RimWorld

RimWorld

[Kit] Graze up
252 Comments
Kittah Khan  [author] 10 Jul @ 2:59am 
@123caboom
Sorry for being late. However, I'm fairly confident that automatic animal assignment to pens is not a vanilla feature.

That is to say, if it exists, I cannot find it.
123caboom 1 Jul @ 11:27am 
Gotta say, im trying to to calculate the areas sharp, and its obvious on my end, are there no one else noticing animal being moved around the fields although there is plenty graze left?
123caboom 1 Jul @ 11:26am 
And this renders the use of the mod in parts useless, cause animals woukd be withdrawn from green fields, because the numbers seem to not count for the calculation
123caboom 1 Jul @ 10:44am 
@Kittah Khan: I think the values on the pen marker are used for redistribution of animals around the pens and causes needless handler jobs beyond the real situation
FireSloth 25 Jun @ 6:17am 
@Kittah Khan thank you!!
Kittah Khan  [author] 24 Jun @ 10:44am 
@FireSloth
@2941026574
As you wish.

@123caboom
Correct.
Also, not sure how to accurately account for the complexities of plant growth/destruction with this mod active, I also don't recall pen marker calculation having much of any function beyond just being a vague indicator to players? So, unless it actually does something, not really something I want to put time into.

@Muad'Dib
It applies to all plants, yes. What you want is probably Plant lifespan floor.
If a plant's life span falls under that floor value, it gets moved halfway from its current value to the floor value.

If floor is 10 days, and the plant's base lifespan is 4 days, the new lifespan of that plant becomes 7 days.

@Wraith_Magus
All plants can survive being grazed, but not all plants are good food sources when grazed. Harvestable plants mostly aren't, with the exception of stuff like berry bushes.

@Xyos
I think that's caused by Animal Controls specifically, and not an incompatibility or anything with this mod.
FireSloth 21 Jun @ 1:01am 
yeah... I tried using this on 1.6 and I'm pretty sure it's causing animals to not eat when there's food growing on the map.
2941026574 15 Jun @ 11:40pm 
1.6
123caboom 15 Apr @ 2:12am 
@Kittah Khan: Any chance you mod the pen marker also, so the pawns don‘t draw the animals around, cuz the calculation of the pen markers seems not to involve the changed values?
123caboom 15 Apr @ 2:10am 
I guess it apply to all plants
Muad'dib 2 Apr @ 3:20pm 
Ok, might be able to ignore my last post if someone can answer this question. How does the configurable plant lifespan work? Is it for ALL plants? like i'm not sure I need my pumpkins living twice as long. I really just want the plants in my fields like the grass and tall grass (which I think is from vanilla expanded mod) to stop dying after like a season and needing to be replanted. Really I wish grass just had an infinite life span.
123caboom 31 Mar @ 6:36am 
Thx so much for this mod, it helps a lot!
Especially with the new pen system.
I kinda like it, tho it ended the time of magically directing herdes of animals.
One of my most effective anti-scyther tactics was flooding them with hordes chicken babys in a time, when enemies couldn‘t ignore your stock.
Wish at least my dog could now lead herdes around.
Does this mods life span multiply with the effect of „Flowers last longer“?
Guess i can kick that then
And does the pen marker calculate the new nutritien-value?
Would you mind to patch that too or create another one for your fans?
Muad'dib 30 Mar @ 2:05pm 
Can you see about making a small tweak so that grass, long grass and so on stop dying every N days on me? I've got a couple different mods like vanilla expanded and such, not sure which one adds tall grass, but it's tiresome that every 20 days or so I gotta replant the whole field even if it wasn't killed by the animals.
Wraith_Magus 6 Dec, 2024 @ 6:39am 
So does haygrass count as something that still gets destroyed? I tend to just set out a haygrass field in part of my pasture because it keeps things compact and serves as emergency food, but watching newborn guinea pigs immediately devour a whole haygrass plant that could have fed them 30 times over in one gulp and not even being full from doing so really STINGS. With that said, I never thought about planting dandelions, and I'll have to do that...
Xyos 21 Nov, 2024 @ 9:42pm 
I was also having problems with this mod as my animals were just not grazing at all (inside or outside pen) on anything including sown haygrass. So I went through my mods and found out the culprit was Animal Controls {LINK REMOVED}. To fix this, load your saved game, then select Animals (on the UI at the bottom) > Manage Food Policies (at the top) > Select whatever policy you want (I created a new one) > Select plants dropdown > Select crops dropdown > Enable Haygrass / Dandelions / etc. There are more options for every type of plant/bush/treestomp etc that is spawned in the wild.

Hope this helps! Thanks for the awesome mod!
uberjammer 26 Aug, 2024 @ 10:05pm 
Ironic that cows, in the picture, are one animal that specifically does destroy plant life it eats. Chickens as well are notorious for it.
Komyeta 2 Aug, 2024 @ 2:57pm 
On the mod options... would it be possible to add a button that toggles all available animals to be destructive grazers all at once please? Its just a little annoying to have to click on every single animal toggle individually when there are too many.
The1Grenade 29 Apr, 2024 @ 6:00pm 
I have been using this with Zetrith's Multiplayer mod for quite some time, but have not tested it with 1.5 as of yet.
Kittah Khan  [author] 28 Apr, 2024 @ 3:37pm 
@AdReNaLiN
I have no idea why it wouldn't, so, "Probably".

Why don't you try it and tell us how it goes?
AdReNaLiN 28 Apr, 2024 @ 2:41pm 
this work with multiplayer mod?
Kittah Khan  [author] 22 Apr, 2024 @ 11:45am 
@Sophoto7
No specific mods that I know of, so you're kind of left with the standard way of finding the problematic mod.

1. Save your mod list with a unique name with a incrementing serial number (test_1, test_2, test_3, etc).
2. Disable half of your active mods. (except for Graze Up)
3. Test if grazing works, dev mode -> quick test and spawn some big herbivores for fastest results.
4. If grazing is still broken..Go to step 1.
5. If grazing works, reload your last saved mod list, Disable the OTHER half of your active mods. (except for Graze Up). Go to step 1.

Using this process, you can find the problem fairly quickly. Please let me know your findings. If you have any questions, let me know.
Sophoto7 22 Apr, 2024 @ 10:09am 
Love this mod, have used it for years and adore it! But my first run with 1.5 and animals wont graze at all (even when they have whole map of forest to feed on, year round growing,100% grown grass, no snow/cold snap). Are there any mod conflicts that could be causing this?
☆ silica packet ☆ 2 Apr, 2024 @ 5:17am 
glaze up
Kittah Khan  [author] 29 Mar, 2024 @ 2:33am 
Updated for 1.5
Kittah Khan  [author] 11 Jan, 2024 @ 12:41pm 
@DirtyThongSniffer
No worries, man. Thanks for checking if the problem is with Graze Up.

I doubt that Grazing Lands is causing the problem either. Given it only patches Plant objects and some xml's. It MAY be that vanilla expanded - settlers is conflicting with something else (or is bugged itself)

FYI, you don't need to run both mods, given Graze Up is basically Grazing Lands with an expanded featureset.
DirtyThongSniffer 11 Jan, 2024 @ 11:44am 
One more side note, I play on permadeath, so there is no save file prior to this=( I tied removing your wonderful mod and it did nothing unfortunately. I will try removing grazing lands and see if it helps.
DirtyThongSniffer 11 Jan, 2024 @ 11:41am 
@Kittah Khan
When pawn drops chemshine on the ground, muffalos rush to eat and start eating, but never able to 'consume' it, causing all the plants to bug out for grazing animals, as a result - they graze but never fill up food meter on grass. I thought it might be this mod, but if you say it's not possible - I apologize...
Might be an issue with grazing lands, will try to investigate when have the time. Sorry to bother you, and once again thank you for your work!
Kittah Khan  [author] 10 Jan, 2024 @ 6:17pm 
@DirtyThongSniffer
Appreciate that.
However, from what I can see in my code, there should be no way for it to interfere with non-plant objects. Did you check your assumption by disabling my mod and seeing if the muffalos ingest the chemshine?
DirtyThongSniffer 10 Jan, 2024 @ 2:10pm 
Thank you for this mod - it's awesome! Can we have a compatibility fix with "Vanilla Factions Expanded - Settlers"? I believe they interfere with Chemshine mechanics from VFE-S, the one that makes muffalos trying to eat it.
Of course if you have the time for it. Thank you again!
Kittah Khan  [author] 25 Aug, 2023 @ 11:03pm 
@ShinUon
Could just be a matter of perfect timing, grass still has a maximum lifespan.

If it happens constantly, you must be running an incompatible mod.
ShinUon 25 Aug, 2023 @ 8:51pm 
I was watching a pet horse graze on a patch of grass, but it disappeared afterward.

Is it somehow not visible but still there (not destroyed)? I'm using default mod settings.
HAZRAD 17 Apr, 2023 @ 7:52am 
Game changing, thank you!
Kittah Khan  [author] 7 Feb, 2023 @ 11:59am 
@Chewy Yui
First of all, disable graze up, and see if that fixes the problem.

If it does, create a thread with your mod list.
Chewy Yui 7 Feb, 2023 @ 11:50am 
My animals wont graze grass (terrain) even, let alone haygrass grow zone in their pen, when they're in a pen. Maybe the same issue this ducksoup guy has, but I dont think i have a mod that is about food selection...
Kittah Khan  [author] 2 Feb, 2023 @ 1:06pm 
@Jamini94
It can.
Jamini94 2 Feb, 2023 @ 12:11pm 
Sorry if this has already been asked before, I looked through the comments and couldn't find anything. Can this be added to an existing save?
Kittah Khan  [author] 19 Jan, 2023 @ 7:32am 
@viness
Not a bad idea, but it's a bit too specific.
You're probably better off just putting together a simple xml mod to modify grass specifically.
viness 17 Jan, 2023 @ 12:16am 
Love this mod! If you ever decide to add to this, i would suggest an option to prevent grass from dying below -10 C. Its unrealistic and just annoying that all wild animals in the map will die in winter because of starvation. It totally makes sense that the grass is not growing, but why should it all die?
bluewulf 14 Jan, 2023 @ 6:09pm 
Oh, brilliant, thank you
Kittah Khan  [author] 13 Jan, 2023 @ 4:01pm 
@bluewulf
You can alter plant lifespans to be longer in the mod settings.
bluewulf 13 Jan, 2023 @ 3:10pm 
Been a while since I played RimWorld, and just landed back on the rim, so not sure if this is still a problem but...

Does the terrain still look like an apocalyptic wasteland after winter? and if so could you increase the lifespan of grass @KittahKhan so it doesn't die off every year? I like the brown soil following toxic fallout so texture mods have never really appealed to me, but I don't want my base to look like it's part of the wasteland every year
ephemeraltoast 24 Dec, 2022 @ 10:57am 
Works great, now my pawns are free to do something besides replant dandelions. Thanks.
Kittah Khan  [author] 22 Dec, 2022 @ 2:34pm 
@ducksoup
What exact mod was it?

I can add it to the description.
ducksoup 22 Dec, 2022 @ 1:14pm 
Follow-up: A food selection mod I had installed was conflicting with graze up and caused the trouble. As soon as I removed the other one, graze up was working perfectly fine. And as it`s more important to me than the food selection, all is well now.
Kittah Khan  [author] 2 Nov, 2022 @ 10:24am 
@Bobby_Hill
Are you sure this mod is active, and if the mod is active, do you happen to have any animals toggled on in the destructive grazer list?
Bobby_Hill (♀) 1 Nov, 2022 @ 1:26am 
Talk grass from VE still gets eaten and destroyed
Kittah Khan  [author] 31 Oct, 2022 @ 1:03pm 
@ducksoup
Just tested it, saw an ibex ram eat its veggies.

Are you absolutely certain that the mod has actually been updated on your end?
Sometimes, steam fails to properly download new versions.
ducksoup 31 Oct, 2022 @ 12:41pm 
Doesn't work for me in 1.4. Well, it does, technically...but when active, the wild animals don't eat anymore and starve. I started to notice when the boomrats blew up in my corn fields. XD
Thank you so much for this mod, though- it's tough to see a squirrel chow down whole plants without it.
Kittah Khan  [author] 28 Oct, 2022 @ 6:25am 
@LeviMais
Odd, the code that deals with grazing under grass is universal to all plants. It shouldn't be possible for it to work with normal grass but not tall grass.
Could it be that VE changed their tall grass to die from cold temperatures?
LeviMais 28 Oct, 2022 @ 12:22am 
Seems like tall grass from vanilla plants expanded is no longer able to be grazed on under snow like other plants, this worked in 1.3 so i'm assuming its a bug in 1.4. BTW great mod, you have no idea how important something is till you've lost it.