RimWorld

RimWorld

1,596 ratings
[Kit] Graze up
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Mod, 1.2, 1.3, 1.4, 1.5
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Posted
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2.969 MB
Nov 29, 2020 @ 2:57am
Mar 29, 2024 @ 12:01pm
16 Change Notes ( view )

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[Kit] Graze up

Description
What does this mod do?
  • (configurable) Animals no longer destroy the plants that they eat outright. The list of animals that does destroy plants can be adjusted, there are none by default.
  • Grazing removes a portion of growth equal to the nutrition eaten.
  • (configurable) Animals can now graze for plants covered in snow. These plants do not grow while snowed under, and may die from age.
  • (configurable) Plant nutrition and lifespan modifiers.
In summary, chickens no longer clear out a pasture in three seconds flat, you can cycle through pastures and your animals can find grass that's been snowed under, your dreams of a reindeer colony can finally come true.

Does this mean I don't need to replant my rice field?
No, these changes only apply to grazing, not harvesting.

Can't I just have my animals graze in my corn and rice fields?
Grazing does not look at the nutrition value of what can be harvested from a plant, but at the plant's base nutrition value. Grass and plants that don't die from being harvested are king (wild berry bushes and ambrosia bushes).

What's the difference between this and Grazing Lands?
  • This affects all plants, not just vanilla grass, for instance, mods that add sowable grass or custom grass also benefit. Alpha Beavers are probably also a bit less destructive by default, though you can of course make them destructive grazers.
  • (configurable) Regrowing plants like berry bushes are treated a bit closer to vanilla, where they provide multiple times their base nutrition value.
  • (configurable) Plants that are snowed under can be grazed, this is enabled by default.
  • (configurable) Global plant lifespan and nutrition can be modified, if you're annoyed by plants having very short lifespans in general, you can add a soft floor, where plants that are under that lifespan get nudged halfway towards the floor value. This of course would make base game flowers more viable.
  • (configurable) Certain animals can engage in destructive grazing, this is disabled by default.
  • I'm still working on it, if you have good low-impact ideas that fit the mod, they can be implemented, make your suggestions below, I'll probably respond.
  • My workshop image is much cooler, of course.

Is it compatible with X?
Probably, mods that mess with plant ingestion are incompatible.

This mod can substitute for the following mods:
Grazing Lands
244 Comments
123caboom Apr 15 @ 2:12am 
@Kittah Khan: Any chance you mod the pen marker also, so the pawns don‘t draw the animals around, cuz the calculation of the pen markers seems not to involve the changed values?
123caboom Apr 15 @ 2:10am 
I guess it apply to all plants
Muad'dib Apr 2 @ 3:20pm 
Ok, might be able to ignore my last post if someone can answer this question. How does the configurable plant lifespan work? Is it for ALL plants? like i'm not sure I need my pumpkins living twice as long. I really just want the plants in my fields like the grass and tall grass (which I think is from vanilla expanded mod) to stop dying after like a season and needing to be replanted. Really I wish grass just had an infinite life span.
123caboom Mar 31 @ 6:36am 
Thx so much for this mod, it helps a lot!
Especially with the new pen system.
I kinda like it, tho it ended the time of magically directing herdes of animals.
One of my most effective anti-scyther tactics was flooding them with hordes chicken babys in a time, when enemies couldn‘t ignore your stock.
Wish at least my dog could now lead herdes around.
Does this mods life span multiply with the effect of „Flowers last longer“?
Guess i can kick that then
And does the pen marker calculate the new nutritien-value?
Would you mind to patch that too or create another one for your fans?
Muad'dib Mar 30 @ 2:05pm 
Can you see about making a small tweak so that grass, long grass and so on stop dying every N days on me? I've got a couple different mods like vanilla expanded and such, not sure which one adds tall grass, but it's tiresome that every 20 days or so I gotta replant the whole field even if it wasn't killed by the animals.
Wraith_Magus Dec 6, 2024 @ 6:39am 
So does haygrass count as something that still gets destroyed? I tend to just set out a haygrass field in part of my pasture because it keeps things compact and serves as emergency food, but watching newborn guinea pigs immediately devour a whole haygrass plant that could have fed them 30 times over in one gulp and not even being full from doing so really STINGS. With that said, I never thought about planting dandelions, and I'll have to do that...
Xyos Nov 21, 2024 @ 9:42pm 
I was also having problems with this mod as my animals were just not grazing at all (inside or outside pen) on anything including sown haygrass. So I went through my mods and found out the culprit was Animal Controls {LINK REMOVED}. To fix this, load your saved game, then select Animals (on the UI at the bottom) > Manage Food Policies (at the top) > Select whatever policy you want (I created a new one) > Select plants dropdown > Select crops dropdown > Enable Haygrass / Dandelions / etc. There are more options for every type of plant/bush/treestomp etc that is spawned in the wild.

Hope this helps! Thanks for the awesome mod!
uberjammer Aug 26, 2024 @ 10:05pm 
Ironic that cows, in the picture, are one animal that specifically does destroy plant life it eats. Chickens as well are notorious for it.
Komyeta Aug 2, 2024 @ 2:57pm 
On the mod options... would it be possible to add a button that toggles all available animals to be destructive grazers all at once please? Its just a little annoying to have to click on every single animal toggle individually when there are too many.
The1Grenade Apr 29, 2024 @ 6:00pm 
I have been using this with Zetrith's Multiplayer mod for quite some time, but have not tested it with 1.5 as of yet.