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1.1 adds 9 new animals bringing the total up to 61.
No need for animal mods. If you like it or if you're really that bored already then you do you, but out of all the popular mods I looked into not a single one was balanced (rimfridge is probably one of the worse contenders, since you can just throw a freezer in the middle of a desert and it magically works).
Are any of those 61 animals spiderlike beasts that shoot webs or giant beetles that can be pack animals?
Checkmate.
On a serious note you oughta take a look at Allowtools. Excellent QoL tool. But yeah all the popular mods are either OP or QoL. There ain't much balance in mods.
Alpha Animals is quite balanced though OP is just kinda sucky at the game.
I don't mind Mantis Shrimp being the kings of the tropical jungles, I just don't like how three of them always seem to spawn together. It feels like overkill. But to be fair I also never really noticed in 1.0 since I had the animal breeding mod as well, there was always a huge supply of herbivores for them to hunt, all I had to do was just not bother hunting in what ever part of the map they were "Nesting" in and hope they don't start hanging around directly in front of my base, from my experience when a predator starts to do that it means they are about to try and hunt someone anyways.
Usually I'll just go through once my colony is stable mentally and mass purge at least half of the predators. Can't really do that with Mantis shrimp.
I suppose the only real avoidance would be setting up sacrificial animal pits, but I'm not sure that would stop them from targeting your pawns. That element seems to be completely random. Seen predators who could easily kill elephants avoid them and try to attack one of my pawns instead. Could just be examples of god (Director) hating me?
Did think about setting up a "Helter" (Human Smelter) by letting temps reach dangerously high level in a geyser cooker, luring them in front of it then having someone open the door, but I'm pretty sure physics in this game are too basic for anything like that. I'm wanting to say the second you open the door the internal temps would rapidly drop to external temps, also fairly certain that "Hot air" doesn't actually exist in the capacity that I could use it as a weapon. I suppose one could set up a raging inferno inside of them, but i doubt the fire would instantly spread out the open door, nor do I think it would really do anything to them.
Plus that would be a lot of steel thrown away for an epoch that can't really afford to waste it.
Edit: Nevermind about the steel bit. Forgot Steel burns in base Rimworld (For some reason...) and I'm pretty sure the 1.1 update for metal doesn't burn isn't out yet, if it is, what I said above still stands. If it melted that's something I could use, a sea of molten iron would really give the over-grown crawl-dads a run for their money.
It's a useless mod designed mostly for casual players. You can easily refrigerate any room without any mods and using just basic tools, even in the middle of the desert.
Edit: typed combat evolved the first time, been playing halo a lot here lately..
But, as time goes on and your play-style matures a bit, you'll find most of your mods are QOL mods or ones that starting off you thought were kind of lame.
For me I literally can't go back to default rimworld, i NEED those QOL mods.
Wood traps are fine against animals, even ones with small amounts of armor like bugs have. You can just chop down a few trees and build like a row of 10 in your choke point, that will probably deal with anything that decides to hunt your colonists. Literally this is something you can do on day one, just start as a small panic box to hide in if hunted with a row of traps as the entry point, from there over the next few days expand the wall so it keeps a larger area safe, your whole base, your farms, etc.
The reason I'm suggesting ways to deal with them contrary to your advice to avoid/disable them, is the entire point of Alpha Animals is to add challenging encounters to the map. Most biomes have a very dangerous predator with the mod, something that will wipe you out if you don't prepare your defenses quickly enough. The raptor shrimp never really stood out as exceptionally challenging to me compared to the giant spiting spiders, the stealthing lions, the dart slinging scorpions, or the tanky disease transmitting lockjaws, to name a few. The only thing raptor shrimp has that makes them stand out in the mod as a predator, their one strength or special feature, is they can regenerate very quickly so are less likely to die from wounds caused by hunting animals on the map, other than that they are a typical predator and fairly easy to deal with.
Middle-ages and up should very little issue dealing with them, but I'm not talking about middle-ages and up.
They also have a DPS of 7.07 much higher than most default animals, the only higher one being Thrumbo (Which spawn in groups of two and are extremely rare I might add with a dps of 7.44) You wouldn't expect Tribal pawns, who don't have access to decent weapons or any form of armor, to fight off two of them. Why would you expect them to deal with three Mantis Raptors?
I'm getting the same feeling from you to be honest. 45 damage is a lot, spike traps also have armor pen which mostly negates the TRIVIAL amount of resistance Raptor SHRIMP have. Steel traps aren't generally worth building at any point in the game for any play type, the damage they do is overkill and the armor penetration they have isn't needed for the armor levels raiders usually come at, there are better uses for steel. Wood and stone traps are the way to go, and again you can make a long line of them and force enemies to walk through them, so you can have 100 wood traps and deal with pretty much anything.
If you've ever played tribal or lone survivor before on any serious difficulty you should be well aware of how useful and essential wood traps are to setup very early. You don't fight stuff with clubs or a bow unless it's a last resort, you let your traps kill everything, that's how you survive against those odds.
And if you somehow do survive the encounter, your colony is going to lose to either infections, tantrum spirals or both.
That's not how damage works though. 70% resistance means there is a 70% chance to reduce damage by 50% and turn it into blunt. So overall 70% resistance is only 35% less damage taken, it's not much. Further wood spike traps have 68% armor penetration, which means for Raptor Shrimp they would only be treated as having like 2% resistance, like I said, their resistance is mostly negated.