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The silk spider is original ^^
That aside is the silk spider a collab original or from another mod?
no, keep that, it's what Romulus and Remus would've wanted
Anecdotally, the animals in this mod mostly fall into one of three categories:
1) Slightly worse than vanilla animals. Usually a bit worse meat production, somewhat narrower temperature range, meaningfully worse gestation periods/litter sizes and a bit less tame.
1b) Large useless animals. Some biomes are objectively easier just because the % of animals on them that are large and produce bearskin quality hides is higher so manual hunting becomes better. Warmer regions have a much higher average revenge chance in this mod though.
2) Catastrophically worse than vanilla animals for breeding, most commonly due to long growth periods. Many things in this mod have <1 meat/day from growth and there are things with bajillion day breeding periods like the dodo.
3) Wolves
Spirit wolves being corpse eating thrumbos that can live on -50 degree sea ice is better than any animal in vanilla, maybe even better than mechanoids. You can't take the non-spirit wolves to the southpole on a max cold map but you can take them to the poles on a regular map and unlike spirits, they're easy to get a breeding pair of and mass. Probably the best combat animal in the game between this and vanilla, and they're also essentially carnivorous muffalos (fur producers). Not hard to see why muffalo/thrumbo equivalents that are zoneable and eat the infinite supply of frozen raider corpses are good.
Honestely, i haven't played since 1.2 and i can't recall anything like that. First of all, thay do not reproduse, just don't want to do any sex (but if i make them pregnant through the developer toolkit, thay give birth ner spiders). And secondlly thay do not make any silk. I let them be for a year with no other modifications, and nothing. Funny, but if i change the spawn range to very small, they make silk only during the firs day of my colony =D After, it just stops forever.
How may i fix that?
FYI: Your A Dog Said patch is currently malformed and adds your animals as recipeUsers to every recipe in the game. You can reach out to me on steam or discord if you need details, but the cliff notes are, you need a full conditional for every OR in an xpath.
The quail in that mod has special benefits, but might conflict with the Quails from this mod.
Maybe even an automatic detection for compatibility that overwrites these quails with VAE's Quails?
I bought another 2 black bears, and took one of them as a pack animal in my caravan. I was looking through all my pack animals but couldn't find the sleeping bag I definitely brought, when I noticed the black bear again had his funny backpack on. But again, no "gear" tab. I downloaded Drop All Inventory - Forked mod and when I then clicked on the black bear (still no "Gear" tab) the button to drop the inventory was present and clicking it unloaded a bunch of items from the black bear, and his backpack disappeared.
https://gist.github.com/8012f64cbe26fcada9166e8da55a372e
Though I will say, walruses showing up in boreal forest is a bit odd.
Unless there is another way to check animal's inventory? There is no "gear" tab where I usually look. Bear has never been used as a pack animal either, so it should not have been loaded with anything ever (and no "Unload" shows up when right-clicking with a pawn).
I'll see what I can do, might take a while though, I'm not great at art.
For example, I have a group of Angora rabbits that I would like to manage inside of the pens I have built for other farm animals. When I go to the pen marker and select animals, they are not in the list, so pawns won't auto manage them within that space. Would it be possible to add them to the list? Thanks!
SetColor on Thing without CompColorable Apparel_ACPCarapaceHelmet