边缘世界 RimWorld

边缘世界 RimWorld

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Big and Small - Sapient Animals
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Mod, 1.6
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6 月 21 日 上午 9:37
9 月 4 日 下午 11:40
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Big and Small - Sapient Animals

在 RedMattis 的 2 个合集中
Red's Workshop Mods
45 件物品
Red's Vanilla++
57 件物品
描述
[www.patreon.com]
Sapient Animals! Optionally also Mechanoids.


Most animals (and optionally mechanoids) can be made sapient using a craftable and findable "Cogni-Fi" gadget.

A sapient animal will in most respects function as a colonists being able to perform jobs, be draftable and; if they have suitable limbs for it; wields weapons.

They can wear apparel, but most have heavier apparel blacklisted automatically. Shieldbelts and such are fine though, and modders are free to change what they want each animal to be able to wear.



Animals will show their "animal pack" graphics if carrying items, but most other apparel won't be visible.

Genes and bionics can both be applied to animals, but most graphics are suppressed unless tagged to be visible on animals. Size genes and such will show fine though.

Sapient animals will expect to sleep on proper beds rather than animal sleeping spots and the like.


Animals with anything like hands or a trunk can wield weapons, but hoofed or animals with non-retractable claws won't be able to wield weapons. Those in-between will do it... poorly. The mod will try to figure out which ones automatically.


Crafting



The Cogni-Fi item can be used to make an animal sapient. It can be found randomly as a reward or crafted using Neutroamine, Glitterworld Medicine, and a Spacer Component.

It works only on animals, and i taming them first is advised unless you like surprises.


Advanced




Sapient Mechanoids are possible as well, and should retain their unique weapons (if any), but for balanced reasons they will be dependent on "android fuel" for food unless genes or hediffs that remove hunger are used. Simply Robots has the Android Fuel food item.


Sapient Mechanoids was a bit of a last-minute feature due to being requested a lot, so they are a bit barebones in implementation.

A restart is required for this to take effect. Changing that setting will also make the Cogni-Fi work on mechanoids.

For Modders



Animals can easily be given custom overrides (no path operations needed). If the mod finds settings for an animal with the right name it will use them automatically.

The same type of overrides work for mechanoids, so if you want them to not need special food, or not eat at all, you can easily do it by changing those overrides.

The image above shows an override for sapient rats that give them their appropriate Pixar aptitudes.


The Sapient Animals and Mechanoids can be enabled on the Big & Small Framework by making a BS_GlobalSettings entry. They won't spawn naturally though, so you will need to handle that yourself.

Using this method you can fairly easily set up how you want your Sapient Mechanoid Maids to work, or whatever you wish.

Genes can target sapient animals, meaning you can make genes to turn someone into a killer rabbit, or for example give a vampire xenotype the ability to turn into a wolf temporarily.

For more info message me on my discord linked below. :)


FAQ

Is there any visible armor?
The Animal Armor mod supports sapient animals


Mod Discord
[discord.gg][ko-fi.com]
热门讨论 查看全部(1)
3
8 月 11 日 下午 11:49
Un-Sapient a Animal
10-4 Apricot
238 条留言
azll 10 月 25 日 上午 10:49 
Just read its being worked on, thanks!!
azll 10 月 25 日 上午 10:36 
Hello, I have Dragon's Descent and so when making a dragon sentient, it unlearns its fire breath and flying abilities :(
Kumamanuma 10 月 19 日 上午 10:09 
@Tahu! The cognifier puts an animal skin over a human baseliner body, but baseliner genes still work on them from my experience. You should try adding the baseliner small gene via dev mode and see if that fixes your issue.
sorryjzargo 10 月 13 日 下午 9:06 
HappyMask it works with literally any animal
sorryjzargo 10 月 13 日 下午 9:06 
I love finding new animals and cursing them with sapience!
☐HappyMask☐ 10 月 13 日 上午 6:19 
So does this work with vanilla animals? DLC animals or modded animals…
RedMattis  [作者] 10 月 7 日 上午 1:14 
@Falkner
Probably better to check with RimRobots I imagine, since they have a Harmony Patch on there while I'm just using a custom validator.

@Avericat
I've looked at something like that. Might add it later down the road, but at the time I was focusing on getting core mechanics working.

@Teo,Skn
I've not tested them together. Do they not work? I'd have figured my recipe migration code would work with it.

@cultivahabas
Feel free to put it in the suggestions thread on the discord, if the supporters vote on it I'd gladly implement that, tricky to balance, but would be fun.
Eclipse 10 月 6 日 下午 4:38 
yaaaas my sapient deathclaw lover dreams come true
Falkner 10 月 5 日 下午 10:21 
-oh and everything else works fine, you can use the devmode to make an animal sapient if you have Rim Robots running.
Falkner 10 月 5 日 下午 9:18 
Rim robots doesnt play nice with this mod, breaking the target selection for applying the Cogni-Fi - (not your fault! Just a compatibility note.)
Very clever mod.


Root level exception in OnGUI(): System.InvalidCastException: Specified cast is not valid.
[Ref 42DD06CA]
at VexedThings.HarmonyPatches.Corpse_Patches+BaseTargetValidator_HarmonyPatch.Postfix (Verse.LocalTargetInfo target, RimWorld.CompTargetable __instance, System.Boolean& __result) [0x00008] in <4eeb7a01659842b79c77283e0058a265>:0
at RimWorld.CompTargetable.ValidateTarget (Verse.LocalTargetInfo target, System.Boolean showMessages) [0x00200] in <24d25868955f4df08b02c73b55f389fe>:0
- POSTFIX vexedtrees.RimRobots: Void VexedThings.HarmonyPatches.Corpse_Patches+BaseTargetValidator_HarmonyPatch:Postfix(LocalTargetInfo target, CompTargetable __instance, Boolean& __result)