RimWorld

RimWorld

ANDH - Animals Nuzzling Detects Horrors
79 Comments
Argyuile 20 Jul @ 12:30am 
Anyone tried this in 1.6 yet?
AsidMjolnir 19 Jul @ 2:07pm 
@✙Старийꑭ, why does Mac want the flamethrower?!?
SamuraiBoomey 14 Jul @ 6:35am 
1.6 please? :happy_yeti:
✙Старийꑭ 25 May @ 9:57am 
@Solstice Initiative Mac wants the flamethrower)
The Dutchman 11 Apr @ 7:38pm 
@Psyckosama Blatantly false
Psyckosama 20 Sep, 2024 @ 9:27pm 
Please consider removing hugslib from your requirements. It badly impacts game performance.
apadilla124us 29 Jul, 2024 @ 4:54pm 
Can this be expended to all animals with the advance intelligence training?
Kubility 23 Jun, 2024 @ 11:03pm 
We need proper metal detectors to put right before the entrance.
Solstice Initiative 16 Jun, 2024 @ 2:54pm 
How long were you with that dog?
Omnires 8 Jun, 2024 @ 7:47pm 
Random question. But is there a mod that does this same thing but for other things? Like people with flesh organs, or cancer (real life dogs and cats do this), or how some they can sense things like earthquakes before they happen?

I just want to know what is possible for when I next do a solo tribal beast master run. high melee and animals, low in everything else. Sure there might be metal horrors, how do they fair against a pack of 20 wolves and 3 thrumbos?
Enlonwhite 7 Jun, 2024 @ 4:53pm 
I admit I haven't played yet on the anomaly expansion (though with mods before that I had similar events with hidden horrors, mimics and such).

But the fact that Nuzzling animals can rat out hidden horrors actually makes some of the ones that only nuzzle and should be nuzzling more often then most others to have an actual use, a really interesting concept and makes them more valuable as a colony animal. Thank you

I think I will use this mod then, Nuzzle away you kitty cats and Dogos!
TheCarrierPrimoris 3 Jun, 2024 @ 5:32am 
Little known fact: Nuzzling animals can also detect metalhorrors in them, too. Fortunately, metalhorrors spawned from most household pets are too small to be threatening, and pets are rarely good enough at cooking or surgery to make infecting them worth it. Nuzzling metalhorrors can also detect animals infesting them, but it's obviously trickier to cuddle with spike monsters. Source: I made it all up! Or did I? Cuddle your pets just to be sure.
Bam4000 1 Jun, 2024 @ 7:44am 
Just like in them hollywood movies. Great mod!
alatta  [author] 24 May, 2024 @ 7:06pm 
@Fishkeeper01
Glad to hear it worked nicely! Even I couldn't get a pet in a real playthrough before metalhorror happened.
Fishkeeper01 24 May, 2024 @ 11:03am 
Just wanna say, this mod may have saved my colony from DOOM. I love it. Dave (yes, that's legit his name xD) does not love it, but at least my prison cells are fairly decent.
Hallowieners 🍩 15 May, 2024 @ 10:10pm 
honestly props to keeping the mod's scope within vanilla game mechanics.
TheSevenSins 11 May, 2024 @ 10:07am 
So the way it would work would be this: Have a hediff that makes a pet no longer nuzzle their owner. If the hediff holder has a surgery by a non metal horror and they are a metal horror, it will always lead to a discovery. However, someone might have the hediff and not be a metal horror, they just happen to be a bad owner.
TheSevenSins 11 May, 2024 @ 10:02am 
My suggestion for the false alarm would be this: Add other ways for the animal to not want to nuzzle their master anymore and make the feedback message less obvious. exemples would be
- Has the master hurt the animal in some way?
- Has the animal witnessed their owner kill a different colony pet or a animal of the same specie?
- Has the animal not been fed in a while?

This would make it so the message would always have a reason to appear, but the reason might not always be because of a metal horror. Funny enough, you could make it lead to a situation where a metal horror host just happened to have a beserk breakdown leading it to hurt the animal, and despite the suspicious being casted for the wrong reason, still lead to the discovery of the metal horror.

This would make the "false positive" not be random and feeling unfair, while still giving the opportunity to make player have doubt as there might still be a chance of it being a false alarm.
SPARKEY 5 May, 2024 @ 1:09am 
@alatta Scope Creep. Thank you for trying, and importantly not pushing out something you weren't happy with.
Mod is still very good and provides a decent reason to not turn Lassie into emergency winter rations :steamhappy:
Lorebot 4 May, 2024 @ 9:15pm 
@alatta no errors that can find. After a bunch of testing and chatting with people I believe the issue isn't with this mod, it's with Almost There! a mod that allows you to force caravans to not stop for rest. The issue began after bringing home a caravan under a forced march option of that mod so I think it changed some sort of variable that's making my penned animals not sleep at night. If I take them out of the pens and rope them to a caravan spot they'll sleep normally. It's pretty frustrating trying to troubleshoot this so I'm kinda grasping at straws looking for help
alatta  [author] 4 May, 2024 @ 9:02pm 
After implementing a false alarm, I decided not to upload it.

1. There is no false alarm system in base Anomaly. If a pawn's metalhorror implant hediff is revealed by pawns chatting each other, it is 100% sure the pawn is infected. No "fake" here.
2. I may not add the hediff with false alarms. But once a player figures out the difference in health tab (hediff exists vs. not), it's an annoyance, not a feature.
3. I may add a separate hediff with the same name and description. But the description's writing is not compatible with false alarm - it's written for an infection, not a suspicion. It will be confusing.

I do think false alarm system well implemented will augment the DLC's horror-ness, but it will extend this mod's scope too much. Sloppy implementation will add little to the game.
alatta  [author] 4 May, 2024 @ 8:50pm 
@Lorebot Was there any error logs?
Cap'n Crunch 4 May, 2024 @ 5:39am 
That sounds like a pretty good idea mahnenvulf
Lorebot 4 May, 2024 @ 4:51am 
After installing this mod and sending out a caravan I'm suddenly having an issue where my animals in pens refuse to sleep and will keep going till they collapse from exhaustion. Has anyone else experienced anything like this?
I played with the mod for more than 5 hours before sending out my first caravan and I can't think of any other event or thing I did that happened around the time my pen animals stopped sleeping, this was the only mod I added today, and my non-pen animals seem unaffected and sleep normally.
mahnenvulf 3 May, 2024 @ 4:34pm 
You should add a % chance config for a false alarm. Really up the horror.
Pub Terrorist 2 May, 2024 @ 4:50pm 
Holy shit need need to be in vanilla game. The horror aspect of metalhorror gets really turned down when it just randomly pop out and kill everyone, feels so random. But with this you start to realize slowly, which greatly increases horror values
Fat_Ninja [⬇⬆➡⬆⬅⬆] 2 May, 2024 @ 6:34am 
I dont have anomaly but this is oddly terrifying.
Deathstar 2 May, 2024 @ 4:01am 
Flavourful, I like it
UyTheo 1 May, 2024 @ 6:43pm 
Fear the nuzzles you metalhorrors!
alatta  [author] 30 Apr, 2024 @ 6:30pm 
There's no ferrets
Weasel699 30 Apr, 2024 @ 8:44am 
add ferrets to the list?
NeveHanter 30 Apr, 2024 @ 2:23am 
Suggestion: Add an option so its not explicit message/letter but make animal change its behaviour around the infected pawn, i.e. it could avoid, run away or move faster around the pawn after it muzzled and detected the horror, that way it will be more subtle and would require some awareness from player.
Calineos 29 Apr, 2024 @ 5:52am 
What if... the metal horror really does not like being found out, making the infected colonist lash out against the animal? It could just be them yelling or an involuntary flinch, resulting in a weak punch to scare the animal away. This might be the ultimate proof for an infection, but looking at how much everyone likes the false positive idea: A colonist close to the breaking point might also be harsh when an animal suddenly snarls at them. And it would worsen their mood even more, be it due to anger or regret.
Not sure if that's too big of a suggestion though!
TheVillain 28 Apr, 2024 @ 8:22pm 
this is amazing
this makes me want to get anomaly
10/10 mod
alatta  [author] 28 Apr, 2024 @ 7:18pm 
Okay, the demands are higher than I thought
I'm on a vacation now so implementation will begin after this thursday
TurtleShroom 28 Apr, 2024 @ 5:53pm 
This is brilliant. I can't wait to use this when I get the "Anomaly" EP.
The Dutchman 28 Apr, 2024 @ 3:21pm 
False positives makes sense for sure.
Opes 28 Apr, 2024 @ 12:02pm 
I´m voting for a mod option for false positive results... Please! :)
Fellow Kriegsman 28 Apr, 2024 @ 8:40am 
Mods lilke this are perfect, since they incorporate different game systems together, while also giving alternatives, and grant rewards for certain play styles / strategies.

But I would greatly support idea of false positives, and some way to check for them
PepperCat 28 Apr, 2024 @ 8:12am 
Pretty interesting concept! didn't know I want this until now! hope to see an expansion including other dogs/cats from Vanilla Animals Expansions!
OneOfTheHomies 28 Apr, 2024 @ 5:54am 
Nice, now I can tell who needs immediate 'containment'.
Lillirevette 28 Apr, 2024 @ 5:52am 
Omg this is such a great idea!
Makes perfect sense
SPARKEY 28 Apr, 2024 @ 5:31am 
“Mr Fluffykins looks down from the medical cabinet, watching as they preform yet another invasive surgical inspection on Squid. Digging and scraping, searching for something that isn’t there. They think Mr Flufflykins knows something they don’t. All Mr Flufflykins knows is that his bowl was half full, and Squid is the one who should have filled it.”
False positives would keep a bit of mystery/horror of if you've found them all. Plus I can see my cat doing this...
Alexander The Great 28 Apr, 2024 @ 3:54am 
false positive would seal this mod as LEGENDARY.

it still is,
mister dev ur a visionary
general.catallion 27 Apr, 2024 @ 6:56pm 
having a false positive being a mod option would make sense, so player's can choose to play with it or not, would be good balancing at least.
RaRaRazuri 27 Apr, 2024 @ 8:29am 
I like this, gives me a reason to keep useless pets around since they're normally not worth the trouble.
Proxyer 27 Apr, 2024 @ 5:04am 
Dog: “Won Won!”
Colonist: “Terminator!”
Futstub 27 Apr, 2024 @ 12:43am 
Neat.
vodkaandorangejuice 26 Apr, 2024 @ 11:28pm 
Crap, this is brilliant. Author, I agree with the suggestion in the thread that there should be a rare chance of a false positive.
Even if you don't change anything, though, really good idea for balance
kailamtang 26 Apr, 2024 @ 10:07pm 
you make dlc perfect