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Answer is I don't know 3d modeling today, I just know coding lol
If any 3d artists want to add new creatures and will give me permission to add them to the mod, I'll gladly credit and do so
And once my other SAD mods are in a better state, learning3d modeling is on my to do list
TL:DR I'm copying the Projext-X repaired "Biology" Skill to this mod
Which means a new crafting bench and researches
One of which will unlock the below the WiP bar on your tames showing a species "exact" pregnancy chances vs the max that evolution could be.
https://imgur.com/a/ajXzg13
(I'm also going to include that flag making sure the robots w/ fuel/poison/etc require you to have observed them first to avoid them blocking your screen.)
I really like the mod though. Any suggestions?
Having an issue with a pop up top left corner during guardians scenario describing the consortium dudes with gas canisters. It's currently a game stopper as it won't go away for long and stops game interaction.
Under the hood nomatter if you set the cap or if the cap was based on the max # of attackers; the closer you get to the cap the lower the pregnancy chance.
So 5/6 tames leads to a "real" pregnancy chance of ~10%.
To make sure the mod is working; I will include a few (new) bells and whistles via research.
That will give yall visibility into the "actual" pregnancy chances, and some other tech that will give your tames better. That way if the code is still bricked, that visibility will show 0 (Or something breaks enough to give you an error)
I'll learn eventually
I had not been developing on it in so long I forgot that is one of the things I need to check for.
Will get an update san-organs asap
Just after crash landing cinematic, I get a restart required with "Error with Insects Level Up (All Species)! Animals in ILU still have Organs! A game restart is required! Instead of animals spawning a mod error message will be shown!"
And yours is the only mod that i have installed thats updated in the past like 3/4 hours when I was playing earlier. Not sure what you changed but something aint working.
I just pushed an update that has a default 30 set in case the code gets confused again.
I also added code to "reset" the override if you uncheck it,
Sorry got lost in lifes updates
Iirc because of animals having tiers, I only update how many of each species you have once a game week.
So if the above isn't a bug that slipped through, the herd should start to repopulate after a week (and the refresh realizes you have a lot less friends)
The constipation feature shouldn't interact at all with pregnancy..... but I'll double check that as well
If it's relevant, I'm keeping my storage stocked, so all animals have the constipated status. Can constipated critters still get pregnant?
Yes that's what it is. The function I'm using to check is just how much is stored in a storage building under your control.
I didn't think it would be fair to make all your Ulfen constipated because the herd across the mountain decided to eat only laxatives!
Pregnancy quota override is working as advertised. <3
If you notice a high tier passive tame in combat try to call it out, that exact line isn't in the correct spot anymore (Due to the edits I made)
I can try and check the old version what unit that is, but it may not be 1:1
And yes about the PSA, steam is iffy about auto-updating mods
Locals:
Lua 5:31:09:611
[mod] Error in mod Enemies Evolve! (id rtw6tLg, v4.06-127) from steam
Lua 5:31:09:681
[LUA ERROR] Mod/rtw6tLg/items.lua:5976: attempt to compare nil with number
[C](-1): upvalue procall
C:\Games\Steam\steamapps\common\Stranded Alien Dawn\CommonLua\Reactions.lua(243): method CallReactions
C:\Games\Steam\steamapps\common\Stranded Alien Dawn\CommonLua\Libs\Camp\Unit.lua(593): field ?
C:\Games\Steam\steamapps\common\Stranded Alien Dawn\CommonLua\Core\classes.lua(162): <>
[C](-1): upvalue procall
C:\Games\Steam\steamapps\common\Stranded Alien Dawn\CommonLua\Classes\BaseObjects.lua(25): <>
--- end of stack
These are pending chances, and haven't been pushed but should be in the next update:
1. Animals will check if the resources it would produce is plentiful (more than 300 in your storage).
If so, it will not drop that resource and instead get a minor buff [imgur.com]
2. I have changed how this mod tracks the max tames.
Instead of it being Bigger bases means more tames allowed in your herd, it will be only capped based on how many enemies you have set can attack you at once.
(I'm trying to get this mod "aware of" any quotas set by the pregnancy quota mod as well, but I will need to work with that author. I've pinged them on the discord so it should also be in the update.
3. In the update, higher tiers of shriekers will produce carbon like their base game counterparts. I didn't realize the higher tier shriekers don't have their pheromones, so I will fix that as well
1. Consider adding more means to control the population. Preventing reproduction is a good first step but it becomes chore in the later game to keep stuff under control. Being able to filter in the animal window for specific races and a tick box to start/stop reproduction would be nice, if possible. Otherwise a population control like 'Animal Pregnancy Quotas' tries to apply would be cool too. I tested the latter with this mod but it does not seem to work properly.
I will test this mod in isolation re the spawning, the berzerk, and the crash/loading issues
I'll test out the Ulfen this weekend and see what it does.
@Twini-kiwi I'd recommend not using the Glytch mod with this as there's some conflicts in the code.