RimWorld

RimWorld

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AnimalHarvestingSpot (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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848.754 KB
Oct 19, 2018 @ 10:47am
Mar 21, 2024 @ 1:47am
24 Change Notes ( view )

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AnimalHarvestingSpot (Continued)

In 2 collections by Mlie
Mlie's resurrected mods
916 items
My Current ModList
263 items
Description

This is an update of -210's mod with their approval.
https://steamcommunity.com/sharedfiles/filedetails/?id=1409440925

Added four new spots:
- Milking
- Shearing
- Slaughtering
- Training

Icons from https://www.flaticon.com/
Authors: Those Icons, Freepik

Pawns will select the nearest spot valid for the action they want to do.
The old animal harvesting spot can be used for all but training.

There is also an alternate texture-mod made by Si-Cafe:
https://steamcommunity.com/sharedfiles/filedetails/?id=2437966351

- Spots should now be placeable in zones
- German translation added, thanks Dimos!



[dsc.gg]
[github.com]



No more wool leave behind!

This mod add Animal harvesting spot.
Colonist try to go to Animal harvesting spot ,
Call animals , Then Harvest!

shearing , milking , slaughtering.



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


Popular Discussions View All (1)
0
Dec 14, 2021 @ 8:21pm
December 12 update
AngleWyrm
222 Comments
123caboom Apr 16 @ 12:44am 
I have had an mod in the past, where ready animals lines up at the harvesting spot already, or i just hallucinating, idk.
Anybody got an idea?
The Blind One Mar 16 @ 10:21pm 
I know this isn't officially your mod but since you made a farm mod in the past I think this might be interesting to either add to this mod or make as a personal project based on this one;

The idea is simple; When your handler calls an animal to the spot, they also call a 2nd animal to stand in wait so that the production is sped up and they don't have to call each animal one by one to the spot.

Secondly, an option for hysteresis on the spots when they are placed inside a pen / room. This way your handler doesn't trigger a job until at least a % of the animals in the pen need to be handled. This would prevent a lot of unnecessary handler labor going to waste as they milk one cow then do something else on the map, this way you could make sure they only milk the cows when there is at least a certain amount of them that need to be milked, DRAMATICALLY saving handler labor time.

It would make ranching animals 10x better.
The_abyss Dec 22, 2024 @ 8:07am 
i just remember it being a setting. thanks for responding
The_abyss Dec 22, 2024 @ 8:07am 
so skill issue? got it
Mlie  [author] Dec 22, 2024 @ 7:20am 
@The_abyss You do that by managing the priorities of your pawns
The_abyss Dec 22, 2024 @ 7:16am 
like in the OD it says "no more wool leave behind" but almost all my wool is at the harvesting spot
The_abyss Dec 22, 2024 @ 7:16am 
in that case can i somehow make my pawn haul the milk/wool/corpse to the stockpile right after they harvest it?
Mlie  [author] Dec 21, 2024 @ 10:42pm 
@The_abyss There are no settings
The_abyss Dec 21, 2024 @ 4:11pm 
how do i find the settings of this mod cant find it were its surpost to be
Scytheangel Jun 16, 2024 @ 1:53pm 
Well, definitively it must have been some weird bug with the pathings or somethig cause i cant repeat it even with same mods and map, now for the problem of animals constantly runing away while training the mod animal controls have a section to make animals stay in place when being trained that worked perfectly, adding it to this mod would be perfect