Dwarf Fortress

Dwarf Fortress

Biodiversity Booster
19 Comments
lmlsna  [author] 17 hours ago 
@leonardodiasm This mod shouldn't affect the rate at which creatures leave the map, unless the devs made some stealth-change to how frequency works. If you're seeing unusual behavior to that effect, it'd have to be something else causing it.
Moonwarden64 23 hours ago 
If you have DFHack there could be a script enable called "fixed-wildlife" or similar, it makes it so animals that get stuck get "evaporated into air" so new wildlife can spawn, or it could be another mod.
leonardodiasm 31 Jul @ 9:23pm 
I really like the mod. I don't know if it is just me though, but the creatures don't stay around for too long? Not enough for my hunters reach the creatures, or they sticking around the fort to get cage trapped. It seems they are replaced by other creatures too fast, and not enough for me to plan what to do with them.
If it is just me or maybe it is another mod (I have quite a lot), I apologize. I am still relatively new to the game (300 hours). If you find out that it checks, I would like to leave a suggestion for the animals to stay around for a bit more time.
BTW, thank you for this mod and your other mods too.
Nactarune 31 Jul @ 4:37pm 
yeah mb the rest where from the better spiders mod
lmlsna  [author] 31 Jul @ 4:12pm 
@Nactarune The first one is me forgetting to replace ROCSKILLBUFF with BALANCEFREQ (I originally made this mod out of the skeleton of Skilled Animals & Megabeasts), so I'll put out an update to fix that. I can't replicate the other errors though, so they're probably related to another mod.
Nactarune 31 Jul @ 3:43pm 
Getting these errors in the error log:

*** Error(s) found in the file "creature_biodiv.txt"
BIRD_ROC:Unrecognized Creature Variation: ROCSKILLBUFF
SPIDER_JUMPING Color Mod Ending With (BLACK,1) Was Not Used
SPIDER_JUMPING Color Mod Ending With (BLACK,1) Was Not Used
GIANT_JUMPING_SPIDER Color Mod Ending With (BLACK,1) Was Not Used
GIANT_JUMPING_SPIDER Color Mod Ending With (BLACK,1) Was Not Used
SPIDER_BROWN_RECLUSE Color Mod Ending With (BROWN,1) Was Not Used
SPIDER_BROWN_RECLUSE Color Mod Ending With (BLACK,1) Was Not Used
GIANT_BROWN_RECLUSE_SPIDER Color Mod Ending With (BROWN,1) Was Not Used
GIANT_BROWN_RECLUSE_SPIDER Color Mod Ending With (BLACK,1) Was Not Used
lmlsna  [author] 29 Jun @ 8:00pm 
@eqN Yes, it would make them more rare since the creatures they'd be competing with for a chance to appear would have a higher frequency and thus be more likely to appear instead of them. This assumes though that the rare creatures in question succeeded their frequency-based chance to exist in both the biome and area of the biome in question, since if they fail that chance the chance of them appearing is 0% in that location either way. This "chance to exist" itself wouldn't be affected by this mod unless the creature has the large_predator token, since there is a hardcoded cap to the number of large_predator creatures that can exist in a biome and the slots are randomly filled with weighting based on frequency.
eqN 28 Jun @ 10:20pm 
Absolutely love these mods! Say I use another mod that adds species with more typical frequency values. Does this mod effectively make those animals even more rare? The mod in particular I'm curious about is McNuggy's Mythical Beasts.

Part of me likes the idea of keeping those creatures 'Mythical' in appearance frequently, but I'm also worried they may become a bit too rare with the relative frequencies using this and your other Biodiversity mods.
lmlsna  [author] 18 Mar @ 8:07am 
@Moonwarden64 Got it, I'll get them uploaded/updated today hopefully. Appreciate your efforts!
Moonwarden64 18 Mar @ 7:25am 
Aight, I @ you in the same channel, the patch for both "Biodiversity Booster and Skilled Animals" is done and variations are included
lmlsna  [author] 17 Mar @ 7:18am 
@Moonwarden64 Awesome! Saves me from having to do that lol. Maybe I'll make a VWO patch for FFF as well so that the entire MVO collection (minus Ava's because of graphics conflict) is compatible with it.
Moonwarden64 17 Mar @ 6:34am 
since FFF is a mod I enjoy
Moonwarden64 17 Mar @ 6:34am 
sure, I'll be taking a look at making one for the skilled animals & megabeast soon aswell
lmlsna  [author] 17 Mar @ 6:28am 
@Moonwarden64 Nice, I'll upload that soon. Do you want to be credited in the description?
Moonwarden64 17 Mar @ 4:25am 
aight, I (think) @ in the modding discussion channel
lmlsna  [author] 16 Mar @ 6:21pm 
@Moonwarden64 Yeah I'm on the Kitfox Discord, same username if you want to DM me.
Moonwarden64 16 Mar @ 5:02pm 
Hey Imlsna, I made a quick patch of "Biodiversity Booster" for "Fantastic Fantasy Fortress" and im wondering if you're in either the Kit Fox's or the DF hack to see if you could make it "official"
lmlsna  [author] 13 Mar @ 6:31pm 
@Nactarune It won't affect mod-added creatures so they'd have whatever frequency/population the modder gave them (I'll clarify that in the description). But patches will be easy to do and modded creatures that already have 100 frequency would fit right in without a patch. I'll make a patch for that mod soon.
Nactarune 13 Mar @ 5:13pm 
Would this work with mods that add more creatures to the world, like More Vanilla Creatures ?