Animal Behaviours Comp Classes - AndroidQuazar/VanillaExpandedFramework GitHub Wiki

The AnimalBehaviours module of the framework has A LOT of comp classes that can be added to any animal to provide special behaviours:

  • Acid Attacks and Acid Immunity: A type of attack that causes damage over time, as well as a comp class to make animals immune to it.
  • Animal Resources: An alternative to Milkable and Shearable, to allow animals to produce things that aren't milk or wood. Customizable to produce a random item, as well as to sometimes produce additional items.
  • Animal Resources On Caravan: Allows the animal to produce resources while being on a caravan, independently of what they produce on the map, and without need for pawn work (shearing, milking, etc).
  • Apply Hediff When Bound: When a creature develops a bond with a colonist, apply a hediff to the creature. Optionally, do a Job if the bonded pawn dies.
  • Asexual Reproduction: Animals that reproduce by either sporulation, strobilation or partition.
  • Auto Nutrition: Makes an animal eat automatically without consuming anything visible to the player (ants, air, etc)
  • Blink: Animal changes position uncontrollably every X ticks. This behaviour only happens when the animal is iddle.
  • Build Periodically: Allows an animal to periodically create a building
  • Cause Incident: Periodically triggers an ingame incident (eclipse, aurora, etc)
  • Change Def if Not Unique: Swaps the animal for a different one if it is not the only existing one in the map
  • Change Weather: Animal changes the map's weather when spawned
  • Corpse Decayer: Makes an animal detect nearby corpses and increase its hunger meter by decaying them, rotting them in the process
  • Destroy This Item: Can be used to allow the player to get rid of unwanted animal products that aren't otherwise easy to get rid of
  • Die After Period: Kills an animal after a configurable time
  • Die And Change Into Another Def: A gizmo that the player can use if the creature is tamed that destroys the animal and spawns a different thing in the same position
  • Dig Periodically: Allows an animal to dig in the ground for a given resource
  • Dig When Hungry: Allows an animal to dig in the ground for a given resource, but only when hungry
  • Disease Event Immunity: Makes an animal not be affected by the animal disease event
  • Disease Immunity: Makes an animal recover from specified diseases
  • Diseases After Period: After a set amount, the animal will begin to acquire hediffs
  • Doesn't flee: Makes an animal not flee from combat when fired upon
  • Draftability: Makes an animal draftable like any other colonist. They can be forced to move and attack
  • Drop on Death: Makes an animal drop resources immediately when killed
  • Eat Weird Food: Makes animals have any dietary needs you choose
  • Electrified: Makes creatures recharge batteries nearby
  • Enrage Other Pawns: Causes other animals to go manhunter when it does
  • Exploding Hatcher: Makes an egg item explode when hatching
  • Extreme Xenophobia: Makes a colonist attack any other colonist that isn't from a given list of pawnkinddefs (useful only if you have different races by using Humanoid Alien Races)
  • Fertilizer: Makes animal change floor terrain when it passes through
  • Filth Producer: Makes animal spawn filth around it (WARNING, may be laggy if used constantly)
  • Fixed Gender: Makes animal always spawn with a given gender
  • Floating: Makes animal ignore terrain movement costs
  • Gas Producer: Makes an animal spawn a cloud of gas around it.WARNING: this is a laggy class, since gasses in RimWorld are laggy. Use sparingly
  • Give Thoughts On Caravan: Makes the animal provide mood buffs and debuffs to caravan members while caravaning
  • Graphic by Style: Changes the graphic of an animal depending on the styles present in the main colony's ideoligion
  • Graphic by Terrain: Makes an animal change its graphic to a different one when it steps on some terrains
  • Hediff Effecter: Makes the animal cause a health condition (hediff) on nearby pawns
  • Hediff When Fleeing: Applies a health condition (hediff) when the creature starts fleeing from an attacker
  • Highly Flammable: Makes the animal take extra damage from fire
  • Infecter: Makes the animal's attacks cause extra infections
  • Initial Ability: Makes the animal always spawn with an initial ability
  • Initial Hediff: Makes the animal always spawn with an initial health condition (hediff)
  • Initial Mental State: Makes the animal always spawn with an initial mental state
  • Last Stand: Makes animals scale their melee cooldowns the more damaged they are
  • Light Sustenance: Makes the animal require light to live
  • Metamorphosis: Makes the animal change into a different animal after a given time
  • Mind Effecter: Makes the animal cause a mental state on nearby pawns
  • Nearby Effecter: Makes the animal affect nearby Things and turn them into other Things
  • No Taming Decay: Makes the animal keep their taming and training forever, independently of their wildness
  • Passive Regenerator: Makes the animal regenerate wounds on nearby pawns
  • Pawn Overlay: Draws overlays on the animal's sprite, allowing for very VERY low lag animations and effects
  • Produces no filth: Makes the animal produce and spread no filth
  • Refueling: Makes an animal refuel nearby specified buildings
  • Regeneration: Makes the animal regenerate its own health
  • State After Health Loss: Makes the animal get a given mind state after losing a given amount of health
  • Summon On Spawn: Summons other animals when this animal is spawned on a map
  • Swallow Whole: Makes animal capable of swallowing other animals or colonists whole, and digesting them after its stomach is full
  • Thought Effecter: Makes the animal cause a thought on nearby pawns
  • Untameable: Makes this animal untameable, and either go wild if tamed, or manhunter

How do I use this code?

They are all comp classes, so you just add them in XML in the <comps> tag. Check any of the examples to see.

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