4,483 ratings
Animals Logic
File Size
0.710 MB
Aug 2, 2017 @ 9:45am
Jan 20 @ 8:27am
41 Change Notes ( view )

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Animals Logic

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

  • 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) Converts any ruined eggs into unfertilized chicken eggs.
  • (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.

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.

  • 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.

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 (12)
Jun 16 @ 12:00pm
Requested Features
Apr 2 @ 10:33pm
Animals can no longer use the paste dispenser
Stim The One
Jan 28 @ 4:52am
Unexpected feature(?)
< >
Baracouto Sep 16 @ 10:32am 
@ignis Ah ok that was my assumption as well after playing with disabling mods since only a couple were mentioned in the error and thank you for the response!
ignis  [author] Sep 15 @ 9:51pm 
Looks like a oroblem with some VE mod. I probably should just remove those stats, since vanilla has them now and it is mostly duplicate.
Baracouto Sep 15 @ 5:38pm 
VFECore.ThingDef_SpecialDisplayStats_Patch/<Postfix>d__0:MoveNext ()
System.Collections.Generic.List`1<RimWorld.StatDrawEntry>:InsertRange (int,System.Collections.Generic.IEnumerable`1<RimWorld.StatDrawEntry>)
System.Collections.Generic.List`1<RimWorld.StatDrawEntry>:AddRange (System.Collections.Generic.IEnumerable`1<RimWorld.StatDrawEntry>)
(wrapper dynamic-method) RimWorld.StatsReportUtility:RimWorld.StatsReportUtility.DrawStatsReport_Patch4 (UnityEngine.Rect,Verse.Thing)
CharacterEditor.CEditor/EditorUI/BlockInfo:Draw (CharacterEditor.CEditor/EditorUI/coord)
CharacterEditor.CEditor/EditorUI:DrawSelectedTab (int,int,int,int)
CharacterEditor.CEditor/EditorUI:DoWindowContents (UnityEngine.Rect)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
Baracouto Sep 15 @ 5:38pm 
Is anyone having their baseline pawns spawn with wool/milk production stats? getting the following log warning when viewing colonist info on it.
AL: resource WoolSheep
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Warning_Patch2 (string)
(wrapper dynamic-method) AnimalsLogic.AnimalProductionInfo:AnimalsLogic.AnimalProductionInfo.ProductionInfo_Patch0 (System.Collections.Generic.IEnumerable`1<RimWorld.StatDrawEntry>&,Verse.RaceProperties,Verse.ThingDef,RimWorld.StatRequest)
(wrapper dynamic-method) Verse.RaceProperties:Verse.RaceProperties.SpecialDisplayStats_Patch1 (Verse.RaceProperties,Verse.ThingDef,RimWorld.StatRequest)
DMD<>?722665728:Verse.ThingDef+<SpecialDisplayStats>d__358.MoveNext_Patch0 (Verse.ThingDef/<SpecialDisplayStats>d__358)
WhatTheHack.Harmony.ThingDef_SpecialDisplayStats/<GetSpecialDisplayStats>d__1:MoveNext ()
legitsiret Aug 25 @ 4:59pm 
Hey, I have a cool idea that no one has made anything for yet. I am literally the first person to even mention this on any threads, but imagine having a mod where animals get a traits list similar to humans/humanlike. Like for example you could have an animal with a brave trait or a clumsy trait (obviously not the human-specific ones like trigger happy xD but some mods do add animals with multiple arms or even implants for guns so it's not like it would be impossible to imagine). If the mod were ever to be made, It shouldn't really overlap with anything but have the potential to collab with other mods to function in more depth, and the animal traits could be selected with a tick by the players in the mod settings to really customise their gameplay. If you ever consider anything like this or are interested, please pass it on. I have no idea about C# or XML creation so I defo won't be creating mods lol
Chernov Aug 5 @ 9:11pm 
Mm oke thanks for answering mate!
ignis  [author] Aug 4 @ 7:21pm 
Well, alcohol is also a food, so animals would still consume it if it is nearest food available. But they should not consume drugs without nutrition. It may be a mod conflict.
Chernov Aug 4 @ 5:58pm 
Animals are still eating all my battle drugs&alchohols after I installed this mod. Is the option "Disable animals from eating random stuffs" broken or something?
Lava Jul 4 @ 7:07am 
I see. Thank you for the information. It must be 'animals forage' or 'animals like hay' because those are the only two animal related mods I have installed, other than 'draftable animals'.
ignis  [author] Jul 4 @ 12:45am 
Ah, I searched for code errors. That likely means you are using hardworking animals or another mod that changes animal behavior. It would prevent animal hauling setting from having any effect.