RimWorld

RimWorld

Vanilla Animals Expanded — Endangered
315 Comments
IchigoMait 5 Sep @ 12:30pm 
@Sarg
Seems 2nd+ release at the same time just staying put was a one off issue, maybe only happens when trying to do for the very first time more than 1 at a time.

Though the release to populate needing me to change the area or wait for them to be outside of closed room, because it gets instantly released and thus would get stuck unless you hold doors open, is still a thing.
Release to wild doesn't need that sort of micromanagement.
Arnold Macronnegger 3 Sep @ 7:49pm 
Hi, I've an issue where Pheasants remain on the map even though the Imperial Traders they were with have left the said map. Thanks.
Sarg Bjornson  [author] 15 Aug @ 5:18am 
Not the fault of this mod. Thylacines don't have custom logic
Sarg Bjornson  [author] 25 Jul @ 11:22pm 
It will be pushed as soon as Oskar does it
yttrium 25 Jul @ 7:06pm 
@Sarg Is it not something that can be fixed? It's an actual regression compared to 1.5. The same mod download from the same workshop page behaves differently depending on your client version.
Sarg Bjornson  [author] 24 Jul @ 10:56pm 
@yttrium: I will add a warning
Z.E.R.T. 24 Jul @ 7:17pm 
Thanks to @yttrium you make my day i have so many Tasmanian lmao
Z.E.R.T. 24 Jul @ 7:15pm 
Tasmanian Devils since the new patch cant be Release to repopulate i confirm i cant do it nothing happen when i do it ..........
yttrium 24 Jul @ 11:24am 
I figured out the issue with 1.6. It's not a mod conflict or something plaguing old pawns - you can no longer issue the 'release to repopulate' command if the pawn is restricted to a zone, even if that zone is completely open and accessible to the map border. As soon as you set the pawn to be unrestricted, even without moving them, the command is issued successfully.

This is a regression, and was not a problem in 1.5.
yttrium 24 Jul @ 10:07am 
I disabled every single mod I had installed except for Harmony, VEF, and VAEE. I was still unable to issue the Release to Repopulate command on already-tamed VAEE animals. However, with only those mods enabled, I tried spawning a fresh Quagga in dev mode, taming it, and then releasing that one to repopulate, and I was successfully able to. I still cannot issue the command on non-fresh pawns. My guess is that there's some underlying mod conflict that breaks the pawns as they spawn. I'll see if I can dig into the save file, comparing old pawns to fresh ones, and learn anything from that.
yttrium 24 Jul @ 9:52am 
I am unable to release animals in 1.6 as well - happening with both Quagga and Tasmanian Devils. No errors appear in the log. I'll try disabling a bunch of mods and seeing if I can determine the conflict.
Sarg Bjornson  [author] 24 Jul @ 4:52am 
Absolutely nothing happened to this mod.

Just tested, it is working fine. Release to repopulate makes the animal leave the map, and relations are awarded with all non-hostile factions
hi 24 Jul @ 4:44am 
What happened to this mod?!?
I've gotten tasmanian devils again, i've gotten them in previous playthroughs in other patches too.

Can't release them for goodwill.
Tested some stuff, literally any other animal with ' enable for all animals ' works, even the modded ones.

Decided, perhaps i can release them into the wild and it will still give points?

---Didnt get to find out because they decided to murder out themselves amongst eachother.

This wasn't a thing back then, stuff actually worked.
What happened?
Morbster 18 Jul @ 12:27pm 
I didn't know that Rockhoppers are endangered, and now I am sad.

Anyway, great mod. Thanks!
Sarg Bjornson  [author] 18 Jul @ 6:21am 
Fuck off
T.N.Tobin 18 Jul @ 5:52am 
This is an example of a troll making mods. First off, if you tame them they are targets of every predator over anything else and when you release them you get nothing for it.
Second off, the ferrets and the tazmanian devils B- line it to your base (they wont go anywhere else) and hunt your pets constantly till you have none and they stay there for years.
FUCK YOU YOU FUCKING TROLL
Dminx 6 Jul @ 6:41am 
Ferrets are normally strictly carnivores. Good mod tho.
SPAZZ 4 Jul @ 11:37pm 
hows this mod going to work with the new "40 animals added to vanilla" sense they added pandas to vanilla but this mod ALSO adds pandas to the game. is there just 2 different types of pandas now? if this has been brought up before, Im sorry. whatever the case is you guys do great work thank you for everything!
Smegma_Sage 10 Jun @ 11:44am 
Rimworld has desensitized me.

I looked at this mod and thought "oh with this mod I can hunt endangered animals and sell rare pelts for absurd prices, how cool."
Sarg Bjornson  [author] 31 May @ 12:02pm 
Yeah
DrBossWatson 31 May @ 12:00pm 
Just wondering if that was how that worked. I notice one do that and then it filled the food bar without using any of my food. So is it just a free food thing they can do from time to time?
Yungly 30 May @ 9:03pm 
This made me learn the Tasmanian Devils are endangered, and made me very sad :(. I know this is just some rimworld mod, but I think things like these really do help spread awarness, thank you so much for providing resources to help these animals!!
Sarg Bjornson  [author] 28 May @ 8:00am 
Uh, why would it?
DrBossWatson 28 May @ 7:58am 
I noticed the Pangolins will 'eat ants' does that clean up filth?
Head 19 May @ 8:54pm 
Great mod
QZQA 23 Feb @ 12:37pm 
The giant panda is a bear and it also eats meat.
Caelum 7 Feb @ 1:58pm 
I have only one minor criticism I've only now realized.

Giant Pandas should be omnivores. They occasionally eat carrion and their digestive systems are still built like carnivores. That is my only critique.
enano con tuberculosis 4 Jan @ 3:14pm 
i love thylacine :steamhappy:
maviamadness 2 Jan @ 9:44pm 
pangolins are my favorite animal, I'm so happy you made this mod
Rosa 1 Jan @ 3:35pm 
how do I add animals from other mods to the "endangered" category, so they show up only in the event and can be released to the wild? I thought some animals from Megafauna could fit in well.

I know there's a setting to make all animals releasable, but it's not quite what I'm looking for.
Sarg Bjornson  [author] 23 Dec, 2024 @ 6:15am 
You must be so fun at parties
AerakiBaer 11 Nov, 2024 @ 5:46pm 
Releasing them to the wild still doesn't work for me, even when I release them RIGHT next to the border.
maxoverload91 28 Oct, 2024 @ 1:22am 
Does the mod choose a random border to send them to or the closest border?
maxoverload91 28 Oct, 2024 @ 1:19am 
yeah, i'm having a similar issue to other people here with release to repopulate command - my guess is it's the result of a mod conflict but the best way to eventually ensure it works is to create an area right at the map border and assign the animals to that before releasing. Even then I usually have to reload multiple times before i get it to fire correctly
yttrium 21 Aug, 2024 @ 12:16pm 
I think I figured out the issue with 'release to repopulate'. A number of things are supposed to happen in order:

1. First, you get a dialog popup for each animal you issued the order to, that you must confirm.
2. After hitting confirm, the animal's ownership is changed from your faction to wild.
3. The game gives the animal an order to leave the map, an activity called "Going to the wild".
4. Once the animal reaches the border of the map, they're despawned and THAT is when you receive the +goodwill faction awards.

This final order only successfully goes through if the animal has an active path to the border. If there's a door blocking them, like if you had the animal in a barn, the order fails to be issued and the animal will instead just wander around the map aimlessly. They will never despawn and you will never gain goodwill.

That seems like a bug to me - they should be periodically re-issued the command to exit the map, in case that first order fails for whatever reason.
Sarg Bjornson  [author] 11 Aug, 2024 @ 1:57pm 
Working fine here, no fix needed
Royal Coyote 11 Aug, 2024 @ 1:42pm 
Has the release to wild been fixed yet?
Doctor F4te 27 Jul, 2024 @ 4:06pm 
Releasing them into the wild no longer functions for me.
KILLDROID 21 May, 2024 @ 2:42pm 
I can't seem to release them back into the wild. They stay on the map. Sometimes they even stay in base.
PHAILKAISER 6 May, 2024 @ 9:56am 
Some minor typos:

•The information text that pops up when hovering over to repopulate has a typo.
To fix: \2366589898\Languages\English\Keyed\Misc_Gameplay.xml (Line 16)
"repupulate" --> "repopulate"

•Minor typo in giant panda description.
To fix: \2366589898\1.5\Defs\ThingDefs_Races\Races_Expanded_Endangered.xml (Line 634)
"herviborous" --> "herbivorous"

Other than that, great mod!
Oskar Potocki  [author] 19 Apr, 2024 @ 8:46pm 
No.
Scavenger 19 Apr, 2024 @ 1:53pm 
is this not included in the Vanilla Animals Expanded mega pack?
Sarg Bjornson  [author] 8 Apr, 2024 @ 12:05am 
Vanilla traders don't stock fertilized eggs
Squeakers 7 Apr, 2024 @ 3:48pm 
Meant just the eggs, not like a caravan animal. Fertilized ones too, so i could buy a few, ended up getting 6.
Squeakers 7 Apr, 2024 @ 3:47pm 
i managed to come across the rockhopper penguins, from some bulk goods trader. I don't know if that was supposed to happen?
Pascal Jansen 22 Mar, 2024 @ 7:29pm 
While I get they're rare I think an option to have them naturally spawn in the wild, just albeit extremely unlikely would make it feel more immersive and not just "hey these 2 guys spawned you should tame them". small difference but i think it changes a lot of the feel of it
Dan Dolem 6 Mar, 2024 @ 4:18am 
Can you harvest the Black Rhino horn and sell it at the market for great profit? (like you can sell elephant tusks) It would fit with brutal themes of Rimworld.
Sarg Bjornson  [author] 1 Mar, 2024 @ 2:42pm 
Yes
Meo 1 Mar, 2024 @ 2:10pm 
can the spawning event happen in any biome?
Sarg Bjornson  [author] 19 Feb, 2024 @ 1:36pm 
No, that has to be a mod conflict