RimWorld

RimWorld

5,452 ratings
Animals Logic
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735.476 KB
Aug 2, 2017 @ 9:45am
Nov 22, 2025 @ 2:06am
50 Change Notes ( view )

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Animals Logic

In 1 collection by ignis
Ignis' Rimworld Mods
7 items
Description
Adds animal-related quality-of-life enhanсements.

Features
  • More info about production for pawn info window (milk/eggs/wool/reproduction)
  • Explosive animals do not explode if anesthetized, so they can be safely slaughered using "euthanize by cut" bill (requires herbal medicine, may not work for mod animals)
  • (Optional) Animals can use nutrient paste dispenser (they must have the whole machine in their allowed zone, except for hoppers). This function is broken by the last update, so you would need a workaround mod: this allows animals to use dispensers as before, or
    this adds feeders that automatically dispenses itemized paste meals (you can use both).
  • (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) Allows harvesting wool from animal corpses upon butchering.
  • (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 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.

License
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 Animal Collab Project.
Housekeeper Cat from preview belongs to the HousekeeperAssistanceCat.

Known issues
  • Some mod-added furniture items are recognized as animal beds, which can possibly break things for them. That's because internally they ARE animal beds.
  • Mods altering animals hauling efficiency (like Hardworking Animals) can conflict - AL already has this functionality and you should not use them together.

Compatibility
  • Multiplayer — compatible with patch.
  • Hardworking Animals — incompatible, conflicts with a same built-in function.
  • RimThreaded — unknown, but likely to have problems.
  • RocketMan — no known issues.
  • Pawnmorpher — no known issues.

Recommended mods
Animal Controls - adds a lot of extra functions, like food restrictions for animals or option to prevent animals from running away during training.

Credits
53N4 - Spanish translation.
Vulnoxx - German 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 (19)
109
Jan 18, 2024 @ 6:51am
Requested Features
Davadin
13
Aug 2, 2025 @ 3:34pm
Errors alongside VEF 1.6 release
moo
4
Nov 21, 2025 @ 7:51am
No mod options / red error on start
HazeyInDaHead
1,408 Comments
ignis  [author]
Jul 4 @ 8:35pm 
That is definitely not normal.
Jul 4 @ 7:50pm 
This mods is an outlier in my mods list, it easily dominates the loading process by taking almost 2 mins to finish running its constructor.
ignis  [author]
Jun 23 @ 9:08am 
Hostility detection is a mess in the base game.
Jun 19 @ 11:37am 
I don't believe the option for turrets attacking hunting preds is working. Multiple instances of my turrets not engaging predators going for my pawns, i have the mod placed near the end of my list after any animal mods I have installed.
ignis  [author]
Jun 2 @ 8:19am 
@Slinkerdeer
Er, what? This mod has nothing to do with xenotypes.
May 30 @ 3:16pm 
I was going to use this mod, but it turns my red-eyed, mean-looking xenotype pawn into a softy with a face, so that's a no.
Apr 8 @ 1:11am 
@Diablomel I did noticed that when I remove pick-up and haul mod mid-game (ofc all pawns including mech drafted to prevent crash), some of animals fires infinite loop of errors, getting invalid hauling job assigned. This error message do not trigger unless mod is removed mid-game, but once I use reload the mod-removed save with pick-up and haul added back, tps crash gets fixed. I guess either it is vanilla engine's bug or a compatibility issue with pick-up and haul.
ignis  [author]
Mar 26 @ 3:40pm 
You can always disable this mod and compare. It is safe to do.
Mar 24 @ 2:29pm 
@Diablomel I suspect it's just that you have 50 animals. If all of those are domesticated, it seems quite a high number. But I didn't play runs that specifically focused on ranch lifestyle, so I dunno.
Mar 22 @ 5:49am 
Alright, asking cause I added it to my collection (ferny's progression modpack), and I've been struggling with TPS that fell to 300 TPS max with 12 pawns and 50 animals (was 900 in early game) and I am not even past neolithic... was asking discord and people told me animals logic could be tps heavy