RimWorld

RimWorld

29 ratings
Banish Animals (1.1)
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1
File Size
Posted
Updated
7.984 MB
2 May, 2019 @ 5:54am
18 Apr, 2020 @ 9:41am
7 Change Notes ( view )

Subscribe to download
Banish Animals (1.1)

In 1 collection by Gay Poots
My RimWorld Mods
4 items
Description
Allows you to banish colony animals.

Are you getting low on food, but are too attached to poor Fluffy to slaughter her? Send her away!

Description
Adds the 'Banish' button from the Character card to the Inspect pane, exclusively for colony animals. All other functionality related to banishing non-human colony pawns was already built into the game, but only accessible from caravan menus.

Savegame compatible.

Should not conflict with any mods, except possibly others that make edits to the Inspect pane (such as RimHUD).

Dependencies
If RimHUD is installed, it must be loaded before this mod, otherwise the button added by this mod will not show up.

Honourable Mentions
pardeike/Harmony - https://github.com/pardeike/Harmony/
Orion of Orion's Hospitality (and other mods) - for including his well-documented source as learning material in his package.
Mlie, for updating the mod for 1.1
31 Comments
Think3r 22 Apr, 2020 @ 9:50am 
Hi there, any mentionable differences to Release Animals into Wild concerning compatibility with other mods and stability etc.?
Gay Poots  [author] 19 Apr, 2020 @ 9:37am 
banished animals remain on the map as wild animals. they can be hunted, preyed upon, re-tamed, or they may willfully leave the map if their food sources run out. banished predators may attack your colonists for food
Think3r 18 Apr, 2020 @ 11:18am 
Will banished animals leave the map or stay? That's the whole point of being able to banish animals in Vanilla only during caravaning - you don't "keep" the animals at all. Also, since you mention RimHUD, could you add compatibility to the new 1.1 auto-sort feature, if not already done? Thanks!
Gay Poots  [author] 18 Apr, 2020 @ 10:44am 
this has been updated for 1.1
Mycu 7 Mar, 2020 @ 12:07pm 
Hi @Big Gusty Wrench
No problem, usually there are more important things IRL :)
Thanks for a reply.
Gay Poots  [author] 7 Mar, 2020 @ 7:18am 
Hello, I will update for 1.1. It may not happen anytime soon though. My apologies!
Mycu 7 Mar, 2020 @ 2:45am 
Hi, do you plan to update to 1.1?
Omega13 16 Sep, 2019 @ 7:05am 
A good solution for those bouldermits that insist on constantly self-taming.
Dragonfruit 8 Sep, 2019 @ 7:55pm 
This makes me scared that an angry pack of wild humans will attempt to attack but then they will remember that one of the colony's people is their long-lost spouse and they will give up.
Gay Poots  [author] 8 Sep, 2019 @ 7:42am 
The game does seem to track some number of pawns existing in the 'world' that are not currently present on any of your colony tiles. So it may be possible to have banished animals return at a later point as part of events such as 'animals join' or 'manhunter pack'. That being said, the animal won't have any special memory of having been a member of you colony at a previous point. I could be wrong about all that, in which case I probably won't add any new functionality unless there's more demand for it.