RimWorld

RimWorld

RimKeeper - Wild Animal Procreation
57 Comments
keepercraft  [author] 8 Jul @ 4:34pm 
Hi, I finished working on the main functionality of the "Planet Filter and Overlay" mod and get back to testing animals job bugs.
Roque the Rogue 8 Jul @ 4:21pm 
Another oddity of this bug is that it causes the egg-laying animal to get stuck in a Standing goal, where they pass out from exhaustion or/and hunger eventually.

Pawns can still slaughter them.
Roque the Rogue 8 Jul @ 4:18pm 
There is a short lived but massive log spam of both yellow and red log reports when TAMED animals try to lay eggs, on their own or in egg boxes, errors even show random colony members being mentioned.

Unfortunately I have issue on my modlist and cannot provide a log link this time.
jakulfrostie 29 Jun @ 8:42pm 
ohmygods thank youuuu
FireSloth 25 Jun @ 6:13am 
Thank you!
Myphicbowser 24 Jun @ 5:24pm 
Oh that changelog does look pretty, thank you Keepercraft!
keepercraft  [author] 24 Jun @ 3:28pm 
@FireSloth i publish test version of 1.6. :worker:
Make some optimization, fixes...
keepercraft  [author] 23 Jun @ 9:35am 
Yes, I testing on unstable 1.6 version.
FireSloth 23 Jun @ 2:16am 
Hi keepercraft! Are you going to be updating this to 1.6? I'm missing it while playing unstable branch.
keepercraft  [author] 1 Jun @ 10:46pm 
If i find some time, i will make tests.
Last week i bought a laptop to work outside the home. :hardhat:
Myphicbowser 1 Jun @ 6:44pm 
If anyone has a solution from what @The Viral Divinity has mentioned I'd really like to know
DuckGoosebear PrairieDogLover 25 May @ 12:08am 
Cute and duckly
I Sap People 11 May @ 6:21pm 
Thank you. I can now see what rimworld is like if it took place on my aggressive chicken farm. (These darn chickens i own are mean as f to strangers)
The Viral Divinity 18 Apr @ 5:17pm 
Looking back I didn't even realize I addressed this a few months ago lmao..
The Viral Divinity 18 Apr @ 5:16pm 
Meh, this mod isn't nearly as good as it could be. Tamed creatures apparently count as "Wild Animals", so they sit and protect their eggs, starving to death at the worst, or being completely useless at the least. Why is there no differentiation between wild and tamed animals? I depend on animal labor, and almost all of my animals are egg layers, so you force me to choose between wild egg laying animals not being able to reproduce bc deterioration, or my tamed animals being useless bc egg guarding.
Arthur GC 12 Mar @ 2:36pm 
For anyone else having problems with animal over population, I recommend my mod: Hunting Grounds: Prey Overpopulation Control
󠀡󠀡 10 Mar @ 11:08pm 
lol wild cranes everywhere go near there eggs and bam you have have over 200 of them starting to attack everyone
my base has 3 blocks thick walls i have walled my self in i haven't left the walls now for 4 years so many cranes we have become self efficient we grow our own food, wood and steel even wild raiders get ripped apart from the cranes no one is safe outside these walls i had to go down the path of cloning to keep my pawn numbers up
10/10 can not play rimworld without this mod
Fiur 21 Feb @ 12:23pm 
I was thinking about that but I've got no messages about it. Not on startup - not ingame. I'll give you some if you want tho.

I'll give you both.
keepercraft  [author] 20 Feb @ 10:54pm 
@Fiur send on Bugs & Conflicts what mods do you use.
Maybe there are conflicts. :hardhat:
Fiur 20 Feb @ 1:06pm 
My animals starve & Collapse. They want to get off the Eggs to eat but they stop and go back on them constantly. I don't think that should work like that. At least they should be able to eat and sleep... because they collapse due to the lack of sleep as well...

Any way to not have that to happen or is that whats the mods doing? Even Wild animals collapse.
Junn Sorran 17 Feb @ 3:43am 
As many already said, this make the population out of control, mufallo are reproducing as soon as possible with every female.
Maybe add a delay after a birth?

Also no predators are spawning on the map, probably due to way to the 91 muffalos and 147 alpacas roaming there
KawwaK 29 Jan @ 8:51am 
In my current run with this mod, I'm having no issues of too many animals. It's working fine.
Cloud 12 Jan @ 4:24am 
Yeah i haven't downloaded this mod yet but if the animals are gonna flood the map then idk xD
Irl there is usually a balance between predator and prey, that changes over time in a sinoid cycle. Maybe it should be like that...
The Viral Divinity 9 Jan @ 3:13pm 
Good idea, add both to the config.
keepercraft  [author] 9 Jan @ 6:33am 
Good idea to block the reproduction of wild animals when there are too many animals on the map. :worker:
KawwaK 9 Jan @ 3:08am 
Could you maybe add some animal population limit? to avoid the mapp being flooded with wild animals
keepercraft  [author] 6 Jan @ 7:29am 
That is a good suggestion. :meepstarry:
I will expand config, when i schedule some time and new laptop.
The Viral Divinity 6 Jan @ 12:30am 
Can you make it, or add a config option so that the incubation logic doesn't affect tamed animals?
I have a bunch of stuff that lays eggs, and they just sit on top of them and starve to death, but I obviously want the actual wild animals to still incubate the eggs, or they always deteriorate.
keepercraft  [author] 23 Dec, 2024 @ 1:04pm 
I thinking of that.
I will ask at Rimworld Discord, for nice looking texture model.
Angry Canadian 22 Dec, 2024 @ 12:56pm 
is there any way you could expand this model so like nesting animals will build nests to lay their eggs and protect them.
keepercraft  [author] 24 Nov, 2024 @ 12:12pm 
Nice.
I have worst scenario.
Get overrun by boomalopes and boomrats. :meepded:
Marvash Magalli 24 Nov, 2024 @ 9:51am 
Map got overrun by Muffalos, and when I tried to cull them they all turned agains the colony and killed all my colonists. Mod works as intended, I just didn't expect things would go off the rails so bad for me lol
Lynxian 7 Nov, 2024 @ 6:25pm 
forgot there is an egg laying box will test that out.
Lynxian 7 Nov, 2024 @ 7:46am 
one of the issues i keep finding is the incubation and sleep presets are not mutual. which also means if we use sleeping spots they keep getting stuck between exhaustion and incubating and if we end up picking up incubating eggs for domesticated chickens they dont handle it well and get stuck. might i suggest adding a like 5 size slot to animal sleeping spots for eggs specifically like the shelves do so they can sleep and incubate at the same time. and either give the animals the ability to pick up their own eggs and haul to their sleeping spots or just standard people hauling too.
keepercraft  [author] 5 Oct, 2024 @ 6:19am 
Yes, that is why asking for more details.
Need first replicate the issue for testing. :hardhat:
Thx for your time. :VLOVEIT:
Zer0_Requiem 4 Oct, 2024 @ 6:50am 
I'm getting a 'is getting food" spam to the point it stops logging when the Hens are in the standing position, and eventually they stop laying eggs due to being frozen in place. But no red errors on unless the fertilized egg they were sitting on was taken.
Zer0_Requiem 4 Oct, 2024 @ 6:38am 
I'll check, but after reading the Posts in the Bugs & Conflicts Discussions, I will say I'm having the same exact issue they had. With the Hens trying to move for a second to eat but choosing to lay on the eggs and then getting stuck in a standing state until they pass out from starvation/exhaustion.
keepercraft  [author] 3 Oct, 2024 @ 10:03pm 
On debug mode, do this mod spam any massage?
Zer0_Requiem 3 Oct, 2024 @ 8:48pm 
I've noticed that Hens will lay on the fertilized eggs after laying them, but they seem to glitch and turn into a standing state where they will not move, eat or sleep until they collapse from exhaustion. I'll try to see if it is a mod incompatibility.
Антон Ковалёв 28 Sep, 2024 @ 6:14am 
Thanks for the mod! How about predators attacking when approached? And wild animals in general running away when approached by humans.
keepercraft  [author] 25 Sep, 2024 @ 5:58am 
@danoobyofnoob
I haven't found any major issues while testing, but there's always a chance something might pop up. So if you find something, let me know, and i'll add it to the work list. :hardhat:
danoobyofnoob 24 Sep, 2024 @ 7:52pm 
is this mod compatible with mods like alpha animals, vanilla animals expanded? Great mod by the way, best version of wild animal sex and reproduction.
LennyTheGoat 18 Aug, 2024 @ 6:05pm 
adding to @QueenChrystaliana comment, it would be cool to keep in mind what animals would be willing to eat their own children as some do
keepercraft  [author] 4 Aug, 2024 @ 5:15pm 
Great suggestion, i will try add it on free time. :meepstarry:
Average Angry Marine 4 Aug, 2024 @ 2:33pm 
great mod, one suggestion would be to add some code that would stop wild predator animals from hunting their own children rather than eating from the 3 other wild animals they recently killed nearby, i completely understand if thats asking too much but the fact my map seems to be getting filled with more child corpses than adult corpses and none have been by my actions is concerning for me and the other 1% of players who dont like committing warcrimes, also its immersion breaking (this is the worst crime anyone could ever commit, immersion must never be broken).
Apocrypha 10 Jun, 2024 @ 3:29pm 
This mod kills my game performance...due to animals actually breeding in the wild. 10/10 Would willingly harm my TPS again.
SanDimas 8 Jun, 2024 @ 3:02pm 
finally, ngl i had to install "that" other mod to animals have realistic behavior
keepercraft  [author] 6 Jun, 2024 @ 4:21pm 
Good idea.
If i find a good nest texture, i will try to add it.
SievertChaser 5 Jun, 2024 @ 2:39pm 
What if they built rudimentary nests that reduce deterioration and prevent pawn interaction by default?
keepercraft  [author] 3 Jun, 2024 @ 6:21pm 
I did not observe any problems with optimization when testing with 100+ animals.
If you find any problems, post in the pinned thread.