3,888 ratings
Animals Logic
File Size
13.536 MB
Aug 2, 2017 @ 9:45am
Jul 1 @ 1:43am
35 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)
  • (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 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 (10)
Jun 9 @ 5:21pm
Requested Features
Nov 6, 2021 @ 1:53pm
error help?
Mar 10, 2021 @ 2:03am
High performance impact of GenHostility_IsPredatorHostileTo_Patch
< >
ignis  [author] Jun 25 @ 9:27pm 
Targeting is messed up in vanilla.
smitty_the_smith Jun 25 @ 10:50am 
I think the problem with hungry creatures is that they can become hungry at any time. Seems to me the solution is to have the turrets target predators.
ignis  [author] Jun 24 @ 8:22pm 
I would probbaly remove that module. It is redundant - vanilla has soimething like that now.
lag4092 Jun 24 @ 8:31am 
superup555 May 22 @ 5:03pm 
random predators hunting colonnists are still not being recognized as hostile by turrets
Rue May 16 @ 11:14am 
Been keeping tabs on this mod since most of the features still work great but much like I wrote some months ago the predators becoming hostile to faction thing is still rather broken. Manhunter packs work as expected but it's just very tiresome when a cougar walks past my line of turrets to attack one of my colonists lmao. I read it's been a mess to deal with but here's hoping you can get that figured out as it's imo one of the best features of the entire mod.
Harry_Robinson1 May 16 @ 10:40am 
Good to know, it's helpful as I often have animals starving in winter. I'm gonna put a dispenser in the barn.
ignis  [author] May 16 @ 9:17am 
Yes, it is one of the functions.
Harry_Robinson1 May 16 @ 9:02am 
So on my save my animals have started eating from Nutrient Paste Dispensers, and this is the main animal mod I use, could this be causing it? If so it's really cool, I've always wanted that feature.
Tschuangtse May 6 @ 6:30am 
Thank you for the answer.
So, I am a novice in C# and have no experience modding myself, but may I propose a "hotfix"?
Manhunters are considered hostile and shot at by default in RimWorld.
You could create a method which fires on the event when an animal starts hunting a colonist pawn and use this to give it the hedif Manhunter, minus the Scaria disease.
I admit, this is not a pretty solution, but maybe it would work?