RimWorld

RimWorld

3,114 ratings
Animals Logic
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File Size
Posted
Updated
1.594 MB
Aug 2, 2017 @ 9:45am
May 5 @ 1:28pm
31 Change Notes ( view )

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Animals Logic

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

Features
  • Egg-layers will try to find a bed (or any other type of animal sleeping spot) in their allowed area to lay an egg. Unforbids eggs laid by colony animals outside the home area.
  • More info about production for pawn info window (milk/eggs/wool/reproduction)
  • 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.
  • 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)
  • (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.

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 (7)
86
Feb 18 @ 12:42pm
Requested Features
Davadin
7
Mar 10 @ 2:03am
High performance impact of GenHostility_IsPredatorHostileTo_Patch
crow1
2
Nov 15, 2020 @ 10:02pm
Error when a fertilized egg is ruined by temperature
martianant
< >
877 Comments
ignis[ru]  [author] May 6 @ 12:54pm 
Anything in log?
Jackeyy May 6 @ 2:40am 
In Multiplayer the whole game crash when a Traider leave .... right in that moment when that message shows up .... then i restart the game... deaktivate the mod ... play until they leave and then aktivate it again so it must be this mod that cause the crash everytime when a traider message will show up that they want to leave
ignis[ru]  [author] May 5 @ 1:32pm 
Update:
* Config for reducing (or removing) rot chance from toxic buildup
* Overhaul of module that makes animals find bed before laying egg, it was made in a dirty way and caused issues with Pawnmorpher.
* Support for MorrowRim retching netch safe euthanasia.
* Support for safe euthanasia of explosive Alpha Animals
* Added support for mods using CompHasGatherableBodyResource - now info card can display those resources (somewhat unreliable for conditional or random production)
ignis[ru]  [author] Apr 27 @ 7:39pm 
Yes.
Smiley Face Guy Apr 27 @ 10:34am 
Is it safe to play with this mod without starting a new game?
ignis[ru]  [author] Apr 26 @ 11:41am 
Steam mod syncing is absolutely terrible. Try unsubscribing and resubscribing. If this does not help, exit Steam, delete appworkshop_294100.acf (it is in steamapps/workshop folder) ans lauch Steam again. It would force Steam to re-download all workshop mods.
dustin5643 Apr 26 @ 8:43am 
For some reason i can't get it to be added to my mod list in game to enable it. Its on my list of mods in steam but its not appearing in the mod list ingame
Thank you so much that animals are now able to use the machine. It spares painful micromanagment and adds so much realism, makes farms easier too! Always wondered too how trained dogs are able to carry people, stuff and open doors, but are to dumb to connect a button with theire need for food. Even apes on our mother earth are smart enough to take a screwdriver and open something with food inside. Great change!
sir Evans Apr 15 @ 12:15pm 
Sounds very simple, right?
Works until you got a raid land next to it and start digging, or caravan being ambushed and your animals following into the gunfire.
Would be no problem with them wandering around home zone, if they could just stand still for half of the time.
ignis[ru]  [author] Apr 15 @ 10:57am 
Just restrict cows to barn and pasture?