RimWorld

RimWorld

3,888 ratings
Animals Logic
13
5
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
13.536 MB
Aug 2, 2017 @ 9:45am
Jul 1 @ 1:43am
35 Change Notes ( view )

Subscribe to download
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)
  • (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.

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 (10)
97
Jun 9 @ 5:21pm
Requested Features
Davadin
4
Nov 6, 2021 @ 1:53pm
error help?
Azraile
7
Mar 10, 2021 @ 2:03am
High performance impact of GenHostility_IsPredatorHostileTo_Patch
crow1
< >
1,064 Comments
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 
@ignis
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?