Xenobiology Mod CKAN

A mod that adds animated life to Kerbin and beyond. Configurable for other modders to add their own

License: MIT

ML/AI: 

Game Version: 1.12.5

Downloads: 86

Followers: 4

Xenobiology

The Kerbol system is alive. Xenobiology puts animated alien wildlife on the planets of KSP. Herds graze on Kerbin's plains, flocks lift off when your lander touches down, strange things swim beneath Laythe's waves and drift through Jool's clouds, and some of them do not want you there.

Land, step out, and start cataloguing.

Features

107 animated species on Kerbin, Laythe, Eve and Jool. Each one has its own behaviour: - Skittish animals flee, curious ones come closer, and territorial ones stand their ground. - Day and night activity, herds and flocks, sleeping, flying, burrowing, swimming, attacks and roars. - Creatures keep to their territories, so a valley that had herds yesterday will have them again tomorrow.

The Field Guide. Open it from the toolbar for species pages with portraits and silhouettes, a fossil catalogue, and an interactive tree of life for every world. Branches start hidden. Every discovery adds evidence, and enough evidence names the lineage.

Panspermia. Some trees lead back to another world. Gather enough evidence and the Field Guide links the two trees: Duna seeded Kerbin, Kerbin's sea life reached Laythe, and Laythe's animals fell into Jool's sky.

Fossils. 30 fossil types for your scientists to study on EVA, including one kilometre-scale landmark.

Lairs - The Cyclops' Cave (bring a fast rover) - The Glowworm Grotto - The Glimmering Reef, a 200 m coral reef with tunnels and a cavern you can dive through

Geysers and fumaroles on Laythe, with geyserkites riding the steam.

Science in career and science mode: - Observe creatures on EVA (press O). - Capture small creatures into the CO-Z Containment Unit, and recover them alive for triple science. - Analyse specimens and fossil samples in a Mobile Processing Lab, for extra science and extra evidence in the tree of life. - Photograph wildlife with the Xenofauna Tracking Camera, and listen for sea life up to 4 km away with the Hydrophone.

Rideable animals. Some sleeping creatures can be mounted by an EVA kerbal.

For planet-pack authors

Everything is config-driven, so you can add a whole ecosystem to your own worlds without writing C#: - Procedural creatures need no art at all. - Custom .mu models with animations are supported. - A bundled validator checks your trees before you ship.

The wiki has a step-by-step tutorial for adding life to your own planets.

Requirements

Optional - Microbiology Expansion: its microbes join the trees of life, and the Mun, Minmus, Dres, Eeloo and Tylo get microbial biospheres. - Parallax Continued: creatures stand properly on Parallax terrain.

Installation

Copy GameData/Xenobiology from the zip into your KSP GameData folder. The download is large (about 370 MB unpacked), because every creature is a full 3D model.

Notes

This is the first release (v0.1.0), so expect rough edges. If your frame rate drops, lower maxActiveCreatures in GameData/Xenobiology/Settings.cfg.

Report bugs on GitHub Issues with your KSP.log attached.

Source: github.com/GrandAdmiralCrunch/XenobiologyMod License: MIT

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