August News: Upcoming Animal Taming System (Part 2)
Hi everyone,
I'm still working fully on the new animal taming & pets update and I wanted to give you some quick news about the progress.
I have to say, there is still a lot on my list, but I hope I can release the update by the end of August :)
This will be a pretty large update.
[h2]New Animals[/h2]
In addition to the animals since the last news update, I've added 4 new ones to make the world and wildlife of the game more diverse.
Claw wolf
The claw wolf is the first real predator in the game and is a standard animal which lives in the player's world.

Pheasant
Pheasants are also a new standard animal in the player's world and are very similar to chickens, but they are looking different and will give the wildlife a nicer look.

Cats & Dogs
Cats and dogs don't appear as standard animals in the player's world and can only be acquired as a starting pet or by trading with animal traders.

[h3]New Coloring System[/h3]
A lot of work in the last few weeks was about updating all animals and their related models & textures, so that it is possible now to color them individually. Of course, these don't only have to be conventional colors, but it is also possible to create a blue or purple chicken, for example.
Note: There will come a new color or dye plant to the game which will give you the required resources to color your animals in custom colors.

[h3]Predators & Eating Stages[/h3]
With the claw wolf I have also added a new functionality to the game which is the predator mechanic. So all few days, these claw wolfs will hunt and kill a random animal and stay at the corpse to it eat.
To visualize that better (also for the carrion snails mentioned in the last update), I have added some "eating stages" to the animal models which will be shown depending on how much body mass of the corpse is left.
Note: Loss of body mass can also be caused by explosions and acid burns.

[h3]Decomposing Effects for Insects[/h3]
In connection with the eating stages for animals, I have finally added a decomposing effect for insects.

[h3]Updated Main Menu[/h3]
With the new pet system I have extended the functionality of the main menu, which allows you now to select a pet when you start the game in a new and unknown world.
Note: You can also already customize the colors of your pets here, but only with the conventional colors.

[h2]Animal Taming (Cages)[/h2]
While I first played with the idea that colonists could tame free-roaming animals, I came to the decision that it would be better to have a uniform mechanic to tame animals and insects.
Therefore I have added a new construction - the animal cage - which offers your colonists 2 ways to lock an animal or insect into it:
The next update will include 3 different cages:

[h2]New Construction & Technologies[/h2]
In connection with all new constructions & items, I have also added 3 new technologies to the tech tree:
And at last - here I have a screenshot of the 2 new modern machines which are the modern animal feed production machine (+50% crafting speed) and the modern animal feeder (+65% trust value):

[h2]Still Planned[/h2]
I have still some points on my list until I can release the new update and a few of them I have listed here:
I hope you enjoyed this short news and are already looking forward to the next update,
Cheers!
I'm still working fully on the new animal taming & pets update and I wanted to give you some quick news about the progress.
I have to say, there is still a lot on my list, but I hope I can release the update by the end of August :)
This will be a pretty large update.
[h2]New Animals[/h2]
In addition to the animals since the last news update, I've added 4 new ones to make the world and wildlife of the game more diverse.
Claw wolf
The claw wolf is the first real predator in the game and is a standard animal which lives in the player's world.

Pheasant
Pheasants are also a new standard animal in the player's world and are very similar to chickens, but they are looking different and will give the wildlife a nicer look.

Cats & Dogs
Cats and dogs don't appear as standard animals in the player's world and can only be acquired as a starting pet or by trading with animal traders.

[h3]New Coloring System[/h3]
A lot of work in the last few weeks was about updating all animals and their related models & textures, so that it is possible now to color them individually. Of course, these don't only have to be conventional colors, but it is also possible to create a blue or purple chicken, for example.
Note: There will come a new color or dye plant to the game which will give you the required resources to color your animals in custom colors.

[h3]Predators & Eating Stages[/h3]
With the claw wolf I have also added a new functionality to the game which is the predator mechanic. So all few days, these claw wolfs will hunt and kill a random animal and stay at the corpse to it eat.
To visualize that better (also for the carrion snails mentioned in the last update), I have added some "eating stages" to the animal models which will be shown depending on how much body mass of the corpse is left.
Note: Loss of body mass can also be caused by explosions and acid burns.

[h3]Decomposing Effects for Insects[/h3]
In connection with the eating stages for animals, I have finally added a decomposing effect for insects.

[h3]Updated Main Menu[/h3]
With the new pet system I have extended the functionality of the main menu, which allows you now to select a pet when you start the game in a new and unknown world.
Note: You can also already customize the colors of your pets here, but only with the conventional colors.

[h2]Animal Taming (Cages)[/h2]
While I first played with the idea that colonists could tame free-roaming animals, I came to the decision that it would be better to have a uniform mechanic to tame animals and insects.
Therefore I have added a new construction - the animal cage - which offers your colonists 2 ways to lock an animal or insect into it:
- Lure Animal
Each cage has a luring mechanism which can be activated when you put enough animal feed in the cage. The luring mechanism has only a short range (like 10 - 15 meters), but will allow you to lure hostile animals or insects into it too. - Immobilized Animal
You can also transport an immobilized animal to the cage, but this will have a significant negative effect on the start trust value. This means it will take more time to tame the locked animal.
The next update will include 3 different cages:
- Basic Animal Cage
Allows you to lock and tame low tier animals like chickens, pheasants, wild boars, centipedes (scouts & fighters), bees (workers) and more. - Modern Animal Cage
Allows you to lock and tame mid tier animals like claw wolfs, bees (warriors), darkflies (warriors & shooters) and more. - Hightech Animal Cage
Allows you to lock and tame high tier animals like centipedes (guardians & kings), bees (queen), darkfly (queen) and more.


[h2]New Construction & Technologies[/h2]
In connection with all new constructions & items, I have also added 3 new technologies to the tech tree:
- Basic Animal Husbandry
Contains basic animal feed table, basic animal feeder & basic animal cage (+ production of all different animal feed) - Modern Animal Husbandry
Contains modern animal feed production machine, modern animal feeder & modern animal cage - Hightech Animal Husbandry
Contains hightech animal cage
And at last - here I have a screenshot of the 2 new modern machines which are the modern animal feed production machine (+50% crafting speed) and the modern animal feeder (+65% trust value):

[h2]Still Planned[/h2]
I have still some points on my list until I can release the new update and a few of them I have listed here:
- Animal traders
- Animal herds
- Rare or legendary animal events
- Updated scenario manager (also new difficulty modes including a very peaceful mode)
- And a few smaller updates
I hope you enjoyed this short news and are already looking forward to the next update,
Cheers!