RimWorld

RimWorld

Mythic Ages: Megafauna Bestiary
165 kommentarer
Bacon_15 For 3 timer siden 
great mod
Benthien For 14 timer siden 
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 6. okt. kl. 10:39 
Spectacular mod. Thank you so much @彡 Veterano 彡 :steamhappy:
veoba 6. okt. kl. 7:25 
@彡 Veterano 彡
Thanks. Good work. One of my favs. Waiting for futher additions.
彡 Veterano 彡  [ophavsmand] 6. okt. kl. 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  [ophavsmand] 6. okt. kl. 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 6. okt. kl. 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 6. okt. kl. 4:50 
The artwork is great!
PyroRaider47 #ILikeIt0001 5. okt. kl. 23:28 
welcome back
彡 Veterano 彡  [ophavsmand] 5. okt. kl. 21:44 
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.
JoeOwnage 5. okt. kl. 4:51 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3458506170
Mythic Ages: Megafauna Bestiary
- all animals from the mod will spawn less frequently

Mythic Ages harpeagles and sporemoles:
- nests and burrows will spawn less frequently
- nests and burrows will not spawn in tundra or extreme desert
- meatshroom bolus, bones, unfertilized eggs will spawn less frequently
- fertilized harpeagle eggs and sporemoles will spawn less frequently
- will spawn as wild animals (not hostile)
- will go manhunter if pawns approach their nest or burrow
Shark_Jam 4. okt. kl. 18:22 
Had a Harpeagle spawn aways from my settlement, it pretty much became my infinite food glitch.
lol
Paragon_Night 3. okt. kl. 22:40 
Really like the mod, but like others mentioned the spawning is a bit high. I barely made it a season and the map had 8 harpy eagles who were starving due to biome. Run did not go well lol.Ill have to remove it for now but hopefuly the spawn rate is adjusted in the future.
arkai65 3. okt. kl. 16:46 
I really like this mod but i did want to ask. are the new harpeagle and sporemoles supposed to be in the hive faction or is this a mod conflict on my end?
senkky 2. okt. kl. 3:58 
really feel like uninstalling this mod cuz of the new spawners, so annoying have to create a new area every time my gravship lands so my child immediately doesnt go naturewalking into a sporemole burrow, and sometimes the harpy eggs spawn as unforbidden so i look away for 2 seconds and suddenly my colonist is getting torn to shreds because they walked over to go pick up a harpy egg. and in every temperate winter at -12c the harpies die of frostbite overnight so i can just pick up so many dead bodies for free meat. feels cheap. why isnt there a mod option ingame to disable these spawners. on the plus side the animal sprites are beautiful, well done.
Land0fChocolate 28. sep. kl. 3:31 
The harpy eagles spawn too often around their nests and don't attack colonists that shoot at them. It's an easy exploit to get a ton of meat and leather.
DIAZ 27. sep. kl. 12:27 
Hello! I love this mod and am having a blast with it! I just ran into a problem though, I bred some direhorse and for some reason the direhorse calf texture asset isn't loading. I can see it moving, interacting and eating but the texture is just a big red box with an X in the middle. I appreciate any help in solving this issue!
ghgjj 25. sep. kl. 5:44 
Or add a giant beast like Panthera fossilis?
ghgjj 24. sep. kl. 6:27 
Maybe add a giant beast like a cave lion, short-faced bear, etc.
oinko sploinko 23. sep. kl. 1:32 
Spent 6 hours narrowing down a game-destroying incompatibility between this and... something.
Spamming infinite errors at the main menu and making the game completely unplayable
彡 Veterano 彡  [ophavsmand] 21. sep. kl. 21:35 
Guys, I'm looking into how to create my own faction for the mod. I want to better understand why the threat sound is being generated. If anyone already has an answer, please share. I've already done some testing with a parallel faction. I tried removing the insect faction, and it still remains a global threat. Furthermore, I'll be looking into the bugs you're reporting. Thank you all for your feedback. To stay up to date with what I'm working on, don't forget to check my pinned discord.

I should release a patch over the next few days adjusting textures, minor bugs, and balance.
蟹ミソアイス 20. sep. kl. 23:31 
Bred Duskhorn females do not reflect the exclusive texture.

繁殖させたDuskhornのメスに専用テクスチャが反映されていません。
Cal 20. sep. kl. 17:33 
The new spawn buildings are nice. As mentioned, everything that spawns from them is hostile and a member of the Hive faction.
Neutrino 19. sep. kl. 18:35 
Thx for the update! I was checking it, small heads-up: on the "Worhin" WIldfat it shows as the leather (on the image in this page).
Roque the Rogue 19. sep. kl. 11:31 
For some reason the spawn buildings are triggering combat music whenever a creature spawn, they also belong to the "hive" faction, from vanilla factions expanded - insectoids 2 , might wanna create their own faction instead.
Rain 19. sep. kl. 8:15 
Thank you!!!! This is my favorite mod seriously, I know there is a bunch of wonderful mod for Rimworld but yours as a special spot in my heart! Thank you very much !
DracoHoribilis 18. sep. kl. 8:56 
I must say that the spawning nests are a delightful treat
Zalera 17. sep. kl. 21:02 
Absolute must have mod! Are the burrows intended to spawn moles indefinitely? Had one spawn in the middle of a small shallow pond I had within my walls and I now have an endless supply of all the mole goodies.
ThisGuy2000 17. sep. kl. 12:21 
Hello, I am having the issue that Graciefaec described. Using TweaksGalore I can stop them from being penned animals, but they are still not trainable besides the base Tameness.
Graciefaec 17. sep. kl. 10:55 
Hi, sorry I noticed you just updated and tried fixing some errors, but for me the game is now considering Deermoss to be farm animals; like I can't train them. My colonists rope them to a hitching spot.
彡 Veterano 彡  [ophavsmand] 17. sep. kl. 9:30 
Sorry guys, I didn't mean to release this update with red errors, but there are things that escape our eyes. The log wasn't showing up for me. I just released a hotfix that fixes the issue by removing this folder from the mod files. It was the "net48" folder that DracoHorbillis mentioned. If you have any problems, let me know.
彡 Veterano 彡  [ophavsmand] 17. sep. kl. 8:02 
Could you share the full error log there in the "Red Errors" tab after this update?
DracoHoribilis 17. sep. kl. 7:52 
Yeah I came back to that as well.. for you guys who want to fix it quickly, just remove the folder net48 in Assemblies . in that mod folder.
MerLatus 17. sep. kl. 7:06 
got red errors after the update
Niteus 17. sep. kl. 6:22 
It's always a treat when this mod updates
Cal 17. sep. kl. 4:12 
[Analyzer] Mod Mythic Ages: Megafauna Bestiary has packaged the base-game Rimworld assemblies
Luckspeare 17. sep. kl. 0:18 
Art is so good on this.
ohluitvaenri 16. sep. kl. 23:15 
in the new update u accidentally included the base game assemblies (it shows red error on startup)
QOMRADEQUEER 13. sep. kl. 19:54 
Would love to see a patch which integrates the animal leathers from this mod with Medieval Overhaul's hide and leather system.
彡 Veterano 彡  [ophavsmand] 8. sep. kl. 10:52 
Hubertdragon

I don't have a very active discord, but I created one here in a hurry so that we can discuss some topics more freely. If anyone is interested in downloading the latest MOD that is still in testing, I left a .zip available in the "WORKING ON" tab.


https://discord.gg/quZn8vmR
彡 Veterano 彡  [ophavsmand] 8. sep. kl. 10:50 
Gunk_Bunkus
The Woolyrhino is being developed to better integrate the herbivore system into the map's ecosystems. I've also significantly reduced the echo of carnivores. I'm taking a while to release the patch because I want to ensure it's balanced.

I admit that the "nest" system took me longer than I anticipated, but I'll make them available soon.
彡 Veterano 彡  [ophavsmand] 8. sep. kl. 10:44 
Melon
Actually, I'll be seeing this when I was developing Raptorkhan it was just going to be a giant chicken, but I changed it to a predator and ended up with this block in the story, it doesn't really make sense. I'll fix it.
彡 Veterano 彡  [ophavsmand] 8. sep. kl. 10:42 
TerraSleet
Oops, the nutrition for this milk should be 0.09, not 0.90 or 0.1. Same issue as the Duskhorn Milk that was reported. Thanks for the feedback, I'll fix it.

As for mossmiredraught, the description of the healing factor is really missing. However, I disagree that it has no penalties. If you make a pawn drink it twice in a row, they'll go into an alcoholic coma. Besides the alcohol addiction factor, I can revise something more balanced, but I disagree with the "no penalties" point. Anyway, I don't have testers, and you're helping me polish this mod. Thanks, and I should update all of this soon.
TerraSleet 6. sep. kl. 3:08 
Also, mossmire draught doesn't do what it says on the mod page, it instead triples healing speed with no real downside, which is pretty strong for its cost (mossmire milk which as I pointed out below is way overtuned, plus 1 herbal medicine per 2 draughts)
TerraSleet 6. sep. kl. 2:49 
Deermoss are way too strong for what they are. Spawns in packs, easy to tame, easy to feed, they eat simple meals and produce so much milk nutrition you can feed them off their own milk and still feed 5 more colonists off a single efmale deermoss.
They regenerate so fast that they can tank raids on their own and even heal brain damage so they just don't die unless you hit them with hypothermia or toxins.
Please re-balance them, they produce 9x more milk nutrition than a cow (seriously, I checked the animal economy devlog) and tank more than a thrumbo. The modpack I played became way too easy because I tamed just 3 of these things with some chump with 7 in animals.
Melon 3. sep. kl. 23:32 
It's kind of odd that the Raptorkhan is a herd animal.
Hubertdragon1 2. sep. kl. 11:07 
hey, veterano is discord is avalaible?
Gunk_Bunkus 2. sep. kl. 9:48 
some late pleistocene herbivorous megafauna ideas to potentially integrate: some sort of wooly rhinoceros, a ground sloth more inspired by megatherium, wild horse? IDK im just spitballing here
Misterdino Prime 1. sep. kl. 12:08 
you can always add some insects, i think a good one could be meganeura or some kind od hive of ants, making responsible of eating rotten corpses,fresh/rotten, and even bones(that way could be a very good way of clean the map of bodies without the incendiary solution)
彡 Veterano 彡  [ophavsmand] 1. sep. kl. 8:43 
The reason for this is that I want to add some large herbivores and adjust them to a rarer form, reduce the overall spawn rate of these and dangerous carnivores, and create a nest system for the Harpeagle.

@Niteus, about the War Trumpet system, that was something I've been thinking about.
@Naxdar, thanks. I'll adjust that in the next patch