[B19] Wild Animal Sex 3.2 - Now it just feels... natural....~

Started by WalkingProblem, December 07, 2017, 02:05:42 PM

Previous topic - Next topic

SpaceDorf

True.
Not to think of the psychic wave when the horde suddenly attacks.

The possible solution would be to make Boomacritters rare.
Reduce the littersize, make the pregnancy longer or a lower Chance to spawn female critters.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Canute

I know why my colonies allways just got 2 entrances i can close if the animals got mad or manhunt pack comes.
But isn't this a free meat to home event, to fill up your freezers ?

Madman666

Quote from: Canute on December 23, 2017, 04:21:39 PM
I know why my colonies allways just got 2 entrances i can close if the animals got mad or manhunt pack comes.
But isn't this a free meat to home event, to fill up your freezers ?

It is, if you got several turrets, armed colonists with decent shooting skills and power. It definitely isn't if half your people is lying in medbay with plague and most your turrets are destroyed after a particularly nasty raid or if power is disabled by a solar flare. And thats when asshole of a storyteller likes to send manhunters or psychic waves.

Canute

Mosttimes i never use turrets.
When you position your pawn behind the forced open door, only 1 animal can pass through it, and need to fight min. 3 pawn or all, depend how you position them.
Mosttimes you can fight a whole manhunt pack without taking heavy damage.

Madman666

Quote from: Canute on December 23, 2017, 04:33:00 PM
Mosttimes i never use turrets.
When you position your pawn behind the forced open door, only 1 animal can pass through it, and need to fight min. 3 pawn or all, depend how you position them.
Mosttimes you can fight a whole manhunt pack without taking heavy damage.

I don't use melee ever, unless I have absolutely no other choice. Even a friggin hare can bite your best crafter's eye out through power armor with just couple unlucky attacks. Murphy's Law NEVER fails. And well... Someone here had animal population blast reaching like couple hundreds of heads. I really doubt you'll deal with that amount of animals crazed by a psychic wave using this tactic. Its good early on, when your people suck at shooting, you have no ranged weapons, turrets or other means to stay out of harm's way, thats true. But I'll pick any other way of dealing with enemies over melee. RW's armor and damage system is just way too punishing for melee to be efficient.

WalkingProblem

Quote from: Madman666 on December 23, 2017, 11:11:25 AM
I kind of think there needs to be something other than player controlled purge squads to keep boomrats and boomalopes in check. I don't play jungle much already, because of animal overload and with unchecked population boom jungle maps might become just nigh-unplayable without regular execution runs which gets old fast.

The solution is for me to create a new animal mod that introduces scary fire-proof, heavily armored predator....

WalkingProblem



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

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



FORUM LINK: https://ludeon.com/forums/index.php?topic=37461.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/wild-animal-sex-ver1-4/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1224175982

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

SUPPORT ME ON PATREON: https://www.patreon.com/walkingproblem

---

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

Madman666

Thats really good! Finally I won't be wasting half my huge supply depot to feed thee wolves... Will this update function with old saves correctly?

WalkingProblem

Quote from: Madman666 on January 01, 2018, 07:26:03 AM
Thats really good! Finally I won't be wasting half my huge supply depot to feed thee wolves... Will this update function with old saves correctly?

@Madman666 - Yes, it works with saves. The only problem I foresee is those save games thats already overpopulated with prey.... which there will be a huge increase in predators until the prey population drop below the population limit.... which means overload of predators... LOL

Madman666

Quote from: Walking Problem on January 01, 2018, 10:27:14 AM
@Madman666 - Yes, it works with saves. The only problem I foresee is those save games thats already overpopulated with prey.... which there will be a huge increase in predators until the prey population drop below the population limit.... which means overload of predators... LOL

Well for now my map doesn't really have overwhelming amount of prey - triple hunger on predators managed it quite nicely, to the point that i'd leave it there if there wasn't tripled upkeep for tamed animals as well. Also I have Arachnophobia mod about those everhungry spiders and those help a lot as well.

Madman666

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

wwWraith

Quote from: Madman666 on January 01, 2018, 11:17:50 AM
The only problem I am expecting so far with new predator-prey balancing system is boomalopes and boomrats. They will be counted as prey and cause more predators to spawn if they spread too much, but since nothing actually hunts them aside from player controlled kill squads - predators will run out of available prey and start causing trouble for the colony until player clears out both overspread boomalopes and newly spawned predators. So your idea of fire and explosion proof superpredator actually kind of interesting. Unless you've come up with something else to deal with boom-a-types of animals.
But who will hunt those "superpredators" then? ;) Also there will be constant wildfires on the map if someone will hunt boomies uncontrollably. I think it may cause more trouble than "common" predators and killsquads management.
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

Harry_Dicks

I'm really excited with the new update. I was hesitant to install this mod earlier because I had about 20 wolves and didn't want to feed them extra food. Now with the new balancing I'm finally going to give this mod a shot!

crusader2010

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

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

Thanks :)
My mod pack: {A13} Mod Mega Pack

Madman666

Quote from: wwWraith on January 01, 2018, 01:29:54 PM
But who will hunt those "superpredators" then? ;) Also there will be constant wildfires on the map if someone will hunt boomies uncontrollably. I think it may cause more trouble than "common" predators and killsquads management.

Thats a fair point, I didn't thought about superpredators constantly causing fires... And RW's "Firewatcher" doesn't always send rains, sometimes he just says - "Screw you, I am on vacation" and you end up on an empty burned up map. About hunting superpredators - thats a problem that can be solved way faster than dealing with whole friggin map of boomalopes :)