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Greetings All, I humbly present you my first mod project, currently in development, called "Better Hunting". I already have a prototype working . I would very much appreciate any feedback, ideas and criticism on anything, I´d love to hear what the community thinks and wishes. On this post I will place a summary, but the full design document with all the number crunching is on the following google spreadsheet: Thanks in advance! I hope you like the ideas. -- brain Better Hunting - Design Phase What this mod does: When you investigate a Suspicious Dirt Pile, you will track and find other creatures, not just the Koalefant. Currently, 17 different new encounters are planned. Objectives: Add variety without making the game easier or harder. Add amusing behaviors / interactions on most of the new creatures. Most encounters should be killable by a single player. Some encounters could be easily dealt in a group Preserve as much as possible the original Koalefant function as Meat and Breezy Vest source. Use as much as possible of the original game graphics / animations. RoG and DST compatibility Sources of Variety: New encounters / creatures / animals / enemies in unusual sizes, with different stats, in strange places, with different behaviors. A large number of them in spawn table will make any single one quite rare, thus maintaining replayability value. Certain types of mobs will spawn in biomes where you don´t see them usually, and things might interact in unusual ways. Season-sensitivity when possible and applicable will make hunting experience different along the game year. Some encounters will drop items that are not food. Some encounters will drop rare and sought-after items, with very low chance. Details (light spoilers) Naming, size and prefab choice (light spoilers) First, the basic Koalefant spawn chance was established. All other creatures will spawn only when a Koalefant is not chosen. Since Winter Koalefant is the only source of the Breezy Vest, a decision was made to establish that Koalefants prefer cold-weather. Thus, on Winter 66% of all tracks will be Koalefant tracks, 0% on summer, 33% on the other seasons. Each mob on the spawn table received a relative weight. The remaining spawn probability for that season is split between mobs with a simple weighted average. Each mob was then evaluated to be removed from the table on a specific season, if it fits their style. Weights were tweaked to make Summer the best hunting season for loot / bosses. Winter will be the Koalefant hunting season. Food is more varied on Spring. Prime bosses hunting season in Summer provides a tradeoff for the player to decide: risk the heat? Some encounters were made to to be very rare and unusual. (of course assuming the player didn´t read all these spoilers) Combat balancing (light spoilers) In Excel I plotted the hunger replenishment value of eating cooked meat or making meatballs with all the meats dropped by all mobs in all encounters. Honey nuggets was assumed the recipe used for honey, bacon and eggs for eggs . Butterfly wings was ignored. Trunks were ignored because I assume they will be used to craft items. Afterwards I compared the new creatures drops averaged over their spawning probability along the year to reach the average food-creating capacity that the animal tracks mechanics provide. Some food drops were then increased to provide a less unbalanced food experience. In comparison with the vanilla model, Better Hunting will provide 30% less hunger replenishment if you eat cooked food. If using a crockpot for meatballs, the loss is 20% in average. During winter, just 8% less food. The less food drops balances out the other item drops. This effect is because some encounters won´t provide food or will provide less food than the usual 100% Koalefant 8-meat + trunk all the time. One encounter has vegetarian drops, so meat-only characters experience a very slight advantage. The less-food effect won´t happen on the first season of the game by default, because encounters that don´t drop food will be disabled in the first season. (configurable) Game Start / Difficulty Balancing (light spoilers) Koalefant Goliath Frog Queen Bee Aged Beefalo Orphan Smallbirds (1-8) Really Fat Gobbler Distracted Krampus Emperor Pengull Elite Clockwork Knight Elite Clockwork Bishop Walrus Scout Abandoned Mosling Mother Catcoon Angry Goat Varg Infant Deerclops Teen Moose Baby Bearger Item Balancing ( HEAVY SPOILERS ) High-sought encounters are: Walrus Scout, Distracted Krampus, the 2 clockwork bosses that drop one Ancient item, the 3 mini-giants with chance to drop giant items. Average probability of finding one such encounter is 23,8% On summer is: 48,4% On winter: 12,7% Chance of getting a Krampus Sack: 2,38% or 1 in every 42 animals tracked Chance of getting a Walrus Tusk 2,06% or 1 in every 48 animals tracked Chance of getting a specific Ancient Item 0,7% or 1 in every 134 animals tracked. And you have to kill the mini-bosses. And don´t share the loot (DST) Chance of getting any Ancient Item 7,5% or 1 in every 13 animals tracked. But you have to kill it and loot it. If you get help it is only 1 drop for all friends Food supply from tracks will be reduced by 26,8% overall Food supply from tracks will be reduced by 8,1% on Winter Food supply from tracks will be reduced by 55,5% on Summer Current Issues Scaling up the creatures produces slighty poorer graphic quality. No artist to produce mod icon.