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RimWorld => Mods => Releases => Topic started by: WalkingProblem on December 07, 2017, 02:05:42 PM

Title: [B19] Wild Animal Sex 3.2 - Now it just feels... natural....~
Post by: WalkingProblem on December 07, 2017, 02:05:42 PM
(http://walkingproblem.com/wp-content/uploads/2017/12/preview-1.png)

LET THERE BE SEX!!!

A mini-mod for those players who (like me), prefer the wild animals to behave normally – and actually mate in the wild.

Have fun!

If you do not want Boom Rats and Boomalopes: http://walkingproblem.com/2018/01/17/b18-no-boom-boom/



FORUM LINK: https://ludeon.com/forums/index.php?topic=37461.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/wild-animal-sex-ver3-2/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1224175982



OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem

---

CHANGELOG 3.2:
– corrected prey calculation error. Now the prey calculation is correct now.

CHANGELOG 3.1:
– time counting for predator and prey introduction is redone; previously I mistakenly use Real Time to calculate spawning; it is now in game time
– predators in prey overpopulation situation will only spawn every half a day
– prey introduction only dice roll once a day (1/6 chance to spawn new prey animal)
– added mod setting option to disable seeing the Overpopulation and Stable population alerts to have a more "realistic" game experience

CHANGELOG 3.0:
– big predators are only introduced 1/3 the chances of smaller predators
– new preys will now be introduced at random as long as the map is not overpopulated prey. This is done because the game will not introduce new prey once the vanilla game's animal limit is hit.
– predators entering via prey overpopulation now enters hungry (so they will hunt immediately)
– added "ecosystem is balanced" alert to keep player informed of the prey and predator numbers
– now prey and predator population will always be shown via the alert on the right column of the screen
– changed the codes to ensure that new animals are always introduced from the edge of the map

CHANGELOG 2.2:
– Changed Level 10 Prey Population Limit to "No Limit"

CHANGELOG 2.1:
– Removed "Biome Not Full" debug log.

CHANGELOG 2.0:
– Added Mod Setting option to adjust Prey Population Limit

CHANGELOG 1.7:
– Double prey population limit to previous level (sorry lagging guys, get a new computer)
– Added Prey Limit, Current Prey Population, Number of Prey and Number of Predator stats to the Overpopulation Alert description box

CHANGELOG 1.6:
– Reduced prey population limit by half.
– Disable deterioration for vanilla fertilized eggs.

CHANGELOG 1.5:
– Slowed down predator spawn to once a day
– Disable spawning of "unnatural animals"
– Fixed spawning locations
– Doubled prey population limit

CHANGELOG 1.4:
– Now the mod detects prey population in relation to how much prey a biome can support
– If there is an overpopulation of prey, predators will be spawned periodically until the prey population drop below the overpopulation limit
– Hunger rates of all the predators are reset back to default

CHANGELOG 1.3:
– Increased predators spawn rates by 3 times.

CHANGELOG 1.2:
- Increased most predators hunger rates by at least twice
- This is to balance against the increased number of rodent preys from breeding

CHANGELOG 1.1:
– Enabled pets to mate with wild animals (and vice versa)
– As this update remove faction check, pets – wild animals – other faction's pets – caravan animals : may all have a big orgy.
Title: Re: [B18] WILD ANIMAL SEX V1.0
Post by: DepOpt on December 07, 2017, 02:50:56 PM
So, wild animals mating and breeding? Hells yes. This is kind of a simple thing, but a very cool one.
Title: Re: [B18] WILD ANIMAL SEX V1.0
Post by: WalkingProblem on December 07, 2017, 03:13:43 PM
Quote from: DepOpt on December 07, 2017, 02:50:56 PM
So, wild animals mating and breeding? Hells yes. This is kind of a simple thing, but a very cool one.

Its just got more complex:

VERSION 1.1 RELEASED!!!

NOW WILD ANIMALS HAVE SEX WITH YOUR PETS TOO!!! (and vice versa)

CHANGELOG 1.1:
– Enabled pets to mate with wild animals (and vice versa)
– As this update remove faction check, pets – wild animals – other faction's pets – caravan animals : may all have a big orgy.
Title: Re: [B18] WILD ANIMAL SEX V1.1 - Pet can now have sex with wild animals
Post by: kubolek01 on December 07, 2017, 04:05:00 PM
Just few words:Mad One Man Mod Co.
Title: Re: [B18] WILD ANIMAL SEX V1.1 - Pet can now have sex with wild animals
Post by: WalkingProblem on December 07, 2017, 06:46:38 PM
Quote from: kubolek01 on December 07, 2017, 04:05:00 PM
Just few words:Mad One Man Mod Co.

LOL!  And its not even a real company... yet~

And I'm currently working on my own version of the Pregnancy mod.

Join my discord to learn more. =P
Title: Re: [B18] WILD ANIMAL SEX V1.1 - Pet can now have sex with wild animals
Post by: h1tmanc on December 07, 2017, 07:06:32 PM
I was actually wondering why this isn't in the game just earlier on, but doesn't your map just end up ultra overpopulated with wild animals eventually?
Title: Re: [B18] WILD ANIMAL SEX V1.1 - Pet can now have sex with wild animals
Post by: bonebaby on December 07, 2017, 07:13:17 PM
Quote from: h1tmanc on December 07, 2017, 07:06:32 PM
I was actually wondering why this isn't in the game just earlier on, but doesn't your map just end up ultra overpopulated with wild animals eventually?

I've not played ling term on this, but what I noticed is that there is a sort of equilibrum that happens.  When there are too many animals on the map, they begin exiting said map.

-BB
Title: Re: [B18] WILD ANIMAL SEX V1.1 - Pet can now have sex with wild animals
Post by: h1tmanc on December 07, 2017, 07:16:12 PM
Quote from: bonebaby on December 07, 2017, 07:13:17 PM
Quote from: h1tmanc on December 07, 2017, 07:06:32 PM
I was actually wondering why this isn't in the game just earlier on, but doesn't your map just end up ultra overpopulated with wild animals eventually?

I've not played ling term on this, but what I noticed is that there is a sort of equilibrum that happens.  When there are too many animals on the map, they begin exiting said map.

-BB
Ah nice, I suppose that just happens naturally in the game anyway, I'll notice like an herd of elephants for instance, then when I decide to hunt them like a week later they'll be gone of the map.
Title: Re: [B18] WILD ANIMAL SEX V1.1 - Pet can now have sex with wild animals
Post by: WalkingProblem on December 07, 2017, 08:19:48 PM
Yeah, animals do leave the map for various reasons.

The most obvious reasons are wrong temperature and starving.

Of course, I am able to remove the codes and stop them from leaving the map once they enter... would you guys want that? =P
Title: Re: [B18] WILD ANIMAL SEX V1.1 - Pet can now have sex with wild animals
Post by: Malacai on December 07, 2017, 08:45:32 PM
If you decide to not let them leave make it optional please.

I just added the mod to my fresh game. Still had it paused right after landing. After adding the mod i unpause and every single animal decides it is high time for a mapwide orgy. Safe to say it works  ;D
Title: Re: [B18] WILD ANIMAL SEX V1.1 - Pet can now have sex with wild animals
Post by: Ruptga on December 07, 2017, 08:47:06 PM
Quote from: Walking Problem on December 07, 2017, 08:19:48 PM
Yeah, animals do leave the map for various reasons.

The most obvious reasons are wrong temperature and starving.

Of course, I am able to remove the codes and stop them from leaving the map once they enter... would you guys want that? =P
What could go wrong?

(http://78.media.tumblr.com/968cb2ad4d08a8661d2064ed5ba08568/tumblr_ofeil0CQxA1vevfzdo1_1280.jpg)
Title: Re: [B18] WILD ANIMAL SEX V1.1 - Pet can now have sex with wild animals
Post by: h1tmanc on December 07, 2017, 08:53:56 PM
Quote from: Ruptga on December 07, 2017, 08:47:06 PM
Quote from: Walking Problem on December 07, 2017, 08:19:48 PM
Yeah, animals do leave the map for various reasons.

The most obvious reasons are wrong temperature and starving.

Of course, I am able to remove the codes and stop them from leaving the map once they enter... would you guys want that? =P
What could go wrong?


hahaha that's great  ;D
Title: Re: [B18] WILD ANIMAL SEX V1.1 - Pet can now have sex with wild animals
Post by: Vlad0mi3r on December 07, 2017, 09:29:35 PM
Quote from: Malacai on December 07, 2017, 08:45:32 PM
If you decide to not let them leave make it optional please.

I just added the mod to my fresh game. Still had it paused right after landing. After adding the mod i unpause and every single animal decides it is high time for a mapwide orgy. Safe to say it works  ;D

Yeah definitely leave optional. I will try this one once I complete my vanilla A18 run.
Title: Re: [B18] WILD ANIMAL SEX V1.1 - Pet can now have sex with wild animals
Post by: SpaceDorf on December 08, 2017, 03:28:13 AM
Petsplosions Everywhere :)

Nice to see how that old Minion Bug became a feature  ;)
Title: Re: [B18] WILD ANIMAL SEX V1.1 - Pet can now have sex with wild animals
Post by: WalkingProblem on December 08, 2017, 04:01:44 AM
Quote from: SpaceDorf on December 08, 2017, 03:28:13 AM
Petsplosions Everywhere :)

Nice to see how that old Minion Bug became a feature  ;)

Its actually not a bug, its actually something I left in because I like.

But as the mod progress - I wanted to give Minions their own think node, instead of using "leaving footsteps" as a way to determine who is the Minions (since before that, my modding ability is still too green)

So as I moved away from using the vanilla animal thinknode - the entire breeding is removed. 

So now its a mod on its own. LOL
Title: Re: [B18] WILD ANIMAL SEX V1.1 - Pet can now have sex with wild animals
Post by: WalkingProblem on December 08, 2017, 04:02:26 AM
Quote from: Malacai on December 07, 2017, 08:45:32 PM
If you decide to not let them leave make it optional please.

I just added the mod to my fresh game. Still had it paused right after landing. After adding the mod i unpause and every single animal decides it is high time for a mapwide orgy. Safe to say it works  ;D

I will need to find out how to create mod settings/options first (HugsLib) - which I never done before.
Title: Re: [B18] WILD ANIMAL SEX V1.1 - Pet can now have sex with wild animals
Post by: CannibarRechter on December 08, 2017, 07:47:15 AM
> NOW WILD ANIMALS HAVE SEX WITH YOUR PETS TOO!!! (and vice versa)

Need cross-breed sex, too. Because: reasons.
Title: Re: [B18] WILD ANIMAL SEX V1.1 - Pet can now have sex with wild animals
Post by: SpaceDorf on December 08, 2017, 08:03:24 AM
Sensible for related species esp. wild and domestic variants
Dogs and Wolves, Bovines and Muffalos, Pigs and Wild Boars, Refineries and Boomalopes,
Spacers and Tribals

though I know, technically maybe impossible.
Title: Re: [B18] WILD ANIMAL SEX V1.1 - Pet can now have sex with wild animals
Post by: RyanRim on December 08, 2017, 09:28:52 AM
I saw the title - I installed

Just for my information, is it compatible with the genetics mod mid-game?
Title: Re: [B18] WILD ANIMAL SEX V1.1 - Pet can now have sex with wild animals
Post by: Goranchero on December 08, 2017, 03:17:42 PM
Quote from: SpaceDorf on December 08, 2017, 08:03:24 AM
Pigs and Wild Boars

This. Them sows need some wild boar love.
Title: Re: [B18] WILD ANIMAL SEX V1.1 - Pet can now have sex with wild animals
Post by: h1tmanc on December 08, 2017, 04:24:22 PM
Quote from: Goranchero on December 08, 2017, 03:17:42 PM
Quote from: SpaceDorf on December 08, 2017, 08:03:24 AM
Pigs and Wild Boars

This. Them sows need some wild boar love.
Nah, we need more boomalopes fucking refineries imo.
Title: Re: [B18] WILD ANIMAL SEX V1.1 - Pet can now have sex with wild animals
Post by: WalkingProblem on December 09, 2017, 03:24:40 AM
Quote from: CannibarRechter on December 08, 2017, 07:47:15 AM
> NOW WILD ANIMALS HAVE SEX WITH YOUR PETS TOO!!! (and vice versa)

Need cross-breed sex, too. Because: reasons.

It will "break" your game honestly... imagine a female boomrat enters the map, the entire male population of all animals rush to sex it....

It would be funny and sad at the same time...

Quote from: RyanRim on December 08, 2017, 09:28:52 AM
I saw the title - I installed

Just for my information, is it compatible with the genetics mod mid-game?

Yes.

Quote from: SpaceDorf on December 08, 2017, 08:03:24 AM
Sensible for related species esp. wild and domestic variants
Dogs and Wolves, Bovines and Muffalos, Pigs and Wild Boars, Refineries and Boomalopes,
Spacers and Tribals

though I know, technically maybe impossible.

Would be difficult, since they are not considered the same species of animal in the game - its hard to manage it - not to mention modded animals. How is the game going to tell what are dogs, what are pigs?
Title: Re: [B18] WILD ANIMAL SEX V1.1 - Pet can now have sex with wild animals
Post by: Canute on December 09, 2017, 03:49:16 AM
If this would be possible we don't need genetic rim ! :-)
Title: Re: [B18] WILD ANIMAL SEX V1.1 - Pet can now have sex with wild animals
Post by: WalkingProblem on December 09, 2017, 02:50:45 PM
Quote from: Canute on December 09, 2017, 03:49:16 AM
If this would be possible we don't need genetic rim ! :-)

Thats why you need Genetic Rim. LOL
Title: Re: [B18] WILD ANIMAL SEX V1.1 - Pet can now have sex with wild animals
Post by: WalkingProblem on December 09, 2017, 04:56:21 PM
[B18] Wild Animal Sex V1.2

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=37461.0
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1224175982
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/wild-animal-sex-ver1-2/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem

---

CHANGELOG 1.2:
- Increased most predators hunger rates by at least twice
- This is to balance against the increased number of rodent preys from breeding
Title: Re: [B18] WILD ANIMAL SEX V1.2 - Predators hunger rate now increased.
Post by: SpaceDorf on December 10, 2017, 12:39:52 AM
Quote from: Walking Problem on December 09, 2017, 04:56:21 PM

CHANGELOG 1.2:
- Increased most predators hunger rates by at least twice
- This is to balance against the increased number of rodent preys from breeding

This could backfire in predators attacking colony animals all the time.
In my current game I got the feeling hyenas ( similiar to wolves ) always go for my baby minions, even if there are tons of ducks and rabbits around.
Title: Re: [B18] WILD ANIMAL SEX V1.2 - Predators hunger rate now increased.
Post by: WalkingProblem on December 10, 2017, 01:45:05 AM
Quote from: SpaceDorf on December 10, 2017, 12:39:52 AM
This could backfire in predators attacking colony animals all the time.
In my current game I got the feeling hyenas ( similiar to wolves ) always go for my baby minions, even if there are tons of ducks and rabbits around.

I would call that "realism".

LOL!

In the real world, in the wild, Lions and other predators often prey on domesticated animals, because they are easy prey.
Title: Re: [B18] WILD ANIMAL SEX V1.2 - Predators hunger rate now increased.
Post by: SpaceDorf on December 10, 2017, 07:34:04 AM
I see it now.

Sneaking past a trapped and guardad entrance to kill a tiny littly minion baby is so much easier than trying to hunt down a healthy wild rabbit.
Title: Re: [B18] WILD ANIMAL SEX V1.2 - Predators hunger rate now increased.
Post by: Zalpha on December 10, 2017, 09:18:06 AM
I use Allow Tool and WILD ANIMAL SEX mod.

Thanks to the wild animals have sex mod and how easy it is too tame a rat (I wanted to level up my skill) I used the all of the 'Select Similar' Tool and set about to tame all the maps rats.

Soon I had 6 rats that where pregnant, next thing I know I have 20 rats. I then trained them and created a rat army which when I get attacked, I set the plague on them. It is really the first time I have role-played while playing. I re-named my trainer too 'The Rat King' and have the horde following their master around. It is super sweet.

I created an account just to post this. XD
Title: Re: [B18] WILD ANIMAL SEX V1.2 - Predators hunger rate now increased.
Post by: Zalpha on December 10, 2017, 09:19:54 AM
Could we have the option to customize the mod in the Options Menu?

Here is why, so I just have just go into modding this Friday and have started a new game with this mod. I trained some easy to tame creatures, rats and turkeys. I managed to tame quite a few rats but only two male turkeys, the females where killed off by predators before they made it to tame them. So I got screwed over. Also animals take time to give birth, with the wild animals killing them off so fast, few would make it I think. I would only enable double hunger option if my game started to lag otherwise the game seems to balance itself out with wild creatures. I don't think it drops bellow 20 or goes more than 50 creatures on a map at any time. I could be wrong but that is just been my observation guess.

The problem with, Increased most predators hunger rates by at least twice is that they don't target the mob that is over populated but rather random I guess and you could loose out on some mobs on your map due too breading pairs killed off or of that type all together. If it could be coded target to over pupulation (more than 4 or 6 I guess) of a type creature and ignore tamed creatures (those in a pen, it would be wierd if they started braking down doors to get at the specific type due to it being over populated by the players design or ended up starving to death because they can't reach their target) then this mod would be perfect. 

I started playing with 1.1 and will be sticking with it. If my creatures get out of control, I will consider updating. If had the option to customised the mod in the menu for my needs at the time, then I would stick with the current version. So far I haven't had an over the population issue other than with my rat army but that is by choice, I could always kill them off it becomes an issue.

Anyway I am happy with the way it was but I can see a need for the predators if it gets out of hand, but you could always just hunt them to death if you wanted.

Edited for typos.
Title: Re: [B18] WILD ANIMAL SEX V1.2 - Predators hunger rate now increased.
Post by: WalkingProblem on December 10, 2017, 01:54:31 PM
Quote from: Zalpha on December 10, 2017, 09:18:06 AM
I use Allow Tool and WILD ANIMAL SEX mod.

Thanks to the wild animals have sex mod and how easy it is too tame a rat (I wanted to level up my skill) I used the all of the 'Select Similar' Tool and set about to tame all the maps rats.

Soon I had 6 rats that where pregnant, next thing I know I have 20 rats. I then trained them and created a rat army which when I get attacked, I set the plague on them. It is really the first time I have role-played while playing. I re-named my trainer too 'The Rat King' and have the horde following their master around. It is super sweet.

I created an account just to post this. XD

Nice!

From my testings (short one though), the predators hunt more or less once a day. And if they over hunt, the game "by right" should be spawning new animals into the map.... So it should be balanced.

Like I used to hunt all the rats on my map, and before I know it, the rats are back on the menu. You can just stick to 1.1.

As for mod option - the main reason is because I have yet to learn HugsLib. So no mod options until I learn that. haha
Title: Re: [B18] WILD ANIMAL SEX V1.2 - Predators hunger rate now increased.
Post by: Zalpha on December 13, 2017, 02:00:33 PM
Feedback: Updating to 1.2 XD

So on my other play through when I first played with this mod. I had a huge visible world that balanced itself out with a large amount of predators that bread and spawned with the mobs. I never had an issue (at least I think they bread as well, well I didn't have any issues with this mod). I added a few more mods and started a new world to use them, a mountainous alcove, most of the map hidden, with only a small area visible. I only had 1 Panther and 6-10 boars in that area, then I had 30 boars and only 1 panther, it got out of control. At one point before I reloaded, animal revenge resulted in 30 wild boar attacking me all at once. XD

I used the god mode cheat and spawned a few more predators but they instead went after my tamed animals, so it didn't help.

A lightning storm caused a wild fire that killed half of the wild animals for a while, that helped but soon I was over run again. The mobs in a huge map aren't so noticeable compared to a cramped space. I am unsure if the game loads assets you can't see but I don't think it does so all 50 or so animals allowed on the map came to swarm over me.

I can see the need to balance it out with more hunger.
Title: Re: [B18] WILD ANIMAL SEX V1.2 - Predators hunger rate now increased.
Post by: SpaceDorf on December 14, 2017, 05:47:36 AM
This mod becomes really scary when you combine it with RF's rascally rabbits or WP's own Rabbids ..

suddenly there are about 80-100 small critters on the map that devour everything in their path.
I think only Caerbannog Rabbits can compete with this amount of pray.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: WalkingProblem on December 15, 2017, 05:16:57 PM
WILD ANIMAL SEX VER1.3 RELEASED!!!

Now with more predators to keep the population in control~~

CHANGELOG 1.3:
– Increased predators spawn rates by 3 times.

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=37461.0
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1224175982
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/wild-animal-sex-ver1-3/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: wwWraith on December 16, 2017, 02:24:30 AM
Wouldn't it be better to just inject some lower chance for wild animals to get sex / become pregnant / actually give birth? Probably even dynamically linked / scaled to the vanilla chance of the animals coming from the "outer world" or just their current numbers, so it will behave like the new animals will be born instead of just spawned when they are not too many of them. This way the population will be auto-regulated without other changes that may lead to unbalancing in other gameplay areas.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: WalkingProblem on December 16, 2017, 04:44:48 AM
Quote from: wwWraith on December 16, 2017, 02:24:30 AM
Wouldn't it be better to just inject some lower chance for wild animals to get sex / become pregnant / actually give birth? Probably even dynamically linked / scaled to the vanilla chance of the animals coming from the "outer world" or just their current numbers, so it will behave like the new animals will be born instead of just spawned when they are not too many of them. This way the population will be auto-regulated without other changes that may lead to unbalancing in other gameplay areas.

These mechanics are already in the vanilla game. 

So when there is an over population due to new births, no new animals will be introduced.

Thats why I need my vanilla predators to spawn (because sometimes, they do not spawn at all - and they causes the overpopulation issue)
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: wwWraith on December 16, 2017, 05:50:52 AM
I used a first version of this mod for my colony that is now 2 years old and there are more than hundred capybaras and wild boars and only 1 panther who evidently won't reproduce. I also have a pack of dogs that hunt them. But herbivores still grow their numbers and don't seem to leave the map even while the most of it was burned so they should have problems with grazing. Also I probably won't get any new species while there are too many animals exist already. Now I'm afraid to try newer version with more predators because it looks like I may get the same hundred of them, too, while they won't hunt some animal species at all (e.g. boomrats/boomalopes and large herbivores like elephants or megasloths).

I mean, while in vanilla the map "balances" at e.g. 30 animals, with this mod it becomes stable with 150. And I think it alters the gameplay too much (thought it may be called still balanced gameplay-wise as it brings more both advantages and dangers for colonists). So I think it's better to find some way to prevent overpopulation at all rather than trying to deal with it afterwards. And the most logical way that comes to my mind is to let wild animals reproduce only when their numbers are low.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: Harry_Dicks on December 16, 2017, 10:17:04 AM
Link in the OP for non Steam download still leads to v1.2.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: SpaceDorf on December 16, 2017, 11:08:02 AM
The problem is the bodysize of the prey animals.

predators only hunt animals smaller than themselves. Thats why anything larger than muffalos only get hunted by bears and only when there is nothing else for them to eat.

The only solution I see for this is an overhauled predator / prey behavior.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: kaptain_kavern on December 16, 2017, 11:21:53 AM
Which I already have done (at least some) in my Vanilla Animal Overhaul.

I've made more animals predators, and change some maxPreyBodysize values :-) (which can be superior to predator size if set specifically).

I also can adjust/add more tweaks to my mod try to address this... I'm open to suggestion as well as I'm willing to help for Walking Problem 's one.

Best regards, colleagues
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: WalkingProblem on December 16, 2017, 04:42:29 PM
Quote from: wwWraith on December 16, 2017, 05:50:52 AM
I used a first version of this mod for my colony that is now 2 years old and there are more than hundred capybaras and wild boars and only 1 panther who evidently won't reproduce. I also have a pack of dogs that hunt them. But herbivores still grow their numbers and don't seem to leave the map even while the most of it was burned so they should have problems with grazing. Also I probably won't get any new species while there are too many animals exist already. Now I'm afraid to try newer version with more predators because it looks like I may get the same hundred of them, too, while they won't hunt some animal species at all (e.g. boomrats/boomalopes and large herbivores like elephants or megasloths).

I mean, while in vanilla the map "balances" at e.g. 30 animals, with this mod it becomes stable with 150. And I think it alters the gameplay too much (thought it may be called still balanced gameplay-wise as it brings more both advantages and dangers for colonists). So I think it's better to find some way to prevent overpopulation at all rather than trying to deal with it afterwards. And the most logical way that comes to my mind is to let wild animals reproduce only when their numbers are low.

Actually you over worried. Like you mentioned, in vanilla, there could only be 1 predator. So when I raised it 3 times, all I did was to ensure that the few predators species actually spawn to put the ecosystem into a balance. I did my testings and it should kindda work (dun forget you may kill the predators yourself as well) 

But if your map is already full of creatures... you just need to wait for a toxic fallout or a massive fire to get them all killed, so the ecosystem can rebalance itself (because I dun think the predators can eat THAT much)

Seriously, try the new version before voicing out concerns which could already been addressed in the release.

Quote from: Harry_Dicks on December 16, 2017, 10:17:04 AM
Link in the OP for non Steam download still leads to v1.2.

Oops. Sorry. Updated.

for your convenience: http://walkingproblem.com/sdm_downloads/wild-animal-sex-ver1-3/

Quote from: SpaceDorf on December 16, 2017, 11:08:02 AM
The problem is the bodysize of the prey animals.

predators only hunt animals smaller than themselves. Thats why anything larger than muffalos only get hunted by bears and only when there is nothing else for them to eat.

The only solution I see for this is an overhauled predator / prey behavior.

Which also means there wont be "over-population" issues. Because baby animals of even Muffalos, will get hunted by wolves.

(sidenote: bears are actually quite rare in Rimworld, based on what I see in the settings)

Quote from: kaptain_kavern on December 16, 2017, 11:21:53 AM
Which I already have done (at least some) in my Vanilla Animal Overhaul.

I've made more animals predators, and change some maxPreyBodysize values :-) (which can be superior to predator size if set specifically).

I also can adjust/add more tweaks to my mod try to address this... I'm open to suggestion as well as I'm willing to help for Walking Problem 's one.

Best regards, colleagues

Currently, I need people to try the new version and see if there is balance. Because I think its balanced now with the new update. I took 4-5 hours just to do this balancing.

Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: Madman666 on December 17, 2017, 04:18:28 AM
So will this mod update my map's predator spawn rate if I add it to existing save?
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: WalkingProblem on December 17, 2017, 01:05:00 PM
Quote from: Madman666 on December 17, 2017, 04:18:28 AM
So will this mod update my map's predator spawn rate if I add it to existing save?

Yes.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: Madman666 on December 17, 2017, 02:33:05 PM
Quote from: Walking Problem on December 17, 2017, 01:05:00 PM
Yes.

Ok, good to know. I will try it out)) Having triple spawn of double-hungry predators seems too damn scary though.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: WalkingProblem on December 17, 2017, 03:09:58 PM
Quote from: Madman666 on December 17, 2017, 02:33:05 PM
Ok, good to know. I will try it out)) Having triple spawn of double-hungry predators seems too damn scary though.

Honestly, you wont even "feel it".

It only sounds scary.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: Falia18 on December 18, 2017, 08:34:39 AM
Hi !
(First of all, sorry if I make mistake, english isn't my native tongue :D)
I tried your mod on my save because I liked the idea of wild animals to breed !

I played for like 10 hours without problem, but then, I started to notice some lags when I was playing in 3x speed. I thought it won't last, but it was only getting worst as time passes. As I tried a lot of new mods in a row, I didn't know what caused that, until I noticed a REALLY LARGE AMOUNT OF WILD ANIMALS ! THEY WERE EVERYWHERE ! At least ten time the normal amount ! Don't know why they aren't leaving the area, but I just spent the last hour killing all of them with the instant death debug tool  :o . I killed at least 500+ of them, and I'm not done yet !

I think you should verify the number of animals on the map before allowing them to breed !

Hope it will be fixed soon because I like your mod !
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: WalkingProblem on December 20, 2017, 02:40:15 PM
Quote from: Falia18 on December 18, 2017, 08:34:39 AM
Hi !
(First of all, sorry if I make mistake, english isn't my native tongue :D)
I tried your mod on my save because I liked the idea of wild animals to breed !

I played for like 10 hours without problem, but then, I started to notice some lags when I was playing in 3x speed. I thought it won't last, but it was only getting worst as time passes. As I tried a lot of new mods in a row, I didn't know what caused that, until I noticed a REALLY LARGE AMOUNT OF WILD ANIMALS ! THEY WERE EVERYWHERE ! At least ten time the normal amount ! Don't know why they aren't leaving the area, but I just spent the last hour killing all of them with the instant death debug tool  :o . I killed at least 500+ of them, and I'm not done yet !

I think you should verify the number of animals on the map before allowing them to breed !

Hope it will be fixed soon because I like your mod !

Its not a "bug"... lol

Making animals mate is one thing - making them mate only when the animal population is not beyond a certain limit is a totally different proposition. I doubt I will do such a fix at all.

The solution is not to kill off all the predators on the map. The same ecological problems exists in real life.

For example at the yellowstone national park in United States, there had been a lack of predator after the wolves are hunted to extinction in the late 1930s, and early 1940s. As a result, the local elk population exploded. The imbalance ecology causes major damage to plant life in the park.

In 1995-1996, grey wolves are reintroduced into the park, and after studying the impact of the reintroduction of the wolves, they found that the only 20 percent of the new aspen tree spouts are eaten by elks, as compared to 100% previously. Not just aspen trees; cottonwood and willows both recovered. With the better health of the forest, the bird population also increased. It as led to an increase in beaver populations from 1 to 12 in 2009. The beaver ponds brought a 75 times increase in ducks in the Wyoming streams.

Coyotes population dropped, but as a result, increases the number of small preys, thus increasing the population of red fox, ravens and bald eagles.

Source: http://www.bitsofscience.org/wolf-yellowstone-predators-forests-4492/

---

Adding this mod, adds realism. But realism also means new realities.

So, my short answer again is: I wont fix it.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: Madman666 on December 20, 2017, 05:06:22 PM
F...g hell, 500+ animals? Wow. You were damn right about trippling predator hunger rate and doubling the spawn. Holy shit, I didn't expect such numbers.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: WalkingProblem on December 20, 2017, 06:14:45 PM
Quote from: Madman666 on December 20, 2017, 05:06:22 PM
F...g hell, 500+ animals? Wow. You were damn right about trippling predator hunger rate and doubling the spawn. Holy shit, I didn't expect such numbers.

I not sure how they are able to allow animals to spawn so much... they must be vegans... LOL!
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: Madman666 on December 21, 2017, 01:31:00 AM
Welp, I know one thing for sure - come spring, I won't be having any meat shortage related problems))
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: SpaceDorf on December 21, 2017, 02:19:46 AM
well the rabbits bread like rabbits .. so do the squirrels and rats ..

Happened to me as well ..  the worst though was WP's Rabbids ..
they entered the map and started breeding .. I set them to be hunted and all my predators to live without food stockpile ..
2 days later I had 80 of those little brats and had to send out killsquads ..
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: WalkingProblem on December 21, 2017, 04:43:52 AM
Quote from: SpaceDorf on December 21, 2017, 02:19:46 AM
well the rabbits bread like rabbits .. so do the squirrels and rats ..

Happened to me as well ..  the worst though was WP's Rabbids ..
they entered the map and started breeding .. I set them to be hunted and all my predators to live without food stockpile ..
2 days later I had 80 of those little brats and had to send out killsquads ..

Yes. Rabbids are designed to be a threat. They will breed even without the Animal Sex mod.  =x

They are supposed to breed and multiply and eat up your entire map. So yeap, they are working correctly, and you sending out killsquads is exactly what I meant the players to do. =P
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: Canute on December 21, 2017, 05:04:01 AM
Like tribbles they get born pregnant ! :-)
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: Falia18 on December 22, 2017, 04:24:20 AM
I understood your point, in not fixing that, but I swear I didn't kill any predator except the ones who have gone crazy. The thing is there wasn't many of them in the map from the beginning, and the large number of animals on the map doesn't allow the game to spawn new ones. So they were not killing animals fast enough.
At the end, they were breeding faster than my pawns were able to kill them cause I noticed the probleme really late (and I usually don't use meat to feed my pawns).
(This is the reason why I had to use the debug tool to kill them)

I know you won't fix this as it's not a bug, but can you then add an option for "percentage chance two compatible animals will breed", that way we can have a little "control" about spreading speed of wild animals ?
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: WalkingProblem on December 22, 2017, 02:02:27 PM
Quote from: Falia18 on December 22, 2017, 04:24:20 AM
I understood your point, in not fixing that, but I swear I didn't kill any predator except the ones who have gone crazy. The thing is there wasn't many of them in the map from the beginning, and the large number of animals on the map doesn't allow the game to spawn new ones. So they were not killing animals fast enough.
At the end, they were breeding faster than my pawns were able to kill them cause I noticed the probleme really late (and I usually don't use meat to feed my pawns).
(This is the reason why I had to use the debug tool to kill them)

I know you won't fix this as it's not a bug, but can you then add an option for "percentage chance two compatible animals will breed", that way we can have a little "control" about spreading speed of wild animals ?

Actually there is another solution. I can create incidents to force spawn predators.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: wwWraith on December 22, 2017, 03:10:35 PM
Better create incident to force migrate out overpopulated animals ;) Because I think even now it becomes a way too big overhaul instead of what we expected. And still there are boomrats and boomalopes...
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: Madman666 on December 22, 2017, 03:14:16 PM
Hey I've got a question for you. Do animals still leave the map in winter when it gets cold enough? Because you know, most predators still stay. And thats where that triple hunger and double spawn rate can get incredibly deadly for you colonists.

Also I really damn like the idea of an event that spawns a wolf pack or some cougars, panthers etc. Especially if you can make it work sorta like hidden "firewatcher" works in RW - it starts a rain if there is too much fire on the map. So if there is too many herbivores - it'd send a pack of wolves to balance it out. Something like that, eh? If theres an event of a herd migration for herbivores, there definitely should be something similar for predators.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: Canute on December 22, 2017, 03:35:06 PM
Quote from: Walking Problem on December 22, 2017, 02:02:27 PM
Actually there is another solution. I can create incidents to force spawn predators.
Maybe the incidents checks what animal got the most amount a create a special animal hunt pack.
At example the map got overpopulated with squirel/hare  the event will spawn just the proper small predator animal like fox.
More critical it would be for larger animal, then you need bigger predators but these will hunt more or less anything.
I don't think you can force predator just to hunt a special kind of animals.

Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: SpaceDorf on December 22, 2017, 03:42:50 PM
Jecrells Spiders have a hugslib menu with a spawnrate setting.

Maybe you can find some Inspiration there.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: Madman666 on December 22, 2017, 03:45:54 PM
Quote from: SpaceDorf on December 22, 2017, 03:42:50 PM
Jecrells Spiders have a hugslib menu with a spawnrate setting.

Maybe you can find some Inspiration there.

You mean Arachnophobia right? Actually thats rather nice mod to play with this one. I tried it, but it made me basically micromanage every single run outside outer walls, because spiders annihilated every little living being in the wilds and always killed someone if I didn't clear them out on a regular basis and that was really annoying. With this much new game it should be actually fine to play with.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: SpaceDorf on December 22, 2017, 03:57:37 PM
Yeap that one.

I found Spiders as some of the nicest hunting animals of all.
The spiderqueen is terrifying though.
Create a Stockpile for Cocoons only and start collecting them there.
After a while the wild Spiders will adopt the location as well.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: WalkingProblem on December 22, 2017, 04:20:51 PM
Quote from: Madman666 on December 22, 2017, 03:14:16 PM
Hey I've got a question for you. Do animals still leave the map in winter when it gets cold enough? Because you know, most predators still stay. And thats where that triple hunger and double spawn rate can get incredibly deadly for you colonists.

Also I really damn like the idea of an event that spawns a wolf pack or some cougars, panthers etc. Especially if you can make it work sorta like hidden "firewatcher" works in RW - it starts a rain if there is too much fire on the map. So if there is too many herbivores - it'd send a pack of wolves to balance it out. Something like that, eh? If theres an event of a herd migration for herbivores, there definitely should be something similar for predators.

Yes, in fact, predators leaves the map when its too cold for them too.

I actually prefers no one leaves the map.... and all die in the cold... (or they hide somewhere and hibernate) =x

Quote from: Canute on December 22, 2017, 03:35:06 PM
Maybe the incidents checks what animal got the most amount a create a special animal hunt pack.
At example the map got overpopulated with squirel/hare  the event will spawn just the proper small predator animal like fox.
More critical it would be for larger animal, then you need bigger predators but these will hunt more or less anything.
I don't think you can force predator just to hunt a special kind of animals.

hmm...   could be possible~ (referring to spawning predators when overpopulation)
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: Madman666 on December 22, 2017, 04:54:46 PM
Quote from: Walking Problem on December 22, 2017, 04:20:51 PM
Yes, in fact, predators leaves the map when its too cold for them too.

I actually prefers no one leaves the map.... and all die in the cold... (or they hide somewhere and hibernate) =x

Well, damn. I usually play on 30\30 grow seasons with down to -10 degrees C in winter. All herbivores leave, but wolves, foxes, bear, all that stuff stays and always ends up hunting my colonists. Now double that for predator spawns and triple for frequency of something hunting my guys, because of hunger issues... Winter will become a season of staying home, because of so many hungry crap that wants to eat you... I am a bit worried about that. A tinsy bit.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: WalkingProblem on December 22, 2017, 06:14:32 PM
Quote from: Madman666 on December 22, 2017, 04:54:46 PM
Well, damn. I usually play on 30\30 grow seasons with down to -10 degrees C in winter. All herbivores leave, but wolves, foxes, bear, all that stuff stays and always ends up hunting my colonists. Now double that for predator spawns and triple for frequency of something hunting my guys, because of hunger issues... Winter will become a season of staying home, because of so many hungry crap that wants to eat you... I am a bit worried about that. A tinsy bit.

I think the fix should be leaving the rabbits behind in winter.

Because rabbits do able to survive winter (and they do not do migrations)

----

On the sidenote: I just created the codes to calculate if there is an overpopulation, and if so, spawn predators (between 3 - 6 of them).

I also ensured that I do not spoil the "fun" of having over-population from wild animals breeding - so I do set the "limit" on the higher side.

I'm currently doing final tweaks to ensure that the "population" is in relation to the map size.

Do you guys think I should add a "warning" (like threats type) - telling the player that, the over-population of prey is attracting more predators into the region?
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: Madman666 on December 22, 2017, 06:19:47 PM
Quote from: Walking Problem on December 22, 2017, 06:14:32 PM
Do you guys think I should add a "warning" (like threats type) - telling the player that, the over-population of prey is attracting more predators into the region?

That would be nice to have I guess) Also having some herbivore stay to feed that ever-hungry predator cleaning-army should solve it somewhat.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: kosh401 on December 22, 2017, 06:25:23 PM
A "warning" type of notice would be neat so long as it doesn't end up being spammed from overpopulation.

Glad to hear you're working on balancing up the overpopulation a bit; I'm hitting the point in my game where I'm debating keeping this on or not due to the out of control population.. the Boomalopes in particular are a problem. I keep having to send out drafted kill squads to thin their numbers since pawns are too dumb to "hunt" them safely (fire) and the predators don't bother either of course.

Anyway, really like the mod and looking forward to your tweaks. Cheers
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: wwWraith on December 22, 2017, 06:54:33 PM
Quote from: Walking Problem on December 22, 2017, 06:14:32 PM
I also ensured that I do not spoil the "fun" of having over-population from wild animals breeding - so I do set the "limit" on the higher side.
Please at least make this limit configurable :)
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: Madman666 on December 22, 2017, 06:56:20 PM
Ok, one more question I didn't have the brains to ask earlier... Triple hunger - does it affect all predators including colony tamed ones? I do like to use wolves as haulers and hunters. But if their hunger rate is triples... That becomes kinda costly.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: WalkingProblem on December 22, 2017, 07:42:02 PM
Quote from: Madman666 on December 22, 2017, 06:19:47 PM
That would be nice to have I guess) Also having some herbivore stay to feed that ever-hungry predator cleaning-army should solve it somewhat.

But when winter comes..... most animals will be gone.  Leaving predators and muffalos. Unless, I tweak the hares to stay. (hares should not migrate. hares do not migrate - they are hibernate-type)

Quote from: kosh401 on December 22, 2017, 06:25:23 PM
A "warning" type of notice would be neat so long as it doesn't end up being spammed from overpopulation.

Glad to hear you're working on balancing up the overpopulation a bit; I'm hitting the point in my game where I'm debating keeping this on or not due to the out of control population.. the Boomalopes in particular are a problem. I keep having to send out drafted kill squads to thin their numbers since pawns are too dumb to "hunt" them safely (fire) and the predators don't bother either of course.

Anyway, really like the mod and looking forward to your tweaks. Cheers

How long did you play before wild animal population becomes a problem?

Quote from: wwWraith on December 22, 2017, 06:54:33 PM
Please at least make this limit configurable :)

Not possible. I havent learnt how to use/code HugsLib.

Quote from: Madman666 on December 22, 2017, 06:56:20 PM
Ok, one more question I didn't have the brains to ask earlier... Triple hunger - does it affect all predators including colony tamed ones? I do like to use wolves as haulers and hunters. But if their hunger rate is triples... That becomes kinda costly.

Yes, so what I'm thinking now is, if I should spawn more predators when the limit is hit (and remove the increased hunger).

The hunger rate now applies to the creature, regardless its wild or tamed. 

----

On the coding side, the current setting is an "incident" - although I still thinking how to make this work correctly (because as an incident - it might not trigger)
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: Madman666 on December 22, 2017, 07:52:18 PM
Well, that blows big time... Because I use a lot of wolves and with triple the needed food I'll just run out of business  in seconds. If huskies are considered predators too - that means I can't really use them either If I don't want to have all my colonists becoming full-time hunters and nothing else :( Damn, that won't do at all. Can you write an exception for colony related animals to not have hunger rate tripled? Otherwise this'll pretty much make animal hauling 3 times as costly without any returns. If that can't be done, then there need to be some other way than upping the hunger rate. I reeeally don't wanna give up on dog-wolf hauling squads, its too good to lose.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: WalkingProblem on December 22, 2017, 08:35:38 PM
Quote from: Madman666 on December 22, 2017, 07:52:18 PM
Well, that blows big time... Because I use a lot of wolves and with triple the needed food I'll just run out of business  in seconds. If huskies are considered predators too - that means I can't really use them either If I don't want to have all my colonists becoming full-time hunters and nothing else :( Damn, that won't do at all. Can you write an exception for colony related animals to not have hunger rate tripled? Otherwise this'll pretty much make animal hauling 3 times as costly without any returns. If that can't be done, then there need to be some other way than upping the hunger rate. I reeeally don't wanna give up on dog-wolf hauling squads, its too good to lose.

Once I can trigger predators spawn more, I wont need to increase their hunger rate anymore. =}
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: Madman666 on December 23, 2017, 05:40:05 AM
Quote from: Walking Problem on December 22, 2017, 08:35:38 PM
Once I can trigger predators spawn more, I wont need to increase their hunger rate anymore. =}

Thats good)
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: kosh401 on December 23, 2017, 10:31:18 AM
Quote from: Walking Problem on December 22, 2017, 07:42:02 PM

Quote from: kosh401 on December 22, 2017, 06:25:23 PM
A "warning" type of notice would be neat so long as it doesn't end up being spammed from overpopulation.

Glad to hear you're working on balancing up the overpopulation a bit; I'm hitting the point in my game where I'm debating keeping this on or not due to the out of control population.. the Boomalopes in particular are a problem. I keep having to send out drafted kill squads to thin their numbers since pawns are too dumb to "hunt" them safely (fire) and the predators don't bother either of course.

Anyway, really like the mod and looking forward to your tweaks. Cheers

How long did you play before wild animal population becomes a problem?



I'm in Decembary 5501 on year-round Jungle. Mostly it's just the Boomalopes since there's no predator or pawn hunting for them. Only option is draft a kill squad and manually do it, which gets tedious. Funny enough I'm kind of hoping for some good old fashion Toxic Fallout to purge the land of them now.







Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: SpaceDorf on December 23, 2017, 10:41:06 AM
Rain is your best friend there.

As soon as it starts pouring down draft your squad annihilate them
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: Madman666 on December 23, 2017, 11:11:25 AM
I kind of think there needs to be something other than player controlled purge squads to keep boomrats and boomalopes in check. I don't play jungle much already, because of animal overload and with unchecked population boom jungle maps might become just nigh-unplayable without regular execution runs which gets old fast.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: SpaceDorf on December 23, 2017, 01:31:44 PM
True.
Not to think of the psychic wave when the horde suddenly attacks.

The possible solution would be to make Boomacritters rare.
Reduce the littersize, make the pregnancy longer or a lower Chance to spawn female critters.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: Canute on December 23, 2017, 04:21:39 PM
I know why my colonies allways just got 2 entrances i can close if the animals got mad or manhunt pack comes.
But isn't this a free meat to home event, to fill up your freezers ?
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: Madman666 on December 23, 2017, 04:28:27 PM
Quote from: Canute on December 23, 2017, 04:21:39 PM
I know why my colonies allways just got 2 entrances i can close if the animals got mad or manhunt pack comes.
But isn't this a free meat to home event, to fill up your freezers ?

It is, if you got several turrets, armed colonists with decent shooting skills and power. It definitely isn't if half your people is lying in medbay with plague and most your turrets are destroyed after a particularly nasty raid or if power is disabled by a solar flare. And thats when asshole of a storyteller likes to send manhunters or psychic waves.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: Canute on December 23, 2017, 04:33:00 PM
Mosttimes i never use turrets.
When you position your pawn behind the forced open door, only 1 animal can pass through it, and need to fight min. 3 pawn or all, depend how you position them.
Mosttimes you can fight a whole manhunt pack without taking heavy damage.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: Madman666 on December 23, 2017, 04:44:24 PM
Quote from: Canute on December 23, 2017, 04:33:00 PM
Mosttimes i never use turrets.
When you position your pawn behind the forced open door, only 1 animal can pass through it, and need to fight min. 3 pawn or all, depend how you position them.
Mosttimes you can fight a whole manhunt pack without taking heavy damage.

I don't use melee ever, unless I have absolutely no other choice. Even a friggin hare can bite your best crafter's eye out through power armor with just couple unlucky attacks. Murphy's Law NEVER fails. And well... Someone here had animal population blast reaching like couple hundreds of heads. I really doubt you'll deal with that amount of animals crazed by a psychic wave using this tactic. Its good early on, when your people suck at shooting, you have no ranged weapons, turrets or other means to stay out of harm's way, thats true. But I'll pick any other way of dealing with enemies over melee. RW's armor and damage system is just way too punishing for melee to be efficient.
Title: Re: [B18] WILD ANIMAL SEX V1.3 - Predators can now keep population under control~
Post by: WalkingProblem on December 24, 2017, 02:02:45 AM
Quote from: Madman666 on December 23, 2017, 11:11:25 AM
I kind of think there needs to be something other than player controlled purge squads to keep boomrats and boomalopes in check. I don't play jungle much already, because of animal overload and with unchecked population boom jungle maps might become just nigh-unplayable without regular execution runs which gets old fast.

The solution is for me to create a new animal mod that introduces scary fire-proof, heavily armored predator....
Title: Re: [B18] WILD ANIMAL SEX V1.4 - Prey Overpopulation now attracts Predators!
Post by: WalkingProblem on January 01, 2018, 05:36:39 AM
(http://walkingproblem.com/wp-content/uploads/2017/12/preview-1.png)

Version 1.4, Predators will spawn when there is an overpopulation of prey. Hunger rates are reset to default.

1.4 Update Demo: https://youtu.be/uBH1ZmEbeRQ



FORUM LINK: https://ludeon.com/forums/index.php?topic=37461.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/wild-animal-sex-ver1-4/
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SUPPORT ME ON PATREON: https://www.patreon.com/walkingproblem

---

CHANGELOG 1.4:
– Now the mod detects prey population in relation to how much prey a biome can support
– If there is an overpopulation of prey, predators will be spawned periodically until the prey population drop below the overpopulation limit
– Hunger rates of all the predators are reset back to default
Title: Re: [B18] WILD ANIMAL SEX V1.4 - Prey Overpopulation now attracts Predators!
Post by: Madman666 on January 01, 2018, 07:26:03 AM
Thats really good! Finally I won't be wasting half my huge supply depot to feed thee wolves... Will this update function with old saves correctly?
Title: Re: [B18] WILD ANIMAL SEX V1.4 - Prey Overpopulation now attracts Predators!
Post by: WalkingProblem on January 01, 2018, 10:27:14 AM
Quote from: Madman666 on January 01, 2018, 07:26:03 AM
Thats really good! Finally I won't be wasting half my huge supply depot to feed thee wolves... Will this update function with old saves correctly?

@Madman666 - Yes, it works with saves. The only problem I foresee is those save games thats already overpopulated with prey.... which there will be a huge increase in predators until the prey population drop below the population limit.... which means overload of predators... LOL
Title: Re: [B18] WILD ANIMAL SEX V1.4 - Prey Overpopulation now attracts Predators!
Post by: Madman666 on January 01, 2018, 10:30:27 AM
Quote from: Walking Problem on January 01, 2018, 10:27:14 AM
@Madman666 - Yes, it works with saves. The only problem I foresee is those save games thats already overpopulated with prey.... which there will be a huge increase in predators until the prey population drop below the population limit.... which means overload of predators... LOL

Well for now my map doesn't really have overwhelming amount of prey - triple hunger on predators managed it quite nicely, to the point that i'd leave it there if there wasn't tripled upkeep for tamed animals as well. Also I have Arachnophobia mod about those everhungry spiders and those help a lot as well.
Title: Re: [B18] WILD ANIMAL SEX V1.4 - Prey Overpopulation now attracts Predators!
Post by: Madman666 on January 01, 2018, 11:17:50 AM
The only problem I am expecting so far with new predator-prey balancing system is boomalopes and boomrats. They will be counted as prey and cause more predators to spawn if they spread too much, but since nothing actually hunts them aside from player controlled kill squads - predators will run out of available prey and start causing trouble for the colony until player clears out both overspread boomalopes and newly spawned predators. So your idea of fire and explosion proof superpredator actually kind of interesting. Unless you've come up with something else to deal with boom-a-types of animals.
Title: Re: [B18] WILD ANIMAL SEX V1.4 - Prey Overpopulation now attracts Predators!
Post by: wwWraith on January 01, 2018, 01:29:54 PM
Quote from: Madman666 on January 01, 2018, 11:17:50 AM
The only problem I am expecting so far with new predator-prey balancing system is boomalopes and boomrats. They will be counted as prey and cause more predators to spawn if they spread too much, but since nothing actually hunts them aside from player controlled kill squads - predators will run out of available prey and start causing trouble for the colony until player clears out both overspread boomalopes and newly spawned predators. So your idea of fire and explosion proof superpredator actually kind of interesting. Unless you've come up with something else to deal with boom-a-types of animals.
But who will hunt those "superpredators" then? ;) Also there will be constant wildfires on the map if someone will hunt boomies uncontrollably. I think it may cause more trouble than "common" predators and killsquads management.
Title: Re: [B18] WILD ANIMAL SEX V1.4 - Prey Overpopulation now attracts Predators!
Post by: Harry_Dicks on January 01, 2018, 03:08:21 PM
I'm really excited with the new update. I was hesitant to install this mod earlier because I had about 20 wolves and didn't want to feed them extra food. Now with the new balancing I'm finally going to give this mod a shot!
Title: Re: [B18] WILD ANIMAL SEX V1.4 - Prey Overpopulation now attracts Predators!
Post by: crusader2010 on January 01, 2018, 03:16:51 PM
Hi. Might I suggest some QOL changes?
1. Change the ratio of [prey/predators] a bit... my map had like [~60%/~40%], which is a huge amount of predators, for any map.
2. Make predators not attack each other and change their hunger rate according to how much prey there is in their immediate vicinity (let's say 10-15 tiles?). Minimum hunger rate = vanilla value (the higher the rate, the faster they need to eat something).

3. Make predators stop spawning inside unrevealed areas or inside mountains. It's really annoying to find creatures digging through the mountain to get to your base, just because they spawned in a 3x3 area somewhere.

Thanks :)
Title: Re: [B18] WILD ANIMAL SEX V1.4 - Prey Overpopulation now attracts Predators!
Post by: Madman666 on January 01, 2018, 03:27:23 PM
Quote from: wwWraith on January 01, 2018, 01:29:54 PM
But who will hunt those "superpredators" then? ;) Also there will be constant wildfires on the map if someone will hunt boomies uncontrollably. I think it may cause more trouble than "common" predators and killsquads management.

Thats a fair point, I didn't thought about superpredators constantly causing fires... And RW's "Firewatcher" doesn't always send rains, sometimes he just says - "Screw you, I am on vacation" and you end up on an empty burned up map. About hunting superpredators - thats a problem that can be solved way faster than dealing with whole friggin map of boomalopes :)
Title: Re: [B18] WILD ANIMAL SEX V1.4 - Prey Overpopulation now attracts Predators!
Post by: WalkingProblem on January 01, 2018, 10:37:20 PM
Mod Updated to 1.5

FORUM LINK: https://ludeon.com/forums/index.php?topic=37461.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/wild-animal-sex-ver1-5/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1224175982

CHANGELOG 1.5:
– Slowed down predator spawn to once a day
– Disable spawning of "unnatural animals"
– Fixed spawning locations
– Doubled prey population limit



Quote from: crusader2010 on January 01, 2018, 03:16:51 PM
Hi. Might I suggest some QOL changes?
1. Change the ratio of [prey/predators] a bit... my map had like [~60%/~40%], which is a huge amount of predators, for any map.
2. Make predators not attack each other and change their hunger rate according to how much prey there is in their immediate vicinity (let's say 10-15 tiles?). Minimum hunger rate = vanilla value (the higher the rate, the faster they need to eat something).

3. Make predators stop spawning inside unrevealed areas or inside mountains. It's really annoying to find creatures digging through the mountain to get to your base, just because they spawned in a 3x3 area somewhere.

Thanks :)

Yeah, the 1.4 predator spawning is too fast, so I fixed it (it actually is alright for new games, but for existing save games... it kindda screw things up with too many predators)

Now it is fixed. I also fixed the spawning location, so they wont be spawning inside mountains caves anymore.

As for predators, they do hunt each other (probably not predators of the same size... depends on the predator settings)

Quote from: Harry_Dicks on January 01, 2018, 03:08:21 PM
I'm really excited with the new update. I was hesitant to install this mod earlier because I had about 20 wolves and didn't want to feed them extra food. Now with the new balancing I'm finally going to give this mod a shot!

Download the 1.5 version. (I just launched it)

Its better.

Quote from: Madman666 on January 01, 2018, 11:17:50 AM
The only problem I am expecting so far with new predator-prey balancing system is boomalopes and boomrats. They will be counted as prey and cause more predators to spawn if they spread too much, but since nothing actually hunts them aside from player controlled kill squads - predators will run out of available prey and start causing trouble for the colony until player clears out both overspread boomalopes and newly spawned predators. So your idea of fire and explosion proof superpredator actually kind of interesting. Unless you've come up with something else to deal with boom-a-types of animals.

Yeah, but it might be a separate mod: I will look into it.
Title: Re: [B18] WILD ANIMAL SEX V1.5 - Prey Overpopulation now attracts Predators!
Post by: crusader2010 on January 02, 2018, 08:49:22 AM
Thanks for the quick update! Going to try it now (in an existing save). About the boomalopes/boomrats, one idea would be to make some predators eat them whole (e.g. creatures from Megafauna mod), thus preventing their explosion (somehow). Or to change (if possible) what predators want to eat based on the ratio of the prey on the map (i.e. if 70% are boomalopes, they should try to go for them instead of a lonely squirrel).
Title: Re: [B18] WILD ANIMAL SEX V1.5 - Prey Overpopulation now attracts Predators!
Post by: WalkingProblem on January 02, 2018, 09:48:01 AM
Quote from: crusader2010 on January 02, 2018, 08:49:22 AM
Thanks for the quick update! Going to try it now (in an existing save). About the boomalopes/boomrats, one idea would be to make some predators eat them whole (e.g. creatures from Megafauna mod), thus preventing their explosion (somehow). Or to change (if possible) what predators want to eat based on the ratio of the prey on the map (i.e. if 70% are boomalopes, they should try to go for them instead of a lonely squirrel).

The game mechanics cannot eat before animal is killed. So it will explode, just that the predator can be immune to explosions (perhaps?)

As for prey choice, they often just go for the closest prey.
Title: Re: [B18] WILD ANIMAL SEX V1.5 - Prey Overpopulation now attracts Predators!
Post by: SpaceDorf on January 02, 2018, 11:11:27 AM
Your Patreon says still WildAnimal Sex 1.4 .. I am Confused.
Title: Re: [B18] WILD ANIMAL SEX V1.5 - Prey Overpopulation now attracts Predators!
Post by: WalkingProblem on January 02, 2018, 12:00:05 PM
Quote from: SpaceDorf on January 02, 2018, 11:11:27 AM
Your Patreon says still WildAnimal Sex 1.4 .. I am Confused.

What you mean by Patreon still say Wild Animal Sex 1.4? =x

Title: Re: [B18] WILD ANIMAL SEX V1.5 - Prey Overpopulation now attracts Predators!
Post by: SpaceDorf on January 02, 2018, 12:42:51 PM
I meant, the last time I checked the link went to the old version ... now I landed on the correct version.
Title: Re: [B18] WILD ANIMAL SEX V1.5 - Prey Overpopulation now attracts Predators!
Post by: WalkingProblem on January 16, 2018, 12:38:00 PM
For those peeps complaining about the boom rat infestation because of this mod - and you hate boomers...

I have a new mod for you: http://steamcommunity.com/sharedfiles/filedetails/?id=1271582812
Title: Re: [B18] WILD ANIMAL SEX V1.5 - Prey Overpopulation now attracts Predators!
Post by: Harry_Dicks on January 16, 2018, 01:13:19 PM
Quote from: Walking Problem on January 16, 2018, 12:38:00 PM
For those peeps complaining about the boom rat infestation because of this mod - and you hate boomers...

I have a new mod for you: http://steamcommunity.com/sharedfiles/filedetails/?id=1271582812

Hell yeah man! I honestly freaking HATE boomrats. I think they are fucking pointless, and just waste my CPU cycles and take up wildlife slots that could be used on something better. I feel like you could have the same boomrats in your entire game as long as they don't freeze or leave map. No one can eat them, they only ever die from a freak accident, and just all around pointless if you ask me. I at least want boomalopes because I will go hunt all 10-20 of them at once when it rains with a few hunters. Boomrats aren't even worth the trouble with the pathetic amount of meat they give. I also have the mods so that boomalopes produce neutroglycerin when milked, that can be further refined into chemfuel or neutroamine, so they are at least of acceptable use to me. Meanwhile I would much rather have all boomrats be gone, they are a small animal so just replace them with rats or whatever that the predators on the map can eat.

EDIT: Even better, you just removed them from spawning, but not like "delete" them from the game. I mean, I don't know if you could even do that or not. Because I still plan on spawning in a few boomalopes from dev mode for myself, but that's all I ever want. This is a new must have patch for me! Thanks, Walking Problem!
Title: Re: [B18] WILD ANIMAL SEX V1.5 - Prey Overpopulation now attracts Predators!
Post by: WalkingProblem on January 17, 2018, 02:22:07 PM
Quote from: Harry_Dicks on January 16, 2018, 01:13:19 PM
Even better, you just removed them from spawning, but not like "delete" them from the game. I mean, I don't know if you could even do that or not. Because I still plan on spawning in a few boomalopes from dev mode for myself, but that's all I ever want. This is a new must have patch for me! Thanks, Walking Problem!

You can still spawn them using Prepare Carefully in a new game or using Dev Mode.

I just remove them from spawning naturally and from manhunter event. So technically, the creatures are still in the game.

And oh yah - if they can be sold by caravans or orbital traders (i'm not sure) - then yes, you can still buy them in the game.
Title: Re: [B18] WILD ANIMAL SEX V1.5 - Prey Overpopulation now attracts Predators!
Post by: minakurafto on January 17, 2018, 07:43:42 PM
can we exclude boom boom rodent from mating ?
Title: Re: [B18] WILD ANIMAL SEX V1.5 - Prey Overpopulation now attracts Predators!
Post by: Harry_Dicks on January 17, 2018, 07:55:39 PM
Quote from: minakurafto on January 17, 2018, 07:43:42 PM
can we exclude boom boom rodent from mating ?

I don't understand why you want that, when Walking Problem already provided a patch to stop them from spawning. You should only have to worry about them mating if you spawn them in. Or do you want boomalopes to still spawn, just not boomrats? If that's the case, you can easily edit the patch xml, I can help if you want.
Title: Re: [B18] WILD ANIMAL SEX V1.5 - Prey Overpopulation now attracts Predators!
Post by: minakurafto on January 19, 2018, 05:08:23 AM
how many is prey limit before predator comes? boom boom is no more problem with patch, but other small fast breeding critter replace it

is it possible to force overpopulated prey leave map?
Title: Re: [B18] WILD ANIMAL SEX V1.5 - Prey Overpopulation now attracts Predators!
Post by: Madman666 on January 19, 2018, 05:41:57 AM
I guess my worries about having to deal with boom-species animals infestations were pointless, overpopulation of prey is only a problem in places with consistently warm climates. If you have a winter with at least -10 -15 С most prey leaves the map. And couple quadrums of warm weather in spring and summer aren't really enough for them to spread. It does feel slightly different since you do get some "baby" versions of some animals like hares and boars towards fall, but otherwise feels pretty much the same as vanilla. In a warm climate places with year-round growtimes it can probably be a problem though.

I really like maps with a reasonably cold winters, for added challenge and also I just like snow, so I wish there were winter versions of animals, or they didn't all just leave.

I believe you can disable animals leaving the map in winter even through xml though. They'll still leave when all the grass dies from cold though and disabling that also will just make them all die and thats just broken.... Ah, nevermind.
Title: Re: [B18] WILD ANIMAL SEX V1.5 - Prey Overpopulation now attracts Predators!
Post by: WalkingProblem on January 19, 2018, 02:48:40 PM
Quote from: minakurafto on January 19, 2018, 05:08:23 AM
how many is prey limit before predator comes? boom boom is no more problem with patch, but other small fast breeding critter replace it

is it possible to force overpopulated prey leave map?

Every map is different. But I can safely say, the limit is quite high - because that is the lure of this mod - the abundance of animals.

Quote from: Madman666 on January 19, 2018, 05:41:57 AM
I guess my worries about having to deal with boom-species animals infestations were pointless, overpopulation of prey is only a problem in places with consistently warm climates. If you have a winter with at least -10 -15 С most prey leaves the map. And couple quadrums of warm weather in spring and summer aren't really enough for them to spread. It does feel slightly different since you do get some "baby" versions of some animals like hares and boars towards fall, but otherwise feels pretty much the same as vanilla. In a warm climate places with year-round growtimes it can probably be a problem though.

I really like maps with a reasonably cold winters, for added challenge and also I just like snow, so I wish there were winter versions of animals, or they didn't all just leave.

I believe you can disable animals leaving the map in winter even through xml though. They'll still leave when all the grass dies from cold though and disabling that also will just make them all die and thats just broken.... Ah, nevermind.

Yes. LOL~ 

I have some intention to make a mod that makes animal "hibernate" or have hidden holes/homes in which the animals appear and hide during winter (or in fact, all season). To create a more realistic animal ecosystem.
Title: Re: [B18] WILD ANIMAL SEX V1.5 - Prey Overpopulation now attracts Predators!
Post by: Madman666 on January 19, 2018, 03:23:03 PM
Quote from: Walking Problem on January 19, 2018, 02:48:40 PM
Yes. LOL~ 

I have some intention to make a mod that makes animal "hibernate" or have hidden holes/homes in which the animals appear and hide during winter (or in fact, all season). To create a more realistic animal ecosystem.

That would be a really damn nice addition. I'll definitely check it out if you decide to go through with your idea. It will play really nicely with this one)
Title: Re: [B18] WILD ANIMAL SEX V1.5 - Prey Overpopulation now attracts Predators!
Post by: jpnm92 on January 22, 2018, 05:58:26 AM
First of all i love this mod.

Second of all is there a mod that allows me to castrate/sterilize my dogs? hehe xD
Title: Re: [B18] WILD ANIMAL SEX V1.5 - Prey Overpopulation now attracts Predators!
Post by: Canute on January 22, 2018, 06:13:24 AM
Neuter Animals
https://ludeon.com/forums/index.php?topic=31660.0
But didn't got updated to B18 yet on the forum.
Title: Re: [B18] WILD ANIMAL SEX V1.5 - Prey Overpopulation now attracts Predators!
Post by: dorakath on January 22, 2018, 10:18:56 AM
When prey population triggers predator spawning? After year on temperate swamp I have 70 hares, 80 squirrels, 200 boars and only carnivores are my 5 huskies. Is animal limit that high or somethings not working?
Title: Re: [B18] WILD ANIMAL SEX V1.5 - Prey Overpopulation now attracts Predators!
Post by: WalkingProblem on January 22, 2018, 05:20:58 PM
Quote from: dorakath on January 22, 2018, 10:18:56 AM
When prey population triggers predator spawning? After year on temperate swamp I have 70 hares, 80 squirrels, 200 boars and only carnivores are my 5 huskies. Is animal limit that high or somethings not working?

Yes... I think I set it a little too high.

I will bring in down in the next update~
Title: Re: [B18] WILD ANIMAL SEX V1.5 - Prey Overpopulation now attracts Predators!
Post by: Asmith on January 26, 2018, 01:43:57 PM
I have the opposite problem.  I literally have more predators than other wild animals and the "predator spawning" message keeps coming on every day.  Does the cap include tame animals in its calculation?  I have a large number of tame animals.  Could you include an option to disable or customize the predator spawn feature? Thanks.
Title: Re: [B18] WILD ANIMAL SEX V1.5 - Prey Overpopulation now attracts Predators!
Post by: WalkingProblem on January 26, 2018, 04:31:52 PM
Quote from: Asmith on January 26, 2018, 01:43:57 PM
I have the opposite problem.  I literally have more predators than other wild animals and the "predator spawning" message keeps coming on every day.  Does the cap include tame animals in its calculation?  I have a large number of tame animals.  Could you include an option to disable or customize the predator spawn feature? Thanks.

Tame animals are not in the calculation (although some say it does)

Looks like me bringing down the limit is making people sad... lol....

I need to learn Huglibs, so that you guys can set it yourself. I shall set it higher again.

---

Can you guys open the debug log, and tell me what is the maxdensity and the current thats in your game now?

I want to see how bad is the situation in your games.
Title: Re: [B18] Wild Animal Sex 2.0 - NOW WITH MOD SETTING FOR PREY POPULATION LIMIT!
Post by: WalkingProblem on January 29, 2018, 01:56:25 PM
WILD ANIMAL SEX 2.0

NOW WITH MOD SETTING~!!!
You can now adjust the prey population limit in the mod settings!

(https://media.discordapp.net/attachments/388406490827980800/407603664962715658/unknown.png?width=878&height=677)

---

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/wild-animal-sex-ver2-0/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1224175982

---

If you like my mods... PLEASE:

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem

---


CHANGELOG 2.0:
– Added Mod Setting option to adjust Prey Population Limit

CHANGELOG 1.7:
– Double prey population limit to previous level (sorry lagging guys, get a new computer)
– Added Prey Limit, Current Prey Population, Number of Prey and Number of Predator stats to the Overpopulation Alert description box

CHANGELOG 1.6:
– Reduced prey population limit by half.
– Disable deterioration for vanilla fertilized eggs
Title: Re: [B18] Wild Animal Sex 2.0 - NOW WITH MOD SETTING FOR PREY POPULATION LIMIT!
Post by: Harry_Dicks on January 29, 2018, 02:40:49 PM
Nice. Do you know how this might interact with RF - Configurable Maps wildlife slider? With it you can set how much fauna you want on your map, but cannot differentiate between predators and prey.
Title: Re: [B18] Wild Animal Sex 2.0 - NOW WITH MOD SETTING FOR PREY POPULATION LIMIT!
Post by: WalkingProblem on January 30, 2018, 12:18:24 AM
Quote from: Harry_Dicks on January 29, 2018, 02:40:49 PM
Nice. Do you know how this might interact with RF - Configurable Maps wildlife slider? With it you can set how much fauna you want on your map, but cannot differentiate between predators and prey.

I have no idea man. But it should not conflict, because all this mod does is actually to make animals mate. and if there is x amount of prey on the map, spawn predators daily. So logic wise, this is a simple mod. =}
Title: Re: [B18] Wild Animal Sex 2.0 - NOW WITH MOD SETTING FOR PREY POPULATION LIMIT!
Post by: Kori on February 11, 2018, 10:25:19 AM
Hey Walking Problem,

I'm enjoying this mod a lot, should be vanilla! :)
Can you please tell me how the setting for the population limit works, i.e. how many wild animals are allowed when set to 5?

I currently have almost 200 boars, around 90 capybaras, 90 rats and a bunch of other wild animals on the map and haven't got a notification about spawning predators yet. Not that I'm complaining, I just wondered what the limits are.
Title: Re: [B18] Wild Animal Sex 2.0 - NOW WITH MOD SETTING FOR PREY POPULATION LIMIT!
Post by: WalkingProblem on February 11, 2018, 11:55:44 AM
Quote from: Kori on February 11, 2018, 10:25:19 AM
Hey Walking Problem,

I'm enjoying this mod a lot, should be vanilla! :)
Can you please tell me how the setting for the population limit works, i.e. how many wild animals are allowed when set to 5?

I currently have almost 200 boars, around 90 capybaras, 90 rats and a bunch of other wild animals on the map and haven't got a notification about spawning predators yet. Not that I'm complaining, I just wondered what the limits are.

Hi Kori,

The population limits depends on 2 things: map size and biome. Each biome have its own preset (vanilla) of how much animals they will spawn (which is also affected by map size). Once the biome-map reach its vanilla limit, it will stop spawning animals. However, they can continue to give birth (as enable by the mod).

So once it hits the prey population limit, as set by the mod (which you can adjust in the mod setting) - predators will start to "force spawn" on a daily basis, as they are attracted by the abundance of prey. 

As the "number/value" is dynamic as it is affected by the biome and the map size - I only set it as a 1-10 level setting, to simplify it.

If you think the prey population is too high already (at level 5), you can set it to level 4, and see if the "prey overpopulation" alert will appear. Once the alert appear, you will be able to see the prey population level when you mouse over the alert, to see how "far" it is from a "stable" prey population.
Title: Re: [B18] Wild Animal Sex 2.0 - NOW WITH MOD SETTING FOR PREY POPULATION LIMIT!
Post by: Kori on February 11, 2018, 12:17:30 PM
This helped a lot, thank you very much! :)

Level 5 isn't too high, I don't mind many wild animals on the map. I just wanted to know when to expect predators, and the population is close to the limit now.
Title: Re: [B18] Wild Animal Sex 2.0 - NOW WITH MOD SETTING FOR PREY POPULATION LIMIT!
Post by: Sleeeper on February 12, 2018, 06:14:07 AM
Playing on Ice Sheet
(https://image.prntscr.com/image/nZLuhtp1T92yRnbNBBKIhg.jpeg)
Does it count predators to prey points? Because there are too many of them.
And they spawn more. I think there needs to be a predator limit too.
Title: Re: [B18] Wild Animal Sex 2.0 - NOW WITH MOD SETTING FOR PREY POPULATION LIMIT!
Post by: Harry_Dicks on February 12, 2018, 07:33:46 AM
Be nice if we could have all sorts of options to tinker with the wildlife. Like WP has done so far, but expanded immensely. Something like a mod options window, but with either sliders or input fields for the following options. Also, I know this isn't asked for, but seeing how options are being added to this mod, I just wanted to put some (probably all terrible) ideas out there, and see if they sound appealing. Also, the idea behind most of these options is that you could change them at anytime on the fly, and that the game will adjust to these new values overtime. That way you wouldn't have to make a new game whenever you wanted to change some of these settings.

-Allow baby animals to require a mother's milk for their first life stage

-Total wildlife amount of wildlife (this should also overwrite any other wildlife quantity modifiers, like from RF - Configurable Maps, wouldn't want any other mods to overwrite the options for a mod dedicated solely to wildlife control)

-small:medium:large animal ratio

-herbivore:omnivore:carnivore animal ratio

-Ability to change aggressiveness of all predators, or only certain kinds (e.g. make wolves super aggressive, but make bears more passive)

-Allow wolves to act like a pack, this includes things like defending each other, hunting like a pack, allowing mature females to nurse other pack members babies (if baby/mother animal milking is ever introduced)

-Global wildness modifiers, or species specific. Right now, I think an animal's wildness will still affect it's ability to be trained, which I think could use some adjustments

-Global training modifiers, or species specific.

-Ability to alter the mood debuff a pawn will receive if a bonded animal dies. Tynan made a post recently asking people about using animals in combat, and it seemed like maybe 85% of the responses people said they don't like to use them in combat because it's not worth it if the animal gets hurt badly or dies. I think if we could have something to fix this, it would be a lot better. Like maybe if we could use the mod Therapy to reduce this moodlet, or if we had other options for what we could do to fix a pawn's mood from this. Maybe if they have a second bonded animal this won't be as bad, or they can recover quicker, or whatever.

-The ability to influence who an animal is bonded to. When you start a new game, all the animals you start with will be bonded to a random colonist. That means sometimes they will have a bond with a pawn who can't even control them.
Title: Re: [B18] Wild Animal Sex 2.0 - NOW WITH MOD SETTING FOR PREY POPULATION LIMIT!
Post by: WalkingProblem on February 12, 2018, 12:24:27 PM
Quote from: Sleeeper on February 12, 2018, 06:14:07 AM
Playing on Ice Sheet
(https://image.prntscr.com/image/nZLuhtp1T92yRnbNBBKIhg.jpeg)
Does it count predators to prey points? Because there are too many of them.
And they spawn more. I think there needs to be a predator limit too.

Thats the funny thing about Ice Sheet, it typically cannot support any animals - which is why just 4 prey is too many prey~ LOL   

Weirdly, for all that predators, they did not kill the 4 preys...  LMAO

I think the only way I can "fix" this, is to ensure there can never be more "predators" than "prey" on a map~

What you think?

Quote from: Harry_Dicks on February 12, 2018, 07:33:46 AM
Be nice if we could have all sorts of options to tinker with the wildlife. Like WP has done so far, but expanded immensely. Something like a mod options window, but with either sliders or input fields for the following options. Also, I know this isn't asked for, but seeing how options are being added to this mod, I just wanted to put some (probably all terrible) ideas out there, and see if they sound appealing. Also, the idea behind most of these options is that you could change them at anytime on the fly, and that the game will adjust to these new values overtime. That way you wouldn't have to make a new game whenever you wanted to change some of these settings.

-Allow baby animals to require a mother's milk for their first life stage

-Total wildlife amount of wildlife (this should also overwrite any other wildlife quantity modifiers, like from RF - Configurable Maps, wouldn't want any other mods to overwrite the options for a mod dedicated solely to wildlife control)

-small:medium:large animal ratio

-herbivore:omnivore:carnivore animal ratio

-Ability to change aggressiveness of all predators, or only certain kinds (e.g. make wolves super aggressive, but make bears more passive)

-Allow wolves to act like a pack, this includes things like defending each other, hunting like a pack, allowing mature females to nurse other pack members babies (if baby/mother animal milking is ever introduced)

-Global wildness modifiers, or species specific. Right now, I think an animal's wildness will still affect it's ability to be trained, which I think could use some adjustments

-Global training modifiers, or species specific.

-Ability to alter the mood debuff a pawn will receive if a bonded animal dies. Tynan made a post recently asking people about using animals in combat, and it seemed like maybe 85% of the responses people said they don't like to use them in combat because it's not worth it if the animal gets hurt badly or dies. I think if we could have something to fix this, it would be a lot better. Like maybe if we could use the mod Therapy to reduce this moodlet, or if we had other options for what we could do to fix a pawn's mood from this. Maybe if they have a second bonded animal this won't be as bad, or they can recover quicker, or whatever.

-The ability to influence who an animal is bonded to. When you start a new game, all the animals you start with will be bonded to a random colonist. That means sometimes they will have a bond with a pawn who can't even control them.

What you asking is more than just sliders or input fields... LMAO

- Baby require mother's milk = totally altering how animal behave = Big problem.
- s m l animal ratio : the ratio already exist in vanilla, but its "meaningless" in the face of wild animal sex - you cant "auto kill off" if the ratio is off isnt it?
- same issue goes with the herbivore omnivore carnivore ratio - you cannot alter this, unless you want the animals to just leave the map when the ratio is off - thats really messing too much with the eco-system. going against my principle of "not messing with vanilla mechanics"
- change aggressiveness of predators : they are only "aggressive" when hungry. what you are asking for is probably changing their hunger rate ; which is also pointless. If its just a "predator mechanic" where everyone just avoids the predator, its in the plans, but for a separate stand alone mod, which I have no time to work on.
- global wildness modifier : i suggest you just edit the xml files yourself if you want an animal to be easier to tame. its just a lot of work, for something 99% of the players wont use
- training modifiers is the same as wildness
- alter mood debuff when bonded animal dies : i think it should stay as it is; its only make sense the pawn should get depressed if a bonded animal die. As for the animal army issue, just get my minions mod to build the army. You can also "leave the bonded animal without a master" during a raid, to prevent it from going to war.
- Influence who an animal is bonded to at the start of the game?? Just dun spawn with them, and dev mode them in, and train from scratch. Its a vanilla issue or a prepare carefully mod issue. I wont touch this. 

Sorry... so its basically "no" to virtually all of them. LMAO
Title: Re: [B18] Wild Animal Sex 2.0 - NOW WITH MOD SETTING FOR PREY POPULATION LIMIT!
Post by: Canute on February 12, 2018, 12:44:55 PM
QuoteThats the funny thing about Ice Sheet, it typically cannot support any animals - which is why just 4 prey is too many prey~ LOL   

Weirdly, for all that predators, they did not kill the 4 preys...  LMAO

I think the only way I can "fix" this, is to ensure there can never be more "predators" than "prey" on a map~

What you think?
I got the similar thing on ice sheet too, after a group of 6 pinguin spawn on my map.
So i think, a minimal count of prey before a predator spawn. Around 10-20. This number is large enough so it wouldn't happen normaly at ice sheet.

What would happen when a large manhunter pack of prey animal would arrive at the map, does it would tripper a predator spawn ?
Title: Re: [B18] Wild Animal Sex 2.0 - NOW WITH MOD SETTING FOR PREY POPULATION LIMIT!
Post by: WalkingProblem on February 12, 2018, 12:58:49 PM
Quote from: Canute on February 12, 2018, 12:44:55 PM
I got the similar thing on ice sheet too, after a group of 6 pinguin spawn on my map.
So i think, a minimal count of prey before a predator spawn. Around 10-20. This number is large enough so it wouldn't happen normaly at ice sheet.

What would happen when a large manhunter pack of prey animal would arrive at the map, does it would tripper a predator spawn ?

Cant remember. LMAO

But basically, with more predators on the ice sheet = more meat.

I think I can just set the predators can not be more than prey thingy - that would be good enough.
Title: Re: [B18] Wild Animal Sex 2.0 - NOW WITH MOD SETTING FOR PREY POPULATION LIMIT!
Post by: Kori on February 12, 2018, 01:12:15 PM
Quote from: Walking Problem on February 12, 2018, 12:24:27 PM
I think the only way I can "fix" this, is to ensure there can never be more "predators" than "prey" on a map~

What you think?

That sounds reasonable, I like the idea.

I wondered if it would be possible to make the appearance of predators more steadily increasing over time instead of their almost instant appearance in very large numbers?
To prevent situations where you have hundreds of wild animals on your map for years without even one predator appearing (which is okay), but as soon as they reach the limit, a huge number of predators invades your map almost immediately. I got almost 100 predators at once, they even started to hunt each other.
I know that you have balanced everything and that an insufficient amount of predators won't change anything when there is a very large prey population.
Still I think it would be more immersive if only a set percentage of the calculated predator maximum would appear per day, maybe as an optional setting?

I currently have about 500 wild animals on the map and got almost 100 predators. When 100 is the number of predators the mod tries to spawn for this amount of prey, I'd like to set it to something between 5-10% per day, so that it would take 10-20 days until the full amount of predators arrives on the map, as long as the prey population won't be decimated in the meantime.
This setting can also help players that are sometimes caught off guard when suddenly a huge amount of predators appears and starts to hunt down their tamed animals.
What do you think?
Title: Re: [B18] Wild Animal Sex 2.0 - NOW WITH MOD SETTING FOR PREY POPULATION LIMIT!
Post by: WalkingProblem on February 12, 2018, 01:31:32 PM
Quote from: Kori on February 12, 2018, 01:12:15 PM
That sounds reasonable, I like the idea.

I wondered if it would be possible to make the appearance of predators more steadily increasing over time instead of their almost instant appearance in very large numbers?
To prevent situations where you have hundreds of wild animals on your map for years without even one predator appearing (which is okay), but as soon as they reach the limit, a huge number of predators invades your map almost immediately. I got almost 100 predators at once, they even started to hunt each other.
I know that you have balanced everything and that an insufficient amount of predators won't change anything when there is a very large prey population.
Still I think it would be more immersive if only a set percentage of the calculated predator maximum would appear per day, maybe as an optional setting?

I currently have about 500 wild animals on the map and got almost 100 predators. When 100 is the number of predators the mod tries to spawn for this amount of prey, I'd like to set it to something between 5-10% per day, so that it would take 10-20 days until the full amount of predators arrives on the map, as long as the prey population won't be decimated in the meantime.
This setting can also help players that are sometimes caught off guard when suddenly a huge amount of predators appears and starts to hunt down their tamed animals.
What do you think?

Actually there can never be more than 6 predators spawned on any one day. (the actual number is between 3 to 6 predators. its hardcoded by me)

So it is not "me" which made a 100 predator spawn thingy....  In fact, if you on the dev mode, you can see every single spawning of predator in the error log. Every predator spawned is accounted for.
Title: Re: [B18] Wild Animal Sex 2.0 - NOW WITH MOD SETTING FOR PREY POPULATION LIMIT!
Post by: Kori on February 12, 2018, 02:01:04 PM
Okay, that's strange. I'm not using any other mod that changes the wildlife and they only spawned when I got the prey population warning, so everything seems to be working.
Is it possible that the mod sometimes spawns up to 3-6 animals of any kind of predator that is allowed for this biome, resulting in a larger total amount per day?
I also got polar bears, arctic wolves and arctic foxes on a temperate jungle map..

Next time I will keep an eye on the log. :)
Title: Re: [B18] Wild Animal Sex 2.0 - NOW WITH MOD SETTING FOR PREY POPULATION LIMIT!
Post by: Sleeeper on February 12, 2018, 03:05:28 PM
Quote from: Walking Problem on February 12, 2018, 12:24:27 PM
Thats the funny thing about Ice Sheet, it typically cannot support any animals - which is why just 4 prey is too many prey~ LOL   

Weirdly, for all that predators, they did not kill the 4 preys...  LMAO

I think the only way I can "fix" this, is to ensure there can never be more "predators" than "prey" on a map~

What you think?
Well, predators are busy killing eachother, lol.
Good idea about amount.
Title: Re: [B18] Wild Animal Sex 2.0 - NOW WITH MOD SETTING FOR PREY POPULATION LIMIT!
Post by: WalkingProblem on February 13, 2018, 12:17:32 AM
Quote from: Kori on February 12, 2018, 02:01:04 PM
Okay, that's strange. I'm not using any other mod that changes the wildlife and they only spawned when I got the prey population warning, so everything seems to be working.
Is it possible that the mod sometimes spawns up to 3-6 animals of any kind of predator that is allowed for this biome, resulting in a larger total amount per day?
I also got polar bears, arctic wolves and arctic foxes on a temperate jungle map..

Next time I will keep an eye on the log. :)

By right, the only predators that can spawn, is as per what they would spawn naturally. (thats some fuck up english....)

I mean, prey overpopulation can only spawn predators that is already allowed to be spawn on that biome under vanilla circumstances.

And yeah, arctic critters are allowed on temperate maps... just rarer.

The only way to tell what my mod is doing to your game, is you watch the error log when there is a "ding" sound~
Title: Re: [B18] Wild Animal Sex 2.0 - NOW WITH MOD SETTING FOR PREY POPULATION LIMIT!
Post by: Harry_Dicks on February 13, 2018, 07:18:39 AM
WP how will your mod interact with RF - Configurable Maps? With CM you can adjust fauna populations. Does your mod and CM mod multiply these limits over one another, or does one mod overwrite another, and if so is this determined by load order or something else?

Also, will your mod be affected by any changes I make to default wild animal settings per biome? I was wondering if anything similar happens with your mod because it has population limits as well. I recently asked this in Rainbeau's thread as well, and here was his was response, when asking about changing flora/fauna spawn rates in my core defs.

Quote from: dburgdorf on February 12, 2018, 04:57:32 PM
Quote from: Harry_Dicks on February 12, 2018, 12:54:08 PM
Does Configurable Maps base it's sliders modifications for these values off of what I will have set up in my game, or will what I change in my defs be irrelevant?

What you put in your defs will be irrelevant. The sliders in "Configurable Maps" calculate values based on default vanilla values without regard to what's actually in the XML definitions.
Title: Re: [B18] Wild Animal Sex 2.0 - NOW WITH MOD SETTING FOR PREY POPULATION LIMIT!
Post by: Kori on February 13, 2018, 07:40:35 AM
WP thanks for your help! :)

Quote from: Harry_Dicks on February 13, 2018, 07:18:39 AM
WP how will your mod interact with RF - Configurable Maps? With CM you can adjust fauna populations. Does your mod and CM mod multiply these limits over one another, or does one mod overwrite another, and if so is this determined by load order or something else?

Now that you mention it, I'm using RF - Configurable Maps and forgot that it also affects wildlife.  :-X I haven't changed the default values though.


Title: Re: [B18] Wild Animal Sex 2.0 - NOW WITH MOD SETTING FOR PREY POPULATION LIMIT!
Post by: WalkingProblem on February 13, 2018, 12:52:12 PM
Quote from: Kori on February 13, 2018, 07:40:35 AM
Now that you mention it, I'm using RF - Configurable Maps and forgot that it also affects wildlife.  :-X I haven't changed the default values though.

See. =P

My codes are too straightforward to give you 100 predators. LOL

Quote from: Harry_Dicks on February 13, 2018, 07:18:39 AM
WP how will your mod interact with RF - Configurable Maps? With CM you can adjust fauna populations. Does your mod and CM mod multiply these limits over one another, or does one mod overwrite another, and if so is this determined by load order or something else?

Also, will your mod be affected by any changes I make to default wild animal settings per biome? I was wondering if anything similar happens with your mod because it has population limits as well. I recently asked this in Rainbeau's thread as well, and here was his was response, when asking about changing flora/fauna spawn rates in my core defs.

Quote from: dburgdorf on February 12, 2018, 04:57:32 PM
Quote from: Harry_Dicks on February 12, 2018, 12:54:08 PM
Does Configurable Maps base it's sliders modifications for these values off of what I will have set up in my game, or will what I change in my defs be irrelevant?

What you put in your defs will be irrelevant. The sliders in "Configurable Maps" calculate values based on default vanilla values without regard to what's actually in the XML definitions.

Okay the simple answer is: this mod essentially just make animal have sex and give birth.

The prey population limit is set to help players to manage their prey population - if you dun really care about lag, you can just set it at level 10 and its essentially so high that the limit is seldom going to be burst (unless you are on those "dead" biomes like extreme desert or ice sheet).

Thus its totally compatible with Configurable Maps.

I think what I should do is to set level 10 as "unlimited prey". What you guys think?
Title: Re: [B18] Wild Animal Sex 2.0 - NOW WITH MOD SETTING FOR PREY POPULATION LIMIT!
Post by: Kori on February 13, 2018, 01:38:57 PM
Quote from: Walking Problem on February 13, 2018, 12:52:12 PM
See. =P

My codes are too straightforward to give you 100 predators. LOL
;D  I'm sorry!
It's just that RF - Configurable Maps is still set to vanilla values...  ???
Anyway I think it was something on my end, let's see what results Harry gets with WAS + RFCM.

Please don't think that my previous posts were meant to be criticism, I just wondered about the predators. Everything else is working flawlessly and I love all these little baby animals my map gets flooded with! It's a must have mod for me already.

Quote from: Walking Problem on February 13, 2018, 12:52:12 PM
I think what I should do is to set level 10 as "unlimited prey". What you guys think?

Sounds good!
Title: Re: [B18] Wild Animal Sex 2.0 - NOW WITH MOD SETTING FOR PREY POPULATION LIMIT!
Post by: Harry_Dicks on February 13, 2018, 02:53:14 PM
Quote from: Kori on February 13, 2018, 01:38:57 PM
It's just that RF - Configurable Maps is still set to vanilla values...  ???
Anyway I think it was something on my end, let's see what results Harry gets with WAS + RFCM.

From my past experience, the RF mods have overwritten other mods that changed the same things. For example, with cuproPanda's Stones, he had the mod options to change how many and what types of stones spawn in the world. Well before this last update, Configurable Maps had a similar option (only how many stones per cell, but it would negate any stone types turned on/off in cupro's mod) that would always overwrite cupro's. So I'm wonder if you use CM that it is going to totally overwrite any changes that WAS has? Maybe Mister Dburgdorf would be able to answer this question better.
Title: Re: [B18] Wild Animal Sex 2.0 - NOW WITH MOD SETTING FOR PREY POPULATION LIMIT!
Post by: WalkingProblem on February 15, 2018, 12:36:52 PM
Quote from: Harry_Dicks on February 13, 2018, 02:53:14 PM
From my past experience, the RF mods have overwritten other mods that changed the same things. For example, with cuproPanda's Stones, he had the mod options to change how many and what types of stones spawn in the world. Well before this last update, Configurable Maps had a similar option (only how many stones per cell, but it would negate any stone types turned on/off in cupro's mod) that would always overwrite cupro's. So I'm wonder if you use CM that it is going to totally overwrite any changes that WAS has? Maybe Mister Dburgdorf would be able to answer this question better.

I can safely say "nothing".

As mentioned, the mod only adds animal sex and give birth.

The entire prey population limit is also custom coded.

So as a result, there wont be any clash with any other mods~ =}
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: WalkingProblem on February 15, 2018, 01:57:14 PM
(http://walkingproblem.com/wp-content/uploads/2017/12/preview-1.png)

Wild Animal Sex is now V2.2!!!

Now, Prey Population Limit option Level 10 will now disable the Prey Overpopulation alert (thus, no predators will be introduced to curb the population boom)

Have fun! (and please treat me to a meal at https://ko-fi.com/walkingproblem)

--

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/wild-animal-sex-ver2-2/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1224175982
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: Harry_Dicks on February 15, 2018, 02:06:32 PM
Quote from: Walking Problem on February 15, 2018, 01:57:14 PM
Wild Animal Sex is now V2.2!!!

Now, Prey Population Limit option Level 10 will now disable the Prey Overpopulation alert (thus, no predators will be introduced to curb the population boom)

WP, please forgive me if I seem like I am asking the same thing again, because I am a bit dense :) But does this mean that your mod will not change the population numbers now, but if you have it set to level 10, then the population will just keep increasing, without sending in any predators? Also, again (sorry!), will any of this be affected by Configurable Maps' fauna setting?

Thanks for being patient with me, and answering my silly questions!
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: WalkingProblem on February 15, 2018, 03:00:12 PM
Quote from: Harry_Dicks on February 15, 2018, 02:06:32 PM
WP, please forgive me if I seem like I am asking the same thing again, because I am a bit dense :) But does this mean that your mod will not change the population numbers now, but if you have it set to level 10, then the population will just keep increasing, without sending in any predators? Also, again (sorry!), will any of this be affected by Configurable Maps' fauna setting?

Thanks for being patient with me, and answering my silly questions!

Yes you are asking the same thing all over again.

This mod had never "changed the population numbers" - like never.
The only reason population number increased is because of the new baby animals - which are also counted into the population numbers by the vanilla game engine. Once the number hits the cap for the biome, the game will no longer introduce any new animals into the map.

But with Wild Animal Sex, existing animals will continue to breed - just no new animals will be introduced into the map organically.

Which is why, whatever that mod is which alters the animal numbers - does not interfere with this mod, because this mod only made animal have sex. Thats it. 

At Level 10 now, predators will no longer be introduced to try to curb the over population of prey animals <--- in which the prey animals are all from the existing pool of animals that had since overshot the biome's animal limits, and had disabled any introduction of new animals by the game engine that is done under normal circumstances.

And I want to stab you.
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: Harry_Dicks on February 15, 2018, 03:14:23 PM
Quote from: Walking Problem on February 15, 2018, 03:00:12 PM
And I want to stab you.

Thank you so much, I really do appreciate it. And don't worry, I love you too. In a VERY HOMOSEXUAL way. :-*
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: WalkingProblem on February 18, 2018, 02:40:29 AM
Quote from: Harry_Dicks on February 15, 2018, 03:14:23 PM
Quote from: Walking Problem on February 15, 2018, 03:00:12 PM
And I want to stab you.

Thank you so much, I really do appreciate it. And don't worry, I love you too. In a VERY HOMOSEXUAL way. :-*

- shudders -
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: Canute on February 18, 2018, 02:46:42 AM
Should we reserve a date at the RimChurch for you 2 ? :-)
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: WalkingProblem on February 18, 2018, 03:04:04 AM
Quote from: Canute on February 18, 2018, 02:46:42 AM
Should we reserve a date at the RimChurch for you 2 ? :-)

Rimotel you mean?

But I am straight... I prefer hot girls.
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: Harry_Dicks on February 18, 2018, 05:04:17 AM
Quote from: Walking Problem on February 18, 2018, 03:04:04 AM
But I am straight... I prefer hot girls.

Oh, I can be whatever you need be to be. Tuck & tape, baby ;)
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: xneariax on March 04, 2018, 06:40:27 PM
So.. my "allowed prey animals" setting is 5 and this is what happened on my current map - after already hunting about 50 of them down, mind you. :o :'D

Not a complaint, just sharing for amusement purposes, really. I'm loving the mod! So maybe it's just me having midnight giggles (after all it was my bloody fault letting it come to this), but guinea pig infestation being a bigger threat than bug infestation at the moment is truly hilarious to me. There's about 100+ of them easily and they're causing incredible lagg on everything above 2x speed. We have just increased our freezer size...  ;) ;D

[attachment deleted due to age]
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: WalkingProblem on March 05, 2018, 10:09:39 AM
Quote from: xneariax on March 04, 2018, 06:40:27 PM
So.. my "allowed prey animals" setting is 5 and this is what happened on my current map - after already hunting about 50 of them down, mind you. :o :'D

Not a complaint, just sharing for amusement purposes, really. I'm loving the mod! So maybe it's just me having midnight giggles (after all it was my bloody fault letting it come to this), but guinea pig infestation being a bigger threat than bug infestation at the moment is truly hilarious to me. There's about 100+ of them easily and they're causing incredible lagg on everything above 2x speed. We have just increased our freezer size...  ;) ;D

damn.... they are getting everywhere.... they are like glitter......

Because the bigger the map, the higher the number of prey can exist on the map (because its relative to the size of map as well) - thus the lag, despite your setting at 5.... =P

I suggest you get my pokeball mod, and tame them all... and then use them as your holy guinea pig army~
https://steamcommunity.com/sharedfiles/filedetails/?id=1162860582
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: xneariax on March 05, 2018, 06:57:15 PM
The glitter analogy is the most appropriate response to this problem I could have hoped for. No kidding.  ;D
And, of course, you're right about the map size. I didn't know that, so didn't think of tuning it down when going for a (I believe it's 350 x 350) large map (so lagg was not only from the pigs either, to be fair. There's enough lagg in RW anyway and the ton of mods I'm running is surely not helping matters XD). Definitely still good to know for the future though. I might want to play around with that.

Love the idea of a holy guinea pig army! :'D My killbox is doing a pretty job so far, but I still might have to try the pokeballs on another map at least. Fun idea! I can run it with your storyteller - one needs an army to survive him. Tried one game on the 2nd highest difficulty and failed gloriously. :P ;)

I did resolve the pig situation anyway though.  I ended up despawning just enough to not lagg SO badly (about 30 maybe) and hunted down the remaining ~70 normally. Downside: Took ages and well.. we tragically lost "White" when the ~25 boars left set their mind on revenge. On the plus side: we're swimming in meat and fine meals now.  ;)
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: WalkingProblem on March 06, 2018, 11:08:58 AM
Quote from: xneariax on March 05, 2018, 06:57:15 PM
The glitter analogy is the most appropriate response to this problem I could have hoped for. No kidding.  ;D
And, of course, you're right about the map size. I didn't know that, so didn't think of tuning it down when going for a (I believe it's 350 x 350) large map (so lagg was not only from the pigs either, to be fair. There's enough lagg in RW anyway and the ton of mods I'm running is surely not helping matters XD). Definitely still good to know for the future though. I might want to play around with that.

Love the idea of a holy guinea pig army! :'D My killbox is doing a pretty job so far, but I still might have to try the pokeballs on another map at least. Fun idea! I can run it with your storyteller - one needs an army to survive him. Tried one game on the 2nd highest difficulty and failed gloriously. :P ;)

I did resolve the pig situation anyway though.  I ended up despawning just enough to not lagg SO badly (about 30 maybe) and hunted down the remaining ~70 normally. Downside: Took ages and well.. we tragically lost "White" when the ~25 boars left set their mind on revenge. On the plus side: we're swimming in meat and fine meals now.  ;)

Glad you resolved it~

=P
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: M00nStalker on March 06, 2018, 12:40:22 PM
Ok, I found this hilarious but I highly doubt that Marulo did as she set out to raid the new colony. The male alpaca literally rushed towards them and... did his thing.

"Giddy up" and "mounted" takes on a whole new meaning. As does "threesome".


[attachment deleted due to age]
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: Harry_Dicks on March 06, 2018, 01:18:45 PM
The girl is smiling this let's you know everyone consented and is having a good time.
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: WalkingProblem on March 07, 2018, 01:08:52 PM
Quote from: Harry_Dicks on March 06, 2018, 01:18:45 PM
The girl is smiling this let's you know everyone consented and is having a good time.

I agree.

In Wild Animal Sex mod, only those who complains about having too much prey to hunt for food are not happy.
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: kuroi_mato_O on March 10, 2018, 12:50:16 PM
Hey guys, by any chance does this mod works with RimJobWorld? It's adult mod that implements sex system as well, but not for "animal on animal" it seems.
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: WalkingProblem on March 10, 2018, 01:26:16 PM
Quote from: kuroi_mato_O on March 10, 2018, 12:50:16 PM
Hey guys, by any chance does this mod works with RimJobWorld? It's adult mod that implements sex system as well, but not for "animal on animal" it seems.

I'm quite sure they are compatible~
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: The13thRonin on March 10, 2018, 05:52:16 PM
How fast does the population explode and how much FPS death is involved?
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: WalkingProblem on March 11, 2018, 10:44:40 AM
Quote from: The13thRonin on March 10, 2018, 05:52:16 PM
How fast does the population explode and how much FPS death is involved?

What is FPS?

Anyway you should just play and try. Because it depends largely on how the game go, how you play and what animal is on the map.
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: Kori on March 11, 2018, 02:13:20 PM
Quote from: Walking Problem on March 11, 2018, 10:44:40 AM
What is FPS?

Frames Per Second  :)
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: WalkingProblem on March 12, 2018, 06:20:27 AM
Quote from: Kori on March 11, 2018, 02:13:20 PM
Quote from: Walking Problem on March 11, 2018, 10:44:40 AM
What is FPS?

Frames Per Second  :)

Then whats the meaning of "how much FPS death is involved?"
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: Canute on March 12, 2018, 10:34:19 AM
I think he mean "How much your mod would cause the game to be laggy".
But since this is a relation between map size and mod option, a 100% accurate answer can't be given.

Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: Modo44 on March 12, 2018, 03:33:38 PM
I'm fairly certain colony female animals are getting pregnant from thin air when this mod is active. To reproduce, get any single female, and wait a couple (dozen) of days. I've had elk and muffalo do this so far.
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: WalkingProblem on March 13, 2018, 08:44:18 AM
Quote from: Modo44 on March 12, 2018, 03:33:38 PM
I'm fairly certain colony female animals are getting pregnant from thin air when this mod is active. To reproduce, get any single female, and wait a couple (dozen) of days. I've had elk and muffalo do this so far.

@Modo44 - I am very sure in my codes, there is nothing that made them get pregnant from thin air. LOL~ 

Just in case you dunno, tamed animals can mate with wild animals (they will seek each other out). Traders and visitors who bring their own animals will also mate with the wild animals and your tamed animals.
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: Thorbane on March 27, 2018, 05:23:14 AM
This mod is incompatible with Fluffy's Birds and Bees mod, males with no fertility will get stuck in an infinite loop of trying to mate with a female.
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: Windsilk on March 27, 2018, 01:03:46 PM
Could you add text to the mod options screen that shows the actual number limits of the different tiers of population limits?

I just started a new game on a 400x400 map, I didn't do much hunting and about a year in I started noticed my crop fields being eaten a little too much. I took a look around the map and noticed critters everywhere, mostly assorted rodents.

So I looked in the mod settings and blindly changed it to 2, which gave me a pop up saying predators are spawning due to too much prey. I went back to managing my mountain bunker. A few minutes later I noticed a polar bear which was weird since I'm not in the right biome for that. Scrolling around I saw every type of predator imaginable all over. Looking at the tool tip closer I now had 900 some prey animals and 300 or so predators.

This includes 2 lionesses, a tiger, a dire wolf, 3 honey badgers, and 2 fishers right outside my bunker. I quietly set everyone to go harvest what was left of my fields and then went inside and locked the door. I tried to wait the ensuing chaos out. Before long all the prey had been eaten and the predators were turning on themselves, but I was out of food. I unlocked my door and went out to try to farm a bit which caused a massive fight with all the predators outside.

A few bitten off limbs later my valley farm outside of the bunker and my entrance are completely covered in blood stains and I'm walling off my fields with the couple of healthy colonists I have left. There are still around 200 predators left on the map, I changed the setting down to 1 now but I'm not sure what effect that's going to have on the population numbers. This has been a little bit more intense than I expected haha.
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: WalkingProblem on March 28, 2018, 03:46:06 AM
Quote from: Thorbane on March 27, 2018, 05:23:14 AM
This mod is incompatible with Fluffy's Birds and Bees mod, males with no fertility will get stuck in an infinite loop of trying to mate with a female.

I think I will need to study that mod and see how to make them compatible

Quote from: Windsilk on March 27, 2018, 01:03:46 PM
Could you add text to the mod options screen that shows the actual number limits of the different tiers of population limits?

I just started a new game on a 400x400 map, I didn't do much hunting and about a year in I started noticed my crop fields being eaten a little too much. I took a look around the map and noticed critters everywhere, mostly assorted rodents.

So I looked in the mod settings and blindly changed it to 2, which gave me a pop up saying predators are spawning due to too much prey. I went back to managing my mountain bunker. A few minutes later I noticed a polar bear which was weird since I'm not in the right biome for that. Scrolling around I saw every type of predator imaginable all over. Looking at the tool tip closer I now had 900 some prey animals and 300 or so predators.

This includes 2 lionesses, a tiger, a dire wolf, 3 honey badgers, and 2 fishers right outside my bunker. I quietly set everyone to go harvest what was left of my fields and then went inside and locked the door. I tried to wait the ensuing chaos out. Before long all the prey had been eaten and the predators were turning on themselves, but I was out of food. I unlocked my door and went out to try to farm a bit which caused a massive fight with all the predators outside.

A few bitten off limbs later my valley farm outside of the bunker and my entrance are completely covered in blood stains and I'm walling off my fields with the couple of healthy colonists I have left. There are still around 200 predators left on the map, I changed the setting down to 1 now but I'm not sure what effect that's going to have on the population numbers. This has been a little bit more intense than I expected haha.

If you don't want predators, set to 10.

Setting it to 1 = predators will spawn pretty easily as prey population limit is set really low.

As for the predator type - its based on temperature. So weird predators may spawn.

I will consider putting prey population vs population limit for players' reference
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: Madman666 on March 30, 2018, 03:25:50 PM
In biomes with a proper cold winter animals still don't really spread much. They all mostly leave way before limit kicks in because of cold. Which is a bit sad. I like playing with warm summers and cold winters with snow. I believe there was a plan to introduce hibernation mechanic, so animals will stay on the map, right?
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: WalkingProblem on March 30, 2018, 04:02:21 PM
Quote from: Madman666 on March 30, 2018, 03:25:50 PM
In biomes with a proper cold winter animals still don't really spread much. They all mostly leave way before limit kicks in because of cold. Which is a bit sad. I like playing with warm summers and cold winters with snow. I believe there was a plan to introduce hibernation mechanic, so animals will stay on the map, right?

Its something I am thinking about making.... but I just didnt have the time to do it...

But someday, I gonna try.
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: Madman666 on March 30, 2018, 05:27:58 PM
Ah, well, as long as you still considering - thats enough for me:)
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: Crossbowman on April 06, 2018, 02:33:50 AM
Quote from: Thorbane on March 27, 2018, 05:23:14 AM
This mod is incompatible with Fluffy's Birds and Bees mod, males with no fertility will get stuck in an infinite loop of trying to mate with a female.
Quote from: Walking Problem on March 28, 2018, 03:46:06 AM
I think I will need to study that mod and see how to make them compatible

I can confirm with Thorbane, I have this 1 unneutered female cat and 3 neutered male cats, and the 3 cats spend literally days just trying to mate with the single female cat (which gets stuck with +180 something queued "Standing" actions). The only reason they stop is that they are exhausted or starving. Same with my unneutered female husky and my neutered male husky; the male tries to mate with the female forever.
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: Tenshi~Akari on April 07, 2018, 09:07:43 AM
:o I just had a brother/sister fox do the dirty (https://imgur.com/a/euW7M)... is that supposed to be happening?  I can't recall it ever happening with vanilla so...  :-[

EDIT: As soon as I unpaused, he went after his mother.  :'( I can't with this dude...
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: Canute on April 12, 2018, 07:51:12 AM
WP,
i think at the population for extreme biome's you need to work ! :-)
I got a limit of 1 (default) on an Ice sheet.
I think i got far too much animals on the map, and everyone is a predator.


[attachment deleted due to age]
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: Chaos17 on May 13, 2018, 11:43:43 AM
Stuff like this should be vanilla so I'm glad someone put it in the game. Thanks.

Quote from: Tenshi~Akari on April 07, 2018, 09:07:43 AM
:o I just had a brother/sister fox do the dirty (https://imgur.com/a/euW7M)... is that supposed to be happening?  I can't recall it ever happening with vanilla so...  :-[

EDIT: As soon as I unpaused, he went after his mother.  :'( I can't with this dude...
Yes, animals are like that. Males can't control their needs (generally that's why animals don't stay together as families forever, they usually cast out the males if they stay in pack in general), that's why irl you sterilize them. You do the same with females if you don't want an over population (so many pets families are throw out each summer because their owners don't want the babies).
Males animals can also be "gay" if no females around (my family had pets and a farm).

The main difference between species about reproduction is: never stay with same partner (ex: like cats or dogs), stay with same partner for life (ex: swan or tigers).
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: Tenshi~Akari on May 13, 2018, 07:17:24 PM
Quote from: Chaos17 on May 13, 2018, 11:43:43 AM
Stuff like this should be vanilla so I'm glad someone put it in the game. Thanks.

Quote from: Tenshi~Akari on April 07, 2018, 09:07:43 AM
:o I just had a brother/sister fox do the dirty (https://imgur.com/a/euW7M)... is that supposed to be happening?  I can't recall it ever happening with vanilla so...  :-[

EDIT: As soon as I unpaused, he went after his mother.  :'( I can't with this dude...
Yes, animals are like that. Males can't control their needs (generally that's why animals don't stay together as families forever, they usually cast out the males if they stay in pack in general), that's why irl you sterilize them. You do the same with females if you don't want an over population (so many pets families are throw out each summer because their owners don't want the babies).
Males animals can also be "gay" if no females around (my family had pets and a farm).

The main difference between species about reproduction is: never stay with same partner (ex: like cats or dogs), stay with same partner for life (ex: swan or tigers).

Trust me, I know it's like this IRL, it's just gameplay-wise I'm talking about here... it never happened in Vanilla (I tested in a new save file to confirm for myself, unless I didn't allow for much time to pass for it to happen), and in the mod's current state, it was causing a slight problem in terms of keeping a viable animal environment on my bases is all.

Since I can't seem to find any instance or updated version of the neuter/spay mod I had back in A17 and prior, it's pretty difficult to manage sometimes with certain animals, and I was kind of banking on the vanilla behavior to save from those types of survival instincts with concerns to having adult sibling animals on base. Apparently, that's overridden here, so I'm just going to have to stick to having only one set gender for each type of species I get for now...
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: Ero_Sennin on July 10, 2018, 01:44:55 PM
Does this mod requires a new game and is there any compatibility issues?
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: Canute on July 10, 2018, 04:29:13 PM
You can add and remove it anytime.
No issues known so far.
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: Lyrad8791 on August 20, 2018, 03:10:09 AM
Any chance this is updating to the 1.0 branch? Its one of those things that are still missing from the game that you fix for us. Love the mod.
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: WalkingProblem on September 09, 2018, 07:33:49 AM
Sorry guys, havent had time to go thru the forum for the past months... anyway....

---
(http://walkingproblem.com/wp-content/uploads/2017/12/preview-1.png)

[B19] WILD ANIMAL SEX V3.0

Its a huge improvement (in my opinion) from 2.2. Now the predator solution will actually help to keep prey population under control! (unless you are infested by boomers... then too bad for you)

HAVE FUN!

And remember to support my modding:
FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem

CHANGELOG 3.0:
– big predators are only introduced 1/3 the chances of smaller predators
– new preys will now be introduced at random as long as the map is not overpopulated prey. This is done because the game will not introduce new prey once the vanilla game's animal limit is hit.
– predators entering via prey overpopulation now enters hungry (so they will hunt immediately)
– added "ecosystem is balanced" alert to keep player informed of the prey and predator numbers
– now prey and predator population will always be shown via the alert on the right column of the screen
– changed the codes to ensure that new animals are always introduced from the edge of the map

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/wild-animal-sex-ver3-0/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1224175982
Title: Re: [B19] Wild Animal Sex 3.0 - Now better than ever before!
Post by: rawrfisher on September 09, 2018, 09:43:04 AM
Better get the miniguns ready then... Boomers are the only thing I see
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: utotuto on September 09, 2018, 10:49:30 AM
Quote from: Walking Problem on September 09, 2018, 07:33:49 AM
There error after map generation https://pastebin.com/0ZY4gg1g
Also there any compatibility issue with mods like "Animal Logic" "A Dog Said" ?
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: Amnesiac on September 10, 2018, 02:43:55 AM
Quote from: utotuto on September 09, 2018, 10:49:30 AM
Quote from: Walking Problem on September 09, 2018, 07:33:49 AM
There error after map generation https://pastebin.com/0ZY4gg1g
Also there any compatibility issue with mods like "Animal Logic" "A Dog Said" ?

I have this same issue and I don't have either of those mods.

Edit: Also, in the modlist the mod is listed as [B18] but is for version B19
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: WalkingProblem on September 10, 2018, 12:15:54 PM
Quote from: utotuto on September 09, 2018, 10:49:30 AM
Quote from: Walking Problem on September 09, 2018, 07:33:49 AM
There error after map generation https://pastebin.com/0ZY4gg1g
Also there any compatibility issue with mods like "Animal Logic" "A Dog Said" ?

Just ignore the error message. I cant find where is the error came from - it doesnt affect the game anyway. It only appear once everytime you load the game.

-----------
by the way:

[B19] WILD ANIMAL SEX V3.1

CHANGELOG 3.1:
– time counting for predator and prey introduction is redone; previously I mistakenly use Real Time to calculate spawning; it is now in game time
– predators in prey overpopulation situation will only spawn every half a day
– prey introduction only dice roll once a day (1/6 chance to spawn new prey animal)
– added mod setting option to disable seeing the Overpopulation and Stable population alerts to have a more "realistic" game experience

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/wild-animal-sex-ver3-1/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1224175982
Title: Re: [B19] Wild Animal Sex 3.2 - Now it just feels... natural....~
Post by: WalkingProblem on September 10, 2018, 01:21:40 PM
[B19] WILD ANIMAL SEX V3.2

CHANGELOG 3.2:
– corrected prey calculation error. Now the prey calculation is correct now.

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/wild-animal-sex-ver3-2/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1224175982
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: utotuto on September 10, 2018, 01:37:44 PM
Quote from: Walking Problem on September 10, 2018, 12:15:54 PM
Just ignore the error message. I cant find where is the error came from - it doesnt affect the game anyway. It only appear once everytime you load the game.
Good to know. Modded animals support? If no, there anyway to manually add support? "Galaxy Life"  (https://steamcommunity.com/sharedfiles/filedetails/?id=1204051019)to be exactly.
Title: Re: [B19] Wild Animal Sex 3.2 - Now it just feels... natural....~
Post by: Amnesiac on September 12, 2018, 02:47:14 AM
Still getting the error after updating the mod, and the prey calculation thingy on the right side no longer shows up for me :(

Edit: for some reason when I updated the notification on the right side was disabled in the mod settings, so its working now! Just still getting the error
Title: Re: [B18] Wild Animal Sex 2.2 - NOW LEVEL 10 = Unlimited Animals~!
Post by: WalkingProblem on September 15, 2018, 01:15:17 PM
Quote from: utotuto on September 10, 2018, 01:37:44 PM
Quote from: Walking Problem on September 10, 2018, 12:15:54 PM
Just ignore the error message. I cant find where is the error came from - it doesnt affect the game anyway. It only appear once everytime you load the game.
Good to know. Modded animals support? If no, there anyway to manually add support? "Galaxy Life"  (https://steamcommunity.com/sharedfiles/filedetails/?id=1204051019)to be exactly.

Its compatible to all modded animals as well.

Quote from: Amnesiac on September 12, 2018, 02:47:14 AM
Still getting the error after updating the mod, and the prey calculation thingy on the right side no longer shows up for me :(

Edit: for some reason when I updated the notification on the right side was disabled in the mod settings, so its working now! Just still getting the error

The error will always appear everytime you start the game. Just ignore it. (i havent figure out what i did that caused it)

The prey.... oh (i just saw your "edit") Yes. Its in the mod setting. =}
Title: Re: [B19] Wild Animal Sex 3.2 - Now it just feels... natural....~
Post by: Canute on October 01, 2018, 10:29:19 AM
Hi,
the mod still don't works well at ice sheet biome.
Prey overpopulated all the time, but i only got 1 megasloth as possible prey on the map. All other are medium and larger predators.

I think you need to made a different calculation for Ice Sheet/Sea ice biomes.


[attachment deleted due to age]
Title: Re: [B19] Wild Animal Sex 3.2 - Now it just feels... natural....~
Post by: bigheadzach on October 05, 2018, 12:30:19 AM
Seems if there's an untickable animal or two on the map, the spawner goes nuts and continues to add animals. The Prey limit just determines if they are prey or predators.

Lots of slowdown happening due to 100's of animals now on the map. Is there a debug command that can remove (not necessarily) kill lots of animals enmasse?
Title: Re: [B19] Wild Animal Sex 3.2 - Now it just feels... natural....~
Post by: Madman666 on October 05, 2018, 03:26:44 AM
I really like this mod. One issue remains unsolved though - if you play a map with actual seasons (below -5-6 in winter, hot in summer) each year the map is just reset as most animals leave in cold weather, so it mostly feels like population of prey never really rises above default point and you mostly only see baby version of prey animals with really short gestation periods (mostly raccons, squirrels etc.). Same if you get a heat wave, that chases everything away, leaving only stupid humans to sweat buckets and suffer from eating without a table.

I guess making animals hide\hibernate isn't that easy to do. Maybe teach the game to save\remember animals that leave the map, including babies\juveniles, so that they return once weather stabilizes? It could be really neat feature. Have no idea how hard that d be to implement though.
Title: Re: [B19] Wild Animal Sex 3.2 - Now it just feels... natural....~
Post by: bigheadzach on October 05, 2018, 09:28:46 PM
Can confirm I'm getting a bug where the mod continues to spawn Prey as long as it's below MaxDensity and then just repeatedly spawns Predators when above. Is there an actual specified amount of time that is supposed to pass between checks? Right now I'm looking at about 500 or so animals on my map with no signs of it stopping.
Title: Re: [B19] Wild Animal Sex 3.2 - Now it just feels... natural....~
Post by: Griphaha on October 05, 2018, 11:07:00 PM
That's why I'm not using it. 30 predators on a map isn't to fun.
Title: Re: [B19] Wild Animal Sex 3.2 - Now it just feels... natural....~
Post by: Canute on October 06, 2018, 03:49:10 AM
Depend on the situation.
On the ice biome it is more a bless, because of the hugh meat you can get.
Mosttimes the bigger predator's hunt the smaller or hurt ones.
And you have alot of corpses each day, you just need to pickup.
But for an Ice biome, that is unbalanced and i deactived the mod.
Title: Re: [B19] Wild Animal Sex 3.2 - Now it just feels... natural....~
Post by: Kassidoo on October 25, 2018, 03:36:53 PM
Hi

I'm having issues on a sea ice map where this mod seems to just stop working. When I load the game the game start with an error, and after that no predator spawn regardless of how many preys there are on the map.

Heres the error: https://gist.github.com/HugsLibRecordKeeper/5930a52b84b53fc07f28ae5c035900f7#file-output_log-txt-L2699

Exception processing alert RimWorld.Alert_OverpopulationPredatorEntry: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[Verse.Map].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at RimWorld.Alert_OverpopulationPredatorEntry.GetReport () [0x00000] in <filename unknown>:0
  at RimWorld.Alert.get_Active () [0x00000] in <filename unknown>:0
  at RimWorld.AlertsReadout.AlertsReadoutUpdate () [0x00000] in <filename unknown>:0

Title: Re: [B19] Wild Animal Sex 3.2 - Now it just feels... natural....~
Post by: Ois on December 08, 2018, 10:29:25 AM
Is there any specific load order for this mod in relation to other mods? My pets get pregnant for no reason other than the fact that an opposite sexed animal is somewhere on the map. It's irritating having to constantly remove the pregnancy.

(Also, does this not work well with 'Dinosauria' mod? When my dinos lay eggs they deteriorate before they hatch. It would be cool to see them populate.)
Title: Re: [B19] Wild Animal Sex 3.2 - Now it just feels... natural....~
Post by: Canute on December 08, 2018, 10:52:57 AM
I don't think this mod change any value of Dino eggs. You should ask the Dino mod author about it.
Title: Re: [B19] Wild Animal Sex 3.2 - Now it just feels... natural....~
Post by: WalkingProblem on December 09, 2018, 12:33:27 AM
Quote from: Ois on December 08, 2018, 10:29:25 AM
Is there any specific load order for this mod in relation to other mods? My pets get pregnant for no reason other than the fact that an opposite sexed animal is somewhere on the map. It's irritating having to constantly remove the pregnancy.

(Also, does this not work well with 'Dinosauria' mod? When my dinos lay eggs they deteriorate before they hatch. It would be cool to see them populate.)

Quote from: Canute on December 08, 2018, 10:52:57 AM
I don't think this mod change any value of Dino eggs. You should ask the Dino mod author about it.


Currently Rimworld do not have any game mechanics to deal with eggs and the relations between the egg layers and their eggs.

I will create a mod someday to make the animal behaviors more realistic.... but it would be months from now though... too many things on my to do list; but I cant work on mods full time (as I still far away from having enough patrons to allow me to work full time on mods - thus very limited time to work on mods)
Title: Re: [B19] Wild Animal Sex 3.2 - Now it just feels... natural....~
Post by: Ois on January 17, 2019, 12:17:05 PM
But should I move the mod up higher in my list? I have it towards the bottom. I'll have a pet walking around and I'll get a pregnancy alert (X is pregnant!) when she hasn't even mated. That's why I asked does this mod clash with anything else. I think this glitch/bug contributes to a lot of the population booms on my map. Is it just something that can't be fixed?
Title: Re: [B19] Wild Animal Sex 3.2 - Now it just feels... natural....~
Post by: Canute on January 17, 2019, 01:12:50 PM
Only when you disable the mod ! :-)
Check the mod options, you have some values to play around if i remember right.
Title: Re: [B19] Wild Animal Sex 3.2 - Now it just feels... natural....~
Post by: rizay on January 18, 2019, 03:04:00 PM
Planning on updating the mod?
Title: Re: [B19] Wild Animal Sex 3.2 - Now it just feels... natural....~
Post by: Canute on January 18, 2019, 03:19:26 PM
Follow the link to his mainpage there you find the 1.0 version.
Title: Re: [B19] Wild Animal Sex 3.2 - Now it just feels... natural....~
Post by: Dayrion on May 08, 2023, 07:01:00 PM
@WalkingProblem Could you open source your mod so we can contribute to it?