RimWorld

RimWorld

Bonded Animals RNG
21 Comments
Pelagia 14 Oct @ 2:04pm 
I found that the same thing happened when I added the mod. Every pawn now has a new "toxic resistance" stat at 100%. It's separate from the toxic environmental resistance stat but I tested it and it does make every single human and animal immune to toxic fallout.
Luma 11 Oct @ 1:15pm 
@Scurvyez This is incorrect. I even reinstalled the game to make sure it was no conflict.
Scurvyez  [author] 11 Oct @ 11:40am 
@攝影屍 You also have a poor mod interaction then. This mod doesn't do anything to or with joy.
Scurvyez  [author] 11 Oct @ 11:39am 
@Luma You have another mod interacting poorly with mine then. It doesn't happen on it's own. I've tested with vanilla, and with vanilla + all DLC's, and it's fine.
恰似宛然一笑生花 6 Oct @ 6:52am 
Hello Scurvyez, that's an interesting mod. So I created a mod "Bonded Animals RNG_zh" that adds a Chinese translation for your mod and published it on the workshop. Thank you for your contribution! Keep on keeping on!:dslike:
攝影屍 12 Jul @ 9:10am 
This mod work error with pawn joygiver cause pawn will not do joy,after I remove this mod and fix it (1.6)
Luma 17 Jun @ 5:01am 
This mod is quite buggy and does really weird stuff to pawns and animals with hediffs changes - for example it makes all pawns immune to toxic buildup. Would not recommend installing. Cool idea though
Scurvyez  [author] 15 Mar @ 11:22am 
@Andreas Probably not though others are more than capable too. This wasn't a hard mod to make lol I make mods for me and this mod functions how I want it too. I won't be changing it nor making another version. I'll gladly help others make another version if they want though! :)
belirahc 24 Feb @ 1:06pm 
I've had the same issue as Rione but i did notice that if i look at my colonist's descriptions it said that they have 100% toxic environment resistance, which is what animals have a base of 50%, and it does say toxic resistance is something that can be affected by a bond, so maybe something 's off in the mod that's doing it? (Though i will say that i have zero idea how to mod Rimworld so lol)
Andreas 3 Jan @ 7:03am 
Would you consider making a version where you get to pick the bonus once the animal gets bonded, instead of it being random?
Rione's Wife 28 Dec, 2024 @ 10:25am 
@Scuvyez maybe it was conflicting with something else? I can check the log but issue was fixed after removing it.
Scurvyez  [author] 27 Dec, 2024 @ 1:29pm 
@Silly Definitely not this mod doing that. lol And without a proper log or error there's nothing I can do to even try to replicate this on my end. This mod does not touch toxic fallout at all.
Rione's Wife 25 Dec, 2024 @ 7:05am 
Not sure if anyone else has encountered this. Pawns will not experience toxic build up with this mod enabled. However, animals still do. Noticed this during a toxic fall out event.
Scurvyez  [author] 28 Nov, 2024 @ 1:03pm 
@Halfelfaedyn Thanks, glad you like it!
Halfelfaedyn 27 Nov, 2024 @ 8:17am 
This is so cool!
Scurvyez  [author] 24 Nov, 2024 @ 4:09pm 
@Shah al-Susibaka Yeah, I thought that one fit. Think about it as a good way to balance the game and add new choices/dilemmas. Are you strapped for cash? Do you sell your prized raccoon? xD
Takk 24 Nov, 2024 @ 3:59pm 
Market value being added to bonded animals is insane
the silver speaking to me like the green goblin
Scurvyez  [author] 22 Nov, 2024 @ 3:47pm 
@deadmanreaper13 buffs will be applied to animals already in the colony along with any new animals you gain afterwards.
deadmanreaper13 22 Nov, 2024 @ 3:45pm 
how does this work with existing saves, will already bonded creatures be fine, or will the buffs only be applied to new bonds?
Scurvyez  [author] 22 Nov, 2024 @ 1:32pm 
@The Nut Champ Lol, thanks! :D
The Nut Champ 22 Nov, 2024 @ 1:16pm 
bam. Instasubscribed, finally someone put some love into the bonded mechanic