From the main mod
(http://i59.tinypic.com/24v6t0h.png) (http://ludeon.com/forums/index.php?topic=3464.0)
(http://i.imgur.com/9UY2ZT5.png)
*this mod is not Old Save friendly. Please a start a new game for this mod!
(http://i.imgur.com/W2JvtM1.jpg)
animal Husbandry allows taming of wild Animals. These Domesticated animals follow their tamer and breed, complete with pregnancy period and a animal-Kid aging process.
o Research Animal Husbandry to enable the taming of all RimWorld animals
- Just look for a wild Animal and a button should be available on next to its description panel. *on the lower left side.
o Taming is dependent on the level of the 'Social' skill of a colonist, and needs to be a [Warden] worker to be able to tame.
o Tamed animals follow their tamer around so you should switch it off when you're done with them.
o Has a Pasture Marker building that can call animals to go this marker and makes domesticated animals not wander off too much from this building. You can choose what animal can pasture near a particular marker.
Should be compatible with any mod. Post here if you have problems.
Installation:- After downloading the .rar file, just Extract its contents to your RimWorld/Mods folder and enable TTM[animalHusbandry] in the mods panel within RimWorld.
How to Update:- Delete the old TTM[animalHusbandry] folder and replace it with the new update file.
Compatibility:Not compatible on Old Saves, please start a new game for this mod.It should work with anything that doesn't change any Animal type of Defs.
Download:Alpha7 animalHusbandry v.1.1a:(http://www.mediafire-movie.com/mediafire.png) (https://www.mediafire.com/?yx3ms37f2p8w2i5)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/60/)
TTM[animalHusbandry] v1.1 Mediafire Link (http://www.mediafire.com/download/g4e87og3cxq477n)
Alpha6:TTM[animalHusbandry] v1 Mediafire Link (https://www.mediafire.com/?bqcyq4gboos2bo6)
TTM[animalHusbandry] v0.1 Mediafire Link (https://www.mediafire.com/?q80lwnwq4jyb0ke)
Changelog:Changelog:
v1.1a
Fixed Error on log.
Removed AnimalKid Leather spawn to fix 0 amount leather error when butchering animal kids.
corrected the research cost.
v1.1
Alpha 7 Compatibility
New:
made Alpha7 animals tamable and breed.
New Building:
Pasture Marker - can call animals to go this marker and makes domesticated animals not wander off too much from this building.
You can choose what animal can pasture near a particular marker.
Changes:
Made domesticated animals able to open doors.
License:Please ask for permission to use for integration, dissection, and whatnot. Please do not redistribute individual parts as your own. Give credits please, thankyou!
(http://i.creativecommons.org/l/by-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-sa/4.0/)
Cool
HECK YES MAN YA DID IT.
oh um the interface mod ya... not quite compatible they work but the hunt button when clicking a animal is busted with one of the taming mods installed (or at least the tech tree mod)
Quote from: Reaper on September 11, 2014, 05:37:29 AM
oh um the interface mod ya... not quite compatible they work but the hunt button when clicking a animal is busted with one of the taming mods installed (or at least the tech tree mod)
I'll check out the incompatibility. i'll ask edb how to fix it for the full version. thanks for checkin it out!
Just needs to be able to set a pasture zone now.
Quote from: minami26 on September 11, 2014, 08:41:14 AM
Quote from: Reaper on September 11, 2014, 05:37:29 AM
oh um the interface mod ya... not quite compatible they work but the hunt button when clicking a animal is busted with one of the taming mods installed (or at least the tech tree mod)
I'll check out the incompatibility. i'll ask edb how to fix it for the full version. thanks for checkin it out!
this mod or the bug? becuase i have been waiting on this bad boy for long time.
another thing the muffles tend to starve if follow mod is left on as they will try to eat but can't stay in one place long enough if follow is set and they can't reach the warden.
Another thing
Can i has feeder?
Copy the chest code from ttm and have muffles eat directly from the chest
can i has non autoharvestable feed crop?
(just make a wild crop and give colonists the option to grow it and a bug will do the rest i believe, you could just copy the wild grass too)
right now i have a agave patch that they eat from but in hate it when my people harvest it and take food from my meat supply.
i have suggestion: Make the female muffalo can be milked. And milk can be eaten raw, or you could make cheese with it.
(http://i.imgur.com/9UY2ZT5.png)
hello guys v1 is ready, but this isn't old save friendly please start a new game to play the new version.
Had to sort out a few stuff and remade the whole codes for the separate version. it will also be another bundle together with TTM just like custom events.
for TTM players with sorry but you can't update to animalHusbandry v1, v2.9 TTM is almost ready anyway :)
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Quote from: Reaper on September 13, 2014, 06:33:23 PM
another thing the muffles tend to starve if follow mod is left on as they will try to eat but can't stay in one place long enough if follow is set and they can't reach the warden.
Another thing
Can i has feeder?
Copy the chest code from ttm and have muffles eat directly from the chest
can i has non autoharvestable feed crop?
(just make a wild crop and give colonists the option to grow it and a bug will do the rest i believe, you could just copy the wild grass too)
right now i have a agave patch that they eat from but in hate it when my people harvest it and take food from my meat supply.
I just let domesticated animals pasture around in the map, I just let them breed and hunt their babies. cuz im a monster.
Letting them run around the map makes them kinda hard to track... and hunting them is a pain when your being raided, i kinda see this mod as a solution to hunting. Having to send people around your mess of a map.
How do I get tamed animals to enter "fenced" areas (with rock rubble walls and a wooden door). Is there a better way to do this?
Quote from: realitybend on September 25, 2014, 03:57:24 PM
How do I get tamed animals to enter "fenced" areas (with rock rubble walls and a wooden door). Is there a better way to do this?
agreed would be nice with a way to close open a penned in area for the animals - having to build a wall/door each time you add to it is a hassel
also getting quite alot of lag using this mod in later stage dunno where or what is doing it but playing with out the mod on removes any early lag buildup
Quote from: Killaim on September 25, 2014, 07:56:27 PM
also getting quite alot of lag using this mod in later stage dunno where or what is doing it but playing with out the mod on removes any early lag buildup
is your save still with you where it lags on startup with this mod on?
Can i please have your output_log.txt file when you open the save. and save + world files please. I'd like to know what is causing it. :) thankyou so much!
Quote from: realitybend on September 25, 2014, 03:57:24 PM
How do I get tamed animals to enter "fenced" areas (with rock rubble walls and a wooden door). Is there a better way to do this?
I'll try to make a pasture zone for alpha7, not promising! if that doesn't work out ill make a designator where the animals are forced to that building when night time comes.
(http://i.imgur.com/9UY2ZT5.png)
alpha 7 update made all the new animals tamable and breed plus a new pasture marker building to force animals to come to it and make them stay there. :)
Making a pasture zone was a bit complicated.. so I resorted to this.. >.<
heres a changelog:
Changelog:
v1.1
Alpha 7 Compatibility
New:
made Alpha7 animals tamable and breed.
New Building:
Pasture Marker - can call animals to go this marker and makes domesticated animals not wander off too much from this building.
You can choose what animal can pasture near a particular marker.
Changes:
Made domesticated animals able to open doors.
can untamed animals breed
No. Because it makes animal populations uncontrollable and when theres too many animals than what is only allowed for spawning by the storyteller the game acts weird like no raider attacks and events dont happen.
Quote from: minami26 on October 02, 2014, 10:35:12 AM
No. Because it makes animal populations uncontrollable and when theres too many animals than what is only allowed for spawning by the storyteller the game acts weird like no raider attacks and events dont happen.
oh, okay.
Is there a way to let the animals wander around an area? All the animals I domesticated just stay in the squares directly next to the pasture sign. Also, do you have to manually tell your colonists to hunt them?
@minami26
An Error occurred on Build Solar generator
Dromedary12064 threw exception while determining job: System.InvalidCastException: Cannot cast from source type to destination type.
at (wrapper managed-to-native) object:__icall_wrapper_mono_object_castclass (object,intptr)
at System.Linq.Enumerable+<CreateCastIterator>c__Iterator0`1[TTManimalHusbandry.Building_PastureMarker].MoveNext () [0x00000] in <filename unknown>:0
at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[TTManimalHusbandry.Building_PastureMarker].MoveNext () [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[TTManimalHusbandry.Building_PastureMarker].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[TTManimalHusbandry.Building_PastureMarker]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.ToList[Building_PastureMarker] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
at TTManimalHusbandry.JobGiver_WanderPasture.GetWanderRoot (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.JobGiver_Wander.TryGiveTerminalJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.Pawn_JobTracker.TryFindAndStartJob () [0x00000] in <filename unknown>:0 curJob=null
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
(http://i.imgur.com/9UY2ZT5.png)
hello guys im surprised no one has even bothered to report the insane research cost of the taming research, Truly sorry about that.
Here is an update to address 3 issues i have found from playing thoroughly with the mod.
Everybody who are playing with the mod please update immediately to remedy the errors. Thank you so much for playing with Animal Husbandry
heres what i fixed
Changelog:
v1.1a
Fixed Error on log.
Removed AnimalKid Leather spawn to fix 0 amount leather error when butchering animal kids.
corrected the research cost.
------------------------------
to anybody playing the mod: Do you think I should lower the Pregnancy and Growth time? Im thinking about reducing 1/4 of the time, or half. ill test it.
Quote from: minami26 on October 07, 2014, 12:10:16 AM
(http://i.imgur.com/9UY2ZT5.png)
hello guys im surprised no one has even bothered to report the insane research cost of the taming research, Truly sorry about that.
Here is an update to address 3 issues i have found from playing thoroughly with the mod.
Everybody who are playing with the mod please update immediately to remedy the errors. Thank you so much for playing with Animal Husbandry
heres what i fixed
Changelog:
v1.1a
Fixed Error on log.
Removed AnimalKid Leather spawn to fix 0 amount leather error when butchering animal kids.
corrected the research cost.
------------------------------
to anybody playing the mod: Do you think I should lower the Pregnancy and Growth time? Im thinking about reducing 1/4 of the time, or half. ill test it.
I thought it was a mod conflict (since I have around 8-10 others enabled). About the pregnancy/growth time, maybe not too much, because at this moment there aren't really any "predators" do your tamed animals. Effectively they are there infinitely, continuously breeding and so on. Until there is a stronger mechanic that may affect populations (like predators or that animals die of old age, but this could take a LONG time), the times should be fine since the population will effectively snowball as long as you don't kill them immediately. Once you get around say, 30+, the population is sustainable to eat.
Just played my first game with this mod (at least the first one where I actually got to use the mod) and realized that the pasture signs aren't repairable. I also noticed that when the kid animals grow up into mature adults they are no longer domesticated so you have to send someone out there to convince them to join in with the rest of the family. I would think that an animal born in captivity to domesticated parents and raised in captivity by domesticated parents would also be domesticated.
Other than those things, I liked the mod immensely. Especially when the tortoises laid eggs and then 15 babies pop out and start wandering around. I actually had 3 broods hatch at once for one generation and then moved them to the pasture on the other side of the map. It was very funny watching that long line of more than 40 baby tortoises marching in line across the map. Definitely worth downloading.
Hmm wonder if you can make the tame creature to help the tamer each time he/she initiate combat that way you can let everyone become beast-master class and make the baby become domesticate when grow into adult also include a slaughterhouse so the you can bring the domesticate animal in for easy slice and dice cause i hate when hunter keep accidentally shoot the none target animal cause of their horrible aim.
--sorry wrong thread--
(http://forums.phpfreaks.com/public/style_emoticons/default/anim_face_wall.gif)
issue i ran into with custom events and animal husbandry. some of my colonists were taming squirrels at the same time as the event that kills all animals happened. the squirrels multiplied into the hundreds and killed some of my colonists but the multiplied squirrels were all domesticated so now i have them shoved into a small room in my base.
Do you need 1 or 2 animals to make babies in this mod? If I go and tame one deer will it have babies on its own while tamed or do I need more then one deer? Also can you put this animals in side of a building? Another thing For the animals to have babies does a character need to be always near them doing Husbandry...
Could there be a possibility that fences could be added
(sorry if someone has asked)
skullywag has a nice fence in his mod pack.
Quote from: NetBlaise on October 24, 2014, 09:06:31 AM
Do you need 1 or 2 animals to make babies in this mod? If I go and tame one deer will it have babies on its own while tamed or do I need more then one deer? Also can you put this animals in side of a building? Another thing For the animals to have babies does a character need to be always near them doing Husbandry...
You need at least 2 (1 male and 1 female) of the same animal. Preferably more females, if you catch my drift. The magic happens regardless if a colonist is close by or not.
Deers give birth to 1 offspring, that's why I have at least 5 females for my super stud. The boars, squirrels and tortoise have a lot of offspring. So 1 or 2 females for 1 male should be plenty. When the babies grow up, they are not domesticated.
Yes, you can put the marker inside a building, but what will they eat if there is no grass? When hunting in that room, the chance that your domesticated life stock gets killed is high. And doors do open for domesticated animals.
I tend to surround the marker with walls (my fence) with gaps in it (thinking about filling those gaps with sandbags to slow down their escape a bit).
When going on a hunt, I call the animals back. That what doesn't do this, gets marked.
Hi, I've run into a problem. I download the mod and put it into the Rimworld folder but when I start up Rimworld and add the mod all the menus are gone. I restart the game is it just stays on a black screen. I do use the Interface mod but I disabled it and it did the same thing. This is happening with the Main TTM Modpack too.
Please help. :-[
Thank you
Quote from: Emma7441 on February 02, 2015, 11:01:10 AM
Hi, I've run into a problem. I download the mod and put it into the Rimworld folder but when I start up Rimworld and add the mod all the menus are gone. I restart the game is it just stays on a black screen. I do use the Interface mod but I disabled it and it did the same thing. This is happening with the Main TTM Modpack too.
Please help. :-[
Thank you
Hey, you're encountering this problem probably because this mod is for alpha 7, so it's a bit outdated. Same with TTM. If you're playing on alpha 8, then that is gonna happen. Your best bet is to delete those and play with the other mods that are available for alpha 8.
is this mod gonna by updated to alpha 8
Quote from: bob112 on February 02, 2015, 05:21:46 PM
is this mod gonna by updated to alpha 8
Eventually, most likely.
Minami (the original creator) has been absent since about Christmas, though stated that he'd return this month. Whether or not he does, there are currently some volunteers who are working to update Minami's mods, this one included.
A8 Port here (https://drive.google.com/file/d/0B3eKYijLPljYOGROZTlYbkFzUG8/view?usp=sharing)
Edit: Made the research requirements change automatically if you have TTM installed.
Quote from: Machine on February 03, 2015, 01:01:02 AM
A8 Port here (https://drive.google.com/file/d/0B3eKYijLPljYVldaOGYzT2dlNWc/view?usp=sharing)
A8 port confirmed working, though some animals are missing compatability-- such as the Dromedary
Edit -- wrong again: Dromedary confirmed working as well.
Thank you very much, Machine.
is this mod gonna by updated to alpha 9?
Quote from: rexlord on February 19, 2015, 05:28:00 AM
is this mod gonna by updated to alpha 9?
Gods, I would love it. With the heating issues, being able to breed boomrats then send a few of them to a uranium room full of cloth, lock the door, and let them starve, nice alternative to a steam geyser.
...what?
That makes logical sense.... except that things like vents burn...
Quote from: CodyRex123 on March 01, 2015, 03:27:12 PM
That makes logical sense.... except that things like vents burn...
Vents do, but heat dissipation from a ~2000F 8x8 room with overhead mountain is pretty nice. It's not -huge- but it's nice for subtle heating.
Im aware this is an old mod. Is it possible it still works though? Or could be updated?
Somebody please update this mod! Hell I will give you money if you just make this MF work again! .. not much money as I am short on cash, but hell I will do my best! I mean come on this is like the perfect mod, we need it to work, the breeding stuff is sorta stupid but just taming a animal would be amazing!
Is this forum dead or something?! How obscure is this game that nobody frequents its forums at all...
I would love this to be updated to at least A10!
you should read the rimworld change log, Tynan is adding something like this to the next release.