RimWorld

RimWorld

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Big and Small - Sapient Animals
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Mod, 1.6
File Size
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207.788 KB
21 Jun @ 9:37am
15 Jul @ 9:05am
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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
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
189 Comments
V.O.I.D. Advisor L22B 2 hours ago 
:tobdog:
Kliebst 7 hours ago 
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] 14 hours ago 
@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 17 hours ago 
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 
Lennybolt7 10 Aug @ 11:07pm 
I saw that sapient anomalies might happen if requested a lot. So I'm just throwing my request in for at least shamblers and ghouls. Especially the latter.
Emdood 10 Aug @ 9:09am 
I have only just run into this issue, but it looks like the though on Knight Apparel might not be disabled. My pug who just became a Knight is getting some negatives for not wearing clothes he can't possibly equip!

Is anyone else running into this?
Breadmond 8 Aug @ 3:59pm 
oh also, what if an option for having a psylink enabling better fine manipulation for animals? essentially like they're using telekinesis or something