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Hey everyone and welcome to a development blog that is not related to Vanilla Factions Expanded - Ultratech in any way!

We're moving towards releasing Vanilla Ranching Expanded pretty soon, and we already have the infographics all finished. They show the depth and breadth of the new content pretty well I think. I'm not sure how well you will be able to see them when I start posting them here in the actual post, so I'm also attaching all of them as images in this post's image gallery.

The biggest part of Vanilla Ranching Expanded are all the new animal genes. They are essentially traits of that specific animal and dictate how the animal behaves, what are the yields on the animal products, how often it becomes ill and so on.

Genes have stability value and your goal will be to aim for 0 stability. Negative stability will cause the animal to live a shorter lifespan, and will also affect how the genes are transferred to offspring.

Animal breeding is the main reason we have done this mod. We have designed extensive systems for transferring genes, regression to the average in case of low stability to naturally eliminate badly optimized specimens, and what I think is most important: sexual dimorphism and different animal baby art.

We have extended the system to all base game bovines while also adding some new ones to make ranching entertaining. You will now be able to have herds of Angus, or a nice little dairy cattle ranch. With Waste Animals Expanded, you can also start your own herd of wastefallos!

Pigs also received some new subspecies - as base game only really offers standard pigs and wild boars. This was a perfect opportunity for us to add Iberian pigs, as well as Durocs and Berkshire!

Sheep are one of my favourite ranch animals but at the same time I'm panicly afraid of them - I was chased by a ram once. Granted I jumped the fence on some ranch deep in the scottish wilderness so maybe I shouldn't have done that.

Merino, Dorper, Dairy and Shaggy sheep are able to crossbreed with standard sheep and each other, allowing for some decent optimization.

Horses! Everyone loves horses. We have added Arabian, Draft and Konik horses, but also extended the crossbreeding to donkeys too. Anything that makes a baby with a donkey will result in the baby being a Mule, which cannot reproduce further.

The system is extended to other base game ranchable animals, but no subspecies for them have been added. Still, through random mutations you will be able to find giant megachickens, very filthy boomalopes or cassowaries that lay extra eggs.

Alpha fighting is something I wanted in to make certain animal groups stand out. Currently, it only applies to bovines, but it's something you have to keep in mind when building your ranch. Alpha is the only animal that can reproduce with the females in that pen.

If you want a more... hand-on experience, you will be able to extract the gametes of your male animals for future inseminations. This will let you ensure you breed the offspring you want, not the offspring the animals want.

And for early tech ranching, we're adding a very helpful dog that will ensure animals don't roam out of their pens if the fence breaks.

Additionally, we're also adding an animal trough that's essentially a shelf with a maximum nutrition stored limit that you can set - so colonists will never deposit more hay in them than you require.

That's it for this mod, as I said we're moving towards a release now, and I aim it at the weekend. In the meantime, we're buried deep in work when it comes to Ultratech faction mod, so there will be some exciting devblogs dropping soon!

See you!

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Comments

Liam O'Donnell

The second I finish reading the Ultratech devblog, this comes out lol.

loldaddy 5676

Can't wait to do eugenics in rimworld. Or meagenics with cats

Introverted Gamer

Finally the return of the wooly cows. I'm so happy :)

Devonian Davenlord

Aw... I really hoped that you guys will also include canine and feline feratypes to combine all fav pets from Animal expanded

Oskar Potocki

I don't see it making much sense for a ranching mod... Maybe in another one in the future?

Saakyra

"Megachicken" sounds so funny to me XD

Mocho

Yay border collies might be my favourite dogs. We had them in my family for a couple generations.

Mace

Is this gonna have interactions with vanilla genetics expanded or will those two be separate systems?

Thor Kongstad

I hope it can work with zoology, it would be cool to see genetic drift in wild populations if multiple feratypes are present.

lunarWITCH

that's a lot of content! i expected it to be a much smaller mod i hope sarg will cook alpha animals compat

Leonineus

No Valais Blacknose? Scandalous!

BrenTenkage's Gaming

hopefully we get chicken breeding, I want to breed Mega Ultra Chicken

Oskar Potocki

Chickens have a feratype which means they can breed and pass on their genes!

Oskar Potocki

But this mod only adds feratypes to a selected few ranchable animals.

Thor Kongstad

so there will not be wild examples of the ferotypes for swans for exemple? sometimes pack animals or farm animals wander in through events and are wild, if they now breed (zoology add breeding for wild animals) with wild types say wild pigs or muffalos.

Mace

Fair enough

CursedLight

I asked if animals could receive some love, and you guys come through. Best version of animals so far, but it raises some questions: - Does the boomalope's chemfuel yield get affected by any of the genes? I notice it doesn't have a "milking" gene present. - I imagine once you start work on domestic animals and combat animals their relevant genes will be added to the pool where applicable with a feratype. Would be neat if loads of animals could develop the ability to nuzzle or fish with enough breeding. Maybe even a bull could get a gizmo to charge something. - Is +2 trainability equivalent or does it stack with sentience catalysts, and should we expect any advanced odyssey training tasks like foraging from all our pigs? If its equivalent, maybe this could be a chance to make sentience catalysts force a positive gene mutation and finally make them generational instead of easily dying off.

MDiddy

Holy moly. I didn’t expect I’d be this excited about this mod but gosh this looks so good! And this weekend too! I hope I can play the heck out of this this weekend!!!

Jason McGinn

I'm confused by "need half as much food and store twice as much nutrition"

SwoogyBoogy

Looks so awesome, I'd love to see this concept expanded to more animals and to other animal types like domestic, combat and exotic animals but as it this is awesome making ranching feel like ranching

Oskar Potocki

Food need goes down at half speed. Tummy can store two meals.

Jason McGinn

Oh that makes sense, I thought it was saying they only need half as much food to get full, thanks for clarifying. o7

Oskar Potocki

If zoology uses the base game animal breeding code then the genes will mix. If it added its own breeding of some kind, it might not do the whole gene mixing correctly. We will see!

Kirboh

Question: Will this mod change how limits to animal pens work? In vanilla, you can put limits on how many, for instance, adult male cows are in a single pen, but the extra cows are slaughtered rather than relocated to a new pen, and your pawns don't recognize the difference between your breeding cow (or in this case, alpha cow) and your sterilized ones. This requires you to babysit your individual pens. Will this change how you organize your farm animals into pens?

AQUALord23

I didn't think we would get egg-laying animals because the egg system didn't work to pass down genes. Did you find a workaround for this or is this thanks to the new 1.7 engine?

Oskar Potocki

Workaround. I’ve said it before, 1.7 doesn’t really change anything in regard to what can be done. Everything was always possible, it just takes varying amounts of time to achieve it - be it work or programming. It was just going to take too long for too little benefit. But then Sarg did it anyway. I’m still not drawing new chicken subspecies though!

Brandon Pollastri

Gonna startup a Megachicken ranch and create a new strain of SUPER chickens. The Rim will not be prepared.

Sandro

Do we have some sort of assigning animals to specific pens then? Or how are we supposed to keep the alphas separate if we want to keep multiple populations of the same animal/ferattpes?

Avice

...musk ox are goats

Oskar Potocki

Belonging to the family bovidae. It made sense for them to crossbreed with the likes of muffalo and stuff

Oskar Potocki

You will be able to allow specific animals (by name) in a specific pen, which helps with management related to breeding and ensuring the correct males remain.

Kirboh

Excellent. Thank you. Cool idea, might be great for a ranching-centered run.

Zachary Fewins

I NEED a companion mod to this for other animals! I need to sate my hunger for a colony that specializes in breeding giant wargs as combat mounts! Also I really appreciate that you extended the base feratypes for other animals. I remember the original plan being that the system would only apply to animals with subspecies.

Oskar Potocki

Who knows maybe you’ll pick up modding because of this desire! That’s how I started!

Charles

Im confused with bacon. When you butcher a pig, is the yield a mix of pork and bacon ? If so, is the bacon just added on top of the normal pork yield ? Or did you reduce the pork yield to balance. Very excited for the mod !