RimWorld

RimWorld

969 ratings
Animal Tab
 
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Mod, 1.0
File Size
Posted
Updated
0.649 MB
Jun 27, 2016 @ 12:01pm
Nov 6, 2018 @ 12:53pm
42 Change Notes ( view )

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Animal Tab

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Description
Adds extra functionality to the Animals tab

Important
Does not require a new save game. Can safely be enabled/disabled in ongoing saves.

Notes
First released back in A12 (or was it 11?) this mod vastly improved the vanilla animals tab. Evidently, Tynan agreed and the mod is now (mostly) part of the vanilla game. I still feel this mod looks better, and adds enough extra functionality (sorting, filters, renaming) to make it a worthwhile replacement.

Known Issues
Domestication (wildness) and the loss over training over time is not visible in the tab. I plan on adding some kind of indicator to show this, but don’t know when I’ll have time. Note that this information is also not shown in the vanilla animals tab.

Features
Gender and lifestage icons on the animals tab. Easily keep track of your chickenfarm! Butchery designation right from the animals tab. Sort by name, gender, lifestage/age, and bodysize (meat). Filter by race, and a variety of attributes. Rename (named) pets. Don’t like the name Buttercup for your Warg? Change it! Mass assign masters, or assign all to bonded masters.

Contributors
- duduluu: Chinese translations
- urty5656: Introduction to the magic of reflection & translations, Korean translation
- rgponce: Brazilian Portuguese translation
- frenchiveruti:
- Suh. Junmin:
- rw-chaos:


Think you found a bug?
Please read this guide before creating a bug report, and then create a bug report here[github.com]

Older versions
All current and past versions of this mod can be downloaded from GitHub[github.com].

License
All original code in this mod is licensed under the MIT license[opensource.org]. Do what you want, but give me credit. All original content (e.g. text, imagery, sounds) in this mod is licensed under the CC-BY-SA 4.0 license[creativecommons.org].

Parts of the code in this mod, and some content may be licensed by their original authors. If this is the case, the original author & license will either be given in the source code, or be in a LICENSE file next to the content. Please do not decompile my mods, but use the original source code available on GitHub[github.com], so license information in the source code is preserved.

Are you enjoying my mods?
Show your appreciation by buying me a coffee (or contribute towards a nice single malt).

[ko-fi.com]

Version
This is version 3.4.123, for RimWorld 1.0.2059.

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329 Comments
Rancho Feb 10 @ 4:02am 
@Fluffy,尊敬的作者,你好,我有一个想法,可不可以在animal Tab这个mod添加一项功能,就是指定每种动物的每个区域,为默认,举个例子,在袭击时,处于安全区域的动物(you set),当你点击默认区域,每种动物会回到他默认的区域
Rancho Feb 10 @ 4:00am 
@Fluffy, Dear author, hello, I have an idea, can you add a function in the animal tab mod, which is to specify each area of each animal, the default, for example, in the attack, the animals in the safe area (you set), when you click on the default area, each animal will return to his default area.
Natalo77 Feb 8 @ 4:10pm 
Any hard incompatabilites?
Shotgunfrenzy Feb 1 @ 11:27pm 
@fluffy yeah it seems they can only be named by ctr+click, if they have already been named by a colonist first
"The" SeanMacLeod Jan 22 @ 9:52pm 
It really is cute :2017catheart:
SheiFoxy Jan 22 @ 8:21pm 
Understood and thank you.
Btw, your dancing kitty has stolen way too many minutes of my life across my years of RW playing. I can't stop staring at that hypnotising little gif damnit.
Thanks.
Fluffy  [author] Jan 20 @ 11:35pm 
@SheiFoxy; I'll look into why it doesn't work. As for renaming other animals, nope.
@Lnrav; please read the instructions on how to report a bug.
Lnrav Jan 20 @ 8:21pm 
Hi, it seems has a little problem tome. My animals never get pregnant again. lol ;=;
SheiFoxy Jan 19 @ 12:34pm 
The ctr-click animal does not let me rename them.
Am I missing something?
Also, I vote for the feature of renaming them regardless of whether previously named.
Fluffy  [author] Jan 11 @ 12:52am 
@MDiddy; I have no idea, but that is not my Animal Tab. Perhaps something else is overriding it, you do seem to be running quite a few mods.