RimWorld

RimWorld

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[1.6] Sentient Animals
   
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Mod, 1.3, 1.4, 1.5, 1.6
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5.664 MB
21 Jun, 2024 @ 1:27pm
20 Aug @ 3:30am
9 Change Notes ( view )

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[1.6] Sentient Animals

In 1 collection by 幻想鄉の鵬鵬
AntiHydrogen's RW Mods(1.6)
5 items
Description
new features in 1.6 :

-sentient animals can form caravan by themselves ,and also trade with settlement (can turn off in setting)

-sentient animals can equip weapons(even guns lol) due to some fundamental changes in game.Since this is not intended feature, I make this not allowed as default,but you can turn on in the mod setting.
WARNING: this feature is currently Incompatible with Vanilla Expanded Framework (2025/10/8)

features in 1.5

fixed bugs & new features:
-fix the problem that make inventory tabs never display for sentient animals.
-pen animal will not be block by doors and fences when become sentient now.
-sentient pack animals now unloading cargo by themselves when their caravan return to colony.
-fix the problem that make fence-blocked sentient animals got trapped in the pen when forming caravan.

Original mod info:
Commisioned by GHOST
Code by Taranchuk

Update to 1.4 by Mlie:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2843067654

Original description from Mlie's page:

Update of Ghosts mod
https://github.com/pale-ghost/sentientanimals

- Added option for setting the sentient-chance per animal
- Added option to always start with sentient animals
- Added an option when Animal Weapon is loaded to only allow Sentient animals to wield weapons



[invite.gg]
[github.com]


Adds a "Sentient" hediff in the brain that animals can very rarely randomly spawn with in the wild, or can be added with surgery by a highly skilled surgeon.

  • Animals with the sentient hediff can do jobs like hauling, cleaning, nursing.
  • They are always 100% trained with the most advanced training level, and their training never degrades.
  • They have the ability to talk.
  • Sentient is passed on 100% if both parents are sentient, or 1/4th of a chance if only one is sentient.
  • They're draftable

Commisioned by GHOST
Code by Taranchuk


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
77 Comments
幻想鄉の鵬鵬  [author] 7 Oct @ 11:14am 
@Falkner
I see ,after a brief investigation I found out that VEF intentionally make the equipment slot disappeared when an animal become draftable. Not sure the reason behind it though.

I was thinking this should be an easy fix it but this might end up making VEF explode as its logic being altered, so unfortunately I would just list it as incompatible.
Falkner 6 Oct @ 3:15pm 
Thankyou for the replying :)
There are no errors, but I have found the conflict is with Vanilla Expanded Framework. (Sadly the load order does not affect it). I hope this helps for listing as an incompatibility.
幻想鄉の鵬鵬  [author] 6 Oct @ 5:54am 
@Falkner
seems strange. this does not happened for me.
I think it might be a mods conflict, you can see if there is any error in log after you open that tab.
Falkner 5 Oct @ 6:09pm 
Hi, I first would like to thank you for updating this, great work!
Sorry to be a burden, but I do also have a bug report - the pawn inventory tab is not showing the equipped weapon :(
Laquillare 3 Sep @ 9:21am 
Can you confirm if this is compatible with Dragon Descent, Rimworld of the Dragon, DragonBond, Grimstone Beasts, Dark Ages: Beasts and Monsters and lastly Scaled World? And if so, does it work on both the dragons and other magical creatures?
Omega_Israel_Terri 27 Aug @ 6:34pm 
MMM... DLC maybe?, i don't have any.
But in any case, i want to say thank you for bringing up one of my most beloved mods to the 1.6, even if the new feature refuse to work for me, so keep the good work, you are amazing. :steamthumbsup:
幻想鄉の鵬鵬  [author] 23 Aug @ 9:52pm 
@Omega_Israel_Terri I see, not sure how is this possible. That feature works fine in my testing.
幻想鄉の鵬鵬  [author] 23 Aug @ 9:47pm 
@CosmoSweet well , I did not buy odyssey yet so this is impossible for me to implement now.
CosmoSweet 23 Aug @ 5:28pm 
Can you make it so if a Sentient Hive Queen lay cocoons, the resulting larvas are sentient as well? Given the Hive Queen doesn't need a partner.
Omega_Israel_Terri 22 Aug @ 4:09pm 
Yea well... About that, here [imgur.com] see for yourself.

But in short, the behavior i explained below was with that option enabled, without it, the game simply refuses to form a caravan until a colonist is assigned, in other words, just the normal vanilla behavior.