About this mod More Varied life spread across much larger distances Permissions and credits Author's instructions File credits Hello Games Donation Points system This mod is not opted-in to receive Donation Points

More balances to the different ecologies and better birds hopefully bring the best variation without too much life!





Version 2.6



Creature Behavior

Reduced migration distance on birds to make them hang round longer

Small birds fly around in trees (technically through them, imagination!)

Increased animation speed on Triceratops when running

Adjustments to call and cry frequency



Creature Spawning

Better chances for larger bird flocks

Reduced Triceratops from Rare to Uncommon to increase them showing up

Reduced spawn distance to help with performance



Biome Changes

More roles for Busy Ecology, with emphasis on night time

Greatly lowered Dead Ecology having life

Slight reordering of role table so large creatures are closer to the top (incase it makes a difference)



Version 2.5

BUG FIX :

Removed -0.1 Scale variation from role descriptions to prevent the possibility of 0 Scale creatures



Creature Behavior :

Slight adjustments to movement speed to add more variation per species (and a few surprises)

Shrunk "chickens" a bit more :P



Creature Spawning :

Attempted to increase the likelihood of Diplo's spawning





Version 2.4

BUG FIX :

Removed bugged out role from BUSY Ecology to stop crashing (I hope!)



Creature Behaviour :

Greater variety in Birds, Flying Snakes, Flying Lizards and Fish

Flying Creature movement distances tweaked a little to make them not fly off so quick

Greater possibility for Diplo type dino's

Additional Creature Types based off the TREX and Triceratops



Creature Spawning :

Slight adjustment to giant creature probability on non giant planets to reduce likelihood of giant-ness

Better distribution of flying creatures

Small adjustments to sizes and spread for more variety



Biome Creature Changes :

BUSY Ecology reworked to prevent the crashes and is now more of a mix of COMMON, DINO and PREHISTORIC







Version 2.0

Creature Behavior :

Size based movement speeds with bonus/handicap appropriate to type (a rodent is quick, but a Triceratops is not)

Slow Walk, Walk, Trot and Run speed differences increased on each Creature type. (Triceratops can run quite fast, so prey its not angry!)

Adjustments to movement / wander distances to try and get them to not walk/fly/swim in circles so much (mostly successful, especially on birds)

Flying Creatures will get much closer to the ground, but also spend more time higher up

Sea Creatures should spawn a little deeper underwater to stop them getting stuck in shallows



Creature Spawning :

'Generic' Creature types split into Common (small), Uncommon (Regular) and Rare (Large)

'Special' Creature Types split into Common (appropriate size), Uncommon (unusually large/small), Rare (unusually very large/very small)

Much better distribution of creatures with less mega-groups instead preferring regular interlacing small groups. Huge groups are still possible

Only 'Special' Creature Types have predefined roles, with all others choosing from an equal pool of generic roles. (technically the special creatures can choose these too)

Creature Roles on a planet redone from scratch. There are now Common/Uncommon/Rare possibilities for tiny,small,regular,large,varied,full range groups of creatures with both Predator and Prey versions biased according to Ecology Type. Many sizes also have small/medium/large grouping variations

Flying things can get MUCH bigger

Slight adjustment to the Triceratops and T-Rex rigs to promote Diplo/Triceratops/T-Rex's actually spawning instead of monsters



Biome Creature Changes :

Each "Ecology" set redone to bring much more variety to each type. The Fauna level on a planet represents how rare life is, rather than how many species there are.

Barren planets can still have half a dozen creatures, but they will be hard to find! On the flip side, a Paradise planet could have only a small number of species too, but they will be everywhere.

Don't expect to find every planet full of life, Barren planets still have very low possibilities of life, and that life is more likely to be small and rare.

Planets that were "Dinosaur" planets are now just Large creature planets, and "Prehistoric" is the same, but with greater predator probability. Any planet can spawn any creature type regardless of Ecology role, however 'common' or above have much greater chances of seeing large/huge creatures.

Due to the number of roles and that none have a 100% probability, it is possible for some interesting combinations, such as huge prey animals, and tonne's of tiny predators chasing them, or a planet covered in butterflies or nothing but rodents.







Version 1.0

Creature Behaviour Changes :

Increased Movement Speed variation and greater differences in movement style between genus'

Adjusted Noise frequency to accommodate larger numbers

Greater variety in height preferences per genus

Greater likelihood that larger = more dangerous

Increased migratory distances groups move

Greater difference between night and day aggression



Creature Spawn Changes :

Significantly greater spawn distances

Greater variety of Air, Ground, Cave and Underwater species when life is detected

Spawn points spread out significantly

Spawn Groups increased in size and variation

Greater possibilities for small, large and huge variations

Spread of spawns over night and day for Air, Ground and Underwater

Increased uncommon and rare possibilities



Biome Creature Changes :

Probabilities adjusted to make less-than-ideal worlds more interesting

Total Possibile chosen species groups increased across the board

Better predator/prey combinations





NOTE - THIS WILL NOT BE COMPATIBLE WITH ANY MOD THAT MODIFIES CREATURES IN ANY WAY