RimWorld

RimWorld

Vanilla Animal Overhaul
127 Comments
lilwhitemouse 18 Jul, 2019 @ 4:23pm 
Alas, you have turned cats from fluffy little bourgeois murder-babies into something marginally useful. I cannot in goo faith use your mod.
Benjideaula 15 Dec, 2018 @ 8:25pm 
lmao chinchilla is censored
☾⎛sιтєʀ⎞☽ 13 Nov, 2018 @ 1:50am 
1.0?
Thundercraft 7 Nov, 2018 @ 6:28pm 
This sounds really nice. Please update for 1.0.
KaT 7 Nov, 2018 @ 7:19am 
I have this version installed and have not run across any issues. I have tons of red errors in the console, have no idea which mods they are related to. Just my two cents.
Kreuzer 7 Nov, 2018 @ 7:15am 
Update pls !
PokieDragon 7 Nov, 2018 @ 12:38am 
anyone know if the author plans on updating this?
Dycantos aka Dyno Nuggies 17 Oct, 2018 @ 11:50am 
I really hope this gets updated again It is one of the best mods I used.
AbsurdCyborg 9 Oct, 2018 @ 8:38pm 
@pokiedragon I tried playing without this mod for the same reason and it sucked. :(

PokieDragon 29 Sep, 2018 @ 12:54pm 
I don't see that any of this author's workshop items have been updated to B19 :( This is the last mod I've been waiting for so I can switch to the new version. Might have to do without.
Unexpected Katz 26 Sep, 2018 @ 11:14am 
Any upgrade soon?
☤☼69ᚨᛗAkaMᚨᛪ69☼☤ 17 Sep, 2018 @ 8:16am 
Update pls :steamsad:
Bjarn 10 Sep, 2018 @ 5:40am 
Any news on a B19 update?
PiElRoJa 6 Sep, 2018 @ 1:50pm 
Ilove animal stuff waiting patienly for this love!
Mostwood 6 Sep, 2018 @ 10:59am 
Strange there is only one comment about it. This mod is pretty much essential.
Am I missing smth?
Worgensnack 28 Aug, 2018 @ 11:24am 
there going to be a B19 update?
Comrade Corwin 14 Aug, 2018 @ 8:34am 
This mod seems to conflict with Bo's Milkable Animals and Thrumbo Milk mods. This seem sort of obvious, since they share some creatures in common, but they both add a couple interesting things. Thrumbo Milk is obvious, but the difference between your mod and Bo's is that he also makes gazzelles and alpaca milkable. I was wondering if there was a way to make them compatible.

Should I load them later? Would that fix it? Seems to be an XML problem, if that helps any. Not a modder, so I don't know much of what to tell you.
Archimedes 8 Aug, 2018 @ 11:44am 
Does this work with Combat Extended? some animals are endlessly attacking each other and kill each other only after 2 whole days
Vellis 12 Jul, 2018 @ 2:27am 
1.0 is coming with animal changes so I'm wanting to remove Animal Logic and Vanilla Animal Overhaul in an attempt o keep current save for a 1.0 game.

Is there a way to remove this mod safely?
General Nuclear 9 Jul, 2018 @ 1:30pm 
This should be in the vanilla game.
crimson_fluf 24 May, 2018 @ 7:41am 
Hey, cool mod. One suggestion... It would be really cool if you could hook up with the Rim of Madness Bones mod, and make it so his deer mask requires the antlers that you added in this mod in order to craft. Would really tie everything together really well.
But that's an extremely minor request.
ApocTheWanderer 10 May, 2018 @ 1:31pm 
Gives me an error on animal thing base for ibex and thrumbos
CRPoV 5 May, 2018 @ 10:51pm 
It seems like either this or Animals Logic is reacting with something, either AnimalCollabProj, Giddy-Up or Hardworking Animals. Is there any way to sort the mods into an order where they all work, or is Vanilla Animal Overhaul simply incompatibles with one of those?
effervescent 8 Apr, 2018 @ 9:45am 
Can I add this to an existing save?
Silent_lord 29 Mar, 2018 @ 8:36am 
a question, does this mod change animal spawning locations? as i am getting predators insta spawn inside my walled off base and animal pen. always going for the baby animals.
im also exactly at the centre of the map.

also the predators spawning are not suitable for the biomes, i am in an arid biome... and getting polar bears, panthers, cougars and snow foxes.

if none of this is because of your mod, please ignore.

the only animal mods i have are this and the animal sex one.
Katieclysm 18 Feb, 2018 @ 11:52am 
Any update on adding dogs to the pack animal list?
onidlorah 9 Jan, 2018 @ 7:05am 
izuela as far as i know it the level of skill of the cook to make the food and the cleanliness of the room is the only consideration as to why a food has food poisening so try to see if that helps you out
Izuela 7 Jan, 2018 @ 10:21pm 
Would it be possible to turn down food poisoning chance for animals? They seem to be getting it way too much.
kaptain_kavern  [author] 12 Dec, 2017 @ 3:19pm 
When I tried to balance things off, I had to decide between a long growing time for a way-better-than-any-Vanillas-one wool (they are borderline to OP, to me) or a normal time growing with a less efficient wool.

I've chosen to go with the "OP" wool to make it worth the trouble of taming them.
Chillstep Rabbit 12 Dec, 2017 @ 2:24pm 
Eww www, Thrumbo wool only after 50 days, that is disgusting :steamsalty:
kaptain_kavern  [author] 4 Dec, 2017 @ 11:36pm 
I'm surely trying hard to think about making each one of them a bit unique, while also trying to keep them balanced.

So far I have big arachnids producing Hyperweave and Synthread; a giant insect that moults often leaving you with smeltable husks; the devilstrand producing sheep; the ferocious poison-bearer scorpion like; etc...

I still need to polish some more like the Tetraslug who is supposed to drops some sort of power-holding cells and fancy stuff like that.

Also, I'm really trying to make the ecosystem to feels real - respecting prey/predator ratio, having hunger rate well balanced, animal's DPS, etc ... but it's only achievable by trial and error - meaning I'm just running the game, observe the ecosystem for a couple of days while taking notes; then I make some more changes in the code and repeat the process.

Hope you'll enjoy those kinds of details as well.

Reading from users like you, who appreciate the effort is what keeps my motivated, so thank you
Sorrydough 4 Dec, 2017 @ 3:21pm 
These animals make so much more sense than vanilla. Will you be making the additions in the Alpha Animals mod just as immersive?
Shadow 4 Dec, 2017 @ 3:18pm 
Awesome:steamhappy: Thank you for the quick response @kaptain_kavern
kaptain_kavern  [author] 4 Dec, 2017 @ 6:20am 
@Shadowhawk
Yes both mods can works together well. Animal modification from my mod only concerning vanilla animals, though

@Flypaste
Not in this mod, I think I recall another one for that : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=859466666
Shadow 4 Dec, 2017 @ 4:41am 
Hello I really love this mod but I recently downloaded Animal Collabration that adds some new animals to different biomes. I wanted to know if this would be safe to use with it. Thank you.
Sorrydough 1 Dec, 2017 @ 12:28pm 
Can thrumbos be used as pack animals?
RavenousEye 29 Nov, 2017 @ 3:07am 
can this mod be used in current saves or do i have to start over? could you please add this to the describtion. love this mod, definetly going to use it ^^
Tiny4741 27 Nov, 2017 @ 2:42pm 
You know how colonists will get a little debuff to their mood if, say, they get too close to a corpse?You could do someting similar with small pets. Give colonists a little mood buff for seeign a cute animal. It would make taming small animals less of a waste of food. If you can do something like that, I think it would be a great addition to this mod. If not, its totally ok.
kaptain_kavern  [author] 27 Nov, 2017 @ 2:31pm 
@Tiny4741
In vanilla, some animals can nuzzle colonists already, giving them a mood bonus. This mechanics can be adjusted for each animal quite easily, yes (because it's just changing some already existing mechanics).

If we are talking about a complete new animal behavior though, it will be way beyond my knowledge (will surely require "C# modding" like the more complex mods you've seen, but I can't do things like that)
Tiny4741 27 Nov, 2017 @ 1:02pm 
Would it be possible to add a mechanic so that smaller pets (i.e. hares, dogs, cats, raccoons, squirrels, rats, etc.) could give a mood bonus to colonists aroud them? Cause, I know for sure if i saw my pet raccoon wandering around, simply being cute, I'd be a little happeir for the next hour or so.
Lord Hand 24 Nov, 2017 @ 5:29pm 
I use both, there are no issues between them. However, obviously, all of the extra changes from this mod are not going to apply to the animals added from the collab project, if that was the question.
kaptain_kavern  [author] 24 Nov, 2017 @ 2:15pm 
All the modifications from this mod are concerning Vanilla animals, so I really think it will, yes.
If not please let me know.
eighmy_lupin 24 Nov, 2017 @ 2:12pm 
Will this work with animal collab project?
Lord Hand 20 Nov, 2017 @ 3:01am 
Thanks for the speedy update! Love this mod!
kaptain_kavern  [author] 19 Nov, 2017 @ 4:14pm 
Updated to B18
aef8234 18 Nov, 2017 @ 6:25pm 
Is there a way for you to give muffalos the ability to haul?
kaptain_kavern  [author] 29 Oct, 2017 @ 1:06pm 
A18 "test" release is available via Github, here: https://github.com/kaptain-kavern/KK_AnimalOverhaul/releases/tag/0.18

_____________

Just updated the mod to A18 code changes.

And corrected the bug that prevented animals from being trained in certain conditions.

I need to wait and see how the author of Animal Logic will handle his update because I need my mod to be compatible with it - else the modded pack animal races will not be able to be purchased from traders
kaptain_kavern  [author] 27 Oct, 2017 @ 11:06pm 
... And I just came back for making the update ;-) I have planned to do it this weekend