RimWorld

RimWorld

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Encounter Baby Animals
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Mod, 1.3, 1.4
File Size
Posted
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649.335 KB
7 Oct, 2021 @ 3:28am
14 Oct, 2023 @ 3:16am
16 Change Notes ( view )

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Encounter Baby Animals

Description
Description
This mod allows animals to spawn as babies or juveniles (in the wild, as a manhunter, during a quest, at a trader...), they will no longer only spawn as adults.
It's uncommon to encounter them, but it does happen (most often when life expectancy is short).

Be careful, hunting can become much more difficult due to the presence of cute babies!

Supported mods
Mods are now automatically patched using XML Extensions.

Animals are patched if they follow vanilla structure @ParentName="AnimalThingBase" with a node <lifeExpectancy>, and no custom node <ageGenerationCurve>; Insects are excluded as they have @ParentName="BaseInsect".

If you find an animal who should absolutely never spawn as baby or juvenile, you can report it with animal name and mod link.

Here is the old mod support without XML Extensions:
As they are patched manually by XML, mod support will be slow.

Mods supported:
_Vanilla Animals Expanded (13 mods, from 20/10/2021).
_Alpha Animals (66 animals patched (others are insects of Black Hive, mechanoids, dryads or can't reproduce), from 20/10/2021).
_ReGrowth Remastered: Extinct Animals (from 18/06/2022).
_Gulden Mod (not the Gulden Rune Bear, from 18/06/2022)
_Erin's Final Fantasy Animals (from 10/11/2022)
_ReGrowth: Extinct Animals (from 10/11/2022)
_Vanilla Animals Expanded (from 10/11/2022)
_Vanilla Animals Expanded — Endangered (from 10/11/2022)
_Vanilla Animals Expanded — Caves (from 10/11/2022)
_Vanilla Factions Expanded - Vikings (from 10/11/2022)




Take a look at my others mods, in particular the last update of Some more jobs
Popular Discussions View All (1)
9
18 Apr, 2023 @ 11:50pm
Mod support
Fargotroniac
55 Comments
Cantaloupe The Clown 15 Jun @ 9:47am 
seeing baby sightstealers and revenants would be funny tbh
Yoann  [author] 13 Apr @ 2:08am 
No update planned before long time (I'm not active on Rimworld, with few free time).
But it should probably still work with 1.5, tag version issue, and maybe bad interaction with Anomaly (if any new monster is considered "animal" in game files, it will can spawn baby also)
thorman123456789 12 Apr @ 6:45pm 
1.5?
Yoann  [author] 29 Oct, 2023 @ 10:56pm 
You can check it by opening Def of Boomaphants, and see if it meets the conditions, or by trying to spawn lot of Boomaphants in devmod until you see one baby/juvenile (can require lot of spawn as elephants have long life expectancy).

But normaly, yes.
Ascythian 29 Oct, 2023 @ 7:08pm 
Are Boomaphants included?
Yoann  [author] 14 Oct, 2023 @ 1:20am 
Update for mod support.
turDucken 25 Aug, 2023 @ 10:01pm 
Thanks i'll try it out
Muad'dib 6 Apr, 2023 @ 3:28pm 
I accept you probably are right. But for me it's better safe then sorry. I'd never put your mod before a mod it's technically needing to patch.
Yoann  [author] 5 Apr, 2023 @ 11:29pm 
@Muad'dib I think you are wrong, the game load the content in differents part: the list of actives mods is loaded first, my mod is loaded as a xml patch, so it will does the change even if loaded before an other mod. Load order is important when 2 mods will patch the same thing (mod conflict), or when using C#.
Muad'dib 5 Apr, 2023 @ 3:54pm 
This mod should be loaded after mods, it is changing settings in the other mods and if those settings don't exist yet then it can't change them. Example: you can't patch alpha animals if alpha animals isn't loaded.