RimWorld

RimWorld

Fabled Cervidae
26 Comments
Kokorocodon Oct 10 @ 10:04pm 
I love their design, it's always nice when they are in the map as big herds
Scurvyez  [author] Sep 19 @ 7:10am 
@Accord Ayre Good to know. When I get my new PC built I'll be sure to go double check those and update accordingly.

@Head Thank you! I had a lot of fun testing that part. lol

@TheShadowKnives Once I have a PC again, I'll look into it!
Accord Ayre Aug 27 @ 12:18pm 
So, it looks like Regrowth's removed their temperate grassland biome, and Medieval Overhaul removed their ancient forest one. For 1.6, at least.
Head May 17 @ 9:02pm 
Cool stuff! I like the territorial disputes behavior :)
TheShadowKnives Apr 2 @ 4:50pm 
Yay! So glad these are making a comeback. Can you add compatibility to Animals Are Smart so we can use zones instead of pens please? https://steamcommunity.com/sharedfiles/filedetails/?id=2616755380
Scurvyez  [author] Mar 9 @ 11:50am 
@[1ST-AR] SirFenFenFen Fixed this, along with some other small things. Thanks!
flyons_gary Feb 21 @ 7:44pm 
So those genes affiliated with the different Cervids are supposed to spawn with pawns, yes? Or only from active interfacing with them post gen?
Toegobbler Jan 26 @ 9:32pm 
Also why is every single one worth 20 raid points despite being pen animals?
Toegobbler Jan 26 @ 9:30pm 
Uhhhh... just curioous about something.... are they supposed to have the equivalent reproduction speed of a rabbit/rat/etc but then take 5 years to reach maturity?
Scurvyez  [author] Jan 10 @ 1:09pm 
@Hood Milk Fixed. lol That was my bad. Accidentally left a test value in there :D
Hood Milk Jan 10 @ 1:58am 
Scire seem to spawn way too often in temperate forests (I have like 30-40 on my map consistently no matter how much hunting I do, and spawn in packs of like 15 at a time). Could just be something particular with my modlist though.
Kokorocodon Jan 9 @ 4:50pm 
:)
Vexacuz Jan 9 @ 3:48pm 
:)
Scurvyez  [author] Jan 9 @ 3:48pm 
@Vexacuz Not a bad idea... we shall see :)
Vexacuz Jan 9 @ 3:45pm 
Sugestion : If anomaly is installed, include a "Not-Deer" Anomaly, a upright walking predatory deer.
Kokorocodon Jan 9 @ 3:21pm 
Damn, you talented as ♥♥♥♥ bro
Scurvyez  [author] Jan 9 @ 1:50pm 
@Halfelfaedyn Yeah it's a harmless warning (not even an error). Geo landforms just logs any other mod that also patches the same methods it patches in code lol
Halfelfaedyn Jan 9 @ 12:25pm 
I saved the whole thing I just don't know how to post it all.
Halfelfaedyn Jan 9 @ 12:25pm 
Got this error: [Geological Landforms v1.7] Detected potential conflict: The mod "Fabled Cervidae" (rimworld.scurvyez.fabledcervidae) adds a destructive patch that will likely override or break some functionality of Geological Landforms.
Patch method: static System.Boolean FabledCervidae.Patches::WildAnimalSpawnerCommonalityOfAnimalNow_Prefix(Verse.PawnKindDef def, System.Single& __result)
Target method: System.Single RimWorld.WildAnimalSpawner::CommonalityOfAnimalNow(Verse.PawnKindDef def)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Halfelfaedyn Jan 9 @ 12:01pm 
I love this. It's fantastic.
Halfelfaedyn Jan 5 @ 3:55pm 
I'm so excited!!!
the Jan 4 @ 7:43pm 
"I am breaking that old mod up into its constituent parts with new and improves code, textures, and behavior." ayy i'm glad to see that! i loved your animal mod, glad to see it coming back
Depraved Arachnophile Jan 4 @ 4:13pm 
HELL ♥♥♥♥♥♥ YEAH
chill Jan 4 @ 3:59pm 
deer
Archilyte Jan 4 @ 1:04pm 
shikanokononokoshitantan
Fenchel-Honig Jan 4 @ 11:44am 
awesome, thanks! 👍