RimWorld

RimWorld

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Big and Small - Sapient Animals
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Mod, 1.6
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21 Jun @ 9:37am
4 Sep @ 11:40pm
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Big and Small - Sapient Animals

In 2 collections by RedMattis
Red's Workshop Mods
45 items
Red's Vanilla++
57 items
Description
[www.patreon.com]
Sapient Animals! Optionally also Mechanoids.


Most animals (and optionally mechanoids) can be made sapient using a craftable and findable "Cogni-Fi" gadget.

A sapient animal will in most respects function as a colonists being able to perform jobs, be draftable and; if they have suitable limbs for it; wields weapons.

They can wear apparel, but most have heavier apparel blacklisted automatically. Shieldbelts and such are fine though, and modders are free to change what they want each animal to be able to wear.



Animals will show their "animal pack" graphics if carrying items, but most other apparel won't be visible.

Genes and bionics can both be applied to animals, but most graphics are suppressed unless tagged to be visible on animals. Size genes and such will show fine though.

Sapient animals will expect to sleep on proper beds rather than animal sleeping spots and the like.


Animals with anything like hands or a trunk can wield weapons, but hoofed or animals with non-retractable claws won't be able to wield weapons. Those in-between will do it... poorly. The mod will try to figure out which ones automatically.


Crafting



The Cogni-Fi item can be used to make an animal sapient. It can be found randomly as a reward or crafted using Neutroamine, Glitterworld Medicine, and a Spacer Component.

It works only on animals, and i taming them first is advised unless you like surprises.


Advanced




Sapient Mechanoids are possible as well, and should retain their unique weapons (if any), but for balanced reasons they will be dependent on "android fuel" for food unless genes or hediffs that remove hunger are used. Simply Robots has the Android Fuel food item.


Sapient Mechanoids was a bit of a last-minute feature due to being requested a lot, so they are a bit barebones in implementation.

A restart is required for this to take effect. Changing that setting will also make the Cogni-Fi work on mechanoids.

For Modders



Animals can easily be given custom overrides (no path operations needed). If the mod finds settings for an animal with the right name it will use them automatically.

The same type of overrides work for mechanoids, so if you want them to not need special food, or not eat at all, you can easily do it by changing those overrides.

The image above shows an override for sapient rats that give them their appropriate Pixar aptitudes.


The Sapient Animals and Mechanoids can be enabled on the Big & Small Framework by making a BS_GlobalSettings entry. They won't spawn naturally though, so you will need to handle that yourself.

Using this method you can fairly easily set up how you want your Sapient Mechanoid Maids to work, or whatever you wish.

Genes can target sapient animals, meaning you can make genes to turn someone into a killer rabbit, or for example give a vampire xenotype the ability to turn into a wolf temporarily.

For more info message me on my discord linked below. :)


FAQ

Is there any visible armor?
The Animal Armor mod supports sapient animals


Mod Discord
[discord.gg][ko-fi.com]
Popular Discussions View All (1)
3
11 Aug @ 11:49pm
Un-Sapient a Animal
10-4 Apricot
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. 👍