RimWorld

RimWorld

Disable Wild Animal Spawns [deprecated, check link in description for better version by Mlie]
112 Comments
Mlie 2 Aug, 2021 @ 5:58am 
Hopefully I have made a decent successor here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2564042934
Comments and suggestions are as always welcome!
claustro  [author] 1 Aug, 2021 @ 11:09am 
Looking forward to your solution of making it generic without cluttering the interface too much with all the variants of the same animal some mods do add. :)
claustro  [author] 1 Aug, 2021 @ 11:08am 
And yes, feel free to use "Disable Wild Animal Spawns (continued)" as a title. Thanks!
claustro  [author] 1 Aug, 2021 @ 11:06am 
An honour to have you here, Mlie! Deep down I always wished you'd adopt this mod - or rather expand on Sarg Bjornson's codebase. And thanks Sarg for always having been on the pulse of this thread.

I'll leave the continuation up to you.

Sarg Bjornson 30 Jul, 2021 @ 11:01pm 
Mlie, don't use this code, I made it years ago and it's obsolete. Contact me on Discord ;)
Mlie 30 Jul, 2021 @ 10:12pm 
Could I expand upon this to make a generic version so users can modify any animal, and release it as a continued version?
Winter 9 Jul, 2021 @ 9:41pm 
It's ok i fixed the problem. I deleted VAE Temperate. The versatility your mod brings is far more important to me
Winter 9 Jul, 2021 @ 9:30pm 
Thanks for looking into it. Your mod might be neccesary for alot of people who don't jump across to 1.3 till it's stable. I wish more people knew about this mod earlier, including myself :)
claustro  [author] 9 Jul, 2021 @ 9:20pm 
@WinterWolf: I had a quick glance at the source code but couldn't find anything that would cause trouble - I think it worked when I tested it. I'll look into it again.

But as Sarg Bjornson pointed out, my mod won't be necessary anymore with their updated version for 1.3.

Winter 9 Jul, 2021 @ 9:15pm 
@ claustro - Thanks for the great mod. Do you have any ideas about why the VAE Temperate animal section would be missing in the mod options? I've tried placing DWAS high and low in the mod order. For testing purposes this is the mod list i am running. Thanks in advance.

Harmony
RIMMSAssemble
Core
Startup impact
HugsLib
Vanilla Expanded Framework
JecsTools (Unofficial)
Disable Wild Animal Spawns
Megafauna
Dinosauria
VAE - Boreal
VAE - Tundra
VAE - Temperate
claustro  [author] 9 Jul, 2021 @ 7:53am 
Oh, thanks, I thought this had become maybe a feature of Rimworld's planet creation itself. :)

I will eventually remove the mods you've listed from mine then.
Sarg Bjornson 9 Jul, 2021 @ 7:48am 
Alpha Animals, Magical Menagerie, the Joris Experience, Forsakens: Fauna and Vanilla Animals Expanded will all include animal toggles. The mods I don't control like Dinosauria and Megafauna won't, of course
claustro  [author] 9 Jul, 2021 @ 7:47am 
Wait, "will work natively?" Will Rimworld itself give control over animal spawns?
claustro  [author] 9 Jul, 2021 @ 7:45am 
@Sarg Bjornson: Thanks for the heads up!


I'll update this mod to 1.3 eventually, it shouldn't be a biggie but I have not really played RimWorld in a year, so my motivation is utterly low.
Sarg Bjornson 9 Jul, 2021 @ 3:38am 
The whole system will work for all VAE animals natively in 1.3 ;)
Winter 9 Jul, 2021 @ 3:18am 
I know it's been a while since there's been any activity here but i thought i'd ask anyways.
Has anyone else had trouble getting VE Temperate animals to show in the mod options?
(other VE animals display without issue)
claustro  [author] 11 Feb, 2021 @ 8:56am 
Having given it some thought, I think it's not *that* trivial to implement. It might happen in the distant future, but you shouldn't wait or have your hopes too high up for it.
claustro  [author] 11 Feb, 2021 @ 8:35am 
Ya, a simple check like that is possible, but I point you at the big blue text at the beginning of the description. My focus does lie elsewhere and this mod should be re-written from ground up. And I'm unlikely the one to do it within the next few months - I haven't really played rimworld in half a year.
Rams0505 11 Feb, 2021 @ 6:13am 
Can you make a mod where way less animals spawn in winter? I wanna feel like I would have to store food to get through winter...its way too easy now surviving winter even if you cant farm you can just go out and hunt for food whenever u want. Is there a way to disable animal spawning but only in winter?
Baillie 26 Jan, 2021 @ 2:11am 
Cheers, that's a start! I'll give it a go.
claustro  [author] 25 Jan, 2021 @ 4:42pm 
Thrumbos can be deactivated to no longer spawn randomly, however, this mod won't prevent events involving them.
Baillie 25 Jan, 2021 @ 3:04pm 
Can I use this mod to get rid of thrumbos and other fantasy animals? Cheers!
claustro  [author] 10 Jan, 2021 @ 1:24pm 
Thanks, Sarg! I've had a look at the code you are now using for alpha animals.
It's a lot more straightforward that way. :) I'll have a look but I am not quite sure if I will keep maintaining this mod. I guess within the next few weeks I can redirect everyone to your animal switch mod.

I do not remember anymore the details of the decompiled RW code, but basically one could just use some method to call every registered animal. It would however result in a bit of a clunky UI, too, because of the many varieties some mods add.

Looking forward to your solution. :)
Sarg Bjornson 10 Jan, 2021 @ 4:28am 
Let me work on the code a bit then and create a Git you can access
claustro  [author] 7 Jan, 2021 @ 9:49am 
As for wild reproduction: I thought as it was a Xpath only patch, it should work with this mod.
claustro  [author] 7 Jan, 2021 @ 9:48am 
Oh, surely I'm interested, Sarg. The only trouble I faced with the XMLs is that mods often add a boatload of varieties of the same animal that need to be summarized. Have you found a workaround for that?
Sarg Bjornson 7 Jan, 2021 @ 1:28am 
Yeah, basically any mod that goes around the vanilla game wild spawns will undo what this code does.

By the way, now that we are talking about it... This mod's code is obsolete and inelegant to the extreme XDD I have coded a new system that gets the animal defs from XML, allowing veeery easy adding of extra mods and animals, would you be interested in it?
claustro  [author] 6 Jan, 2021 @ 11:54pm 
@Sarg Bjornson: Would you recommend removing it from the list as an alternative to wild animal sex then?
Sarg Bjornson 6 Jan, 2021 @ 11:28pm 
Yeah, don't use Wild Reproduction
Hurgablurg 6 Jan, 2021 @ 6:56pm 
I still have unwanted wild animals spawning, even though they are marked to not spawn (red x) in the mod options. I'm using Wild Reproduction, and both are loaded last, with Wild Reproduction being second-last.
Tox 28 Nov, 2020 @ 4:02pm 
I'd put the blue text on top so it's the first thing people see!
claustro  [author] 28 Nov, 2020 @ 3:52pm 
No worries. :) I bet I will get another few requests in the future, because the blue text is not big enough. :D
Tox 28 Nov, 2020 @ 3:35pm 
Oh, sorry. I somehow missed the big blue text. ;w;
claustro  [author] 28 Nov, 2020 @ 12:41pm 
@Tox. As stated above, I won't work on this mod anymore. I have not played Rimworld in quite some time now and my focus is elsewhere.
Tox 27 Nov, 2020 @ 4:32pm 
Possible to include HC Animals?
claustro  [author] 9 Nov, 2020 @ 4:47pm 
@Pavlentine I tried again to disable Biomes!Islands animals but it does not work, even when using a minimalist approach.
What you can do though: Just remove all undesired animals from the island biome defining xmls in e.g. Somewhere-on-your-computer:Steam\steamapps\workshop\content\294100\2038001322\1.2\Defs\BiomeDefs. Though, you'd have to repeat that step after every update or learn how to write a xml patch. It's no biggie but takes some effort. Best of luck!
claustro  [author] 8 Nov, 2020 @ 8:36am 
I've updated Magical Menagerie and added Monster Hunter, but this update won't include Biomes!Islands.
I don't know why it does not work, but basically it breaks this mod and makes any animal spawn. It might be due to a trivial error on my side [most likely] or something more arcane [who knows]. Biomes! doesn't use a spawning mechanism of its own, so I reckon something minor went wrong. ¯\_(ツ)_/¯
claustro  [author] 7 Nov, 2020 @ 8:34pm 
To anyone who'd like to adopt the mod: I've attached the source code to the upload. There is a wee, commented python 3.7 script which will extract all the animals from the relevant xmls. Just copy them into the same folder and let the script run, it will then create the code that is ready to copy and paste. You might have to amend the animal entries a little though, as the script does not check for abstract defs [lazy, i know] and some mods feature many variants of the same animal and I try to reduce them to one single entry, which does require some double checking and ||'ing them all together in the harmony patch checks.
claustro  [author] 7 Nov, 2020 @ 8:34pm 
The latter has not been done very elegantly as it is a horribly long list of if statements, but it does its job. Thanks again @Sarg Bjornson for the quick responses
whenever some problem came up. If anyone figures out how to properly implement spawn control for Biomes!Islands, I'll be glad to learn what did the trick. :)
Thanks and happy crashlanding on the Rim!
claustro  [author] 4 Nov, 2020 @ 6:59pm 
Alright, there appears to be some bug in my update which i have not located yet. I'll try to fix it but if i cannot ill just upload the source and script and someone else can take over from here :)
Sarg Bjornson 30 Oct, 2020 @ 5:47am 
Or the scenario editor. They aren't a wild spawn in any case.
Trappist 30 Oct, 2020 @ 5:13am 
@Sarg Bjornson
Nope. You disable them in custom difficulty.
claustro  [author] 30 Oct, 2020 @ 4:50am 
@Rim Baby. Ya, it should show up again.
Sarg Bjornson 30 Oct, 2020 @ 1:43am 
Insectoids are not a wild spawn, you disable those in the scenario editor in the base game
Trappist 30 Oct, 2020 @ 1:33am 
There doesn't seem to be an option to disable the cave bugs, which is the actual reason I installed this mod.
Rim Baby 29 Oct, 2020 @ 9:51am 
Can I reenable an animal I disabled? Like will they show up again if i change the setting mid game?
claustro  [author] 27 Oct, 2020 @ 8:30am 
A short note: I've added Biomes Islands and Monster Hunter, I'll need to get around to testing it still though. So, quite possibly next week there will be an update for that. My mod will then be free for adoption by someone as I do frankly lack motivation in keeping it maintained. Albeit it's not that much work, as a fair amount of it is done by a python script, keeping a mod updated for a game I haven't really played in quite some time is a rather bland activity. :)
claustro  [author] 24 Sep, 2020 @ 10:18am 
@Pavlentine. At some point in the future, but likely before christmas. :) For the time being I will only fix mod-breaking bugs.
Pavlentine 23 Sep, 2020 @ 4:35am 
Is it possible to make thios mod compatitable with Biomes Island? There is so many onnoying new animals and also not CE-compatitable, but I want to play on islands without them all. (pleeease)
claustro  [author] 5 Sep, 2020 @ 10:17am 
@DigiDragon Maybe at some point, but I do not play RW these days.