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 Lurker
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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24 Jun @ 5:20pm
PINNED: Breakdown of changes
Lurker
0
24 Apr @ 12:11am
PINNED: Credits for modders that directly inspired Symbiosis
Lurker
174 Comments
Lurker  [author] 1 hour 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 4 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!