RimWorld

RimWorld

Herd Migration Revival(revived)
42 Comments
velcroboy333  [author] 26 Jun @ 11:40am 
Updated for 1.6. No changes made. Let me know if any bugs pop up.
Cheers.
velcroboy333  [author] 15 Mar @ 12:14pm 
Double check but I'm pretty sure ReGrowth has this mod baked in already. So, you might be seeing a conflict because of that
Raluzo 15 Mar @ 11:41am 
Hey, thank you for reviving this mod i love animals <3 I think there is a bug with ReGrowth biomes that makes the Herd that migrate instantly move. Is there a way to fix that maybe? Thank you in advance!
velcroboy333  [author] 2 Apr, 2024 @ 3:29pm 
Updated for 1.5. No changes made. Let me know if any bugs pop up.
Cheers.
Psyckosama 29 Oct, 2022 @ 1:21pm 
Don't join cults: Found Them.
velcroboy333  [author] 12 Oct, 2022 @ 1:53pm 
Updated for 1.4

Don't join cults.
Today 7 Sep, 2022 @ 12:16pm 
autism
noghettoblastrs 10 Aug, 2022 @ 7:31am 
trolling orange man fanboys through patches is pretty good stuff lol
velcroboy333  [author] 26 Oct, 2021 @ 12:48pm 
and Hi pick⁶
velcroboy333  [author] 26 Oct, 2021 @ 12:44pm 
I just noticed @oddgen's comment way down there. Sorry, I missed it.

From my understanding, Regrowth already adds this function, so, using this mod with Regrowth is redundant. Let me know if that's not the case and I'll adjust.
pickpickpickpickpickpickpickpick 26 Oct, 2021 @ 3:55am 
This discussion below me is hilarious. Orange man is bad, but does it really matter so much that you'd call out the mod author? ahahah

Also hi velcroboy you're my fav :steamhearteyes:
velcroboy333  [author] 21 Oct, 2021 @ 8:17pm 
I don't think anyone gave him any grief. It was one of Chicken Plucker's Rimmunation mods. Great mods, just needed a little tweak. :dogthinking:
TurtleShroom 21 Oct, 2021 @ 6:26pm 
Knowing the Internet, the dude removed the item because he was being harassed by people with Trump Derangement.

TBH, though, if the item no longer exists, you can always keep it just in case it comes back. What Mod was it? I want to see if I can see what it looked like.
velcroboy333  [author] 21 Oct, 2021 @ 2:14pm 
Also, defending an immature baby-man-child while telling others to grow up...kinda hypocritical, don't you think?
velcroboy333  [author] 21 Oct, 2021 @ 2:10pm 
Honestly, the mod the item is from removed the item. I included this with all my mods at one point. Just trying to help, you're welcome. But, since the item was removed and is no longer necessary, I've been slowly removing the patch from my mods. I just haven't gotten around to all of them yet.
TurtleShroom 21 Oct, 2021 @ 2:02pm 
I mean, more power to you in that Patch, but why sneak it in and hide it? Are you afraid of someone calling you out?

Why not upload it on its own?
TurtleShroom 21 Oct, 2021 @ 2:01pm 
Oh, grow up. What Mod is that from, anyway?
velcroboy333  [author] 21 Oct, 2021 @ 1:15pm 
Just an accuracy fix for an item that had improper stats. :mhwgood:
TurtleShroom 21 Oct, 2021 @ 1:10pm 
What exactly was the point of the ORANGE MAN BAD butt hurt that you secretly added into the Mod's code through a Compatibility Patch? I mean, holy crap.
oddgen 30 Aug, 2021 @ 4:54am 
is it possible to make this mod compatible with regrowth series ?
Doc O´malley 21 Jul, 2021 @ 2:07am 
Thank you <3 we love ya :steamthumbsup:
velcroboy333  [author] 20 Jul, 2021 @ 10:32pm 
Updated for 1.3
velcroboy333  [author] 5 Jul, 2021 @ 6:06pm 
Attention: I will absolutely be updating all my mods to 1.3. I want to take the time to look at the new code first in order to make sure the code changes are implemented correctly for the new version, as well as make any balance changes, and to implement any relevant new features into my mods,

The upcoming week is going to be busy for me already as the busy season for my real job is just beginning and goes pretty heavy through the fall and holiday season. But I will try to find the time as soon as I am able. My goal is to have all my mods ready for the official release in a couple weeks.

note I will be maintaining support for 1.2 after the update to 1.3 but I a have already moved on from 1.1 or older, so, those versions will not be maintained unless they are naturally compatible.

Thanks for your patience.
velcroboy333  [author] 14 Jun, 2021 @ 7:29am 
Yes, it should.
test 14 Jun, 2021 @ 7:00am 
does it support animals from mods
velcroboy333  [author] 9 Oct, 2020 @ 5:03pm 
It's ok. I completely forgot I just had this same conversation a month ago. See comments below yours.:captainclown:
Krausladen 9 Oct, 2020 @ 4:54pm 
Didn't realize it, I over rely on Fluffys mod manager to give me load order instructions lol.
velcroboy333  [author] 9 Oct, 2020 @ 2:17pm 
Oh, haha. I already did...
velcroboy333  [author] 9 Oct, 2020 @ 2:16pm 
Awesome. Thanks. I'll make a note in the description.
Krausladen 9 Oct, 2020 @ 2:09pm 
I can confirm its a load order issue. Putting herd migration under fixed it. Threw me off cause other biome mods had no problem with it.
velcroboy333  [author] 9 Oct, 2020 @ 1:15pm 
It's likely I'll need to make a patch if not.
velcroboy333  [author] 9 Oct, 2020 @ 1:12pm 
I'll take a look this weekend. It looks like it's something to do with More Vanilla Biomes. Try switching the order of those mods and see if that fixes it.
Krausladen 9 Oct, 2020 @ 12:09pm 
[More Vanilla Biomes] Patch operation Verse.PatchOperationAdd(Defs/IncidentDef[defName = "HerdMigration"]/allowedBiomes) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1931453053\1.1\Patches\ZBiome_Patches.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
velcroboy333  [author] 23 Sep, 2020 @ 11:02am 
Ah, I looked. I can see what's happening. Yes, it's recommended to load this mod after any mod that adds biomes.
velcroboy333  [author] 21 Sep, 2020 @ 5:01pm 
I will look into it. Can you tell me what the conflict is?
MosaPudica 21 Sep, 2020 @ 4:54pm 
Seems like this must be loaded after "More Vanilla Biomes" in the load order. Is it possible to please add that to your mod as a load ordering hint?
JinDeTwizol 7 Aug, 2020 @ 3:49am 
No problem velcroboy333 thanks for the response, i add it on an existing save with 80+ mods and all seems alright.
Thanks for the Mod !
velcroboy333  [author] 5 Aug, 2020 @ 4:52pm 
Sorry JinDeTwizol, I just saw this comment now. But yeah, It should be safe to add.
JinDeTwizol 28 Jul, 2020 @ 7:41am 
This mod can be added on existing save with no trouble i suppose ?
[56e] Adda 24 Jun, 2020 @ 1:19pm 
I like the idea of this mod. Used it for a while and I think will use again in RimWorld 1.1. Thank you for reviving.
Uncertainty 10 May, 2020 @ 6:25pm 
YES
Kangaroo Salesman 9 May, 2020 @ 8:29am 
Very nice, thanks for reviving it!