RimWorld

RimWorld

Release Animals into Wild
144 Comments
Kizzycocoa 12 Apr, 2024 @ 4:56pm 
o7, a very good mod. Now vanilla behaviour.
Jakoporeeno 26 May, 2022 @ 6:43am 
Does it affect their chances of survival that they have lived as pets and are now out in the wild?
Mr. Mauer (Mollari) 1 Nov, 2021 @ 5:59pm 
legend
Mickey Surviving RNG 28 Aug, 2021 @ 6:55pm 
Thank you for all your hard work and congrats, i wish/hope (with mod authors permission) more ease of life mods get added into the game
Defo 30 Jul, 2021 @ 10:58pm 
We remember u. Thx and congratulation that this mod included to base game
Maxwell218 29 Jul, 2021 @ 1:00am 
红莲 this is in the base game now.
红莲 24 Jul, 2021 @ 10:50pm 
pl update 1.3 thank you so much!
Deconvolution 21 Jul, 2021 @ 10:16pm 
Thank you for all the efforts
Hurgablurg 21 Jul, 2021 @ 12:20pm 
We Remember the ModAuthor!
8faiNt ı♣ı 4 Jul, 2021 @ 4:27pm 
glad this is in the base game now
Copper Boltwire 28 May, 2021 @ 3:06am 
as of writing, still works beutifully, no need to just mock around with the about.xml as that would techinically be the only thing to update...

In other words: works perfectly for 1.2
Delta1138 2 May, 2021 @ 7:54am 
Weird error created by this mod and Star Wars creatures, I spotted it with the Gizka specifically.

Was trying to test ecological disasters by releasing Gizka into the wild (they breed rapidly and eat next to nothing so population explosion in the right settings). However, if you release them into the wild and save and reload, the game does not like it, they go invisible/manhunter/die and then the pawns try and butcher the corpses which causes a work loop.

I have absolutely no idea why it happened, but ended up have to dev destroy invisible corpses (difficult!) to stop the game breaking.

The solution I guess is not to release Gizka into the wild, but was curious if anyone else encountered bugs like this with custom animals? It may be because they are set not to spawn in the wild so the game doesn't know how to deal with them.
Mr. Mauer (Mollari) 23 Apr, 2021 @ 5:52am 
just update the about me 1.2 add it thx
Komyeta 30 Mar, 2021 @ 9:12am 
This mod works just fine for me, no errors, no unexpected behaviors, and it seems to also work with several modded animals too such as those from Dinosauria.

1.2 compatible for me. In any case, it wont hurt to try using it if you're still unsure, it is a very simple mod. A quick test colony with Dev. Mode wont take you more than 10 minutes.
-=[SMC-V]=-SoongJr 21 Nov, 2020 @ 11:48pm 
@timsteele they probably just slapped the 1.2 tag on the chinese mod version. Someone here said it works fine (you can just ignore the version warning), but I also heard someone say it doesn't work for them. Maybe depends on your other mods.
timsteele 29 Oct, 2020 @ 5:35pm 
How is there a 1.2 translation of a mod in 1.1 ..?
Videogameplayer 22 Sep, 2020 @ 10:09am 
i dont like having to bash my cats to death when i run out of kitty kibble. my cats for one would definitely appreciate an update to this mod. at least they would if they weren't already catburgers :(
Genaeve 21 Sep, 2020 @ 11:56am 
@Rovalen This works just fine for me. I haven't noticed any issues.
Rovalen 20 Sep, 2020 @ 6:04am 
Who tested 1.2? Did it stop working?
The Bard of Hearts 22 Aug, 2020 @ 12:10pm 
+1
Camaleão 16 Aug, 2020 @ 8:08am 
+1 to 1.2
Komyeta 29 May, 2020 @ 2:02pm 
Of course that works @Tenebris . However your paws will still take care of this animal's needs by default up until the animal loses its tameness, which can take a very long time. Getting rid of the animal immediatelly is a very nice convenience compared to having to micromanage new designations and measures specifically to allow the undesired animal to live, without it taking resources from you.

There are exreme instances where your female pet rat will breed quicker than it loses tamenes, meaning you'd have the population increasing rather than the opposite

Again... all I jsut wrote can be simlysolved byslaughtering, but the whole point here is to NOT slaughter anyways XD
Hairy Howler 7 May, 2020 @ 4:23am 
Do you know that in vanilla you can uncheck the tameness trick on an animal and your colonists will stop tending it and the animal will lose its tameness and become wild again?
SY1102 1 May, 2020 @ 8:14am 
Release Animals into Wild-ChineseTraditional

http://ge.tt/62Pglv23
Hurgablurg 30 Apr, 2020 @ 4:28pm 
This isn't the fault of the mod, it's just the catalyst for me installing the mod.
Tried to tame two young, hip bison so I could get a herd going, but after I tamed the male, the cow just kinda of... evaporated? Like, the rest of the herd of older cows was there and grazing, so I don't know how she could've disappeared.
Anyways, I can't be bothered to slaughter the male and I don't want it eating my precious grass, so this mod is not only going to prove useful now, but likely in the future, too!
Hoedull  [author] 23 Apr, 2020 @ 3:42pm 
compatibility? I don't believe it should affect any other mods.
Think3r 22 Apr, 2020 @ 9:49am 
Hi there, any noticeable differences to Banish Animals concerning compatibility with other mods and stability etc.?
Zephyr 22 Apr, 2020 @ 8:24am 
@spare some hodl please
I like this mod a lot and make a Chinese translation mod for it.If I can't get your authorization ,please leave a message in this web and I will delete my translation mod.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2070346032
Genaeve 5 Mar, 2020 @ 11:52am 
OMG Thank you! :MysteriaGodOfDeathHappy:
Hoedull  [author] 5 Mar, 2020 @ 11:11am 
yep and i've updated
Thetaprime 5 Mar, 2020 @ 9:08am 
They have been updated FYI.
Hoedull  [author] 24 Feb, 2020 @ 8:02pm 
waiting on hubslib/allowtool to receive updates then will patch for 1.1
nubcake -MeoW- 21 Feb, 2020 @ 6:53pm 
I've been using this mod for so long it started to feel like part of the core game. :o) thank you

In case it helps: Recent changes to 'allow tool' seem to have broken 'release animals to wild' mod. Error log below.

I now don't have the button in game to release animals into the wild.
nubcake -MeoW- 21 Feb, 2020 @ 6:52pm 
XML error: <insertAfter>AllowTool.Designator_HaulUrgently</insertAfter> doesn't correspond to any field in type ThingDesignatorDef. Context: <AllowTool.ThingDesignatorDef><defName>ReleaseDesignator</defName><designatorClass>Release_Animals_into_Wild.Designator_Release</designatorClass><category>Orders</category><insertAfter>AllowTool.Designator_HaulUrgently</insertAfter><label>Relase to Wild</label><description>Release animal into the wild.</description><iconTex>Designations/Release</iconTex><dragHighlightTex>finishOffHighlight</dragHighlightTex><soundSucceeded>ThingSelected</soundSucceeded><messageSuccess>Finish_off_success</messageSuccess><messageFailure>Finish_off_failure</messageFailure></AllowTool.ThingDesignatorDef>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Shinto606 10 Oct, 2019 @ 5:15am 
i like this mod alot due with relationship tab i got alot of my pets with there eggs
its just awesome to see there mother on map will i have most or all her kids as pets
due some bad timed raids and sun flares i had to release them in wild again just awesome to see
non of her kids are meat meals xD but just happy roam around map kill most of local food source for ME T___T
Nightingale 20 Sep, 2019 @ 2:00am 
Don't know how a mod about releasing animals borks all of my doors but somehow it does
Vazzaroth 18 Sep, 2019 @ 11:15am 
I just had 12 cats join my tribe that was already struggling with food... thank you for this. Yorkies, I can eat. I just can't bring myself to do it to little Killer and Janice. (Why do they have to start with names?!)
Enlonwhite 2 Sep, 2019 @ 5:50am 
load them into a launch pod.....send them away without any colonist.....animal is then lost (released into the wild).....even to places it may not survive...like oceans XD
ConfectionaryCanine83 14 Aug, 2019 @ 10:50am 
wait it might be cause i dont have allow tool. lemmie go check that
time for 30 more mins of wait time.
ConfectionaryCanine83 14 Aug, 2019 @ 10:48am 
Uh, yeah, this mod in particular just destroys prepare carefully for no reason whatsoever, and i would like this to be fixed so i can ensure my colonists are perfectly evil killing machines without being evil myself, thanks in advance, and also big f for those random yorkshire terriers that wandered into tiamat's lair.
taimat715 9 Aug, 2019 @ 5:53pm 
caused prepare carefully's button to disappear
Lachigan 9 Aug, 2019 @ 9:28am 
enabling this mod makes it impossible for me to start a game, it just comes back to the menu
Hoedull  [author] 9 Jul, 2019 @ 8:18am 
@MisterOldVegas it extends the Allow tool and adds on extra designator and work giver. It would have absolutely nothing to do with what your are describing. Make sure you install it correctly with allow tool loading before.
costa 8 Jul, 2019 @ 3:19pm 
This mod has a huge issue for me... I created a new game and none of the colonists spawned, and the entire map was empty. Like, no stones, no walls, no animals, nothing
ChelseyArts 1 Jul, 2019 @ 7:13pm 
Mispelling ... I see what you did there.
Rootbeer128 1 Jul, 2019 @ 6:43pm 
Yeah. Might conflict with a later thing. I dunno. Would have to figure out by slowly adding mods to figure out where the conflict is, and that'd take a lot of time lol. I'll figure it out later; thanks anyways.
Hoedull  [author] 1 Jul, 2019 @ 6:21pm 
@Rootbeer128 I installed that mod with my mod and experienced no issues. I loaded mine first. My mod doesn't modify anything it only adds something. You may have a separate issue with your rimworld installation.
Rootbeer128 1 Jul, 2019 @ 6:10pm 
@spare some hodl please Yeah, removing the mod helped the game to work again. I'm guessing it's probably the advanced animal mechanics conflicting, since it lets animals use weapons and stuff like that. They probably both modify the animals in an "allow" way, so that's probably where a conflict might come from.

Future edit for mod page here.
Hoedull  [author] 1 Jul, 2019 @ 5:13pm 
@Rootbeer128 my mod makes no changes to the game at all. I don't think its my mod that is causing your issue. Does removing my mod make your mod list work right? I nearly copied vanilla code and code straight from Allow tool so I can 99.99% guarantee the mod should work in any condition. If you list the mods you think would cause them i will check it out. I did not find a mod called advanced animal mechanics. I tested the mod with wild animal sex and everything worked fine.