RimWorld

RimWorld

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Big and Small - Sapient Animals
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Mod, 1.6
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Jun 21 @ 9:37am
Nov 12 @ 6:23am
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Big and Small - Sapient Animals

In 2 collections by RedMattis
Red's Workshop Mods
45 items
Red's Vanilla++
57 items
Description
[www.patreon.com]
Sapient Animals! Optionally also Mechanoids.


Most animals (and optionally mechanoids) can be made sapient using a craftable and findable "Cogni-Fi" gadget.

A sapient animal will in most respects function as a colonists being able to perform jobs, be draftable and; if they have suitable limbs for it; wields weapons.

They can wear apparel, but most have heavier apparel blacklisted automatically. Shieldbelts and such are fine though, and modders are free to change what they want each animal to be able to wear.



Animals will show their "animal pack" graphics if carrying items, but most other apparel won't be visible.

Genes and bionics can both be applied to animals, but most graphics are suppressed unless tagged to be visible on animals. Size genes and such will show fine though.

Sapient animals will expect to sleep on proper beds rather than animal sleeping spots and the like.


Animals with anything like hands or a trunk can wield weapons, but hoofed or animals with non-retractable claws won't be able to wield weapons. Those in-between will do it... poorly. The mod will try to figure out which ones automatically.


Crafting



The Cogni-Fi item can be used to make an animal sapient. It can be found randomly as a reward or crafted using Neutroamine, Glitterworld Medicine, and a Spacer Component.

It works only on animals, and i taming them first is advised unless you like surprises.


Advanced




Sapient Mechanoids are possible as well, and should retain their unique weapons (if any), but for balanced reasons they will be dependent on "android fuel" for food unless genes or hediffs that remove hunger are used. Simply Robots has the Android Fuel food item.


Sapient Mechanoids was a bit of a last-minute feature due to being requested a lot, so they are a bit barebones in implementation.

A restart is required for this to take effect. Changing that setting will also make the Cogni-Fi work on mechanoids.

For Modders



Animals can easily be given custom overrides (no path operations needed). If the mod finds settings for an animal with the right name it will use them automatically.

The same type of overrides work for mechanoids, so if you want them to not need special food, or not eat at all, you can easily do it by changing those overrides.

The image above shows an override for sapient rats that give them their appropriate Pixar aptitudes.


The Sapient Animals and Mechanoids can be enabled on the Big & Small Framework by making a BS_GlobalSettings entry. They won't spawn naturally though, so you will need to handle that yourself.

Using this method you can fairly easily set up how you want your Sapient Mechanoid Maids to work, or whatever you wish.

Genes can target sapient animals, meaning you can make genes to turn someone into a killer rabbit, or for example give a vampire xenotype the ability to turn into a wolf temporarily.

For more info message me on my discord linked below. :)


Compatibility


Mod by dfifd which adds Anima Roots. Perfect fit for Tribal Colonies or those who want a mystic vibe.

Vanilla Expanded's Abilities
Some abilities using VE may not propagate to the animals. We're working on it. Abilities relying on Ludeon's ability system are fine though.

Aside from that it should be fine.


FAQ

Is there any visible armor?
The Animal Armor mod supports sapient animals


Mod Discord
[discord.gg][ko-fi.com]
Popular Discussions View All (1)
3
Aug 11 @ 11:49pm
Un-Sapient a Animal
10-4 Apricot
248 Comments
MickyMerc Nov 30 @ 2:47pm 
Do pawns acknowledge sapient animal pawns (in social opinion) if they are a venerated animal of their ideoligion?
Mr. X WeregλrurumonX Nov 15 @ 11:24am 
@Mcsqizzy - Same issue. However, i just ignore it.

ALSO RPG Levels "err" bugs out too.
Mcsqizzy Nov 15 @ 4:48am 
sorry my question was not clear and I found the answer, it was a mod conflict rpg style inventory revamped was incompatible in some way and the gear tab for sapient animals would disappear.
RedMattis  [author] Nov 12 @ 6:26am 
@Mcsqizzy
They can wear some apparel, and with the animal armor mods that includes quite a lot. :)

@☿ Filio! ☿
Thanks! I'm glad you like it. ^_^

@Denmonari
Via XML it would be. I imagine someone might make a mod that lets them wear all armor, assuming there isn't already one.

It is really just a matter of removing or overriding the apparel restriction entry I put on them.
Mcsqizzy Nov 10 @ 3:52pm 
just checking but is the gear tab suppose to be visible on sapient animals, or is it a mod conflict?
Bat stealer Nov 9 @ 9:11pm 
i like it when teh useless animals begin to be as useful as actual colonists. finally animal ideologions are worth it
☿ Filio! ☿ Nov 4 @ 3:23pm 
This game has thousands of mods and somehow you menaged to make the best one. I love it so much!
Combine Elite Oct 29 @ 8:33pm 
i am going to create an army of murderous monkeys and kill all of humanity
Denmonari Oct 29 @ 12:06pm 
Any way to force allow the [Gear] tab?
Inquisitor Okazius Oct 29 @ 3:46am 
теперь мои крыски и котики будут работать у меня на заводу, прелестно