RimWorld

RimWorld

[AP] Predators Unleashed
Alexis Popcorn  [developer] 15 Apr, 2022 @ 9:22pm
Feedback / Balance / Suggestions
Feel free to comment any suggestions!
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Showing 1-15 of 15 comments
Meanie 15 Apr, 2022 @ 9:39pm 
Idea 1: I always grab the leftover corpse from a predator's prey. I find it strange how they never come back for it. So that's the idea: have the predators care about the prey's corpse. Perhaps a %-based chance of causing a revenge against the colonist who picked it up, which increases each time a colonist picks it. That way, stealing a corpse from a predator will no longer be free food and free of harm as long as he's not chewing on it.

Idea 2, probably too complicated: When the predator hauls his prey to his nest, as long as the weight/mass of the prey is equivalent or higher than that of the predator, have his sprite be backwards, as if he was walking backwards, while dragging the corpse with his mouth. The prey's sprite would be rendered a few negatives on the X axis, as to not render itself on the whole top of the predator.
Alexis Popcorn  [developer] 15 Apr, 2022 @ 9:45pm 
Idea 1 was already in planned features for the future :^)
Idea 2 would be extremely cool, I could try but don't promise anything! heheh
Meanie 15 Apr, 2022 @ 9:47pm 
Idea 3 (comical): An "yellow-type" incident that would "predatorify" passive animals. I see the need of two incidents, one being for non-carnivore animals and the other for omnivorous. The letters could say...

"Fed up with its boring existence, Raccoon concluded he's been due for a change. Raccoon iw now a predator".

"Tortoise has grown tired of its life and decided it was time for a change. Tortoise changed its diet and has become a predator".
Last edited by Meanie; 15 Apr, 2022 @ 9:48pm
How about an event where something like a wolf's den (building) and a couple wolves spawn. The den building is a fermenter and the wolves haul corpses (after feeding themselves?) to ferment them and produce more wolves from the den. The den would be quite sturdy and the wolves defend it like the insectoids or the aliens from AvP do
MajsterX4 16 Apr, 2022 @ 4:37am 
Idk if these suggestion will fit into this mod, but there is my 2 cents:

1. Predators are more likely to attack older, sick, injured, downed and separated animals/colonists.

2. The more herbivores are on the map, the more likely the arrival of new carnivores is.

3. Larger predators would try to kill smaller predators to eliminate competition if they meet. This can also apply to colonists.

4. Pack hunters - some animals (i.e. wolves) will create packs and attack and then defend captured prey together.

5. Stats rebalance - change some stats to resemble real life slightly more, i.e bears should be faster than humans.
Big WIk 16 Apr, 2022 @ 9:56am 
add CE support :(
Lugaru 18 Apr, 2022 @ 5:43pm 
Predators should in order:
1) Find fresh dead bodies to eat.
2) Hunt 'easy prey'
3) Hunt humans.

I find that currently you need to exterminate every predator or live in permanent war with them.
Alexis Popcorn  [developer] 18 Apr, 2022 @ 6:51pm 
Originally posted by Lugaru:
Predators should in order:
1) Find fresh dead bodies to eat.
2) Hunt 'easy prey'
3) Hunt humans.

I find that currently you need to exterminate every predator or live in permanent war with them.
That's actually what they do tho, the only thing I changed about targetting preys is that colonists are more likely to be targeted than in vanilla
Lugaru 19 Apr, 2022 @ 5:35am 
Anecdotally it might be too much... I started two games with the mod... in one cougars attacked again and again until I wiped them off the map.

In another somebody was mauled within the first hour... I saved him, a mountain lion dragged off his unconscious body after rescuing him. Every few hours something attacked... big cats, nightlings, a crow, a mink... finally a bear wiped us out.

It felt less random and more like a horror movie where predators wanna wipe humans out. Take this as a data point, do not run out and change things... but keep in mind 'one tester' is getting massacred.
Alexis Popcorn  [developer] 19 Apr, 2022 @ 10:15am 
Originally posted by Lugaru:
Anecdotally it might be too much... I started two games with the mod... in one cougars attacked again and again until I wiped them off the map.

In another somebody was mauled within the first hour... I saved him, a mountain lion dragged off his unconscious body after rescuing him. Every few hours something attacked... big cats, nightlings, a crow, a mink... finally a bear wiped us out.

It felt less random and more like a horror movie where predators wanna wipe humans out. Take this as a data point, do not run out and change things... but keep in mind 'one tester' is getting massacred.

New update has fixed these issues by creating toggleable options in a mod settings menu :^)
Last edited by Alexis Popcorn; 19 Apr, 2022 @ 1:24pm
Zen 19 Apr, 2022 @ 8:57pm 
I like to think of this as a niche preference, but would it be possible to add an option in the mod settings for disabling the forced coagulation modifier?
Alexis Popcorn  [developer] 19 Apr, 2022 @ 9:31pm 
Originally posted by Hiroyan495:
I like to think of this as a niche preference, but would it be possible to add an option in the mod settings for disabling the forced coagulation modifier?
Sure thing, gimme some time and consider it done :^)
Zen 19 Apr, 2022 @ 10:30pm 
Aw hell yeah! I appreciate it a lot, thank you! :praisesun:
nikita150u 18 Jun, 2022 @ 12:10pm 
I don't mind by AI of predators but the way how the immersion works is really strange. Predators sleeping spots look ridiculus especially when some wild herbivore run over the whole map to occupy it. Could you make that predators
- create their sleeping spots from grass (hay), hides (leathers);
- stop from creating spots in random places and create them in roofed or distand places like caves or corners (corridors) of hills/ruins, ?
Cato 21 Jun, 2022 @ 7:26am 
+1 for Wolf Den support - aka TitanBoa lair but with 2-4 wolves in it. :wolfclan:
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