RimWorld

RimWorld

Animal Controls
392 Comments
Protok 5 Oct @ 10:25am 
Ok, with filters too
Protok 5 Oct @ 10:23am 
For me personally disabling Area Defaults option is all I need.
I mean AC is no in need of patch current thing.
It is not even an issue now. Imho
avil  [author] 5 Oct @ 10:03am 
Hm, filter uses whatever your regular food filter allows. I'm afraid I could break compatibility with some other mods that modify food filters for a minor convenience option.
Protok 3 Oct @ 11:23pm 
His new version mod has an option to disable Area Defaults for AC parent area inheritance work as it should.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3522445452
Protok 3 Oct @ 2:49pm 
Also, could you add a fresh/rotten/bonned subfilters for bodies subcategory for food policy?
I want to control my wargs so they feed on rotten bodies, and not fresh.
Protok 3 Oct @ 2:46pm 
Found it! It is 1trickPwnyta's Defaults, which prevents Parent Area Inheritance of newborns.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3285178686

It will be good to fix this issue. AC is nice mod.
Protok 3 Oct @ 1:33pm 
Only vanilla animals, any newborn of not penned.
Alright, then again a long modlist checking.
avil  [author] 3 Oct @ 11:30am 
Hello. Newborn any animal? Or some particular animal? Some mod added "fantasy" animals and if I remember correctly any egg animals can't inherit it, due to lack of proper parent links.
Regarding your list, nothing instantly recognizble to me.
Protok 3 Oct @ 2:27am 
Thanks for a mod!
Do you know which mod blocking inheritance parent area to a newborn?

in mod list:
RIMMSqol
Better Pawn Control
Animal Tab 1.6 Continued
Customize Animals
Animals Logic
Animals are fun! (Continued)
[AFLD]AnimalsPreferGrazing (Continued)
Animal Controls
Encounter Baby Animals
RimKeeper - Wild Animal Procreation
avil  [author] 28 Sep @ 1:52pm 
- you use some food mods that mess with nutrien values;
- your settings for training food are incorrect;
LootMessi 28 Sep @ 1:28pm 
Hi,
When I use this mod, the animals can no longer be trained.
I always get the message that there is no food to train.
There is plenty of animal food available.
If I remove the mod, it works without any problems.
What could be causing this?
Karma 2 Sep @ 9:36am 
Experienced the same issue as @Nashoba with Pick Up And Haul enabled - handlers would go pick up an item to use for training and stack up as much of it as they could fit into their inventory. No errors in log during that.
avil  [author] 25 Aug @ 8:21am 
You're having a compatability issue.
Nashoba 25 Aug @ 8:20am 
It seems like pawns will carry large amounts of food if allowed by this mod. Allowing handler pawns to feed animals "simple meals" will cause pawns to carry as much as they can, literally everywhere.
hongbin.wen 18 Aug @ 8:00am 
谢谢大佬分享
crashfly 17 Aug @ 11:13am 
@dizzy - see now, i would be keeping the animals *out* of the fridge permanently to prevent that problem. it is a fridge, not an animal cooling spot for food. just think of the hygiene.
Dizzy 17 Aug @ 10:19am 
I was literally thinking last night how it would be nice for my animals to not attack my fridge when there's perfectly good corpses available. Bless.
avil  [author] 17 Aug @ 4:49am 
Welp, I love it when requests fulfill themselves all on their own.
YodaDoge 16 Aug @ 8:41am 
That would be lovely! :steamhappy:
avil  [author] 16 Aug @ 6:17am 
Maybe only as a specific option. Because that's actually not a good idea generally, because random corpases appear on the map all the time, but food is genrally stored in the same place.
YodaDoge 16 Aug @ 4:26am 
Can you make animals prefer corpses (if allowed) over other food?
I'd like them to eat human corpses before anything else.
But by default they prefer everything else before corpses.
All available options to deal with this would require micromanaging the zoning or food policy.
avil  [author] 10 Aug @ 5:07am 
Yeah, figures.
祂独 9 Aug @ 7:04pm 
Dear Author,

There is a compatibility issue with the mod "1trickPwnyta's Defaults." It causes the default animal diet function in the bottom-right corner of your mod to disappear—the button is no longer there.
wynnyx 21 Jul @ 12:30pm 
When you update to 1.6, can there be an option to save the food policy from game to game? So I could load exactly what I want without having to play around with it every time? I would like to be able to save an animal policy. Thank you!
Mad Alkemyst 20 Jul @ 4:14am 
@avil, !Jinx~ Thank you so much! Loads of kibble and no tames turned into working flawlessly. :cactuar:
Jinx 19 Jul @ 4:28pm 
Turns out it was mod order, moving this above Animals logic fixed it. Ty
avil  [author] 19 Jul @ 4:12pm 
You must have some other mod doing something with restirctions. One restriction allows him to use food when he picks it up, but another forbids him from using it to train, so he goes to pick up some more, getting stuck in a cycle. May be mod order.
Jinx 19 Jul @ 4:10pm 
i'm not sure what's causing it (no errors in logs) but whenever I have an animal set up for training the trainer will shove as much food as possible into thier pockets causing them to walk around with 600+ kibble. Removing this stops them from doing it.

Using pick up and haul/animals logic/allow tool
(^0v0^)OriginalOwl 17 Jul @ 11:15am 
Okay cool, glad you knew what I meant from my butchered sentence 😅
avil  [author] 17 Jul @ 10:59am 
Yeah. Planning to work on*
(^0v0^)OriginalOwl 17 Jul @ 10:58am 
As evoc, I dont have the button on bottom left either - is this the issue you've said below you're working on? (and thanks for your work on the mod)
Pencilias 16 Jul @ 7:54pm 
fantastic mod 5/5, don't know how many have said this bc obvi user error, only issue is i've just "defaulted" to making a food line for pawns that's not on the default bc i ruined my colony not realizing every new tame and birth was using default and eating my meals despite having 300 kibble lol
avil  [author] 16 Jul @ 5:37am 
I'm planning to handle that issue differenly, sono vanilla windows involved anymore (because this problem keeps coming back because of other mods). But it might take a moment.
evoc 16 Jul @ 5:27am 
yes, 1.6. Subscribed after your last update.
avil  [author] 16 Jul @ 5:25am 
I doubt that you use an older version of the mod. Or do you? Are you on 1.6?
avil  [author] 16 Jul @ 5:24am 
Nope.
evoc 16 Jul @ 3:43am 
Thanks, that button isn't there for me.
Any idea which mod could override this?
Didn't find anything obvious in my modlist.
avil  [author] 16 Jul @ 2:24am 
You might not be stupid depending on if you use certain mods that may just straight up cover the button or recreate the FOOD POLICIES window. It's a window where you create new food policies. Button is in bottom right part of the window.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3527087381
Also egg animals is a complicated business. I don't quite member if they even have a proper parinting system (fertile eggs stack afterall). But even if they do they 100% CAN lose track of their parents if parents die before hatching. Because dead parents aren't saved in the file, and when you reload they don't exist, and chicks get born parentless.
evoc 15 Jul @ 3:28pm 
This maybe a stupid question, but how to get to the option to apply defaults? I cannot find that screen anywhere.
Inheritance of food policy also doesn't work for my chickens. Possibly the parents died before the egg hatched?
Gafronkis the Boot Maker 14 Jul @ 9:10pm 
This mod and Realistic Meat Scaling has a soft incompatibility. That mod changes the nutrition amount for meat to .15, which means that you need to adjust the nutrition slider in this mod to tame animals, however doing this leads to the tamer shoving as much meat as possible into their pockets for some reason.
Drakomir 14 Jul @ 12:49pm 
@Liav Vinil - I know that RimPy is on the older side. Started using RimSort as well since today.
But as @Kyle McTexas mentioned it's showing the same issue.
Thanks for the tip anyway ;)
Kyle McTexas 12 Jul @ 9:55pm 
Using RimSort, can confirm that it's showing that Animal Control and Replimat is giving warning that they're incompatible. No clue why but the author of Replimat did reply saying,

"I haven't had solid confirmation, but apparently Animal Controls patches animal/pawn feeding logic in a way that is incompatible with Replimat"
ShadowX116 12 Jul @ 4:50pm 
My bad, I mis-remembered. That's how my categories look too. Stuff under Plants is being forgotten by policies, even vanilla stuff as I said.
Liav Vinil 12 Jul @ 12:37pm 
@Drakomir

I believe ive seen RimPy is no longer recommended because its referencing data some two years old and is no longer maintained

RimSort is the current replacement and considered even better, i just started using it today and its even a little easier. I opened it, and walked through the dialogue boxes to auto-detect file paths. Closed it and reopened it and my mods were detected, painless.
Drakomir 12 Jul @ 6:11am 
I honestly haven't got a clue. :'(
avil  [author] 12 Jul @ 5:21am 
Do you know how incompatibility represents itself? Because I don't know anything either. I COULD look it up though.
Drakomir 12 Jul @ 5:16am 
RimPy mentions that your mod is incompatibel with "Replimat" for some reason.
According to Sumghai (the mod author) it is the follow, and I quote: "I haven't had solid confirmation, but apparently Animal Controls patches animal/pawn feeding logic in a way that is incompatible with Replimat"

Unfortunately the author doesn't know on how to fix it. Would you be able to have a look at it?
avil  [author] 12 Jul @ 2:15am 
Doesn't appear that there's a misc category.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3523471909
ShadowX116 11 Jul @ 3:39pm 
Thanks!
It's stuff like Grass, Bushes, Giant Rafflesia, and Brambles. There's some mod stuff thrown into the section as well, but these policy loads are between saves on the exact same mod list with no edits.
avil  [author] 11 Jul @ 3:35pm 
Strange indeed. I'll check on it.