Yay.Thank you, too!
Very nice. Thank you
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
I am waiting for them to show up too, they are really beautiful.Thanks, glad you think so ;D
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!
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!
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:
Dire wolfs and saber tooths would be awesome! Definitely downloading.
(https://s-media-cache-ak0.pinimg.com/736x/8f/79/9f/8f799fac3dc71cd895e82e9dd3d06bbe--fantasy-illustration-female-warriors.jpg) | Dire wolfs and saber tooths would be awesome! Definitely downloading. pics or it didn't happen |
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.
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).
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!
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.
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.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.
Awesome mod!! :)Thanks for the suggestions, I'll consider them whenever I get to work on an update for this!
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
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.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.
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.
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.As @moonra said, Paraceratherium weighs 700 kg, are you using any other mods that could mess with something like this?
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!
how should i put it in mod list for a dog said ?
after dog said and dog said easy patcher?
or before them??
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)
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.
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.Caravans don't sell pack animals.
Anyone else have this issue?
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.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.Caravans don't sell pack animals.
Anyone else have this issue?
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.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.
Actually, this is quite easy to patch. Just edit getTraderCaravanRole so it would sell pack animals without a load.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.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.
if (p.kindDef.RaceProps.packAnimal)
{
return TraderCaravanRole.Carrier;
}
to if (p.kindDef.RaceProps.packAnimal && p.inventory.innerContainer.Any)
{
return TraderCaravanRole.Carrier;
}
If someone could make this happen (and let me use it) I'd be the most happiest modders alive :-DWish 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.
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
I got this when trying to sell Doedicurus shells to an exotic goods ship: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!Code: [Select]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.
The Snake is beautiful too big, it just looks weird next to every other creature in the game, even without comparing the sizes.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.
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
Because of you now I want a chocobo mod :-$
Do these!That was actually an interesting watch, thanks for the suggestions!
https://www.youtube.com/watch?v=AtVGwHPzyNc
Before I become a sinner myself by talking bullshit .. I asked my old friend mr. google who told me to ask ms. wikipedia.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.
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 ..
Arthropleura can't eat live plants - is it intentional?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.
Paraceratherium has quite high chance to attack on tame attempt, more than some predators. Not very "gentle".
Hi!I appreciate the suggestion but this mod is supposed to be about animals that have actually existed, and not fictional ones, sorry, man.
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
Arthropleuras lays eggs, but they are never fertilized.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.
Titanis eggs are very expensive, even if not fertilized, but as food are no better than any other eggs.
So much money I can't make :'(Just keep them shells in a safe place and wait patiently for an update, it should be done fairly soon :]
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)
DirewolfAlready in animal collab project.
First of all, I absolutely loved this mod and the idea behind it.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 ;)
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
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?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.
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? ;pJust to make sure - what about Doedicurus?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.
- reduced meat/leather yield of paraceratherium/titanoboa,
- added 6 more animals.
Enjoy!
Yeah more animals, thank you Spino!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.
I fucking love the Rhino.
I was about to propose some help for an ADS compatibility patch ;) Thank you Spoon !
Impressive Vanilla like art style. Good work.Thank you, good sir :D
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.
Question: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.
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?
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...?
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!
Didn't make any changes to humans or vanilla animals.
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
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 :^)
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".
<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 :)
Thanks a lot! What spawn rate would be about average?You're welcome!
<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>
<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>
<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>
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 ;DUhm... It's 1 bodysize unit higher than a Thrumbo, you want a Terminator by increasing it?!
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 ;DUhm... It's 1 bodysize unit higher than a Thrumbo, you want a Terminator by increasing it?!
A Dog Said Compatibility patch throws an error when I enable it.
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.
Why all play with this autopatch... it don't feel satisfying to make it work anymore ;'(kubolek, this is called customer service for gamer.
Why all play with this autopatch... it don't feel satisfying to make it work anymore ;'(
Is it "Viable" to make a compatibility patch for Combat Extended?
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 ?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 ;)
Also, I never ever saw a trader selling any Megafauna animal, just mounting on them cause Giddy Up.
Its all this intended ?
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 ?
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.
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.
Hi. I am curious, who did polish translation to this mod? :)I actually made it myself - I'm Polish [:
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.
ETA on 1.0?No estimations, it'll be updated after the first stable release of 1.0 comes out.
Great mod.
Hoping this gets updated soon. Adds much needed variety to the wildlife.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.
Also I love the idea of having a colony full of these huge herbivores as beasts of burden.
By any chance, is the mod compatible with GeneticRim ?It depends on what kinda compatibility you mean.
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.what mod is that collenest bar ? kf one is not updated ?
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 ?
Would you please add support to combat extended?
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!
Hello, I've translated your mod into Russian
https://mega.nz/#!6VhRyI6C!_NzvhxRHJffX1x53hdZ1-zGFfBP7B6AjtXFOTOA6Ibw