RimWorld

RimWorld

Customize Animals
346 Comments
JACK Aug 27 @ 3:35pm 
my first thought about sentience catalysts was that they'd put this mod out of business, but nope, still as useful as ever
Miller Aug 25 @ 5:47pm 
I would also love a version for plants, some plants have insanely long grow times (glowstools with their 40 days to grow)
Syrus  [author] Aug 23 @ 12:45pm 
Version 1.6.8
Added toxic environment resistance setting

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@KawwaK
I'd love to have this for plants, weapons, etc... But it was lot of work to make, though adding new settings is now mostly copy & paste, so making something for plants, weapons or something else would at least not require me to redo the whole UI/settings, probably...it's still a ton of work.
KawwaK Aug 23 @ 1:17am 
Nice mod. I'd like this but for weapons.
Syrus  [author] Aug 22 @ 9:36am 
@Sycamore
Interesting to hear about the apparently version related issue. Wonder what happened there.
And "Toxic Environment Resistance"? Never heard of that, will put it on my list to look into (the todo list for CA was currently empty actually)

@waghhhhhhhhhhhh
Glad to hear!
waghhhhhhhhhhhh Aug 21 @ 8:02pm 
A quick and elegant fix, now everything is fine. Thank you!:steamthumbsup:
Sycamore Aug 21 @ 7:21pm 
Ah, also is there any plan to add Toxic Environment Resistance as an editable category? Most animals have 50% Toxic Resistance but some like rats and boomalopes also have 80-100% environment resistance that protects them even more against toxic fallout and even helps against rot stink.
Sycamore Aug 21 @ 6:34pm 
Huh, I had the same issue with this mod as Zalbag, where the local map refused to load. Even on a new save with just this and Harmony (and the DLCs) on. But I was running an older version of Rimworld (1.6.4518) and now that I've updated to 1.6.4543 the issue disappeared. Which I am grateful for as this mod rocks! I was so sad to see that "colossus" toads weren't even as big as a horse but now I can fix that without having to learn how to make my own mod :)
Syrus  [author] Aug 21 @ 12:48pm 
Version 1.6.7
Check for SteamAppId for Odyssey instead of Name

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Should work now, I hope. Didn't expect the DLC names to get translated
waghhhhhhhhhhhh Aug 21 @ 12:09pm 
Oh… yes, you’re absolutely a genius. I mainly play the game in Simplified Chinese, and I just switched the game language to English—the Vacuum Resistance option appeared! Maybe it’s a translation error… But what’s strange is, I swear that before the 1.6.5 update, I used this mod to set the Vacuum Resistance of the creatures in my kemomimihouse to 100%. After the update, those options disappeared. I tried re-subscribing to the mod and even enabling it alone, but I really didn’t expect it to be a language issue…
Syrus  [author] Aug 21 @ 11:15am 
Are you certain you actually have Odyssey active/selected in your mod list though?
Or hm...do you play the game in another language? ... I don't know...
waghhhhhhhhhhhh Aug 20 @ 8:03pm 
Since the 1.6.5 update, my Vacuum Resistance option has disappeared, as well as the Special Trainables. Before this, Vacuum Resistance was available. I also own Odyssey and it is activated.
Syrus  [author] Aug 20 @ 1:03pm 
Version 1.6.6
Added CanCrossBreedWith & CrossAggroWith settings
Syrus  [author] Aug 19 @ 11:55am 
Wasn't expecting it to also fix the Game_FinalizeInit_Postfix bug for you, but hey, if it works, it works and that's all that matters
Zalbag13 Aug 18 @ 5:05pm 
@syrus omfg. ok, it was the vacuum res. i unsubbed and resubbed, because for some reason, the fix didnt auto update. it looks like it's all working fine now. you did a great job tracking that. big ups. :D
Zalbag13 Aug 18 @ 4:55pm 
@syrus i'm sorry i did leave out one thing you asked for: what i was doing:. it's on map load. doesn't matter what type, either new game, or a save. the overworld can render but getting into any area causes "error loading map". esc still brings up menu and i can save/quit, return to menu, etc. but no map will load.
Zalbag13 Aug 18 @ 3:31pm 
@syrus so i retested a few minutes ago, i removed everything i had except harmony and hugslib (and core) and custom animals. same error. mostly i wanted to do this so i could give you a github link with just your mod so you can see where it's tripping.
but.. you mentioned a check for vacuum res, you think it's an issue with me not having any DLC?
vacuum res. might not be the only DLC specific trait the mod incorporates? idk, the crashlog shows a loop of "Could not regenerate layer" fog_of_war, and snow

here's the link:
https://gist.github.com/HugsLibRecordKeeper/dbba226d192705c0e9d331b4a2d02fc9

i hope this helps
Syrus  [author] Aug 18 @ 12:36pm 
Version 1.6.5
Added check for Odyssey being active for Vacuum Resistance & Special Trainables

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@Zalbag13
That solves one the vacuum resistance error, but without further info I'm unsure what the Game_FinalizeInit_Postfix issue is.
Syrus  [author] Aug 18 @ 11:20am 
Post the error (log), preferably a HugsLib log if you use that, and maybe a description of what you were doing, if it's a more complex process to replicate it, not what some AI says about it - I could do the latter myself if I had any care for what AI says - and it's never more helpful than the logs.
Zalbag13 Aug 17 @ 9:50pm 
chat had this to say: "These errors point squarely at CustomizeAnimals itself—not necessarily a conflict with another mod—specifically during its setup phase:

The first crash happens even before game generation proceeds, inside the mod's global settings initialization.

The second occurs when the mod tries to hook into the game's start process via Harmony.

This is unlikely to be caused by load order or another mod"


"Based on the stack trace, the issue lies in GlobalSettings.Initialize() and HarmonyPatches.Game_FinalizeInit_Postfix()."

i'm hoping this is helpful, if you want i can give you the github link for the full report.
Zalbag13 Aug 17 @ 9:50pm 
getting a failed to load the map error when i run the mod. i asked gpt to scan the error log

"Exception: System.TypeInitializationException: The type initializer for 'CustomizeAnimals.Settings.SettingVacuumResistance' threw an exception. —> System.NullReferenceException: Object reference not set to an instance of an object
at CustomizeAnimals.GlobalSettings.Initialize () …
at CustomizeAnimals.CustomizeAnimals.Initialize () …"

and

"Exception from asynchronous event: System.NullReferenceException … at CustomizeAnimals.HarmonyPatches.Game_FinalizeInit_Postfix()"
were the stand outs."
Syrus  [author] Aug 17 @ 3:37pm 
Version 1.6.4
Added special trainables setting (i.e. "training types")

Might have a little performance impact on loading a save file due to having to make sure all animals have the correct abilities, hope it works fine.
Syrus  [author] Aug 14 @ 1:40pm 
For the todo-list:
- blocked by fence -> rejected: it depends on roaming behaviour, any animals that roams will be blocked by fence, all others will not. While I thought of a way that might work to dettach the two behaviours, it would likely cause sideeffects, so I decided to not implement it
- training types (Odyssey) -> todo: yet to look into it because I mistook it with normal training types earlier
- vacuum resistance (Odyssey) -> done: tested and worked with humans, hopefully also with animals
Syrus  [author] Aug 14 @ 1:38pm 
Version 1.6.3
Added vacuum resistance setting
Made toxic resistance setting available for humans -- don't remember why it wasn't but it seems to work? Hopefully there's no reason I'm missing/forgot about why I did not include that setting for humans...
cocoa Aug 8 @ 9:51pm 
The corrected part works perfectly. Thanks a lot!
Visoth Aug 8 @ 8:15am 
I would like to suggest allowing us to change if an animal can do the new jobs that animals can do in Odyssey (not sure if its a 1.6 thing or Odyssey mechanic). The comfort, digging, etc jobs (theres probably more, just these two I have found so far).

For example, an otter should be able to "comfort" if a Seal is, by default, allowed to. And they should be allowed to dig, considering in the description it even mentions Otters using simplistic tools like rocks, to open shellfish.
Corpse Aug 7 @ 9:27pm 
Okay, thank you!:steamhappy:
Syrus  [author] Aug 7 @ 1:50pm 
Not by me. It's a lot of work and I still have a backlog of things to put into Customize Animals.

Unless someone makes a mod that allows modifying everything ingame in a generic way. I'm pretty sure there was such a mod at some point but it was not maintained due to the amount of issues and sideeffects of such a mod.
Corpse Aug 5 @ 9:58pm 
This mod is really useful!:steamhappy: Will there be a mod that lets us adjust the basic stats of buildings?
picard65 Aug 4 @ 5:54am 
does this mod allow me to allow female elephant to have tusks when butchered?
Syrus  [author] Aug 1 @ 10:09am 
Yep! First time an update of RimWorld after a DLC caused a mod of mine to break
MAL22 Aug 1 @ 7:31am 
Ah right. I forgot they pushed a couple patches for 1.6 already.
Syrus  [author] Jul 31 @ 10:52am 
I meant that it was introduced in the latest update to 1.6 actually, it was working previously on 1.6 already
MAL22 Jul 30 @ 4:54pm 
Yup it's a 1.6 change.
Syrus  [author] Jul 30 @ 10:56am 
Version 1.6.2
Fixed DegradationPeriodTicks error, contributed by @MAL22

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Must've changed that method with the last update, it was working before, but thanks for the submitted fix
MAL22 Jul 30 @ 8:40am 
I've submitted a fix on the Github repository for the ambiguous match error with DegradationPeriodTicks. The method was changed with patch 1.6.
Asteroid 25399 Jul 30 @ 4:16am 
The same error has just started showing up for me as well.
Annabellee Jul 29 @ 7:06pm 
i am getting an error on start up https://gist.github.com/HugsLibRecordKeeper/a92cab4c00ff1e859080fb23852abeb5 Error in static constructor of CustomizeAnimals.HarmonyPatches: System.TypeInitializationException: The type initializer for 'CustomizeAnimals.HarmonyPatches' threw an exception. ---> System.Reflection.AmbiguousMatchException: Ambiguous match in Harmony patch for RimWorld.TrainableUtility:DegradationPeriodTicks ---> System.Reflection.AmbiguousMatchException: Ambiguous match found.
Syrus  [author] Jul 27 @ 5:01am 
Version 1.6.1
Fixed GrowthTier options not applying

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As far as I could tell, it should apply now properly.
I'm unsure if the "Growth Moment Ages" settings are working correctly though, changing that got me some weird results with several growth moment events and such, and the first settings for "Baby" does nothing...I don't know. Might need to look into that at some point, if someone can tell me how it is supposed to work
cocoa Jul 26 @ 9:56pm 
@Syrus
Yes, I've tried both. I reloaded the save file and also completely restarted RimWorld, but unfortunately, the issue with the Growth Tiers options for the Human-only setting persists.

* The image below shows the situation right after launching the game, with an arbitrary pawn set to age 7 using Character Editor.

(https://imgur.com/a/G9Tyu8I)
Syrus  [author] Jul 26 @ 4:40pm 
@cocoa
It might require restarting the game or at least reloading to apply, could you test that?
cocoa Jul 25 @ 9:02pm 
Unfortunately, after testing with only this mod and Harmony enabled (with all other mods disabled), it appears that adjusting the Growth Tier options doesn't function correctly. Specifically, the required growth points for each tier, the number of traits, passions, and choices gained upon reaching each tier are not being applied properly.

However, I want to emphasize that all other animal-related options in your mod work wonderfully! Thank you so much for your hard work on this mod.

(*I'll make sure to leave a new comment immediately if I discover it's due to another issue with my game settings.)
PEE ASS Jul 23 @ 8:26am 
Easiest way to make all animals nuzzle in 1.6. Thank you!
Sluggnya Jul 23 @ 4:59am 
Thank you a ton!!! This mod is a must-have for me every run, and I'm really glad that you're continuing to work on it, thank you!
blaze_d6 Jul 22 @ 4:49pm 
thank you
Syrus  [author] Jul 22 @ 2:46pm 
Even if I don't respond, I read the comments and (hopefully remember to) add them to a TODO-list. No promises on when I will get around to it, nor whether the things can be implemented

Current items on the list:
- blocked by fence
- training types (Odyssey)
- vacuum resistance (Odyssey)
- making the mod incompatible with CE if it isn't already...
Hatoful Pengu Jul 22 @ 2:17pm 
would it be possible to add vacuum resistance to the traits you can customize?
blaze_d6 Jul 17 @ 8:56am 
can you change if an animal can be blocked by a fence with this?
Sluggnya Jul 16 @ 5:05am 
This is honestly one of my favourite and most needed mods, thank you so much for keeping up with it!!
A small question: are you planning on adding an option to adjust/add the new training types (like Comfort, Digging,...) to the menu, or is that something that'd be too involved to do?
Twitxx Jul 16 @ 4:19am 
Is this compatible with CE? I just want to modify the mass of animals becaause for some reason all of the non-pack animals have 0/0 mass. Thank you.