Vanilla Animals Expanded — Extreme Desert

MOD Desc

[www.patreon.com]

1.0.0 (30/08/2019): Release

Creating an animal pack for the extreme desert was tricky – I didn’t want to take away from the challenge this biome provides – the animals that reside here are supposed to be tough, scarce and difficult to kill. This mod adds 2 new venomous animals, both heavily requested – rattlesnake, with a very strong venom, and a megascorpion, little armored insect with a venomous sting. The last animal is a camel, based on bactrian camels – a two-humped version of dromedary, which can also be milked, sheared for wool and can be used as a pack animal.

Vanilla Animals Expanded is a modular mod. It means it will come out in several modules allowing people to subscribe to only the animals they want in the game. This part is the Extreme Desert biome expansion. It adds 3 new animals that will spawn in the Extreme Desert, but some of them also spawn in other biomes. They have vanilla artwork, sounds and balancing.

Vanilla Animals Expanded: Extreme Desert adds following animals to the base game:

There shouldn’t be any incompatibilities or issues, but in case anything pops up, report issues in the comments.

Q: Do the animals spawn randomly in biomes?
A: Yes, all these animals are guaranteed to spawn in Extreme Desert biome, with some of them also spawning in other biomes.

Q: Is X a pack animal?
A: Camel is a pack animal, which can also be milked and sheared for camel wool like a normal dromedary.

Q: Why is X animal white?
A: It’s only white as a texture, but ingame, code applies colour to it. It’s a little trick that mod authors do to have a bit more control over how an animal looks.

Q: Can I suggest a feature?
A: Absolutely, leave a comment down below!

Q: Will you keep updating the mod with new animals?
A: No. I will focus on other modules, adding different animals for different biomes, but this workshop submission is completed.

Q: Is this mod compatibile with A Dog Said?
A: Yes. You need A Dog Said and LBE’s A Dog Said Easy Patcher loaded before this mod.

Q: Why is your mod special?
A: I am a vanilla player. Anything that doesn’t suit vanilla game makes me cringe and I stay away from it. I did however find the game lacking after some time, therefore I’ve created these animals to be as accurate and as close to vanilla graphics style as possible. What is special? The best part is – nothing in this mod is special at all. Nothing will make you go ‘Oh that’s unusual’, because the whole purpose of this mod is to blend into the existing game.

Q: Is this mod save game compatible?
A: Yes, you can add it and remove it whenever you like.

Q: Can you add /this/ animal?
A: Chances are it’s probably already in the works as part of another biome. Please, stay vigilant and be patient. I’m just a human.

Q: CE compatible?
A: It will be soon, with a following mod being a patch for it: https://steamcommunity.com/sharedfiles/filedetails/?id=1824112352&searchtext=animal+expanded

Graphics are created by me, Oskar Potocki.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]

[www.paypal.com]

Every dollar donated allows me to spend more time refining the mods and creating new content. If you’re feeling generous, even the smallest donation is always welcome!

[discord.gg]


Hello, Oskar. I was wondering if there is something I can do whenever I press rattlesnakes? Because this is what appears and then RimHUD would suddenly stop working unless I restart the game.[[RimHUD Auto-deactivation report]]Object reference not set to an instance of an objectStacktrace:[RimHUD: Object reference not set to an instance of an object] at RimHUD.Data.Models.PawnModel.GetAnimalTooltip (RimWorld.TrainableDef def) [0x00000] in :0 at RimHUD.Data.Models.PawnModel.GetBioTooltip () [0x00000] in :0 at RimHUD.Data.Models.PawnModel.get_BioTooltip () [0x00000] in :0 at RimHUD.Interface.InspectPanePlus.OnGUI (Rect inRect, IInspectPane pane) [0x00000] in :0

I’m getting the following error on load in 1.1 with this mod installed (tested with just this mod on its own):Could not resolve cross-reference: No Verse.ThingDef named WoolCamel found to give to RimWorld.CompProperties_Shearable RimWorld.CompProperties_ShearableVerse.Log:Error(String, Boolean)Verse.WantedRefForObject:TryResolve(FailMode)Verse.c__DisplayClass14_1:b__0(WantedRef)Verse.c__DisplayClass6_1`1:b__0(Object)System.Threading.QueueUserWorkItemCallback:WaitCallback_Context(Object)System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()System.Threading.ThreadPoolWorkQueue:Dispatch()System.Threading._ThreadPoolWaitCallback:PerformWaitCallback()Anyone else getting this?

problem with a big number of mods that add animals from different mod authors is that each of us assigns commonality to their animals. My animals have similar commonality to vanilla animals – lion has 0.5, same as cougar. What does it mean? That half a ticket is added to the big bowl called ‘ANIMALS TO SPAWN’. some animals have 2 tickets added (for example gazelles). Different mods can set it to 10, which will result in a large chance of them spawning whilst prohibiting others to spawn.To answer it clearly – no, my animals have the same spawn value as vanilla animals. The thing is, the more animals you have, the smaller the chances of getting some of them. There is a certain limit on the ecosystem of each biome, just because you added more animals it doesn’t mean that more animals will spawn, it only means the game will be able to select from a larger number.


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