we don't have saber tooths or other megafauna cats.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: doctercorgi on July 18, 2017, 03:00:16 PM
Quote from: doctercorgi on July 18, 2017, 02:56:16 PM
quote author=EpicFox link=topic=34432.msg352557#msg352557 date=1500245337]Those already exist. I'm not 100% sure  but IIRC they're even in vanilla(a17).

There are wargs which are like wolfs but Genetically modified. But we don't have saber tooths or other megafauna cats.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Warforyou on July 18, 2017, 05:07:13 PM
Megabeasts have their wight set wrong. I.E. Paraceratherium weighs only 10 (!) kilos. BTW he gives you insane amount of meat (1700)! And his dead corpse weighs 0 wich makes farming them off-colony too much profitable.

Also I think that their leathers should be rebalanced. Right now they have the same stats as basic (hare, etc) leathers. I guess it should be kinda tougher at least!
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Loki88 on July 19, 2017, 10:55:29 AM
Does this work with the hard working animals mod? or do none of these beasts have advanced inteligence?
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: moonra on July 19, 2017, 12:53:45 PM
Quote from: Warforyou on July 18, 2017, 05:07:13 PM
Megabeasts have their wight set wrong. I.E. Paraceratherium weighs only 10 (!) kilos. BTW he gives you insane amount of meat (1700)! And his dead corpse weighs 0 wich makes farming them off-colony too much profitable.

Also I think that their leathers should be rebalanced. Right now they have the same stats as basic (hare, etc) leathers. I guess it should be kinda tougher at least!

In my game they weight 700kg, dunno about their corpses, though, my tribe is nowhere strong enough to take one of them down.
Totally agree about the leathers, the ones I've seen all had no special stats, IIRC, just different colors.

Quote from: Loki88 on July 19, 2017, 10:55:29 AM
Does this work with the hard working animals mod? or do none of these beasts have advanced inteligence?
The gorilla, boar, mammoth and Paraceratherium have advanced intelligence, the rest has intermediate.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Loki88 on July 19, 2017, 01:15:36 PM
Quote from: moonra on July 19, 2017, 12:53:45 PM
Quote from: Warforyou on July 18, 2017, 05:07:13 PM
Megabeasts have their wight set wrong. I.E. Paraceratherium weighs only 10 (!) kilos. BTW he gives you insane amount of meat (1700)! And his dead corpse weighs 0 wich makes farming them off-colony too much profitable.

Also I think that their leathers should be rebalanced. Right now they have the same stats as basic (hare, etc) leathers. I guess it should be kinda tougher at least!

In my game they weight 700kg, dunno about their corpses, though, my tribe is nowhere strong enough to take one of them down.
Totally agree about the leathers, the ones I've seen all had no special stats, IIRC, just different colors.

Quote from: Loki88 on July 19, 2017, 10:55:29 AM
Does this work with the hard working animals mod? or do none of these beasts have advanced inteligence?
The gorilla, boar, mammoth and Paraceratherium have advanced intelligence, the rest has intermediate.

I wound up going to check myself and set the Arthro to advanced in my copy. Very unrealistic I know, but I have the image in my head of giant centipedes with a pack pack on and I needed to make it a thing.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Spino on July 20, 2017, 10:32:17 AM
Quote from: Hydromancerx on July 16, 2017, 01:33:11 PM
Awesome mod!!  :)

Please make ...

- Ambulocetus
- Aurochs (I have made one if you want to add it)
- Australopithecus
- Brontotherium
- Colombian Mammoth
- Diatryma
- Diprotodon
- Irish Elk
- Macrauchenia
- Moa
- Short Faced Bear
- Sivatherium
- Thylacosmilus
Thanks for the suggestions, I'll consider them whenever I get to work on an update for this!

Quote from: moonra on July 18, 2017, 05:31:56 AM
IMO predator spawn needs to be lowered a bit, I have 3 Titanis and 3 Entelodonts on my map that have a tendency of getting ever so closer to my base and keep killing all the big animals.
Other than that the mod is great, the sprites look amazing, although the Gigantopithecus looks a bit silly sliding around, a lot sillier than most things in vanilla since most [all?] animals don't have visible legs.
The spawn rates of all the animals will be lowered in the next update. Also, there actually are a few animals in Rimworld with visible legs and I wanted to give the Gigantopithecus a bit of a resemblance to the regular Rim-monkeys.

Quote from: Warforyou on July 18, 2017, 05:07:13 PM
Megabeasts have their wight set wrong. I.E. Paraceratherium weighs only 10 (!) kilos. BTW he gives you insane amount of meat (1700)! And his dead corpse weighs 0 wich makes farming them off-colony too much profitable.

Also I think that their leathers should be rebalanced. Right now they have the same stats as basic (hare, etc) leathers. I guess it should be kinda tougher at least!
As @moonra said, Paraceratherium weighs 700 kg, are you using any other mods that could mess with something like this?
It's also supposed to give you a lot of meat as it was an animal bigger than a Tyrannosaurus, but I guess 1700 might be a bit of an overkill, lol. Will be lowered in an update.
And oh yeah, right now only the mammoth wool has unique stats because it's way harder to obtain than all the leathers, but I suppose I could make their stats better when I lower the spawn rates of the animals themselves.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: tobe on July 20, 2017, 01:31:01 PM
how should i put it in mod list for a dog said ?
after dog said and dog said easy patcher?
or before them??

Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Spino on July 20, 2017, 03:57:34 PM
Quote from: tobe on July 20, 2017, 01:31:01 PM
how should i put it in mod list for a dog said ?
after dog said and dog said easy patcher?
or before them??

It should go like this, with ADS being the first one installed:
A Dog Said --> A Dog Said Easy Patcher --> Megafauna/any other animal mod
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: tobe on July 20, 2017, 05:48:00 PM
thx! u make red codes dead! ;D
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: moonra on July 20, 2017, 11:32:32 PM
I got this when trying to sell Doedicurus shells to an exotic goods ship:

Exception filling window for RimWorld.Dialog_Trade: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.CompEquippable.get_Holder () [0x00000] in <filename unknown>:0
  at Verse.CompEquippable.PostDestroy (DestroyMode mode, Verse.Map previousMap) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Destroy (DestroyMode mode) [0x00000] in <filename unknown>:0
  at Verse.Thing.TryAbsorbStack (Verse.Thing other, Boolean respectStackLimit) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.TryAbsorbStack (Verse.Thing other, Boolean respectStackLimit) [0x00000] in <filename unknown>:0
  at RimWorld.TradeShip.GiveSoldThingToTrader (Verse.Thing toGive, Int32 countToGive, Verse.Pawn playerNegotiator) [0x00000] in <filename unknown>:0
  at RimWorld.Tradeable.<ResolveTrade>m__52A (Verse.Thing thing, Int32 countToTransfer) [0x00000] in <filename unknown>:0
  at RimWorld.TransferableUtility.TransferNoSplit (System.Collections.Generic.List`1 things, Int32 count, System.Action`2 transfer, Boolean removeIfTakingEntireThing, Boolean errorIfNotEnoughThings) [0x00000] in <filename unknown>:0
  at RimWorld.Tradeable.ResolveTrade () [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal.TryExecute (System.Boolean& actuallyTraded) [0x00000] in <filename unknown>:0
  at RimWorld.Dialog_Trade.<DoWindowContents>m__69F () [0x00000] in <filename unknown>:0
  at RimWorld.Dialog_Trade.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey2C4.<>m__1B1 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Oh, and every time I tried to complete the trade it deleted one but didn't do the trade, only when I had no more shells.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: SpaceDorf on July 21, 2017, 10:24:52 PM
The Snake is beautiful too big, it just looks weird next to every other creature in the game, even without comparing the sizes.

Here is a picture of a Titanoboa with 350kg and an Elephant with 280kg . The Elephant has nearly the same weight ( I think they are on the light side anyway with barely 300kg. ) But the Snake looks like it would swallow the Elephant whole.
It is nearly as big as the Paraceratherium which has about 700kg



[attachment deleted by admin due to age]
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Ignitus on July 23, 2017, 07:12:28 AM
Quote from: Loki88 on July 19, 2017, 01:15:36 PM
I wound up going to check myself and set the Arthro to advanced in my copy. Very unrealistic I know, but I have the image in my head of giant centipedes with a pack pack on and I needed to make it a thing.

How would I go about changing this myself? I had 2 Titanoboas self-tame and wanted to mod their intelligence up to adv. ^.^
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: SpaceDorf on July 23, 2017, 08:48:10 AM
Edit the file with a texteditor :
RimWorld_Alpha17b\Mods\megafauna\Defs\ThingDefs_Races\Races_Animal_Megafauna.xml

Search for Titanoboa and set :

      <trainableIntelligence>Intermediate</trainableIntelligence>

      <trainableIntelligence>Advanced</trainableIntelligence>

done ..
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Suleviae on July 23, 2017, 09:25:46 AM
I've had several trade caravans come by with megafauna in the group, but they're never for sale. I can sell them mine, but I can't buy them back. Trade ships seem to work as normal. I disabled all my other mods on a new game and still have this happen.

Anyone else have this issue?
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Oblitus on July 23, 2017, 10:18:31 AM
Quote from: Suleviae on July 23, 2017, 09:25:46 AM
I've had several trade caravans come by with megafauna in the group, but they're never for sale. I can sell them mine, but I can't buy them back. Trade ships seem to work as normal. I disabled all my other mods on a new game and still have this happen.

Anyone else have this issue?
Caravans don't sell pack animals.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Suleviae on July 23, 2017, 11:15:15 AM
Quote from: Oblitus on July 23, 2017, 10:18:31 AM
Quote from: Suleviae on July 23, 2017, 09:25:46 AM
I've had several trade caravans come by with megafauna in the group, but they're never for sale. I can sell them mine, but I can't buy them back. Trade ships seem to work as normal. I disabled all my other mods on a new game and still have this happen.

Anyone else have this issue?
Caravans don't sell pack animals.
I suppose that's why base game pack animals aren't also wild. Any way I can keep them from showing up? I'd prefer they bring animals I can actually buy. I think I've seen one bear in the last 4 or 5 exotics, while the rest were from this mod.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Oblitus on July 23, 2017, 07:21:58 PM
Quote from: Suleviae on July 23, 2017, 11:15:15 AM
I suppose that's why base game pack animals aren't also wild.
Muffalos and dromedaries are what caravans are using and they can be found wild.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Suleviae on July 23, 2017, 09:27:42 PM
Quote from: Oblitus on July 23, 2017, 07:21:58 PM
Quote from: Suleviae on July 23, 2017, 11:15:15 AM
I suppose that's why base game pack animals aren't also wild.
Muffalos and dromedaries are what caravans are using and they can be found wild.
I know that. I guess I phrased that poorly. I mean the fact that animals with a high "wildness" percentage are the ones that show up in exotic caravans. The animals from this mod are pack animals, but they're also 80% wildness trait. Which is why they show up with them.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Oblitus on July 23, 2017, 10:01:19 PM
Quote from: Suleviae on July 23, 2017, 09:27:42 PM
Quote from: Oblitus on July 23, 2017, 07:21:58 PM
Quote from: Suleviae on July 23, 2017, 11:15:15 AM
I suppose that's why base game pack animals aren't also wild.
Muffalos and dromedaries are what caravans are using and they can be found wild.
I know that. I guess I phrased that poorly. I mean the fact that animals with a high "wildness" percentage are the ones that show up in exotic caravans. The animals from this mod are pack animals, but they're also 80% wildness trait. Which is why they show up with them.
Actually, this is quite easy to patch. Just edit getTraderCaravanRole so it would sell pack animals without a load.

from
if (p.kindDef.RaceProps.packAnimal)
{
return TraderCaravanRole.Carrier;
}

to
if (p.kindDef.RaceProps.packAnimal && p.inventory.innerContainer.Any)
{
return TraderCaravanRole.Carrier;
}


I'm too old and lazy to make a proper mod myself, though... (but I've checked it by direct code modifying, it works)
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: kaptain_kavern on July 24, 2017, 12:18:40 AM
If someone could make this happen  (and let me use it) I'd be the most happiest modders alive :-D

I've made a mod that makes more animals pack animals (http://"https://ludeon.com/forums/index.php?topic=34173.msg348838#msg348838") and was very disappointed to find that out myself. But I lack any C# knowledge :-$ in fact I wasn't even able to find the line Oblitus just pointed out :-C
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Oblitus on July 24, 2017, 02:45:01 AM
Quote from: kaptain_kavern on July 24, 2017, 12:18:40 AM
If someone could make this happen  (and let me use it) I'd be the most happiest modders alive :-D

I've made a mod that makes more animals pack animals (http://"https://ludeon.com/forums/index.php?topic=34173.msg348838#msg348838") and was very disappointed to find that out myself. But I lack any C# knowledge :-$ in fact I wasn't even able to find the line Oblitus just pointed out :-C
Wish Harmony had some documentation. And examples. I mean documentation which makes sense and examples which are covering basic use cases. Anyways, here it is. Seems like it works. Not sure it worth an own topic here.

Screenshot:
http://i.imgur.com/7mkpWHM.jpg

[attachment deleted by admin due to age]
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: kaptain_kavern on July 24, 2017, 09:01:31 AM
you're my new hero :D
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Spino on July 24, 2017, 01:16:31 PM
Quote from: moonra on July 20, 2017, 11:32:32 PM
I got this when trying to sell Doedicurus shells to an exotic goods ship:

Exception filling window for RimWorld.Dialog_Trade: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.CompEquippable.get_Holder () [0x00000] in <filename unknown>:0
  at Verse.CompEquippable.PostDestroy (DestroyMode mode, Verse.Map previousMap) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Destroy (DestroyMode mode) [0x00000] in <filename unknown>:0
  at Verse.Thing.TryAbsorbStack (Verse.Thing other, Boolean respectStackLimit) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.TryAbsorbStack (Verse.Thing other, Boolean respectStackLimit) [0x00000] in <filename unknown>:0
  at RimWorld.TradeShip.GiveSoldThingToTrader (Verse.Thing toGive, Int32 countToGive, Verse.Pawn playerNegotiator) [0x00000] in <filename unknown>:0
  at RimWorld.Tradeable.<ResolveTrade>m__52A (Verse.Thing thing, Int32 countToTransfer) [0x00000] in <filename unknown>:0
  at RimWorld.TransferableUtility.TransferNoSplit (System.Collections.Generic.List`1 things, Int32 count, System.Action`2 transfer, Boolean removeIfTakingEntireThing, Boolean errorIfNotEnoughThings) [0x00000] in <filename unknown>:0
  at RimWorld.Tradeable.ResolveTrade () [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal.TryExecute (System.Boolean& actuallyTraded) [0x00000] in <filename unknown>:0
  at RimWorld.Dialog_Trade.<DoWindowContents>m__69F () [0x00000] in <filename unknown>:0
  at RimWorld.Dialog_Trade.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey2C4.<>m__1B1 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Oh, and every time I tried to complete the trade it deleted one but didn't do the trade, only when I had no more shells.
Yes, there's an issue with selling the shells right now but I'm currently working on an update and I believe I did manage to fix it already!

Quote from: SpaceDorf on July 21, 2017, 10:24:52 PM
The Snake is beautiful too big, it just looks weird next to every other creature in the game, even without comparing the sizes.

Here is a picture of a Titanoboa with 350kg and an Elephant with 280kg . The Elephant has nearly the same weight ( I think they are on the light side anyway with barely 300kg. ) But the Snake looks like it would swallow the Elephant whole.
It is nearly as big as the Paraceratherium which has about 700kg
I don't think Titanoboa is too big (though I may make it a tad smaller in the next update), it's just that its weight is set wrong. I did have to set the weights of animals somewhat blindly and naturally, I didn't get them right in all cases, hah.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: SpaceDorf on July 24, 2017, 02:08:53 PM
I wasn't talking about the weight actually.
I used weight as an extra point of comparison, because it looked like a decent guess at how big you imagined the Titanoboa.

My real issue is with the size of the sprite in comparison to the elephant.
With the slightly different art style this is the point where I got stuck in the uncanny valley ..
the boa just looks to massive. every other creature from your pack is somehow fitting ( I have only now found a monkey, so I am not 100% sure about that )



Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Hydromancerx on July 24, 2017, 02:26:20 PM
Do these!

https://www.youtube.com/watch?v=AtVGwHPzyNc
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: SpaceDorf on July 24, 2017, 04:42:54 PM
Before I become a sinner myself by talking bullshit .. I asked my old friend mr. google who told me to ask ms. wikipedia.

Bodysize Comparison by weight :
       
Arthropleura      : length from 0.3 to 2.3 metres (0.98 to 7.55 ft) and a width up to 50 centimetres
Titanis      : It was 2.5 metres (8.2 ft) tall and weighed approximately 150 kilograms (330 lb)
Entolodonts   : up to 2.1 m (6.9 ft) at the shoulder and a weight of 421 kg (930 lb)
Gigantopithecus : up to 3 m (9.8 ft), and weighing up to 540 kg (1,190 lb)
Titanoboa            : Total length around 12.8 m (42 ft) and weighed about 1,135 kg (2,500 lb)
Doedicurus       : a height of 1.5 metres (4.9 ft) and an overall length of around 4 metres (13 ft). Doedicurus could reach a 
                           mass of approximately 1,910 to 2,370 kilograms
afr. Elephant      : 2.2–4.0 m (7–13 ft) tall at the shoulder and weigh 2,160–6,048 kg (4,762–7–13,330 lb) ( female/male )
ind. Elephant   : about 2.5 m to 3 m high at the shoulder, and rarely exceeding 5 tonnes
Wooly Mammoth: The largest known species reached heights in the region of 4 m (13.1 ft) at the shoulder and weights of up
                           to 8 tonnes while exceptionally large males may have exceeded 12 tonnes               
Paraceratherium : shoulder height was about 4.8 metres (15.7 feet), and the length about 7.4 metres (24.3 feet). is
                           estimated to have been 15 to 20 tonnes (33,000 to 44,000 lb)


okay .. either accepting, that elephants are way to small and light on the Rim and maybe a genetic rebirth of the dwarf elephant for better use in space ...  or calculating with 400 RimKg being about 2-6 metric tons .. yeah .. uhm ...
Thanks alot Tynan ...

loook I added a picture :
--- edit ---
the red blob next to the human and snake is the arthropleura .. which is a lot smaller than I first thought ..
I forgot the Chocobo and the Wrecking Ball .. but those where all right in size ..


[attachment deleted by admin due to age]
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: kaptain_kavern on July 24, 2017, 07:11:16 PM
Because of you now I want a chocobo mod :-$
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: SpaceDorf on July 24, 2017, 07:57:04 PM
Quote from: kaptain_kavern on July 24, 2017, 07:11:16 PM
Because of you now I want a chocobo mod :-$

based on which version of final fantasy ?  :o
I have only played I - IX .. and would base it on VII .. I don't know the rest ..

And going from there, the breeding alone sounds like a hell of a project .. not to talk about the different abilities  ;D

Damn you Kave Guy .. now I want them too ..
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Oblitus on July 25, 2017, 08:55:59 AM
Arthropleura can't eat live plants - is it intentional?

Paraceratherium has quite high chance to attack on tame attempt, more than some predators. Not very "gentle".
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: SpaceDorf on July 25, 2017, 12:00:42 PM
Have you looked at the picture ?

Thats no attack, it is trying to get rid of some annoying disturbance :-D
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: giannikampa on July 25, 2017, 02:43:02 PM
Hi!
can I request an animal with these specs?

- Insect, the model is your choice
- eats ONLY rotten and bones
- resist barely any temperature
- spawn as local fauna in any biome
- leaves if starving
- chance to fight back
- any health/strengt values you think would fit (i suggest small numbers as it is an insect)
- drops insect meat


i would appreciate this in my games
tanks
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Oblitus on July 26, 2017, 04:08:39 AM
Arthropleuras lays eggs, but they are never fertilized.

Titanis eggs are very expensive, even if not fertilized, but as food are no better than any other eggs.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: moonra on July 27, 2017, 02:34:39 AM
So much money I can't make  :'(
Got a manhunter pack with 29 of those, I thought they'd give me trouble but they're very slow so they came nowhere close to overwhelming my killbox.

(https://i.imgur.com/QsNwtSR.jpg)
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Spino on July 27, 2017, 04:39:03 PM
Quote from: Hydromancerx on July 24, 2017, 02:26:20 PM
Do these!

https://www.youtube.com/watch?v=AtVGwHPzyNc
That was actually an interesting watch, thanks for the suggestions!

Quote from: SpaceDorf on July 24, 2017, 04:42:54 PM
Before I become a sinner myself by talking bullshit .. I asked my old friend mr. google who told me to ask ms. wikipedia.

Bodysize Comparison by weight :
       
Arthropleura      : length from 0.3 to 2.3 metres (0.98 to 7.55 ft) and a width up to 50 centimetres
Titanis      : It was 2.5 metres (8.2 ft) tall and weighed approximately 150 kilograms (330 lb)
Entolodonts   : up to 2.1 m (6.9 ft) at the shoulder and a weight of 421 kg (930 lb)
Gigantopithecus : up to 3 m (9.8 ft), and weighing up to 540 kg (1,190 lb)
Titanoboa            : Total length around 12.8 m (42 ft) and weighed about 1,135 kg (2,500 lb)
Doedicurus       : a height of 1.5 metres (4.9 ft) and an overall length of around 4 metres (13 ft). Doedicurus could reach a 
                           mass of approximately 1,910 to 2,370 kilograms
afr. Elephant      : 2.2–4.0 m (7–13 ft) tall at the shoulder and weigh 2,160–6,048 kg (4,762–7–13,330 lb) ( female/male )
ind. Elephant   : about 2.5 m to 3 m high at the shoulder, and rarely exceeding 5 tonnes
Wooly Mammoth: The largest known species reached heights in the region of 4 m (13.1 ft) at the shoulder and weights of up
                           to 8 tonnes while exceptionally large males may have exceeded 12 tonnes               
Paraceratherium : shoulder height was about 4.8 metres (15.7 feet), and the length about 7.4 metres (24.3 feet). is
                           estimated to have been 15 to 20 tonnes (33,000 to 44,000 lb)


okay .. either accepting, that elephants are way to small and light on the Rim and maybe a genetic rebirth of the dwarf elephant for better use in space ...  or calculating with 400 RimKg being about 2-6 metric tons .. yeah .. uhm ...
Thanks alot Tynan ...

loook I added a picture :
--- edit ---
the red blob next to the human and snake is the arthropleura .. which is a lot smaller than I first thought ..
I forgot the Chocobo and the Wrecking Ball .. but those where all right in size ..
Well yeah, I didn't set their weights to be scientifically correct but more or less proportionally correct to the animals that were already in the game.

Quote from: Oblitus on July 25, 2017, 08:55:59 AM
Arthropleura can't eat live plants - is it intentional?

Paraceratherium has quite high chance to attack on tame attempt, more than some predators. Not very "gentle".
1. No, it is not, but I've fixed it already. Turned out it's because I had accidentally set its foodtype to "VegetarianAnimal" instead of "VegetarianRoughAnimal", thanks for pointing it out.

2. Well, story-like descriptions and game mechanics are two different things, and I wanted to make taming of paraceratherium at least a tad risky, as it was designed to be one of the best animals in this mod.

Quote from: giannikampa on July 25, 2017, 02:43:02 PM
Hi!
can I request an animal with these specs?

- Insect, the model is your choice
- eats ONLY rotten and bones
- resist barely any temperature
- spawn as local fauna in any biome
- leaves if starving
- chance to fight back
- any health/strengt values you think would fit (i suggest small numbers as it is an insect)
- drops insect meat


i would appreciate this in my games
tanks
I appreciate the suggestion but this mod is supposed to be about animals that have actually existed, and not fictional ones, sorry, man.

Quote from: Oblitus on July 26, 2017, 04:08:39 AM
Arthropleuras lays eggs, but they are never fertilized.

Titanis eggs are very expensive, even if not fertilized, but as food are no better than any other eggs.
Both of those issues will be gone in the next release as I've decided to remove unfertilized eggs of all the animals in the mod altogether. However, I also want to point out that even unfertilized eggs of something like a terror bird should be worth more than chicken eggs. Even if, as food, they are worth just as much as them - it's an egg laid by an extinct species brought back to life, like come on.

Quote from: moonra on July 27, 2017, 02:34:39 AM
So much money I can't make  :'(
Got a manhunter pack with 29 of those, I thought they'd give me trouble but they're very slow so they came nowhere close to overwhelming my killbox.

(https://i.imgur.com/QsNwtSR.jpg)
Just keep them shells in a safe place and wait patiently for an update, it should be done fairly soon :]
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: KaiserThurston on July 27, 2017, 06:22:52 PM
First of all, I absolutely loved this mod and the idea behind it.
I have quite a few sugestions of creatures that can be implemented in this mod:

Direwolf
The biggest animal of the canis genre that ever lived.
Weight: 68kg
Height:  98cm
Length: 180cm
Habitat: plains, grasslands, and some forested mountain areas of North America, and in the arid savannah of South America.
Diet: Carnivorous
Source: https://en.wikipedia.org/wiki/Dire_wolf

Josephoartigasia
Looks like a hypo-sized capybara
Weight: 1000kg
Height: 150cm
Length: 300cm
Habitat: estuarine environment or a delta system with forest communities
Diet: Fruits, wood (trees?), aquatic plants
Source: https://en.wikipedia.org/wiki/Josephoartigasia_monesi

Megalania
Gigant komodo lizard
Weight: 320 to 1940kg
Length: 700cm
Habitat: Southern Australia
Diet: fed mostly upon medium to large sized animals, along with other reptiles and small mammals, as well as birds and their eggs and chicks

Meiolania
Huge-ass turtle who reminds me of Blastoise
Weight:?
Length: 250cm
Habitat: Any place where the tortoises are present is fine, I think
Diet: Herbivorous
Source:  https://en.wikipedia.org/wiki/Meiolania

Dodo
Dodo
Smilodon
Saber tooth tiger
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Oblitus on July 28, 2017, 03:01:09 AM
Quote from: KaiserThurston on July 27, 2017, 06:22:52 PM
Direwolf
Already in animal collab project.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Spino on July 28, 2017, 05:54:10 AM
Quote from: KaiserThurston on July 27, 2017, 06:22:52 PM
First of all, I absolutely loved this mod and the idea behind it.
I have quite a few sugestions of creatures that can be implemented in this mod:

Direwolf
The biggest animal of the canis genre that ever lived.
Weight: 68kg
Height:  98cm
Length: 180cm
Habitat: plains, grasslands, and some forested mountain areas of North America, and in the arid savannah of South America.
Diet: Carnivorous
Source: https://en.wikipedia.org/wiki/Dire_wolf

Josephoartigasia
Looks like a hypo-sized capybara
Weight: 1000kg
Height: 150cm
Length: 300cm
Habitat: estuarine environment or a delta system with forest communities
Diet: Fruits, wood (trees?), aquatic plants
Source: https://en.wikipedia.org/wiki/Josephoartigasia_monesi

Megalania
Gigant komodo lizard
Weight: 320 to 1940kg
Length: 700cm
Habitat: Southern Australia
Diet: fed mostly upon medium to large sized animals, along with other reptiles and small mammals, as well as birds and their eggs and chicks

Meiolania
Huge-ass turtle who reminds me of Blastoise
Weight:?
Length: 250cm
Habitat: Any place where the tortoises are present is fine, I think
Diet: Herbivorous
Source:  https://en.wikipedia.org/wiki/Meiolania

Dodo
Dodo
Smilodon
Saber tooth tiger
Thanks for the suggestions, and well, what I can say in relation to a couple of the creatures you've mentioned is that you may like what I have in store for the new update  ;)
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Oblitus on July 31, 2017, 10:44:39 AM
Entelodonts can't eat live plants too. Is is intended? They are described as omnivorous but are in fact predators.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Spino on July 31, 2017, 11:05:19 AM
Quote from: Oblitus on July 31, 2017, 10:44:39 AM
Entelodonts can't eat live plants too. Is is intended? They are described as omnivorous but are in fact predators.
Them being predators is intended + there already is an omnivorous predator in vanilla Rimworld - the grizzly bear, and we already know how that guy behaves when it comes to searching for food.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Oblitus on July 31, 2017, 11:31:20 AM
Quote from: Spino on July 31, 2017, 11:05:19 AM
Quote from: Oblitus on July 31, 2017, 10:44:39 AM
Entelodonts can't eat live plants too. Is is intended? They are described as omnivorous but are in fact predators.
Them being predators is intended + there already is an omnivorous predator in vanilla Rimworld - the grizzly bear, and we already know how that guy behaves when it comes to searching for food.
Just to make sure - what about Doedicurus?
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Spino on July 31, 2017, 12:50:57 PM
Quote from: Oblitus on July 31, 2017, 11:31:20 AM
Quote from: Spino on July 31, 2017, 11:05:19 AM
Quote from: Oblitus on July 31, 2017, 10:44:39 AM
Entelodonts can't eat live plants too. Is is intended? They are described as omnivorous but are in fact predators.
Them being predators is intended + there already is an omnivorous predator in vanilla Rimworld - the grizzly bear, and we already know how that guy behaves when it comes to searching for food.
Just to make sure - what about Doedicurus?
Was a mere VegetarianAnimal instead of a VegetarianRoughAnimal as well but that's already been fixed - you really think I wouldn't go and double check all of the animals once you told me about the arthropleura? ;p
Title: Re: [A17] Megafauna (v1.1) - More cenozoic beasts! - (01.08.2017 - Update #1)
Post by: Spino on August 01, 2017, 11:47:09 AM
The first update is here!
Changelog:
         - dropped support for A Dog Said... Easy Patcher (now requires a separate compatibility patch for A Dog Said..., which adds the feature of healing old wounds on animals)
         - reduced spawn rates of the creatures,
         - reduced meat/leather yield of paraceratherium/titanoboa,
         - slightly reduced size of giganthopithecus/titanoboa,
         - fixed problems with selling items to traders,
         - fixed some herbivores not being able to eat live plants,
         - removed unfertilized eggs of arthropleura/titanis/titanoboa,
         - increased size of baby animals,
         - increased market value of the mammoth wool,
         - all the leathers now have different stats as well as market value,
         - added 6 more animals.

Enjoy!
Title: Re: [A17] Megafauna (v1.1) - More cenozoic beasts! - (01.08.2017 - Update #1)
Post by: SpaceDorf on August 01, 2017, 12:49:47 PM
Quote from: Spino on August 01, 2017, 11:47:09 AM
         - reduced meat/leather yield of paraceratherium/titanoboa,

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO !!!!

we will all starve to death.

Quote from: Spino on August 01, 2017, 11:47:09 AM
         - added 6 more animals.     
Enjoy!

Now that is a Rhino !
Title: Re: [A17] Megafauna (v1.1) - More cenozoic beasts! - (01.08.2017 - Update #1)
Post by: kaptain_kavern on August 01, 2017, 08:41:05 PM
Yeah more animals, thank you Spino!
I fucking love the Rhino.

I was about to propose some help for an ADS compatibility patch ;) Thank you Spoon !
Title: Re: [A17] Megafauna (v1.1) - More cenozoic beasts! - (01.08.2017 - Update #1)
Post by: Andy_Dandy on August 02, 2017, 04:05:25 AM
Impressive Vanilla like art style. Good work.
Title: Re: [A17] Megafauna (v1.1) - More cenozoic beasts! - (01.08.2017 - Update #1)
Post by: moonra on August 02, 2017, 08:47:35 AM
Do I need a new map for the update? I'm getting a lot of errors after adding it and just can't load a save that had the old one.
Title: Re: [A17] Megafauna (v1.1) - More cenozoic beasts! - (01.08.2017 - Update #1)
Post by: Spino on August 02, 2017, 09:44:17 AM
Quote from: kaptain_kavern on August 01, 2017, 08:41:05 PM
Yeah more animals, thank you Spino!
I fucking love the Rhino.

I was about to propose some help for an ADS compatibility patch ;) Thank you Spoon !
Glad you like it, and well, I'm the one who had made the patch, and by saying "by spoonshortage" I just meant that ADS itself was made by Spoon, probably worded it in a bit confusing of a manner, heh.

Quote from: Andy_Dandy on August 02, 2017, 04:05:25 AM
Impressive Vanilla like art style. Good work.
Thank you, good sir :D

Quote from: moonra on August 02, 2017, 08:47:35 AM
Do I need a new map for the update? I'm getting a lot of errors after adding it and just can't load a save that had the old one.
The errors are caused by the existence of unfertilized megafauna eggs in your save that are no longer present in this release of the mod. Here's how to fix it, and get your save back to work:
1. remove megafauna 1.1 from your game,
2. download and install the old version of the mod right here:
mediafire.com/file/tw08gci70pwf0h7/megafauna.zip
3. load your save,
4. remove all the unfertilized eggs from your world, preferably using the "destroy" command from the dev menu (which you can enable in game's options),
5. save your egg-free world,
6. delete the old version of the mod,
7. download the new one again and see if it works.
Title: Re: [A17] Megafauna (v1.1) - More cenozoic beasts! - (01.08.2017 - Update #1)
Post by: Nameless on August 11, 2017, 11:05:20 AM
Question:

I had traders bringing in one of them but they won't sell it to me. I thought usually animals other than the pack animals they bring will be up for sale?
Title: Re: [A17] Megafauna (v1.1) - More cenozoic beasts! - (01.08.2017 - Update #1)
Post by: SpaceDorf on August 11, 2017, 11:14:41 AM
Then it was in use as a pack animal. Some of them can be ..

Try Oblitus - Animal Logic Mod for that .. it .. circumvents .. that :)
Title: Re: [A17] Megafauna (v1.1) - More cenozoic beasts! - (01.08.2017 - Update #1)
Post by: Nameless on August 11, 2017, 01:19:55 PM
Hmm, I thought pack animals have backpacks on their back?
Title: Re: [A17] Megafauna (v1.1) - More cenozoic beasts! - (01.08.2017 - Update #1)
Post by: SpaceDorf on August 11, 2017, 02:40:32 PM
only if someone made the textures for that.
Title: Re: [A17] Megafauna (v1.1) - More cenozoic beasts! - (01.08.2017 - Update #1)
Post by: Spino on August 11, 2017, 02:56:32 PM
Quote from: Nameless on August 11, 2017, 11:05:20 AM
Question:

I had traders bringing in one of them but they won't sell it to me. I thought usually animals other than the pack animals they bring will be up for sale?
As it stands, in Alpha 17, without mods like Animals Logic, mobs defined as 'pack animals' will not be buyable from traders, no matter if they are actually carrying anything or not. This is why you can't buy animals like Muffalos/Camels/Alpacas from traders that come to you on foot.
Title: Re: [A17] Megafauna (v1.1) - More cenozoic beasts! - (01.08.2017 - Update #1)
Post by: Nameless on August 11, 2017, 04:17:00 PM
I see! I never noticed that :D
Title: Re: [A17] Megafauna (v1.1) - More cenozoic beasts! - (01.08.2017 - Update #1)
Post by: sidfu on August 12, 2017, 01:36:19 PM
a dog said patch isnt hard to do u just have to use xpath to add the animals to the prosetics and install recpies.
Title: Re: [A17] Megafauna (v1.1) - More cenozoic beasts! - (01.08.2017 - Update #1)
Post by: Spino on August 12, 2017, 02:08:04 PM
Quote from: sidfu on August 12, 2017, 01:36:19 PM
a dog said patch isnt hard to do u just have to use xpath to add the animals to the prosetics and install recpies.
...which is why I have made one myself...?
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: Spino on August 22, 2017, 06:04:13 PM
Updated once again!
Changelog:
   - fixed problems with breeding arthropleura (hopefully...?),
   - reduced meat/leather yield of almost all the animals,
   - finally added the max body sizes of prey the predators will hunt,
   - slight changes as to what biomes the animals can spawn in,
   - changed entelodont's name to daeodon as it is more specific and therefore more fitting.
   - oh, and you know, added 5 more animals.

Enjoy!
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: kaptain_kavern on August 22, 2017, 06:50:58 PM
You lunatic! You're unstoppable... Please do not stop, right?

Thank you
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: LiteEmUp on August 22, 2017, 09:13:15 PM
Lol i hope this update dont brake my current save campaign again lol.. i guess i will find out tonight when i get home to play rimworld...

Ladt update with changes to egg fertilization broke my save lol
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: tonsrd on August 25, 2017, 11:03:46 AM
Quote from: Spino on August 22, 2017, 06:04:13 PM
Updated once again!
Changelog:
   - fixed problems with breeding arthropleura (hopefully...?),
   - reduced meat/leather yield of almost all the animals,
   - finally added the max body sizes of prey the predators will hunt,
   - slight changes as to what biomes the animals can spawn in,
   - changed entelodont's name to daeodon as it is more specific and therefore more fitting.
   - oh, and you know, added 5 more animals.

Enjoy!

did you reduce meat/leather for just the animals in ur mod or all animals ?

I get 50 leather from humans instead of 75 ( since update'ing your mod and 3 others )

ty for adding more animals
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: Spino on August 25, 2017, 01:57:06 PM
Quote from: tonsrd on August 25, 2017, 11:03:46 AM

did you reduce meat/leather for just the animals in ur mod or all animals ?

I get 50 leather from humans instead of 75 ( since update'ing your mod and 3 others )

ty for adding more animals
Didn't make any changes to humans or vanilla animals.
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: Nameless on August 25, 2017, 02:06:19 PM
I still think those Paraceratherium (The giraffe looking one) are a bit overpowered in terms of meat amount. I got a manhunter pack of those and i was pretty much set for 3+ years of meat without doing any other hunting lol.
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: Spino on August 25, 2017, 02:49:15 PM
Quote from: Nameless on August 25, 2017, 02:06:19 PM
I still think those Paraceratherium (The giraffe looking one) are a bit overpowered in terms of meat amount. I got a manhunter pack of those and i was pretty much set for 3+ years of meat without doing any other hunting lol.
I don't think you realise just how huge the paraceratherium was :^)
(http://c2.plzcdn.com/ZillaIMG/a0cb79083295f33d9a40736d2de35589_1398192486_medium.jpg)
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: Nameless on August 25, 2017, 03:19:02 PM
In that case I suggest making them twice as tough as they currently are since they seem to go down pretty quickly for some reason  ;D
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: Dr Roach on August 27, 2017, 02:08:35 PM
How can you increase the spawn rate for these animals? I actually kinda liked it when there were 3 Titanis and 4 Paraceratherium on my map on average- it made things dangerous.
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: Spino on August 27, 2017, 03:54:20 PM
Quote from: Dr Roach on August 27, 2017, 02:08:35 PM
How can you increase the spawn rate for these animals? I actually kinda liked it when there were 3 Titanis and 4 Paraceratherium on my map on average- it made things dangerous.
You can edit the percentages in the two .xml files found in the folder "ThingDefs_Races".
Use CTRL+F to find "<wildBiomes>". Every animal is given a set of biomes along with percentage spawn rates associated with them. This is Arthropleura's, for example:
  <wildBiomes>
<AridShrubland>0.002</AridShrubland>
<TropicalRainforest>0.01</TropicalRainforest>
<TemperateForest>0.004</TemperateForest>
  </wildBiomes>

Just alter the numbers however you want, save the file and you're good to go  :)
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: Dr Roach on August 27, 2017, 04:11:10 PM
Thanks a lot! What spawn rate would be about average?
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: Spino on August 27, 2017, 04:46:44 PM
Quote from: Dr Roach on August 27, 2017, 04:11:10 PM
Thanks a lot! What spawn rate would be about average?
You're welcome!
It depends, here you have the spawn rates of vanilla animals in the temperate forest - for reference:
<Hare>1.00</Hare>
<Squirrel>1.00</Squirrel>
<Rat>0.8</Rat>
<Deer>0.5</Deer>
<WildBoar>0.5</WildBoar>
<Turkey>0.5</Turkey>
<Raccoon>0.4</Raccoon>
<Tortoise>0.4</Tortoise>
<Ibex>0.3</Ibex>
<Boomrat>0.25</Boomrat>
<Muffalo>0.2</Muffalo>
<Boomalope>0.2</Boomalope>
<Alpaca>0.1</Alpaca>
<Emu>0.1</Emu>
<Ostrich>0.1</Ostrich>
<Gazelle>0.05</Gazelle>
<WolfTimber>0.04</WolfTimber>
<FoxRed>0.04</FoxRed>
<Megasloth>0.04</Megasloth>
<GrizzlyBear>0.022</GrizzlyBear>
<Warg>0.012</Warg>
<Cougar>0.012</Cougar>


Arid shrubland:
      <Muffalo>0.5</Muffalo>
      <Gazelle>0.5</Gazelle>
      <Ibex>0.3</Ibex>
      <Alpaca>0.2</Alpaca>
      <Elephant>0.5</Elephant>
      <Squirrel>1</Squirrel>
      <Boomrat>1</Boomrat>
      <Iguana>0.2</Iguana>
      <Rhinoceros>0.15</Rhinoceros>
      <WildBoar>0.4</WildBoar>
      <Boomalope>0.5</Boomalope>
      <Emu>0.3</Emu>
      <Ostrich>0.5</Ostrich>
      <Rat>1.0</Rat>
      <Megasloth>0.03</Megasloth>
      <Cougar>0.08</Cougar>
      <WolfTimber>0.01</WolfTimber>
      <FoxFennec>0.03</FoxFennec>


And boreal forest:
      <Elk>0.5</Elk>
      <Ibex>0.4</Ibex>
      <Caribou>0.5</Caribou>
      <Muffalo>0.5</Muffalo>
      <Squirrel>1</Squirrel>
      <WildBoar>0.5</WildBoar>
      <Hare>1</Hare>
      <Husky>0.01</Husky>
      <Turkey>0.2</Turkey>
      <Deer>0.03</Deer>
      <Rat>0.8</Rat>
      <Megasloth>0.03</Megasloth>
      <Raccoon>0.4</Raccoon>
      <GrizzlyBear>0.01</GrizzlyBear>
      <Cougar>0.007</Cougar>
      <Lynx>0.007</Lynx>
      <Warg>0.007</Warg>
      <WolfTimber>0.07</WolfTimber>
      <FoxRed>0.07</FoxRed>
      <WolfArctic>0.03</WolfArctic>
      <FoxArctic>0.03</FoxArctic>


Just base them off of those  :)
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: kubolek01 on August 28, 2017, 07:54:17 AM
Quote from: Nameless on August 25, 2017, 03:19:02 PM
In that case I suggest making them twice as tough as they currently are since they seem to go down pretty quickly for some reason  ;D
Uhm... It's 1 bodysize unit higher than a Thrumbo, you want a Terminator by increasing it?!
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: SpaceDorf on August 28, 2017, 08:36:10 AM
Quote from: kubolek01 on August 28, 2017, 07:54:17 AM
Quote from: Nameless on August 25, 2017, 03:19:02 PM
In that case I suggest making them twice as tough as they currently are since they seem to go down pretty quickly for some reason  ;D
Uhm... It's 1 bodysize unit higher than a Thrumbo, you want a Terminator by increasing it?!

It is a Rhino 1 bodysize larger than a Thrumbo .. I thought being monsterously overpowered was implied ?
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: Benis on August 31, 2017, 01:28:48 AM
Very much enjoying this mod. Well-emulated art style, great variety and lovely choice of critters, suitable difficulty in killing/obtaining (kite around for hours with a team for most big meat animals; can't just shoot til downed then drag home for easy taming because you can't patch the hundred wounds before they bleed out; high % manhunter chance - I cackled then sweat a little as I saw I succeeded the 3.8% chance to tame a daeodon, then noticed the fail rate had been 10%).

If you're up for it, a patch to spawn a few (the mammalian predators especially) in Rikiki's cave biome would be sweet.
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: moonra on September 03, 2017, 10:31:15 PM
Minor issue: the folders aren't inside of a "megafauna" folder like most mods do, so if you just "Extract here" you get a bunch of folders inside the RW Mods folder.

In other words: put your folders inside a folder so my folder doesn't get full of folders.
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: asquirrel on October 04, 2017, 04:02:28 PM
A Dog Said Compatibility patch throws an error when I enable it.
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: RequiemFang on October 04, 2017, 10:16:20 PM
Quote from: asquirrel on October 04, 2017, 04:02:28 PM
A Dog Said Compatibility patch throws an error when I enable it.

hmmm check your load order for the mod.
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: asquirrel on October 04, 2017, 10:36:01 PM
If I run adogsaid easy patcher, do I need the adogsaid compatibility patch for this mod?
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: kubolek01 on October 05, 2017, 03:12:46 AM
Quote from: asquirrel on October 04, 2017, 10:36:01 PM
If I run adogsaid easy patcher, do I need the adogsaid compatibility patch for this mod?
Yea, it's made for patch, but not for auto patching.
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: asquirrel on October 05, 2017, 08:44:52 AM
Thanks dude.  I'll try adding the regular patch.  If it throws an error I'll post it here.  I'm putting it at the end of my load order so adogsaid and the easy patcher are loaded way above your megafauna mod and the megafauna patch.
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: Zookes on November 23, 2017, 02:45:00 PM
I love this mod dearly, so I've gone through and hacked together a rough B18 update along with an A Dog Said patch (now using xpath for my convenience) and decided to share it with all you lovely people. You can find both mods in a zip at this mega link:

https://mega.nz/#!NHYwARpJ!BMK1kmLcLajlL7WUX3RWCDlketz670ONkXWHee7Kx2s
(old link broke somehow? fixed now)

This is a very rough unofficial update that may not be compatible with future official Megafauna releases, so please bear that in mind.
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: asquirrel on November 23, 2017, 04:05:38 PM
Thanks for the unofficial update!! :)
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: Kalre on November 24, 2017, 04:18:37 PM
Thanks zookes, still waiting for official update tought !
Title: Re: [A17] Megafauna (v1.2) - More cenozoic beasts! - (22.08.2017 - Update #2)
Post by: Kenny Dave on November 27, 2017, 05:54:43 PM
Thanks Zookes, but the link doesn't seem to be working. or is it just me?

Edit: it was just me, being impatient. Thanks!
Title: Re: [B18] Megafauna (v1.3) - More cenozoic beasts! - (20.12.2017 - Update #3)
Post by: Spino on December 20, 2017, 03:31:24 PM
After a bit too long, it's time for an update!

Changelog:
         - updated to be compatible with Rimworld Beta 18,
         - no longer requires an additional patch to be compatible with A Dog Said..., it will now automatically detect it and patch all the necessary stuff in,
         - also comes with a built-in patch for Giddy-up!,

         - daeodon, titanis, titanoboa, smilodon, procoptodon, gomphotaria, short-faced bear, and dinocrocuta are no longer pack animals (can't be used to carry stuff in caravans),
         - very minor tweaks to a few animals in regards to their body size and meat/leather yield,
         - some of the animals can now spawn in the new swamp-type biomes (titanoboa's no longer exclusive to the tropical rainforest!),
         - some of the older animals such as arthropleura and doedicurus now have their own body types instead of using unfitting vanilla ones,
         - some of the older animals won't be sold by traders anymore, in order to make obtaining them feel more special, those being: paraceratherium, titanoboa, elasmotherium, megalania, gomphotaria, and short-faced bear.
         - added 4 more animals.
Title: Re: [B18] Megafauna (v1.3) - More cenozoic beasts! - (20.12.2017 - Update #3)
Post by: kaptain_kavern on December 20, 2017, 03:50:01 PM
Awesome
Title: Re: [B18] Megafauna (v1.3) - More cenozoic beasts! - (20.12.2017 - Update #3)
Post by: kubolek01 on December 21, 2017, 01:39:32 AM
Why all play with this autopatch... it don't feel satisfying to make it work anymore ;'(
Title: Re: [B18] Megafauna (v1.3) - More cenozoic beasts! - (20.12.2017 - Update #3)
Post by: SpaceDorf on December 21, 2017, 02:15:44 AM
I still can make Rimworld explode with to many mods ..  ;D
Title: Re: [B18] Megafauna (v1.3) - More cenozoic beasts! - (20.12.2017 - Update #3)
Post by: Canute on December 21, 2017, 03:28:01 AM
Quote from: kubolek01 on December 21, 2017, 01:39:32 AM
Why all play with this autopatch... it don't feel satisfying to make it work anymore ;'(
kubolek, this is called customer service for gamer.
Title: Re: [B18] Megafauna (v1.3) - More cenozoic beasts! - (20.12.2017 - Update #3)
Post by: LAWolves on December 21, 2017, 05:03:26 AM
Is it "Viable" to make a compatibility patch for Combat Extended?
Title: Re: [B18] Megafauna (v1.3) - More cenozoic beasts! - (20.12.2017 - Update #3)
Post by: Spino on December 22, 2017, 04:55:04 PM
Quote from: kubolek01 on December 21, 2017, 01:39:32 AM
Why all play with this autopatch... it don't feel satisfying to make it work anymore ;'(

Sorry to be taking away that satisfaction from you but it's for the greater good :']

Quote from: LAWolves on December 21, 2017, 05:03:26 AM
Is it "Viable" to make a compatibility patch for Combat Extended?

I get that it's a very, very popular mod but I'm not really interested in it myself so it's not on the top of my to-do list, sorry. I'm actually currently taking a longer break from the game, just randomly felt inspired/motivated to update my mods once so I didn't want to waste it  ;D
Title: Re: [B18] Megafauna (v1.3) - More cenozoic beasts! - (20.12.2017 - Update #3)
Post by: sarfa on January 08, 2018, 06:25:45 AM
did this mod add beartree ? i got eror :{
Title: Re: [B18] Megafauna (v1.3) - More cenozoic beasts! - (20.12.2017 - Update #3)
Post by: jonnehbongeh on February 15, 2018, 06:31:56 PM
This mod is amazing. i love animals from this period of time and i have a very good suggestion. The thylacoleo aka the lion marsupial. This carnivore is one of my favourite animals of all time. please consider adding this into your mod. thanks keep up the good work.
Title: Re: [B18] Megafauna (v1.3) - More cenozoic beasts! - (20.12.2017 - Update #3)
Post by: Modo44 on February 22, 2018, 02:46:31 PM
I think the auto-patching may be borked. I don't have either of the mods with autopatches. After adding Megafauna to Rimworld, I get this (regardless of where Megafauna is in the mod order):

https://i.imgur.com/NYTNBmK.png
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Hydromancerx on March 05, 2018, 06:21:50 PM
Thank you for making past requests like the Sivatherium, Short Faced Bear and Macrauchenia! I have some more requests.

Please make ...

- Aepycamelus (https://upload.wikimedia.org/wikipedia/commons/e/e3/Aepycamelus_Alticamelus_hharder.jpg) (aka Giraffe-Camel)
- Aurochs  (https://prehistoric-fauna.com/image/cache/data/size/Bos-primigenius-size-738x591.jpg)
- Brontotherium (https://i.pinimg.com/originals/d4/ce/23/d4ce23191357aa1af9a8bbed43984e24.jpg)
- Chapalmalania (https://farm5.staticflickr.com/4321/35884791616_05990d7e9d_o.jpg)
- Columbian Mammoth (https://3c1703fe8d.site.internapcdn.net/newman/gfx/news/hires/2015/5645c4337a172.jpg)
- Diatryma (https://vignette.wikia.nocookie.net/edennoori/images/e/eb/Diatryma2.jpg/revision/latest?cb=20110913170617)
- Elephant Bird (https://orig00.deviantart.net/004d/f/2007/329/e/4/elephant_bird_by_ssjgarfield.jpg)
- Giant Penguin (https://impacto.gt/wp-content/uploads/2017/12/Pinguinos-gigantes.jpg)
- Hemicyon (http://ichef.bbci.co.uk/wwfeatures/wm/live/1280_720/images/live/p0/2r/g4/p02rg4fx.jpg) (aka Bear-Dog)
- Ilingoceros (https://orig00.deviantart.net/5ef5/f/2015/288/5/f/ilingoceros__the_spiral_horned_pronghorn_by_willemsvdmerwe-d9d7acq.jpg)
- Platybelodon (https://i.pinimg.com/736x/ef/97/5d/ef975d598f75309a9ad6c0ac18bf7977--mammals-prehistoric.jpg)
- Synthetoceras (https://chasingsabretooths.files.wordpress.com/2017/02/synthetoceras-color.jpg)
- Thylacosmilus (https://qph.fs.quoracdn.net/main-qimg-2be38bed1cea130a9f8ba5d3aa350c60-c)

Many thanks in advance!
Title: Re: [B18] Megafauna (v1.3) - More cenozoic beasts! - (20.12.2017 - Update #3)
Post by: Harry_Dicks on March 05, 2018, 07:10:56 PM
I really wish this mod would get support from Genetic Rim. The author has some serious art talent, and is one of my favorites. Mechanoids Extraordinaire is another knock-out success in the art department, and I highly recommend it as well.

And seriously that titanboa is fucking awesome. Reminds me so much of Conan the Barbarian.
Title: Re: [B18] Megafauna (v1.3) - More cenozoic beasts! - (20.12.2017 - Update #3)
Post by: na921004 on March 11, 2018, 03:29:43 PM
So I've yet to see a single species spawn naturally from this mod after ~7 hours of playing.
The only time I see them is during the migration event, in which I see them every time.

Is the spawn chance for these creatures really that small?
I am playing on temperate forest.
Title: Re: [B18] Megafauna (v1.3) - More cenozoic beasts! - (20.12.2017 - Update #3)
Post by: Harry_Dicks on March 11, 2018, 04:11:57 PM
You can see the chances for the creatures to spawn in their xml defs. And to answer your question, yes. Some of these are very, very rare creatures. I guess you could go as far as to consider them almost "legendary" in the same sense that the thrumbo is a "legendary" creature, yet these are much rarer than a thrumbo.

If I am remembering correctly, normal creatures will have something like a .2 to .5 chance of spawning per biome, or something similar. While some creatures from this mod might have a .002 chance of spawning. Of course, I could be off by a decimal location here or there, but I think that's the jist behind the rarity of some of these guys. That's also what will make finding them all the more exciting! ;D
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: Spino on April 06, 2018, 02:19:38 PM
Small update.
Many people have actually reported that they have played with this mod for days and days without seeing a single Megafauna animal spawn naturally. So I tested it myself and got the exact same results - that's when I realised that while the creatures were indeed supposed to be quite rare, the last time I updated the spawn chances, I made them about 5-8 times lower than I originally intended, whoops.
Naturally, you can download an updated version of the mod from the first post in this topic.

Since it's been requested a good few times, I also took a few hours to create a simple wiki, where one can quickly check where any of the animals spawn, how much meat and leather butchering them yields, and so on:

--> megafaunarimworld.wikia.com (http://megafaunarimworld.wikia.com) <--

Thanks for the feedback and all the suggestions for more animals! :]
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: KozmoD on April 14, 2018, 01:05:31 AM
Can you add Postosuchus, Marsupial Lion, Thylacine, Josephoartigasia (hippo capybara) please?
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: giannikampa on April 14, 2018, 02:46:01 AM
i'm enjoying this mod, it blends nicely with vanilla, except for numbers of textile and meat drops, flat 10% tone down would give thrumbo, rhino, etc. the rilevance they are intended to have
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: KozmoD on April 16, 2018, 03:53:48 PM
So I know that the predators were really deadly and dangerous, but how Am I supposed to tame any animal in this mod without losing limbs/colonists? I tried to tame 3 Daedon, failed, and they got manhunter. They killed 5 of my dogs and 2 colonist got minor injuries 1 lost a foot. A Quinkana have a 30% chance of getting manhunter and it has 8.62 DPS, how am I supposed to tame that ?
Also, I never ever saw a trader selling any Megafauna animal, just mounting on them cause Giddy Up.
Its all this intended ?
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: kubolek01 on April 17, 2018, 03:14:33 AM
Quote from: KozmoD on April 16, 2018, 03:53:48 PM
So I know that the predators were really deadly and dangerous, but how Am I supposed to tame any animal in this mod without losing limbs/colonists? I tried to tame 3 Daedon, failed, and they got manhunter. They killed 5 of my dogs and 2 colonist got minor injuries 1 lost a foot. A Quinkana have a 30% chance of getting manhunter and it has 8.62 DPS, how am I supposed to tame that ?
Also, I never ever saw a trader selling any Megafauna animal, just mounting on them cause Giddy Up.
Its all this intended ?
Well... rarity is a pro here. I always have a sick level in handling animals in my colony, still messing with some kinds. At least I managed to make a "Hell Cavalry" to stop the catastrophe if such happens ;)
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: Canute on April 17, 2018, 03:42:59 AM
Quote from: KozmoD on April 16, 2018, 03:53:48 PM
A Quinkana have a 30% chance of getting manhunter and it has 8.62 DPS, how am I supposed to tame that ?
Did you ever saw some safari movies or documations about zoo's ?
Does the trainer/doc go alone to that animals ?

If you realy want to tame that kind of dangerous animal, you shouldn't handle this automatical.
You need manualy create a party, and let your other pawn's escort the tamer.
Other mod with nonlethal weapons (pain stick,pain gun,shocker) or abilities (Vampire,werwolf,Jedi,Rim of magic) might help too.

Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: KozmoD on April 17, 2018, 12:59:32 PM
The non lethal weapon solution seems easier, but im gonna try escorting the tamer. Thx.
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: Call me Arty on April 22, 2018, 03:33:10 AM
 If nothing else, I just need to give credit to this mod on the basis that it has the best, most Rimworld-like graphics out of every mod I've ever seen for this game. Great job.
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: kubolek01 on April 22, 2018, 02:15:02 PM
Quote from: Call me Arty on April 22, 2018, 03:33:10 AM
If nothing else, I just need to give credit to this mod on the basis that it has the best, most Rimworld-like graphics out of every mod I've ever seen for this game. Great job.
I also think so. Althrough these creatures are a bit OP if they arrive in early game.
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: zizard on May 08, 2018, 04:12:51 AM
Is it normal to have a bunch of these spawn on map creation? Started with about 10 megafauna on a 225 map. Was pretty funny to open the ancient danger early and aggro daeodons onto the mechs.
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: The Real Soviet on May 08, 2018, 08:13:56 AM
Hi. I am curious, who did polish translation to this mod?  :)
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: Spino on May 09, 2018, 09:32:43 AM
Quote from: zizard on May 08, 2018, 04:12:51 AM
Is it normal to have a bunch of these spawn on map creation? Started with about 10 megafauna on a 225 map. Was pretty funny to open the ancient danger early and aggro daeodons onto the mechs.
I think you just got "lucky" with the percentages, though I have to admit that daeodons probably do spawn in groups a tad too big for what they are. It is the animal that most urgently needs some rebalancing.

Quote from: The Real Soviet on May 08, 2018, 08:13:56 AM
Hi. I am curious, who did polish translation to this mod?  :)
I actually made it myself - I'm Polish [:
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: Nameless on May 09, 2018, 11:12:06 PM
Yeah those damn pigs spawns quite often in large groups and just hard to deal with in the beginning of the game.
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: zizard on May 13, 2018, 10:38:05 PM
The predators very quickly clean their local part of the map, and end up attacking colonists much more frequently than vanilla animals. For example it is common for a few wolves to stay around the edges of the map eating squirrels etc indefinitely, whereas megafauna predators are easier to just kill on spawn. So the mega predator hunger rate might be a bit high. The vanilla predators' ratio of hunger rate to body size is about 4.5, whereas the ones in this mod are about 2.

I think megaloceros antlers might be missing a mass. They are assigned 1kg, which seems to be the default. Whereas most of the other animal body parts in the mod are 4kg.

I noticed the short face bear uses the same leather as the grizzly bear, which is very weak compared to other leathers in the mod.

As for taming, I haven't succeeded yet, but I think the only practical way is to rescue them and hope for a tend chance tame. And then one or two attempts afterwards while they are still weak, but after that just execute them. It's the logical conclusion when the manhunter chance to tame chance ratio is around 1 or above, like the Thrumbo. Some of the ratios are insane though. I saw a 45%, and by the time you eventually tame one, you will have killed enough that it would have been easier to buy several copies from exotic traders.
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: Hellgatsu on May 17, 2018, 03:32:42 PM
Hi, i ve just registered only to thank the OP for this great mod. The creatures feel really vanilla. It is hard to tame them as it should be but you 've got a couple of Mammooths friends you can feel really proud.
Also i wanted to ask: the sound of the saber tooth tigers, did you borrowed it from the classic Shadow Warrior?I m sure i already ear it somewhere.
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: Ironhand on June 07, 2018, 02:44:12 AM
Been playing with Megafauna for a while now. I love this mod. One issue I'm running into however is having any tamed omnivores or carnivores. If I leave them to fend for themselves at all, I look up a season or so later and half of the map is devoid of wildlife. Now I'm sure the Daedon (for instance) needs to eat a lot. But that seems like an awful lot more than is reasonable balance wise. How do you keep them fed if you plan on raising a small combat force of large animals like that?
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: pwaj8512 on June 15, 2018, 09:46:48 AM
Quote from: Canute on April 17, 2018, 03:42:59 AM
Quote from: KozmoD on April 16, 2018, 03:53:48 PM
A Quinkana have a 30% chance of getting manhunter and it has 8.62 DPS, how am I supposed to tame that ?
Did you ever saw some safari movies or documations about zoo's ?
Does the trainer/doc go alone to that animals ?

If you realy want to tame that kind of dangerous animal, you shouldn't handle this automatical.
You need manualy create a party, and let your other pawn's escort the tamer.
Other mod with nonlethal weapons (pain stick,pain gun,shocker) or abilities (Vampire,werwolf,Jedi,Rim of magic) might help too.
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: anonnz on July 01, 2018, 05:55:14 AM
ETA on 1.0?

Great mod.
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: Spino on July 28, 2018, 05:47:15 PM
Quote from: anonnz on July 01, 2018, 05:55:14 AM
ETA on 1.0?

Great mod.
No estimations, it'll be updated after the first stable release of 1.0 comes out.
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: MajsterX4 on July 30, 2018, 09:11:07 AM
Suggestion - Purussaurus
https://i.pinimg.com/originals/99/33/ec/9933ec9b1f3d81fe00d6a247de4848dd.png
http://www.prehistoric-wildlife.com/images/species/p/purussaurus-size.jpg
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: matheryn on September 02, 2018, 09:11:46 PM
are you going to update to b19 or wait till 1.0?
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: Giraffe on October 16, 2018, 05:09:17 PM
Hoping this gets updated soon. Adds much needed variety to the wildlife.

Also I love the idea of having a colony full of these huge herbivores as beasts of burden.
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: viperwasp on October 18, 2018, 03:28:24 AM
Quote from: Giraffe on October 16, 2018, 05:09:17 PM
Hoping this gets updated soon. Adds much needed variety to the wildlife.

Also I love the idea of having a colony full of these huge herbivores as beasts of burden.
I second this very awesome mod. Goes well with the Star Wars mods too I find. Taking on a giant beast with a light saber and force powers.
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: Kirby23590 on October 19, 2018, 09:12:42 PM
These creatures are really awesome and some are meant to be feared.

Having one for the colony allowing it to help your caravans or beat the crap out of those raiders, or even hunting one of them for a lot meat while risking danger.

I remember he said that the mod author might come back when Rimworld is released out of early access, so i may still have hopes for these creatures coming back... :D
Title: Re: [B18] Megafauna (v1.3.1) - More cenozoic beasts! - (06.04.2018 - Update #4)
Post by: Spino on November 01, 2018, 08:22:54 PM
It's been actually forever, but the update is finally live, my dudes.
There are important balance changes, unique sprites for dessicated creatures, and a whopping 15 new animals for you to check out, most of which were highly requested in the past, including the aurochs, deinotherium, and more giant arthropods!

(https://i.imgur.com/bmeb2tU.png)
(https://i.imgur.com/rChJrN2.png)

Note: the wiki will be updated later this week, I need a break from this [':
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: Nameless on November 01, 2018, 08:59:59 PM
Yesss, now just waiting for the mechanoid one and the game will be perfect again.
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: crusader2010 on November 02, 2018, 03:00:47 AM
Thanks!

By any chance, is the mod compatible with GeneticRim ?
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: Spino on November 02, 2018, 05:42:50 AM
Quote from: crusader2010 on November 02, 2018, 03:00:47 AM
By any chance, is the mod compatible with GeneticRim ?
It depends on what kinda compatibility you mean.
As in, are there new animal hybrids? Obviously not.
Can you extract DNA from megafauna animals or perform any other GeneticRim-exclusive operations on them? Nope, unless GeneticRim features some sort of default compatibility with animal mods.
Will using the two mods result in a conflict/crash? Haven't tested it but from what I can tell, there should be no conflicts.
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: crusader2010 on November 02, 2018, 06:35:54 AM
I was referring to the last 2 types of compatibility that you mentioned. Thanks for the answer!
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: moonra on November 02, 2018, 01:38:46 PM
Nice! Started playing RW again a couple days ago and was sad to see this wasn't updated yet, so I got Alpha Animals instead, but now I'll have to use both and I'm afraid I'll probably never see a vanilla animal again.
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Hydromancerx on November 19, 2018, 03:51:52 AM
Thank you for making past requests like the Aurochs, Giant Penguin and Platybelodon! I have some more requests.

Please make ...

- Aepycamelus (https://upload.wikimedia.org/wikipedia/commons/e/e3/Aepycamelus_Alticamelus_hharder.jpg) (aka Giraffe-Camel)
- Brontotherium (https://i.pinimg.com/originals/d4/ce/23/d4ce23191357aa1af9a8bbed43984e24.jpg)
- Chapalmalania (https://farm5.staticflickr.com/4321/35884791616_05990d7e9d_o.jpg)
- Columbian Mammoth (https://3c1703fe8d.site.internapcdn.net/newman/gfx/news/hires/2015/5645c4337a172.jpg)
- Diatryma (https://vignette.wikia.nocookie.net/edennoori/images/e/eb/Diatryma2.jpg/revision/latest?cb=20110913170617)
- Elephant Bird (https://orig00.deviantart.net/004d/f/2007/329/e/4/elephant_bird_by_ssjgarfield.jpg)
- Hemicyon (http://ichef.bbci.co.uk/wwfeatures/wm/live/1280_720/images/live/p0/2r/g4/p02rg4fx.jpg) (aka Bear-Dog)
- Ilingoceros (https://orig00.deviantart.net/5ef5/f/2015/288/5/f/ilingoceros__the_spiral_horned_pronghorn_by_willemsvdmerwe-d9d7acq.jpg)
- Kolponomos (https://i.dailymail.co.uk/i/pix/2016/03/02/11/31C378DB00000578-3472775-image-a-4_1456918039472.jpg) (aka Otter-Bear)
- Koolasuchus (http://www.geocities.co.jp/NatureLand/5218/ku-rasukusu.jpg)
- Synthetoceras (https://chasingsabretooths.files.wordpress.com/2017/02/synthetoceras-color.jpg)
- Thalassocnus (https://insider.si.edu/wp-content/uploads/2014/06/Thalassocnus-CarlBuell.jpg) (aka Marine Sloth)
- Thylacosmilus (https://qph.fs.quoracdn.net/main-qimg-2be38bed1cea130a9f8ba5d3aa350c60-c) (aka Marsupial Sabertooth)

Many thanks in advance!
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: Smexy_Vampire on November 19, 2018, 12:17:45 PM
Quote from: PixelBitZombie on July 17, 2017, 01:35:07 AM
So they may not have showed up in my map but I can buy eggs. This was either the dumbest idea or the smartest idea I've had.
I also just realized I have two people named Tater & Wedge  ;)

(http://i.imgur.com/jkLlvwa.png)
what mod is that collenest bar ? kf one is not updated ?
Title: Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
Post by: qurffe on November 19, 2018, 01:10:58 PM
Quote from: Smexy_Vampire on November 19, 2018, 12:17:45 PM
what mod is that collenest bar ? kf one is not updated ?

That image you are posting is from 2017 .... it is KF Colonist Bar, from times when it was updated, its not from 1.0
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: Smexy_Vampire on November 19, 2018, 07:58:46 PM
ok sorry :C i miss it
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: Sleeeper on November 20, 2018, 02:06:07 AM
https://github.com/azelion/RW_ColonistBarKF
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: eksynn on November 30, 2018, 01:52:24 PM
is there an alternative download link? maybe a github? the one in the OP isn't working
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: TheLunatic889 on December 31, 2018, 10:02:44 PM
I'm just wondering... The first page mentions that Saber-tooth tigers are a thing in the game already, can anyone confirm?
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: temple_wing on January 17, 2019, 08:37:13 AM
Would you please add support to combat extended?
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: Kori on January 17, 2019, 05:53:19 PM
Quote from: temple_wing on January 17, 2019, 08:37:13 AM
Would you please add support to combat extended?

There already is a patch, you can find it on steam. It is for B18, but you can find the 1.0 version on the author's github linked in the description.
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: moonra on February 01, 2019, 01:30:11 AM
Quote from: MajsterX4 on December 23, 2018, 02:12:01 PM
Other suggestions:
Syrian camel (https://vignette.wikia.nocookie.net/dinosaurs/images/e/ef/Camelus.jpg/revision/latest/scale-to-width-down/240?cb=20170312183219)
Megacamelus merriami (https://orig14.deviantart.net/42ca/f/2016/025/3/6/megacamelus_by_sameerprehistorica-d9p9lms.jpg)
Bison latifrons (https://t00.deviantart.net/D96S4Glz7IHNt8e3eJKYRD1n21w=/700x350/filters:fixed_height(100,100):origin()/pre00/7896/th/pre/f/2016/210/d/f/long_horned_bison_by_sameerprehistorica-d6hmonu.jpg) (aka long-horned bison)
Hippopotamus gorgops (https://prehistoric-fauna.com/image/cache/data/size/Hippopotamus1-738x591.jpg)
Palaeoloxodon namadicus (https://i.pinimg.com/originals/f6/19/62/f6196287ce4209a28c226a4cac43b3b1.jpg)
Equus giganteus (https://vignette.wikia.nocookie.net/parody/images/b/bc/Equus-giganteus.jpg/revision/latest?cb=20170506224333)
Archaeoindris (https://upload.wikimedia.org/wikipedia/commons/thumb/b/b5/Archaeoindris_fontoynonti.jpg/1200px-Archaeoindris_fontoynonti.jpg)
Arsinoitherium giganteum (https://www.newdinosaurs.com/wp-content/uploads/2016/11/961_arsinoitherium_sameerprehistorica.jpg)
Sarkastodon (https://sites.google.com/site/paleofilescom/_/rsrc/1299542307610/sarkastodon/Sarkastodon.jpg?height=246&width=400)
Megistotherium (https://i.pinimg.com/originals/2c/89/cc/2c89cc944c52c999409e0a46f8f63ac8.jpg)
Mongolonyx robustus (https://i.pinimg.com/originals/a0/21/b3/a021b3a68512402b93119ac43a842479.jpg)
Kelenken (https://i5.walmartimages.com/asr/9aa279e3-773e-49cb-992c-375dea832cfd_1.ec5d72a29742d6ca6b015578feb075e6.jpeg?odnHeight=450&odnWidth=450&odnBg=FFFFFF)
Brontornis (http://ornitofrenia.pl/wp-content/uploads/2014/07/brontornis2_951x667.jpg)
Rhamposuchus (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/44c7f2ed-926a-48db-9990-36aebee2df5b/d9tyyu9-733965b8-9665-49f6-b2c6-b111a8b2dd78.jpg)
Gryposuchus (https://i.imgur.com/YhBw6ks.jpg)
Nuralagus (https://i.guim.co.uk/img/static/sys-images/Observer/Pix/pictures/2011/10/18/1318937674109/Nuralagus-rex-with-a-mode-006.jpg?width=300&quality=85&auto=format&fit=max&s=5c22e5a4476b49ca8b115c7bf530572e)

And most important - Merry Christmas!

Many of those suggestions are very similar to animals already in the mod, we already have a large, flightless bird, we already have a giant otter, we already have a giant croc, etc. The big zebra would be cool, though, specially with Giddy Up.
Also, that big rabbit is freakin' weird, it looks like a bad photoshop!
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: whyareuhere on February 11, 2019, 12:46:17 AM
I've loaded the mod and unfortunately, only some of the Megafauna animals have descriptions. Not sure if it's a mod conflict or not, just says that there is an

"Exception filling window for Verse.Dialog_infoCard: System.Invalid.CastException: Cannot cast from source type to destination type."

Kinda annoying, as without the descriptions, for example, I couldn't tell that one of the giant Black Hive insects throws fireballs at you.
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: Canute on February 11, 2019, 03:23:46 AM
Since this mod is used by many people and none report this issue yet, it must be a mod conflict.

Try at first to move the mod at the end of the modlist and when that don't help nearly on top after the libaries (hugslib,jecstools,alienframework).
If that don't help either, a logfile would be helpful, hugslib log prefered (green "Share logs" button), but standard logfile + modconfig.xml works too.
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: Ra1612 on February 11, 2019, 06:17:28 PM
For some reason the only animal spawning is the daeodon while playing in boreal forest. I tried it with 8 different colony all in boreal forest and it's still the only animal spawning from megafauna. I even edited the spawn rate to 0.001 for the current colony but nothing changed, only daeodon.
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: whyareuhere on February 11, 2019, 06:29:24 PM
I've just tried seeing which mods conflict, and it seems that the CE mod conflicts directly - the CE patch for this mod doesn't work!
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: Canute on February 12, 2019, 03:37:46 AM
I don't see any Megafauna CE patch, where do you got it ?
Special since the latest change of this mod is far before the CE release.

Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: whyareuhere on February 12, 2019, 02:20:22 PM
Good point, acidentally got it from last year  :'(
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: Ra1612 on February 12, 2019, 04:52:38 PM
There is a patch. It's even on steam although it isn't bug free.

https://steamcommunity.com/sharedfiles/filedetails/?id=1092233785&searchtext=
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: sayheyjay on February 20, 2019, 12:06:33 AM
Any chance of getting a patch to allow usage with the biomes in Realistic Planets?
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: FadingFog on March 26, 2019, 01:46:07 PM
Hello, I've translated your mod into Russian
https://mega.nz/#!6VhRyI6C!_NzvhxRHJffX1x53hdZ1-zGFfBP7B6AjtXFOTOA6Ibw
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: do0my on April 07, 2019, 01:00:53 PM
Quote from: FadingFog on March 26, 2019, 01:46:07 PM
Hello, I've translated your mod into Russian
https://mega.nz/#!6VhRyI6C!_NzvhxRHJffX1x53hdZ1-zGFfBP7B6AjtXFOTOA6Ibw

Благодарю
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: alvarojsr on May 31, 2019, 11:31:50 AM
Hello i can't load your mod for some reason, l always get this error : [ModCheck] Internal failure patching Verse.LoadedModManager.ApplyPatches
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: Canute on May 31, 2019, 01:24:33 PM
alvarojsr,
with the new Rimworld release there is a small issue with Modcheck. Until mod that use the modcheck.dll like this mod, you should use Modcheck as mod and place it at the top of your modlist.
https://github.com/Nightinggale/ModCheck
or use the workshop one.
Title: Re: [1.0] Megafauna (v1.4) - More cenozoic beasts! - (01.11.2018 - Update #5)
Post by: alvarojsr on May 31, 2019, 05:39:17 PM
Thank you very much
Title: Re: [1.0] Megafauna (v1.4.1) - More cenozoic beasts! - (13.09.2019 - Update #6.5)
Post by: Spino on September 13, 2019, 05:02:11 PM
Tiny update. Extremely late but hey, better late than never.

Changes:
         - replaced the ModCheck .dll with the most recent release / updated the "About" file to make sure it doesn't throw any errors.
Title: Re: [1.0] Megafauna (v1.4.1) - More cenozoic beasts! - (13.09.2019 - Update #6.5)
Post by: Hydromancerx on March 02, 2020, 04:46:05 PM
ETA on an update for 1.1?
Title: Re: [1.1] Megafauna (v1.4.2) - More cenozoic beasts! - (22.03.2020 - Update #6.55)
Post by: Spino on March 22, 2020, 06:16:22 PM
Updated the mod to 1.1, for now with no A Dog Said... compatibility - waiting for a ModCheck update.
It can still be used alongside ADS, obviously, it's just that you won't be able to perform ADS operations on Megafauna animals.

There should be no more errors.

EDIT:
Updated once again, ADS compatibility is back. There were some major errors that should hopefully be fixed now.
Title: Re: [1.1] Megafauna (v1.4.2) - More cenozoic beasts! - (22.03.2020 - Update #6.55)
Post by: temple_wing on March 22, 2020, 09:15:59 PM
Would you please provide nexus download?
Title: Re: [1.1] Megafauna (v1.4.3) - More cenozoic beasts! - (22.03.2020 - Update #7.5)
Post by: Hydromancerx on July 12, 2020, 02:44:09 PM
Some requests ...

1. Simosuchus (https://en.wikipedia.org/wiki/Simosuchus) (aka "Pug Croc")

2. Beelzebufo (https://en.wikipedia.org/wiki/Beelzebufo) (aka "Devil Toad")

3. Cygnus falconeri (https://en.wikipedia.org/wiki/Cygnus_falconeri) (aka "Giant Swan")

4. Mystacina (https://en.wikipedia.org/wiki/Mystacinidae) (aka "Walking Bat")

5. Pontolis (https://en.wikipedia.org/wiki/Pontolis) (aka "Giant Walrus")

Thanks in advance!
Title: Re: [1.2] Megafauna (v1.4.3) - More cenozoic beasts! - (10.10.2020 - Update #8)
Post by: darkewrathe on April 11, 2021, 11:32:38 PM
does anyone have a link to the a17 version as the current one linked here is dead