RimWorld

RimWorld

Animal Controls
369 Comments
wynnyx 21 Jul @ 12:30pm 
When you update to 1.6, can there be an option to save the food policy from game to game? So I could load exactly what I want without having to play around with it every time? I would like to be able to save an animal policy. Thank you!
Mad Alkemyst 20 Jul @ 4:14am 
@avil, !Jinx~ Thank you so much! Loads of kibble and no tames turned into working flawlessly. :cactuar:
Jinx 19 Jul @ 4:28pm 
Turns out it was mod order, moving this above Animals logic fixed it. Ty
avil  [author] 19 Jul @ 4:12pm 
You must have some other mod doing something with restirctions. One restriction allows him to use food when he picks it up, but another forbids him from using it to train, so he goes to pick up some more, getting stuck in a cycle. May be mod order.
Jinx 19 Jul @ 4:10pm 
i'm not sure what's causing it (no errors in logs) but whenever I have an animal set up for training the trainer will shove as much food as possible into thier pockets causing them to walk around with 600+ kibble. Removing this stops them from doing it.

Using pick up and haul/animals logic/allow tool
(^0v0^)OriginalOwl 17 Jul @ 11:15am 
Okay cool, glad you knew what I meant from my butchered sentence 😅
avil  [author] 17 Jul @ 10:59am 
Yeah. Planning to work on*
(^0v0^)OriginalOwl 17 Jul @ 10:58am 
As evoc, I dont have the button on bottom left either - is this the issue you've said below you're working on? (and thanks for your work on the mod)
Pencilias 16 Jul @ 7:54pm 
fantastic mod 5/5, don't know how many have said this bc obvi user error, only issue is i've just "defaulted" to making a food line for pawns that's not on the default bc i ruined my colony not realizing every new tame and birth was using default and eating my meals despite having 300 kibble lol
avil  [author] 16 Jul @ 5:37am 
I'm planning to handle that issue differenly, sono vanilla windows involved anymore (because this problem keeps coming back because of other mods). But it might take a moment.
evoc 16 Jul @ 5:27am 
yes, 1.6. Subscribed after your last update.
avil  [author] 16 Jul @ 5:25am 
I doubt that you use an older version of the mod. Or do you? Are you on 1.6?
avil  [author] 16 Jul @ 5:24am 
Nope.
evoc 16 Jul @ 3:43am 
Thanks, that button isn't there for me.
Any idea which mod could override this?
Didn't find anything obvious in my modlist.
avil  [author] 16 Jul @ 2:24am 
You might not be stupid depending on if you use certain mods that may just straight up cover the button or recreate the FOOD POLICIES window. It's a window where you create new food policies. Button is in bottom right part of the window.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3527087381
Also egg animals is a complicated business. I don't quite member if they even have a proper parinting system (fertile eggs stack afterall). But even if they do they 100% CAN lose track of their parents if parents die before hatching. Because dead parents aren't saved in the file, and when you reload they don't exist, and chicks get born parentless.
evoc 15 Jul @ 3:28pm 
This maybe a stupid question, but how to get to the option to apply defaults? I cannot find that screen anywhere.
Inheritance of food policy also doesn't work for my chickens. Possibly the parents died before the egg hatched?
Gafronkis the Boot Maker 14 Jul @ 9:10pm 
This mod and Realistic Meat Scaling has a soft incompatibility. That mod changes the nutrition amount for meat to .15, which means that you need to adjust the nutrition slider in this mod to tame animals, however doing this leads to the tamer shoving as much meat as possible into their pockets for some reason.
Drakomir 14 Jul @ 12:49pm 
@Liav Vinil - I know that RimPy is on the older side. Started using RimSort as well since today.
But as @Kyle McTexas mentioned it's showing the same issue.
Thanks for the tip anyway ;)
Kyle McTexas 12 Jul @ 9:55pm 
Using RimSort, can confirm that it's showing that Animal Control and Replimat is giving warning that they're incompatible. No clue why but the author of Replimat did reply saying,

"I haven't had solid confirmation, but apparently Animal Controls patches animal/pawn feeding logic in a way that is incompatible with Replimat"
ShadowX116 12 Jul @ 4:50pm 
My bad, I mis-remembered. That's how my categories look too. Stuff under Plants is being forgotten by policies, even vanilla stuff as I said.
Liav Vinil 12 Jul @ 12:37pm 
@Drakomir

I believe ive seen RimPy is no longer recommended because its referencing data some two years old and is no longer maintained

RimSort is the current replacement and considered even better, i just started using it today and its even a little easier. I opened it, and walked through the dialogue boxes to auto-detect file paths. Closed it and reopened it and my mods were detected, painless.
Drakomir 12 Jul @ 6:11am 
I honestly haven't got a clue. :'(
avil  [author] 12 Jul @ 5:21am 
Do you know how incompatibility represents itself? Because I don't know anything either. I COULD look it up though.
Drakomir 12 Jul @ 5:16am 
RimPy mentions that your mod is incompatibel with "Replimat" for some reason.
According to Sumghai (the mod author) it is the follow, and I quote: "I haven't had solid confirmation, but apparently Animal Controls patches animal/pawn feeding logic in a way that is incompatible with Replimat"

Unfortunately the author doesn't know on how to fix it. Would you be able to have a look at it?
avil  [author] 12 Jul @ 2:15am 
ShadowX116 11 Jul @ 3:39pm 
Thanks!
It's stuff like Grass, Bushes, Giant Rafflesia, and Brambles. There's some mod stuff thrown into the section as well, but these policy loads are between saves on the exact same mod list with no edits.
avil  [author] 11 Jul @ 3:35pm 
Strange indeed. I'll check on it.
ShadowX116 11 Jul @ 3:32pm 
It's failing to remember things like grass. Like.. vanilla grass. Which is why it's so confusing to me.
avil  [author] 11 Jul @ 3:30pm 
It's just I don't member any misc categories in plants. And if it doesn't save it means these plants don't exist when saved OR when loaded. So it could be a problem with a mod that adds these plants.
ShadowX116 11 Jul @ 3:28pm 
Is it? 1.6 just dropped, and I've been having this issue for a while. Tbh, I didn't want to load my game because major mods I use haven't updated yet. But if the policies actually remember everything now, I guess that's solved.
avil  [author] 11 Jul @ 3:26pm 
It's a 1.6 thing?
ShadowX116 11 Jul @ 3:25pm 
Is there any way to fix the Misc plants section not being remembered when you load a Food policy?
Draco Sicarius 11 Jul @ 2:06pm 
Oh my gosh thank you so much for 1.6!
bagelhe 11 Jul @ 10:59am 
thx such a good mod....always must have!
Myron子言 10 Jul @ 3:24am 
waiting for update
Draco Sicarius 22 Jun @ 3:10pm 
So excited for this mod to be updated. My huskies keep eating all my packaged survival meals instead of their kibble :GreedPuke:
avil  [author] 13 Jun @ 12:47pm 
Well since 1.6 is upon us I'll have no choice but update the mod anyway, so I might as well touch on that replimat problem, if it can be fixed at all.
lordsith54 13 Jun @ 12:45pm 
nooooo ill need to take this mod off since its does not work with the replimat mod
seeki 8 Jun @ 6:58am 
This mod is great.
The Gastronomy mod is also great.
If these two could be used together it would be of great value to users.
Please make some small changes.
avil  [author] 8 Jun @ 6:38am 
I see, I'll attempt to not forget to check on it, but no promises :p
seeki 8 Jun @ 1:41am 
Hello.

I have investigated the problem where the Animal Controls mod conflicts with the Gastronomy mod, causing Gastronomy to break.

My guess is that the problem is caused by the ThingListGroupHelper_Includes_AnimalControlsPatch in this mod.

This conflict is caused by the troublesome specifications of Gastronomy, so it is not the fault of the Animal Controls author. However, if possible, I would be happy if you could add a small fix to the Animal Controls mod to avoid this conflict.

I have summarized my investigation in an image, so please check it out here.
https://imgur.com/wXv5fEV
avil  [author] 29 May @ 9:42am 
You can remove pemmican from the list of food usable for training and taming.
Idk about quantity, don't member changing anything. Mb something changed in vanilla since I've done it.
Head 29 May @ 9:40am 
Or at least it should scale based on animal size. With this mod, I can feed one piece of pemmican to an elephant to train it versus vanilla it requires at least 20 kibble
Head 29 May @ 9:38am 
Any way to disable using pemmican for training? It's a bit op that we can just use one small piece of pemmican to train animals
Captain SuperEarth 28 Apr @ 11:36pm 
能不能让不被圈在围栏里的动物不消耗营养值
avil  [author] 19 Apr @ 11:27pm 
Are these modded in animals? Because in that case animals might not have parents, due to specific birth conditions.
Hadley 19 Apr @ 4:00pm 
"all newborn animals inherit their food restriction from their parents"

Does not work for me.
Syltis 19 Apr @ 7:41am 
To anyone reading this, the issue mentioned by @Airo was fixed in the merging of their PR on Github.
一眼丁真 12 Apr @ 6:38pm 
听说这个mod与餐厅冲突
Airo 2 Apr @ 11:44pm 
hello, it seems that a patch from this mod made pawn unable to dispense meal from modded dispenser.
I have filed a PR with the fix on github to look into if you have the time to check it out.