Kenshi
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Symbiosis: An Animal Overhaul
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1.036 MB
23 Apr @ 8:39pm
27 Jul @ 6:57pm
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Symbiosis: An Animal Overhaul

Description
Kenshi's wildlife is beautiful, bizarre and deadly, but I've often found it a bit lacking, that more development could be done to flesh out how the worlds ecosystems work and how the different species behave or even work on a purely mechanical level in regards to gameplay. 'Symbiosis' is my attempt to address those issues, and completely overhauls various aspects of each animal such as spawn regions, AI behavior, nest density, interspecies/faction relations and coexistance, hunger, healing and age rates, item drops, squads and raw stats without deviating from the established concept of each animal.

Be warned: wildlife is more prevalent in the world and generally more dangerous. Herbivores often have increased health, more carnivores have no issues with eating you alive and almost everything is faster then they were before, making escapes harder. Most creatures have an increased random stat range, so just because you put down one bonedog easily doesn't mean the next won't maul you. Be careful.

Spawn region additions are in the preview pictures, the darker color representing where they spawn in vanilla and the lighter representing new areas they can be found. Many are quite broad while others are not, but my approach was to think about how animals would migrate in nature, what biomes they could be found in, what regions would impede them from migrating and which animals would cross regardless as well as the possibility of population isolation over the years. A full breakdown of the changes can be found in the discussion below. (No room for it all here!)

Additionally a couple of small universal changes are included, such as expanding animal inventory sizes to 10:8 minimum, but otherwise that's it. I wish I could do so much more, especially with a title like 'Symbiosis' but the limits of the FCS and my own knowledge so far prevents me. I've been working on this mod for a long time, and I'd greatly appreciate feedback, suggestions and bug reporting, especially since I'm still pretty new to modding. Also this mod wouldn't be possible without many other smaller mods I've subscribed to that have done similar things on a smaller scale, so I've written up a post crediting all those modders for inspiring me and linking to their work for those that prefer a more à la carte approach to modding. They all deserve more love and attention!

Optional submods:
Symbiosis - TameBeasties Compatibility Patch
Stop eating my dog! (Symbiosis sub mod)

Feel free to translate any additions in my mod into other languages.
Popular Discussions View All (2)
3
1
24 Jun @ 5:20pm
PINNED: Breakdown of changes
Cranberry Sauce
0
24 Apr @ 12:11am
PINNED: Credits for modders that directly inspired Symbiosis
Cranberry Sauce
132 Comments
Cranberry Sauce  [author] 8 hours ago 
@[TLP] lucazz'tuoi Should be fixed now. Had to reduce the max size of behemoth elders a bit, but MA should work consistently now when fighting them.
Cranberry Sauce  [author] 11 hours ago 
@[TLP] lucazz'tuoi I'll keep investigating it. I'm not gonna leave this unfixed.
[TLP] lucazz'tuoi 13 hours ago 
ok even after the change is impossible to attack it whit martial art
[TLP] lucazz'tuoi 22 hours ago 
Ye i was unable to hit it,i was using and entyre squad of martial artist
Cranberry Sauce  [author] 23 hours ago 
@[TLP] lucazz'tuoi Behemoth hull size has been increased (vanilla values were too small turns out) so fighting with melee weapons should be possible again. Tested it out with a Flesh Cleaver (which has the shortest weapon reach) on an elder and it worked fine.

HOWEVER: Martial arts appears to be bugged when fighting, at least from the front. It's not the weapon reach as MA is longer than the shortest swords, but something causes MA to lock up when head to head with an elder Behemoth, and I'm thinking it may be related to the animal's animation jank.
[TLP] lucazz'tuoi 26 Jul @ 5:31pm 
Elder behemot Is to big to be hit in melee range "but him can hit you"
Anrhaa 24 Jul @ 7:06pm 
@The man they call Jayne. Thanks man
Cranberry Sauce  [author] 24 Jul @ 6:35pm 
@Anrhaa I somehow managed to screw up the simplest sub mod imaginable and had to recreate it lol. Here's the new version. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3534015046
Anrhaa 24 Jul @ 9:53am 
Boss can I ask to revert the changes to death items to raptors? So they don't have regular raw meat. I saw them as pest with basically rotten skin and parasites, not a good food source.

Additional to remove the death items added to Pet Dog and Settler's Dog. They not having meat make them harder to kill and easier to take care, since starving bandits could not butcher them.
Cranberry Sauce  [author] 21 Jul @ 3:15pm 
@汐羽 No problem at all! More can enjoy it this way!