RimWorld

RimWorld

stecph Feb 11, 2020 @ 8:41am
How to ban a self tamed animal?
Hi, I play on the ice sheet and a Megasloth just self tamed, being not a pack animal, I have no real use for him, I am ok with clothes and food and I really don't wanna slaughter him for nothing.

For RP reasons (I find them cute and harmless), I would like just to give him food and release him into the wild again.

Is there a way to do it? Even with cheats?

Thanks for helping my RP and irrational attachment to pixelled animals:-)))
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Showing 1-15 of 17 comments
Astasia Feb 11, 2020 @ 8:52am 
The usual way would be to sell them.

What you could also probably do is make a caravan, move to another tile or mission tile with that animal, then reform the caravan without the animal. I haven't tried that but I'm pretty sure it would work.

Launching animals at other settlements with cargo pods will also gift that animal to them, but I've honestly never attempted to load something like a megasloth into a vanilla cargo pod so I don't know if they even fit.
Pretty sure you can launch them in pods along with elephants, might need two pods though and don't ask how the critter is still alive afterwards.
Sweaters Feb 11, 2020 @ 9:13am 
well, this or just get the mod that lets you release animals.
MayoCulpa Feb 11, 2020 @ 9:15am 
If you don't have anyone who has high enough skill to train them, they will just gradually lose tameness and wander off.
stecph Feb 11, 2020 @ 9:21am 
Hey thanks everybody!:-)
I think I will follow the passive solution from Mayo,i don't feel like selling an animal who eas used to be free and i can't really afford a trip as i am alone...

My 2 cents: when a game makes you care for pieces of code,you know that game is carefully designed:-)

EDIT: i think Astasia means a tile next door,good solution,but I would never abandon an animal..even in a videogame...I know,I need help:-))
Last edited by stecph; Feb 11, 2020 @ 9:25am
stecph Feb 11, 2020 @ 9:41am 
Aaaahhhh Sugar Show...that extended packed animals mod is tempting... Sweaters kindly suggested the first mod,but I already have so many,i did not wanna add another...but that second one you showed me is surely tempting...i think i will go that mod direction,If i can order a Megasloth to haul,i guess i can also order him to carry;-)

EDIT: nevermind...he will never survive -80 celsius,his minimum is -50 i think...

But i hope for a pair of thrumbos (or whatever their name is),they will have a chance on the ice...expensive to feed,but pretty cool.
Last edited by stecph; Feb 11, 2020 @ 9:44am
M.K. (Banned) Feb 11, 2020 @ 10:01am 
Originally posted by Astasia:
but I've honestly never attempted to load something like a megasloth into a vanilla cargo pod so I don't know if they even fit.

You can launch anything if you use enough pods. *all* that matters is total mass capacity.

quoth the wiki: "While loading multiple pods, the game intentionally ignores individual pod capacity. Instead, only the pod group's combined capacity is considered. Therefore, an item or pawn that exceeds 150 kg can still be loaded into a pod. For example, a 280 kg elephant can be added to a group of two pods because it accommodates up to 300 kg. The elephant will be stuffed into one of the pods. "
Yes, this involves a bit of Schrödinger's Elephant, but.....
If that was setup for next game, I would just suggest to edit your scenario to include part that forbids self taming
Astasia Feb 11, 2020 @ 3:33pm 
Originally posted by M.K.:
You can launch anything if you use enough pods. *all* that matters is total mass capacity.

quoth the wiki: "While loading multiple pods, the game intentionally ignores individual pod capacity. Instead, only the pod group's combined capacity is considered. Therefore, an item or pawn that exceeds 150 kg can still be loaded into a pod. For example, a 280 kg elephant can be added to a group of two pods because it accommodates up to 300 kg. The elephant will be stuffed into one of the pods. "
Yes, this involves a bit of Schrödinger's Elephant, but.....

Interesting. It seemed like something that should have been possible somehow, but I never looked into the mechanic to see how the game would handle it.

I honestly use the base game pods very little, never been a fan of the single use and rebuild on the other side mechanic, I always upgrade to larger reuseable mod pods as soon as I can.
stecph Feb 11, 2020 @ 3:42pm 
Originally posted by Praeceptorem Poloniae:
If that was setup for next game, I would just suggest to edit your scenario to include part that forbids self taming

Yes good idea, but I still like the chance to get a muffalo self tamed....or even better, as long as they can survive the cold and carry stuff they are welcome, but I will download that mod and just solve it like that .
Once again modders save the day, although in the case of this game, it's not meant as a critic as vanilla is really good already, somehow can be more challenging.
Morkonan Feb 12, 2020 @ 7:37pm 
Originally posted by stecph:
...
Once again modders save the day, although in the case of this game, it's not meant as a critic as vanilla is really good already, somehow can be more challenging.

The first mod I downloaded after I-don't-know-how-many-hours of vanilla Rimworld I had played was "A Dog Said." Why? Not for gameplay, not for some kind of cheat or overpowered haxx... I just wanted to save a tamed dog's life. :)

I could have used devmode to do it, but I wanted a "game-mechanics" solution. I wanted something I could manipulate and "do" in-game that saved that darn dog's life.

To me, that was enough of a reason to break my mod-cherry. I have managed, through conscious moderate mod use, and abstinence where temptation may be overwhelming , to also not become a mod hoor. :)

I don't needlessly lay down with my runtimes for just for any ol' mod that comes along! It's gotta be special! It's gotta mean something!
MayoCulpa Feb 12, 2020 @ 9:13pm 
Originally posted by Morkonan:

I don't needlessly lay down with my runtimes for just for any ol' mod that comes along! It's gotta be special! It's gotta mean something!

For me it was that rascal Work Tab and their smooth talk of more granular control of the user interface. And then before you know it I'm abasing myself with Eating without table is a war crime just cause they promised they knew how to treat a player who likes it rough.

A Dog Said and a couple other animal mods are verrrry tempting I must say. But I know me, as soon as I go down that fork in the road I'll start opening up my load order for any old herd of Boomelephants that wanders through the workshop. And tacking on Giddyup so I can... y'know what that's practically not even innuendo anymore lmao
Bouncer Feb 13, 2020 @ 2:32am 
I know a mod solved it for you already, but it is possible in vanilla too.

In the animal training tab, you untick the box that says 'taming'. It will take some time but if you stop taming an animal it will eventually go wild again.
The Former Feb 13, 2020 @ 2:42am 
Originally posted by Bouncer:
I know a mod solved it for you already, but it is possible in vanilla too.

In the animal training tab, you untick the box that says 'taming'. It will take some time but if you stop taming an animal it will eventually go wild again.

Right, I recently noticed this too. Since I last played, it seems they've added a mechanic whereby Tameness isn't automatically filled when an animal self-tames anymore. Since it counts as a "skill", and untrained skills degrade over time, I suppose unticking the animal's Tameness training and waiting would probably see them go wild eventually.
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Date Posted: Feb 11, 2020 @ 8:41am
Posts: 17