RimWorld

RimWorld

Choose Wild Animal Spawns
202 Comments
Halfelfaedyn 21 Sep @ 8:04pm 
If you could use arrowkeys instead of just a slider it could work well too.
Halfelfaedyn 21 Sep @ 8:01pm 
Is there a way to do a "Select All," and then have checks like when packing a caravan, so we can uncheck some, and then apply a certain number to them? I want to set everything to 0.0023, except for the animals that already have a spawn number. I have every animal mod you can think of so it's a very big list. It's hard to drag the slider to a tiny amount for each one.
Wolfen 7 Sep @ 4:03am 
Searching since 2 hours for a solution to get crows into cold bog, maybe this is the way, thank you anyway, very useful this one.
Mlie  [author] 7 Aug @ 10:21pm 
@ximrtkxi This does not prevent them from spawning, just sets their spawnchance. There are still hardcoded spawning of creatures. If you just want to remove something you should use a mod like Cherry Picker
ximrtkxi 7 Aug @ 2:29pm 
Sea creatures and bugs are set to zero,and they still generate,
Alaska 7 Aug @ 12:21pm 
awesome, since i use extremely specific maps and environments, just about nothing spawns ever, this is extremely helpful
Mlie  [author] 20 Jun @ 10:57pm 
@dmitrii88 Updating all my mods, see Discord for progress
dmitrii88 20 Jun @ 10:55pm 
Update please
Head 24 May @ 7:16am 
Excellent mod
Mlie  [author] 28 Apr @ 1:03pm 
@cant aim Any mods that modifies the spawn-chance of animals are something to test for.
cant aim 28 Apr @ 12:42pm 
I am also aware that the mod works fine on its own I was just hoping that the error would have a clue towards what mod is conflicting before I started randomly testing things.
cant aim 28 Apr @ 12:38pm 
Yes I made a report in the discord.
Mlie  [author] 28 Apr @ 12:17pm 
@cant aim Please see the Reporting Issues section described above
cant aim 28 Apr @ 9:15am 
<630e2863bc9a4a3493f2eff01e3a9556>:0
at System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00015] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at ChooseWildAnimalSpawns.Main.saveVanillaValues () [0x00034] in <aac276b0f052426989039f582f67c98c>:0
at ChooseWildAnimalSpawns.Main..cctor () [0x00014] in <aac276b0f052426989039f582f67c98c>:0
--- End of inner exception stack trace ---
[Ref CF6A66] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Window.InnerWindowOnGUI_Patch0 (Verse.Window,int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
cant aim 28 Apr @ 9:15am 
Hello, I'm trying to figure out what mod is conflicting with this, does this give any clue? Exception filling window for RimWorld.Dialog_ModSettings: System.TypeInitializationException: The type initializer for 'ChooseWildAnimalSpawns.Main' threw an exception. ---> System.ArgumentNullException: Value cannot be null.
Parameter name: key
at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x00008] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at RimWorld.BiomeDef.CommonalityOfAnimal (Verse.PawnKindDef animalDef) [0x0003d] in <630e2863bc9a4a3493f2eff01e3a9556>:0
at RimWorld.BiomeDef+<get_AllWildAnimals>d__55.MoveNext () [0x00049] in
Mlie  [author] 27 Apr @ 12:02pm 
@kingrevolucion12 Animals only
kingrevolucion12 27 Apr @ 11:43am 
Does it give the option to increase the number of manhunters (wild men)?
Mlie  [author] 10 Apr @ 9:56pm 
@Jeremy Lin One of your mods adds an anomal with a non-standard definition. If you find out what mod it is, link to it here and Ill take a look
Jeremy Lin 10 Apr @ 8:59pm 
opening the mod menu cause "Exception filling window for RimWorld.Dialog_ModSettings: System.InvalidCastException: Specified cast is not valid.
[Ref B44E3045] Duplicate stacktrace, see ref for original
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced.
(Filename: Line: 580)

Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)" spam i can't click on anything
Mlie  [author] 5 Apr @ 9:51pm 
@RiseKnight Reset restores the value to whatever it was before you changed it. The mod itself has no values
Jebeddo 26 Mar @ 2:14pm 
Best. Mod. Ever. I just can't play without it. It's perfect for adapting various other mods in various other settings.
Mlie  [author] 26 Nov, 2024 @ 9:55pm 
@DarkAgeRush Please see the Reporting Issues section described above
DarkAgeRush 26 Nov, 2024 @ 5:18pm 
It may be my big mod list, but I cannot get the spawn rate to change for animals on a polluted map I am playing
Mlie  [author] 1 Sep, 2024 @ 9:27am 
@Laser Then you do not have the mod enabled or is not looking in the right place
Laser 1 Sep, 2024 @ 8:56am 
I can not see the settings area in the mod I can only change if animals sleep at night or day
Mlie  [author] 19 Aug, 2024 @ 9:33am 
@slongo702 Only animals
slongo702 19 Aug, 2024 @ 8:42am 
Are you able add wild man spawns with this mod?
Mlie  [author] 12 Jul, 2024 @ 10:18pm 
@z8ta The Reset button in the mod options removes any settings done by this mod. If you see changed values anyway they are not done by this mod
man_of_belief 3 Jul, 2024 @ 10:44pm 
changing, thanks for making this mod. i don't understand what causes this glitch happens, so i'll just change mod setting whenever i start the game. anyway it works.
Mlie  [author] 3 Jul, 2024 @ 10:36pm 
@man_of_belief Tricky to know what the issue is. I assume you have other mods active, so try the steps described above on how to find the cause of your issue.
Oh, and this is not an updated mod. This is my own 🙂
man_of_belief 3 Jul, 2024 @ 9:53pm 
thanks for updating this mod for us. btw, i don't know its conflict or bug, but spawning density keeps changing happened. whenever i restart the game, it chages the default setting. no error log or something wrong with it. this only happens where i go.for instance i'm living at temperate forest, so it always happen, and whenever i visit other biome, they change to default too. will there's any way to fix this bug? and again, thanks for updating and managing tons of mods for us.
sith-shenanigans 24 Jun, 2024 @ 5:28pm 
@Darth Ruthon Are you using the Star Wars Animal Collection? I'm having the same problem, and that seems like the likely culprit.
wuj555555 20 Mar, 2024 @ 5:30pm 
Do you think you could add na option to filter shown animals in some way? Gets pretty laggy if many are added thanks for reading
Mlie  [author] 11 Mar, 2024 @ 9:39am 
@Barbarossa I think so, the biome info is generated on world generation
Barbarossa 11 Mar, 2024 @ 8:43am 
Hey there!

Quick question, after changing the sliders by adding a few animals to a biome, those animals don't appear in the information tab of said biome in the world map. Is everything in game working even though that change doesn't appear?
Mlie  [author] 19 Feb, 2024 @ 2:20am 
@Quasar Queso Seems to be working in my tests
Quasar Queso 19 Feb, 2024 @ 1:10am 
Does this work with Alpha Biomes? Thankyou!
The Algean 7 Feb, 2024 @ 4:55pm 
@Darth Ruthon Did you figure out which mod was causing the issue? I'm having the same problem now.
Mlie  [author] 1 Feb, 2024 @ 9:55pm 
@Darth Ruthon Look for any mod that adds an animal. I assume there is one that are defined in an unexpected way
Darth Ruthon 1 Feb, 2024 @ 10:14am 
Not sure why but when i go to the options there are only a couple buttons to click and i can't close it, i have to close to game to get out. I assume mod conflict, any clue which type of mods could conflict?
ORION 25 Jan, 2024 @ 9:42am 
Thanks this is a great mod
Mlie  [author] 25 Jan, 2024 @ 8:31am 
@ORION Yes, but will only affect what new animals arrive to the biome
ORION 25 Jan, 2024 @ 7:44am 
will this work on a saved game?
(≡◉‿‿◉≡) 30 Dec, 2023 @ 4:02am 
@Jesse if you have Dubs Performance Analyzer try turning off the bottom fixes (Fix missing mod factions & Fix mod removal). That happened to me before and I was frustrated because I thought I lost my 12-year in game save, but never in this mod. IDK if you can still recover it though.

Anyways the density keeps changing from 10-40 even rearranging my load order.
Mlie  [author] 29 Dec, 2023 @ 10:57pm 
@Jesse This mod does not permanently change anything in your save. The changes you do in it is only loaded if the mod is active. Your issues are caused by something else, I suggest you look over what mods have updated since your last working session.
Jesse 29 Dec, 2023 @ 6:46pm 
Yeah adding this mod to my modlist corrupted my whole save file. Dunno how the hell that happened but it happened. Don't think it's your fault? The save was pretty damn unstable with how much I had been changing the load order around.
Jesse 29 Dec, 2023 @ 5:01pm 
I... really want this mod, but something happened. I went from a game that worked without issue at all to a million red errors fly by in the debug log upon loading in. Rocketman won't load and the entire map is a blank grey space dotted with the names of my colonists.
(≡◉‿‿◉≡) 28 Dec, 2023 @ 6:15pm 
Hello, idk if it's a conflict or a bug. But somehow the spawning density keeps changing up to 20-50 everytime I reboot. I set up the density up to 6 (max) in a desert map and it keeps changing. There isn't a single error and even the Visual Exceptions does not detect anything. I'm still using the same mods and load order for the past 6 months.
Holdstrong 12 Nov, 2023 @ 11:56am 
Thanks. This is a really fun mod. I'm having a blast creating biomes with specific wildlife. Big thumbs up.
Mlie  [author] 12 Nov, 2023 @ 11:16am 
@Holdstrong Tbh, I dont know. The game defines it for each biome and the mod just lets you modify it. Id say 1 is sparse, 5 is crowded, something like that.