RimWorld

RimWorld

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Animals Logic
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File Size
Posted
Updated
735.069 KB
2 Aug, 2017 @ 9:45am
29 Aug @ 1:39pm
49 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 (16)
3
23 Sep @ 7:29pm
Add Feature? Hunting animals can run into traps.
Apokalypson
13
2 Aug @ 3:34pm
Errors alongside VEF 1.6 release
moo
109
18 Jan, 2024 @ 6:51am
Requested Features
Davadin
1,376 Comments
Auspician 24 Sep @ 12:33pm 
The issue I'm experiencing is present in the vanilla game, and becomes more pronounced on larger maps with more animals. Get a few hundred animals in your colony, and you too will see AM lag spikes when all the animals awaken across the map (regardless of mods or vanilla). I was hoping you would be willing to add the functionality I mentioned to your lovely mod as it fits the general theme of what you're already doing here, ignis.
ignis  [author] 23 Sep @ 7:25pm 
I don't think this mod can cause such affect. Maybe it is a daily autosave?
Auspician 23 Sep @ 5:43pm 
Any colony with a higher number of animals will experience lag spikes around dawn each day when all of the wild and colony animals simultaneously wake up. This mod seems a likely candidate for fixing this annoying issue as it fits in well with the other things you're doing to make animal behaviors more realistic and fun.

Would it be possible in a future update to stagger animal wake-up times over 1-2 hours to avoid this inevitable lag-spike? Thank you for your consideration @ignis!
Mysti de Meline 12 Sep @ 1:37am 
I completely forgot that bug for several days, so it seems to be working ! My thrumbos are thanking you so much ! \o/
D a R i U z Z 9 Sep @ 7:48pm 
I haven't seen my handlers need to train anymore, thanks for the patch.
ignis  [author] 3 Sep @ 8:17pm 
I use VEF and I don't have any problems. My only idea is for someone who experiences it to use binary search.

Disable half of the mods, see if the problem is still there. If yes, disable half of the remaining, if no enable half of recently disabled. Repeat until the problem causing mod is found.
Mechanomical 3 Sep @ 7:58pm 
Still not getting mod options, which means that training is still decaying, can't seem to locate the source of the problem. Someone else seemed to mention some kind of problem with Vanilla Expanded Framework?
ignis  [author] 29 Aug @ 1:40pm 
Tameness/training decay settings should work now
O R'lyeh Chiko Stan? 25 Aug @ 10:33pm 
Training decay doesn't work despite the options being set correctly.
Faelas 21 Aug @ 12:46pm 
Yep, taming decay is not working, just had a few animals go rogue, also my options disappeared