RimWorld

RimWorld

Grazing Lands
239 Comments
avil  [author] 20 Aug @ 12:56am 
Im asking because animals have hard coded requrement that doesn't allow them to eat crops that still can't be harvested (like not fully grown harvested). It means bamboo can be harvested at 0%. And also that's pretty much vanilla. Also this mod doesn't touch anything wild related.
Zairya 19 Aug @ 9:07pm 
I'm like 95% sure it has something to do with eating behaviour, yes. I didn'z use grazing lands for some time and my bamboo was never touched. on the other hand, I had normal grass for the wildlife. If you think, it's not this mod, it's fine too. I can work around it
avil  [author] 19 Aug @ 5:09pm 
Did you check if removing this mod changes anything? Because doesn't sound liek this mod could cause.
Zairya 19 Aug @ 7:07am 
Hey avil,

could you check for VGP bamboo plant? it's a wild spawn in tropical biomes and due to a bug my maps are plantless. I usually see it as a challenge and sow some grass to "distract" wildlife... but for some reason they start eating the bamboo (cultivated) at 0% which makes my farmer almost endlessly replant. thank you for making this!
s1ple 11 Aug @ 5:26am 
Love the mod. But FYI I also had the defaults set like Jarrod idk why
Jarrod 28 Jul @ 8:31am 
Perfect thank you! I was very confused and just kept everything at 100% cause it didn't make sense.

I do recommend putting tooltips inside the config if you can, stating the defaults and what exactly they do. This isn't the first mod I've seen have the defaults be different from what they were set.

Or don't, I'm not your mom lol
avil  [author] 28 Jul @ 8:01am 
It was two different options before, but I didn't update the description. I should do it now, I guess.
avil  [author] 28 Jul @ 8:01am 
Nevermind, description is actually more or less accurate.
Idk what's up with defaults in your case. You're playing 1.6 right?
- first option relates to grass specifically, it's not "yield" based plant. Base value is 100% and it's normal (like vanilla);
- second option relates to the chance to destroy GRASS if it's depleted (if growth progress goes bellow 5% after consumption);
- third option relates to yielding plants. There are two types of yielding plans - that get destroyed after harvesting (I call them crops) and that are not (let's call them bushes). So when it says "50% efficiency" it means animals will consume double the nutrition value form bushes than they get from it (removing appropriate growth value from a bush). And if it's a crop, the crop will be damaged by the direct percentage stated (aka 200% damage done). 200% done and 50% efficiency are interchangeable values in that context.
Jarrod 27 Jul @ 9:10pm 
Considering I literally did a complete reset of my files for my mods and went through and set them all up from scratch... Yes, it was absolutely fresh.

Either way, I just want to know what to put them for default anyway. And seeing as I can't set one of them below 100% despite you saying it's 50% by default, then saying they don't go below 100% by design.. I'm confused on what they are supposed to be by default.
avil  [author] 27 Jul @ 11:30am 
Is it fresh though?
These are source values

Scribe_Values.Look(ref multiplier, "multiplier", 0f, false);
Scribe_Values.Look(ref consumeChance, "consumeChance2", 0.05f, false);
Scribe_Values.Look(ref yieldDamage, "yieldDamage", 0.25f, false);

3rd value is damage done. Scale goes by formula 1f + yieldDamage*4, so minimum damage is 100%, and maximum is 500%. And default "if previous didn't exist" is 0.25, it translates into 0.25*4 aka 100% extra damage, making it 200%. So it doesn't appear that your config was that fresh.
Also can confirm, values can't go bellow 100%, it's by design.
Jarrod 25 Jul @ 9:54pm 
I apologize as I didn't read the previous pages, but what @Darkmoon Tanit said is still correct, even now. I have a fresh new config and it's still 100%, 0%, and 100% by default respectively in the menu. And both of the 100% settings do not go below 100% in the config.
Jarrod 25 Jul @ 9:47pm 
Just FYI, Nutrition value is set to 100%, chance to destroy is set to 0%, and damage done to crop is set to 100% by default, despite your description here stating otherwise. Just seems like the mod doesn't change anything without configuration first, and there doesn't seem to be a way to set "animals now can eat yield from growing plants" to 50%.
Unless these are the values set *after* your proposed defaults, which if that's the case you should give tooltips in the mod settings to clarify that.
avil  [author] 21 Jul @ 2:05am 
Then they don't use vanilla classes as a base for their plants.
Aster 21 Jul @ 1:54am 
They will fully eat grass grown with Vanilla Plants Expanded
avil  [author] 20 Jul @ 3:13pm 
Try it out. This mod isn't capable of breaking anything.
Punkypal 20 Jul @ 1:53pm 
If I have a mod that allows me to sow grass, with this work on the grass that I pawns sow, or only wild naturally grown grass?
QraTz 14 Jul @ 2:53am 
Thanks for updating so fast!
DOLLARS 11 Jul @ 10:00pm 
All animals will die in 1.6
The Gunslinger 11 Jul @ 2:23pm 
Ty
Devsona 11 Jul @ 8:22am 
Thanks for the mod, it really made my 1.5 runs more enjoyable.
Screw the trolls who complain about mods they're not using in the first place, absolutely insane behaviour.
Winsenkiller 26 Jun @ 10:04am 
Confirmed, doesn't work in 1.6. Throws error when animal wants to eat.
NullPug 24 Jun @ 5:59pm 
The mod prevents the animals from eating entirely in 1.6
Marchiel Lobelia 20 May @ 11:06pm 
thanks for keeping this mod maintained! truly a berry cool QoL mod to have
Head 1 May @ 8:58am 
Awesome mod
Leath 2 Apr @ 6:37pm 
@Guapo okay lil bro, sounds like a lot of projection about the 'parental hand' stuff. Mom said dinner is ready but you need to come upstairs from the basement...and don't run up on all fours like a feral smoothskin
Amroth 30 Mar @ 4:05pm 
@Guapo I'm not sure I agree with this being a purely handholding mod. It seems like it just adds a bit more realism and complexity to animal grazing, which is too simple to be viable in vanilla.

Also no one is going after you, calm down lol. Author literally updated the mod real quick in the middle of his game, could just give him the credit for it and move on.
avil  [author] 30 Mar @ 3:39pm 
Bruh, why you had to post a message like that on the page of a mod you don't even use or like. Talking about going after you.
Guapo 30 Mar @ 2:45pm 
@Amroth I really dont even care about this mod period, i was never using this to begin with. Im way too OG to not know how to feed my animals on the Rim the regular way. This mod is for players who need a "parental hand" with animals. Again i was never using this mod to begin with so dont come for me
Amroth 30 Mar @ 12:46pm 
No problem, it happens. Thanks for taking the time to do it anyways!
avil  [author] 30 Mar @ 12:09pm 
Imagine insulting somebody for not adjusting something as small as default values, that you can change yourself right in the game, don't even have to do xml-injections or dll.
Being said, made adjustments. Changed chance to destroy plants from 0 to 5 and damage to crops from 300 to 200 default.
(Yes, I did forget)
Amroth 30 Mar @ 8:46am 
@Guapo No, I don't think so. Might have just forgotten to adjust, or an update could have broken the default values. It's important to let him know without any expectations, unless you're paying him for it, lol.
Guapo 30 Mar @ 5:25am 
@Amroth Modders think their always right, it gets really annoying
Amroth 28 Mar @ 4:49pm 
@avil the guy who commented before is right. Default values are all 0% while description says something else.
Johnny 6 Feb @ 3:34pm 
does this work with modded plants
avil  [author] 25 Jul, 2024 @ 12:30am 
Even weirder then since I would notice that.
tolaburke 25 Jul, 2024 @ 12:28am 
This was all animals, tamed or not.
avil  [author] 24 Jul, 2024 @ 11:44pm 
... did you per chance have grass removed from their food restriction?
because I've finished a 100h campaign from start tofinish and never noticed a thing. I use animals a lot, hence why mod exists at all.
Sia 24 Jul, 2024 @ 8:08pm 
My animals are also not eating the grass and dying from starvation. Been using the same addons for a while now but this one quit working once 1.5 hit, so ill have to uninstall.
tolaburke 11 Apr, 2024 @ 11:19am 
I dunno. With this mod active, I've seen creatures die off from exhaustion and lack of food. It could be me, but...I dunno.
avil  [author] 11 Apr, 2024 @ 4:39am 
Ah, then you mean settings don't match mod description. I'll probably update it at some point.
Darkmoon Tanit 11 Apr, 2024 @ 4:24am 
In the second part of the description:
"5% by default" it's 0% by default ingame
"50% efficiency" it's 100% ingame
"200% by default" it's 100% ingame
avil  [author] 11 Apr, 2024 @ 3:05am 
Wym? It says
>Animals don't destroy grass and eat according to their size.
The same here and in the game.
Darkmoon Tanit 11 Apr, 2024 @ 2:38am 
Ingame default and steam description here are inconsistent. You should probably edit the description here if the default ingame mod settings are correct.
avil  [author] 8 Mar, 2024 @ 2:58am 
It's not intended. Mod was made before this feature was added and wasn't really updated since. Tbh I've just forgotten it even exists.
MusicManiac 7 Mar, 2024 @ 8:36pm 
Pen marker doesn't reflect nutrition change whatsoever is intended or?
avil  [author] 27 Nov, 2023 @ 12:00pm 
I mean, whatever you prefer? Are you asking my personal preference? For balance sake I use 200%.
avil  [author] 27 Nov, 2023 @ 11:59am 
Yes.
Rips 27 Nov, 2023 @ 4:17am 
Ok. Are those the right settings for the mod's intended behaviour? What should they be?
avil  [author] 26 Nov, 2023 @ 9:54pm 
Correct. It seems when last time I've tinkered with settings I've changed defaults and didn't notice.
Rips 26 Nov, 2023 @ 3:25pm 
The default values for me show as:

Nutrition value of a grass: 100%

Chance to destroy a grass patch on consumption: 0%

Damage done to a crop based on ratio of amount consumed to its yield: 100%

This is different to the mod description above. Are these correct?