RimWorld

RimWorld

Cattle Gate
23 Comments
Azraile 8 Sep, 2024 @ 9:40am 
dose this work for 1.5?
Lûte the Goblin 13 Jan, 2024 @ 2:42pm 
how does this differ from a fence gate or animal flap?
Mr_Chimick  [author] 13 Aug, 2023 @ 7:26pm 
Just noting I've just updated this mod with a refactored format; functionality is the same, but I've reduced the filesize from 22MB to 400KB.

Also I can't replicate any issues with the mod on 1.3; though trying to maintain mods for legacy versions is getting to be a pain, so don't be surprised if this mod changes to be only officially supporting the latest version even if it technically works on the other versions.
Elvendork 30 Oct, 2022 @ 4:39pm 
Bug report: this mod causes a bug in the world map. I can't select any map tiles if the mod is activated. I play version 1.3.
ELLIOTTCABLE on Discord 30 Sep, 2022 @ 2:54am 
I'd love an 'Autodoor' / industrial / electricity-required version of this, if you have a little time at some point.

(For me, it's mostly interesting because of the functionality of Hold Open Opens Doors - which allows you to open/close doors without a pawn, but only if your base's power-infrastructure is intact, and only after researching/building/maintaining autodoors.)
JACK 24 Aug, 2021 @ 12:38am 
next on my list of things to try to make my animals stop eating all my expensive eggs...
ELLIOTTCABLE on Discord 4 Aug, 2021 @ 2:04am 
This is different from Vanilla, in that the Vanilla gate allows non-pennable animals to walk right over it, just like a fence. This prevents *all* wild animals from passing.

i.e. the vanilla fence-gate won't protect your killbox from manhunters; this mod will.
pgames-food 2 Aug, 2021 @ 8:22pm 
thanks mr chimick :)
Mr_Chimick  [author] 2 Aug, 2021 @ 7:50pm 
No idea, haven't played much ideology yet.
But; I'm updating all my mods to 1.3, no point leaving this one behind.
DisKorruptd 2 Aug, 2021 @ 7:28pm 
isnt this... vanilla at this point?
Norfuer 17 Jun, 2021 @ 3:55am 
I'd been using this mod for a while now, but recently unloaded it as part of a cleanup of my modlist before installing Vanilla Expanded. Turns out this thing is the solution to that nasty tendency for Muffalos to steal all my chemshine. Thank you!
pgames-food 8 Jun, 2021 @ 6:50pm 
thanks mr chimick, sorry i though i replied before but must have missed clicking the button
RIDLEY 8 Jun, 2021 @ 11:33am 
Im hoping this will stop trade caravan muffalo from drinking all my chemshine. Hope it works.
Robosium 28 Nov, 2020 @ 1:56am 
this is so good, you can put this in your killbox entrance so enemies will try to enter the killbox but manhunter animals and regular animals won't try to come into your base and kill or eat your stuff
Jacky 27 Nov, 2020 @ 3:49am 
Thank you for this Mod :D here a Price for you <3 xD
Mr_Chimick  [author] 24 Nov, 2020 @ 11:02am 
That is precisely what the cattle gate will do. No animals can open the door on their own, and all of your people can enter to do their tasks freely.
pgames-food 24 Nov, 2020 @ 10:53am 
hi, can i check if the following is possible?

- to build a growing zone
- to build a wall around it (to stop animals eating plants)
- to build 1 of the walls (as a Cattle Gate door)
- and this will allow my people to get in and out of the growing zone, to sow, and harvest, but not the animals (unless they sneak inside when a person goes in)?

if this is possible, it will be cool, because currently i have to keep allowing and dis-allowing a normal door, whenever something needs doing in a growing zone :)
Mr_Chimick  [author] 23 Nov, 2020 @ 9:44pm 
So, as a shortcut to making different zones, making sure to clean after trader animals dirty up the place, and racing to open closed doors when a raid comes so that they funnel to your killbox properly -> this mod allows you to use a gate.

Is it doing something that you couldn't mostly do in vanilla with enough micro? No.
Does it make doing some specific things easier? Yes.
Blutdrachen 23 Nov, 2020 @ 9:35pm 
Walls and or doors would keep them out ya?
Mr_Chimick  [author] 23 Nov, 2020 @ 9:32pm 
Because you can't set wild animals, trader animals, or manhunter animals to a zone.
Blutdrachen 23 Nov, 2020 @ 9:06pm 
Why not just make an animal only zone?
Mr_Chimick  [author] 23 Nov, 2020 @ 8:51am 
You can set it to hold open, and use one of your colonists to open the gate for them; animals can move freely if it's held open.
BrenTenkage 23 Nov, 2020 @ 8:12am 
wait...so how do you get animals in if they can't be opened by them?