RimWorld

RimWorld

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AA FancyRats
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.352 MB
30 May, 2020 @ 10:17am
3 Aug @ 2:18pm
12 Change Notes ( view )

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AA FancyRats

Description
Do you have pet rats at home or just think that rodents are cute? Well this mod adds FancyRats, a domesticated breed of rats with a large variety of color patterns. FancyRats have most of the same stats as normal rats, but with an Intermediate trainability, a slightly lower wildness, and a nuzzle interval similar to a dog.

This is my first attempt at a mod, so if something is not quite right I do apologize. I have just made this for a bit of fun.



I strongly recommend Targetdron's Nutritious Kibble mod if you want to have a crazy rat swarm. It will help keep them fed. I also recommend Daniledman's Super Animals, which allows any animal to haul even if they aren't trained. A swarm of rats might make hauling loads of rock chunks much faster.
71 Comments
Tyrannidae 3 Aug @ 7:23pm 
I've only had experience with that particular combo to know it works lol

I'm not sure if it's intended for the skills to not show like that, so I'll do some of my own testing and toss a potential bug report at the devs once I have some time tomorrow.
ArmoredAmpharos  [author] 3 Aug @ 2:18pm 
Did some more testing. And it does seem like they can indeed have both comfort and attack target. So perhaps it really is just active commands they can't have 2 of. Thank you for bringing that to my attention.
ArmoredAmpharos  [author] 3 Aug @ 1:29pm 
Is it maybe that they can't have 2 active command abilities?
ArmoredAmpharos  [author] 3 Aug @ 12:20pm 
I tried something like that for the Shield Drakes that the Frilleum now have. Did attack target and the war trumpet ability. But for some reason only one of the commands was visible after they had been trained, not both. So I am under the assumption that they can't have 2 functioning abilities.
Tyrannidae 3 Aug @ 8:42am 
You can do attack target and comfort! I have it on my Bird Up+ macaws! You just do it like
<specialTrainables>
<li MayRequire="Ludeon.RimWorld.Odyssey">Comfort</li>
<li MayRequire="Ludeon.RimWorld.Odyssey">AttackTarget</li>
</specialTrainables>
ArmoredAmpharos  [author] 20 Jul @ 3:06pm 
I added the package ID to the change notes, for the couple folks that had fancyrat-related stuff.
ArmoredAmpharos  [author] 19 Jul @ 3:43pm 
No problem. Luckily I don't think there are many people making mods that need mine as dependencies. I've just got animals and races, no mechanics or QOL. But once I get all of them named consistently, they won't need to be changed again.
Wyrd 19 Jul @ 12:57pm 
I meant that more as general advice so apologies if that didn't come across. I know that for this mod specifically it's pretty much only Fancy Rats+ getting affected, but if you've done it for your other mods that can obviously ripple out a bit further
ArmoredAmpharos  [author] 18 Jul @ 6:55am 
Thanx for the heads up. Sorry, I've been trying to get all of them to be consistent in their naming for my own convenience and compulsion to organize. It also makes it easier to find them in my mod list when testing if they all have "AA" as the first part of their name. I will be doing the same until they're all named in this way.

As far as mod dependencies goes, my mods don't generally refer to their own package ID. At least I don't think they do. Guess I'll have to check the patches when I have time. But the only mods I'm aware of that depend on the fancy rats was a pair of retexture mods. So it's not like HAR or VE getting changed up. Minimal damage, if you will. I do still apologize for any inconvenience it might cause anyway.
Wyrd 18 Jul @ 3:50am 
Just a heads up, it's really bad call to rename the packageid of a mod, as that causes issues for mod dependancy sorting in mod organisers and also for the mods themselves if they refer to the mod by the packageid at all in XML or code