951 ratings
Animals Logic
File Size
0.272 MB
Aug 2, 2017 @ 9:45am
Jan 25 @ 5:43pm
22 Change Notes ( view )

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Animals Logic

In 1 collection by ignis[ru]
Ignis' Rimworld Mods
5 items
Adds animal-related quality-of-life enhansements.

  • Egg-layers will try to find a bed (or any other type of animal sleeping spots) in their allowed area to lay an egg. Unforbids eggs laid outside the home area.
  • Animals who should follow master when doing fieldwork or drafted are notified to come immediately instead of after the end of the current task.
  • Animals can own beds.
  • Animal beds can be medical.
  • (Optional) Medical emergency alerts for animals.
  • (Optional) Configurable animal hauling efficiency (can eliminate wandering between hauling).
  • (Optional) Configurable tameness decay threshold.
  • (Optional) Configurable training decay speed.
  • (Optional) Converts any ruined eggs into unfertilized chicken eggs.
  • (Optional, default off) Converts any generic meat into chicken meat upon butchering.
  • (Optional) Predators hunting your pawns (human-like or animals) will be considered hostile by all your pawns and turrets.
  • (Optional) Prevents animals from eating random non-food stuff.

Powered by Harmony
It is safe to add to existing saves, and probably even safe to remove.
All changes are via dynamic patching — no new entities, no memory or CPU overhead.
Compatible with all known animal mods. And probably all unknown too.

All original code in this mod is licensed under the MIT license[opensource.org].
Frijjid from preview belongs to the Vulpine Race Pack.
Spirit Wolf from preview belongs to the AnimalCollabProj.
Housekeeper Cat from preview belongs to the HousekeeperAssistanceCat.

Known issues
  • Some mod-added furniture items, like bathtubs from Dubs Hygiene are recognized as animal beds. That's because they ARE animal beds.

53N4 - Spanish translation.
XeoNovaDan - medical emergency alerts.

Think you found a bug?
Please read Fluffy's instructions before reporting.

Alternative links
GitHub[github.com] (source code, non-steam and old versions there)
Ludeon forum[ludeon.com]
Popular Discussions View All (5)
Nov 27, 2018 @ 1:10am
Requested Features
May 1, 2018 @ 5:32am
These are the errors I am getting
Aug 8, 2017 @ 2:35pm
Optional Features
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ignis[ru]  [author] Feb 8 @ 4:19am 
It works well with A Dog Said...
Aramati Feb 7 @ 10:24pm 
Almost perfect. Only miss "allow implant apegleg in your pets"
ignis[ru]  [author] Feb 6 @ 3:07am 
@roolo make a pull request.
roolo Feb 6 @ 1:02am 
Hi. I'm the creator of What the Hack. Can I make a request for better compatibility?

Animals logic doesn't seem to be picky to what beds are considered animal beds. In fact, it only checks if beds aren't for humans, and if they aren't, they're considered animal beds, and certain Gizmos are added. In my mod I have mechanoid platforms, which are also beds that aren't for humans, but they're not for animals as well. The added Gizmos break things for those platforms.

Could you make your check a bit more elaborate so users won't get confused when they have both What the Hack and Animals Logic installed?

Adding this to your check would be sufficient:

if (typeof(bed).Name == "Building_MechanoidPlatform" || typeof(bed).Name == "Building_PortableChargingPlatform"){
Note that this way of coding it doesn't add any dependencies.

I can also make a pull request if you prefer that.
BlueTressym Jan 25 @ 7:35am 
There seems to be an issue with the formatting of the <supportedVersions> info. As far as I can tell (I'm not a modder) it seems to want just the first part of the version, as in '0.19' or '1.0', without further specidics like '.2096' etc. At least, altering that seems to have fixed it but might be an idea to check at your end as well.

(I would share the logs but they aren't actually uploading as they're full of similar errors)
ignis[ru]  [author] Jan 24 @ 5:40pm 
@Chaddeus Thundercockius

Not caused by this mod.
Caveman Grug Jan 23 @ 5:54pm 
Is it normal that my cats, and only my cats, continue to go insane and attack my colonists?

Points for realism but it's getting annoying.
TheBlueLeafeon Jan 7 @ 10:25am 
Yeah, I eventually figured that one out, but I was thinking of more of an extra menu like the one for colonists, where you can click "Assign Animal" and pull up a dialogue box of all your animals, selecting an "owner" of the grave.
ignis[ru]  [author] Jan 7 @ 10:06am 
Allow animal corpses in grave's Storage tab.
TheBlueLeafeon Jan 7 @ 10:04am 
What am I right-clicking, just for clarification?