RimWorld

RimWorld

Customize Animals
296 Comments
Thanks so much for the update and putting up with all of us, people can be impatient when waiting for a awesome mod to be updated. I know I sure was lol.
Cactus 13 Jul @ 4:13am 
Thank you for the update! This is one of my favourite mods.
UselessGoddess69 12 Jul @ 5:58am 
HECK YEA!!!
The Ferret 12 Jul @ 5:12am 
You are the man!
Apraxas 12 Jul @ 4:20am 
hell yeah!
Syrus  [author] 12 Jul @ 4:12am 
Version 1.6.0
Update for 1.6
Wildness changed
GrowthTiers changed

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Hope this works fine, please comment for any issues!
Annabellee 11 Jul @ 6:51pm 
@fuzzbut since it works with modded animals, it's not the new animals. It must be the new things animals can do. Or he didn't get to it yet
fuzzzbutt 11 Jul @ 6:44pm 
Since there are new animals I guess there are changes to be done. I am very grateful if and whenever this mod will be updated :-)
Muad'dib 24 Jun @ 5:29pm 
I can fully understand your frustration with DLC/updates especially with what this mod does and impatient people.. How bad is 1.6 screwing up your mod? Was it a significant change in the system?
Syrus  [author] 20 Jun @ 1:28am 
And people wonder why I hate DLCs...
Hubertdragon1 19 Jun @ 1:55pm 
when 1.6
mayonnaise on an escalator 21 Feb @ 5:35pm 
Oh wow, thanks for the quick fix. I only noticed because I saved and quit mid-caravan, and when I loaded all my horses were immobile haha. Guess we just never did that before!
Syrus  [author] 21 Feb @ 12:59pm 
Version 1.5.3
Fixed CarryingCapacityAffectsMassCapacity not being saved
Fixed DisableRescueSizeLimit and DisableHaulSizeLimit being switched on save


@mayonnaise on an escalator
Good find, wonder why I never noticed that not being saved.
Also noticed disabling rescue & haul size limits being switched around when saving...
mayonnaise on an escalator 21 Feb @ 9:26am 
Heyo. For some reason the "Caravan Capacity: affect caravan mass capacity" toggle isn't saving for me - it works fine, but I have to re-enable it every time I load. That's no problem, but I'd like to make it stick.

Is there a line I can add to the config file? It already has a few options like <DisableHaulSizeLimit>, but I'm not sure what the tag name for "affect caravan mass capacity" would be.

Thanks again for this great mod, still using it every colony 8).
McLets 6 Feb @ 1:38pm 
pet rabbits are cuddly, why tf ain't they in rimworld
Naraxa 14 Jan @ 1:46pm 
Nah that's fair, and hey not everyone has the same level of artistic experience that's not a problem. Thanks for the response and glad to know if I decide to make something a pack animal it won't cause too many problems
Syrus  [author] 14 Jan @ 10:43am 
The pack animal dummy texture is there because without it, animals which do not have a dedicated texture for when they are carrying something would not have anything to show that they are. Since I consider it important visual information to spot animals running around with stuff "in their inventory", I decided to instead use a dummy texture as default for such cases.

It is not related to other mods, though if other mods add such textures, those will be used instead of the dummy texture. It's simply a fallback

Sadly, my drawing skills are not the best, so you will have to make do with what I made :P
Naraxa 14 Jan @ 8:52am 
So I'm curious, when I hover over the pack animal checkmark what is the "dummy texture" it references? Is it cause I also use the mod that adds packs animals in caravans carry? Or is it something else?
Taemaly 14 Jan @ 8:29am 
A must have mod
Naraxa 10 Jan @ 7:50am 
https://github.com/biomes-team/BiomesCore/wiki

Found the Git wiki for the Biomes series if you wanna take a look and see if it explains how they got stuff like the pupae to be at 0 movement. I figured I'd send just in case the fix could be having this mod detect the Biomes! Core mod or something, as that's the framework the pupae use as part of Biomes! series mods
Naraxa 9 Jan @ 2:01pm 
Gotcha, that's understandable. Thanks for the quick responses btw
Syrus  [author] 9 Jan @ 1:58pm 
The movement speed is limited to 0.15 by the game. Haven't checked how they set this to 0 for the animal, but when it's changed by my mod, the game applies its limits to the stat, preventing it to be set or reset to 0

Not sure how it could be fixed without affecting lots of other stuff tbh
Naraxa 9 Jan @ 12:41pm 
Yeah for giddy-up it tends to make larger animals rideable in its mod options, even if its a tad unrealistic (like the alpha animals amoeba things lol) so that's fair, fortunately this mod's options are very user-friendly and its easy to change the rideability of things, so easy fix client-side

In regards to the movement speed thing, considering the sections for pupae are marked as edited whenever I click on em, and movement speed is set to 0.15 with a reset button, 0 is default. Since pupae don't move irl and the automatic edit also applies to things like the flesh growth from Vanilla Genetics Expanded, which is meant to be sessile, as well as the Man Trap from Biomes! Polluted Lands (Not to be confused with the alpha animals Man Trap, which can move ordinarily). So yeah, it seems to be a bug on this mod's side which makes it edit the movement speed to 0.15 as soon as I enter the entity's tab in the options menu, where it would normally be 0
Syrus  [author] 9 Jan @ 11:12am 
As in, the ridability of Giddy Up is unrelated to the base game's ridability because the former came out before the latter was added, and they never changed it to use the base game's option


Are the pupas from the Caverns mod supposed to have 0 or 0.15 movement speed?
If they are supposed to have 0 movement speed, that sounds like a bug
Syrus  [author] 9 Jan @ 11:08am 
Never used the new Giddy Up, but if I remember correctly, the ridability setting for the old one was not connected to the world map ridability setting and could be adjusted (by animal size, I think) in the settings (been years since I played with it though)

Might still work that way
Naraxa 9 Jan @ 8:58am 
Oh sorry for multiple pings at once, I just realized I should clarify some animals, like the horse, Medieval Overhaul's direboar, and some sauropods from Biomes! Prehistoric came with riding enabled by default, its just not all of the animals with riding enabled by default in Giddy Up 2 forked's options were enabled in your mod's options, its not that all of them are disabled by default
Naraxa 9 Jan @ 8:49am 
Thank you for making this mod, I was looking for a way to make pigs as smart as they are irl in-game, and this helps. Little thing I noticed tho is, while this is definitely compatible with Giddy Up 2 forked, it doesn't carry over the rideability settings from that mod's options to this one's (If that's not possible to do coding wise I get it, just wanted to mention in case it was and not unreasonably hard)

Also, another thing I noticed is pupas from the Biomes! Caverns mod's moths are set to 0.15 movement speed even when I reset it to 0, it automatically changes to 0.15. If this is intentional no problem, if its not I think its a bug (no pun intended lol)
Alundra (Alunny) 31 Dec, 2024 @ 4:15pm 
nguyenanh2132 Read the description your question is answered in it.
nguyenanh2132 31 Dec, 2024 @ 8:11am 
I love this mod!

But could the slider affect modded animals as well?
Joselito 4 Dec, 2024 @ 4:53pm 
Is it possible to customize xenotypes apart from normal humans?
不是你撞的为什么要扶 28 Nov, 2024 @ 8:43am 
I might find the reason.It (the debug log pops and fps go down)may occur when I add or remove mods in a saved game.When I restart a new game with this mod enabled and do nothing with newly saved game,it works well and no more debug windows appears!Sorry to trouble you.
Syrus  [author] 28 Nov, 2024 @ 7:07am 
I need more info than that, like a HugsLib log (CTRL+F12) after the problem occured.
What does the exception say?
Do you use other mods?
DId the problem start the moment you added the mod?
Did you add another mod before the problem started?
Did you change any settings before the problem started?
Does the problem occur only in a loaded save or also when opening settings from the menu?
Etc...
Otherwise I cannot help you.
It's like an incompatibility with another mod. You could try en-/disabling other mods to see when it breaks
不是你撞的为什么要扶 28 Nov, 2024 @ 6:55am 
I have use this mod for some time and it is normal before ver 1.5 game.
不是你撞的为什么要扶 28 Nov, 2024 @ 6:54am 
Hi author,I have some trouble with this mod,when installed,my fps goes down to below 30.And when I open this mod setting from mods menu,the game pops up a debug screen until I close this mod setting.After I disable this mod,the fps returns normal (about 80-90 fps)
FelipeGames2000 16 Sep, 2024 @ 5:01pm 
Oh I see. Well, thanks for the clarification.
Syrus  [author] 16 Sep, 2024 @ 4:01pm 
Just trying to say, I don't own Anomaly, so, I'm not sure if that's possible. Can't really test around with those
Will note it down though...no promises
FelipeGames2000 16 Sep, 2024 @ 2:19pm 
I'm talking about the Fingerspikes, Thoughspikes, Trispikes, Bulbfreaks, Dreadmelds, Sightstealers, Gorehulks, Chimeras, Devourers, Noctols, Revenants and Metalhorrors.
Syrus  [author] 16 Sep, 2024 @ 1:28pm 
Uh, I don't even know what that is
FelipeGames2000 16 Sep, 2024 @ 12:40pm 
Any plans on adding Anomalous entities?
ZER0 9 Sep, 2024 @ 4:50pm 
Thank you again for the update! Very appreciated! I would be lost without this mod and your efforts.
ZER0 22 Aug, 2024 @ 6:13pm 
Its only slightly desired in comparison, that being due to having an otter army. I can go about cleaning what they drag in thru the use of cleaner bots or something like that, I wouldn't want it to be much of a hassle or any of that. I'd only be disabling environmental filth stack for one animal breed. I do thank you again for all the updates!
Syrus  [author] 22 Aug, 2024 @ 5:24pm 
Animal filth is usually the main source for cleaning, dirt and such being dragged in is a thing for all pawns, be it colonists or animals.
In theory it could be removed/disabled, but at that point the whole cleaning job becomes a lot more pointless.
If it is desired though, I could look into it, I think I know now where to look for that, but I can't promise there to not be any sideeffects
ZER0 22 Aug, 2024 @ 3:23pm 
Ah okay, I thought previously it had disabled all filth and the filth stack they have for their environment. So in theory if you lock them in a wooded room they should stay clean, then if you release them to the outdoors and recall them back to the wooded house, they should naturally carry filth with them back inside? That must be what I'm experiencing now, they seem to be clean when locked away but drag it from their outdoors. Do you know if that would be a modifiable stat for filth stacking? I do appreciate the initial fix of them spawning filth regardless, as it has made it much more manageable since it doesn't set the filth rate to 1 as default, it had just appeared that they would drag it in after making me think that it wasn't like that originally before Ludeon touched the values.
Syrus  [author] 22 Aug, 2024 @ 5:28am 
Version 1.5.2
Changed Filth Rate to simple numeric setting - 0 disables animal filth

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@ZERO
Yes, 0 and disable were supposed to do the same thing, and while I found a small bug that would occur if you enter 0 and then tried to uncheck the checkbox, I decided to instead remove the disable-checkbox now, and entering 0 will disable "animal filth" being produced.
It does not disable animals (or people) spreading dirt, liquids, etc, that is not the intention behind this value.
Going by my tests it works fine, but you need to reload the save for the changes to apply

@Larry The Lumberjack
Great idea, but not in the scope of this mod. Customize Animals focusses allows modifying existing values mainly, with only little functionality changes
Maybe someone else can be motivated to make such mod though, I imagine quite a few people would like their animals to do more than just hauling or fighting
Larry The Lumberjack 22 Aug, 2024 @ 2:09am 
Hey hey! This is an amazing mod! But I got me a question, can you add the option for animals to do jobs? I have been looking for a mod that can do that but only alpha implants can do that as far as I know. And then only a small handful of jobs via messing with implants.
It be fun if pet beavers could help cut down trees and even aid in some construction. I mean, Irl you got ants that cut leaves and use them to grow fungi in there nests so would be nice if in rimworld insects could sort of do the same thing.
It would be nice to give some animals the option to do jobs and have a proper insect colony or a beaver city. It wouldn't always be balanced to have animals do lots of stuff but then again they don’t need to good at it.
ZER0 21 Aug, 2024 @ 10:49pm 
I jumped on to check some things out, it seems that humans now have the base filth of 1, however when adjusting an animals filth to 0, it instantly will disable filth and unchecks the box and won't let you re-enable the filth box afterwards. hitting the reset button will allow you to then be able to readjust the values. Filth seems to still be persistent, seems to spawn even when unchecked.
Syrus  [author] 20 Aug, 2024 @ 1:40pm 
Version 1.5.1
Removed the patch again
Added functionality to make disabling filth rate work properly via code

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I hope that works. Took me longer than I had hoped...being very, very tired does not help figuring out "logic puzzles" apparently
Syrus  [author] 20 Aug, 2024 @ 11:31am 
Really hate that they changed how it works. Setting it to "null" definitely stopped (animal) filth previously, instead of setting it to "default". This annoys me greatly.

You can see that it was not working this way previously since animals like Aerofleet from Alpha Animals were not supposed to leave filth previously, but do now.

Fine. I will use a different approach instead of the patch...
ZER0 20 Aug, 2024 @ 12:17am 
I believe I may have found the other half of what I was looking for being a doormats mod, will have to see if it works well with animals, but I noticed there's no filth setting for humans and they are now defaulted to 0 as well. Thank you again!
ZER0 19 Aug, 2024 @ 11:20pm 
Thank you for the update, I wasn't sure if workshop notifies the author! After some testing I've noticed that the otters no longer generate filth randomly overtime if held captive in a wooden floored room, but they do however seem to track filth in from the outside. Changing their allowed area to be free roam, then reverting it to the wooded area will cause them to generate filth as they walk for a few, then randomly they stop dropping filth as if they've been in a clean floored environment? Its definitely more manageable post update and I don't mind the amount they do bring now, but would you by chance know if there is a modifier for walking across dirty terrains?