RimWorld

RimWorld

Encounter Baby Animals
71 Comments
Yoann  [author] Aug 27 @ 12:13pm 
@Miguelh1020 You can try to delete the content of the 1.6 folder, to try to use the unupdated version.
Miguelh1020 Aug 27 @ 10:10am 
It seems like this mod is preventing me from generating a new map
llunak  [author] Aug 14 @ 10:17pm 
@Yoann I guess adding me as a contributor is the simplest solution.

I have already implemented my change at https://github.com/llunak/rimworld-EncounterBabyAnimals .
Yoann  [author] Aug 14 @ 1:41pm 
I haven't a git repo, but I can add you as contributor if you want. Or you are free to release a better version.
llunak  [author] Aug 14 @ 10:11am 
@Yoann I can do it. Do you have a git repo somewhere? I'd prefer to not have a mod for a mod, especially for something this simple. I can even make it configurable for your baby muffalo.

BTW, your mod works only (apparently) because of a RimWorld bug. Code for creating animals usually asks only for adult pawns, but a function which should return life stage returns always adult for animals. If Ludeon ever fixes that, your mod will most likely stop doing anything.
Yoann  [author] Aug 13 @ 10:54pm 
It could be done, but not by me. It would require more than xml patch.
llunak  [author] Aug 13 @ 10:21pm 
@Yoann I'm pretty sure it could be done. Little babies should stay at home with their mothers, not be exploited for child labour. (You monster)
Yoann  [author] Aug 13 @ 10:29am 
@llunak I can't do that. And I bring babies mufallo in caravan, to teach them the job and don't separate them from parents. (You monster)
llunak  [author] Aug 13 @ 5:31am 
Visiting caravans arriving with baby pack animals is this mod's doing I assume? It'd be nice if you excluded those, nobody sane should use a slow tiny baby mufallo as a caravan animal :).
It would be cute if you could find abandoned/orphaned baby animals and rescue them. And since they're babies they're easier to tame, like in real life.
llunak  [author] Jul 20 @ 8:16am 
This appears to work fine in 1.6. No surprise, since it's XML-only.
Yoann  [author] Jul 19 @ 10:42am 
There is an issue with 1.6, or only tag need to be updated?
frodeobaggins Jul 19 @ 10:01am 
any word on updating this mod? :(
Head May 20 @ 8:38am 
Great mod!
Nishe Feb 17 @ 1:48am 
A baby devourer that can only consume your small animals would be hilarious.
TheBronzeWarrior Aug 9, 2024 @ 3:04pm 
imagine baby nociosphere or baby gorehulk
Cantaloupe The Clown Jun 15, 2024 @ 9:47am 
seeing baby sightstealers and revenants would be funny tbh
Yoann  [author] Apr 13, 2024 @ 2:08am 
No update planned before long time (I'm not active on Rimworld, with few free time).
But it should probably still work with 1.5, tag version issue, and maybe bad interaction with Anomaly (if any new monster is considered "animal" in game files, it will can spawn baby also)
thorman123456789 Apr 12, 2024 @ 6:45pm 
1.5?
Yoann  [author] Oct 29, 2023 @ 10:56pm 
You can check it by opening Def of Boomaphants, and see if it meets the conditions, or by trying to spawn lot of Boomaphants in devmod until you see one baby/juvenile (can require lot of spawn as elephants have long life expectancy).

But normaly, yes.
Ascythian Oct 29, 2023 @ 7:08pm 
Are Boomaphants included?
Yoann  [author] Oct 14, 2023 @ 1:20am 
Update for mod support.
turDucken Aug 25, 2023 @ 10:01pm 
Thanks i'll try it out
Muad'dib Apr 6, 2023 @ 3:28pm 
I accept you probably are right. But for me it's better safe then sorry. I'd never put your mod before a mod it's technically needing to patch.
Yoann  [author] Apr 5, 2023 @ 11:29pm 
@Muad'dib I think you are wrong, the game load the content in differents part: the list of actives mods is loaded first, my mod is loaded as a xml patch, so it will does the change even if loaded before an other mod. Load order is important when 2 mods will patch the same thing (mod conflict), or when using C#.
Muad'dib Apr 5, 2023 @ 3:54pm 
This mod should be loaded after mods, it is changing settings in the other mods and if those settings don't exist yet then it can't change them. Example: you can't patch alpha animals if alpha animals isn't loaded.
Yoann  [author] Nov 24, 2022 @ 12:25am 
I don't remember load order have any importance, if the game doesn't throw error at launch, it's good.
晓山alreShan Nov 23, 2022 @ 8:57pm 
mod load order?
Should the mod load after supported mods, to work correctly?
bbatsy™®Ⓒ Nov 14, 2022 @ 1:34pm 
xo :luv:
ThatCozyBear Nov 12, 2022 @ 6:05am 
thank you bb
gold_talisman Nov 11, 2022 @ 11:38am 
thank you!
Yoann  [author] Nov 10, 2022 @ 11:26am 
Proper 1.4 update with Biotech and mods support.
Yoann  [author] Nov 10, 2022 @ 1:11am 
No, it doesn't affect birth (as it's not the same way to spawn)
separat.mn Nov 10, 2022 @ 12:16am 
Is there a modification that causes wild animals to give birth to more than one young?
bbatsy™®Ⓒ Nov 9, 2022 @ 3:45pm 
this is what I get for having 430 mods so far xd:bbtcat:
bbatsy™®Ⓒ Nov 9, 2022 @ 3:38pm 
yup yer right sorry it was Varied Body Sizes but im not sure wut is impacting it, cheers anyway broski:iffy:
Yoann  [author] Nov 9, 2022 @ 2:02pm 
I would say that it can't come from this mod, it's not supposed to have any effect on already spawned animals.
You tried to load the same save without the mod?
bbatsy™®Ⓒ Nov 9, 2022 @ 1:47pm 
after loading a save most my animals got mini, could it be some compatibility issue ?
Inglix Oct 25, 2022 @ 8:39pm 
Apparently at some point he completely removed RG_ArcticLuizicus, so you should remove that from your patch as well. I honestly forgot that was ever even part of the mod.
Yoann  [author] Oct 25, 2022 @ 1:14pm 
Thank you, I updated it (without checking) by following your instructions.

I still have to check if there is no changes about 'lifeExpectancy', but not enough time now.
Inglix Oct 25, 2022 @ 12:50pm 
Your patch for Helixien's Extinct Animals mod will need to be updated.

The mod was renamed from "ReGrowth Remastered: Extinct Animals" to "ReGrowth: Extinct Animals" so your PatchOperationFindMod isn't working.

One animal had it's defName changed from RG_Protoceratidae to RG_Synthetion.
Yoann  [author] Oct 23, 2022 @ 9:45am 
Updated 1.4, it seems to still working ~
Yoann  [author] Oct 22, 2022 @ 8:08am 
If it's not already, I will make it compatible 1.4 when I have time.
Seanggag Oct 22, 2022 @ 6:43am 
Will it be compatible with 1.4?
Yoann  [author] Sep 17, 2022 @ 1:06am 
Sorry, I don't know
J Sep 16, 2022 @ 8:10pm 
Do you know if this is multiplayer compatible?
Yoann  [author] Sep 12, 2022 @ 8:44am 
Thank you for trying to do the patch ~
If you look better, you should see comments at the top of the files, to explain how to do.
The numbers are differents for each creatures with differents life expectancy.

There is also a file with all life expectancy that I already calculated.

I can do it later when I have time if you still can't.
Saul Sep 12, 2022 @ 6:48am 
i want
https://steamcommunity.com/sharedfiles/filedetails/?id=2860715703
and
https://steamcommunity.com/sharedfiles/filedetails/?id=2038001322
...

I tried to make a patch file by myself.
But even if you open your mode, you don't understand the principle of action.
Why is the point of "AGEGENERATIONCURVE" different for each creature? What does "0,0,0" mean each?
Yoann  [author] Sep 11, 2022 @ 3:38pm 
Thank you, I will leave it like that, french touch we will say ^^'
J Sep 11, 2022 @ 3:08pm 
Thank you! And thank you for the mod. Also, this might be due to your first language being something other than English, but the mod should be called "Baby Animals"