Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: Igabod on January 22, 2015, 01:18:01 PM

Title: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Igabod on January 22, 2015, 01:18:01 PM
(http://i.imgur.com/0ZHWXe8.png)

Adds a variety of new animals to each map type. More diversity!

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

Some animals are now aggressive to any pawn (colonists, raiders, visitors, even other animals) that get within 3 tiles of them. This makes the animals seem all the more realistic. You can't expect to get too close to a wild animal without it attacking you. Luckily, most of them will leave you alone as soon as your colonist gets far enough away. Some are vicious carnivores who will continue attacking till they or their target is incapacitated. On the plus side, sometimes your colonists can be saved from an enemy raid if the raiders are careless enough to wander into a pack of vicious carnivores. Smaller and more docile creatures tend to have a high mortality rate in the early game, but this levels off as the aggressive creatures clear a nice area around them. This was all made possible by the kind donation of a .dll file and a few .xml files from Haplo, our resident modding genius. (Mini-disclaimer: Some of the animals may need their strength tweaked but I need user feedback for this.)

This mod is not compatible in it's current form with Xtra Plants or any other mod that alters the Biomes.xml file. There are compatibility patches available for some mods and others will be done if requested. All compatibility patches are available in the Download Links section below in this post.

Compatibility patches exist for the following mods:

Xtra Plants (https://ludeon.com/forums/index.php?topic=7328) by Igabod
Harsher Tundra (https://ludeon.com/forums/index.php?topic=8004) by MarvinKosh

For those of you who use the Alpha Muffalo (https://ludeon.com/forums/index.php?topic=3060) mod by Kirid, it is now integrated into this mod as of V1.2. Kirid will maintain that mod separately still if you just want to use that though. Just make sure you de-activate Alpha Muffalo if you plan to use this mod.


None of the textures in this mod except the Quadhog were done by me. The Rimdog and Rimwolf textures came from the old Project K9 mod and are used with permission. The Furx, Lacosdile, Megaslug, Rim Ram, Snork and Spindlecrib. are all creations of Shinzy and are used with his permission.


Shinzy has now created a mod which allows you to craft hats using some of the new animals in this mod. You should check out the Wildhunt (https://ludeon.com/forums/index.php?topic=9535) mod.


I am currently taking contributions to this mod in the form of textures for new animals. If you have any new animals you can either post them on here or send me a link to a download in a private message. You will be fully credited for your work along with the other artists who contributed. I'm also taking contributions in the form of XML or C# code to enhance the mod. You would be credited for this work as well.

(http://i.imgur.com/aQrCtX8.png)

(http://i.imgur.com/2IklpM0.jpg)
(http://i.imgur.com/CYANhGx.png)


(http://i.imgur.com/NjiNs6X.png)
This mod is still currently in very early stages. Some oddness may be found, such as wolves that sound an awful lot like squirrels. And animals with bodyparts they shouldn't have (like hooves maybe?). These small details will be ironed out with future releases as I make custom bodytypes for each of the new animals and find some sounds that might match the animals a little better.

I do not own the artwork (except the Quadhog) used in this mod and as such cannot give you permission to use it in mods or modpacks. You are free to use the XML in your own mods and supply your own textures, or you could ask the respective artists (or the person who represents that artist in some cases) for permission to use their work. The Quadhog texture is free for you to use in your own mods as long as you post a link to that mod when it is finished on a comment in this thread. Yeah, that's not the usual request, but it seems like a good idea to me. No need to link back to this mod if you don't want. But it would be nice to be mentioned as the artist for the Quadhog in the credits somewhere, but that isn't required.

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

Shinzy: For the textures for Crashbug, Furx, Lacosdile, Megaslug, Rim Ram, Snork and Spindlecrib.
Pidggit: For the textures for Rimdog and Rimwolf.
Haplo: For the .dll and XML to make certain animals aggressive.
Kirid: For allowing me to include Alpha Muffalo (https://ludeon.com/forums/index.php?topic=3060) and the fly, mosquito, and tarantula.
Giraffe: For suggesting the Quadhog and my friend Ellie for naming it.

(http://i.imgur.com/oz5e8oN.png)

V1.0 First Release containing 7 new animals. Furx, Lacosdile, Megaslug, Rimdog, Rim Ram, Rimwolf, and Snork.

V1.1 Added code to make some animals aggressive. Thanks to Haplo for that.

V1.2 Added new Snork body parts and integrated Kirid's Alpha Muffalo mod.

V2.0 Lots of balance changes regarding animal stats and spawn rates etc. Minor description fixes. Minor mistakes fixed. Added Quadhog and Spindlecrib.

V2.1 Updated for A9.

V3.0 Added 4 new bugs. Crashbug, Fly, Mosquito, and Tarantula. Adjusted description for Alphalo. Adjusted spawn rate for Alphalo.

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

Version 3.0 Download (https://ludeon.com/forums/index.php?action=dlattach;topic=9532.0;attach=7162)

Previous Versions

v1.0 Dropbox Download (https://www.dropbox.com/s/5rqxhnew0c9644h/Biodiversity1.0.zip?dl=0)
v1.1 Dropbox Download (https://www.dropbox.com/s/j1t44loh7pzfv5r/BiodiversityV1.1.7z?dl=0)
v1.2 Dropbox Download (https://www.dropbox.com/s/i21iu3qu73e2zjh/BiodiversityV1.2.7z?dl=0)
v2.0 Dropbox Download (https://www.dropbox.com/s/8c43cdma3e6u2d5/BiodiversityV2.0.7z?dl=0)
v2.1 Dropbox Download (https://www.dropbox.com/s/nmbuu5n190phgku/BiodiversityV2.1.7z?dl=0)


Compatibility Patches
Just replace the Biodiversity_Biomes.xml file located in the Biodiversity/Defs/BiomeDefs/ folder with the compatibility patch and make sure the respective mods are loaded before this one in the mod order.

For the Harsher Tundra patch, just activate that mod after you activate Harsher Tundra and Biodiversity.

Xtra Plants Compatibility Patch (https://ludeon.com/forums/index.php?action=dlattach;topic=9532.0;attach=7163)
Harsher Tundra Compatibility Patch (https://www.dropbox.com/s/zi1syqj3smde3wd/ISHT_Biodiversity_Compatibility.zip?dl=0)


[attachment deleted due to age]
Title: Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
Post by: Epyk on January 22, 2015, 01:18:36 PM
This is too great.

Love to see new animals running around.
Title: Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
Post by: Herc18 on January 22, 2015, 01:36:23 PM
Your the man igabod! Is this save game compatible?
Title: Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
Post by: Igabod on January 22, 2015, 01:49:44 PM
Quote from: Herc18 on January 22, 2015, 01:36:23 PM
Your the man igabod! Is this save game compatible?

It should be, but you should make a backup save just in case before you activate this mod because I haven't tested it with a saved game. I never keep saves around since I do a lot of testing and switching my mods list around. If it's not then please let me know. It might take a while for the animals to show up on the map if you use a save game though so be aware of that.
Title: Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
Post by: Herc18 on January 22, 2015, 02:17:34 PM
Quote from: Igabod on January 22, 2015, 01:49:44 PM
Quote from: Herc18 on January 22, 2015, 01:36:23 PM
Your the man igabod! Is this save game compatible?

It should be, but you should make a backup save just in case before you activate this mod because I haven't tested it with a saved game. I never keep saves around since I do a lot of testing and switching my mods list around. If it's not then please let me know. It might take a while for the animals to show up on the map if you use a save game though so be aware of that.
Awesome sounds great! textures are spot on as always Shinzy, I really think the RimRam should belong in the vanilla game....just feels right lol
Title: Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
Post by: Shinzy on January 22, 2015, 02:34:49 PM
needs compatapatability with alpha muffalo mod asap!
Title: Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
Post by: Igabod on January 22, 2015, 02:45:31 PM
Quote from: Shinzy on January 22, 2015, 02:34:49 PM
needs compatapatability with alpha muffalo mod asap!

Is now soon enough? Check the Download Links section of the original post.
Title: Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
Post by: Shinzy on January 22, 2015, 02:53:17 PM
Quote from: Igabod on January 22, 2015, 02:45:31 PM
Quote from: Shinzy on January 22, 2015, 02:34:49 PM
needs compatapatability with alpha muffalo mod asap!

Is now soon enough? Check the Download Links section of the original post.
do you read minds or are you cheatening?
Title: Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
Post by: Igabod on January 22, 2015, 03:17:09 PM
Quote from: Shinzy on January 22, 2015, 02:53:17 PM
Quote from: Igabod on January 22, 2015, 02:45:31 PM
Quote from: Shinzy on January 22, 2015, 02:34:49 PM
needs compatapatability with alpha muffalo mod asap!

Is now soon enough? Check the Download Links section of the original post.
do you read minds or are you cheatening?

Lol I'm just fast. That and Alpha Muffalo only required me to add one animal to my biomes.xml in like 5 places so it was a simple copy/paste job. Making the compatibility patch for my Xtra Plants mod won't be quite that quick. And I'm going to wait until after I release the next update in the next couple days before I make a compatibility patch for it.
Title: Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
Post by: Vonholtz on January 22, 2015, 03:30:51 PM
Wow this looks great. I would like to try this mod. Do you have to started a new game or can you just added it in to a already played game?
Title: Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
Post by: skullywag on January 22, 2015, 04:27:55 PM
Lacosdile....genious
Title: Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
Post by: Shinzy on January 22, 2015, 04:45:14 PM
Quote from: Vonholtz on January 22, 2015, 03:30:51 PM
Wow this looks great. I would like to try this mod. Do you have to started a new game or can you just added it in to a already played game?

you can add it on to an ongoing game! it can take a while till you'll start seeing the new animals spawn though
but it works ;D

oh and Skully =P
"Crossbred and genetically manipulated lizard originally created as part of clever fragrance marketing gig."
Title: Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
Post by: TheSilencedScream on January 22, 2015, 04:52:39 PM
Hrhejakeghfhb!

These are awesome! But now... I want a puppy colonist. :(
Title: Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
Post by: Igabod on January 22, 2015, 05:03:57 PM
Quote from: TheSilencedScream on January 22, 2015, 04:52:39 PM
Hrhejakeghfhb!

These are awesome! But now... I want a puppy colonist. :(

I do have access to a puppy dog texture. I don't have the programming abilities to make it a recruitable colonist who hauls stuff or anything yet though. I'll keep looking into figuring out how to do that, but for now you'll just have to settle for some friendly wild dogs and possibly soon some not so friendly wolves and Lacosdiles and Rim Rams that will attack any pawn that gets too close to it.

[edit to add] Upon further reflection though, I could create a new faction of sentient dog people that would raid your base and could be captured and recruited. Shinzy already showed the way with his Norbals faction. I might look into doing that just for fun. But before I do that I'm going to work on the custom bodytypes for these animals.
Title: Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
Post by: Vonholtz on January 22, 2015, 07:15:50 PM
Quote from: Shinzy on January 22, 2015, 04:45:14 PM
Quote from: Vonholtz on January 22, 2015, 03:30:51 PM
Wow this looks great. I would like to try this mod. Do you have to started a new game or can you just added it in to a already played game?

you can add it on to an ongoing game! it can take a while till you'll start seeing the new animals spawn though
but it works ;D

oh and Skully =P
"Crossbred and genetically manipulated lizard originally created as part of clever fragrance marketing gig."
Thank you I am adding it right now.  :)
Title: Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
Post by: TheSilencedScream on January 22, 2015, 10:19:05 PM
Quote from: Igabod on January 22, 2015, 05:03:57 PM
Quote from: TheSilencedScream on January 22, 2015, 04:52:39 PM
Hrhejakeghfhb!

These are awesome! But now... I want a puppy colonist. :(

I do have access to a puppy dog texture. I don't have the programming abilities to make it a recruitable colonist who hauls stuff or anything yet though. I'll keep looking into figuring out how to do that, but for now you'll just have to settle for some friendly wild dogs and possibly soon some not so friendly wolves and Lacosdiles and Rim Rams that will attack any pawn that gets too close to it.

[edit to add] Upon further reflection though, I could create a new faction of sentient dog people that would raid your base and could be captured and recruited. Shinzy already showed the way with his Norbals faction. I might look into doing that just for fun. But before I do that I'm going to work on the custom bodytypes for these animals.

:o
<3
<3 <3 <3

Needless to say, I'm downloading this mod, regardless!
Title: Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
Post by: evrett33 on January 22, 2015, 10:27:08 PM
This looks great! Is there anything special involved is making the animal sprite? you could totally run a contest to promote the game and mod if there isnt much involved beyond drawing the critter.

Are these 7 all spread out into different biomes?
Title: Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
Post by: Igabod on January 22, 2015, 10:36:19 PM
Quote from: evrett33 on January 22, 2015, 10:27:08 PM
This looks great! Is there anything special involved is making the animal sprite? you could totally run a contest to promote the game and mod if there isnt much involved beyond drawing the critter.

Are these 7 all spread out into different biomes?

All you need to do is just draw the animal from the three different perspectives (front, side, back) and the rest is done with XML to put the animal into the game. The image must be saved as a .png filetype and must have a transparent background. For example size of the images just look at the ones provided in the mod. You can post the images on here or send them to me in a PM and if they are of decent quality I'll probably add them in and credit you for your contribution along with the other artists. As for a contest, well I can't offer anything as a reward beyond putting the creature into the mod and adding a credit to the artist so it won't really be much of a contest. But if you see that as reward enough then you are free to call it a contest if you like.

Yes, the animals all spawn in various biomes. Some more prevalent in one biome than another.
Title: Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
Post by: evrett33 on January 22, 2015, 10:48:16 PM
you should ask ludeon if they've been contacted by any youtubers or media types..especially with Pax south right around the corner. I'm sure one of them could craft it into a contest and prob cough up a prize for the winners.
Title: Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
Post by: Igabod on January 23, 2015, 04:03:41 PM
with the new release of v5.0 of Xtra Plants I am also releasing a compatibility patch for this mod. It is listed in the OP under Compatibility Patches in the Download Links section.
Title: Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
Post by: Kolljak on January 23, 2015, 04:23:38 PM
Wasnt someone revitalizing project K-9 you could lend them the dog art file or work together with them for tameable dogs :D
Title: Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
Post by: Igabod on January 23, 2015, 04:33:08 PM
Quote from: Kolljak on January 23, 2015, 04:23:38 PM
Wasnt someone revitalizing project K-9 you could lend them the dog art file or work together with them for tameable dogs :D

Uh oh..... looks like somebody failed to read the original post where I mentioned that the dog art files in this mod came from Project K9 ;). And yes, someone is trying to get that mod revived right now. If they do finally get it going then I'll probably end up borrowing the code for the tameable dogs from there. But currently that's not available.
Title: Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
Post by: Igabod on January 24, 2015, 01:34:40 AM
For those of you who use this as well as Alpha Muffalo and Xtra Plants, there is now a compatibility patch that makes all three mods work together. Just look in the Compatibility Patches part of the Download Links section on the original post. Don't forget to read the directions above the links to know how to make it work.
Title: Re: [Mod](A8) Biodiversity v1.1 Aggressive animals! Jan. 24, 2015
Post by: Igabod on January 25, 2015, 12:14:03 AM
Have you ever been playing and thought that the animals were just way too tame? They feel like a piece of moving scenery more than wild animals living on a planet sparsely populated by humans. Well not anymore! Thanks to Haplo, some of the new animals added in this mod will now behave more like wild animals. They are territorial and will attack anything that gets too close to them. Some are more aggressive than others and will chase you down if you get too close. Others will just chase you out of their territory. And some are still just as friendly as ever. They usually end up being the victims of the aggressive ones, but occasionally one will surprise you and take 2 or 3 attackers out before finally giving in to the rest of the pack. Watching the never-ending battle between the various animals on the map is almost as fun as actually building a successful colony. This also adds an extra layer of challenge to the game because you have to keep a close eye on your colonists to make sure they don't wander into the dangerous part of the woods.

[edit to add] And no, I won't be telling you which ones are dangerous and which aren't. I'll leave that to your logic skills to figure out. And should those fail you then you can find out the hard way. Don't worry, I haven't had anybody actually get killed by any of the animals just yet. Only incapacitated.
Title: Re: [Mod](A8) Biodiversity v1.1 Aggressive animals! Jan. 24, 2015
Post by: Shinzy on January 25, 2015, 05:36:40 AM
 :o DON'T TRUST THE CUTE ONES!
Title: Re: [Mod](A8) Biodiversity v1.1 Aggressive animals! Jan. 24, 2015
Post by: Igabod on January 25, 2015, 06:59:02 AM
Quote from: Shinzy on January 25, 2015, 05:36:40 AM
:o DON'T TRUST THE CUTE ONES!

Aww, that's flattering. Thanks for calling me cute! But don't worry, I'm trustworthy enough. :-p
Title: Re: [Mod](A8) Biodiversity v1.1 Aggressive animals! Jan. 24, 2015
Post by: Shinzy on January 25, 2015, 07:30:33 AM
Quote from: Igabod on January 25, 2015, 06:59:02 AM
Quote from: Shinzy on January 25, 2015, 05:36:40 AM
:o DON'T TRUST THE CUTE ONES!

Aww, that's flattering. Thanks for calling me cute! But don't worry, I'm trustworthy enough. :-p

trustworthy in like you can be trusted to go all rambo like this
(http://i.imgur.com/wsmf9rh.gif)
Title: Re: [Mod](A8) Biodiversity v1.1 Aggressive animals! Jan. 24, 2015
Post by: evrett33 on January 25, 2015, 01:22:53 PM
Im' being forced to log in to the forums in order to download this..is that what you want?
Title: Re: [Mod](A8) Biodiversity v1.1 Aggressive animals! Jan. 24, 2015
Post by: Igabod on January 25, 2015, 02:33:28 PM
Quote from: evrett33 on January 25, 2015, 01:22:53 PM
Im' being forced to log in to the forums in order to download this..is that what you want?

Really? I thought that making the download link visible would be enough. Oh well, you obviously have an account already so is it really that difficult to log in? I never actually log out of the forums myself. I'd rather use the forum attachments for download links than a 3rd party host.
Title: Re: [Mod](A8) Biodiversity v1.1 Aggressive animals! Jan. 24, 2015
Post by: evrett33 on January 25, 2015, 03:44:43 PM
Not a problem for me but other might not be able to create an account or are banned and might not be able to access the mod. Also the compatibility fixes had the log in gate before I could download them.

I'm having a beast of a time getting expanded woodworking, xtraplants and biodiversity and to load without the white errors. Then when they do the sprites wont load in Prepare carefully if I try and make a new colony. It seems to be an either /or scenario..half the time frustrated with need to load twice gfx bug I get every now and then for all mods.

Xtraplants has a compadability patch for woodworking that is a mod in itself, while you patch for xtra plants is just a biome file..is seems like a mess. Can you guys get together and agree on 1 tree/wood/anime improvement mod so there is not so much juggling/patching going on? or Could you make biodiversity work with T's extracrop/xtracloth mods? And I guess expanded woodworking if that isnt already kosher.
Title: Re: [Mod](A8) Biodiversity v1.1 Aggressive animals! Jan. 24, 2015
Post by: Igabod on January 25, 2015, 03:59:10 PM
Quote from: evrett33 on January 25, 2015, 03:44:43 PM
Not a problem for me but other might not be able to create an account or are banned and might not be able to access the mod. Also the compatibility fixes had the log in gate before I could download them.

I'm having a beast of a time getting expanded woodworking, xtraplants and biodiversity and to load without the white errors. Then when they do the sprites wont load in Prepare carefully if I try and make a new colony. It seems to be an either /or scenario..half the time frustrated with need to load twice gfx bug I get every now and then for all mods.

Xtraplants has a compadability patch for woodworking that is a mod in itself, while you patch for xtra plants is just a biome file..is seems like a mess. Can you guys get together and agree on 1 tree/wood/anime improvement mod so there is not so much juggling/patching going on? or Could you make biodiversity work with T's extracrop/xtracloth mods? And I guess expanded woodworking if that isnt already kosher.

If people are banned from the forums (I don't know of any that actually are) then it's probably for a good reason and I don't cater to people that are assholes on the internet. So I couldn't care less if banned people can't download this mod. As for people not being able to create an account, I don't see why they would have any problems with that. If you can't figure out how to make an account then you probably can't figure out how to install a mod anyway.

As for the compatibility patches. The one for Extended Woodworking is a more complicated patch because it not only requires the editing of the tree defs but it also requires the addition of the new wood types to the EW mod. That's why Itchy made it into a full sub-mod. This mod *should* be fully compatible with EW and Xtra Plants (with the compatibility patch for Xtra Plants) since it doesn't do anything with the trees at all. And EW doesn't do anything with the Biomes.xml file either so this is perfectly compatible with just EW with no patches needed. If you are having problems with using EW and Xtra Plants and this mod then make sure you have Xtra Plants loaded first, EW, the compat patch for EW and Xtra Plants, then Biodiversity (with the Biodiv+Xtra Plants compat patch file placed into the correct spot in the Biodiv folder). Everything should work perfectly fine.

As for image loading errors, you're probably opening the mods screen in the game and then doing something or just looking at it then closing it and trying to start a game immediately. You have to fully exit the game every time you open the mods screen or there will be image loading issues. This is a core game bug and can't be corrected with my mod.
Title: Re: [Mod](A8) Biodiversity v1.1 Aggressive animals! Jan. 24, 2015
Post by: Halinder on January 25, 2015, 04:52:22 PM
Is there any way that you could add in an event similar to Alphabeavers, in that a pack of Furxes or other hostile animals arrive rather than them casually spawning in pairs or alone?
Title: Re: [Mod](A8) Biodiversity v1.1 Aggressive animals! Jan. 24, 2015
Post by: chaotix14 on January 25, 2015, 05:03:36 PM
Quote from: Halinder on January 25, 2015, 04:52:22 PM
Is there any way that you could add in an event similar to Alphabeavers, in that a pack of Furxes or other hostile animals arrive rather than them casually spawning in pairs or alone?

It would be even better if you could do something like the alphabeaver as in have a creature that continuously hunts down other animals(including colonists and any form of visitors) and consumes the corpses. But that would at the very least require adding a food quality to the corpses and giving that animal the ability to hunt for it's food(then again if it is aggressive, uses the whole map as his territory and attacks any animal that isn't his own kind it would work too).
Title: Re: [Mod](A8) Biodiversity v1.1 Aggressive animals! Jan. 24, 2015
Post by: Igabod on January 25, 2015, 07:04:12 PM
Quote from: chaotix14 on January 25, 2015, 05:03:36 PM
Quote from: Halinder on January 25, 2015, 04:52:22 PM
Is there any way that you could add in an event similar to Alphabeavers, in that a pack of Furxes or other hostile animals arrive rather than them casually spawning in pairs or alone?

It would be even better if you could do something like the alphabeaver as in have a creature that continuously hunts down other animals(including colonists and any form of visitors) and consumes the corpses. But that would at the very least require adding a food quality to the corpses and giving that animal the ability to hunt for it's food(then again if it is aggressive, uses the whole map as his territory and attacks any animal that isn't his own kind it would work too).

There are already some plans in the works to add some events similar to the beaver event. As for the hunter/killer animals that consume corpses, I already discussed such a thing with Haplo who assures me that it is indeed possible to do. He is too busy at the moment to take that project on though so just keep watching for it to make an appearance in future updates.

Also, thanks to Shinzy taking a request from me we will have some big spider-like critters in the next update to satisfy everybody's urge to be creeped out a little. It's likely that this animal is going to be the first to get an alphabeavers-like event, but that probably won't be in the next update. The next update is going to contain just the spider creature with some behind-the-scenes upgrades (like new bodytype definitions so snorks don't have hooves anymore).

Also, I'm considering adding a couple custom sounds for some of the creatures in the next update too. I've never attempted to add sounds to a mod yet so I can't promise it. But if anybody wants to help me by providing links to download sound files that will work well with this mod or something then please do. I am pretty decent at doing imitations of a lot of animals but I've never done any audio recording and I'm not sure if my microphone is of a high enough quality to do it well or not so I doubt I'll be recording my own animal sounds except in the case of a last resort.
Title: Re: [Mod](A8) Biodiversity v1.1 Aggressive animals! Jan. 24, 2015
Post by: art281996 on January 26, 2015, 09:14:41 PM
do the animals drop fur or meat?

Title: Re: [Mod](A8) Biodiversity v1.1 Aggressive animals! Jan. 24, 2015
Post by: Igabod on January 26, 2015, 10:17:21 PM
Quote from: art281996 on January 26, 2015, 09:14:41 PM
do the animals drop fur or meat?

The new animals are no different from the vanilla animals except that some of them are a little aggressive now. So yes, if you butcher their corpses you can get leather and meat. But if you mean when they die they drop meat and fur instead of a corpse then no.
Title: Re: [Mod](A8) Biodiversity v1.1 Aggressive animals! Jan. 24, 2015
Post by: chaotix14 on January 27, 2015, 02:38:21 AM
Quote from: Igabod on January 25, 2015, 07:04:12 PM
Also, thanks to Shinzy taking a request from me we will have some big spider-like critters in the next update to satisfy everybody's urge to be creeped out a little. It's likely that this animal is going to be the first to get an alphabeavers-like event, but that probably won't be in the next update. The next update is going to contain just the spider creature with some behind-the-scenes upgrades (like new bodytype definitions so snorks don't have hooves anymore).

I think it's time to invest into some modded flames of nope.
Title: Re: [Mod](A8) Biodiversity v1.1 Aggressive animals! Jan. 24, 2015
Post by: Igabod on January 27, 2015, 03:45:43 AM
Quote from: chaotix14 on January 27, 2015, 02:38:21 AM
Quote from: Igabod on January 25, 2015, 07:04:12 PM
Also, thanks to Shinzy taking a request from me we will have some big spider-like critters in the next update to satisfy everybody's urge to be creeped out a little. It's likely that this animal is going to be the first to get an alphabeavers-like event, but that probably won't be in the next update. The next update is going to contain just the spider creature with some behind-the-scenes upgrades (like new bodytype definitions so snorks don't have hooves anymore).

I think it's time to invest into some modded flames of nope.

The words are English, but the order in which they have been placed is confusing. Would you mind restating that in a more conventional way that I might possibly understand?
Title: Re: [Mod](A8) Biodiversity v1.1 Aggressive animals! Jan. 24, 2015
Post by: SilverDragon on January 27, 2015, 08:58:33 AM
Quote from: Igabod on January 27, 2015, 03:45:43 AM
The words are English, but the order in which they have been placed is confusing. Would you mind restating that in a more conventional way that I might possibly understand?

Let me help you.

(http://up-ship.com/blog/wp-content/uploads/2014/07/Nuke_it.jpg)
Title: Re: [Mod](A8) Biodiversity v1.1 Aggressive animals! Jan. 24, 2015
Post by: RemingtonRyder on January 27, 2015, 03:51:43 PM
I tweaked the temperature factors on the hides and made a nerf mod (https://www.dropbox.com/s/4ufpgt36otpvwzd/A8_BiodiversityNerf.zip?dl=0). Feel free to use it, or not. :)
Title: Re: [Mod](A8) Biodiversity v1.1 Aggressive animals! Jan. 24, 2015
Post by: Kirid on January 27, 2015, 04:36:00 PM
I'm having fun playing with this :3

I made some flies a couple alphas back.. maybe its time to reintroduce it. I'd like to redo the art but they worked decently.
Fast speed, herd animal so they move together, and a low hunger threshold so they quickly eat any food left on the ground. Low health, but hard to hit because of size.
Title: Re: [Mod](A8) Biodiversity v1.1 Aggressive animals! Jan. 24, 2015
Post by: Shinzy on January 27, 2015, 04:37:33 PM
Quote from: Kirid on January 27, 2015, 04:36:00 PM
I'm having fun playing with this :3

I made some flies a couple alphas back.. maybe its time to reintroduce it. I'd like to redo the art but they worked decently.
Fast speed, herd animal so they move together, and a low hunger threshold so they quickly eat any food left on the ground. Low health, but hard to hit because of size.
Flies? gimmie!
Title: Re: [Mod](A8) Biodiversity v1.1 Aggressive animals! Jan. 24, 2015
Post by: Igabod on January 27, 2015, 05:32:05 PM
Quote from: Kirid on January 27, 2015, 04:36:00 PM
I'm having fun playing with this :3

I made some flies a couple alphas back.. maybe its time to reintroduce it. I'd like to redo the art but they worked decently.
Fast speed, herd animal so they move together, and a low hunger threshold so they quickly eat any food left on the ground. Low health, but hard to hit because of size.

That sounds interesting. I'd like to see that for sure.
Title: Re: [Mod](A8) Biodiversity v1.1 Aggressive animals! Jan. 24, 2015
Post by: Giraffe on January 29, 2015, 04:30:29 PM
If I could be just the most ungrateful jerkass..
I never really liked those dog and wolf sprites, the feet look so ugly

But other than that-- this mod seems essential to me. Can't wait till I can make some hats outta all of these Furx corpses. Or even further into the future steal their young to nip at unsuspecting heels at the gate.
Title: Re: [Mod](A8) Biodiversity v1.1 Aggressive animals! Jan. 24, 2015
Post by: Igabod on January 29, 2015, 04:54:20 PM
Quote from: Giraffe on January 29, 2015, 04:30:29 PM
If I could be just the most ungrateful jerkass..
I never really liked those dog and wolf sprites, the feet look so ugly

But other than that-- this mod seems essential to me. Can't wait till I can make some hats outta all of these Furx corpses. Or even further into the future steal their young to nip at unsuspecting heels at the gate.

The dog sprites I'm using are better than anything I was able to come up with so unless someone can provide better textures then that's the way they'll stay for now. I think it fits in well with the theme of the rest of the pawns not having any real legs though. But they could use a bit of some tinkering to be perfect.

As for the making hats out of Furx corpses, I believe Shinzy already made that possible in the Wildhunt (https://ludeon.com/forums/index.php?topic=9535) mod he released. You might wanna check that out. I should probably provide a link to that in the original post somewhere. I provided a link to it in the original post as well.
Title: Re: [Mod](A8) Biodiversity v1.2 Alphalo integration plus Snork bodies. Jan. 29, 2015
Post by: Igabod on January 29, 2015, 09:41:53 PM
(http://i.imgur.com/919m87m.jpg)

I have now figured out the custom body parts and all that so I figured I'd go ahead and release a quick update that just changes Snorks so that they no longer have those silly hooves but have flippers instead.

And I also got permission from Kirid to integrate Alpha Muffalo (https://ludeon.com/forums/index.php?topic=3060) into this mod. So now you no longer need a compatibility patch for that mod. I've also made the alphas slightly aggressive if you get up in their business. So remember to admire them from afar unless you are ready to run or defend yourself.

Not many changes for this update, but I figured you would all want the aggressive Alphalo and proper Snork bodies A.S.A.P. I'll get to work on doing the rest of the body types and adding in the new critters that I have waiting within the next week. I have a lot of things going on IRL right now so I can't promise you any earlier than 7 days from now, but I'll try and squeeze in some time to work on it and hopefully get another update out before the end of that 7 days.

BE SURE TO DELETE THE OLD MOD FOLDER BEFORE INSTALLING THE NEW ONE!


(http://i.imgur.com/AwCr5vT.jpg)
Title: Re: [Mod](A8) Biodiversity v1.2 Alphalo integration plus Snork bodies. Jan. 29, 2015
Post by: Giraffe on January 30, 2015, 11:59:00 PM
At last the alpha muffalos are more than just extra fluff. I really hope they can OHKO colonists like centipedes do.
Title: Re: [Mod](A8) Biodiversity v1.2 Alphalo integration plus Snork bodies. Jan. 29, 2015
Post by: Igabod on January 31, 2015, 07:22:08 AM
Quote from: Giraffe on January 30, 2015, 11:59:00 PM
At last the alpha muffalos are more than just extra fluff. I really hope they can OHKO colonists like centipedes do.

The alphalos are exactly the same as they are in Kirid's mod except I added the aggression code onto them. I'll probably be doing a balance of all the animals strengths soon if not in the next update though so that may change.
Title: Re: [Mod](A8) Biodiversity v1.2 Alphalo integration plus Snork bodies. Jan. 29, 2015
Post by: Lord Fappington on January 31, 2015, 04:54:27 PM
Quote from: Igabod on January 31, 2015, 07:22:08 AM
Quote from: Giraffe on January 30, 2015, 11:59:00 PM
At last the alpha muffalos are more than just extra fluff. I really hope they can OHKO colonists like centipedes do.

The alphalos are exactly the same as they are in Kirid's mod except I added the aggression code onto them. I'll probably be doing a balance of all the animals strengths soon if not in the next update though so that may change.

I've made your sounds, check em out!!

Download from Dropbox  (https://www.dropbox.com/home/Rimworld)
Title: Re: [Mod](A8) Biodiversity v1.2 Alphalo integration plus Snork bodies. Jan. 29, 2015
Post by: Igabod on January 31, 2015, 06:43:50 PM
Quote from: Lord Fappington on January 31, 2015, 04:54:27 PM
Quote from: Igabod on January 31, 2015, 07:22:08 AM
Quote from: Giraffe on January 30, 2015, 11:59:00 PM
At last the alpha muffalos are more than just extra fluff. I really hope they can OHKO colonists like centipedes do.

The alphalos are exactly the same as they are in Kirid's mod except I added the aggression code onto them. I'll probably be doing a balance of all the animals strengths soon if not in the next update though so that may change.

I've made your sounds, check em out!!

Download from Dropbox  (https://www.dropbox.com/home/Rimworld)

Wow thanks, unfortunately the download link is bad.
Title: Re: [Mod](A8) Biodiversity v1.2 Alphalo integration plus Snork bodies. Jan. 29, 2015
Post by: Lord Fappington on January 31, 2015, 09:52:49 PM
Quote from: Igabod on January 31, 2015, 06:43:50 PM

Wow thanks, unfortunately the download link is bad.

sorry about the dead link, try

Dropbox Download (https://www.dropbox.com/sh/5pioxxf5ozs43y2/AACJn4jieee6fxOITJQx8JzQa?dl=0)
Title: Re: [Mod](A8) Biodiversity v1.2 Alphalo integration plus Snork bodies. Jan. 29, 2015
Post by: Giraffe on January 31, 2015, 10:20:43 PM
Would it be possible to make wild boars hostile as well, or is modding vanilla units out of the question?

If the latter, there's always those giant quad tusk boars you see in the tabloids.

Also, I see you mentioned some sort of corpse removing creature for the future of the mod-- I remember hearing that certain lizards like the komodo dragon eat carrion(temperate), also certain beetle species(arid), as well as raccoons & foxes(tundra).
Title: Re: [Mod](A8) Biodiversity v1.2 Alphalo integration plus Snork bodies. Jan. 29, 2015
Post by: Igabod on January 31, 2015, 10:43:21 PM
Quote from: Lord Fappington on January 31, 2015, 09:52:49 PM
Quote from: Igabod on January 31, 2015, 06:43:50 PM

Wow thanks, unfortunately the download link is bad.

sorry about the dead link, try

Dropbox Download (https://www.dropbox.com/sh/5pioxxf5ozs43y2/AACJn4jieee6fxOITJQx8JzQa?dl=0)

Thanks for the sounds. I might have a go at cleaning some of them up a little, there is some background static that was really noticeable in some of them. And in snork2.wav there is what sounds like a female person saying something in the background, possibly saying snork. But even with those issues you've saved me a fair bit of work. Thanks.

Quote from: Giraffe on January 31, 2015, 10:20:43 PM
Would it be possible to make wild boars hostile as well, or is modding vanilla units out of the question?

If the latter, there's always those giant quad tusk boars you see in the tabloids.

Also, I see you mentioned some sort of corpse removing creature for the future of the mod-- I remember hearing that certain lizards like the komodo dragon eat carrion(temperate), also certain beetle species(arid), as well as raccoons & foxes(tundra).

I have been considering adding the aggression code onto some of the vanilla animals but haven't come to a decision on that just yet. I'd be overwriting the vanilla defs so it would be incompatible with anything else that does anything with them, but I am unaware of any mods that do anything like that so that probably won't be a big issue. I'm leaning more toward a yes on that at this moment but won't promise it just yet.

As for the new quad tusk boar idea, that's not a bad suggestion. I may even be able to do the texture for it myself just by editing the vanilla boar texture a bit. I'll take a whack at it and if it comes out good then you'll definitely see them in the future. Otherwise I'll have to rely on a better artist to provide textures. I'm half-decent at trees, but all of my attempts at animals have just sucked completely. Which is why none of the art in this mod was done by me. This has turned into a collaboration mod between a lot of different people and I love that. I would be even happier to add more people to the list of collaborators too, so if you have any good textures or something just let me know.
Title: Re: [Mod](A8) Biodiversity v1.2 Alphalo integration plus Snork bodies. Jan. 29, 2015
Post by: Lord Fappington on January 31, 2015, 11:00:48 PM
Quote from: Igabod on January 31, 2015, 10:43:21 PM
Quote from: Lord Fappington on January 31, 2015, 09:52:49 PM
Quote from: Igabod on January 31, 2015, 06:43:50 PM

Wow thanks, unfortunately the download link is bad.

sorry about the dead link, try

Dropbox Download (https://www.dropbox.com/sh/5pioxxf5ozs43y2/AACJn4jieee6fxOITJQx8JzQa?dl=0)

Thanks for the sounds. I might have a go at cleaning some of them up a little, there is some background static that was really noticeable in some of them. And in snork2.wav there is what sounds like a female person saying something in the background, possibly saying snork. But even with those issues you've saved me a fair bit of work. Thanks.


NP, best of luck; hope I make the credits :)

Also, thanks for your suggestions on my mod-- I had actually already begun trait dependant reactions to "romance" in 0.5.  The mod in general is pretty silly, but I designed it more as a good way to touch a lot of the games systems and it seemed to be something people asked for.

My main mod I really want to work on is adding a relationship web where people have affinities to one another that really add a layer to the story.  For example, if somoene rescued you on the battlefield, or made you boots or something, you'd like them more.  Therefore, if they died you'd be sad, or if you shared a room you wouldn't have the "shared room" debuff.

I'm hoping to start working on that once A9 drops since it'll shake up a lot of the C# code anyways
Title: Re: [Mod](A8) Biodiversity v1.2 Alphalo integration plus Snork bodies. Jan. 29, 2015
Post by: Igabod on January 31, 2015, 11:55:56 PM
Quote from: Lord Fappington on January 31, 2015, 11:00:48 PM
NP, best of luck; hope I make the credits :)

Also, thanks for your suggestions on my mod-- I had actually already begun trait dependant reactions to "romance" in 0.5.  The mod in general is pretty silly, but I designed it more as a good way to touch a lot of the games systems and it seemed to be something people asked for.

My main mod I really want to work on is adding a relationship web where people have affinities to one another that really add a layer to the story.  For example, if somoene rescued you on the battlefield, or made you boots or something, you'd like them more.  Therefore, if they died you'd be sad, or if you shared a room you wouldn't have the "shared room" debuff.

I'm hoping to start working on that once A9 drops since it'll shake up a lot of the C# code anyways

As soon as I plug the sounds in to the mod you'll be added to the credits for sure.

I'm most interested in the no "shared room" debuff for colonists sharing rooms with other colonists they like. More development of friendship style relationships is more interesting to me than the "romance" side of things.

And for a preview of my attempt at the new evolved form of the wildboars (or Quadhog as I'm calling it based on a friend's suggestion) check the attachments. I plan on doing a lot more editing of this before the final product, and I have only done the front view so far. I'll also attach the vanilla wild boar that it is based off of for comparison.

[edit to add] I also got a quick mock-up of the side view done. Again, heavy editing will still take place with this. And the vanilla version is also included.

[edit again to add] The back view. This probably won't see too much more editing since it's so simple.

[attachment deleted due to age]
Title: Re: [Mod](A8) Biodiversity v1.2 Alphalo integration plus Snork bodies. Jan. 29, 2015
Post by: Giraffe on February 01, 2015, 12:28:11 AM
That Quadhog is both terrifying and awesome. Well done. But if I could posit a minor critique, I would say that both sets of tusks would look better a bit shorter more curved and set on the bottom jaw, sort of orc-like.

I must say though, the sort of bristly hair you have for the body texture is absolutely brilliant. Exactly what I imagined.
Title: Re: [Mod](A8) Biodiversity v1.2 Alphalo integration plus Snork bodies. Jan. 29, 2015
Post by: Igabod on February 01, 2015, 12:43:14 AM
Quote from: Giraffe on February 01, 2015, 12:28:11 AM
That Quadhog is both terrifying and awesome. Well done. But if I could posit a minor critique, I would say that both sets of tusks would look better a bit shorter and placed on the bottom jaw, sort of orc-like.

I must say though, the sort of bristly hair you have for the body texture is absolutely brilliant. Exactly what I imagined.


For the tusks I used warthogs for inspiration as for the length. And there isn't really a jaw on there. The tusks both come out from beside the nose in a general location near where the mouth would be if there was one. I'll work on improving the textures a bit before I put the animal in the game though so don't worry, I may end up shortening the tusks a bit and changing the curvature of them.

(http://www.huntthesun.com/wp-content/uploads/2010/12/Mitch-Warthog.jpg)

Sorry for the size of the pic. Didn't realize it was that large.
Title: Re: [Mod](A8) Biodiversity v1.2 Alphalo integration plus Snork bodies. Jan. 29, 2015
Post by: Giraffe on February 01, 2015, 12:51:44 AM
Pumba nooooooooooooooooooooooooooooooooooooooooooooo

But seriously, this mod is going to be essential for a long time. I foresee many a collaborator submitting new features and designs.
Title: Re: [Mod](A8) Biodiversity v1.2 Alphalo integration plus Snork bodies. Jan. 29, 2015
Post by: Igabod on February 01, 2015, 12:56:21 AM
Quote from: Giraffe on February 01, 2015, 12:51:44 AM
Pumba nooooooooooooooooooooooooooooooooooooooooooooo

But seriously, this mod is going to be essential for a long time. I foresee many a collaborator submitting new features and designs.

Lol. Timon got tired of Pumba always farting in his general direction.

But yeah I hope you're right. More collaboration is a good thing in the modding community.
Title: Re: [Mod](A8) Biodiversity v1.2 Alphalo integration plus Snork bodies. Jan. 29, 2015
Post by: Giraffe on February 01, 2015, 01:29:42 AM
Just got an event: "A local megaslug has gone mad and is attacking everyone it sees" etc.

I immediately thought of this: https://www.youtube.com/watch?v=l4UFQWKjy_I and started laughing hysterically
Title: Re: [Mod](A8) Biodiversity v1.2 Alphalo integration plus Snork bodies. Jan. 29, 2015
Post by: Igabod on February 01, 2015, 01:44:10 AM
Quote from: Giraffe on February 01, 2015, 01:29:42 AM
Just got an event: "A local megaslug has gone mad and is attacking everyone it sees" etc.

I immediately thought of this: https://www.youtube.com/watch?v=l4UFQWKjy_I and started laughing hysterically

Lol that's awesome. I'm actually thinking of reducing the megaslug speed a bit to make them even more slow. I had a megaslug go crazy on one game and he was at the very edge of the map on a 300x300 map. I actually forgot about it by the time he got to my base and my turrets all went nuts unexpectedly and killed it leaving me searching for what happened only to find a megaslug corpse and figure it out after a few minutes of being baffled.
Title: Re: [Mod](A8) Biodiversity v1.2 Alphalo integration plus Snork bodies. Jan. 29, 2015
Post by: Giraffe on February 01, 2015, 02:39:50 AM
hahaha imagine if they actually just gave up at a certain point

"The megaslug has gotten tired and has given up on being psychotic for now."
Title: Re: [Mod](A8) Biodiversity v1.2 Alphalo integration plus Snork bodies. Jan. 29, 2015
Post by: Dragoon on February 01, 2015, 04:58:59 AM
I know it's a hassal but could you make a version without the wolves or dogs? They keep attacking and people use a full medkit even on just a scratch it's hard to keep healthy with these random attacks.
Title: Re: [Mod](A8) Biodiversity v1.2 Alphalo integration plus Snork bodies. Jan. 29, 2015
Post by: Igabod on February 01, 2015, 05:09:02 AM
Quote from: Dragoon on February 01, 2015, 04:58:59 AM
I know it's a hassal but could you make a version without the wolves or dogs? They keep attacking and people use a full medkit even on just a scratch it's hard to keep healthy with these random attacks.

The dogs don't attack, they aren't aggressive. The wolves do however and that can be changed simply by changing one line in their def file. Find it in Biodiversity/Defs/ThingDefs/Races_Biodiversity.xml and around line 431 in the Rimwolf def find the <thinkTree>CarnivoreAggressiveHerd</thinkTree> and change it to <thinkTree>HerbivoreHerd</thinkTree>. Then the Rimwolf packs will behave the same as a deer herd. You could also leave them as slightly aggressive but not quite as aggressive by changing it to HerbivoreAggressiveHerd. They will then attack anything that gets within 3 tiles of them but will also stop chasing after their target gets far enough away. You could also just edit the Biodiversity_Biomes.xml and remove the entries for Rimwolf if you really just want them removed from the map all together.

[Edit to add] I'll probably be reducing the numbers of wolves in each pack as well as the chances for them to spawn on the map in the next update, so that might also help with the problem a little bit. There are other animals with the CarnivoreAggressiveHerd thinktree but they aren't quite as big of killers as the wolves because they aren't in huge packs.

[edit again to add] I'm using an edited version of the file I quoted a line on so that info is definitely not valid. But it's in the Rimwolf def which can be found easily enough since I have the defs in alphabetical order and comments above each def saying which animal is defined next.
Title: Re: [Mod](A8) Biodiversity v1.2 Alphalo integration plus Snork bodies. Jan. 29, 2015
Post by: Igabod on February 02, 2015, 10:03:28 PM
I just wanted you guys to know that I am almost done with the next update. It's not going to contain the new bodytype defs for all of the animals like I hoped, nor is it going to have the new sounds just yet. I've been making preparations for a move from East Texas to Georgia (United States) that is going to happen some time this summer so I'm going to be putting off any large projects for the time being. Don't worry, I'll still be releasing updates with new animals as the textures become available. But you'll have to put up with some of them having strange body parts that show up in the health screen when they get damaged.

Anyway, the next update will be a balance update mixed with minor typo fixes and correcting little stupid mistakes I made that nobody probably noticed yet. But there will also be 2 new animals added into the mix. And they are straight out of your nightmares. One is a distant cousin of the wild boar. And the other is a giant spider which has demonstrated the potential to kill a colonist in 1v1 melee. Luckily these new aggressive beasts aren't very common. And the spiders are not very accurate with their strikes to help balance their strong defense and really strong bites.

And just to prove that we don't do half-assed textures for this mod, here ya go.

(http://i.imgur.com/nfxeR0l.png)

Each one of those asses is completely whole. ;)
Title: Re: [Mod](A8) Biodiversity v1.2 Alphalo integration plus Snork bodies. Jan. 29, 2015
Post by: Igabod on February 04, 2015, 07:43:02 AM
Okay folks, I just finished the Quadhog textures. I figured I'd let you all know that I plan on doing one quick play test and correcting any issues that I might spot. Then there should be a new update later today *within the next 24 hours*. And just because I'm proud of the fact that I finally did an animal that looks like it was supposed to look, I'm going to give you all a peek at the new Quadhog textures.

(http://i.imgur.com/BoAqGYf.png)(http://i.imgur.com/ktd0cOY.png)(http://i.imgur.com/tZsFCsZ.png)
Title: Re: [Mod](A8) Biodiversity v2.0 Giant monsters update! Feb. 05, 2015
Post by: Igabod on February 05, 2015, 04:51:40 AM
And the update has been uploaded. Please let me know what you all think of the numbers and strength and overall look of the animals now. I did a lot of balance tweaks. Here's a somewhat vague yet oddly specific log of all the things I did:

Adjusted the spawn rate and pack size of Rimwolves to reduce their dominance of the map through aggression.
Adjusted the movement speed of a few of the animals.
Adjusted melee damage of some of the animals in an attempt to balance things more.
Corrected spelling and grammar in some descriptions. May have missed some so please let me know if I did.
Made Lacosdiles actually herbivorous and non-aggressive as the description says. That was a brain fart for sure.
Adjusted bodySize of most animals since I figured out it changes the amount of meat you get from butchering them and not the size of the displayed texture.
Added Quadhog, an oversized and over-aggressive cousin of wild boars. (Textures courtesy of me! Sorry if they suck.)
Added Spindlecrib, a gigantic arachnid straight out of your nightmares. (Thanks to Shinzy for the textures)


I may have missed adding a few small changes to the log so if you notice a change that isn't on that list just know that I'm kinda forgetful sometimes and it's not meant to be a secret or anything. Or is it?

(http://i.imgur.com/UxiuT0t.png)
Title: Re: [Mod](A8) Biodiversity v2.0 Giant monsters update! Feb. 05, 2015
Post by: Dragoon on February 05, 2015, 04:57:26 AM
I downloaded 30 minutes after it was uploaded XD
Title: Re: [Mod](A8) Biodiversity v2.0 Giant monsters update! Feb. 05, 2015
Post by: Igabod on February 05, 2015, 05:06:42 AM
Quote from: Dragoon on February 05, 2015, 04:57:26 AM
I downloaded 30 minutes after it was uploaded XD

Lol it's only been uploaded for 20 minutes right now. Are you going to wait 10 minutes?
Title: Re: [Mod](A8) Biodiversity v2.0 Giant monsters update! Feb. 05, 2015
Post by: Giraffe on February 05, 2015, 05:09:09 AM
You've really outdone yourself this time Igabod. Brilliant work once again. The Quadhog looks great!

Edit: also, reply #69 kek
Title: Re: [Mod](A8) Biodiversity v1.2 Alphalo integration plus Snork bodies. Jan. 29, 2015
Post by: Vonholtz on February 05, 2015, 05:19:07 AM
Quote from: Igabod on February 04, 2015, 07:43:02 AM
Okay folks, I just finished the Quadhog textures. I figured I'd let you all know that I plan on doing one quick play test and correcting any issues that I might spot. Then there should be a new update later today *within the next 24 hours*. And just because I'm proud of the fact that I finally did an animal that looks like it was supposed to look, I'm going to give you all a peek at the new Quadhog textures.

(http://i.imgur.com/BoAqGYf.png)(http://i.imgur.com/ktd0cOY.png)(http://i.imgur.com/tZsFCsZ.png)
This is some thing a dwarf would ride in to combat. And it look great Downloading now.
Title: Re: [Mod](A8) Biodiversity v2.0 Giant monsters update! Feb. 05, 2015
Post by: Igabod on February 05, 2015, 06:50:15 AM
Quote from: Giraffe on February 05, 2015, 05:09:09 AM
You've really outdone yourself this time Igabod. Brilliant work once again. The Quadhog looks great!

Edit: also, reply #69 kek


Thanks. Just so you know, I considered doing a Giraffe texture, but then figured it would look quite ridiculous if I did that and followed the trend of no legs. Imagine a funny shaped torso with an incredibly long neck and short little stubs for legs. Might be funny to see it, but I didn't think it would fit in well with the current menagerie.


Quote from: Vonholtz on February 05, 2015, 05:19:07 AM
This is some thing a dwarf would ride in to combat. And it look great Downloading now.


I agree, it would be like a War Elephant for them. I kinda wish someone would do a dwarven pawns mod that just adds beards onto all of the pawn heads. And puts little pink and purple bows in the beards of female pawns. It would be great fun.
Title: Re: [Mod](A8) Biodiversity v2.0 Giant monsters update! Feb. 05, 2015
Post by: Boboid on February 05, 2015, 07:16:14 AM
Random finicky pedanticism - if you made the Quadhog's tusks *slightly* less white I reckon they'd look a lot better. You've done a great job of the rest of the model but the flat-white and featureless tusks really draw the eye and makes them look a bit out of place.

Great otherwise though, looking forward to having my colonists eaten by giant spiders/spider-pedes.

As for Giraffes have you *seen* the camels? I think giraffe would fit in just fine :D
Title: Re: [Mod](A8) Biodiversity v2.0 Giant monsters update! Feb. 05, 2015
Post by: Igabod on February 05, 2015, 07:30:55 AM
Quote from: Boboid on February 05, 2015, 07:16:14 AM
Random finicky pedanticism - if you made the Quadhog's tusks *slightly* less white I reckon they'd look a lot better. You've done a great job of the rest of the model but the flat-white and featureless tusks really draw the eye and makes them look a bit out of place.

Great otherwise though, looking forward to having my colonists eaten by giant spiders/spider-pedes.

As for Giraffes have you *seen* the camels? I think giraffe would fit in just fine :D

The tusks aren't actually white, they are bone yellow with some variation through dodge/burn. I took a sample from an actual picture of yellowed bones. The fact that the animal surrounding them is black just makes them look lighter than they actually are. Shinzy gave me some tips on how to improve them however and I'll use those as well as a couple other ideas I had to make it look better.

As Shinzy pointed out to me, I can always just gradually improve the textures with each new update and I plan on taking that advice as well.

The problem I've found with doing pixel art is that you have to zoom in really close to be able to do anything and often times the image looks very different closer up than it does in standard sizes that the end-user sees. I'm going to work on actually zooming out more when I make the textures. This whole thing is very new to me (did my first texture back in September 2014 or something like that) so I'm still trying to learn the good habits.

Thank you for your feedback. All opinions are welcome, even the ones that say I could do something better.

[edit to add] And I actually don't see the dromedaries much, I almost never play in the desert. But a Giraffe has a much longer neck than a dromedary does. I might try it anyway just for gits and shiggles and if it looks good enough it may find it's way into the mod.
Title: Re: [Mod](A8) Biodiversity v2.0 Giant monsters update! Feb. 05, 2015
Post by: Boboid on February 05, 2015, 07:40:43 AM
Yeah I can imagine that being a bit of a nightmare, you're doin' a great job though.

Obviously the scale makes it difficult, if you're doing a 1-1 on a reasonably small animal you're always going to struggle to fit in detail - take the Alphalo's horns for example, nice smooth detailing is made a lot easier because there's just so much more room to work with.

Push comes to shove you could always make your Quadhog 2-3x the size and make it into a real terror ;D

Edit for the sake of cameldom: For a bit of a (sadistic) laugh you might want to look at an incapacitated camel, poor buggers wobbling back and forth with no legs... bloody hilarious looking :P
Title: Re: [Mod](A8) Biodiversity v2.0 Giant monsters update! Feb. 05, 2015
Post by: Igabod on February 05, 2015, 07:45:57 AM
Quote from: Boboid on February 05, 2015, 07:40:43 AM
Yeah I can imagine that being a bit of a nightmare, you're doin' a great job though.

Obviously the scale makes it difficult, if you're doing a 1-1 on a reasonably small animal you're always going to struggle to fit in detail - take the Alphalo's horns for example, nice smooth detailing is made a lot easier because there's just so much more room to work with.

Push comes to shove you could always make your Quadhog 2-3x the size and make it into a real terror ;D

Hah, it actually was about 20% larger before. It was way too big though, like to the point of ridiculousness. We also had to scale down the spindlecrib a bit too. But yeah the tusks are only 2-3 pixels wide so it's really impossible to do any detail work on them. All you can do with them is play with shading and variation of the colors in a pattern that tricks the eye into filling in the rest. But even that's difficult with 2-3 pixels of width to work with.

I would like to point out my favorite part of the Quadhog. I gave it pink ears. They're not pink enough in the side view and I'll probably improve that in the next update too. But the back view shows them off perfectly.

[edit to add] Also, I am considering doing a true giant creature that takes up a 2x3 tile space but I'm not sure what the creature will look like yet and I'm not sure if it'll actually go in this mod or just be an add-on that people can choose to download. That's probably not going to happen very soon either way though. It's just a passing thought.
Title: Re: [Mod](A8) Biodiversity v2.0 Giant monsters update! Feb. 05, 2015
Post by: Boboid on February 05, 2015, 07:56:11 AM
Oh I wouldn't rule the size out - think about it. Quadhog! Terror of Rimworld! Destroyer of Colonies! Devourer of forests! Snuffler of Truffles! General bullet sponge! Player of tennis on Tuesdays! Fighter of Criminals! Dispenser of Justice! Harbinger of Doom/Many hog-hide cowboy hats! Slayer of Centipedes! Saviour of the Universe!

I may be losing my mind.
Title: Re: [Mod](A9) Biodiversity v2.1 A9 update! Feb. 22, 2015
Post by: Igabod on February 22, 2015, 04:32:38 PM
Updated to alpha 9. A huge thanks goes out to Haplo for updating the .dll faster than I managed to update the XML. The compatibility patch for Xtra Plants has also been updated even though Xtra Plants has yet to be updated. I've got everything done for that though and am just waiting on Tynan to release another hotfix to fix a bug with loading leafless tree graphics. So I'd wait to download the patch until after Xtra Plants is updated.
Title: Re: [Mod](A9) Biodiversity v2.1 A9 update! Feb. 22, 2015
Post by: Vonholtz on February 22, 2015, 04:50:37 PM
Great another mod ready that I like. Now just need the Xtra Plants as soon as that get up to date and i am will be good to go. thank you.
Title: Re: [Mod](A9) Biodiversity v2.1 A9 update! Feb. 22, 2015
Post by: Xyereth on February 22, 2015, 05:24:58 PM
Any chance I could steal this mod for my pack? :P It seems to fit in with the style of rimworld quite well, with the darkness mod, sending your colonists out at night could be terrifying, they may be mauled by a pack of wolves in the night.
Title: Re: [Mod](A9) Biodiversity v2.1 A9 update! Feb. 22, 2015
Post by: RemingtonRyder on February 22, 2015, 05:41:38 PM
I added a compatibility patch for Harsher Tundra & Biodiversity over here:

https://ludeon.com/forums/index.php?topic=8004.0

(scroll down!)
Title: Re: [Mod](A9) Biodiversity v2.1 A9 update! Feb. 22, 2015
Post by: Igabod on February 22, 2015, 06:13:40 PM
Quote from: MarvinKosh on February 22, 2015, 05:41:38 PM
I added a compatibility patch for Harsher Tundra & Biodiversity over here:

https://ludeon.com/forums/index.php?topic=8004.0

(scroll down!)

Okay, link added to the original post. Thought you should know that your link on your thread has a bit of a mess-up with it. I think you might have done the [/url] tag wrong with that particular link.
Title: Re: [Mod](A9) Biodiversity v2.1 A9 update! Feb. 22, 2015
Post by: RemingtonRyder on February 22, 2015, 07:35:07 PM
Oh, thanks for the heads-up!
Title: Re: [Mod](A9) Biodiversity v2.1 A9 update! Feb. 22, 2015
Post by: Vonholtz on February 23, 2015, 08:07:27 PM
Ok I am a bit thick headed so I want to make sure I am doing this right. I want Biodiversity with Xtra plants. So I get the XP-Biodiv_biomes.xml and put it in the Blodiversity folder as the first post said. Then put them in the order of Xtra plants then Blodiversity in the mod order? Is this right?
Title: Re: [Mod](A9) Biodiversity v2.1 A9 update! Feb. 22, 2015
Post by: Igabod on February 23, 2015, 08:24:04 PM
Quote from: Vonholtz on February 23, 2015, 08:07:27 PM
Ok I am a bit thick headed so I want to make sure I am doing this right. I want Biodiversity with Xtra plants. So I get the XP-Biodiv_biomes.xml and put it in the Blodiversity folder as the first post said. Then put them in the order of Xtra plants then Blodiversity in the mod order? Is this right?

All you have to do is open the Mods/Biodiversity/Defs/BiomeDefs folder and delete the Biodiversity_Biomes.xml file. Then you put the XP+Biodiv_Biomes.xml in its place. Activate Xtra Plants and then activate Biodiversity. Or if you have EdB's Mod Order mod just move Xtra Plants above Biodiversity. Close the mods menu. Click the Quit to OS button. Start rimworld up again and start a game. New games are preferable, otherwise the plants won't spawn on the map except where you plant them with stockpiles and the animals will take a long time to migrate to the area.
Title: Re: [Mod](A9) Biodiversity v2.1 A9 update! Feb. 22, 2015
Post by: Vonholtz on February 23, 2015, 08:36:05 PM
Quote from: Igabod on February 23, 2015, 08:24:04 PM
Quote from: Vonholtz on February 23, 2015, 08:07:27 PM
Ok I am a bit thick headed so I want to make sure I am doing this right. I want Biodiversity with Xtra plants. So I get the XP-Biodiv_biomes.xml and put it in the Blodiversity folder as the first post said. Then put them in the order of Xtra plants then Blodiversity in the mod order? Is this right?

All you have to do is open the Mods/Biodiversity/Defs/BiomeDefs folder and delete the Biodiversity_Biomes.xml file. Then you put the XP+Biodiv_Biomes.xml in its place. Activate Xtra Plants and then activate Biodiversity. Or if you have EdB's Mod Order mod just move Xtra Plants above Biodiversity. Close the mods menu. Click the Quit to OS button. Start rimworld up again and start a game. New games are preferable, otherwise the plants won't spawn on the map except where you plant them with stockpiles and the animals will take a long time to migrate to the area.
Ok it looks as if I got the right idea from your OP to get passed even my thick skull. Thank you ;D
Title: Re: [Mod](A9) Biodiversity v2.1 A9 update! Feb. 22, 2015
Post by: evrett33 on February 24, 2015, 02:18:08 AM
I think I asked this in A* but is this mod compatible with T's crop/cloth mods orexpanded woodworking?
Title: Re: [Mod](A9) Biodiversity v2.1 A9 update! Feb. 22, 2015
Post by: Igabod on February 24, 2015, 03:02:42 AM
Quote from: evrett33 on February 24, 2015, 02:18:08 AM
I think I asked this in A* but is this mod compatible with T's crop/cloth mods orexpanded woodworking?

Yes and yes. Neither of those modify the same files as this does. The easiest way to find the answer is to try it and see for yourself though. I actually don't play with T's mods active most of the time because I've got my own Xtra Plants mod which adds lots of food options. I do turn on his floors mod occasionally though.
Title: Re: [Mod](A9) Biodiversity v2.1 A9 update! Feb. 22, 2015
Post by: Giraffe on February 24, 2015, 04:18:27 AM
Those Quadhog tusks look just perfect for hauling.
The kind of hauling I don't want to do. Like hauling metal during a mechanoid invasion. Or hauling fire things that are on fire and surrounded by fire during a heat wave on the sun.

Or maybe that would be better for a mod all on its own, taming animals and the like. Though I don't imagine the code would be all that different from the dog taming mod that this mod already draws some assets from. Could even incorporate a little T's husbandry so that you can raise non-aggressive versions of the ani--

Dwarf fortress.
Title: Re: [Mod](A9) Biodiversity v2.1 A9 update! Feb. 22, 2015
Post by: Igabod on February 24, 2015, 11:07:08 AM
Quote from: Giraffe on February 24, 2015, 04:18:27 AM
Those Quadhog tusks look just perfect for hauling.
The kind of hauling I don't want to do. Like hauling metal during a mechanoid invasion. Or hauling fire things that are on fire and surrounded by fire during a heat wave on the sun.

Or maybe that would be better for a mod all on its own, taming animals and the like. Though I don't imagine the code would be all that different from the dog taming mod that this mod already draws some assets from. Could even incorporate a little T's husbandry so that you can raise non-aggressive versions of the ani--

Dwarf fortress.

For one, T didn't do that mod that you're thinking of, that was Minami. For two, that code is out of date and needs updating. For three, I don't have the talent necessary for updating it. However, I do hope to possibly add in some tameable critters in the future. But it will have to wait for now.
Title: Re: [Mod](A9) Biodiversity v2.1 A9 update! Feb. 22, 2015
Post by: Giraffe on February 24, 2015, 11:53:16 AM
Ahhhh my mistake. Been playing alot of DF recently so my mindset is basically "How can I make this game more like future DF with better everything"

Fortunately, mods like Biodiversity, TTM, EDB's and other diversity mods  and Apparello make that a possibility. This game is going to be the dopest game ever by the time it's out of alpha and it's thanks in part to the fine modders on this forum. With every alpha update, features that had to be modded in previously are now vanilla and that's awesome.
Title: Re: [Mod](A9) Biodiversity v2.1 A9 update! Feb. 22, 2015
Post by: Zoimos on March 01, 2015, 05:40:37 AM
just tried the mod. started a new game and all looked good, then I had a look around the map and nearly all the animals are dead or in shock from attacking each other :D is it meant to be this savage?
Title: Re: [Mod](A9) Biodiversity v2.1 A9 update! Feb. 22, 2015
Post by: Igabod on March 01, 2015, 02:16:01 PM
Quote from: Zoimos on March 01, 2015, 05:40:37 AM
just tried the mod. started a new game and all looked good, then I had a look around the map and nearly all the animals are dead or in shock from attacking each other :D is it meant to be this savage?

Yeah, the early game is going to be a bit brutal for the docile animals. But once the aggressive animals clear out some territory around themselves the body count isn't quite so bad.
Title: Re: [Mod](A9) Biodiversity v2.1 A9 update! Feb. 22, 2015
Post by: puddlejumper448 on March 01, 2015, 03:22:02 PM
Just a suggestion but it might help people new to the mod to put a note in the description of hostile animals, i didn't notice the alphalo killing any animals so i assumed it was docile and lost a colonist 10 minutes in to one lol. On a side note it is really great to see a seige camp completely killed by a pack of rimwolfs before they get a shot off hahaha.
Title: Re: [Mod](A9) Biodiversity v2.1 A9 update! Feb. 22, 2015
Post by: Igabod on March 01, 2015, 03:38:58 PM
Quote from: puddlejumper448 on March 01, 2015, 03:22:02 PM
Just a suggestion but it might help people new to the mod to put a note in the description of hostile animals, i didn't notice the alphalo killing any animals so i assumed it was docile and lost a colonist 10 minutes in to one lol. On a side note it is really great to see a seige camp completely killed by a pack of rimwolfs before they get a shot off hahaha.

Ah yes, I guess adding that into the description might help a bit. I'll do that next update along with some other changes Kirid suggested for the Alphalo and along with some new critters that Kirid is kindly letting me include in this mod. I've got a lot of things going on right now so I can't make any promises for when the next update will come. But I will try to get it done in the next week if my schedule permits.
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Igabod on March 09, 2015, 01:36:39 AM
Version 3.0 is released now. And the compatibility patch for Xtra Plants is updated now too. The Harsher Tundra compatibility patch isn't updated yet, but I'll be sure to announce it here as soon as it is.

This update includes 3 new bugs by Kirid, and one bug by Shinzy.

Kirid's contributions are Flies, tiny little buggers that eat any food left out too long, Mosquitoes of proportions not seen anywhere else, And Tarantulas which run around and look scary but are actually quite harmless.

Shinzy contributed the textures for the Crashbug.

The Crashbug was inspired by a post from Tynan in the change log stating he killed a very hard to find crash bug. So these little nightmares are tiny and hard to see, they are extremely rare in Rimworld, and they pack a devastating punch when they strike. They are semi-aggressive and will seriously kill a colonist in one hit. But the good news is they are super easy to kill once you go on the offensive. I might still need to nerf them a bit so please provide feedback.
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Demonlord091 on March 09, 2015, 02:56:01 AM
Those frackin Demonic hogs, man. o.O Those things kill half the people that enter through whatever corner of the map they're living in. XD

We love this mod.  Keep up the good work.
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Igabod on March 09, 2015, 03:12:27 AM
Quote from: Demonlord091 on March 09, 2015, 02:56:01 AM
Those frackin Demonic hogs, man. o.O Those things kill half the people that enter through whatever corner of the map they're living in. XD

We love this mod.  Keep up the good work.

Really? The Quadhogs usually only play a minor role in the war between animals and humans on my games. It's usually the wolves that end up dominating the map for me. Glad you're enjoying it. In my last actual game (before this update) I almost got taken out as soon as my colonists landed because they were surrounded by wolves. The fact that I had the Darkness mod on didn't help me at all either, couldn't see the wolves and couldn't do anything except put all my people right next to each other after taking out the one that incapacitated the dude that bumped into it first. This mod and Darkness combined makes for some very challenging starts sometimes.
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Igabod on March 09, 2015, 08:07:18 PM
I have just been informed that the compatibility patch for Harsher Tundra is still working in it's current form.
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Shtuka on March 22, 2015, 03:40:09 PM
Greetings, is this great mod Biodiversity compatible with Zombie Apocalypse mod?
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Igabod on March 22, 2015, 03:42:54 PM
Quote from: Shtuka on March 22, 2015, 03:40:09 PM
Greetings, is this great mod Biodiversity compatible with Zombie Apocalypse mod?

Yes. But an easier way to find out if something is compatible is to try it out for yourself.
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Shtuka on March 22, 2015, 04:05:59 PM
Quote from: Igabod on March 22, 2015, 03:42:54 PM
Quote from: Shtuka on March 22, 2015, 03:40:09 PM
Greetings, is this great mod Biodiversity compatible with Zombie Apocalypse mod?

Yes. But an easier way to find out if something is compatible is to try it out for yourself.

I had couple of errors so I trying to find out what mod conflict with yours. :\ Thx for answering
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Igabod on March 22, 2015, 04:45:52 PM
Quote from: Shtuka on March 22, 2015, 04:05:59 PM
Quote from: Igabod on March 22, 2015, 03:42:54 PM
Quote from: Shtuka on March 22, 2015, 03:40:09 PM
Greetings, is this great mod Biodiversity compatible with Zombie Apocalypse mod?

Yes. But an easier way to find out if something is compatible is to try it out for yourself.

I had couple of errors so I trying to find out what mod conflict with yours. :\ Thx for answering

The only mods that could possibly conflict with this one are any that alter the Biomes.xml file which can be found in defs/biomedefs. If the mod doesn't have a biomedefs folder inside the defs folder then it will work with this one. Perhaps I can help you narrow down your problem if you post a screenshot of the error message.
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Igabod on March 24, 2015, 03:40:30 PM
MarvinKosh has released an updated compatibility patch for his Icesheet + Harsher Tundra mod. It is available HERE (https://www.dropbox.com/s/zi1syqj3smde3wd/ISHT_Biodiversity_Compatibility.zip?dl=0) or on the bottom of the original post in the compatibility patches section or on the original post for that mod.
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: daft73 on March 24, 2015, 04:05:31 PM
Fantastic work Igabod, I like the diversity your mods bring to the table.
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Igabod on March 24, 2015, 08:32:10 PM
Quote from: daft73 on March 24, 2015, 04:05:31 PM
Fantastic work Igabod, I like the diversity your mods bring to the table.

Thank you, I appreciate the kind words. I wish I had more time to dedicate to making my mods even better, but until my move to Atlanta Georgia this summer I'm going to be too busy to do as much as I would like.
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Dave-In-Texas on March 24, 2015, 10:51:55 PM
I am dying to try this.  but I cannot get Rimworld to load with it enabled, it goes to a while screen, 'program is not responding' message.

at first I had a whole raft of addons and figured it to be conflict there.  so i dropped everything but edbinterface, edbpreparecarefully and core.  still the white screen of death.

so i tried just core & biodiversity.  Same thing. 

It's Alpha9. RimWorld727Win which according to sendowl is the latest build.. so i'm a bit baffled.

tried again with a fresh extraction and just adding biodiversity.   after initial activation its just the backdrop (no buttons to start a game) and after restarting rimworld now its a black screen
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: DigitalCore on April 10, 2015, 11:51:48 AM
Can I just say the spindlecrib is insanely OP when you have a horde of the buggers all on a psychotic rampage? Twice now I've had to draft more than 8 people to try and kill all of them. The turrets can't manage it.
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: rexx1888 on April 11, 2015, 08:36:51 AM
they are giant terror spiders... i got to ask why you dont hunt them to extinction under normal circumstances O.o
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Neocryptorian on April 29, 2015, 06:49:06 PM
Hi everyone

Has been lending a helping hand to Igabod with Biodiversity so I am now happy to present Alpha 10f update.

Download in attachment.

Change log:
- Patched to Alpha 10f (play tested so should be stable)
- Please report any issues if found thou.

Have fun everyone!  ;)

[attachment deleted due to age]
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Remorium on April 29, 2015, 09:41:06 PM
Thank you so much!
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: skyarkhangel on May 06, 2015, 10:24:49 PM
Quote from: Neocryptorian on April 29, 2015, 06:49:06 PM
Hi everyone

Has been lending a helping hand to Igabod with Biodiversity so I am now happy to present Alpha 10f update.

Download in attachment.

it works. big thanks!!!

Change log:
- Patched to Alpha 10f (play tested so should be stable)
- Please report any issues if found thou.

Have fun everyone!  ;)
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: pajok on May 25, 2015, 05:53:33 PM
Thank you!

Random animal fights are awesome!!!  :P
Maybe some wilder animals with bigger attack zone!
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Adamiks on May 26, 2015, 06:31:35 AM
Quote from: Neocryptorian on April 29, 2015, 06:49:06 PM
Hi everyone

Has been lending a helping hand to Igabod with Biodiversity so I am now happy to present Alpha 10f update.

Download in attachment.

Change log:
- Patched to Alpha 10f (play tested so should be stable)
- Please report any issues if found thou.

Have fun everyone!  ;)

Thanks ;) Actually i have Alpha 10 version of this from modpack, but there was some problems with ThinkTree, maybe yours version will be better.
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Neocryptorian on May 26, 2015, 07:45:39 AM
Quote from: Adamiks on May 26, 2015, 06:31:35 AM
Quote from: Neocryptorian on April 29, 2015, 06:49:06 PM
Hi everyone

Has been lending a helping hand to Igabod with Biodiversity so I am now happy to present Alpha 10f update.

Download in attachment.

Change log:
- Patched to Alpha 10f (play tested so should be stable)
- Please report any issues if found thou.

Have fun everyone!  ;)

Thanks ;) Actually i have Alpha 10 version of this from modpack, but there was some problems with ThinkTree, maybe yours version will be better.

Please try it out, and if you still got issues please pm me and I will take a good look at it.   ;)
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Igabod on June 11, 2015, 02:19:51 PM
Alpha 11 is out and I'm settled in to my new home in Georgia. I still don't have time to actually play the game just yet cause I have a lot of things to take care of such as getting my drivers license and car registration transferred from Texas to Georgia and things of that nature. So the updates for all of my mods won't be coming out quite as quickly as they have in the past. You can help me in this by testing the alpha 10 version to see if it works as is or if it pops up with some errors. Also if anybody wants to do the update work for me and upload it in a comment on this thread then that will help get the updates out even faster and you will be mentioned in the credits of course.

Also, since Tynan included the Rimwolf (renamed to warg) in the game I'll be removing those from this mod.
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: laser50 on June 16, 2015, 08:19:20 PM
Any chance this will be getting updated?
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Igabod on June 16, 2015, 10:08:06 PM
Quote from: laser50 on June 16, 2015, 08:19:20 PM
Any chance this will be getting updated?

I refer you to the post above yours. I'm still trying to find the time to work on it but lately my schedule has been quite hectic. I do intend on updating it as soon as possible though. Possibly this coming weekend but I'm not promising anything.
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: demacrex on June 16, 2015, 10:16:07 PM
Quote from: Igabod on June 11, 2015, 02:19:51 PM
You can help me in this by testing the alpha 10 version to see if it works as is or if it pops up with some errors.
Noticed on tundra with debug open megaslugs, tortoises and possibly one or two other animals were giving hypothermia warnings, not sure how relevant but thought I'd throw it out there. can't wait for the next update, good luck with everything irl :) 

Edit: It took me ten days of waiting to cave and do it hahahah
Title: Re: [Mod](A9) Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: demacrex on June 26, 2015, 07:13:08 AM
Quote from: Igabod on June 11, 2015, 02:19:51 PM
Also if anybody wants to do the update work for me
Cannot wait, gonna have to try myself haha >.<
Edit: not experienced in modding so i'll see what I can do and playtest when done, if it works out I'll upload it later tonight or tomorrow sometime :)
Title: [[[[[[[[[[[[A11 update]]]]]]]]]]]
Post by: demacrex on June 26, 2015, 11:36:31 AM
It's 1am and I only tested it on two maps quickly but I think I'm done, I'd like to present you ladies and gentlemen with an a11 version of Biodiversity that I am very excited to bring to you (one thing you might notice is that the animals that would normally bring chaos to the map might be a bit more friendly, this is only due to my impatience and want of the mod and not being able to fix the errors another way)   :P
Mod is still Igabods and I take no credit, merely looked over the code and tested ingame until no errors came up on and off all night, as it says above I can't mod but I gave it a fair go because I hate not having this mod working  :D
-Updated to A11
-Added ice shelf biome as 'buildable' and added Alphalo, rimdog, rimram, snork and Furx for their subzero temp comfort
-Removed rimwolf as Igabod said
and just happy to help out, hope you're back soon Igabod  ;D
I'll attach it to this comment, now I'm gonna go to sleep  ::)

[attachment deleted due to age]
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: kaptain_kavern on June 27, 2015, 09:27:29 AM
anybody have tried it yet?
I'm waiting for at least some comments before adding it to the A11 modlist (https://ludeon.com/forums/index.php?topic=14062)
else i'm gonna try it myself a soon as i finish my current colony ;)
Thx demacrex for the update btw ;)
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: nmid on June 27, 2015, 09:40:50 AM
ty demacrex.. I hope igabod comes and updates this topic!
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: demacrex on June 27, 2015, 10:08:04 AM
Quote from: kaptain_kavern on June 27, 2015, 09:27:29 AM
anybody have tried it yet?
I've been playing with it on and off today and so has a friend who has RW (gave him Biodiversity to test) and I didn't see any problems, but as I mentioned (by saying they are more friendly in OP :P) I had to remove the aggression trait from some animals as after 3 hours trying to fix it and constant errors on startup I caved and went to bed (I mentioned I'm not a modder right?)  so I took that out next morning and started with no errors and after a little playtest I uploaded it and yeah no problems so far for me but I've only played one biome so far but I've seen fly's, alphalo, tarantulas, mosquitoes and furxs on my map :)   
As do I nmid and hopefully has a little time to do a little update on the mod aswell, I just got impatient and wanted to hunt these glorious animals hahaha :)
Edit: Just noticed this in biodiversity/defs/biomedefs/biodiversity_biomes <animalDensity>0</animalDensity> on ice sheet line 9 might wanna set that to something if you intend to play on ice sheet, desert is .7 and tundra 1.0 so I guess maybe .3-.5 might be appropriate, not sure
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Haplo on June 27, 2015, 11:17:01 AM
Hi demacrex,
Thanks for your work. I've just added the aggressive animals part for you.

[attachment deleted due to age]
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: kaptain_kavern on June 27, 2015, 11:47:40 AM
That is awesome :-D thank you both
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: demacrex on June 27, 2015, 12:05:33 PM
Quote from: Haplo on June 27, 2015, 11:17:01 AM
Hi demacrex,
Thanks for your work. I've just added the aggressive animals part for you.
THANK YOU SO MUCH FOR RE-ADDING THAT HAPLO!!!! was worried about removing it but now I can rest easy knowing you fixed it :)
I'll download the one haplo has re-uploaded and continue testing it, cheers again :)
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Igabod on June 27, 2015, 12:42:42 PM
Thanks to everybody for helping with this update. I will try and update the main post in this thread today. I have been extremely busy lately, but the good news is I got myself a job finally. I start work on Monday making pizza at Little Caesars. It's not a high paying job but it will do to keep me alive until I can find a better job.
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: demacrex on June 27, 2015, 12:49:27 PM
Hope something awesome comes up soon, or lots of free pizza :P
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: kaptain_kavern on June 27, 2015, 01:20:23 PM
Quote from: Igabod on June 27, 2015, 12:42:42 PM
I start work on Monday

Gratz man

+

i also add a link to the mod in the Alpha 11 compatible Modlist (https://ludeon.com/forums/index.php?topic=14062.0) thread
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Haplo on July 11, 2015, 01:22:14 PM
I'm not sure if it was needed, but here is an update to alpha 11b

[attachment deleted due to age]
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Ninefinger on July 11, 2015, 01:32:40 PM
Quote from: Haplo on July 11, 2015, 01:22:14 PM
I'm not sure if it was needed, but here is an update to alpha 11b
Thanks man!
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: LanMc on July 12, 2015, 01:11:25 PM
Quote from: Haplo on July 11, 2015, 01:22:14 PM
I'm not sure if it was needed, but here is an update to alpha 11b

Thank you Haplo!  I appreciate it bunches!
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: blub01 on August 03, 2015, 05:18:27 PM
don't know if this is answered in one of the previous pages, I only read this one, but does this mod also alter the pawn AI so that they avoid agressive animals?
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Igabod on August 03, 2015, 06:56:42 PM
Quote from: blub01 on August 03, 2015, 05:18:27 PM
don't know if this is answered in one of the previous pages, I only read this one, but does this mod also alter the pawn AI so that they avoid agressive animals?

Nope sure doesn't. That would probably be a good addition to the mod, but I have no time to work on mods for the time being. I check the forums here every day still, but I just haven't had time for anything fun since I moved to the Atlanta area in June. I'll keep that idea in mind and see if Haplo can add it in whenever I have free time again though.
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: blub01 on August 04, 2015, 06:38:08 AM
thanks, it's kinda annoying when colonists get wounded due to running strait into a rimwolf or something like that.
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Endovior on August 24, 2015, 04:19:53 PM
Now that A12 is out, one useful feature would be to remove animal aggression from tame animals. Otherwise, tamed animals will casually maim your colonists as they try to interact with them, which seems to contradict the idea of 'tame'.
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Igabod on August 24, 2015, 10:32:03 PM
Quote from: Endovior on August 24, 2015, 04:19:53 PM
Now that A12 is out, one useful feature would be to remove animal aggression from tame animals. Otherwise, tamed animals will casually maim your colonists as they try to interact with them, which seems to contradict the idea of 'tame'.

I'm actually going to discontinue this mod for the time being. I may bring it back out in some form later on, but for now there are tons of new animals and new mechanics for me to get used to. I just played my first game since A9 earlier today. I finally found time for gaming in my busy schedule and it might be a little while longer before I get to modding again. I have a few vague ideas for new mods I want to add as well but I am not familiar enough with the code to know how viable they are at this moment. First I'm going to get some enjoyment out of playing again but then I'll start looking into the code and getting familiar with it again. Then you can look forward to my old mods being updated and even added on to possibly as well as new mods by me.
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Endovior on August 25, 2015, 03:52:18 AM
Fair enough. Have fun on your break, we'll be waiting for you when you get back!

Also, note that TheGentlmen has been helping Ninefinger with mod updates, and he actually just fixed that specific problem! (in the context of the ultimate overhaul pack at least, but it looks like a general fix) When you feel ready to get back into things, you might want to chat with him about how he managed it.
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: irotsoma on October 27, 2015, 12:00:45 AM
I made a patch for Haplo's alpha 11b version https://ludeon.com/forums/index.php?topic=9532.msg150027#msg150027 (https://ludeon.com/forums/index.php?topic=9532.msg150027#msg150027) to make the mod work with alpha 12d.  I didn't know if it would be appropriate for me to post the whole mod, especially with the UOM fiasco.  So, I just created a patch that replaces the dll and the def files that need to be updated.  This work was inspired by ninefingers UOM version, but was created mostly by combining the versions in the alpha 11b and parts of the Core mod.  It also doesn't add any of the extra stuff that was in UOM.  I also fixed the missing Ram Wool definition, but just made a copy of muffalo wool for now.  It probably needs to be recolored at least.  Feel free to use it as you will.

[attachment deleted due to age]
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Igabod on October 27, 2015, 09:04:17 PM
Quote from: irotsoma on October 27, 2015, 12:00:45 AM
I made a patch for Haplo's alpha 11b version https://ludeon.com/forums/index.php?topic=9532.msg150027#msg150027 (https://ludeon.com/forums/index.php?topic=9532.msg150027#msg150027) to make the mod work with alpha 12d.  I didn't know if it would be appropriate for me to post the whole mod, especially with the UOM fiasco.  So, I just created a patch that replaces the dll and the def files that need to be updated.  This work was inspired by ninefingers UOM version, but was created mostly by combining the versions in the alpha 11b and parts of the Core mod.  It also doesn't add any of the extra stuff that was in UOM.  I also fixed the missing Ram Wool definition, but just made a copy of muffalo wool for now.  It probably needs to be recolored at least.  Feel free to use it as you will.

As long as you're just uploading it on this thread then I don't mind if people do updates and post the whole mod.
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: irotsoma on October 27, 2015, 09:30:28 PM
Quote from: Igabod on October 27, 2015, 09:04:17 PM
As long as you're just uploading it on this thread then I don't mind if people do updates and post the whole mod.

Sounds good.  I'm attaching a copy of the full mod with my minimal fixes to get things working with alpha12d, and I also fixed the color of the ram wool to match the ram's beige a little more as I mentioned I would do in the previous post.  Let me know if anyone has any issues.

Edit:  Updated About.xml notes and supported version.  No need to re-download if you have it already.

[attachment deleted due to age]
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Adalah217 on January 16, 2016, 01:39:06 AM
Has anyone added a patch for the Animal Hide Working mod? I'm not an artist, but I might pursue making a few placeholder rugs if none exist.
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Speeny on January 19, 2016, 06:24:15 PM
Thanks for keeping this mod alive. Loved having it in my stream and it gets to make a reappearance now that I've found it again!
Title: Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
Post by: Speeny on April 19, 2016, 02:51:18 PM
Is anyone able to bring this to a13? i miss my rimdogs and rimrams.