RimWorld

RimWorld

391 ratings
Choose Wild Animal Spawns
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Mod, 1.3, 1.4, 1.5
File Size
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188.699 KB
2 Aug, 2021 @ 5:55am
8 Jun @ 2:31pm
18 Change Notes ( view )

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Choose Wild Animal Spawns

In 1 collection by Mlie
Developed by me
108 items
Description

This mod is a successor to claustros mod Disable Wild Animal Spawns

The major difference is that this version allows you to define the spawn-rate per biome per animal instead of the on/off selection.
The other difference it that you can modify any animal, vanilla and modded.

Added a slider for the overall animal density per biome as well.
Also option to copy values between biomes.
There is also a reverse option to select an animal and define spawnrate per biome.

If you need higher accuracy than what the sliders provide, try adding the BetterSliders mod

[dsc.gg]
[github.com]



Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my Wishlist or buy me a cup of tea.

[ko-fi.com]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: biomes
194 Comments
Head 24 May @ 7:16am 
Excellent mod
Mlie  [author] 28 Apr @ 1:03pm 
@cant aim Any mods that modifies the spawn-chance of animals are something to test for.
cant aim 28 Apr @ 12:42pm 
I am also aware that the mod works fine on its own I was just hoping that the error would have a clue towards what mod is conflicting before I started randomly testing things.
cant aim 28 Apr @ 12:38pm 
Yes I made a report in the discord.
Mlie  [author] 28 Apr @ 12:17pm 
@cant aim Please see the Reporting Issues section described above
cant aim 28 Apr @ 9:15am 
<630e2863bc9a4a3493f2eff01e3a9556>:0
at System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00015] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at ChooseWildAnimalSpawns.Main.saveVanillaValues () [0x00034] in <aac276b0f052426989039f582f67c98c>:0
at ChooseWildAnimalSpawns.Main..cctor () [0x00014] in <aac276b0f052426989039f582f67c98c>:0
--- End of inner exception stack trace ---
[Ref CF6A66] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Window.InnerWindowOnGUI_Patch0 (Verse.Window,int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
cant aim 28 Apr @ 9:15am 
Hello, I'm trying to figure out what mod is conflicting with this, does this give any clue? Exception filling window for RimWorld.Dialog_ModSettings: System.TypeInitializationException: The type initializer for 'ChooseWildAnimalSpawns.Main' threw an exception. ---> System.ArgumentNullException: Value cannot be null.
Parameter name: key
at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x00008] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at RimWorld.BiomeDef.CommonalityOfAnimal (Verse.PawnKindDef animalDef) [0x0003d] in <630e2863bc9a4a3493f2eff01e3a9556>:0
at RimWorld.BiomeDef+<get_AllWildAnimals>d__55.MoveNext () [0x00049] in
Mlie  [author] 27 Apr @ 12:02pm 
@kingrevolucion12 Animals only
kingrevolucion12 27 Apr @ 11:43am 
Does it give the option to increase the number of manhunters (wild men)?
Mlie  [author] 10 Apr @ 9:56pm 
@Jeremy Lin One of your mods adds an anomal with a non-standard definition. If you find out what mod it is, link to it here and Ill take a look