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Hey everyone!

I am thrilled to share our upcoming plans for Vanilla Ranching Expanded! It popped up on the roadmap not long ago, but Sarg and I have been hard at work at making it, well, work. It's something I wanted to tackle a long time ago too. In fact, take a look at some of the original conceptualising work we did for it:

Back then, I didn't really know that much about deeper, meaningful game design, and we didn't have Biotech to take inspiration from, but now we do, so I've decided to approach the idea from another angle.

We are introducing animal genetics to make keeping livestock a deeply rewarding and engaging experience. Finally you will be able to have that proper ranching playthrough where you keep herds of grazing cattle. While we're not changing pen mechanics or how animals work in general - because I think everything is working fairly well in base game - we are introducing some depth to animals themselves, so get ready to cross-breed your animals and curate the perfect herds for your colony's survival and production needs!

Feratypes and the New UI

Animals will now have "Feratypes," which function just like xenotypes but do not require the Biotech DLC. To keep things intuitive, we are matching the Biotech UI flow.

You will find a new "Genes" button exclusively on ranching animals. We're not adding animal genes to elephants, tigers and what not. Only livestock, and only specific livestock.

Clicking it opens a window displaying the animal's feratype icon, current genetic stability, and all their genes.

Genes are color-coded by tier: red for low-level, green for high-level, and white for average genes with no effects.

Gene Structure and Animal Stability

The genetic system revolves around Animal Stability, which represents the complexity of an animal's feragerm.

Every gene has a level ranging from 1 (awful) to 5 (excellent).

Level 3 is the baseline and costs 0 Stability.

High-tier genes cost negative Stability, while low-tier "dump stats" grant positive Stability.

Your goal as a rancher is to aim for a Stability level of 0.

Stability never goes positive; it caps at 0 or drops into negative values.

Breeding and Genetics

When you breed two animals, their offspring inherit a blend of their genetics through a detailed mathematical system:

Visuals: If parents are of different feratypes, the baby has a 60% chance to inherit the mother's feratype and a 40% chance to inherit the father's.

Universal vs. Specialized Genes: Universal genes (like movement speed) are always inherited and averaged. Specialized genes (like milk yield) will not be inherited if the baby is born as a feratype that doesn't naturally support that gene, preventing unrealistic outcomes like wool-giving angus cows.

Regression to the Mean: If parents have high-tier genes but no dump stats, their combined negative stability creates a massive "Pull Factor". This heavily drags the offspring's inherited genes back toward the baseline of Level 3. This also means that their negative genes will be dragged up.

Dump Stats: To breed perfect production animals, you must intentionally breed in dump stats—like awful movement speed—to generate enough positive stability to protect your Level 5 production genes from regressing!

Mutations and Spawning

Genetics aren't completely static.

Mutation: Every time an animal is born, there is a chance for up to 5 genes to randomly mutate. Mutated genes have an equal chance to move up or down a level.

Spawning Animals: When animals spawn in the world—whether from traders or cargo pods—the game runs a mutation check, ensuring wild or bought animals have slightly randomized genes rather than perfect baseline stats. This primarily serves the purpose of providing you with virtually any gene of any level - even if feratype doesn't naturally spawn with Size gene 5 (Hulking), it may appear with that gene due to mutation.

The Gene Families

We have designed a vast selection of gene families to alter animal stats. Every family has 5 gene levels ranging from awful to excellent:

Vitality: Dictates the animal's physical resilience, wound healing speed, immunity gain, and toxic resistance.

Speed: Alters local movement speed and caravan riding pace.

Size: Changes the physical body size, affecting body mass and visual draw size.

Filth: Determines filth generation rates and the animal's susceptibility to random illnesses.

Wildness: Modifies wildness levels, making animals either docile or unruly, and dictates their manhunter chances.

Hunger Rate: Affects the animal's metabolism, altering how often they need to eat, eating speed, and max nutrition.

Meat Yield: Adjusts the amount of muscle mass, directly dictating the base meat yield upon butchering.

Intelligence: Enhances intellect to allow intermediate and advanced trainability, while poor intelligence increases aimless roaming.

Milk Yield: Determines the resource yield per milking session and the time required between milkings.

Wool Yield: Alters coat density, affecting both total wool harvested and shearing intervals.

Litter Size: Modifies the litter curve multiplier, increasing the chance of higher offspring counts per pregnancy.

Bacon Yield: Exclusive for suidae animals (pigs), bacon yield increases or decreases the amount of an additional bacon butcher yield. That's right: we're adding bacon.

Lifespan & Stability

Genetic stability isn't just about breeding predictability; it directly dictates how long your animals live.

If an animal's stability is perfectly balanced at 0, it lives a full, normal life.

The further an animal's stability drifts from 0, the shorter its lifespan becomes.

Highly unstable animals will age rapidly and suffer from a new "old age" health condition, which impacts their movement and fertility,much earlier than normal.

If you breed highly unstable genetic outliers, don't expect them to be around for long.

Alpha Mechanics

Herd hierarchy matters now, or at least for some species such as cows and sheep it does, as only the Alpha male of a herd is allowed to reproduce with the females.

One Alpha Per Family: Each pen can only have one Alpha male per animal family (e.g., one Alpha bull and one Alpha ram can coexist in a mixed pen).

Challenge: If a pen has no Alpha, or if a new adult male is introduced (or grows up), an "Alpha fighting" event triggers, and the males will fight for dominance until one is downed or the timer runs out.

Cooldowns: To prevent your pens from turning into constant bloodbaths, there is a strict 30-day cooldown period for fights within a pen after an Alpha is decided.

Status Changes: Alphas get an "(alpha)" tag next to their name. If you remove an Alpha from the pen (to slaughter, sell, or take on a caravan), they immediately lose the title and trigger a power vacuum among the remaining males.

New Specialized Breeds

The update introduces a roster of new, specialized animals across three major families to help you tailor your ranch's production. Each of these species comes with a unique feratype - which means by default it has a specific set of genes. You can, for example, improve the meat yield of your jersey herd by introducing an angus bull to it!

Bovines (Cows)

Angus: Stocky and hardy, bred specifically for maximum beef.

Dairy Cow: The gold standard for high-volume milk production.

Wooly Cow: Fluffy cows valued specifically for producing warm wool instead of milk.

Jersey Cow: A compact cow that efficiently produces high-quality milk.

Zebu: A humped, spirited cow with high wildness that thrives in extreme heat.

Suidae (Pigs)

Iberian Pig: A slightly wild forager that requires minimal upkeep but yields smaller litters.

Duroc Pig: A massive, hungry heavyweight that produces exceptional amounts of meat.

Berkshire Pig: A premium, docile heritage pig that yields the absolute maximum amount of bacon.

Ovis (Sheep)

Merino Sheep: Extremely docile and bred purely for rapid, massive wool production at the cost of its meat and speed.

Dorper Sheep: A muscular hair sheep that doesn't produce wool at all, bred strictly for meat.

Dairy Sheep: A specialized sheep that provides an abundant supply of milk alongside standard wool.

We're also patching some base game animals, making them join their respective families. Muffalos and Bison will be able to breed with cows, wild boars will be able to breed with pigs and so on! This way, you can introduce some exciting genes!

Did I mention we're also adding a ranching trader who will bring various different ranching animals to you? They will also buy your animals too!

We're also adding sexual dimorphism to all livestock animals, so you can easily tell which one is the male and which one is the female.

Oh, and did I mention... babies? That's right, every species now has a unique baby graphic.

We are incredibly excited for you to get your hands on this and start curating your own herds. There is still some work that needs to be done though. I'm evaluating what other livestock animals should join this system. I'm looking at horses and goats next.

Sadly, our system does not work with egg-layers, so it's unlikely chickens, ducks and geese will make it in. Plus, drawing flying animations for dozens of new animals just doesn't sound as fun to me.

I owe you a roadmap too, don't I? It's coming soon!

Files

Comments

Scyobi Empire

will Thrumbos be in this system too? Thrumbo Farms are a cornerstone of “oh shit oh fuck i forgot to control my wealth, why are 30 diaboluses centre dropping on me”

The dapper man

Would you ever expand this/make another mod to include other animals like wolves and dogs and such? The ability to breed the perfect fighting wolf or the perfect work dog would be awesome

Dyslexic

Will this be coming with a yattakin rework or race buff to breeding if tended to by a yattakin

Oskar Potocki

I don't think Thrumbos need dilluting into 3-5 subspecies. You can still have a thrumbo ranch. They just won't have different subspecies, which means no different genes.

Oskar Potocki

No, Yttakin is just a hero image of this mod since they're the xenotype with clear ranching benefits. Yttakins are plenty fun in base game and I don't think they need expanding. They're one of the most unique xenotypes.

Adam Hudson

I like the direction you all are headed in. I have a current game where I have a heard of Muffalo. I'd like to have them eat less because we're in a cold, mountain biome and managing through winter food scarcity is fiddly. Being able to purpose breed them to adapt to this situation would be helpful. Beyond that I agree with the spirit of this mod: making ranching a bit more detailed and rewarding.

lunarWITCH

it feels like a waste to make gene system only for ranching animals. if you expanded on this concept it would be something akin to Vanilla Biotech Expanded: Animal Genes

Oskar Potocki

If anything, it makes most sense on ranching animals.

Wikipedia!

you know this might just be the mod i needed to actually want to do animal farming lmao

Eclipse

How about two headed wastefallos from VAE waste?

Micu X

What about birds like hens, geese, turkeys? Do plan to add them as well?

Severynn

Oh this is actually amazing- Question though; Do all animals get these genes, or is it only tied to the new livestock ones? Because those genes would be lovely on every animal in general, but I'm not a modder so I don't know if that's even possible

AQUALord23

We're getting our Wooly Cows back. Hurray!

Henry Carlson

+1, breeding warg genes into dogs would be so cool

Oskar Potocki

As mentioned in the post, no. Our code doesn't work with egglayers.

Oskar Potocki

As per the post, only farm animals. It wouldn't make sense to add it to all animals. The genes on each animal are more or less always the same. The system simply allows you to crossbreed two different cow species to mix up their genes. If we added these genes to say, an elephant, you wouldn't be able to crossbreed the elephant with any other animal. So every elephant and elephant baby would always have the same genes anyway - which is average. Which means they'd be unchanged. The only way it would've worked on animals is if we added dozens of subspecies. 3 new elephants, 2 new rhinos etc. And we're not doing that.

Charles

I’m so excited for this mod ! For the Alpha thing, let’s say I have a pen with milk cows and a pen with angus cows, is there one alpha bull per colony or one per pen ? That way I can decide which genes I give to milk vs meat cows.

Oskar Potocki

One alpha bull per pen per animal family. So all cows will have one alpha bull to share. If you put a bison there, it will likely win the alpha contest and it will be impregnating the milk cows, resulting in milk cows with some of the bison genes, or bison calfs with some of the milk cow genes.

Alan-Michael Havens

Agreed, that would be great - I understand why, but it was a bit "hm" when I realized that different dog breeds were different species and couldn't interbreed. That said, it is great to hear nothing is off of the table, and this all sounds great, keeping up the crazy high standard of Vanilla Expanded!

Kobe Riddle

I agree. It also makes it feel very gamey; rather than a simulated system of genes that just exist in the world, you get genes only for specific animals that are meant to be bred by the player.

Kobe Riddle

So, why do the genes have to be the same on each animal? Size, milk yield, wool yield, etc. could be added to many different animals without the subspecies. I understand the desire not to make a million subspecies, but genes don't need subspecies to be there.

Oskar Potocki

Sure, they can be added, but without content that would make them important in some way, it would feel like adding bloat for the sake of bloat. It would also increase performance drain as every new wild animal that appears would need to run the gene calculation. Unless it's worth it for some gameplay reason, I don't see the need to slow down everyone's game by adding genes to everything. Plus, I don't know how the system behaves outside of the animals that we tailor-make it for. I don't know how snakes will work if they get the genes - because current code doesn't transfer the parents info into eggs. I don't know how tiger will work when someone elses modded lion will try to make babies with it. It's a system we designed specifically for ranching animals. We're testing it on ranching animals. We currently have no plans to expand it to other species.

Oskar Potocki

Dogs and cats are one thing I'm considering other than ranching animals, because I too find it weird they can't cross breed. Or can they?

Alison Girard

Cockroaches can birth live young and produce milk that would be interesting for a polluted biome run

Deggial

This is amazing! - I probably shouldn‘t be as exited as I am for those babies. Yet I am. :D - Hooray for the return of the wooly cow! We missed you so much! - A question: Will you touch the slaughtering behavior? I don’t think, age is taken into account currently, when livestock is … harvested. (Beyond the discrimination of young and adult, of course). With the introduction of the stability mechanic, considering age will be very relevant. Maybe flag those animals, that reached the mentioned age related limitations to be slaughtered first and only then select random “surplus” livestock? (I hope, this should keep computational costs at a minimum.)

Arnaud Deltour

Great mod the concepts are great, what will you do about agressive animal (not those made for production) or house animals ? Will you add some new disease for animal about this mecanic (consanguinity ?, specific pest ?). And will you add a new mech for ranching job ? Or new mechanics with predator mobs or anomalies ?

Dom Speziale

What benefit would horses provide genetically since they can’t provide milk or let’s say wool? Would they have genes related to speed for caravanning and genetics related to meat and temperature tolerance ?

Kirboh

Will this add unusual types of milk and meat, like in Vanilla Genetics Expanded?

Jackalope

Comments on adding breeding/genes to other animals: I think it might be interesting to add a much more limited gene set to other animals. For instance, you can domesticate a fox or selectively breed for a more docile (lower wildness or higher trainability) tiger, but being able to breed them for more leather seems too disruptive of balance. And that would probably also make it easier for sub-modders to add their "all breeding traits for the thrumbo in VRE!" mods, if that's something you don't mind.

Saakyra

Oh that looks cool as hell ... it might finally be time to make a Ranching Ideoligion ... Perhaps a "Cowboy era" playthrough ? :D Though .... Am I weird that the one animal I instantly though of to integrate in this system would be Feralisks, for weirder "Goblin tribes" types of playthrough ? As they are not traditionnal farm animals (and they do lay eggs to boot), I don't really expect these to make it in, but maybe some mad man will create an addon to this mod for other more exotic, non-traditionnal-farm animals One can hope :D

Aidan Nicholas

What are the odds that the iberian pigs could be bred for truffle hunting? It seems like it could be a cool side quest to get truffles maybe with some cooking expanded integration.

MiniDeth3

In a rimworld of genetically modded wheat that self processes into flour, can we mutate and cultivate a wool producing animal that makes a combat viable wool?

Oskar Potocki

Shaggy sheep will yield rough wool which is a bit more resistant!

BrenTenkage's Gaming

duuuuuuude awesome. But yeah I'm with the idea of having other packs with similar stuff, like "war animals expanded" for hunting dogs, horses, and wolves, that kind of stuff. Good for medieval or tribal playthroughs to use animals. Yeah this is an awesome thing.

Oskar Potocki

I’d rather not touch it at all. It’s super fragile and breaking it has a risk of damaging saves for people.

Deggial

Hm, that's a shame. (I mean the fragility, not the fact that you're not touching it.) Well, there is still the possibility to manually order a slaughter. Accordingly, would you consider adding a related icon to the animals overview? That would definitely be more convenient than clicking through each and every pasture animal.

Mielga

How will this effect the farm animal hybrids from genetics expanded?

Oskar Potocki

It will not. They will not have any feratypes or animal genes. Entirely separate systems. This mod has nothing to do with animal wings, man-chickens etc. Vanilla Ranching Expanded simply adds minor traits to animals that change their stats. It's unrelated to crazy genetic engineering of Genetics Expanded.

Payton

Could carrying capacity for caravanning be a stat that is affected by genes? Maybe affected by size or vitality? Could make them a more useful gene to consider when breeding, especially if horses are likely to be integrated. Opens doors for other caravanning animals like donkeys, alpacas etc.

Brandon Pollastri

Could something like this work as a pet system as well? Bit like how having a Golden Labrador and a poodle crossed bred together makes a froodel? And instead of milk and wool, you'd have something like socialability and lethality. Which determines how often a pet nuzzles a colonist or how effective it is in combat. Strictly speaking, this would only include the cats and dogs to help limit the field this would extend to. Maybe even the wargs as they share a similar role in this process.

Oskar Potocki

Given enough work, anything is possible, but pet animals are not something we will be exploring anytime soon.

Charles

Would it be possible to put something for milk cows to auto give the milk ? Like a station where they would go and get milked by a machine, maybe as a crossover with your factory mod ? A bit like when chicken go to the egg basket to lay eggs. You coud also have like pipes going to big milk reservoir or something.

Wikipedia!

you know an insectoid themed addon to this would be really cool and i dont know why

Eclipse

How about boomalopes? Maybe they could provide different types of resources after manual selection

Oskar Potocki

Nah that’s not an idea we want to explore. That sounds like a money tree idea from the sims and doesn’t really feel realistic.

Marty Multiverse

This seems like a good starting point for a possible rework of the Vanilla Genetics Expanded mod, and maybe the Feratypes could be used for a supposed "Vanilla Race Expanded - Yttakin"

Zachary Fewins

Im not too worried about the mod not including non-ranching animals, I’m pretty content with how it is, but couldn’t you just give other animals a higher chance of spawning with mutated genes? Then you can have a decent amount of variation without having any subspecies.

Blipperblup

Will this also consider animals like ducks, chickens and even potentially like famous animals people keep like muffalos and boomalopes??

Oskar Potocki

Not birds. Muffalos are bovine which means they can make offspring with cows, bison and so on, so they're already covered. We're not covering boomalopes. They're pretty good as they are, they don't have any other animals they can breed with so we would need to add plenty new boomalope types and I'm not interested in that.

Dom Speziale

I’m just looking forward to a timber wolf-warg crossbreed as a wardog companion…

Alec Morrison

could llamas be a possibility in the future?

Hal Webb

Dogs could be a real interesting add-on. Even beyond the normal attack dogs. For example: Native Americans breed a very specific breed of dog called the Salish Wool Dog specifically for their long Fur as Sheep don't natively exist in America.

Alison Girard

Do you think you would add a kind of ranchable Insectoid of sorts?

mytigio

being able to breed a farm dog that will herd roaming animals back to the pen would be amazing :P

Woar Orchin

This is insane, y'all are absolutely killing it.