RimWorld

RimWorld

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Animal Cages (Continued)
   
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Mod, 1.5
File Size
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Updated
338.163 KB
Jan 28 @ 7:27am
Feb 8 @ 9:24pm
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Animal Cages (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
501 items
Description
Original mod by ZzZombo
https://steamcommunity.com/sharedfiles/filedetails/?id=2458577231
If the original author requests it, I will remove this update.

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Original mod notes (1.2):

# Description
This mod adds cages to hold wild (or your own) animals captive inside them. The animals can't escape it, are generally peaceful, and will be looked after by your handlers. To capture an animal it has to be incapacitated first. Then any handler can bring one into a cage it's assigned to; you can select a cage and assign any animal valid for the cage. By default cages allow any animal outside your faction, but if need be, you can toggle it to instead accept your own animals.

# Features
* Currently has cages of a 2×3, 3×3 and 5x5 sizes capable of holding a single animal/three/two animals respectively of most sizes (up to and including the size of a human). Should fit most vanilla animals.
* Handlers automatically capture downed marked animals. Colonists take care of animals inside.
* Captive animals roam inside the cage w/o getting out, although there are no physical barriers involved in construction of the cages as far as RimWorld is concerned; it's a single building.
* Access inside/outside cages is possible only via the entrance cell. But the cage doesn't prevent interaction through the bars up to one cell in either direction. In particular, hungry creatures can snatch food lying close enough outside.
* If captive animals somehow become free, they will attempt to flee the map.

# Known issues [unverified in 1.5]
* Improper rendering of the cages with objects always drawn on top of them.
* If you unassign a creature from a cage w/o assigning it to another cage, it will be instantly considered free. Instead, if you wish to move it from one cage into another, just assign it to the destination cage directly. A colonist will transfer the creature as told. This might also happen by accident if you assign a cage more creatures than it can hold, the earliest assigned creature will be automatically unassigned, thus becoming free.
* Currently cages can become overpopulated (become stuffed w/ more animals than they may hold) under certain conditions. A better assignment and release system is underway.
10 Comments
123caboom Apr 16 @ 9:01am 
Is this a good chicken coop? Dont like the machine-like
Maddremor Feb 11 @ 2:24am 
Is the cage eligible for the VNPE nutrient paste dripper?
lexcpa324 Feb 5 @ 12:58pm 
can people be put inside?
Atlantispy Feb 3 @ 12:42pm 
Vaguely separate to the original point of this, but could you make a version with "Hamster cage" etc? It always seemed silly to require these tiny animals be roaming around, when IRL they're kept in small hutches.
Skeleton Feb 2 @ 5:42am 
Would would be able to get eggs / milk / wool from caged animals?
Remor Feb 1 @ 6:01am 
Ande can you tame the animals inside the cage?
Nagafusa Jan 29 @ 12:33pm 
I love you. Platonicly.
BladeofSharpness Jan 29 @ 7:02am 
Ooooh, if it works it's quite interesting. Down 'gently' a difficult to tame creature and bring it to the colony for easier taming.
Holy Nut Jan 29 @ 12:09am 
Can we also put people in the cages :3
Doctrine Jan 28 @ 4:54pm 
Oh hang on, I can make a zoo out of this