RimWorld

RimWorld

Animals Logic
Davadin 12 Aug, 2017 @ 3:04am
Requested Features
I'm just going to include a few things here, as I think of them. They're just suggestions- please don't feel pressured to feel like you have to include them or anything.

1) I'd love an extra tab on each colonist to show which animals are currently attached to them.

2) I'd love to be able to turn off the auto-follow that happens when a character trains the animal's obedience.
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Showing 1-15 of 109 comments
ignis  [developer] 12 Aug, 2017 @ 3:37am 
1) The animal tab can be sorted by the "master."
2) Autofollow or autoassign? And I'm not sure how it should look.
Davadin 12 Aug, 2017 @ 10:29am 
1) Gosh. I'm sorry. I guess I've really had a hard time adapting to Rimworld's UI, because I constantly miss features which are right on the screen. Thanks for pointing that out.

2) I think "autoassign" is correct. The fact that the animal automatically becomes assigned to (and then tends to follow) the person who trained it. I'm not sure where that would go either. Maybe in one of the "Options" menus?
Lochlan 13 Aug, 2017 @ 5:00pm 
Quick idea butchering an animal with wool should give wool!
As it stands right now you get only leather even though you would get (at least some) wool from butchering an animal with wool (muffalo megasloth ect)
ignis  [developer] 13 Aug, 2017 @ 7:38pm 
It would probably only make sense with allowing wild animals to grow a body resources. I had an idea to do this, but it apparently would require too dirty hacks to make it work.
Lochlan 13 Aug, 2017 @ 8:25pm 
Originally posted by ignisru:
It would probably only make sense with allowing wild animals to grow a body resources. I had an idea to do this, but it apparently would require too dirty hacks to make it work.
Well crap but i guess it does create a need for tamed animals
Gaven 31 Aug, 2017 @ 12:11pm 
Is there a wya to fix the bathrtub thing?
Do you have any plans to allow predators to hunt your own animals. Sometimes it might be nice to create a small ecosystem. Conversely allow wild animal types to reproduce?
ignis  [developer] 1 Sep, 2017 @ 5:32am 
Originally posted by The Salad Spinner of Woe!!:
Do you have any plans to allow predators to hunt your own animals. Sometimes it might be nice to create a small ecosystem. Conversely allow wild animal types to reproduce?
1) No. It would require some control UI and settings saving for it. I prefer to avoid this to keep it save friendly.
2) No plans for now. I guess it is possible to do, but too much work to make it seamlessly.
Last edited by ignis; 1 Sep, 2017 @ 5:32am
ignis  [developer] 2 Sep, 2017 @ 6:48am 
Originally posted by Gaven:
Is there a wya to fix the bathrtub thing?
Just noticed this...

Yes. Dub can rewrite his mod using harmony patches to implement required logic. Currently, it is done in a very sloppy way misusing parameters which are not supposed to be used that way.
lameR 28 Sep, 2017 @ 6:27pm 
Firstly, great mod. Thank you for making it!

I would really, really like number 2.

I don't like the animals automatically following their master. I restrict all young animals to a safe area and then train them to be obedient, but as soon as they become obedient they start following their master around the map and getting in to trouble.

It's also not great that the master defaults to who trained them.

So in terms of user interface, just keep the current one but allow untrained animals to be assigned a pending master and a pending follow state for drafted and field work. Instead of having white ticks/checks, just have grey ones or something to make it clear the animal is not yet able to obey these orders.
HitsHerMark 5 Oct, 2017 @ 6:15pm 
I didn't see this in the list of features... but I'd really like a way to restrict training a specific animal to that animal's master. (Kinda like how I can restrict a bill to only be done by a specific pawn.) I don't know how feesable that is...
ignis  [developer] 6 Oct, 2017 @ 12:12am 
I'll have to store this setting somewhere in the saved game. I'd prefer to keep this mod safe to remove.
Morbleue 21 Oct, 2017 @ 7:38pm 
Hey thanks for the mod. I play mostly tribal extreme and quickly reach 2 tons of carriage capacity in alpacas and 20+ boars for hauling/defense/meat as well as chicken on most of my plays.
A couple of suggestions:
1- Chicken management and other animals that end up in fine meals... an option to auto send them to a butchering zone and be slaughtered. In vanilla we currently need to do it animal per animal. Would we great to have an option to send all animals that just hatched or just reached juvenile to be auto-butchered.
2- Animals "drift" even when drafted. Sometimes after a few minutes of being drafted but not yet fighting 15+ tiles away from the master. Can this behaviour be reduced to a couple of tiles or even better cancelled?
3- An option to select all non-pregnant carriage animals when set-up the caravan.

Thanks - cheers!
ignis  [developer] 22 Oct, 2017 @ 12:19am 
1) Colony Manager mod does that
2) Maybe, but it would reduce combat efficiency of animals without release training. Not sure it worth it.
3) I'd prefer to avoid messing with that interface. It's... Already messy enough internally.
Lord 20 Nov, 2017 @ 6:11pm 
This would be an optional obviously, but is it possible to turn all "hides" into the same type? (Or any other solution to mitigate having small, unusable amounts of a dozen different animal skins/hides/whatever).
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