RimWorld

RimWorld

RimKeeper - Wild Animal Procreation
94 kommentarer
negreaflorin687 22. okt. kl. 6:42 
the animal egg laying logic makes my ducks just stand in place and not move at all when 100% fertilized, also keep having this issue where i gotta kill the starving animals because instead of eating their food they keep attacking their fellow animals (same faction, same species)
QOMRADEQUEER 25. aug. kl. 9:01 
I've noticed an issue where my tamed animals will lay on/incubate eggs which are inside and temperature controlled, causing an egg without any deterioration to then suffer from 1 deterioration per day.
Aquilnis 25. aug. kl. 2:09 
Thank you!
keepercraft  [ophavsmand] 24. aug. kl. 19:31 
Done, add new changes to 1.5 version.
Aquilnis 24. aug. kl. 17:47 
Could the option to disable malnutrition eat be added to the 1.5 version?
keepercraft  [ophavsmand] 24. aug. kl. 7:52 
Ok, i add more restrictions for malnutrition eat and toggle for activation new functionality.
keepercraft  [ophavsmand] 24. aug. kl. 6:09 
Thx for feedback i will make switch for this feature.
yolli11 #jinjiyanazadi 23. aug. kl. 8:53 
Hey! I am using your mod for several playthroughs now, never had problems (only the freezing chickens). Now I started a new run and when I activate your mod, my pen animals start killing each other as soon as they are starving because there is no grass. I think they only attack the same species, Muffalos attack muffalos, donkeys attack donkeys, my goat killed her mate and new board baby goat and ate them... :shelterfrog: I have a lot of mods enabled (like alpha animals, animal logic etc). But I disabled all animal mods and enabled one at a time to test. After enabling this one, the donkeys were doing battle royale again. Maybe It is still I mod conflict, maybe it is the recent update. I dont know if others have similar problems.
keepercraft  [ophavsmand] 6. aug. kl. 5:55 
Hmm, sound odd.
You can disable specific functionality of mod, or maybe it is conflict with other mod.
Deep 4. aug. kl. 11:18 
mod is bugging out the animals that can fly.
My female chickens stay in "standing" mode for ethernity sometimes. I believe its after mating when the mate flew away in the middle, but have no proof. Had to disable the mod.
keepercraft  [ophavsmand] 24. juli kl. 17:21 
Yes
King Jellybean 24. juli kl. 17:12 
Will wild animals breed with tamed animals?
kahvipensas 24. juli kl. 11:31 
I played some more with this mod, and started to wonder if it would be possible to make the procreation threshold work on a species basis? Meaning that if a population of a specific animal goes too high, they stop reproducing. They way I'm assuming right now is that only the total amount of wild animals matters, and this seems to lead into only having a few species of animals on the map, but those few species having huge populations.
Carl 24. juli kl. 7:45 
many thanks, boss
keepercraft  [ophavsmand] 24. juli kl. 5:07 
It should work on all animals.
kahvipensas 24. juli kl. 5:03 
I love the idea of this mod, and also that you made it so configurable. I decided to turn the nest protection mechanic off, just to prevent my hunters and gatherers (and nature running children) from being attacked by wild animals.

Did this mod also add visitors animals mating? I just saw a trader's muffaloes mate, and I've never seen THAT before! Did you add this, or is it a vanilla feature (or from some other mod) that I hadn't noticed before?
keepercraft  [ophavsmand] 24. juli kl. 2:52 
@carl ok, i add breast feeding to wildman.
But random carry baby over map is more complex.
Carl 24. juli kl. 1:40 
No worries, take all the time you need.
keepercraft  [ophavsmand] 23. juli kl. 15:27 
Well, don't see that in ThinkNode of WildMan.
So need some time for find or make solution. :stress:
Carl 23. juli kl. 15:15 
after a birth, I've noticed the mother abandons the baby. Is it possible to make them feed the child, or is that not possible with the AI Wild men have?
Carl 23. juli kl. 15:00 
we've got pregnant wild women now, waiting on them to come to term atm
Carl 23. juli kl. 12:35 
can confirm the wild men are reproducing.
Carl 23. juli kl. 11:17 
A tempting thought but I struggle with too many colonists. I am happy with just the one and her kids
keepercraft  [ophavsmand] 23. juli kl. 11:04 
Well, just recruit them. :meephappy:
Carl 23. juli kl. 10:53 
in regards to wild men going for colony women, could that be a togglable option? It'll be useful for solo colonist starts with no recruiting.
Carl 23. juli kl. 10:12 
I have a feeling the 200+ chickens in my tribe may have been affecting that slightly. I'll test with a new colony.
keepercraft  [ophavsmand] 23. juli kl. 9:44 
Check in the mod configuration window if all of them are active.
Or maybe you've reached the procreation population threshold. :stress:
You can increase it in this window.
An example of this window you have in preview images.
Carl 23. juli kl. 9:24 
active new function? I'm not quite sure what you mean.
keepercraft  [ophavsmand] 23. juli kl. 9:12 
Check do you have active new function.
Wildman will mate only with Wildman.
Do this because it was weird when they bump my colony woman.:VLOVEIT:
Carl 23. juli kl. 9:06 
no sign of anything yet, Keeping watch to see if they do anything but nothing so far.
Carl 23. juli kl. 8:09 
Will do, boss!
I'll report back if anything interesting happens.
keepercraft  [ophavsmand] 23. juli kl. 7:38 
@Carl just added wild man procreation.
Happy testing. :VBCOOL:
keepercraft  [ophavsmand] 22. juli kl. 10:34 
I'm not testing this on wild humans.
I need to check, if they're using the same job_drivers. :hardhat:
Carl 22. juli kl. 9:38 
Odd request, but is there a way to have Wild Men reproduce with each other? I want to see them live their lives outside my colony, with the mothers being able to breastfeed their kids.
Essa 22. juli kl. 6:22 
Thank you for updating this! :steamhappy:
keepercraft  [ophavsmand] 16. juli kl. 18:34 
Don't worry.
Now when i finish major functionality in "Planet Filter and Overlay".
I will focus on this mod. :hardhat:
HavenOnline 16. juli kl. 17:34 
Y U NO UPDAET FOR ODYSEE >:(((((((((( RRRRR
keepercraft  [ophavsmand] 8. juli kl. 16:34 
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. juli kl. 16:21 
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. juli kl. 16:18 
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. juni kl. 20:42 
ohmygods thank youuuu
FireSloth 25. juni kl. 6:13 
Thank you!
Myphicbowser 24. juni kl. 17:24 
Oh that changelog does look pretty, thank you Keepercraft!
keepercraft  [ophavsmand] 24. juni kl. 15:28 
@FireSloth i publish test version of 1.6. :worker:
Make some optimization, fixes...
keepercraft  [ophavsmand] 23. juni kl. 9:35 
Yes, I testing on unstable 1.6 version.
FireSloth 23. juni kl. 2:16 
Hi keepercraft! Are you going to be updating this to 1.6? I'm missing it while playing unstable branch.
keepercraft  [ophavsmand] 1. juni kl. 22:46 
If i find some time, i will make tests.
Last week i bought a laptop to work outside the home. :hardhat:
Myphicbowser 1. juni kl. 18:44 
If anyone has a solution from what @The Viral Divinity has mentioned I'd really like to know
DuckGoosebear PrairieDogLover 25. maj kl. 0:08 
Cute and duckly
I Sap People 11. maj kl. 18:21 
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)