RimWorld

RimWorld

Realistic Ranching
66 Comments
Patrlck Bonde 22 Jul @ 11:33am 
ping me when updated
velcroboy333  [author] 17 Jul @ 8:16am 
Yes I will
Autumn 16 Jul @ 11:34pm 
Will you be updating this mod to 1.6?
alf.lord51 9 Jan @ 12:59pm 
the ReGrowth patches are outdated and wont work;
mod specific prefix to just "RG_"
remove "pack" from end of mod name
Finnicus 14 Oct, 2024 @ 3:44pm 
Patch for medieval overhaul?
Evennacht 19 May, 2024 @ 10:03pm 
Is being able to milk most mammals under consideration in this mod?
I would like to milk sheep and still get their wool and meat which is very much something that people do in real life. A dairy sheep makes about a pint of milk per milking, and can be milked up to three times a day.
velcroboy333  [author] 20 Apr, 2024 @ 10:30am 
Partially updated for 1.5 (only vanilla)

Note: After a lot of discussion here and on Discord I did refactor all the life expectancy values. I did some more research and found some other sources and have made changes to reflect, what I believe, to be better accuracy.

I have only changed the vanilla animals so far. I will get to the modded ones soon.
Casual Bird 19 Feb, 2024 @ 7:40pm 
Are there any general mods that allow the increasing of lifespans for animals? Your mod is the first I've ever found making lifespans longer
velcroboy333  [author] 30 May, 2023 @ 8:54am 
Hmm, I will do some testing. It really shouldn't.

But it's likely that the animal "got younger" when adding this mod because it changes the calculation of life stages. So, w/out the mod it is considered an adult. But w/ this mod, it is still a juvenile and you just need to wait longer for it to grow up again.

I will still take a look to make sure there isn't any direct conflicts though.
OG-Prankster 30 May, 2023 @ 8:50am 
with this mod i can´t use giddy up anymore. when i try to mount a grown up horse it say "animal isn´t fully grown" could this be a issue because i added the mod mid game? i disabled the mod for now and i can ride my horses again.
velcroboy333  [author] 11 Feb, 2023 @ 7:53am 
Ah, there's a channel for my other "Realistic" mod that kinda got merged with this one. I'll update the name to reflect that.

I def haven't touched geese at all with this mod. Either that's how they are or another mod does something with them.
MasterOfGrey 11 Feb, 2023 @ 6:56am 
I joined the discord but I notice it doesn’t have a channel for this mod?

Also, the description says you haven’t touched egg laying animals, but it looks like geese are just outright the superior bird in my game?
velcroboy333  [author] 23 Dec, 2022 @ 8:58am 
I agree as well. We have had a bit of a discussion about it in Discord and a rework of that is planned.
ThymeSpirit 23 Dec, 2022 @ 8:09am 
I agree with Muad'dib, the life expectancy values are really off. I think the source you took the values from meant those are the maximum recorded lifespans, which is why you ended up with 122 years for humans. However, the values in rimworld are average lifespans, the creatures don't just die when they reach that age, instead the game calculates the probabilty of age-related conditions based on that age, as well as immunity gain speed. Yes, cats can theoretically live to 25+ years in real life, but few actually do, and only with excellent care. Rimworld does the same thing, where you can theoretically keep a creature alive indefinitely, as long as you don't let them die of heart attacks or diseases.
velcroboy333  [author] 26 Nov, 2022 @ 9:43am 
Yes, Eny Ace, that is safe.
Eny Ace 26 Nov, 2022 @ 2:28am 
Can be added a exist game?
velcroboy333  [author] 26 Nov, 2022 @ 12:16am 
Compat added for Vanilla Expanded - Vikings
Muad'dib 21 Nov, 2022 @ 12:08pm 
Understood. I just started digging though because my girl and I both grew up around farms and realized some of the ages were wrong but I looked at the site you said you used for your info and they got some insane numbers in there.

Like yes it is possible for a cat to live till 30 and a sheep 22 but that is insanely rare.

Thank you for your work, this is not meant to be a bad thing just now I'm curious where they got their numbers and if I'm missing something.
velcroboy333  [author] 21 Nov, 2022 @ 12:02pm 
Also when a creature is a hybrid of 2 distinctly different animals, I would use the average.
velcroboy333  [author] 21 Nov, 2022 @ 12:00pm 
That's correct. With AA, if an animal has an real earth counterpart, I referenced them for the changes, taking into account any info given in the description that might be relevant. For other animals fictionalized beyond anything we know on earth, I used their pre-1.3 values.

So, for the Devil Sheep I used the same or similar values to sheep added from other mods.
Muad'dib 21 Nov, 2022 @ 11:54am 
I understand. No need to say sorry.

My only real problem is in vanilla I was ending up with so many damn sheep and my wife didn't want to make them infertile so I'm adding this.

Question though: max age on the Alpha Animals devil sheep prior to your mod I think was like 8 or 9, it's now like 22. Is that on purpose or am I possibly seeing something wrong?
velcroboy333  [author] 21 Nov, 2022 @ 11:42am 
Yep, the VAE patches were all rolled into one for 1.4. I suppose I'll leave the description as is for a little while as many people are still playing on 1.3.

As for aging multiplier, I don't see that being added any time soon. Sorry. Maybe something I'll look at in the future but I can't promise anything.
Muad'dib 20 Nov, 2022 @ 7:07am 
Just want to verify, you do know that all the vanilla animals expanded are obsolete now right? It's one core mod and I think the optional endangered and caves. Everything else should now all be rolled into one large mod. Doubt it affects this mod but you might want to update your description.

Also, do you think adding in some form of optional aging multiplier would be possible? I only ask because my wife and I play on MP and use x6 for both children and adults in order to try to have a generation spanning game and I was thinking if you put in a multiplier for animals aging it would be nice. If you do that though maybe put in an adjustment to also do some form of multiplier on meat/leather so you don't end up with a situation like my wife and I have where because she breeds 30 freaken sheep we end up with way too much meat and leather laying around.

If optional scales are outside the scope of this mod I understand. Thank you for all your hard work.
VolatileGlitchAviator 20 Oct, 2022 @ 6:13pm 
woot for alpha animals been waiting for this for like months!!!!!
velcroboy333  [author] 20 Oct, 2022 @ 9:40am 
Oh, also removed the change to Human Life Expectancy. May consider adding an option later.
velcroboy333  [author] 20 Oct, 2022 @ 9:39am 
Updated for 1.4

Added compat for Alpha Animals!, Legacy Ark, and Fancy Rats

I still plan to add compat for. I need to get my other mods updated first. Then I'll come back.

Animal Collab (wip)
Megafauna
Vanilla Expanded - Vikings
Med Overhaul
Mamuffalo
Vanilla Genetics
Other Erins mods
(Devilstrand Animals, a bunch of dog mods, etc)
Howdy Pardner 11 Aug, 2022 @ 9:07pm 
@velcroboy333, you know if you need help figuring info for the non standard animals from Alpha Animals, Dinosauria and Vanilla Genetic Expanded and other such fantasy engineering mods, I suggest reaching out to their creators as I would think this mods subject would be something they either would have already thought about or otherwise may be willing to flesh out for you.
VolatileGlitchAviator 5 Aug, 2022 @ 11:36am 
O_O O_O O_O -dies from anticipation-
velcroboy333  [author] 5 Aug, 2022 @ 9:49am 
I'm still quite busy at work but I'll make an attempt to get back to updating this mod next week with additional mod support and an option for humans.
Lord Peter 9 Jul, 2022 @ 2:07pm 
@velcroboy333: That dataset is quite cool btw, thanks for linking to it!
And I can see why it seems tempting. Yes, I agree that humans are animals, and vanilla 80 might be a bit low. But I'd argue that the difference is in medicine: We have a lot of knowledge (though not perfect) of the human body, and lots of doctors and medicine of all sorts to make us live long and healthy. Even the best vet can't do 10% for an animal of what we can do for humans. So, while the animal ages in are probably "natural", the human one is pretty extreme. Even Kane Tanaka (2nd oldest human) might not have lived so long without medical help. Thus it's pretty hard for us to determine a "natural" human livespan imo.
But I digress ^^
Yeah an option would be nice, but I have indeed just commented out that part for my current playthrough.
velcroboy333  [author] 9 Jul, 2022 @ 9:10am 
Hey, I am a still here, I have been on a touch of hiatus still while I push through the busy season at work.

As for humans, I am aware it may be a bit controversial of a change. The reasoning I used it is because I was going from the dataset I linked in the description. 122 is the *high* yes. It's a potential. I also see it as a trend. Humans are increasingly living longer in developed parts of the world, (well until Corona anyway.) I have to imagine several thousand years into the future, 122 is a very reasonable expectation.

Valid argument: That doesn't really fit the scope of this mod...You might be right. I see humans as animals too, which is why I added it but...when I have time I may make it an option. As it will likely be a few weeks until I am able to update this mod again, you could simply delete that patch in the meantime if you want.
Lord Peter 3 Jul, 2022 @ 9:54am 
Hmm, while I like the idea of this mod very much, may I ask why it patches humans as well? Not only does it make no sense for the mod scope (ranching), it also doesn't really make sense since humans don't live to 122 on average (here the vanilla 80 years actually make som kind of sense, unlike the animal lifespans).
I'd prefer humans to be untouched, and only animals affected.
velcroboy333  [author] 15 Jun, 2022 @ 11:05am 
I've just been away from my PC a lot over the last few weeks. I'll be back to normal, for the most part, next week.
VolatileGlitchAviator 12 Jun, 2022 @ 2:59pm 
How goes it velcroboy? its been a month since you posted you were going to begin work soon on the other animal mods!
velcroboy333  [author] 12 May, 2022 @ 10:51am 
OK, all,....All previously modded animals have been adjusted to reflect the new Meat Value system.

I will begin work soon on the mods: Alpha Animals, Animal Collab Project, Mega Fauna, Medieval Overhaul, and Legacy Ark, and the rest of the Erin's Animal Mods.

Feel free to request other animal mods if I missed any. (I'm sure I have.)

Also, check out this new mod, Animal Resource Label . Looks pretty useful for Rim Ranching needs.
velcroboy333  [author] 1 May, 2022 @ 12:59pm 
Hey, progress report, I was hoping to have all the mods updated by today because I am going to be away for the next week. Unfortunately I just didn't get to it. I am more than half finished but the rest will have to wait until the week after next, when I get back. It will be 1 of 2 top priorities. So, it's quite likely I will finish it that Monday. I have about 4-5 other mods I'm adding as well, including Alpha Animals. Cheers
VolatileGlitchAviator 25 Apr, 2022 @ 10:57pm 
did you get a chance to look at alpha animals velcroboy?
velcroboy333  [author] 25 Apr, 2022 @ 4:33pm 
(Sorry for so many messages :captainclown: I keep remembering things I wanted to mention)

@theRejected7, I edited the description a bit, let me know if you think it's more clear or not.

Everyone else, Only Core has been updated so far. Modded animals will come soon/before the end of the week.
velcroboy333  [author] 25 Apr, 2022 @ 4:28pm 
Also, thanks @The Blind One
velcroboy333  [author] 25 Apr, 2022 @ 4:13pm 
Hey, all, if you've been following along, there has been a discussion about the Market Value changes from this mod. I tried several solutions and finally settled on a tiered system that I am actually rather excited about. IMO, It makes a lot of meaningful changes while maintaining some balance regarding the many different uses for animals.

All core animals have been updated. Please see the tables pinned int he discussions above for more detailed info.
The Blind One 24 Apr, 2022 @ 9:42pm 
Wow you're quite the prolific modder, modded plants to be realistic as well as the animals. Lots of compatibility patches as well I see, must have been a shit tonne of work man. Really awesome you shared this with the community. I was getting tired of my (herbivore) animals reproducing at insane speeds ... looking at you Muffalo and Alpacas lol.
WindUpHero7 24 Apr, 2022 @ 4:39pm 
Totally makes sense, thanks for the fast answer.
I might suggest you reword this line in your description for others like me. Maybe just add the ending: "This not only affects their ability to reproduce, but also, the amount of animal products they produce or the amount of meat/leather given when butchered -before maturity-."

To elaborate for others why I think the two mods would compliment each other so well, this mod essentially makes ranching much more of an investment and that mod makes raising animals for meat much more rewarding (hunting colonies don't have to kill quite as many animals, but they flee the map when you hunt them. Breeding your own gives you a very reliable source)
velcroboy333  [author] 24 Apr, 2022 @ 4:05pm 
To clarify the mention of yield in the description: You don't get 100% yield until an animal reaches maturity age(adult).

Since this mod does affect how long it takes for animals to reach maturity. It will affect meat yields indirectly... If that makes sense?
velcroboy333  [author] 24 Apr, 2022 @ 4:02pm 
Currently this mod dies not touch meat at all. It likely will when I get around to sorting the new values and updating.

It won't touch yield at all. What it will do is change the market value of the meat.

It should be compatible with almost all mods but I will look specifically at the mod you mentioned to see if there's anything that would need to be accommodated for.
WindUpHero7 24 Apr, 2022 @ 3:25pm 
I use the Meat Amount Fix mod that makes animals meat yield much higher (approximately 40% of the animal's weight, according to the author) and balances hunting by causing herds to flee the map when you start killing them. I think it would go very well with this mod, but you mention in the description that you already change the butchering yield. Mind explaining that a bit more in depth (what values you settled on?) or whether your changes would overwrite the other mod's?
velcroboy333  [author] 14 Apr, 2022 @ 5:28pm 
And yes, I will look at the animals from VFE-Vikings.
velcroboy333  [author] 14 Apr, 2022 @ 5:28pm 
Yeah, so after further testing what I've come to realize is that I can't use Vanilla values to scale from. Since they(especially when it comes to modded animals,) are fairly arbitrary and not even slightly realistic to irl values.

So, for example, when I tried this method of scaling for products, a monkey became worth thousands of silver.

What my plan is to do now, is use a tiered system and stick only to Meat Values. I'll leave leather, etc alone since those are already variable. But Meat is worth 2 silver regardless of the animal.

So, an animal that reaches adult age >.5 years =2
.5<>1=2.5
1<>1.5=3
etc, etc...

The question from there is do I change the Market Value at all? I'm somewhat inclined to say no. But that does create a potentially odd(and exploitable) disparity of value between the animal and the animal's products. Although this already exists, it could become exacerbated quite a bit.
cfish42 14 Apr, 2022 @ 5:07pm 
This mod is great in terms of slowing down the explosion of farm animals that is currently vanilla. I'll have to get back with you for balancing the meat, wool, and pricing though since I've only just started playing around with it on a tribal run.

I would like to request a patch for Vanilla Expanded - Vikings for the wolfhound and wooly cow. I spazzed when the wooly cow pushed out a calf in 6.66 days.
velcroboy333  [author] 9 Apr, 2022 @ 11:39am 
OK, so I started a discussion. Please see the value table and let me know what you think. Anyone is invited to offer feedback/ideas/opinions. The end goal is to offer a balanced mod taking into consideration the changes to gestation periods, lifespans, etc.
velcroboy333  [author] 8 Apr, 2022 @ 5:03pm 
I'm really busy this weekend but I will revisit this on Monday.