RimWorld

RimWorld

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Animal Foods Extended
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Mod, 1.4, 1.5, 1.6
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785.217 KB
May 5, 2023 @ 6:28am
Jul 11, 2025 @ 8:22am
13 Change Notes ( view )

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Animal Foods Extended

Description


Your Colonists get some food options, some progression and minor buffs after putting in the effort towards better foods. But your animals just get kibble. Weird huh?

This mod adds 3 new foods specifically for your animal, be they pets, farming or fighting.
Each is designed for one of the core animal groups in the game, no particular one is 'better' than the rest, and are logical progressions from Kibble, Hay and Raw Meat.

Below are some info cards on each new food added, showing the nutrition In vs nutrition Out, its basic recipe requirements and its general intention. Kibble is shown on the bottom left for reference.




How does Pet Food Make my pets Nuzzle more?
So Rimworld has a 'Nuzzle interval' for pets that are 'cute'. This isn't a strict 'every X hours' but a rough average of how often a 'cute' pet will Nuzzle. For a cat, this 'nuzzle interval' of 12 hours means you'll generally see a nuzzle in that cats log every 12 hours or so. Sometimes more, sometimes less.

PetFood creates a health stat called 'well fed' with the idea that a well fed pet, is generally in a better mood. This leads to a reduction in the cool-down, even though the animal stats wont reflect in on inspection.

For testing I locked a bunch of pawns in a room with some cats, and compared it with just kibble. You can see the massive spike in nuzzling in the gif above.

Patches for extended Compatibility

Vanilla Furniture Expanded - Farming by Virstag
I've intergrated this patch into the mod. Thankyou Virstag for your help!
Vanilla Factions Expanded: Mechanoids by Chen


And who do we thank for this great gift of...pet food
Art: Argón (who does some great mods)
C# & XML: Sl4vP0weR[github.com]
XML: TheVillain

Many thanks to the above who accepted my commission, and worked patiently with me on creating this mod.


Bugs/Questions/Issues/Compatability
Compatability should be fine, doesn't modify anything existing, and testing didn't show any modded animals interacting weirdly.
Questions Check the pinned FAQ just above the comments, and if its not addressed check/leave a comment.
Bugs, spelling mistakes etc can be registerd as Issues on Github[github.com] or posted in the pinned Discussion.





And thats it! Crack on, have fun, etc etc.

And remember: a well fed animal - is a happy animal.
Popular Discussions View All (2)
5
Jul 16, 2023 @ 1:18pm
PINNED: Bugs/Compatibility Issues
TheVillain
0
May 6, 2023 @ 9:02am
PINNED: FAQ
TheVillain
149 Comments
TheVillain  [author]
Aug 27 @ 10:23am 
Good to know :steamthumbsup:
Resource Dictionary mod will let you do this even smoother
TheVillain  [author]
Jun 18 @ 8:12am 
I looked at Famine Foods (cool mod, tempted to add it to my growing collection) and the best way to do this might be to use something like RimmsQoL at the player end.

I'm reluctant to patch for smaller mods as it bloats the mod a bit and probably impacts load times as the game checks against its list of patches for mods that are loaded/not loaded.

If you dont have RimmsQol I highly recommend it for all the little 'wish X was a bit different' moments. Very powerful tool, surprisingly easy to use for what it can do.


If you want pointers on which thing to edit, happy to help
Jun 18 @ 3:58am 
Could you make a patch for Famine Food so their Moss could be interchangible with Vanilla Plants Expanded's moss in your recipies? I was staring at the menu not understanding why it says Cave Moss is missing when it's right there, and then i realized "Aaaah, CAVE moss - and MOSS - are separate things..."

While logically it would be cleaner if Famine Food's moss simple had integration with Vanilla Plants Expanded so there wouldn't be two different moss types, for backwards compatibility it's probably best for the patch to happen on your end so no one's save gets bricked over missing moss...

I understand if you don't want to busy yourself with a patch for someone else's mod, but it would be cool of you if you did, as both mods can be considered to fill a similar niche.
Oct 31, 2025 @ 8:30am 
this would be worth it if it provided a buff to meat and leather output of animal when killed while fed well, or made them drop wagyu
Oct 27, 2025 @ 10:09am 
Also yeah, it's not exactly an error per se. Pet Food still appears under stoves work bills and I can use spawn thing to spawn both Rendered Meat and Grazing Feedstock so it's not like they are not in the game. I also tried booting a quick devtest save just in case it was a "mid-save incompatibility" shenanigans but the issue still persists in which the other two pet food are not shown in bills
Oct 27, 2025 @ 10:06am 
I have Dubs Mint Menu and Nice Bills Tab for bills menu. That's about it
TheVillain  [author]
Oct 27, 2025 @ 10:01am 
Huh, thats weird
I dont see anything obvious in the log but its a massive log and this issues doesnt sound like an 'error' or 'crash' so probably not in the log at all

I'll experiment over the week to reproduce, but from memory pet food shouldnt be at the butchers table....so do you have anything that interacts with bills/worktables?