RimWorld

RimWorld

Cattle Gate
23 kommentarer
Azraile 8. sep. 2024 kl. 9:40 
dose this work for 1.5?
Lûte the Vampizza 13. jan. 2024 kl. 14:42 
how does this differ from a fence gate or animal flap?
Mr_Chimick  [ophavsmand] 13. aug. 2023 kl. 19:26 
Just noting I've just updated this mod with a refactored format; functionality is the same, but I've reduced the filesize from 22MB to 400KB.

Also I can't replicate any issues with the mod on 1.3; though trying to maintain mods for legacy versions is getting to be a pain, so don't be surprised if this mod changes to be only officially supporting the latest version even if it technically works on the other versions.
Elvendork 30. okt. 2022 kl. 16:39 
Bug report: this mod causes a bug in the world map. I can't select any map tiles if the mod is activated. I play version 1.3.
ELLIOTTCABLE on Discord 30. sep. 2022 kl. 2:54 
I'd love an 'Autodoor' / industrial / electricity-required version of this, if you have a little time at some point.

(For me, it's mostly interesting because of the functionality of Hold Open Opens Doors - which allows you to open/close doors without a pawn, but only if your base's power-infrastructure is intact, and only after researching/building/maintaining autodoors.)
JACK 24. aug. 2021 kl. 0:38 
next on my list of things to try to make my animals stop eating all my expensive eggs...
ELLIOTTCABLE on Discord 4. aug. 2021 kl. 2:04 
This is different from Vanilla, in that the Vanilla gate allows non-pennable animals to walk right over it, just like a fence. This prevents *all* wild animals from passing.

i.e. the vanilla fence-gate won't protect your killbox from manhunters; this mod will.
pgames-food 2. aug. 2021 kl. 20:22 
thanks mr chimick :)
Mr_Chimick  [ophavsmand] 2. aug. 2021 kl. 19:50 
No idea, haven't played much ideology yet.
But; I'm updating all my mods to 1.3, no point leaving this one behind.
DisKorruptd 2. aug. 2021 kl. 19:28 
isnt this... vanilla at this point?
Norfuer 17. juni 2021 kl. 3:55 
I'd been using this mod for a while now, but recently unloaded it as part of a cleanup of my modlist before installing Vanilla Expanded. Turns out this thing is the solution to that nasty tendency for Muffalos to steal all my chemshine. Thank you!
pgames-food 8. juni 2021 kl. 18:50 
thanks mr chimick, sorry i though i replied before but must have missed clicking the button
RIDLEY 8. juni 2021 kl. 11:33 
Im hoping this will stop trade caravan muffalo from drinking all my chemshine. Hope it works.
Robosium 28. nov. 2020 kl. 1:56 
this is so good, you can put this in your killbox entrance so enemies will try to enter the killbox but manhunter animals and regular animals won't try to come into your base and kill or eat your stuff
Jacky 27. nov. 2020 kl. 3:49 
Thank you for this Mod :D here a Price for you <3 xD
Mr_Chimick  [ophavsmand] 24. nov. 2020 kl. 11:02 
That is precisely what the cattle gate will do. No animals can open the door on their own, and all of your people can enter to do their tasks freely.
pgames-food 24. nov. 2020 kl. 10:53 
hi, can i check if the following is possible?

- to build a growing zone
- to build a wall around it (to stop animals eating plants)
- to build 1 of the walls (as a Cattle Gate door)
- and this will allow my people to get in and out of the growing zone, to sow, and harvest, but not the animals (unless they sneak inside when a person goes in)?

if this is possible, it will be cool, because currently i have to keep allowing and dis-allowing a normal door, whenever something needs doing in a growing zone :)
Mr_Chimick  [ophavsmand] 23. nov. 2020 kl. 21:44 
So, as a shortcut to making different zones, making sure to clean after trader animals dirty up the place, and racing to open closed doors when a raid comes so that they funnel to your killbox properly -> this mod allows you to use a gate.

Is it doing something that you couldn't mostly do in vanilla with enough micro? No.
Does it make doing some specific things easier? Yes.
Blutdrachen 23. nov. 2020 kl. 21:35 
Walls and or doors would keep them out ya?
Mr_Chimick  [ophavsmand] 23. nov. 2020 kl. 21:32 
Because you can't set wild animals, trader animals, or manhunter animals to a zone.
Blutdrachen 23. nov. 2020 kl. 21:06 
Why not just make an animal only zone?
Mr_Chimick  [ophavsmand] 23. nov. 2020 kl. 8:51 
You can set it to hold open, and use one of your colonists to open the gate for them; animals can move freely if it's held open.
BrenTenkage 23. nov. 2020 kl. 8:12 
wait...so how do you get animals in if they can't be opened by them?