RimWorld

RimWorld

[1.3] Wild Animal Sex + Behaviors V6.2
WalkingProblem  [developer] 14 Jan, 2018 @ 7:03pm
Players' Reviews / Experiences / Recommendations
Write down your experiences / recommendations about the mod, for other interested users to read and laugh at~
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Showing 1-15 of 29 comments
Tiggy 3 Feb, 2018 @ 12:59pm 
Random experience: I saw a hare having the hearts of love... but I could only find one hare there. I looked again and noticed a dead hare there. So either it didn't care about dead or alive, or the poor thing had its mate killed while doing it...
hekele 17 Feb, 2018 @ 7:46am 
I love this mod. I had assumed that wild animals would mate and have babies in the base game, and they never did. I didn't know until someone mentioned this mod that they wouldn't. How hard would it be to have mating have a less than 100% chance of success, with a cool down like lovin' so they're not mating constantly until it works? Maybe make it configurable for those who like it easier. I don't need it to apply to just wild animals - applying to my livestock and pets as well is fine (and preferred).
I really enjoy this mod and it might be one of my favourites, although I am having an issue now where 90% of my wilderness population are boomrats. I don't want to get rid of them all toghether because I like them, but as I understand it they have no natural predators because no one will touch them so they will just continue breeding forever. I have tried going out as often as I can to just kill off as many as possible, but none of my tribals are good at shooting so it takes forever. I also don't want to remove the explosion effect with a mod because that takes away what makes them feel special.

Does anyone have a suggestion what to do here? Like if there is a mod somewhere perhaps where certain predators are able to hunt and eat them without triggering the explosion effect, or some poisoned boomrat food you could leave out for them so they die (without exploding preferably), and they should probably become inedible then as well.

Anyway cheers for the mod in general, it's lovely.
sdp0et 21 Feb, 2018 @ 5:02pm 
I came here to ask the same question as IᗩᒪᗪᗩGOᖇTᕼ. I don't want to get rid of the boomrats, but I have 200 on my map and they are everywhere. Can different reproduction rates be set per species, or maybe a population cap be set for boomrats?

Also, it seem that boomrats count as prey animals even though nothing hunts them.
Last edited by sdp0et; 21 Feb, 2018 @ 5:04pm
quietworld19 8 May, 2018 @ 9:16pm 
I like using this mod with Zombieland. The overpopulation event triggers every time traders with pack animals visit my colony, and guerilla warfare between predators and zombies ensues. The zombies are weak and slow, but travel together and never attack each other, whereas the predators are dangerous but solitary. The skirmishes can last for days, long after the traders have fled. I’ve seen a fox take out four zombies and escape with minor injuries, and I’ve seen a polar bear devoured by an undead horde.
WalkingProblem  [developer] 12 May, 2018 @ 12:27am 
Originally posted by IᗩᒪᗪᗩGOᖇTᕼ:
I really enjoy this mod and it might be one of my favourites, although I am having an issue now where 90% of my wilderness population are boomrats. I don't want to get rid of them all toghether because I like them, but as I understand it they have no natural predators because no one will touch them so they will just continue breeding forever. I have tried going out as often as I can to just kill off as many as possible, but none of my tribals are good at shooting so it takes forever. I also don't want to remove the explosion effect with a mod because that takes away what makes them feel special.

Does anyone have a suggestion what to do here? Like if there is a mod somewhere perhaps where certain predators are able to hunt and eat them without triggering the explosion effect, or some poisoned boomrat food you could leave out for them so they die (without exploding preferably), and they should probably become inedible then as well.

Anyway cheers for the mod in general, it's lovely.

Originally posted by sdp0et:
I came here to ask the same question as IᗩᒪᗪᗩGOᖇTᕼ. I don't want to get rid of the boomrats, but I have 200 on my map and they are everywhere. Can different reproduction rates be set per species, or maybe a population cap be set for boomrats?

Also, it seem that boomrats count as prey animals even though nothing hunts them.

You will need to edit / mod the game yourself for something like that.... at least until someone create such a mod.


svdfold 10 Jun, 2018 @ 2:50am 
Why there's no option just to stop the prey mating after exceeding the population limits? Spawning more predators (especially from different biomes like polar bears in jungle) almost makes no sense, but makes extra lag.

Oh yeah, and of course they do spawn inside your base at some chances...
WalkingProblem  [developer] 15 Jun, 2018 @ 2:28pm 
@svdfold - because that is not natural?

LOL

All i did mainly is to allow animals to mate - which was removed from their brains if they are not colony animals - I simply added it back in.

To stop them from mating just because population is too high, means i need to create entire workaround which makes no sense.

For the different biomes predators - as long as the temperature is survivable for them - they will be "qualified" to spawn. I will consider other ways to decide the spawning (without complicating the codes too much)

But I'm too low on finances to work on modding nowadays
Scotty Fox 12 Sep, 2018 @ 12:49pm 
It's a pretty fun mod, ended up with a few saves on B18 which had a coast bathed in the blood of prey due to all the predators there.

I am also here to send a bug report for the B19, seems there is an issue with the predator alert when you load up the game, nothing game breaking as far as I've seen.

Exception processing alert RimWorld.Alert_OverpopulationPredatorEntry: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[Verse.Map].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at RimWorld.Alert_OverpopulationPredatorEntry.GetReport () [0x00000] in <filename unknown>:0
at RimWorld.Alert.get_Active () [0x00000] in <filename unknown>:0
at RimWorld.AlertsReadout.AlertsReadoutUpdate () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
RimWorld.AlertsReadout:AlertsReadoutUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
WalkingProblem  [developer] 12 Sep, 2018 @ 12:56pm 
@Scotty - Yeah, everyone is telling me that; I actually have no idea where the error came from (in fact I suspect its in B18 too...)

So as it doesnt affect game play at all - I'm ignoring until all my mods are updated. Since it doesnt break the game.
Call me Arty 12 Feb, 2019 @ 11:52am 
I like the mod a fair bit, it helps to keep populations of animals pretty uniform for colonies benefitting from populous tiles.

Just so you know (I brought it up with the other author too) but there's an odd. . . . "interaction" between this mod and Giddy-Up that causes wild animals to run train on a raider's mount. Not sure who's capable of fixing that.
https://i.imgur.com/chAnNYI.png?1
avil 17 Mar, 2019 @ 2:00am 
Don't know, if I'm annoyed, amused or feel like cheating, but since that forced predator generation doesn't care about what kind of prey is on a map (player controlled or not), it makes an endless stream of free food flooding into my effortless defenses. Probably there should be an option to remove player controlled animals from counting?
avil 17 Mar, 2019 @ 7:36am 
Another observation: predators spawn too quickly. Some mods return an event "X migration", when, like, 50-60 elephants suddenly walk through your territory. Event continues for about 1-2 in-game hours, but mod spawns a mini "man hunting pack", that instead of colonists targets your cattle. 5-10 predators in a short succession assault your animals because they're unable to attack elephants. I guess, something like that also happens when traders with a lot of animals pass by. Mod probably could use an ability to spawn after a period of time when critical mass hits, and with intervals between spawns. And exclude non-wild animals :/
Didn't encounter actual man hunting packs of "prey". If counter counts cattle, I wonder if giant pack of hostile goats also provokes predators.
WalkingProblem  [developer] 19 Mar, 2019 @ 8:24am 
hmmm... maybe I should force predators to leave map if there is not enough prey? Do you think its a good idea?
avil 19 Mar, 2019 @ 1:30pm 
I think, it would be sensible. It still doesn't change the fact that cattle and temporary surges of "prey" animals provoke an assault of predators. Since none of prey actually eatable, except player or trader controlled, they all attack them, because predators are generated hungry and go hunting the moment they enter a map. So it leads to unending stream of predators. I had to crank up prey limit to very high numbers because there is no more space for animal corpses in my freezer anymore :3
I'm fine with things as they are. Just providing some personal experience if you would like to make some polish.
Last edited by avil; 19 Mar, 2019 @ 1:32pm
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