Kenshi
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Symbiosis: An Animal Overhaul
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23 Apr @ 8:39pm
19 Aug @ 2:42am
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Symbiosis: An Animal Overhaul

In 1 collection by Skolokiroptera
Skolokiroptera's Symbiosis Series
3 items
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)
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11 Sep @ 4:59pm
PINNED: Breakdown of changes
Skolokiroptera
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24 Apr @ 12:11am
PINNED: Credits for modders that directly inspired Symbiosis
Skolokiroptera
185 Comments
Screaming Worm 23 Sep @ 11:48am 
I tested it out on the mountain dog you get in the Guy with a Dog start in a new game and had him run a bit to level athletics, but it didn't seem to work. I don't have any mods that affect the animals besides this one, unless you want to count Tame Beasties, so I dunno what could be causing that.
Screaming Worm 23 Sep @ 7:25am 
I only tested it on animals I recruited before installing the mod, which was the bonedog from the Guy with a Dog start and a crab I have on my main save. I'll try recruiting another critter on my main and see if that only happens with animals that were converted to their new versions.
Skolokiroptera  [author] 22 Sep @ 10:54pm 
Definitely a bug. I'll do some testing on my end. Is it only with specific animal types or in general?
Screaming Worm 22 Sep @ 8:47pm 
I've noticed that with this mod enabled, animals can't train stats. While the experience bars go up, the levels themselves stay static where they are, as if the bar reset to 0. Intended feature or a bug?
TheBillestBill 10 Sep @ 4:51am 
Alright! If you will be in the mood for the idea, you can always add me or coment for me to add you
Skolokiroptera  [author] 9 Sep @ 10:25pm 
The offer is interesting and tempting, but at this time I've paused on modding as I'm going through a very rough patch IRL. I was even on the finishing touches of my patch for More Dogs and Symbiosis, but had to shelve that for the time being. Currently my focus is securing new work and housing, had a bad falling out with my folks and sheltering with extended family until I can get back on my feet. Once I have, I'll be at ease enough to get back into my hobbies, including Kenshi modding.
TheBillestBill 9 Sep @ 9:31pm 
Lurker would you want to maybe team up with ideas/if you really like it, make your/our mod on hardcore ecosystem? This mostly comes from my selfish desire, since, having a lot of beakthings is cool but kinda repetative, would be better to have more threats on the map in general. But if you also like this idea - we could make an extreme version of this mode that really pushes idea of wilderness being impactful to its logical extreme. It could be done through simply changing spawn rates - but I think that maybe adding more variations, more variations of "builds" of animals ( for example, bone dogs have a chance to spawn a special vampiric dog that drains hunger, has small hp and does extreme damage, designed to use peeling of other dogs to two-tap players and then leave them stranded ). Would love to work on something like that even on my own, thinking if you like the idea too.
Skolokiroptera  [author] 9 Sep @ 6:35pm 
Agreed. Way to profitable in general.
TheBillestBill 9 Sep @ 7:41am 
Lurker how I did that, is that I made animal skin to not be a trade item, and then reduced general loot multiplier to 0.1 ( I am okay with nerfing looting corpses, walking bandits into the town is too easy )
Skolokiroptera  [author] 5 Sep @ 10:40pm 
In the FCS, there's a value for 'trade price/value' or something similar named. It always shows the full price (so what you buy it for, not sell) but it takes into account selling markdowns. You could reduce that to whatever you think is fairer. For example, IIRC animal skins are 400 cats purchase, and 240 cats to sell. If you reduced the 400 to 100, then the skins would only sell for a measly 66 cats a pop (again IIRC). It's easy to do manually, but there might already be mod on the workshop already that does that, but I'm not aware of it.