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These are pending chances, and haven't been pushed but should be in the next update:
1. Animals will check if the resources it would produce is plentiful (more than 300 in your storage).
If so, it will not drop that resource and instead get a minor buff [imgur.com]
2. I have changed how this mod tracks the max tames.
Instead of it being Bigger bases means more tames allowed in your herd, it will be only capped based on how many enemies you have set can attack you at once.
(I'm trying to get this mod "aware of" any quotas set by the pregnancy quota mod as well, but I will need to work with that author. I've pinged them on the discord so it should also be in the update.
3. In the update, higher tiers of shriekers will produce carbon like their base game counterparts. I didn't realize the higher tier shriekers don't have their pheromones, so I will fix that as well
1. Consider adding more means to control the population. Preventing reproduction is a good first step but it becomes chore in the later game to keep stuff under control. Being able to filter in the animal window for specific races and a tick box to start/stop reproduction would be nice, if possible. Otherwise a population control like 'Animal Pregnancy Quotas' tries to apply would be cool too. I tested the latter with this mod but it does not seem to work properly.
I will test this mod in isolation re the spawning, the berzerk, and the crash/loading issues
I'll test out the Ulfen this weekend and see what it does.
@Twini-kiwi I'd recommend not using the Glytch mod with this as there's some conflicts in the code.
So there was at least some variety
I agree it's a stretch, any recommendations for a replacement resource are welcome
This mod overrides the base game attacks found in the base escape/trade/Hope scenarios
So both can be loaded and played, and they should never interact
Venomous Raptor fix, loot table and weapon drop changes, weaker cannon crawler added, evos can't spawn on a new map, & Demo robots are now upgraded properly!
This should be most of the things yall have identified, I greatly appreciate the feedback and callouts!
And no mod error warnings...
I have 4x Venomous Raptors (2 male 2 female) tamed from a raid, and after 22 ingame days they've not had a single pregnancy.
Aso have Scissorhands (1xM 2xF) from a raid, not breeding since tamed 10 days ago...
Could this be due to that Mod error warning I keep seeing ?
My 20 Fenrir's and 20 Dodo's breed like rabbits, multiple births every day...
Had a wild Fenrir spawn that displayed as Level 9 with 800 Health, and needed Farming 9 to tame. After successful taming, it was a Level 6 with 500 Health !
Is that supposed to be how it works ? I already have a pack of Fenrir, and newborns are either Level 5 or 6 (taming level of the parent doesnt seem to matter). Their stats dont appear to change as they go up in Level, so how can I get that 800 Health I saw on the wild spawn ?
Also seeing error warnings about this mod at the time that births happen... not every time births are generated, seems random.
Initially, I thought it was because I am using rapid fire sniper and they are just scaling, but even without that mod, they show up very early. Is there a better way to handle these or am I just doomed?
I'd also recommend changing the lootable weapons after to be a lot less frequent, as you also end up swimming in those too. Majority loot chance should be scrap metal or regular metal. My two cents. :)
I'm considering making them unlock-able via some expedition/research, but that may come after the above is completed.
2. When I tested the fuel units they did deal more than their "base" damage
It isn't super clear as the player though, as the numbers are all hidden.
Let me give them a pop-up like the Roger Roger bots (Every 3 seconds), so it is clear when they stop getting the bonus.
That animal must still be marked as hostile and require pacification; and I'll get a hotfix for it
They can be passively tamed, but have a VERY high failure rate and a very high aggressive response rate.
So it is high risk/high reward to try and passive tame a natural spawn.
Pacifying them via attacking may not override their "failed taming aggression chance"
Let me see if that can be implemented
Don't know how I managed to mess up pretty much every single major thing in the scout code; but I was thoroughly impressed!
4.04-106 is uploaded and has the scout fix!