37 ratings
Mod animal commonality
Mod, 1.3, 1.4, 1.5
File Size
1.949 MB
Aug 5, 2022 @ 10:06am
Apr 12 @ 2:16am
12 Change Notes ( view )

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Mod animal commonality

In 1 collection by test
test's mods
16 items
change commonality of all animals in X mod. For example, you can make all animals from Dinosauria 10 times less common.

menu at Settings > More mod settings > Mod animal commonality.

Note that If you set the commonality to 0, rimworld will still shove those animals into every quest and trader. I personally like seting a lot of "mythical" animal mods to 0 commonality and still end up with a bunch of those in my colony. Screenshots show my settings, by default it does nothing.

The list of mods and animals from them is manual with some shortcuts with possible, so I have to manually add support for mods, so tell me if you want something supported. I do have an app that does that for me, all I need is to know which mod isn't supported.

Difference from mlie's Choose Wild Animal Spawns: you don't have to painstakingly change the commonality of every animal individually per one biome. However mlie's mod automatically supports every single animal and gives extremely granular control.

Difference from Kenny Daves's Animal Commonality Tweaker: unfortunately its animal database seems to corrupt after a few game restarts, and there are some issues like inheritance can make it prevent all modded animals from spawning. It didn't work for me which is why I made this mod.

Loading order
Load after animal mods and biome mods. In most cases rimpy autosorting should be fine.

Note about RocketMan - if you have it, whenever you change a setting in XML Extensions you need to delete its cache
%LOCALAPPDATA%LOW\Ludeon Studios\RimWorld by Ludeon Studios\RocketMan\Cache
otherwise it caches the previous settings and doesn't know you changed them. This is also true if you update any mod that uses patch operations, not necessarily from XML Extensions, rocketman will cache old patch operations until you clear cache

It should be compatible with both other animal commonality mods, as well as commonality sliders in some animal mods like Alpha Animals. Theoretically you should be able to use all three together, although I haven't tried.

my discord https://discord.gg/BkgJ63eMux
non-steam https://github.com/idkman2021/Rimworld-ModAnimalCommonality
test  [author] Dec 1, 2023 @ 9:26am 
@2962342497 that sure is terrible. I added The Joris Experience support
2962342497 Nov 25, 2023 @ 11:42pm 
Please add support for The Joris Experience module. After installing this module, because The Joris Experience is not supported, The map is full of animals of the Joris Experience, which is a terrible thing
Cody Sep 19, 2022 @ 12:29pm 
Ohhhhh that makes a lot of sense lol, yeah they're very active
test  [author] Sep 17, 2022 @ 11:29pm 
@ParamotorLA probably because they've been adding new dinos non-stop lol. My mod still has dinosaur list from the first version of biomes
Cody Sep 17, 2022 @ 8:49pm 
Heads up I messaged in the Prehistoric discord and they added commonality sliders into their own mod settings now so probably not worth looking into anymore for that one haha
Cody Sep 17, 2022 @ 4:22pm 
Hey, I really love this addition but it doesn't seem to have an effect on "Biomes! Prehistoric" animals, even set at 0.1 I'm getting a vast majority of dinosaur creatures over those from vanilla or other mods
NoctisTheBogWitch Sep 13, 2022 @ 5:45am 
Tysm!! <3
test  [author] Sep 12, 2022 @ 11:45pm 
added biomes prehistoric support
test  [author] Sep 12, 2022 @ 8:49am 
@VexTheHex03 will add tomorrow

@honk if you love jesus good suggestion but since this mod is XML only that would probably require a complete rewrite on C# which I won't do anytime soon
NoctisTheBogWitch Sep 12, 2022 @ 7:22am 
Biomes! Prehistoric support?