RimWorld

RimWorld

Mitz's Chicken Coop Mod
75 Comments
JerrBear888 23 Mar, 2024 @ 1:27pm 
hi Mitz I'm planning to make an upgrade to this mod, already got most of it tested and working in 1.3.....I'm still drawing the visuals for chicken coop, chicken HOUSE, XL chicken cage.
also got duck house and goose house working. feel free to drop me a msg and let me know if i can upload. thanks
HIVEMIND 20 Nov, 2022 @ 7:14am 
wake up samurai
Zaljerem 13 Mar, 2022 @ 5:01pm 
1.3 update: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2778675006

Please let me know if you pick it back up, Mitz, I will pull my update.
AFoxolotl 1 Mar, 2022 @ 3:46am 
My sincere condolences, Mitz. It's so hard to lose a pet, a big part of your family. I hope you're doing better now that some time has passed. Tsym for your work even if you decide not to return to this project, we your fans understand. Be well!
tw_boring 18 Feb, 2022 @ 1:29am 
Did you plan to update to 1.3 ?
Zaljerem 7 Nov, 2021 @ 8:19pm 
Sorry for your loss, and I hope you're doing well. I took a few moments to upgrade this mod to use [SYR] Processor Framework, I'd like to provide it to you for your use if you so desire: https://drive.google.com/file/d/1-ln8QCSZq_E0PIBn6hQCg4-sc7r81-s-/view?usp=sharing
Azraile 18 Oct, 2021 @ 9:47pm 
oh no! *offers hugs for lost mews*
pgames-food 8 Aug, 2021 @ 6:43pm 
sorry about midnight,
cool youre back into modding
Mitz  [author] 8 Aug, 2021 @ 6:23pm 
bad news: the posterchild of my steam avatar, midnight, passed away today.
good news: DEUS VULT, RISE FOR THE CULT OF THE FALLEN FURY!
I AM BACK IN THE SWING OF MODDING!
PRAISE TOOTHLESS!
all 1.1 / 1.2 mods will be updated to 1.2 and 1.3.
1.0 mods will be updated to 1.1 / 1.2 / 1.3 if they pass the quality assurance test (they have some reason to exist in the modern era)
Stallion 29 Jul, 2021 @ 9:48am 
Don't worry about updating anything until you feel better. No pressure at all, we've all been there.
Mitz  [author] 29 Jul, 2021 @ 5:58am 
yeah i'm ok-ish, just still recovering from a burnout followed by a rut. haven't picked up a game in weeks...
Stallion 28 Jul, 2021 @ 12:12am 
You alright mate? Look after yourself.
созерцатель 27 Jul, 2021 @ 8:28am 
I wish you well:2019love: Thank you for your work.
Mitz  [author] 27 Jul, 2021 @ 8:24am 
Uncertain if I'll get to an update this summer; i've been a mess the entire summer. I do think it won't be too difficult to update; I haven't played any form of game for a good week, and rimworld for months.
созерцатель 24 Jul, 2021 @ 4:49pm 
love your mod, hope for update
Mitz  [author] 5 Mar, 2021 @ 11:43am 
Well then, you do prove a point now.
I probably can make a bigger coop once I get back into modding. It'll likely be the same texture but I'll downsize this one and make a bigger/same sized one that takes more feed at once for more eggs.
Stallion 3 Mar, 2021 @ 5:05am 
Due to the below reasons the only reason an informed player would build a chicken coop is for aesthetic reasons as chicken's are already a relatively poor source of food in vanilla and the chicken coop takes away the very few slim advantages farming chickens did have in vanilla. Sure it also reduces/eliminates the lag but so does ignoring chickens entirely which is what the balance of the chicken coops ultimately promotes.

Suggestions for possible changes to improve balance:

1. Reduce the amount of feed required to simulate chickens feeding 'free range' on grass outside the coops.

2. Provide different size coops so that as the chicken farms grow so that colonists can construct larger coops that require more feed at once but produce more eggs. This way less pawn time is lost to hauling.

3. Either eliminate the steel cost or reduce both wood/steel costs.
Stallion 3 Mar, 2021 @ 5:05am 
You state that "THIS ISN'T A FOOD SOURCE" but that is not an accurate statement. The sole purpose of chickens in Rimworld is to serve as a food source.

Your mod while an interesting idea is not balanced well. These are the reasons:

1. Outside of the mod chickens can feed on grass with no colonist time needed to produce or move feed to them. The chicken coop requires pawns to dedicate time to producing and then moving feed to the coops. This makes the chicken coops less time efficient than farming chickens without it.

2. Outside of the mod growing chickens does not require the use of wood or steel. The chicken coops do require these extra resources. This makes chicken coops less resource efficient than farming chickens without it.
Mitz  [author] 21 Dec, 2020 @ 6:39am 
eggs can substitute in for meat in recipes, unless you're using a mod like rimcuisine which I would suggest hunting animals and stocking the meat with a meat smoker mod.
being able to kill the "chickens" in the coop would be very difficult to code actually. I'm not a rimworld programmer and setting up the stuff for doing assemblies is cursed for me.
Azraile 20 Dec, 2020 @ 11:49pm 
I would love this if you could fit more chicks in and get chicken meat out of it as an option even just getting eggs makes it tempting.....

..honestly it's to much a lag to deal with too many animals and half the time I would rather just grow food and buy meat
pgames-food 12 Nov, 2020 @ 7:02pm 
maybe bearhiderug you just saw the film about Noah's Ark and want to put animals into the coop, 2 by 2? :lunar2019grinningpig:
Mitz  [author] 12 Nov, 2020 @ 8:43am 
@nin woah woah woah, you're feeding the chickens eggs? that's not the point! It's supposed to be a vanilla-friendly way to earn eggs for cooking cupcakes and such without using soy crap! it's literally just CHICKENS IN A BUILDING not A FOOD SOURCE.
@bearhiderug That is beyond my coding possibilites, I'm not a master coder so that would require assembly coding which will likely never happen.
Arvalaan 5 Nov, 2020 @ 1:25pm 
I think with Hay, this mod is awesome, with Kibble however I guess you should reduce the cost. It's nice not having the lagg but the math is rather simple:

Invest 8 eggs, get 5 back makes no sense to me personally.

Nevertheless, really like the mod, I changed it so it gives me back 10 eggs over the course of 4 days, giving me 2 eggs profit per cycle with Kibble.

Appreciate the work you did in your spare time to share this with the community.
Mitz  [author] 31 Oct, 2020 @ 9:19am 
This mod is meant to reduce lag of using chickens; instead of having 5 entities in a pen, you can convert 5 chicken eggs into this pen.
the benefits include:
the chickens can't die
they eat just as much food, not more
you don't lag your game to high heavens storing chickens, the code is efficient so you can place 20 of them with no lag

overall, this is meant to reduce lag instead of being more efficient.
Arvalaan 27 Oct, 2020 @ 9:56am 
Is it me or.. is it not beneficial to use this mod?

50 kibble requires 20 meat and 20 veggies, the meat can be replaced with eggs (1:5), which would mean 50 kibble equals 4 eggs and some veggies.

Meaning it costs 8 eggs to get 5 back, or am I wrong?
Mitz  [author] 29 Sep, 2020 @ 12:45pm 
If you mean "can you farm duck and geese eggs" I unfortunately have to say no. I could do it but I'm not fully out of SS13 right now. It's pretty easy, through some trial and error, some referencing, you can figure out how to make a copy of the coop and make it spawn duck eggs and require duck eggs.
Chris 28 Sep, 2020 @ 7:08pm 
does this work with ducks and geese?
Mitz  [author] 28 Aug, 2020 @ 8:42am 
Updated to 1.2!...
I have a poll for you all.
https://www.strawpoll.me/20846279/
Vote on what you want me to make next!
Mitz  [author] 28 Aug, 2020 @ 8:23am 
I'll get to updating right away! I'm currently into rimworld after finishing my SS13 binge.
Mitz  [author] 21 Aug, 2020 @ 12:14pm 
ah good! I'll get to updating the mod in full eventually... right now i'm taking a break from rimworld, but I wish i could use my chromebook to update it.
Diabolical damsel 21 Aug, 2020 @ 8:42am 
Okay, so I added it in with a couple hundred other mods, and it’s working perfectly. There are no errors in the log and the pawns can build and interact with the coop with no issues.
Mitz  [author] 20 Aug, 2020 @ 6:46pm 
Thanks damsel! Report in when you figure out if it works or not.
It should work, I do not think they revamped the code in between 1.1 and 1.2
pgames-food 20 Aug, 2020 @ 6:19pm 
ok cool
Diabolical damsel 20 Aug, 2020 @ 5:05pm 
I'm working on my mod list right now i'll throw this mod in and see how it goes.
Mitz  [author] 20 Aug, 2020 @ 3:37pm 
ah don't worry, it's univeral fermenter is updated, I think if a brave person can do a fresh run with my mod in 1.2, that'd be great!
I'm really tired these days, so it may take some time to get to booting up rimworld again.
pgames-food 19 Aug, 2020 @ 8:51pm 
hi diabolical damsel, careful what you wish for...
i once wanted a minion farm with the minions mod (in my 1.0 game), and suddenly i had like 300 minions :)

hi midnight, pelador made a mod which can also do fermenting in a (non-universal fermenter way, compatible way as there were a lot of potential issues in the past with multiple universal fermenter files or something, but he stopped modding due to other committments and mlie kindly picked up the reigns... maybe that could help you meanwhile if universal fermenter is not working for 1.2 yet?).
Diabolical damsel 19 Aug, 2020 @ 10:31am 
I'm looking forward to making my farm dreams come true when this is updated.
Mitz  [author] 17 Aug, 2020 @ 7:27am 
yeah, i was waiting for universal fermenter to update. i'll get to it once i absorb my coffee.
Toast 15 Aug, 2020 @ 7:32pm 
1.2? this is a great mod helps alot
test 15 Aug, 2020 @ 6:05am 
12
Mitz  [author] 26 Jul, 2020 @ 12:17pm 
Ahh I should contact them again :P
I'm planning on in the next few days making a meat synthesizer hydroponic thingy. Milk will be up next. or before that. I have a blueprint in my head how these 2 will be rolled out.
mike.epsilon 26 Jul, 2020 @ 9:22am 
I really like the creativity of using 'fermenting' for the chicken and egg problem, also I think the Universal Fermenter page has a list of mods that are dependent on it if no one had suggested you contact them yet.
Mitz  [author] 24 Jul, 2020 @ 9:21am 
That's... a lot of content to add, but it's a possibility.
I'm on a partial break from modding, but I'll consider it. I'm also workin on a mega-project in the background.... Not sure if it'll survive the coding process.
Lance Pinciotti 22 Jul, 2020 @ 4:38pm 
can this also do other eggs? like geese, duck or ostritch
Mitz  [author] 22 Jun, 2020 @ 8:45am 
Well, if you want to, you can edit the <drawSize> of the chicken coop! just look in the defs folder with a notepad program. I kept it a small size because I think the chickens may want to walk around the coop, y'know. I can change the published drawSize to a higher number with enough requests.
Krag 21 Jun, 2020 @ 12:37pm 
My rule of thumb is that if it looks like it can be walked around and doesn't fill most of the space it's using, then it should be passable.
And of course they're 2x3, my bad.
Mitz  [author] 21 Jun, 2020 @ 12:32pm 
aren't these 2x3? or did the code get glitched?
I can say these are sold because instead of housing 5 chickens in a 10x10 coop, you can house 4 sets of them in these hutches - I expected people to put them in their barns which usually have a lot of space :P
Krag 21 Jun, 2020 @ 2:20am 
Really cool mod.
I made some changes to make the coops passable because 2x6 impassable props are super annoying to position in some cases and the visuals make it look like there's a lot of room on the sides to walk around.
pgames-food 11 Jun, 2020 @ 8:40pm 
cool
Mitz  [author] 11 Jun, 2020 @ 10:58am 
hey there! I got a room on a discord, If you're already in mlie's room it should let you in. https://discord.gg/dhPfAy I don't like 25000 discords so I'm renting out a channel on a friend's. I have notifs on that discord, so I should be able to see ye there.
If you can't click the link, put dhPfAy as a code into your "add a server" thing. It should recognize that!