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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.
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:-))
https://steamcommunity.com/sharedfiles/filedetails/?id=1501052499
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.
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.
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.
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!
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
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.