[A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)

Started by Coercion, September 19, 2016, 07:25:09 PM

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Coercion

no worries. we always welcome any feedback or suggestions

kcirdor

Quote from: Coercion on October 20, 2016, 09:45:11 AM
Quote from: Draegon on October 16, 2016, 07:15:16 PM
Awesome! Was the caravan bug fixed though?

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

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

Coercion

Quote from: kcirdor on October 21, 2016, 06:44:47 PM
Quote from: Coercion on October 20, 2016, 09:45:11 AM
Quote from: Draegon on October 16, 2016, 07:15:16 PM
Awesome! Was the caravan bug fixed though?

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

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

did you remove it on a new or existing save?

kcirdor

it was existing, but I put it back, I realized a wilder faction was already known.

kaptain_kavern


8) Teasing Time 8)


New Taro Texture


... And apiaries ...

Thanks to the tester colonists  8)

Hydromancerx


kcirdor

Ha ha, I didn't even realize I was in that photo the first time I looked at it till now, reading your post.   It's an honor to play the shit out of this mod, on the same map at least ten times..  I've moved up to extra large on the size though..

Coercion

I like it. I will be naming all of my colonists after the members of this thread from now on. :)

Listen1

Oooooooooooooh, I like it!

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

The walls, rocks and rubble may fit your new build  ;)

Coercion

#234
Well, it has been a busy month for us (due to real life commitments), but we have managed to get out v1.3 with a lot of updates and changes :D

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

v1.3 Update

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

kaptain_kavern

#235
As always the download is available at the github page, click on "Release" tab.



@Coercion : hey you get praised on Reddit  8)

Coercion

Quote from: kaptain_kavern on October 27, 2016, 10:21:26 AM
As always the download is available at the github page, click on "Release" tab.



@Coercion : hey you get praised on Reddit  8)

thanks for sharing. I love your screenshots :)

Supercheese

Dang, I am gonna have to use this mod for my next playthrough, it looks great!

Coercion

Quote from: Supercheese on October 27, 2016, 04:36:11 PM
Dang, I am gonna have to use this mod for my next playthrough, it looks great!

Feel free to provide any feedback or suggestions that you come across :)

kcirdor

The reseeding is so fast its difficult to put down pathways.