RimWorld

RimWorld

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Animal Foods Extended
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Mod, 1.4, 1.5, 1.6
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785.217 KB
5 May, 2023 @ 6:28am
11 Jul @ 8:22am
13 Change Notes ( view )

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Animal Foods Extended

Description


Your Colonists get some food options, some progression and minor buffs after putting in the effort towards better foods. But your animals just get kibble. Weird huh?

This mod adds 3 new foods specifically for your animal, be they pets, farming or fighting.
Each is designed for one of the core animal groups in the game, no particular one is 'better' than the rest, and are logical progressions from Kibble, Hay and Raw Meat.

Below are some info cards on each new food added, showing the nutrition In vs nutrition Out, its basic recipe requirements and its general intention. Kibble is shown on the bottom left for reference.




How does Pet Food Make my pets Nuzzle more?
So Rimworld has a 'Nuzzle interval' for pets that are 'cute'. This isn't a strict 'every X hours' but a rough average of how often a 'cute' pet will Nuzzle. For a cat, this 'nuzzle interval' of 12 hours means you'll generally see a nuzzle in that cats log every 12 hours or so. Sometimes more, sometimes less.

PetFood creates a health stat called 'well fed' with the idea that a well fed pet, is generally in a better mood. This leads to a reduction in the cool-down, even though the animal stats wont reflect in on inspection.

For testing I locked a bunch of pawns in a room with some cats, and compared it with just kibble. You can see the massive spike in nuzzling in the gif above.

Patches for extended Compatibility

Vanilla Furniture Expanded - Farming by Virstag
I've intergrated this patch into the mod. Thankyou Virstag for your help!
Vanilla Factions Expanded: Mechanoids by Chen


And who do we thank for this great gift of...pet food
Art: Argón (who does some great mods)
C# & XML: Sl4vP0weR[github.com]
XML: TheVillain

Many thanks to the above who accepted my commission, and worked patiently with me on creating this mod.


Bugs/Questions/Issues/Compatability
Compatability should be fine, doesn't modify anything existing, and testing didn't show any modded animals interacting weirdly.
Questions Check the pinned FAQ just above the comments, and if its not addressed check/leave a comment.
Bugs, spelling mistakes etc can be registerd as Issues on Github[github.com] or posted in the pinned Discussion.





And thats it! Crack on, have fun, etc etc.

And remember: a well fed animal - is a happy animal.
Popular Discussions View All (2)
5
16 Jul, 2023 @ 1:18pm
PINNED: Bugs/Compatibility Issues
TheVillain
0
6 May, 2023 @ 9:02am
PINNED: FAQ
TheVillain
136 Comments
BloodySteel 11 Jul @ 8:26am 
Thank you so much, I will test it asap
TheVillain  [author] 11 Jul @ 8:23am 
1.6 updated

Please test with new DLC and report back, I had it working fine with just the base game update, Ideology and Biotech installed.
BloodySteel 11 Jul @ 7:12am 
It's live now
TheVillain  [author] 4 Jul @ 12:56pm 
1.6 when 1.6 is live
Travioli 3 Jul @ 3:03pm 
1.6?
Head 18 May @ 10:09am 
This is a great mod!
谢棠呱呱呱 21 Apr @ 2:01pm 
Emm, I cant craft those food (except pet one),in new game either.
TheVillain  [author] 20 Apr @ 9:33am 
I have played with them but not while running my mod, I dont know why that would break my mod though...

my recipes are added in a pretty straight forward way
might be something to do with those mods yeah

can you post the link to them here so i can test with the right versions?
Hex: Thicc grass 20 Apr @ 5:55am 
I do, res3arch tree and the one who overhauls researching itself, with things like brainstorming and reverse engineering
TheVillain  [author] 14 Apr @ 11:28am 
that is ... odd
you have any mods that effect tech? stuff like tech advancing, anything that would impact research etc?