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

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

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WalkingProblem



LET THERE BE SEX!!!

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

Have fun!

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



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



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

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

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

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

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

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

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

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

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

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

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

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

CHANGELOG 1.1:
– Enabled pets to mate with wild animals (and vice versa)
– As this update remove faction check, pets – wild animals – other faction's pets – caravan animals : may all have a big orgy.

DepOpt

So, wild animals mating and breeding? Hells yes. This is kind of a simple thing, but a very cool one.
Ignore this notice

WalkingProblem

Quote from: DepOpt on December 07, 2017, 02:50:56 PM
So, wild animals mating and breeding? Hells yes. This is kind of a simple thing, but a very cool one.

Its just got more complex:

VERSION 1.1 RELEASED!!!

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

CHANGELOG 1.1:
– Enabled pets to mate with wild animals (and vice versa)
– As this update remove faction check, pets – wild animals – other faction's pets – caravan animals : may all have a big orgy.

kubolek01

Eat lead, walking pile of silver! (greedy Player)
I...I can't do it. Leave it alive, please!(inner soul)
It lives 200 years to end up as a jacket?!(realists mind)
If I would go to vacation in off-Earth, even fictional place, I'd choose Nibel.

WalkingProblem

Quote from: kubolek01 on December 07, 2017, 04:05:00 PM
Just few words:Mad One Man Mod Co.

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

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

Join my discord to learn more. =P

h1tmanc

I was actually wondering why this isn't in the game just earlier on, but doesn't your map just end up ultra overpopulated with wild animals eventually?

bonebaby

Quote from: h1tmanc on December 07, 2017, 07:06:32 PM
I was actually wondering why this isn't in the game just earlier on, but doesn't your map just end up ultra overpopulated with wild animals eventually?

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

-BB

h1tmanc

Quote from: bonebaby on December 07, 2017, 07:13:17 PM
Quote from: h1tmanc on December 07, 2017, 07:06:32 PM
I was actually wondering why this isn't in the game just earlier on, but doesn't your map just end up ultra overpopulated with wild animals eventually?

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

-BB
Ah nice, I suppose that just happens naturally in the game anyway, I'll notice like an herd of elephants for instance, then when I decide to hunt them like a week later they'll be gone of the map.

WalkingProblem

Yeah, animals do leave the map for various reasons.

The most obvious reasons are wrong temperature and starving.

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

Malacai

If you decide to not let them leave make it optional please.

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

Ruptga

Quote from: Walking Problem on December 07, 2017, 08:19:48 PM
Yeah, animals do leave the map for various reasons.

The most obvious reasons are wrong temperature and starving.

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


h1tmanc

Quote from: Ruptga on December 07, 2017, 08:47:06 PM
Quote from: Walking Problem on December 07, 2017, 08:19:48 PM
Yeah, animals do leave the map for various reasons.

The most obvious reasons are wrong temperature and starving.

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


hahaha that's great  ;D

Vlad0mi3r

Quote from: Malacai on December 07, 2017, 08:45:32 PM
If you decide to not let them leave make it optional please.

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

Yeah definitely leave optional. I will try this one once I complete my vanilla A18 run.
Mods I would recommend:
Mending, Fertile Fields, Smokeleaf Industries and the Giddy Up series.

The Mod you must have:
https://ludeon.com/forums/index.php?topic=40545.msg403503#msg403503

SpaceDorf

Petsplosions Everywhere :)

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

WalkingProblem

Quote from: SpaceDorf on December 08, 2017, 03:28:13 AM
Petsplosions Everywhere :)

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

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

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

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

So now its a mod on its own. LOL