RimWorld

RimWorld

308 ratings
The Birds and the Bees
 
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0.270 MB
Aug 24, 2016 @ 10:23am
Nov 19, 2017 @ 3:42am
17 Change Notes ( view )

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The Birds and the Bees

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Description
Adds reproductive organs to the animals, and then you, raiders and time can take them away again.

Does NOT require a new save game
Should be fine to use with any other mod that adds animals, races, relations, or anything else. However, you can’t remove the mod from a game.

Features
Animals (including humanoids) require reproductive organs to mate & and do lovin’.

- Adds reproductive organs to fleshy pawns (e.g., animals and colonists).
- Since reproductive organs are now a body part, they can be affected by external violence - including, but not limited to; gunfire, berserking colonists, frostbite, castration (neutering) and old age.
- Reworks mating & lovin’ to take account of fertility stat.
- Adds old age diseases related to fertility (menopause, infertility) that can affect both fertility and mood.


Known issues
- Neutering always requires medicine. This is a vanilla thing (the same thing happens with euthanasia), and I’ve not had the time to trace it down and fix it. Pull requests welcome!


Powered by Harmony


Does this mod add the ability for colonists to have babies?
No. Nor will I ever add this, so don’t ask. There’s a myriad of problems with adding colonist babies. There’s moral/ethical issues, but I don’t particularly care about those, I don’t see why making baby leather hats is worse than prisoner leather hats.

What I do care about is gameplay. For me, two things are required to make babies actually fun.

First, there needs to be systems around babies. If they’re just colonists or animals in behaviour, I don’t see the point. You’d have to have various interactions from parents with their children, amongst children, children with the environment, etc. etc. to really bring children alive. Then you’d also want to build in things like schools or at least some sort of internships/apprenticeships, the list goes on and on. The problem with all of this is that it takes a huge amount of work - including a number of new gameplay mechanics. It’s something better suited for Tynan himself to add to the game.

Second, the timescale just doesn’t work. The average colony will last a couple of years, 10 if you’re in it for the long haul. Only rarely do colonies last longer than that. That would mean that there’s not really any room for progression, and I don’t see the fun in that. Adding cloning vats, time chambers, gro-quick drugs or whatever are weak solutions for a fundamental problem, and I don’t want to go that way. Changing the games timescale is pretty much impossible for mods to do.

TLDR; if you want babies, go ask Tynan.

Contributors
- kouyou: Japanese translation
- Duduluu: Chinese translations


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 v0.18.1.0

Popular Discussions View All (5)
11
Dec 15, 2017 @ 1:16pm
Compatible with Thirite's pregnancy mod?
Jager
9
Oct 9, 2017 @ 5:33pm
Double the parts?
greensike [TAP]
6
Feb 11, 2017 @ 11:08am
Interferance with Psychology?
Cynical Nerdist
< >
454 Comments
Striker1919 Aug 9 @ 3:05pm 
they only have 4 toes
FireFox Jul 30 @ 3:30am 
one of my poor colonist has constant neutered mood debuf. I have never natured her. Maybe some mod conflict, I'm using RJW/CnP/CSL so basically every single reproductive mod.
Fluffy  [author] Jul 13 @ 1:41am 
@Star; there are, but in the B18 version you can only get them from traders. There's also a small patch mod on steam to make them craftable (requires EPOE).

The 1.0 version will make them craftable by default.
Star ★ Jul 13 @ 1:39am 
There's no bionic reproductive organs?
Vladorio Jul 11 @ 5:49pm 
So many ways to lose fertility and none to bring it back. What about transplantation surgery or bionic parts, to make poor pawns happy once again?
unwavering Jun 12 @ 2:31pm 
So, I really like this mod, but one issue I'm running into is when administering Healer Mech Serum to menopausal pawns. I'm trying to heal a brain injury but instead it's healing the menopause. Any way to make Healer Mech Serum ignore menopause?
"The" SeanMacLeod Jun 6 @ 4:30pm 
I'm telling you, this guy has read "A Modest Proposal"!
Mister Tophat Jun 6 @ 7:53am 
No. Nor will I ever add this, so don’t ask. There’s a myriad of problems with adding colonist babies. There’s moral/ethical issues, but I don’t particularly care about those, I don’t see why making baby leather hats is worse than prisoner leather hats.

Fucking hell,

Cool
unwavering Jun 3 @ 2:14pm 
@Fluffy, oddly, after all the animals were nutered they were still getting pregnant. But when I saved the game and loaded it back up, no one gets pregnant anymore. The ones who were still had their babies, but no new pregnancies. Not sure way saving and loading should affect anything, but it seems that it did. Thanks for the reply.
Fluffy  [author] Jun 3 @ 12:56pm 
@unwavering; I'll have a look, the code handling this is at least two alphas (betas) old, something may have changed in the meantime to silently break neutering.