RimWorld

RimWorld

[1.3] Vanilla Animals Expanded — Tundra
134 Comments
V Dec 13, 2022 @ 7:45pm 
Vanilla Animals Expanded: https://steamcommunity.com/sharedfiles/filedetails/?id=2871933948

link for the lazy, this has these animals in 1.4
Sarg Bjornson  [author] Oct 24, 2022 @ 8:17am 
They already are, look for Vanilla Animals Expanded
keinoxe Oct 24, 2022 @ 8:09am 
Hi ! I really love this collection of mods, they arrive in 1.4 ?
Badger Oct 8, 2022 @ 11:44am 
I have some issues regarding the MOOSE ... apparently the most efficient way to hunt them is to sneak up on them when they are sleeping and shoot them with a handgun. That is. Not. How moose work XD

Should have like a 30% chance to attack when attacked or training attempted, imo
Sarg Bjornson  [author] Apr 20, 2022 @ 11:07pm 
Yep. I'd need more than 24 hours in a day
SBlack Apr 20, 2022 @ 5:02pm 
Still hasn't been adjusted to bring the musk ox in line with 1.3 muffalos
Sarg Bjornson  [author] Dec 24, 2021 @ 12:01am 
That happens when you add a mod to a running save, it's a known base game bug
girlwolf357 Dec 23, 2021 @ 9:51pm 
Just wanted to let you know that the animals for this aren't showing up in the auto slaughter screen. Does it need to be above any other mods or below any mods other than the framework?
Decimus Magnus Oct 16, 2021 @ 12:42pm 
@10 of Hearts
Yeah, I was a little confused by this to when I select them for hunting. Mooses are fucking giant assholes and extremely aggressive. In The Long Dark, Mooses and Bears are kinda like boss monsters. 50% would be reasonable.
LauPaSat Oct 9, 2021 @ 3:00am 
@10 of Hearts Perhaps you can easily change your local version. Probably it's simple number change, so shouldn't break anything
10 of Hearts Oct 8, 2021 @ 9:33am 
@Oskar Potocki I would like my colonist to get absolutely wrecked by a moose. #realism baha
Oskar Potocki  [author] Oct 8, 2021 @ 8:42am 
But it's a video game! Come on.
10 of Hearts Oct 8, 2021 @ 6:26am 
As a Canadian, I feel like I have the qualifications to say that moose are actually very territorial and aggressive. Attacking one I'd say should be close to 100% chance of aggression, with taming about 50%? Definitely not 0% for both! Love all the animals though!
Sarg Bjornson  [author] Sep 18, 2021 @ 12:49pm 
The musk ox doesn't have any code, it is just XML
Rotrules Sep 18, 2021 @ 12:42pm 
I think there's either a bug in SOS2 or a bug in this mod involving loading a musk ox into a shuttle. When I try to launch the shuttle into another tile, the shuttle doesn't launch and the game eventually crashes. But when I remove the musk ox from the shuttle before launch, the shuttle manages to fly to another tile without issue.
Sarg Bjornson  [author] Aug 2, 2021 @ 11:25pm 
What is the "wildness animal list"?
MerlinCross Aug 2, 2021 @ 1:39pm 
Megawolverine didn't show up on the wildness animal list. Other Expanded animals did. Just fyi.
Sarg Bjornson  [author] Jul 30, 2021 @ 4:26am 
They should reproduce at the same rate as a cow or a muffalo, but we are going to adjust it to not be so good production-wise
Omega13 Jul 30, 2021 @ 4:23am 
I tamed some musk oxen and I don't know if this is a result of the recent farm animal buffs but they seem to reproduce REALLY fast. Faster than any of my other farm animals of that size. They are literally having babies more often than they give wool.
Oskar Potocki  [author] Jul 22, 2021 @ 10:22am 
Will fix
Icicle Jul 22, 2021 @ 10:06am 
Agreed that the vanilla expanded animals now stick out as OP.
SBlack Jul 22, 2021 @ 5:12am 
There seems to be design goal with 1.3 to no longer make animals good at so many things. Muffalos no longer give milk, but they are still good pack and wool animals. The musk ox does all three, which falls a bit outside the other animals now
Nikology Jul 6, 2021 @ 1:28pm 
Yeah ik im stupid
Sarg Bjornson  [author] Jul 6, 2021 @ 1:25pm 
Add animals to butchering bills
Nikology Jul 6, 2021 @ 1:23pm 
I cant butcher the animals for some reason. I can only do it with the vanilla animals and my colonists keep starving.
Oskar Potocki  [author] Jun 21, 2021 @ 1:57am 
Get a hugslib log, when error occurs press the green Share Logs button on the dev console, and post the link here.
wamblim Jun 20, 2021 @ 4:16pm 
Oh man. I already erased the logs and disabled Rimthread but I could probably get them for you again if I play around in the computer. How should I send them to you?
Oskar Potocki  [author] Jun 20, 2021 @ 3:59pm 
Oh damn, got any logs?
wamblim Jun 20, 2021 @ 2:30pm 
Hey Oskar. Just to let people know that VEA (specifically Megawolverine from Tundra and Arctic Coyote from Boreal Forest) cause game breaking issues with Rimthreaded mod. We found the incompatibility today. Have a nice day :)
Kell Apr 9, 2021 @ 9:52am 
as i saw by steam mod page, you didn't change anything recently....

now in summer 5505 my musk ox die by heat stroke, saw optimal max. temp +20°C xD
dunno i had them already in the 1st year and never problems so far.
confusing! (the wool is btw too much valued? 7,2 instead of 2,7 of other wools, maybe a typing error?)
Sarg Bjornson  [author] Mar 11, 2021 @ 10:45pm 
Good news: your modlist is not a toilet, so it can't clog! But no, in all seriousness, these are conceived as modular, and they'll never be put together.
pig in a pumpkin Mar 11, 2021 @ 9:44pm 
Is there a version of these that is all in one if not can you make one?
it clogs up my mod lists :healthyhearthling:
DrawkD2 Jan 20, 2021 @ 6:01am 
I've trained several animals including elephants and bears and have several hundred kibble, meat, hay and a large amount of corpses. No other issue with vanilla expanded animals. Really unsure why it's only this 1 particular animal.
Sarg Bjornson  [author] Jan 19, 2021 @ 11:18pm 
They don't need anything specific, but perhaps you don't have a high enough amount
DrawkD2 Jan 19, 2021 @ 8:23pm 
I just had 2 Megawolverines join me but it says I dont have the right food to tame them. I have corpses, meat, and kibble. Do they need something else specific? Ive been able to tame other vanilla expanded animals fine.
Sarg Bjornson  [author] Jan 19, 2021 @ 1:59am 
I can defend it by saying "we spend a fuckton of time on balancing shit", though
whitespacekilla Jan 18, 2021 @ 9:08am 
Re: balance - Given the depth and breadth of their mods, and the complexity of balancing Rimworld mods (because of the large graph of interacting systems), Vanilla Expanded is the gold standard for balance. When I'm making my own local balance patches, "What's VE's point of view on this?" is my first question. Not only that, the team is the gold standard for responsiveness to feedback, even rudely delivered feedback (which I wouldn't be level headed enough to do, I know that).

I'm sympathetic to players who want a VERY VANILLA playstyle, most mods won't be for you, so try them out and take them off the list if they don't work for you. Complaining that there are gamebreaking design choices in these mods abuses the definition of gamebreaking (as vanilla has many choices that would easily fit this definition).
Vylixan Jan 18, 2021 @ 3:53am 
GVLT. if you see that kind of beasts , go hunt it down. its your land, you have to make it safe for your visitors . See it as a chalenge and come back if you have to face mechanites with only spears and an ocasional rifle :P Then you have a reason to complain.
GVLT Jan 18, 2021 @ 2:48am 
And in exchange it became infinite source of free loot from small visitor groups ultimately not being able to fend of the beast, ballooning my wealth and moving me forward in terms of available gear without any consequences.
I do really like your art being so complementary to the base game and thank you for resolving this issue.
Oskar Potocki  [author] Jan 18, 2021 @ 2:40am 
Hunger rate was not 3.2 but 2.0 actually. I reduced it to 1.0. It's meant to be an Apex predator, it's meant to be scary, it's meant to be big and powerful. If you still dislike it, please disable the mod as I don't plan to make it anymore weaker.
Oskar Potocki  [author] Jan 18, 2021 @ 2:35am 
@GVLT
Will be fixed, but no need to go around generalising issues as gamebreaking design choices instead of listing specific issues.
Sarg Bjornson  [author] Jan 18, 2021 @ 1:20am 
Constructive XDDDDD
GVLT Jan 18, 2021 @ 1:18am 
Good job. Answers like this are greatest wards against any constructive criticism.
Oskar Potocki  [author] Jan 18, 2021 @ 12:18am 
Thank god that mods are optional.
GVLT Jan 17, 2021 @ 11:53pm 
@Oskar Potocki
Nope. Megawolverine's hunger rate is set to 3.2 with carnivorous diet. The closest to 8dps vanilla manhunting animal is polar bear with 5.4 dps and hunger rate of 0.56 combined with omnivorous diet. Rimworld ecosystem just can't support this hungry monstrosity.
No offence, but this file troubled with the same flaw as your mods: gamebreaking design choices.
Oskar Potocki  [author] Jan 17, 2021 @ 9:17am 
That's an issue with vanilla game. Megawolverine is just a large predator, it has no extra code.
GVLT Jan 17, 2021 @ 9:10am 
Megawolverine behavior is just terrible. If it's spawned on map it tries to prioritize any hoomans until there is none.
Kel Dec 30, 2020 @ 2:32pm 
@Sarg Bjornson Thank you for the hint. That was indeed the case. I used a ruin as my first shelter and never took occupancy of the door.
Sarg Bjornson  [author] Dec 30, 2020 @ 12:45pm 
The only way manhunters can open doors is if they are not claimed by the player
Kel Dec 30, 2020 @ 11:21am 
In my last run, a man-hunting porcupine opened a closed door and killed my colonists, who then disappeared through the same door.