RimWorld

RimWorld

Big and Small - Sapient Animals
232 Comments
RedMattis  [author] 7 Oct @ 1:14am 
@Falkner
Probably better to check with RimRobots I imagine, since they have a Harmony Patch on there while I'm just using a custom validator.

@Avericat
I've looked at something like that. Might add it later down the road, but at the time I was focusing on getting core mechanics working.

@Teo,Skn
I've not tested them together. Do they not work? I'd have figured my recipe migration code would work with it.

@cultivahabas
Feel free to put it in the suggestions thread on the discord, if the supporters vote on it I'd gladly implement that, tricky to balance, but would be fun.
Eclipse 6 Oct @ 4:38pm 
yaaaas my sapient deathclaw lover dreams come true
Falkner 5 Oct @ 10:21pm 
-oh and everything else works fine, you can use the devmode to make an animal sapient if you have Rim Robots running.
Falkner 5 Oct @ 9:18pm 
Rim robots doesnt play nice with this mod, breaking the target selection for applying the Cogni-Fi - (not your fault! Just a compatibility note.)
Very clever mod.


Root level exception in OnGUI(): System.InvalidCastException: Specified cast is not valid.
[Ref 42DD06CA]
at VexedThings.HarmonyPatches.Corpse_Patches+BaseTargetValidator_HarmonyPatch.Postfix (Verse.LocalTargetInfo target, RimWorld.CompTargetable __instance, System.Boolean& __result) [0x00008] in <4eeb7a01659842b79c77283e0058a265>:0
at RimWorld.CompTargetable.ValidateTarget (Verse.LocalTargetInfo target, System.Boolean showMessages) [0x00200] in <24d25868955f4df08b02c73b55f389fe>:0
- POSTFIX vexedtrees.RimRobots: Void VexedThings.HarmonyPatches.Corpse_Patches+BaseTargetValidator_HarmonyPatch:Postfix(LocalTargetInfo target, CompTargetable __instance, Boolean& __result)
Avericat 4 Oct @ 5:04am 
It would be nice if bonded animals got a +50 bonus on relationship at the start when gaining sapience with their bonded human, and viceversa for the human.
Teo,Skrn 26 Sep @ 5:48pm 
Would it be possible to have this work with "A Dog Said... 2"? It would make sense!
cultivahabas 24 Sep @ 8:33pm 
Could you make a gene with the same ability? I'll like to play a druid-typed run. Thank you!
Tahu! 23 Sep @ 10:55pm 
Is there no way to use the Animal Gigantifier and Minimizer after making the Animal into a People? I got a cognifier first and wanted to make my royal thrumbo smaller so he could fit in beds (and have a smaller home). I assume the answer will be a definitive No, just because the cognifier changes a lot in the pawn, but I wanted to be certain if there wasn't a workaround already implemented.
nm0i 23 Sep @ 10:30pm 
Time to give that monkey a grenade...
Kumamanuma 21 Sep @ 3:20pm 
If anyone has the same issue as I have, after some testing I found a forced relationship AND forced pregnancy via dev mode seems to solve all issues. The sapient animals were flagged as infertile and non-romanceable, but forcings both makes them behave regularly in all regards. I run Harmony, and the vanilla expanded suite (but none of the animal, plant, fish or food ones) alongside the Big And Small Sapience mod, so I don't know if its a bad interaction with any of these. Hope it helps if anyone else encounters this. 👍
RedMattis  [author] 21 Sep @ 8:54am 
Update:
For those of you using sapient mechanoids, they can now be charged using a special charger in addition to the android fuel-food items.

@dumpshoptoon
There is a mod-menu option to reduce the severity or remove it.

It is supported to remove it, but it hasn't made it into my suggestions board, nor has any supporter brought it up.

@Tetsu-Ryu
We've been working on add support for the VE abilities.

Restricted work types are mostly due to the lack of hands condition.

@joe2_4
I think this was fixed a few updated back. :)
Alyss 21 Sep @ 5:10am 
Never knew how much I needed a sapient stoner dragon until now, this mod rocks!
dumpshoptoon 21 Sep @ 4:56am 
Is there a method apart from devmode to alleviate the "no fine manipulators" debuff my sapient dog has? Are there any bionics or psycasts that give an animal fine manipulators?
Kumamanuma 19 Sep @ 8:27pm 
Is anyone else having problems with sapient animals never forming romantic relationships, or, when forced into a relationship via dev mode, they never engage in lovemaking? I am pretty stuck here, as I can't grow my colony of sapient dogs if they never make any puppies.
Tetsu-Ryu 18 Sep @ 12:55pm 
Sorry to add something else:

What defines the restricted work types in the health condition?
My modded sapient animal has a wolf base, and can't do handle, hunt and crafting.
Is there something that needs to be defined in the race_Properties of the animal?
Tetsu-Ryu 13 Sep @ 3:37am 
Love this mod, thank you for the hard work!

Is there a way to let the sapient animals keep their animal Abilities/ Comp Properties in the ThingDefs_Races; specifically from Vanilla Factions Expanded?

Eg. them giving thoughtdefs.
Like: VEF.AnimalBehaviours.CompProperties_ThoughtEffecter

Thank you :)
灵能猫猫 11 Sep @ 1:38pm 
Unable to reload weapon when a mechanoid is sapient in combat extended
ItsBobu 10 Sep @ 10:15pm 
you sold me with the pic of a monkey with a gun
PinkPlinko 10 Sep @ 2:31pm 
Howdy! This is a very minor thing, but would it be possible to have baby sapient animals have smaller body sizes than normal?
Tried to give a newborn sentient Thrumbo a crib, but they're too big for it, and instead require a full sized bed. This is essentially a non issue, but it would be nice!
csc001 7 Sep @ 8:29pm 
Thx u mod.
a small advice when mech Sapient over maybe can diable them some need?like drink ,excretion,hygiene.
Thx u mod again
joe2_4 3 Sep @ 10:21pm 
having the same problem as cringe shaymin- all animals lose their natural armor when becoming sapient, which is a lil weird. otherwise this is a fucking awesome mod dude
Laquillare 3 Sep @ 9:18am 
Regarding the dragons and other magical creatures, make sure its all compatible with Dragon Descent, Rimworld of the Dragon, DragonBond, Grimstone Beasts, Dark Ages: Beasts and Monsters and lastly Scaled World, I know some people will request Dragon Genetics but it would be a slippery slope having to use Vanilla Genetics Expanded with all the mix and match Genomes involved but those are the main Dragon mods that should work great with many player's Medieval play through. I'd also recommend making the other magical creatures in the Medieval overhaul as well as Grimstone Beasts and Dark Ages: Beasts and Monsters sentient too. I actually came looking for a sentience mod for these creatures but I don't like hearing that making them sentient will remove their abilities. A bit concerning. Regardless I applaud your efforts and think you're creating a wonderful addition to many mod lists, so thank you.
RedMattis  [author] 1 Sep @ 10:54am 
@Guts, Vermilion
Getting dragons to behave nicely when sapient is being worked on. :)
RedMattis  [author] 1 Sep @ 10:53am 
@Naxdar
It is because of the crash in VanillaRacesExpanded Waster. That mod's patch Errors and causes my mod and everything else there to not finalize its code, so the "spawn next pawn as (race)" type code ends stuck on.

I'll see if I can handle the edge-case of it getting stuck on though.

@Lav
That error is basically saying. "There was an error but it is already logged, so no information is provided". You need to link to the full log file.
Lav 31 Aug @ 12:17pm 
Sometimes my Sapient Animals wont die. Disabled all my mods except this and a couple dlcs. Spawned a ton in dev mode and it seemed to mostly happen to birds but would have a few other animals. The error that pops up when they would die is

Error while killing Jake during phase 2: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 29AB82B9] Duplicate stacktrace, see ref for original
Naxdar 29 Aug @ 4:08pm 
Found a bug :
Log : https://gist.github.com/HugsLibRecordKeeper/bf172a711dbc32774fb5cf427c8cfd87

It happens when a pregnant animal is co-gnified and then gives birth. After that, every pawn generated by the game becomes that type of animal too, until the whole game is restarted.
Droider 27 Aug @ 5:12pm 
brother this is an addon of a 1.6 feature
theredfox71 27 Aug @ 4:51am 
pls 1.5
Guts 26 Aug @ 7:13pm 
dragons patch would be apreciated
Vermilion 25 Aug @ 5:18am 
I made a dragon from Dragon's Descent sapient, and this sadly removes their special ability to fly and shoot fire (also removes their scales... 0% blunt and sharp armor where their natural counterparts have 90% and 80% respectively)
Cringe Shaymin 20 Aug @ 11:14am 
When making an animal sapient it seems to lose any default armor values its wild counterpart would have had (noticed this with Alpha Thrumbo at least), is that intended behavior?
RedMattis  [author] 20 Aug @ 10:18am 
@Droider
Depending on how their abilities are implemented they may or may not carry over. All vanilla ones I've tested worked fine.

Vanilla Expanded animal abilities are currently not handled, but we're looking into it.
V.O.I.D. Advisor L22B 19 Aug @ 11:25pm 
@raz334 Baseliner is the default because you can't have a colonist with no xenotype. It still performs like an animal.
Droider 19 Aug @ 11:54am 
do you ever plan on enabling vanilla / modding animals to keep their ability, like a ranged poison attack, after sapience?
RedMattis  [author] 19 Aug @ 12:06am 
@raz334
There is a lot more going on than changing graphics.

“Baseliner” is just a Biotech label for their xenotype, of which they start with none. Baseline elephant, etc.

The bodies, stats, romancing behaviour, children, tool-wielding abilities, unique animal abilities are all transferred in various ways where possible.
raz334 18 Aug @ 11:41pm 
So Disappointed with this. It changes there species to Baseliner... ( ** Tosses everything i wanted "Animals" to have sapience for out the window. ** and turns them into humans with fancy graphics for their body.)
RedMattis  [author] 17 Aug @ 12:57pm 
@Kliebst
Not yet, but there are XML support for adding it. I've just not been working on a bionics mod yet.

@blackfolder42
Noted. I'll add it to the list to try to reproduce the error.

@Eclipse
Only with their own species. Or other sapient animals if you change that mod option.
V.O.I.D. Advisor L22B 17 Aug @ 1:18am 
Tried to swap Stalker 1 to a sapient version, but no sapient version found for RH_DF2_Stalker.

Big surprise. I expected this because I always believed they do not count as animals, because most V.O.I.D. monsters have no character editor screen.
Breadmond 15 Aug @ 5:54pm 
@Eclipse and if that doesn't work, there is also a patch available for that
Amelia Earhart (Post-Crab) 15 Aug @ 5:51pm 
@Eclipse from my playthrough, they acted as regular pawns and were just as romanceable. might've changed since the early 1.6 release i played on though
Eclipse 15 Aug @ 4:00pm 
Are they romancble?)
KingNeo 14 Aug @ 8:22pm 
unsure if this issue has been reported before but I've narrowed it down to this mod: when turning an animal sapient, its carrying capacity, meat amount, leather amount and a few other things are multiplied by its body size(I think, I've tested it on a few things and it seems to be body size), leading to ridiculous stuff like a carrying capacity of over 1600
blackfolder42 14 Aug @ 7:40am 
When creating a statue, if the statue model is sapient animal, the game freezes and crashes. If the statue model is sapient mechanoid, statue is not created as the mechanoid pawn itself but as a random pawn, but there is no crash error like with sapient animal case.

I am very satisfied with the mod and enjoying it. I am just careful when creating statues. Thank you for creating this mod!
V.O.I.D. Advisor L22B 13 Aug @ 9:02pm 
:tobdog:
Kliebst 13 Aug @ 4:01pm 
Absolutely blown away at how active you are in discussing this mod. Maybe a dumb question, but does adding bionic arms to sapient animals provide them with fine manipulation? Not sure if that's tied to the type of animal or if it does update based on body parts.
RedMattis  [author] 13 Aug @ 9:45am 
@Emdood
More handling of apparel for sapient animals is something we're still working on. Not sure what we'll do about super-specific requirements like royal-title apparel though. Could be neat to add some sort of royal barding.

@Nate700
Sapient dragons and their abilities (etc.) is being worked on from both our end and theirs. :)

@V.O.I.D. Advisor L22B
Would probably would, I think. I believe they count as animals.

@Totally Not Ed
Check with their devs. :)

If there is something we can help with from our end we'll ofc do so. :)
Totally Not Ed 13 Aug @ 6:34am 
Pawn Editor compatability?
V.O.I.D. Advisor L22B 11 Aug @ 4:50pm 
Compatibility with V.O.I.D's N4 creatures?
Jetharius 11 Aug @ 4:09pm 
@nate700 theres a guide in the mod folder that shows you how to make a patch that determines sentience chance for modded critters. You would just need to paste in all the dragons and set the chance to 100.
Nate700 11 Aug @ 2:39pm