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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.
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.
Oh yeah, and of course they do spawn inside your base at some chances...
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
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()
So as it doesnt affect game play at all - I'm ignoring until all my mods are updated. Since it doesnt break the game.
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
Didn't encounter actual man hunting packs of "prey". If counter counts cattle, I wonder if giant pack of hostile goats also provokes predators.
I'm fine with things as they are. Just providing some personal experience if you would like to make some polish.