RimWorld

RimWorld

Animal Traps
Some more feedback, too wordy for the comments section
10% chance every in-game hour by default seems a bit high. With 5 traps and auto destroy disabled the corpses are piling up faster than my pawns can haul them with a work priority of 2. I patched it to 25 wood before you updated, but with auto destroy on even 25 is too expensive for a single guinea pig. Maybe I built too many traps. For now I'll adjust the spawn chance to 5% in mod options.


I'm using the biome transitions mod and currently in a combination Gallatross Graveyard (Alpha Biomes) / Savanna (Advanced Biomes), and the small traps are snaring Acanthamoeba Gigantea (Alpha Animals) about 30% of the time, resulting in a constant barrage of screen shaking acidic explosions, damaging pawns nearby when they spawn the corpse.

I'm looking at the defs, and Acanthamoeba Gigantea can't spawn in either Gallatross Graveyard or Savanna. Neither can the [edit: Crescendo Anole (Alpha Animals), not rough plated monitor lizard] or Guinea Pig (base game), the only other animals I'm catching in these small traps. I spawned a large trap and mashed the dev mode spawn items button a couple dozen times resulting in the corpses of these (mostly) Alpha Animals, some of which can't spawn in these biomes either: Erin, Ostrict, Emu, Cactipine, Crystalling Caracal, Razorjack, Blood Shrimp, Acanthamoeba Gigantea, Guinea Pigs, and Iguanas. Might Biome Transitions be messing with these spawns? I'm going to strip down my mod list and do some more testing, get a log that isn't inflated by this absolute mess of a kitchen sink modpack.

These appear to be a massive hazard when spawning modded animals with explosive deaths, the most dangerous of which being Luciferbugs (Alpha Animals). Tested in a base game Desert biome they spawned at a rate substantially higher than their spawn commonality, being the most commonly spawned corpse, and they absolutely addict people to luciferium if they're caught near the death explosion.

lmao hold on. nix that. the most dangerous spawn (so far) is 100% the Windbeast from Alpha Animals, which just spawned 3 tornadoes on the large trap. I had to dig through Alpha Animals' defs to find the cause because it immediately destroyed the trap and all the corpses on the spot. It took about two dozen button mashes to spawn it, so it appears to be one of the least common spawns. I must have been unlucky to get 3 in a row to cause 3 tornadoes to spawn.

Some kind of filter preventing the spawning of hazardous corpses would great, if you can manage that.
Last edited by nothing to see here; 16 Sep, 2022 @ 10:55am
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potato  [developer] 16 Sep, 2022 @ 3:12am 
Dangerous animal deaths - I mean im ok with that :D sorry lol

As for the biome mod - I was curious as to how it interacts with biome mods, the code basically asks the game "get random animal under the max allowed size, that is listed in this biomes spawn list, that is suitable for the maps current temperature"

If that mod does weird things with the biome spawn list for that biome then I dont really know how I can work around that, I tested with vanilla and it seemed to only spawn appropiate animals.

As to the balance, yes you are probably right, thanks for that feedback, 5% seems about right, with auto-destroy on. Perhaps I could limit the total number of traps on the map at once aswell.
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