边缘世界 RimWorld

边缘世界 RimWorld

Mythic Ages: Megafauna Bestiary
205 条留言
彡 Veterano 彡  [作者] 6 小时以前 
@ricapelli22
Since the mod focuses heavily on animals and their byproducts, and some specific events involving the generation of buildings on the map affect existing structures, I recommend using it in new runs.

However, I haven't observed any serious problems with saved games yet, but I don't have any mod testers.

If you want to add the mod to a saved game, making a backup is always a good idea; you never know what interactions might occur with the mods you already have. And to answer your question, yes, it will affect saved games with the generation of new animals.
彡 Veterano 彡  [作者] 6 小时以前 
@hoteldoor538
It already does, but it seems there's an error in the animal's XML file. I'll fix it. Thanks for the feedback.
hoteldoor538 11 月 16 日 上午 4:26 
does the simbakub not have dessicated graphic yet?
The Dutchman 11 月 14 日 下午 3:58 
@ricapelli22 ?? Its an animal mod. Obviously works regardless of when you add it...
ricapelli22 11 月 14 日 上午 11:50 
Can I install midgame or need to start a new save to take effect?
greensniperhat 11 月 13 日 上午 7:54 
Ah yeah, works now. Excellent, gonna tame me summa dat!
彡 Veterano 彡  [作者] 11 月 13 日 上午 7:27 
@greensniperhat
Resub and gonna be fine
greensniperhat 11 月 13 日 上午 5:58 
Lemme try resubscribing
greensniperhat 11 月 13 日 上午 5:57 
Huh, strange, the update says there'll be a Sivatherium, but the files don't contain any files related to it... nor of the new stuff in the same update? Is this just a matter of Steam not downloading the update?
Zoe, the Bad Wolf 11 月 6 日 上午 6:02 
Oh, I see.
Man. This is such a cool mechanic. I had my tribals stealing an egg, so that I could tame the chick. Hence, why, for a second my Ark: SE gut was telling me I would not get more fertilized eggs.

Honestly, props for the interesting mechanic on those. I loved it. Made part of my tribe that every colonist needs to fetch his own Harpeagle egg and tame the chick after it's born. 11/10 Storytelling. <3
彡 Veterano 彡  [作者] 11 月 5 日 下午 8:22 
Ravinglegend
Oops, that description wasn't supposed to be there; it was from when I was writing the lore for the nests. Thanks for letting me know, I'll fix it and release the correction soon along with the other updates.
彡 Veterano 彡  [作者] 11 月 5 日 下午 8:21 
Zoe, the Bad Wolf
In the mod, there are two different ways to obtain harpeagle eggs.

In tamed versions, only females were supposed to drop this type of egg.

However, in nests, there's a spawn factor that sometimes drops a fertilized egg, even if there are only males.
彡 Veterano 彡  [作者] 11 月 5 日 下午 8:18 
Caio 兎

Yes, it's normal for creatures to fight each other, but are you mentioning the birds from vanilla? If for some reason they are interacting with any of the mod's structures, please let me know.
彡 Veterano 彡  [作者] 11 月 5 日 下午 8:17 
Hi everyone, I just saw your feedback. I'll fix the bow; the correct ingredient was indeed missing from the code.

Also, I'm working on balancing to remove the appearance of some animals. Since there are many tests and runs, it ends up taking a while.
Zoe, the Bad Wolf 11 月 5 日 下午 5:57 
Hi @Author!
Hope you are having a good day!
Quick question, can a female and male tamed Harpeagle make fert eggs?
The Dutchman 11 月 3 日 下午 4:33 
Yes its obviously just an oversight. Dont overthink it...
Ravinglegend 11 月 1 日 下午 4:53 
The info entry for Hapeagles states "Attack to destroy", while technically accurate, is probably not meant to describe a living creature and looks like it was probably copied over from the nest. Attack to Destroy is usually only in entries for buildings which cannot be deconstructed.
Caio 兎 11 月 1 日 上午 4:08 
Oh, and the creatures seem to be fighting each other, like blue on blue stuff, is that also normal? the birds are fighting, the moles, everyone
Caio 兎 10 月 31 日 下午 1:14 
Yeah I came here to talk about the verdant bow, it's just 60 wood and its really OP for just that...

awesome mod though! loving the creatures

also, the moles burrows are spawning outside caves, is it normal?
Squeakyfish 10 月 31 日 上午 9:02 
The Verdant Bow only costs wood to make, but the description says otherwise! really fantastic mod will be a staple in every mod pack for me!!
Petrus Aurelius 10 月 30 日 上午 5:13 
Very creative while remaining within the atmosphere of Rimworld.
Fashtar 10 月 26 日 下午 11:49 
I wonder if we could make the Duskhorn's horns into spears. That would be a good use for them.
彡 Veterano 彡  [作者] 10 月 25 日 上午 9:30 
Hello, Apoplectic Alopex, I'll be looking into a way to drastically reduce the spawning or spawning system for flax and burrow. I noticed this in a run I also did. I also want to better balance the overall spawning of all animals, especially the harpeagle, one of the most common herbivores.

I'm currently working on this before releasing the new animal update. Please share XML or C# code ideas, that would be greatly appreciated.
Apoplectic Alopex 10 月 24 日 下午 3:56 
I've noticed that nests spawn on literally every generated map. This gets pretty cheesy when using a mod like "Walk the World" as you encounter a new set of nests every tile. It would be helpful to get a compatability patch which just disabled nests as part of regular map generation, leaving them exclusively appearing via events.
VitaKaninen 10 月 23 日 下午 3:33 
Do the giant bones, mega bones, special meat, horns, teeth, etc, have any purpose, or is that coming later on? Or is it just another sellable resource?
彡 Veterano 彡  [作者] 10 月 22 日 上午 5:33 
Gilgamesh
It's a great idea, but I have no idea how to do it. It would take me a while to research and learn, hehe.
彡 Veterano 彡  [作者] 10 月 22 日 上午 5:32 
New update fixing these and more things, detailed in the updates tab.

Let me know if the frequency of the new event is well adjusted, I tried to make it rarer so I will need your feedback again.
Leminos 10 月 17 日 下午 11:22 
Please update with the nest fix
GrimDaReaper 10 月 17 日 下午 7:02 
Please update with all the mod pawns in the power of 2 please.
Pure Night Fool 10 月 16 日 上午 4:37 
Thanks for your work, it's a great mod and I really enjoyed it XD
Gilgamesh 10 月 15 日 下午 6:58 
I'm hoping one of the upcoming biomes and/or spawn buildings is a Plastemmoth Graveyard.
High risk/high reward of near endless amounts of Plasteel, but having to fight through potential hordes of the Plastemmoths would be a heck of a quest.
Valachnon 10 月 15 日 下午 1:39 
This mod is amazing. The art is beautiful, the sound design is great and the theme of each creature is wonderful as well.
彡 Veterano 彡  [作者] 10 月 15 日 上午 8:47 
Hey Pure Night Fool and NouvelleRenee.
It wasn't the intention
I understood you perfectly. A friend reported the same bug to me. I just noticed that any animal that came close to the nest or burrow at the same time was affected by Manhunter's status.

It's already being fixed, and I'll update the mod soon. Thanks for your feedback.
Pure Night Fool 10 月 14 日 下午 1:33 
Hello bro, have you applied a small range of violent pulse effect to the two nests in the mod? In my game, all small animals near these two nests will enter a hunting state after a certain period of time. My English is not good, so I use a translator to communicate with you. I am very sorry if there is any misunderstanding.
NouvelleRenee 10 月 13 日 下午 4:00 
I've been having an issue where any animals in the immediate area will become hostile if I attack the harpeagle nest. Is this intended?
Eight3 10 月 11 日 下午 12:27 
actually gorgeous art in this
Northward Bound 10 月 9 日 下午 9:48 
didnt notice the update and got a pleasent surprise visiting a biome. love the new content! cant wait til the weapons. its so good! thank you
彡 Veterano 彡  [作者] 10 月 9 日 下午 8:30 
Benthien
I needed to nerf their spawns a bit; it was quite unbalanced, but now the drop rates are the same.

Fashtar
Yes, definitely. I plan on using most of the dropped materials, be they megabones, horns, or teeth. As was done with some of the mod's weapons.

Thanks everyone
Fashtar 10 月 8 日 下午 11:47 
Anything on the Scarodon teeth? I got a few of them and they seem to do nothing so far. I take it they're for a future weapon in a coming update.
MushroomMan 10 月 8 日 上午 9:27 
The design of this mod is pretty awesome, the meat textures alone are stunning
Bacon_15 10 月 8 日 上午 12:28 
great mod
Benthien 10 月 7 日 下午 1:50 
Really good mod, but from yesterday to today, harpeagle nest spawns new eggs and eagles much slower, and are now classified as wild and not enemy (hive) anymore.. :/
exiledfreedom 10 月 6 日 上午 10:39 
Spectacular mod. Thank you so much @彡 Veterano 彡 :steamhappy:
veoba 10 月 6 日 上午 7:25 
@彡 Veterano 彡
Thanks. Good work. One of my favs. Waiting for futher additions.
彡 Veterano 彡  [作者] 10 月 6 日 上午 6:37 
If anyone has any feedback on animal spawn rates, please comment here on my discord:
https://discord.gg/PmV4hfEH

It would be great to have some testers. Before posting the mod, I try to play a few runs to check the animal spawn rates in the biome, but as you know, this game is very variable and unpredictable. Since the game is based on percentages, each run is different. Some of your runs might spawn three scarodons at the beginning of the game, making life difficult, or, luckily, many herds of herbivores.

In any case, I'll always be trying to balance this mod to make it viable.:steamthumbsup:
彡 Veterano 彡  [作者] 10 月 6 日 上午 6:30 
Yes, I admit my feature was broken, but I still need your feedback.
I increased the spawn time 12 hours to 3 days for each harpeagle spawn, capped at 2.
and 2.6 days for sporemoles, capped at only 4.

Furthermore, they appear in the case of the Manhunter, as the pawn approaches the nest or den. So be careful when approaching anyway.

Spawn on maps has been halved. It was at an event value of 1.0, and now has a 0.5 chance of occurring.
Fenrir 10 月 6 日 上午 5:32 
Thanks for the update, having people not wanting to visit my colony because of insectoids, just because there were harpeagles on the map was such an annoyance.
tasukun28 10 月 6 日 上午 4:50 
The artwork is great!
PyroRaider47 #ILikeIt0001 10 月 5 日 下午 11:28 
welcome back
彡 Veterano 彡  [作者] 10 月 5 日 下午 9:44 
Guys, I've been away for work, I saw some of your requests, and I added them to the mod core.

It's good to be back.