RimWorld

RimWorld

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Animals Logic
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706.177 KB
Aug 2, 2017 @ 9:45am
Mar 16, 2024 @ 1:15pm
43 Change Notes ( view )

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Animals Logic

In 1 collection by ignis
Ignis' Rimworld Mods
7 items
Description
Adds animal-related quality-of-life enhanсements.

Features
  • More info about production for pawn info window (milk/eggs/wool/reproduction)
  • Explosive animals do not explode if anesthetized, so they can be safely slaughered using "euthanize by cut" bill (requires herbal medicine, may not work for mod animals)
  • (Optional) Animals can use nutrient paste dispenser (they must have the whole machine in their allowed zone, except for hoppers). This function is broken by the last update, so you would need a workaround mod: this allows animals to use dispensers as before, or
    this adds feeders that automatically dispenses itemized paste meals (you can use both).
  • (Optional) Medical emergency alerts for animals.
  • (Optional) Configurable animal hauling efficiency (can eliminate wandering between hauling).
  • (Optional) Configurable tameness decay threshold.
  • (Optional) Configurable training decay speed.
  • (Optional) Converts any ruined eggs into unfertilized chicken eggs.
  • (Optional) Allows harvesting wool from animal corpses upon butchering.
  • (Optional, default off) Converts any generic meat into chicken meat upon butchering.
  • (Optional) Predators hunting your pawns (human-like or animals) will be considered hostile by all your pawns and turrets.
  • (Optional) Prevents animals from eating random non-food stuff.

Powered by Harmony
It is safe to add to existing saves, and even safe to remove.
All changes are via dynamic patching — no new entities, no memory or CPU overhead.
Compatible with all known animal mods. And probably all unknown too.

License
All original code in this mod is licensed under the MIT license[opensource.org].
Frijjid from preview belongs to the Vulpine Race Pack.
Spirit Wolf from preview belongs to the Animal Collab Project.
Housekeeper Cat from preview belongs to the HousekeeperAssistanceCat.

Known issues
  • Some mod-added furniture items are recognized as animal beds, which can possibly break things for them. That's because internally they ARE animal beds.
  • Mods altering animals hauling efficiency (like Hardworking Animals) can conflict - AL already has this functionality and you should not use them together.

Compatibility
  • Multiplayer — compatible with patch.
  • Hardworking Animals — incompatible, conflicts with a same built-in function.
  • RimThreaded — unknown, but likely to have problems.
  • RocketMan — no known issues.
  • Pawnmorpher — no known issues.

Recommended mods
Animal Controls - adds a lot of extra functions, like food restrictions for animals or option to prevent animals from running away during training.

Credits
53N4 - Spanish translation.
Vulnoxx - German translation.
XeoNovaDan - medical emergency alerts.

Think you found a bug?
Please read Fluffy's instructions before reporting.

Alternative links
GitHub[github.com] (source code, non-steam and old versions there)
Ludeon forum[ludeon.com]
Popular Discussions View All (13)
109
Jan 18, 2024 @ 6:51am
Requested Features
Davadin
11
Dec 13, 2022 @ 2:40pm
error help?
Azraile
4
Apr 2, 2023 @ 10:33pm
Animals can no longer use the paste dispenser
Stim The One
1,301 Comments
ignis  [author] May 20 @ 5:53pm 
Wild animals are only eating things with nutrition anyway.
Head May 17 @ 7:56pm 
"(Optional) Prevents animals from eating random non-food stuff."

Does this affect all animals or only tamed ones? I want wild animals to still eat my stuff if they get in
Evono May 7 @ 8:09am 
okay thanks !
ignis  [author] May 6 @ 11:31pm 
Load order doesn't matter.
Evono May 5 @ 5:23pm 
Where should this be loaded ? at the top? at the bottom ? doesnt matter ? pls add this info in the description :) rimsort kinda puts it atm somewhere.
ignis  [author] Apr 23 @ 2:13pm 
Check if that function is enabled. If it is, it can be a mod conflict.
Chuckles McMerry Apr 23 @ 8:59am 
Hello, I don't see the eggs that were damaged by temperature turning into unfertilised eggs.
Amroth Apr 1 @ 12:46pm 
@>54M I see, yeah, as much as I want this mod, that does seem very game breaking. It only happens with VEI2 installed?
Agouti Mar 29 @ 2:41am 
Animal food control seems to be missing, I remember it being there in previous versions? Specifically pawns keep feeding meals and stuff like cocktails to injured animals instead of hay, which they can eat.
>54M Mar 28 @ 5:08pm 
@Amroth on my end, Insects were killing each other after day 2.
When not killing each other they were being attacked by "invisible" insects as the game showed they were being attacked by an insect but the sprite of the attacker wasn't being rendered.
I also noticed this happened to wild insects that spawn on your map from day one. However, the insects from VE Insectois 2 (the ones that spawn at day one on the VEI2 new scenario) do not kill each other. I was also having some other minor bugs with animal behaviour but I don't recall well anymore. Removing this mod stopped the weird behaviours.