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Kaiodenic

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Kaiodenic

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About this mod

Vastly expands the behaviour trees. NOT just another stat mod - all new behaviours. Breathing life into dinosaurs.

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Breathing life into your dinosaurs



> Overview

  • Injuries. Much better injury system. 
  • Hunting 1. Fixed every carnivore hunting for sport.
  • Hunting 2. Packs can now eat from carcasses together.
  • Hunting 3. Hunting Prohibitors, a new building, can now be placed to prevent carnivores in a radius around it from hunting. Disguised as a rock to fit into enclosures.
  • Diet. A full-fledged omnivory system.
  • Stress. Completely overhauled stress system to take account of peaceful dinosaurs, giving them completely different reactions to stress.
  • Threat. Certain dinosaurs can now faint at the sign of threat.
  • Tranquillisation. Land dinosaurs will now lie down and sleep instead of ragdolling when tranquillised.
  • Biome Adaptations. Species Biome Adaptations for food/water consumption for certain species.
  • Configuration. All features can be enabled/disabled and all stats can be completely fine-tuned inside a config file. No injection necessary.
  • Modding. All these changes make it very easy for other mod authors to both create standalone Expanded Behaviour stat mods for different species, and to add any Expanded Behaviour feature to their New Species.

Read on for more details!



> Mod Showcase/Guide




> Complete Beginner's Guide to Installing, Using, Configuring and Uninstalling Mods




> Injuries
In Vanilla, 75%-95% of ALL combat, even dominance displays, results in injuries. 80% of ALL injuries result in Major Injuries that require tranquillising a dinosaur.

Expanded Behaviour lowers this number to just 35% of combat resulting in injuries, and only 25% of those injuries being major. You will no longer be overwhelmed by a constant queue of injured dinosaurs to medicate. Injuries will be a lot rarer and most can be healed with a simple visit from the vet. Major injuries will now become a rare sight; an exciting twist to your normal gameplay rather than a constant slog to deal with.



> Hunting
In Vanilla, almost all dinosaurs hunt whenever they are hungry instead of eating what's already there. What's more, dinosaurs will ALSO hunt for sport even when they are not hungry.

Expanded Behaviour fixes this. Now, only the Indominus Rex and Indoraptor will hunt for sport; all other dinosaurs will just hunt when they are hungry. When hungry, dinosaurs will also prioritise eating what's already there over hunting fresh meat. As a little cherry on top, you can also open the config file and edit each dinosaur's individual priorities - you can make Velociraptors hunt over eating meat, say, 20% of the time if you so wish!

You can also disable hunting for sport completely, or disable hunting completely.



> Diet
Expanded Behaviour adds a whole omnivore system to JWE 2. This means certain dinosaurs can now eat both plant matter and meat, but they still have a preference for one or the other. By default, this only affects:
  • Archaeornithomimus (Who eats plants 95% of the time and eats meat 5% of the time).
  • Troodon (who eats meat 67% of the time and eats plants 33% of the time).

Both of these numbers can be tweaked to your liking, and you can add or remove omnivorous dinosaurs in the config file.

Note 1: omnivorous "herbivores" (like Archaeornithomimus) will never hunt, and can only eat meat that is already there. If an omnivore only has one food source present, they will eat that food 100% of the time - they are only picky if given the choice.

Note 2: Piscivore feeders are a bit weird and not all species can find their "attachment points" (I think this is because of their rigs). So not all dinosaurs can be Piscivores yet.

Note 3: Ominvores only work for Land Dinosaurs - Fliers crash when they search for plants, so I had to disable Omnivory for fliers.



> Stress
In Vanilla, all dinosaurs break out once their stress is in the red, but show no reaction before that.

Expanded Behaviour completely overhauls how Stress works. Now, we have Peaceful and Aggressive dinosaurs. Aggressive dinosaurs will act just like dinosaurs do without the mod. Peaceful dinosaurs, however, can have a range of "stress responses" at different stress thresholds. They can:
  • Stress-starve while below a certain threshold.
  • Hit fences once out of frustration/to get help (but NOT keep hitting the fence afterwards).
  • Fall comatose in extremely stressful circumstances.

For example:
  • Dryosaurus will stop eating once its stress falls below the 2nd Stress Threshold, and fall comatose if its stress falls below the 1st Stress Threshold (the most extreme level of stress).
  • Edmontosaurus will start occasionally hitting fences once its stress falls below the 2nd Stress Threshold, and fall comatose if its stress falls below the 1st Stress Threshold.
  • Nodosaurus is more resilient - it will occasionally hit fences once its stress falls below the 2nd Stress Threshold, but it will have no other reactions to stress and it will not actively try to break out.

All the default Peaceful dinosaurs and their stress responses can be found in this table:
(note that "Getting Help" is preset for a future feature - this isn't in the published version of the mod just yet).
Spoiler:  
Show





> Tranquillisation
In Vanilla, all dinosaurs ragdoll immediately when tranquillised.

This is very unrealistic. In JWE 2, land dinosaurs will instead find a place to lie down and sleep when tranquillised instead of ragdolling.



> Biome Adaptations
A brand new feature, some dinosaurs will now make use of special evolutionary adaptations  to the biomes in which they live. For now, the mod allows for Arid and Semi-Arid adaptations (more to come in the future).
Semi-Arid dinosaurs are better adapted to living in dry climates, and will get some water from the food they eat. They therefore don't need to drink as often.
Arid dinosaurs are fully adapted to a waterless environment, and have lost he ability to suck up and drink water. They will not need any water - instead, they will always go to get their water from food when they feel thirsty.

For now, the mod only includes one Semi-Arid dinosaur - Styracosaurus. You can add more, remove Styracosaurus, or enable/disable the feature entirely in the config file.



> Configuration
The mod is completely configurable inside a simple text file. No injection necessary.
Every feature, number, preference, etc. can be changed, added or removed inside this file.

NOTE: Not all dinosaurs have their stats listed in the config file, as many are set up inside a database in the Main.ovl file. However, the config file overrides EVERYTHING inside that database. For example, database sets the stress stats of Edmontosaurus, but the config file does not have them. If you add Edmontosaurus stress stats to the config file (or if you disable Edmontosaurus' being a Peaceful dinosaur completely inside the config file) then the mod will read what you put there and ignore Edmontosaurus' stress stats from the database in favour of the ones you put in the config file.



> Modding
The mod adds a completely new .fdb database to the game (expandedbehavour.fdb). You can very easily add this database to your own New Species mod or even create a mod dedication to only changing/adding Expanded Behaviour stats. All you need to do is to add a new mod folder with this database and edit it as you please!
An example project is included in the mod files to help you get started.