RimWorld

RimWorld

Wild Reproduction
203 Comments
=>PR<= XxDEM0NIKSxX 16 Jul @ 5:35pm 
when is mlie finna fix this stuff
FireSloth 13 Jul @ 9:21pm 
@Swolo look for RimKeeper - Wild Animal Procreation (link in previous comment)
Swolo 13 Jul @ 4:20am 
mod was working fine in 1.5 but since new animals got added its dead guys . We can only hope for unofficial update
chocoavena 11 Jul @ 12:05pm 
is this mod dead?
Arthur GC 12 Mar @ 2:35pm 
For anyone else having problems with animal over population, I recommend my mod: Hunting Grounds: Prey Overpopulation Control
Alraeth 20 Jan @ 4:10pm 
anyone else have one animal over populating? my map now only has muffalos
Hidewak 22 Dec, 2024 @ 11:19pm 
I'm experiencing exactly what @Sungod described, I was actually looking for something to limit their numbers or automacally hunt them over a certain amount but couldn't find it. hecking hoard of boars
FireSloth 2 Sep, 2024 @ 1:37pm 
@SunGod I've never experienced the population go crazy like you described, especially in "hours" as I've gone many quadrums or years without much of a problem. But shouldn't your pawns also be doing overpopulation control? Maybe you have some other mod amplifying the conditions?
SunGod 2 Sep, 2024 @ 9:35am 
This mod is great in concept, but the lack of any population limiting control is a major shortcoming at the moment. Wild animals will breed with reckless abandon, and within hours your map can become overrun with an exploding and uncontrolled population that can kill your frame rate. And unfortunately since no other complementary mod is available for 1.5 to limit wild animal population, use this mod at your own risk. I'm going to have to disable mine until something changes... I really don't need hundreds of wild boars on my map.
FireSloth 1 Aug, 2024 @ 12:57am 
I found a new animal reproduction mod here:
RimKeeper - Wild Animal Procreation
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3259367736
Tigah 8 Jun, 2024 @ 6:40pm 
Does it work? Yes, however it also seems to glitch out animal migration (or the lack of, my map has 500 animals that never stop breeding nor leave the map lol)
ShizaShippera 3 Jun, 2024 @ 5:39am 
Mlie, thank you for making my live easier
Mlie 26 May, 2024 @ 12:46pm 
Since this mod has been reported working in 1.5 I added it to the No Version Warning-mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599504692
Skaadi 17 May, 2024 @ 11:22pm 
Works just fine in 1.5.
Been using it since Anomaly dropped with zero issues.
Komyeta 16 May, 2024 @ 9:01am 
Im almost certain that it does work on 1.5. I can see wild animals mating in-game so.. yeah.

The feature that prevents Fertilized Eggs from deteriorating though... I dont know if it works yet, I have not tested yet.
chocoavena 6 May, 2024 @ 3:03pm 
is this working on 1.5?
FireSloth 16 Apr, 2024 @ 2:33pm 
Yeah the wildlife in my 1.5 games are horny as hell still.
Pyl 16 Apr, 2024 @ 2:55am 
I think it is still working without update, but an update would be good!
Akrathos 14 Apr, 2024 @ 7:26pm 
waiting 1.5
Hoddrock 12 Apr, 2024 @ 2:45am 
Waiting for 1.5
FireSloth 11 Apr, 2024 @ 9:29pm 
Following for 1.5 update news.
Beantins 20 Feb, 2024 @ 11:47am 
Great mod, I've not had any issues with overpopulation at all.
If you need more predators just use the 'choose wild animal spawns' mod. It controls animal density and specific animal spawns.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2564042934
!.Petey.! 18 Nov, 2023 @ 12:32pm 
i recommend turrnent hunt :P
Birdinmotion 28 Oct, 2023 @ 12:34pm 
I've had to uninstall this mod because animals don't stop breeding, there's no controls that I've found and it's lagging my game to almost unplayable levels. Unless I'm just not seeing it, I don't recommend the mod, having 400 wild monies, boars, turkeys, etc is killer. Currently I'm trying to maintain healthy levels by firing fire mortars all around and burning dozens of animals at a time. Not that I really want to, but because I need to.

Tldr, mod doesn't let you limit how many animals spawn and will kill your game
Rusturion 18 Oct, 2023 @ 8:50pm 
In my experience the predator spawning rarely kicked in.
If y'all are having such an issue with so many animals, it sounds more likely (to me) that they're breeding faster than in WAS.
Although, maybe it's related to me never making end game.
Miyuri 27 Aug, 2023 @ 9:13am 
In a temp swamp map, this mod caused a map full of muffalos and alpacas.
The Gaming Archaeologist 25 Aug, 2023 @ 1:15pm 
Or when they wish to be like Frank Herbert's Rats.
Ruffles 25 Aug, 2023 @ 12:45pm 
when the rats sex
anosan 16 Jul, 2023 @ 7:34pm 
When the rats... the rats when they.
_♣Caligula♣_ 14 Jul, 2023 @ 8:41am 
Therizinosaurus from biomes island mod(bmt name in error log) seems to cause job driver exception.
Think node conditional animal wrong season being mentioned.
https://gist.github.com/HugsLibRecordKeeper/0dbb9b837f1a3ffbacf045f815c5028c
Tardo The Ass-Monkey 9 Jul, 2023 @ 2:54pm 
So, I've just made the (probably obvious) discovery that this mod plus a psychic animal pulser, is equal parts amazing, horrifying, and overpowered. I just used one with well over 1000 animals on the map (possibly even 2000). They completely obliterated all three raids on the map in no time at all... they also slowed my game down to approximately 4 frames per second when staring at an empty corner of the map with nothing in it.

10/10 would kill computer again.
Hedgehog 8 Jul, 2023 @ 4:08pm 
Could it be that thers an incompability with VE Genetics? In theyr mod you can use a fertility unblocker to allow genetical engineered creatures to produce the normal way.
alas i use both mods and my paragons doesnt seem to be able to reproduce.
Moltengallium 20 Jun, 2023 @ 2:39pm 
they dont give birth!!!!
rhys118 18 Jun, 2023 @ 4:03am 
is the reproduction part working for anyone else ? in the previous mod, wild animals would mate like crazy, on this one, they don't mate at all.
Fishkeeper01 2 Jun, 2023 @ 12:08am 
Is it possible to add mechanics so that if the temperature gets too far away from an animals preferred temperature they leave the map. Summer would clear out the cold-preferring animals, winter the hot-preferring animals. It would also allow heatwaves or cold snaps to drive off creatures that do like the weather. It would simulate natural migrations too.

Another mechanic would be to cause animals to migrate off-map after a specific amount of time since spawning on the map, if that's even possible.
Crazed Ninja Hillbilly 31 May, 2023 @ 8:06am 
Vanilla expanded more events adds a "hunting party" event where a small group of well equipped hunters, be it guns or bows, will hunt down a chunk of the animals on the map with almost zero manhunting risk on them, and ignores colony animals and your colony itself unless you try to stop them.

You could possibly work in something like that? Or return the predator hunting parties but give them advanced scaria so its not possible to harvest them for meat or leather, and after purging some of the population they will just die or move off map
Crazed Ninja Hillbilly 31 May, 2023 @ 8:04am 
@dninemfive

Awesome to hear from you, but yes, even in more sparse biomes, hundreds of animals can sustain themselfs for a time, and if you run anything like "Gazing lands" or any other mod that makes grass/plants have a chance to remain after being "eaten" and put back to 1% growth, it gets really bad.
dninemfive  [author] 27 May, 2023 @ 2:59pm 
@Crazed Ninja Hillbilly Rimworld already spawns additional predators; WAS just spawned even more. i agree that a naturalistic approach to balancing is more satisfying, which is why i (naively) assumed that Rimworld's starvation mechanics would balance out the animal reproduction ability.
dninemfive  [author] 27 May, 2023 @ 2:57pm 
Just to reiterate since i get a lot of comments about this, i have some ideas for fixing the way-too-many-animals problem, but i am extremely busy and struggling with major depressive disorder so a fix will take a long time to produce.

@Pesto Posta Superfluous was the wrong word, tbh, i found when i was using WAS that it was very easy to game the predator spawning to get much higher-value furs. For this reason, the aforementioned fixes will not include predator spawning, but rather balancing starvation and miscarriage mechanics.
Pesto Posta 27 May, 2023 @ 2:43pm 
Got a dumb amount (couple hundred or so) of Alpacas...
I have to assume that "superfluous" feature of extra predators was meant to combat this.
Tolodociro 27 May, 2023 @ 9:23am 
Just what i needed, now that jobwolrd is no longer a must have in LO.
Jail 16 May, 2023 @ 12:56pm 
I've run into the same issues. I have over 400+ Capybaras and 400+ Monkeys running around my base. I find myself having to activate Dev mode and explode hundreds upon hundreds of them. This really does need to be configurable in game IMO.
Crazed Ninja Hillbilly 7 May, 2023 @ 2:12pm 
Only upside is, this mod makes the animal pulser THEE most powerful item in the normal and even modded game. Not even max wealth glitterworld raids have a chance against 400 manhunting elephants among with the thousands of other creatures attacking them.
Crazed Ninja Hillbilly 7 May, 2023 @ 2:12pm 
Having wild prey/animals just reproduce with no changes to threat level on the growing population seems more like "gaming" they system, as every playthrough using this mod, i get insane situations like having 800 monkeys or 100 megasloth just casually milling around. Makes the game a cake walk since you have an endless source of meat, no ranching or building pens or training animals necessary, way too easy to cheese.

Not to mention the massive performance drop, and god forbid you choose to settle on a jungle tile, yoou can have 4 pawns gears with 20 shooting and miniguns hunting constantly and still wont be able to make a slight dent in the group of 700 capybarras.
Crazed Ninja Hillbilly 7 May, 2023 @ 2:12pm 
Yeah this mod falls just short of being properly usable, no clue why the author thinks that removing the predator spawning event when prey pop gets too high is "gaming" the system.

In real life, many predators will migrate to areas with very high prey populations to have easier time hunting and sustaining young as more food is availible, leading to a natural culling and control of prey animals.
ShadowH4nD 17 Apr, 2023 @ 8:05pm 
Noticed my run was slowing down to a crawl, and it turns out there's upwards of 200 boombats (probably double that in boars) just roaming around.
Mod gets an A+. Gives hunters a full time job. I'm definitely going to burn down my all-wood dryad playthrough.
dninemfive  [author] 6 Apr, 2023 @ 11:38am 
@Wild Dog i found it way to easy to game that system, so i don't intend to readd it. If and/or when i have time, i intend to have configurable extra chances for wild animals to fail to get pregnant, miscarry, and perhaps starve faster (which has an additional miscarriage chance as well, and which i expected to balance out the animal growth rate).

@instawkward Unfortunately i don't have time to check things like that right now. Once i get around to the above update i'll take a look. Thank you for posting a HugsLib log, a lot of people don't do that lol
Wild Dog 6 Apr, 2023 @ 8:39am 
Is there any way to make it so that when the animals on a map reach a certain population limit (preferably adjustable) that predators start coming into the map? This seemed to be a good way in the previous mod to keep the animal population down and prreventing the computer from lagging out.
Uton 30 Mar, 2023 @ 1:08pm 
In order to still being able to play I firebomb and gased the guinea pigs in devmode. It was messy but the performance is back to normal. Though I will keep an eye on wildlife development while using this mod ;-)
Uton 29 Mar, 2023 @ 11:41pm 
I have a similar problem as Kalmin with an exponential growth of the wild guinea pig population... XD