RimWorld

RimWorld

Rimsential - Homebound: Continued
274 Comments
Damon_Vi 14 hours ago 
definitely both a male a female. i've also tested it with two other animal species, having a male and female, and the breeding progress gets locked at 0-1%.
Taggerung  [author] 19 hours ago 
Most common mistake is just not having a male in the dome. The progress only moves when there's both in there. Not all animals are compatible if they're not using the normal systems, but for devil sheep I wouldn't expect that to be an issue
Damon_Vi 19 Jul @ 10:01am 
i'm trying to breed a pair of devil sheep, but i havent seen any progress towards the animal's breeding. the ewe was already pregnant (middle stage) before putting the animals in the Breeding dome. it's reading that the nutrition is at the level that i set it to, the hopper attached has food in it standing by. but the sheep's breeding progress on the building is stuck at 1%. anything i could be doing wrong?
Taggerung  [author] 16 Jul @ 6:45pm 
1.5 and 1.6 both. Steam reads the same file the game does so if it’s whining at you about being 1.5 that means you don’t have the latest version. Try unsubscribing then resubscribing to give Steam a kick
SKEL 15 Jul @ 8:00pm 
This will be great for performance late game for people with hundreds of mods!
TheLastThrumbo 15 Jul @ 9:04am 
Thank you for the update! I'll get report back any bugs I find. Even though this mod is tagged 1.6, in game it's still marked as 1.5. Same with the total control mod. Thanks again I super appreciate your efforts!
Taggerung  [author] 12 Jul @ 7:22pm 
Beta of 1.6 released
keyz182  [author] 6 Jul @ 2:37am 
1.6 is in development
D9sinc 5 Jul @ 10:54pm 
Looking forward to seeing a possible 1.6 update because more animals just means more need for this mod to host an actual reasonable ranch for people who want one, but don't want 40 extra pawns walking around even with the performance improvements. Plus, storing my people is great.
Evono 5 Jul @ 4:05pm 
is 1.6 planned?
Sampo V2 29 Jun @ 7:35pm 
Hi. could you give a config option for the amount of pawns that can be stored inside a door?
Taggerung  [author] 16 Jun @ 5:12pm 
don't see why it couldn't be an option we already support them on stands. Make a gh issue if you like
The 16 Jun @ 2:28pm 
This is totally the wrong time for this, as you are probably focused on 1.6, but what about an entity containment 'farm'? Lategame I end up with a ridiculous amount of space given to farming bioferrite, partly just because I like making collections like that.
hovershift 14 Jun @ 8:06pm 
is there a building i can use to store mass quantities of mechanoids?
i got around 58 infantry mechs and its killing my fps
Grace Scarlett 21 May @ 4:58pm 
My hoppers aren't working at all for the farms and not even god mode inputs allow me to fill the nutrients for them. I don't know what I need to do to fix this.
DeathKnight. 21 May @ 1:57pm 
So which job type is moving the animals into battery / breeden building is? I assign the animals to the building but colonist do not move them inside and i need to force them with right click to move them inside
Taggerung  [author] 16 May @ 2:14pm 
the github link at the bottom of the mod page links you to github. Make an account if you don't have one, click on issues and you can report a trackable issue that any of the contributors can help fix. In this specific case there's already a ticket for this issue or something like it at least so you could add to the existing one instead https://github.com/feldoh/PawnStorages/issues/75 if you add the mod and animal there as a comment I can test it and won't forget when I have time to work on it and you can have it send you an email when the ticket is closed / commented on, I can ask for logs or whatever without them all getting lost here
Lance Axiom 14 May @ 9:35am 
i have no idea how to note things on github
care to explain?
Taggerung  [author] 13 May @ 11:39pm 
It’ll be using a non standard production mechanism they all need explicit support if you note it on github I’ll work it out eventually
Lance Axiom 13 May @ 3:59pm 
so im not quite sure if this is a issue with biomes caverns or user error but i put dendoria in and the farm is saying nothing to produce?
Taggerung  [author] 23 Apr @ 5:05pm 
How strange, I can’t see how that would have any effect. If you wouldn’t mind, make a github issue and include your modlist and I’ll have a noodle around
OhBrod 22 Apr @ 7:20pm 
Removing Kill for Me fixed it, bit of an odd interaction though as both slaughter and euthanize by cut worked fine only the auto-slaughter didn't.
Taggerung  [author] 22 Apr @ 6:01pm 
It does 999 damage to whatever the animal claims would kill it, same code as execute by cut. But if that doesn’t kill it there’s then a hard call to the kill function to force kill the thing. So there’s no reasonable way it can survive. Totally independent of this mod though I’ve seen cases where things can’t die before even with no head when the entity is so broken that the kill function crashes before managing to kill something. Usually a broken relationship or something like that
OhBrod 22 Apr @ 5:20pm 
Any known issues with auto-slaughtering ? My blood scarab come out with a cut on the neck but very much alive...
Taggerung  [author] 13 Apr @ 4:01am 
Clearly wants to run a hotel in one door
FarmerJoe 12 Apr @ 6:05pm 
@prolapsegaming2009 you can shove 9 pawns into one door, is that still not enough
Sampo V2 10 Apr @ 8:05pm 
please add config option for max stored pawns in door.
fergis4 8 Apr @ 11:32am 
Also they wont stop putting animals in random domes I'm mixing rabits with deer and I don't want to but the stupid pawns just dump any animal in any dome the feel like making it impossible to organize the damn domes!
fergis4 8 Apr @ 11:27am 
SO I've put deer in my domes and they are breeding but why are they just building up and not being slaughtered when they hit the right age? They just keep building up in the dome until I release them and butcher the spares.
Taggerung  [author] 27 Mar @ 7:02pm 
Probably an unsupported animal. We tried to make it as compatible as possible but when people don’t use the normal Rimworld breeding options it doesn’t always catch it. There’s an update in flight which will catch more. If you list the mod they come from I’ll make sure to add them to the test list
The Dutchman 25 Mar @ 7:33pm 
So i guess im missing something. I have both a resource farm and a breeding farm, boomasaurus' in both. Have tried hoppers with kibble and the nutrient paste network. Nothing seems to happen. The production doesnt tick up at all
Maya 25 Mar @ 11:06am 
1.5 runs for me, I just have to use substantially fewer of the mods I do for 1.4
In 1.3 my computer could handle about 160 mods, 220-230 in 1.4, and about 80-100 in 1.5, the bulk of the mods used being small patches regardless of version, so 1.5 might run better on newer hardware than 1.4 does, but on older hardware 1.4 by far runs the best of any relatively recent version.
Taggerung  [author] 24 Mar @ 5:39pm 
1.5 is quite significantly more performant than 1.4 was. I think you might be the only person I’m aware of that hasn’t been able to run 1.5 if 1.4 worked so I guess it is most likely about the mods you’re using. I intend to keep 1.4 working, but many mods don’t so I’m honestly surprised you can even get a good sized 1.4 pack working still
Maya 24 Mar @ 10:51am 
Easy for you to say oinko, thanks to the base game's terrible coding and my functional computer's age, 1.5 literally is not an option for me if I want to use a worthwhile amount of mods.
oinko sploinko 24 Mar @ 3:49am 
@Maya, It's time to give up on 1.4 bro
Alex 7 Mar @ 11:44pm 
is there a way to get animals in the buildings without doing it manually?
Taggerung  [author] 28 Feb @ 4:21pm 
Its absorbed into the farm fairly quickly then the sure fed from there. The actual feed is only a few times a day or when they hit starvation so they don’t starve. There’s a button in dev mode to force it if you want to test
cindersinned 27 Feb @ 3:33am 
How often do the hoppers feed the animals? Mine don't seem to be getting fed even though there's plenty of hay in the hoppers.
Maya 25 Feb @ 10:16pm 
>Install this mod thinking it might allow me to keep livestock with less of an impact on performance
>that feature is only in the 1.5 version
0/10
onemorecup 15 Feb @ 8:15am 
factory doesn't seem to work well w/ dubs mint menus
Taggerung  [author] 25 Jan @ 2:54pm 
Errr probably not, we scale the new animal rate by number of animals but there has to be at least one male and one not male, so the ungendered ones would always be lacking a male. That's a bug I'll have to look into

As for the slaughtering, as long as you have it turned on it'll slaughter one at a time every now and then, for perf reasons it only checks occasionally and only does one at a time so if a whole batch become adults at once it'll take a while to slaughter down.
m11kire 22 Jan @ 9:47pm 
will the breeding farms work with animals that don't have gender and just make children of themselves periodically? IE: the aerofleet from alpha animals, the naruto joris from the joris experience
DarkAgeRush 22 Jan @ 12:50pm 
I am having some confusion with getting my farms to slaughter. I've set the number to zero adults so they can grow in the farm. Is this just something on my end or did i miss a step?
Taggerung  [author] 24 Dec, 2024 @ 12:39pm 
Some of them let you click through iirc
ChrisB 24 Dec, 2024 @ 11:28am 
hello, might be extremely dumb af here but is there a way to see the bio/anything of a pawn who's in one of the transportable items (plastinite slab etc) prior to, for example, purchasing from a slaver and releasing?
Taggerung  [author] 11 Dec, 2024 @ 5:26pm 
Simple answer no, longer answer, theoretically but I haven't had the time to mess about with it; I was expecting it to be automatic but it isn't. "Fixing" it involves removing the internal storage which is sort of a breaking change so needs to be rolled out carefully, if you're lucky I'll have time over xmas.
Meyar 10 Dec, 2024 @ 10:00am 
I still beg for a job that automatically puts the appropriate assigned animals in their breeding pen, but really my next question, is there a way to make the breeding pens pull nutripaste from the pipe network the same way the Rimefeller refinery takes crude oil from crude oil tanks and converts it to dump it into the fuel tank?

What I'm essentially asking is, is there a way to make the breeding pens pull nutripaste from storage tanks to fill itself? The only method I know of right now is manually setting a storage tank to transfer storage to other tanks on the network
Taggerung  [author] 9 Dec, 2024 @ 10:28am 
There’s a button to change the assignment set on most types of storage the same as beds. It starts as colonist but if you click it you can swap to slave
Elgate 6 Dec, 2024 @ 10:16am 
Can you not assign a door to a slave? I wanted to use it to manage my slaves, but it seems to only allow for colonists for the ownership of the pawn door
Taggerung  [author] 29 Nov, 2024 @ 9:21am 
It’s a bit weird, it works but it’s a store not a draw so you have to drain the network into it’s own storage. If it’s vat is empty it has nothing to feed the farms with. I don’t use it myself because I find it too manual to be worth it