RimWorld

RimWorld

Banish Animals (1.1)
31 Comments
Think3r 22 Apr, 2020 @ 9:50am 
Hi there, any mentionable differences to Release Animals into Wild concerning compatibility with other mods and stability etc.?
Mr. Bitches  [author] 19 Apr, 2020 @ 9:37am 
banished animals remain on the map as wild animals. they can be hunted, preyed upon, re-tamed, or they may willfully leave the map if their food sources run out. banished predators may attack your colonists for food
Think3r 18 Apr, 2020 @ 11:18am 
Will banished animals leave the map or stay? That's the whole point of being able to banish animals in Vanilla only during caravaning - you don't "keep" the animals at all. Also, since you mention RimHUD, could you add compatibility to the new 1.1 auto-sort feature, if not already done? Thanks!
Mr. Bitches  [author] 18 Apr, 2020 @ 10:44am 
this has been updated for 1.1
Mycu 7 Mar, 2020 @ 12:07pm 
Hi @Big Gusty Wrench
No problem, usually there are more important things IRL :)
Thanks for a reply.
Mr. Bitches  [author] 7 Mar, 2020 @ 7:18am 
Hello, I will update for 1.1. It may not happen anytime soon though. My apologies!
Mycu 7 Mar, 2020 @ 2:45am 
Hi, do you plan to update to 1.1?
Omega13 16 Sep, 2019 @ 7:05am 
A good solution for those bouldermits that insist on constantly self-taming.
Dragonfruit 8 Sep, 2019 @ 7:55pm 
This makes me scared that an angry pack of wild humans will attempt to attack but then they will remember that one of the colony's people is their long-lost spouse and they will give up.
Mr. Bitches  [author] 8 Sep, 2019 @ 7:42am 
The game does seem to track some number of pawns existing in the 'world' that are not currently present on any of your colony tiles. So it may be possible to have banished animals return at a later point as part of events such as 'animals join' or 'manhunter pack'. That being said, the animal won't have any special memory of having been a member of you colony at a previous point. I could be wrong about all that, in which case I probably won't add any new functionality unless there's more demand for it.
JimmyHillUK 8 Sep, 2019 @ 4:06am 
Is there a way of having them rejoin the colony? Assuming the animal pawn(s) is saved to the world, they could join in an event such as "Huskies join" ..maybe even come back with a pack of their own?
...Whilst I'm being ambitious, a revenge manhunter pack? The banishment of Snuggles really wrecked her mentality, why would master do this? Master needs to have his nose rubbed in it.
Dragonfruit 24 Aug, 2019 @ 8:09pm 
Heyyyyyyyyyy this mod is amazing and no glitches! Now i can banish my fission mouse, Zippo, an alpha animal who got his tail and paw torn off by a prehistoric megafauna creature!
Fluffy 20 Jul, 2019 @ 11:23pm 
I object to the slaughtering _and_ banishment of Fluffies. Fluffies are gentle creatures that require nurturing and support, and should not be sent off alone into the cold, dark night.
Sugar Show 29 Jun, 2019 @ 10:21am 
nice stuff, the other day massive chicken just devour my crops.
Mr. Bitches  [author] 27 May, 2019 @ 9:03am 
Hello friends, this mod is now updated to work with RimHUD. Just make sure RimHUD is higher in the mod load order, otherwise the 'banish' button will not show up.
Mr. Bitches  [author] 26 May, 2019 @ 10:57am 
I'll take a look at it tomorrow probably, see if I can do anything about it
RankLord123 26 May, 2019 @ 9:55am 
button doesn't appear on RimHUD
Mr. Bitches  [author] 25 May, 2019 @ 6:36am 
No problem :)
Tadža 25 May, 2019 @ 6:09am 
oh, thanks, i never noticed it
Mr. Bitches  [author] 25 May, 2019 @ 5:35am 
Banishing colonists is already built into the game. Click on your colonist, then click the "character" tab. The button is on the top right side of the window that opens up. If you would like though, I can also add the button as a shortcut on the inspect pane for colonists, like it is for colony animals. This would remove needing to click on the "character" tab
Tadža 25 May, 2019 @ 2:45am 
can you make some mod for banishing colonists? like some random buy joins you, hated work types: EVERYTHING + he is a pacifist...
Mr. Bitches  [author] 24 May, 2019 @ 9:56am 
You cannot. However, until the animal actually leaves the map, you are able to arrest/retame them
illAligned 24 May, 2019 @ 9:10am 
can you tell them to come back later?
Mr. Bitches  [author] 22 May, 2019 @ 4:39am 
Good question. I'll test it out and get back to you. My guess now would be that if you put rimhud higher in the mod load order than this mod that it will work
Zoe, the Bad Wolf 21 May, 2019 @ 9:42pm 
How does this fare with RimHUD?
Mr. Bitches  [author] 16 May, 2019 @ 5:38am 
Yes, that particular annoyance was the inspiration behind this mod
Mahmen 16 May, 2019 @ 12:04am 
This will reduce the "Random Squirrel has self-tamed" annoyance levels by 90%
TRULY TWIST3D 7 May, 2019 @ 11:15am 
after a toxic fallout lasting for almost two seasons, all crops dead and no food, all but two colonists remain. unable to bring themselves to eat poor Puppers to save them selves, they release him into the wild and await their fate knowing Puppers will live on for them.

10/10 will starve again. still best mod
Mr. Bitches  [author] 7 May, 2019 @ 5:38am 
You are most welcome :)
Mr. Bitches  [author] 4 May, 2019 @ 9:19am 
thanks man, much appreciated :)

I was surprised too that this isn't built into the base game, especially considering things such as the mood debuff applied to a colonist when a bonded animal is banished were already built in to the storytelling engine, but not able to be triggered through normal in game means
TRULY TWIST3D 4 May, 2019 @ 8:43am 
why isnt this just part of the game

you sir are a legend