hey! so, i've set it so that creatures are within 1 - 2x their size, and yet it does not seem to work. do I have to set this to all creatures for it to work?
Update: So I looked into modded creatures a little bit. This mod *should* work with creatures that are just reskins/using the same template as the base game creatures. I.E. if the modded creature is just a rabbit ray but purple, you should be able to adjust its values with the rabbit ray sliders.
I really like where this mod is going and your latest update. A couple of things I'd like to see are:
1.)When fish get to a certain scale size... they automatically become aggressive. This is because you now seem like prey and food instead of a predator. 1b.)Also with this, the type and amount of aggression. I wouldn't normally expect a hoopfish to be as aggressive as a giant Sandshark though, so some settings that are tweaked between prey and predator creatures.
2.) Have effects on non-basic mobs as well. This includes Lee's various works (De-Extinction, Bloop & Blaza, Mod Structure Helper - the Great White in it) as well as those presented in prefab packs like Deeper Waters, Buddy's Creature Variants, possibly Minecraft Fish, and also... Rockgrubs. I never see anyone do anythings with these in 2.0, but you'd think there would be more, including larger and different glows. I suppose more of the vanilla types and items could be added... was thinking about those floaters too. 2b.) With the various increased sizes... and decreased... perhaps resource gains could change. I was thinking like the bladderfish... how much air/oxygen it would give from a giant one, which is what sparked the ideas. 2c.) With the scaling in size, increased damage. I saw the scaled health, wasn't sure how much damage was scaled, but the thing that sparked this was the crashfish... I would image a giant crashfish would cause a massive explosion. Perhaps enough to rupture bases and craft and damage plants/creatures in its area of effect.
3.)Perhaps as an Add-On or even a 2nd Pack to go with this,Bigger Plants & Props. I'm not sure how you're coding the changes, but like in games like No Man's Sky or 7DTD, you can code like.. for tiny, 1 in 'X' (spawned type) do this scale, giant 1 in 'X' this scale, etc, for different plants & trees. I was thinking a pack for all the different types of plants, especially ones not normally grown or harvested, scattered throughout the world to make the landscape/seascape far more alien. This can apply to coral, boulders, outcrops, etc as well. 3.) Only other thing I can think of with this and the above, is some for of random colors... but with color sets for biomes. Each new game would pick random color schemes for the flora, fauna and props for the zones to use so you can tell a difference. But... that may wind up being one of the more difficult things to implement. Just an idea-seed though.
This is fantastic feedback, thank you!! I'll try to give an equally thorough response!
1. While a cool feature, I think that aggression levels and auto aggression is a bit out of scope for this mod. I am more focused on giving the player creative control over each creature rather than creating a specific type of experience. However, I wonder if there is already a mod that affects aggression levels that you could possibly pair with this one? 2. These mods are great suggestions and I will definitely be looking into adding support for them! As for the Rock Grubs....I tried getting them to work, but for some reason, the assembly reference that I am using for Subnautica doesn't recognize Rock Grubs as a valid creature. It's strange, they work and are included for Below Zero, but not for the base game. So as of right now Rock Grubs can only be resized in BZ. 2b. Great suggestion, I may try making this a feature depending on how difficult it would be to implement! 2c. This is already on my TODO list! Damage values at least, I'm not sure about the crashfish explosion size, but I will keep that in mind. 3. I like this idea as well, however I think this is also out of scope for this mod (it is called bigger fish after all). Though maybe I could make that its own mod in the future? 3a. Color changing is not something I've thought about, but could be interesting for sure!
Yeah, there's a scale slider for every creature in the game. So if you wanted to make Bladderfish huge, but keep other fish the same size you can choose to do that. I personally like having most creatures scaled to around 4x.
This is very nice! I spawned a Leviathan that was twice the size and half the speed, but doing so gave it a huge and scary feeling that the vanilla game lacked. However, the fact that the setting is reflected when the creature spawns means that the setting is not reflected for leviathans (which basically do not respawn) that have already encountered it.
Anyway, it's a fun mod with a lot of things to do :)
In regards to the leviathans, they should eventually despawn/respawn, but you might need to travel a lot farther away from them in comparison to other fish.
19 comments
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
BiggerFishMod.CreatureHealthPatch.OnEnablePostfix (Creature __instance) (at <35d452189f5b4813893a95df45482c21>:0)
(wrapper dynamic-method) Creature.DMD<Creature::OnEnable>(Creature)
UnityEngine.Transform:SetParent(Transform)
Pickupable:OnProtoDeserializeObjectTree(ProtobufSerializer)
<DeserializeObjectTreeAsync>d__32:MoveNext()
CoroutineTask`1:MoveNext()
SystemExtensions:SafeMoveNext(IEnumerator)
SystemExtensions:SafeMoveNext(IEnumerator, String)
UWE.PumpCoroutineStateMachine:MoveNext()
PooledStateMachine`1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
If not, let me know and I will try to debug.
A couple of things I'd like to see are:
1.) When fish get to a certain scale size... they automatically become aggressive. This is because you now seem like prey and food instead of a predator.
1b.) Also with this, the type and amount of aggression. I wouldn't normally expect a hoopfish to be as aggressive as a giant Sandshark though, so some settings that are tweaked between prey and predator creatures.
2.) Have effects on non-basic mobs as well. This includes Lee's various works (De-Extinction, Bloop & Blaza, Mod Structure Helper - the Great White in it) as well as those presented in prefab packs like Deeper Waters, Buddy's Creature Variants, possibly Minecraft Fish, and also... Rockgrubs. I never see anyone do anythings with these in 2.0, but you'd think there would be more, including larger and different glows. I suppose more of the vanilla types and items could be added... was thinking about those floaters too.
2b.) With the various increased sizes... and decreased... perhaps resource gains could change. I was thinking like the bladderfish... how much air/oxygen it would give from a giant one, which is what sparked the ideas.
2c.) With the scaling in size, increased damage. I saw the scaled health, wasn't sure how much damage was scaled, but the thing that sparked this was the crashfish... I would image a giant crashfish would cause a massive explosion. Perhaps enough to rupture bases and craft and damage plants/creatures in its area of effect.
3.) Perhaps as an Add-On or even a 2nd Pack to go with this, Bigger Plants & Props. I'm not sure how you're coding the changes, but like in games like No Man's Sky or 7DTD, you can code like.. for tiny, 1 in 'X' (spawned type) do this scale, giant 1 in 'X' this scale, etc, for different plants & trees. I was thinking a pack for all the different types of plants, especially ones not normally grown or harvested, scattered throughout the world to make the landscape/seascape far more alien. This can apply to coral, boulders, outcrops, etc as well.
3.) Only other thing I can think of with this and the above, is some for of random colors... but with color sets for biomes. Each new game would pick random color schemes for the flora, fauna and props for the zones to use so you can tell a difference. But... that may wind up being one of the more difficult things to implement. Just an idea-seed though.
Thanks again for the great mod and work!
1. While a cool feature, I think that aggression levels and auto aggression is a bit out of scope for this mod. I am more focused on giving the player creative control over each creature rather than creating a specific type of experience. However, I wonder if there is already a mod that affects aggression levels that you could possibly pair with this one?
2. These mods are great suggestions and I will definitely be looking into adding support for them! As for the Rock Grubs....I tried getting them to work, but for some reason, the assembly reference that I am using for Subnautica doesn't recognize Rock Grubs as a valid creature. It's strange, they work and are included for Below Zero, but not for the base game. So as of right now Rock Grubs can only be resized in BZ.
2b. Great suggestion, I may try making this a feature depending on how difficult it would be to implement!
2c. This is already on my TODO list! Damage values at least, I'm not sure about the crashfish explosion size, but I will keep that in mind.
3. I like this idea as well, however I think this is also out of scope for this mod (it is called bigger fish after all). Though maybe I could make that its own mod in the future?
3a. Color changing is not something I've thought about, but could be interesting for sure!
Yep, that is on my TODO list!
UPDATE: The new update I just pushed out adds Randomization for all creatures! (among other things)However, the fact that the setting is reflected when the creature spawns means that the setting is not reflected for leviathans (which basically do not respawn) that have already encountered it.
Anyway, it's a fun mod with a lot of things to do :)
In regards to the leviathans, they should eventually despawn/respawn, but you might need to travel a lot farther away from them in comparison to other fish.