Kenshi
Symbiosis: An Animal Overhaul
174 Comments
Lurker  [author] 4 hours ago 
@TheBillestBill, shouldn't really interfere to much. You could potentially see an imbalance of spawn frequency when using both however. For example, the Spider Plains had a lot of new potential animal spawns added in Symbiosis, and I had to carefully adjust the chances of each so it still felt like the Spider Plains, so hypothetically if the mod in question would result in a 25% chance of Beak Things appearing, because of the new additions increasing the overall pool size, it might be reduced to only about 5% chance for them to spawn. You get what I mean? For best results I'd load the mod you have in mind after just so it's values take priority though.
TheBillestBill 7 hours ago 
Is this mod compatible with mod that changes spawn locaion of beak things?
I am doing a somewhat hardcore modpack for myself to use. It includes having a mod that makes beak things spawn everywhere + in game modifier to make more animal nests in general.
Will that compute and not break anything?
再玩钢四没牛子 31 Aug @ 4:56pm 
People grow crops, sheep eat people
Lurker  [author] 24 Aug @ 12:34am 
@mors I'll take a look at it when I get the time. Unfortunately updates to the mod and release for the More Dogs integration/patch are going to be on hiatus for a while. There was a falling out between me and some close family, and now I have to focus on both new housing and work. Thank you all for your understanding.
touny 23 Aug @ 9:42am 
the amount of animals in the desert seems a little extreme, considering how desolate and barren it is.
Technicalitch 21 Aug @ 6:07am 
@Wyvax of Viridvay, Hey, really cool that you took the time to check it out. I use Kaizo instead of Living World or Reactive World, because for me the more varied spawn tables are more interesting than the worldstate changes. It’s also the only overhaul mod that feels closer to vanilla compared to most others. That’s also why I like your mod—it’s vanilla, but with some nice extras :)
Thx
Lurker  [author] 20 Aug @ 5:10pm 
Okay, I've checked the FCS with Kaizo, and the most differences are just a result of altered spawn rates. You could safely use Symbiosis afterwards to benefit from the animals spawn changes while still keeping the new spawns of Kaizo intact. The only other meaningful change I saw was a new version of the domestic pack bull included in Kaizo, a new large dog and a tweak to the Great White Gorillo's size scaling (which in combination with Symbiosis may make it a more dangerous fight.)
Lurker  [author] 20 Aug @ 4:11pm 
@Technicalitch, honestly I'm not sure. I constructed Symbiosis with Vanilla in mind. I typically use Reactive World, but have been considering exploring Kaizo for my own play-throughs. I'll go ahead and give Kaizo a thorough exploration within the FCS in search for any potential conflicts and get back with the answer in a later post.
Technicalitch 20 Aug @ 5:09am 
Hey, awesome mod!
I started new game recently with this and Kaizo. I gave loading priority to Kaizo but started wondering, if they overlapp at all? Will I miss anything out of this mod if it loads before Kaizo?
Lurker  [author] 19 Aug @ 6:23am 
No worries mate!
Nactarune 19 Aug @ 6:22am 
Sweet thank you so much for the clarifications I will sub and wait for the patch for more dogs, great work man!
Lurker  [author] 19 Aug @ 6:14am 
I'm familiar with Snicks Swamp Creatures Patch, he's made some great QoL mods. (Plus I forgot to include him in my credit section!) The fix is actually included in both Unofficial Patches for Kenshi and Symbiosis, so technically you don't even need to sub to it anymore if you use either.

You can safely run both Crunk Tweaks and the Unofficial Patches mods, I do myself. Crunk does have some incompatibilities, but it should be pretty high in any mod list/load order while Symbiosis should be much lower, which means any changes will be overwritten by the ones in my mod except a few inconsequential ones like the age of the Settler's Pup.
Nactarune 19 Aug @ 5:50am 
The one I guess won't be compatible per your words and the one I had in mind is Swamp Creatures Patch , if so how about including it in this mod since it sounds reasonable
Lurker  [author] 19 Aug @ 5:46am 
No problem, though I knew I forgot something! I highly doubt it unless it's a simple goal addition to a preexisting AI package. Almost all of the animal squads in Symbiosis have received AI overhauls of some kind with a lot of custom packages I've made to make them more nuanced. It it's to the AI of a character profile instead of a squad profile however, then it might work out fine. I've barely touched those as it tends to cause problems in game. If you got a specific one in mind, I'd happily check it out in the FCS to give you a concrete yes or no though.
Nactarune 19 Aug @ 5:39am 
Oh thanks for the quick response! I will favorite it till the patch comes out as I use more dogs mod looks great! Also does mods that does changes in AI in animals compatible ?
Lurker  [author] 19 Aug @ 5:36am 
@Nactarune, right now I know that it and More Dogs have a few conflicts (but I'm putting the finishing touches on a compatibility patch/expansion for it at this very moment, which will probably be up later this week). Other than that, the only other incompatibilities that I can think of off the top of my head would any mods that radically adjust the spawn rates of a given area. I've been pretty diligent about getting the balance right, especially in areas that have wacky high rates in Vanilla Kenshi like Dreg and the UC territories, as I had to downsize a lot there to keep the same balance. So something like UWE might lead to radically altered spawn rates.
Nactarune 19 Aug @ 5:13am 
Any known incompatibilities or what mods could be not compatible with this or what this mod changes that would make other mods incompatible.
Lurker  [author] 18 Aug @ 7:39pm 
You've no idea how much I appreciate that. :cactusrum: friend!
Drestalos 18 Aug @ 7:37pm 
BADASS, BIGGUY! Aye man, I get that life thing.
My hours got cut at work out of the blue, and my boss is having a rough time, so that seeped into the workplace, and I guess towards her schedule making decisions, and I guess I was considered the unfavourable one.
But, I just downloaded Kenshi on my new computer so I've been chilling, but so much time away from doing something productive is rough on my mental state, not really sure how to put it but, we can all relate to having the side quests of life be in the way of the main quest of life lmao. Good or bad, we ain't multitasking robots, so keeping your eyes on what really matters to you is how you'll keep your head straight I reckon. Don't rush stuff bigguy and keep up the good work! I'm rooting for you in the Kenshi scene and IRLs.
Lurker  [author] 18 Aug @ 7:28pm 
Yes, I've got plans for multiple different animal mods in the works. First expansion will be compatibility for More Dogs, (which is almost finished, I've just been focused on IRL stuff recently) afterwards it'll be some smaller creature mods like Waste Fiends before moving onto more large mods. I've started quite a few side projects and have gotten sidetracked by them recently as well, which has hampered my larger projects a bit honestly in addition to life.
Drestalos 18 Aug @ 3:44pm 
Cheers bigguy, I went and verified files, and it fixed my issue. Didn't know it also disabled my mods and reset the load order, so I had to reorder everything for like half and hour lol. I appreciate your chillness. Great mod bigguy.

Side question any compatibility planned or like patch added for "Animals, animals, All kinds of animals" or any other mod that adds various animals?
Lurker  [author] 18 Aug @ 3:24pm 
No worries, it's cool. I've noticed icons disappearing and reappearing at random with multiple modded items in my own games, just the other day it was occurring rampantly while I was testing out Sahilarious's feminine clothes mods. But as far as I can tell I think it's a bug in the game itself that just rears it's head with custom icons. No idea what causes it. I do have some plans in the future for custom icons and new backpacks, but that's way down the line after I get more proficient in GIMP and Blender, so there's just a couple of empty placeholders in Symbiosis's code that don't spawn in the game world for now.
Drestalos 18 Aug @ 12:05pm 
nevermind I'm slow, that probably has no affect on animal backpacks, still dunno what caused the missing texture, but don't worry about your mod bigguy, sorry for the trouble
Drestalos 18 Aug @ 11:32am 
I'm not familiar at all with the FCS, but does 4003-gamedata.base mean anything in particular?
Drestalos 18 Aug @ 11:22am 
might be garru backpack no lantern sold at adventurer shops(?)
Drestalos 18 Aug @ 11:19am 
I didn't see anything in your mod in FCS that references a backpack at all either
Drestalos 18 Aug @ 11:18am 
Hey bigguy, was messing around with load order, and for whatever reason, your mod makes a backpack icon that disables all the backpack icons from appearing in the mod "Animal Backpacks", when I go to a trader who sells their packs, the item is missing textures, I check the icon folder, and your mod generates an icon the same as animal backpacks, but I'm not sure why it removes the textures from animal backpacks, I'd figure I would ask you, if you have any ideas.

The image texture is the same as the garru backpack from base game, for both the icon that is generated by your mod, and the ones generated by "Animal Backpacks"
Lurker  [author] 16 Aug @ 4:13pm 
@Ancell if you're asking about importing, I would say yes to be safe.
Ancell 16 Aug @ 3:23pm 
Need a transfer?
brickhead 14 Aug @ 7:44am 
thank you my goat :cactusrum::beeped:
Lurker  [author] 13 Aug @ 1:03pm 
@brickhead, Hot dang, you're right. I can't believe that I missed that, and now my OCD will never allow me to live with it. Yeah it'll change for sure now lol.
brickhead 13 Aug @ 11:40am 
Love the mod, though I think the cage beasts are due for a name change due to the yknow.. other kind of behemoth. the metal, Obedient kind.

UWE calls them paracers for example iirc, which is a contraction of the name for the extinct real life inspiration the cage beast the Paraceratherium. Could use that or come up with something else that refers to Big Animal without sharing a name with the pre-existing behemoths. Or dont since this is a nitpick
黑虎阿芙洛狄忒 11 Aug @ 12:59am 
In fact, I really like how this mod revitalizes the animal ecosystem. If there really is no solution, please don't sacrifice some of the interesting features of the mod for this. I will find another way to make my Kenshi characters gain enough power to contend with Tinfist and Cat-Lon (of course, it would be best if the issue can be resolved).

As for the crash, my game currently has over 120 mods installed, and it's possible that my game itself is not particularly stable. Although it's true that the game would definitely crash after removing this mod midway.
黑虎阿芙洛狄忒 11 Aug @ 12:52am 
Most instances of animals actively getting off beds to sleep on the ground occur when they are out of sight, such as being placed in a room with no line of sight. However, there are occasional cases where they get off the bed, sleep on the ground, then stand up right in front of me. Most involved are Great White Gorillas and Beak Things, and the crabs I'm raising also did this while recovering from injuries.
Additionally, my crabs frantically try to devour any nearby corpses (not sure if this is from a mod or vanilla). It's interesting to watch them clean up the battlefield, but this doesn't restore their satiety.
Regarding the crash: After removing the mod and loading the save, the game would crash after about 2 seconds even if I didn't make that Beak Thing move. At that time, my base had 1 Great White Gorilla, 4 Beak Things, 2 crabs, 1 pack bull, and 1 bonedog.
machine translation
Lurker  [author] 10 Aug @ 4:46pm 
That's strange, several animals that didn't have the sleep on the ground goal were given it. I'm not sure how exactly this would interplay with beds, I'll try to replicate this as much as I can to figure out the issue. Also regarding the crash, do you recall what the animal that caused the crash was, and what type/ size of animal squad it was originally from?
黑虎阿芙洛狄忒 10 Aug @ 2:50pm 
Oh, just a second ago, I only left the room for a moment, but when I came back, all the animals that were lying on the bed had turned into "sleeping on the ground."
黑虎阿芙洛狄忒 10 Aug @ 2:27pm 
I'm back again. So, I found out that the issue of animals getting off the bed isn't caused by loading a save. Instead, when they get injured and fall unconscious on the bed and then wake up again, they might receive the "rest on the ground" command. Through testing by enabling and disabling the mod in the same save, it seems this command is granted by this mod. At this point, even though they appear to be lying on the bed, they are actually on the ground. It's also obvious that they aren't getting the healing bonus from the bed, and they can stand up at any time and eat my head. Could this be the reason? By the way, when I removed this mod midway, the animal I was testing caused the game to crash as soon as it moved.
If you're really sure this mod isn't the cause, I won't bother you again.
黑虎阿芙洛狄忒 10 Aug @ 2:00am 
That might be caused by other mods. This happened to me after I added a batch of mods. The beak thing that was wounded and unconscious on the bed suddenly woke up and ate my Beep.
Lurker  [author] 9 Aug @ 12:22pm 
@黑虎阿芙洛狄忒, Nothing in here should alter animals and bed behaviors. I've experienced the same phenomenon in game however, but that was before I ever began work on my mod.
黑虎阿芙洛狄忒 9 Aug @ 10:09am 
这个mod会导致载入存档后床上的动物离开床吗?
Does this mod cause animals on the bed to get off the bed after loading a save?
Lurker  [author] 28 Jul @ 5:55am 
Head's up! Just wanted to let y'all know about something new and exciting for the mod: lost bonedog and boneyard wolf pups! They're rare, but if you encounter an injured one you can tend it's wounds which will proc a dialogue option with the chance to adopt the critter! Let me know if you encounter anything wonky with the new feature so I can patch it up!:lunar2020playfuldog:
Lurker  [author] 27 Jul @ 7:00pm 
@[TLP] lucazz'tuoi Should be fixed now. Had to reduce the max size of behemoth elders a bit, but MA should work consistently now when fighting them.
Lurker  [author] 27 Jul @ 4:36pm 
@[TLP] lucazz'tuoi I'll keep investigating it. I'm not gonna leave this unfixed.
[TLP] lucazz'tuoi 27 Jul @ 2:05pm 
ok even after the change is impossible to attack it whit martial art
[TLP] lucazz'tuoi 27 Jul @ 5:11am 
Ye i was unable to hit it,i was using and entyre squad of martial artist
Lurker  [author] 27 Jul @ 4:36am 
@[TLP] lucazz'tuoi Behemoth hull size has been increased (vanilla values were too small turns out) so fighting with melee weapons should be possible again. Tested it out with a Flesh Cleaver (which has the shortest weapon reach) on an elder and it worked fine.

HOWEVER: Martial arts appears to be bugged when fighting, at least from the front. It's not the weapon reach as MA is longer than the shortest swords, but something causes MA to lock up when head to head with an elder Behemoth, and I'm thinking it may be related to the animal's animation jank.
[TLP] lucazz'tuoi 26 Jul @ 5:31pm 
Elder behemot Is to big to be hit in melee range "but him can hit you"
Anrhaa 24 Jul @ 7:06pm 
@The man they call Jayne. Thanks man
Lurker  [author] 24 Jul @ 6:35pm 
@Anrhaa I somehow managed to screw up the simplest sub mod imaginable and had to recreate it lol. Here's the new version. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3534015046