RimWorld

RimWorld

Animals dung [1.2]
62 Comments
T. Dussolier 8 Apr @ 4:09am 
Waiting for 1.5 update...
Thundercraft 19 Mar, 2024 @ 1:57pm 
Any chance of an update for 1.3, 1.4 or the soon-to-be released 1.5?
evil yaoi wizard 19 Nov, 2023 @ 9:56am 
would you be willing to update this mod? I used it years ago and I honestly miss it, dried manure is a very valuable resource for tribal peoples as fuel, and I used it the same way!
meotakugirl92 24 Dec, 2022 @ 6:16am 
Also, For Heavy-armored Toilet Knight, You Want The Poop Mod.
meotakugirl92 24 Dec, 2022 @ 6:15am 
Needs To Be Updated (IRL Dung/Scat Can Be Used To Make Burnable Gas To Produce Electricity, After Going Through Filters) For 1.4 And Biotech. GO ECO FRIENDLY, PEOPLE!!!!!!!!!!!!!!!!!!!!!!!!!!!
Badger_l27 11 Dec, 2022 @ 6:27am 
когда будет обновление до 1.4? жду
失地騎士Hatk 25 Sep, 2021 @ 8:03am 
will there have walls made of dung, just asking.
Hans 9 Sep, 2021 @ 7:35am 
Update? :)
BladeofSharpness 9 Sep, 2021 @ 5:19am 
I wonder when someone will ask for walls made of dung. Because someone will ask. Not me. :-)
Hydromancerx 9 Aug, 2021 @ 10:19am 
Please update to 1.3!
Solraven 31 Jul, 2021 @ 7:59pm 
is this working with 1.3?
evil yaoi wizard 30 Jul, 2021 @ 2:54pm 
Were you gonna update this to 1.3?
Delta1138 29 May, 2021 @ 9:57am 
The patch for vanilla stuff to use dried dung as fuel throws a bunch of red errors on boot.

This mod does not play well with mods that change fuel categories, I've decided to use "Burn it for Fuel mod" and removed the patch to ressolve this issue (probably because of the aforementioned).

Also I made a recipe patch to turn the both dry and wet dung into chemfuel at the bioreactor; I figured ethanol can be made IRL from dung so why not on the Rim.
Серая Личность 16 May, 2021 @ 1:21am 
Может сделать этот ресурс как сырье для получения биотоплива?
Thalyd 7 May, 2021 @ 1:34am 
yup, the one from dubs higene works just fine, i can right click on it and pawns manage it properly
velcroboy333 6 May, 2021 @ 8:09pm 
Hi, I submitted the patch and I'm using it in my game. I'll do some testing to make sure it works right when I get a chance.

I'm a little bit busy the next couple days but I'll get back to you when I've had a some time to look at it.

Just for reference, can you right click on the other biosolid barrel? The non-manure one?
Cybranian  [author] 6 May, 2021 @ 6:28pm 
@thalyd

No ideas
Thalyd 6 May, 2021 @ 7:49am 
2500 dried manure, i need to handle this hehe
Thalyd 6 May, 2021 @ 7:47am 
any idea why pawns r not using biosolid animal dung composter? also theres no right click options on it :(
the mean gremlin 21 Apr, 2021 @ 12:27pm 
what actually uses the dung for fuel?
Hydromancerx 10 Apr, 2021 @ 11:43am 
Can you patch to be used with Fertile Fields to make fertilizer?

Fertile Fields
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2012735237
Lord of the Hold 9 Apr, 2021 @ 6:23pm 
This reminds me of ARK: Survival Evolved so much lol, guess I have to install some dinosaur mods now.
Cybranian  [author] 22 Feb, 2021 @ 4:56pm 
@>>>NIIM<<<

Perhaps you have another mod that affects the operation of this generator. He could change the order of the classes in this building and my patch failed.
>>>NIIM<<< 22 Feb, 2021 @ 8:25am 
wait no, there are errors when applying the patches for fueling vanilla things, ergo the dung ain't recognized as viable fuel
>>>NIIM<<< 22 Feb, 2021 @ 8:21am 
no errors at all, it is the vanilla wood generator and yeah, I was doing exactly that
Cybranian  [author] 22 Feb, 2021 @ 7:11am 
@>>>NIIM<<<

I have several clarifying questions. Are there any errors when starting the game or loading a save? Does your generator belong to a vanilla game? Are you trying to refuel the generator by right clicking on the generator?
>>>NIIM<<< 22 Feb, 2021 @ 6:58am 
I cannot seem to get my pawns to use the dried dung as fuel for a wood generator, no clue the exact reason, they just don't seem to recognize it as fuel
Solraven 15 Feb, 2021 @ 11:59pm 
i believe its Vanilla Furniture Expanded - Power. heck the biofuel processer could probably use wet manure
Miradus 10 Feb, 2021 @ 1:18pm 
It's for primitive and tribal playthroughs that it matters to me mostly. If I'm on an ice sheet or tundra or desert with high tech I plop down solar panels or a wind turbine.

But weirdly enough ... I also wish I could use hay and manure to create 'manure blocks' to get my African dung hut.
Blu Macaw 10 Feb, 2021 @ 3:09am 
Well there's literally wood fuelled generator and cheemfuel fuelled generator. I don’t see why not, they are all in fact similar item endowed with their own mechanics. There are even mods that add coal powered generator and a coal ore. I don't use it, because I don't like ore mods, but it seems fine to me at least, just an option to consider as a solution to that wood fueling issue.
Cybranian  [author] 10 Feb, 2021 @ 3:06am 
@Commander Kangaroo

It's weird to create a similar item, endowing it with your own mechanics. If I understood you correctly.
Blu Macaw 10 Feb, 2021 @ 3:01am 
Not sure why I got notification here now, but how about a simple solution. Just add a new generator with a tag that it uses only dried manure. As far as my Stellaris knowledge goes it should be as simple as coping everything and throwing wood tag away right? it would look same, cost same, be unlocked same way and so on, but you could also change name? How about that?
Cybranian  [author] 10 Feb, 2021 @ 2:01am 
@Solraven

As I understand it, you are using a generator from some mod. Yes, a separate patch is required for each building. You can tell me the name of the mod and I'll make a patch. Unless, of course, the filling of this generator is implemented as standard, as done in the game.
Solraven 10 Feb, 2021 @ 12:40am 
is preference based on distance? i set up shelfs next to my generators... problem is they wont put manure into an industrial wood generator. would that be a patch on this side or there side.
Cybranian  [author] 9 Feb, 2021 @ 9:39pm 
@Miradus

This is definitely possible, but I do not have such knowledge.
Miradus 9 Feb, 2021 @ 1:52pm 
I want to say this mod adds so much to primitive, neolithic and medieval playthroughs. I love it.

However ... is there a preference for refueling that can be set before? I have 3000 dried manure and 10 wood ... I want the pawns to always use manure for anything which will take manure. Is there a way to set that as a preference anywhere?
Blu Macaw 5 Feb, 2021 @ 4:54am 
Awesome, thank you
Cybranian  [author] 4 Feb, 2021 @ 6:25pm 
@Commander Kangaroo

Done, now this setting is in mod
Blu Macaw 4 Feb, 2021 @ 6:53am 
To be honest it's all good and fine in the colony, but one glance at the wild animals and there's like 200 tiles with manure from one herd of antilopes. Could you add an option to disable it for wild animals perhaps?
Mr. Krill 4 Feb, 2021 @ 1:09am 
Ясненько-понятнеько... буду тестить
Cybranian  [author] 4 Feb, 2021 @ 12:55am 
@__Mr_Krill__

Судя по кол-ву модов, во время проведения патч операций, какой-то другой мод уже провел ее в том же месте, что и мой, вызвав ошибку. Возможно этот мод удалил класс или изменил порядок классов в предмете.

Как исправить эту ошибку я не знаю, но это точно проблема совместимости с каким-то модом. Она не создает проблем, кроме того, что факел не может быть перезаряжен навозом из моего мода.
Mr. Krill 4 Feb, 2021 @ 12:41am 
https://gist.github.com/91530038819180e9c3b8e6daa7f5072b

[Animals dung] Patch operation Verse.PatchOperationAdd(*/ThingDef[defName="TorchLamp"]/comps/li[1]/fuelFilter/thingDefs) failed
file: F:\Steam\steamapps\workshop\content\294100\2372396687\Patches\FuelPatch.xml
Verse.Log:Verse.Log.Error_Patch2(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
Cybranian  [author] 1 Feb, 2021 @ 9:04pm 
@velcroboy333

Great job, I added a patch.
velcroboy333 1 Feb, 2021 @ 8:30pm 
Cool, thanks. I looked into Bad Hygiene too and there aren't any recipes terrains to easily tie into. But we could duplicate the composter to work with dung. I added another patch in the discussion if you are interested.
Cybranian  [author] 31 Jan, 2021 @ 7:16pm 
@velcroboy333
@Lugaru

Now the mod has settings that allow you to adjust the amount of manure and the frequency of its appearance.
I also added a patch for Garden Tools Fertilizer.
velcroboy333 31 Jan, 2021 @ 5:36pm 
I put the patch in the discussion section.
Cybranian  [author] 31 Jan, 2021 @ 5:22pm 
@velcroboy333

I think it would be a good idea to put this parameter in the settings. Yes, I would like to see your patches.
velcroboy333 31 Jan, 2021 @ 12:59pm 
A few more thoughts. I turned down the dung spawn from 8->2 as it was building up too fast. And it's relatively OP as a fuel source as it's literally everywhere. Perhaps you'd consider nerfing that or making it an option in the settings?

Also, I made a patch for VGP Garden Tool to use as fertilizer. I'll post in Discussions if you decide you want to use it. I might make one for Bad Hygiene too.
Cybranian  [author] 29 Jan, 2021 @ 12:46am 
@velcroboy333
@Lugaru

Okay, now at least dung will be forbidden outside of the home area.
It will also be forbidden after drying if outside the home area.
velcroboy333 27 Jan, 2021 @ 4:46pm 
I agree with those suggestions and also maybe you would consider using CompProperties_Rottable instead of deterioration rate. The reason I say that is because the deterioration alert never goes away making it hard to tell if something more important is going bad.