RimWorld

RimWorld

Wildlife Tab [B18]
103 Comments
Davadin 23 Mar, 2019 @ 1:56pm 
Hmmm... I don't know what to think about that. I'll have to ponder it sometime.
Stitchless  [author] 4 Mar, 2019 @ 6:16am 
Rimworld's EULA states that even if you create a mod, whilst you own your code/assets, Ludeon can do what they want with them: https://steamhost.cn/eula/294100_eula_1?eulaLang=english

The short answer, Davdin, is: no, and technically a mod creator isn't warranted any due to the EULA.

I guess the fact that any mod (or parts thereof) that get included in the base should be thanks enough for most people?

Then again I didn't make this mod, I just updated a few lines for B18, so I don't care :SBpanda:
Davadin 4 Mar, 2019 @ 2:04am 
So when a mod gets added to vanilla, does the mod author get anything in thanks/compensation?
GG78875 29 Jan, 2019 @ 5:35pm 
congratulations!!! :steamhappy: :steamhappy:
Zackcatchem 6 Dec, 2018 @ 3:55pm 
thank you
原地起飞蹦迪 19 Nov, 2018 @ 3:39am 
thx!
SpiderCamp 26 Oct, 2018 @ 10:08pm 
Congrats on the vanilla add :)
Synaptic Wanderer 1 Oct, 2018 @ 12:07pm 
Thank you very much for this mod, it was one of my most valuable additions! o7
E_T 19 Sep, 2018 @ 1:06pm 
I don't think that Vanilla does not have the maddened icons, which was one of the things I loved about this.
Anyways, thanks for a great mod
andrewjonjones 11 Sep, 2018 @ 3:59am 
I wish the icons designating maddend animals had been included in vanilla too.
Tase 9 Sep, 2018 @ 8:36am 
They added similar functionality in B19:
"New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals."
cammillotto 7 Sep, 2018 @ 3:01pm 
well done!
neverlamb 6 Sep, 2018 @ 7:05pm 
Thank you for your mod! We love your work so much that it's now just "Rimworld"! :)
ActualGarbage 2 Sep, 2018 @ 7:32pm 
Thank you for your mod man, you did great work
mimic 2 Sep, 2018 @ 8:28am 
Thanks for your Mod! It was really helpful. :)
Newfolco 31 Aug, 2018 @ 3:17pm 
it was great time with your mod.
new2earth 31 Aug, 2018 @ 2:09am 
Thanks for the mod!
Gallonidas 29 Aug, 2018 @ 2:32pm 
Thanks for your time, I'll keep subscribed, just update the title when you have any news!
Maxxmillian 29 Aug, 2018 @ 1:50am 
Thanks for this great mod that to me was essential as soon as you released it. Obviously Tynan agrees so congrats on him using much of it at least. I know modders don't get much positive feedback, so please accept this sincere thanks for all your past work to us ungrateful lot.
imjeff1 28 Aug, 2018 @ 8:20pm 
@HanFox Thanks for all the work on this. Pretty cool that it's being added to vanilla :)
Stitchless  [author] 28 Aug, 2018 @ 9:20am 
The base game has a very similar Wildlife Tab now does it not?

Even if that is not up to snuff I have zero time to work on this (I never found time after updating for B18 and I had so many plans).

I intented a search bar, filters for passive/aggressive/insectoids, rotting animals, maybe one day a straight line distance to plan basic hunting trips easier, and I had an idea for compatibility support for mods that mess with the animal system and broke everything.

The code is on GitHub (link in the description). In the very least it shouldn't be hard for someone to modify to remove the vanilla tab, and update the version of this one.
aquaricorn 28 Aug, 2018 @ 7:09am 
v.19 expected?
EvilNecroid 21 Aug, 2018 @ 6:35pm 
i was just staring for hours looking for snowhares on an ice sheet but now finding this mod seems like heaven to me
INST_4D 23 Jun, 2018 @ 1:28pm 
it's kinda is in vanilla 1.0 but not all features
Symbro 23 Jun, 2018 @ 12:34pm 
this is a serious quality of life mod...
should be in vanilla.
INST_4D 3 Jun, 2018 @ 4:25pm 
@SERGIUS777 thanks. i'll try it out on my next medieval run.
SERGIUS777 3 Jun, 2018 @ 10:21am 
I fixed insectoid icons for Rimworld Westernization Project/Steam World. Probably fixed Medieval World issue too. If someone want it: https://www.sendspace.com/file/yla2lz . Replace DLL in Wildlife Mod folder.
Mr. Anonymous 18 May, 2018 @ 4:15pm 
Must have mod. Thank you!
INST_4D 11 May, 2018 @ 8:05am 
got the same bug as Zugunruhe and BlakeIrons.
anyone know how to fix this bug between Medieval World and Wildlife Tab?
cybersol 31 Mar, 2018 @ 10:34am 
I'll add my vote for an age column, if it is possible and easy. Because I like to start with taming the youngest females and hunting the oldest males.
McMuffin 17 Mar, 2018 @ 7:43am 
Agreed with Fist here. I micromanage my hunting quite a bit, and the most information I can get about an animal (to a reasonable degree), the better. Knowing which ones are wounded is already a great help, for instance.
Khleb 16 Mar, 2018 @ 8:48pm 
I CAN FINALLY GET RID OF THEM DAM' RODENTS.:steamhappy::theDoge:
Fistandantillus7 15 Mar, 2018 @ 12:19pm 
Is it possible to add an age column? It probably has no effect in the game, but if I am not killing the whole herd, I like to select the older male animals.
BlakeIrons 9 Mar, 2018 @ 5:12pm 
@Zugunruhe, I get that same bug(hehe. . . bug)
LionelCG 4 Mar, 2018 @ 2:41pm 
You did it HanFox!!! Thanks for the update, such a useful mod :)
Zug 28 Feb, 2018 @ 10:23pm 
Has anyone else had a problem with this mod conflicting with the Medieval World mod? Somehow having Wildlife Tab and Medieval World is making all animals appear with insectoid icons for me. I took a screencap of the issue here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1316735026

I also removed all mods except Medieval World and Wildlife Tab to confirm that it's specifically that mod that's causing the trouble.

It doesn't give me any kind of error when I boot up Rimworld or load a game, I just happened to notice that they appear like that when I went to look at the wildlife tab. It doesn't ruin the game or anything but it is a little annoying to not be able to sort animals according to threat level. I adore this mod and use it constantly, if anyone knows how to fix this please let me know!
Triss 25 Feb, 2018 @ 1:27pm 
*Waves* Ello, I've discovered a conflict with the Callistan mod, specifically with a machine that mod adds that.... kinda acts as a auto-decrafter for mechanoids?
Basically you build it, and it becomes it's own little stockpile that your colonists haul mecha corpses to. It takes one at a time and breaks each down into a bunch of mod specific materials, then outputs those materials.
The problem appears to be, that some mod I added on my last sweep has changed mechanoids so that the machine can't recognize them as valid "ingredients" anymore, and will claim it has nothing to work with even if it has a mechanoid in it's inventory.
It was theorized by throwing the issue at the Callistan mod dev that something is changing tags on mechanoids, may I ask if this mod does so?
Litcube 17 Feb, 2018 @ 10:23am 
You know what'd be neat? Shift+Left clicking on an animal flags that species only for hunting. Shift+click Buck, targets all bucks on the map. That'd be neat.
Le_Grand_Phoque 7 Feb, 2018 @ 4:45pm 
Much appreciated. Especially if it wouldn't be too much trouble, I would love it if this feature were added.
Stitchless  [author] 28 Jan, 2018 @ 4:47am 
cam, I can definitely take a look. I do have some ideas to add and yours would fit in with those. Maybe I'll find some time soon :2017cat:
Le_Grand_Phoque 27 Jan, 2018 @ 6:31pm 
Is it possible to add a "recently deceased' feature that, say, still shows dead animals that haven't started rotting? That would be REALLY helpful for things like your hunter accidentally killing a different animal, then leaving it there because that's not what he was hunting. Or during those huge chemical/toxic dust evens that wipe out everything not under a roof. That way, if an animal is dead, but still useable, you can find it easilly and haul it.

This would help so much, but I would understand if the coding would be a little difficult or wierd.
taimat715 18 Jan, 2018 @ 6:17pm 
thank you for updating!! :D
ziljin 18 Jan, 2018 @ 9:56am 
this mod is so useful. lets me tame/hunt with ease
Houseypooh 15 Jan, 2018 @ 11:45am 
It shows all the animals on the map as "insectoid"?
Kaldris Relm 9 Jan, 2018 @ 7:27pm 
Thanks for continuing work on this mod! It is extremely helpful to have in-game, and I'm glad there's a current version of it to work with the new B18
Stitchless  [author] 5 Jan, 2018 @ 5:30am 
Hmm, that would suggest that something is cached somewhere. Maybe that's just how RimWorld works. I didn't think I saw that behaviour specifically in the mod.

I'll try and sanitize that when I get the chance then, I guess.
Omega13 4 Jan, 2018 @ 3:33pm 
It was a strange situation. I had removed a mod to see if it was causing errors, but then I reloaded everything in the exact same order and that's when Wildlife Tab stopped functioning. I ended up fixing it by completely deleting Wildlife Tab, loading Rimworld, quitting Rimworld, reloading Wildlife Tab, and starting it again. So the old "Turn it on and off again" seems to have done the trick.
Stitchless  [author] 4 Jan, 2018 @ 3:47am 
That error generally seems to occur when something has been removed from the game (from a quick Google). Did you have any animals added by mods that may have been removed/modified?

It's a little confusing though as WildlifeTab doesn't cache data it just looks through what exists on the map which would suggest you have a broken object on your map.

It may be "fixable" by me to check if it's a sane object before prodding it, but it'd make more sense for you if you can figure out what object has broken.

Your full debug log may help.
Omega13 3 Jan, 2018 @ 9:46pm 
For some reason this mod abruptly stopped working in the middle of a game. Now when I click it, I just get an error that says: "Object reference not set to an instance of an object."
scry 29 Dec, 2017 @ 1:11pm 
Thank you!