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Immersive Taming

Immersive Taming mod preview for RimWorld

This mod completely overhauls RimWorld's taming system with a much more immersive feeling one.



This mod completely overhauls RimWorld's taming system with a much more immersive feeling one. The goal of this mod is to make taming feel more of an engaging and earned experience.
The mod does this in 2 ways, regular modern colonies have the capture and breed system, much like how we have today. And the tribals have a much more unique approach to it. They become friends with the animals and trust that the animals will be there for them as long as that favor is returned.





The first thing you're going to want to do is get some wood, cloth, some meat, some raw plant food and some leather.

To house captives you'll need a Taming area, a Taming area is just a room with any natural floors or straw matting, can be with or without a roof, the door must be an animal flap. Loading flaps are allowed too (they wont escape don't worry) and the only piece of furniture allowed is the Aroma bin.



The Aroma bin costs 10 of any building material and is how you keep your captive animals in check. You will need to make Baitpacks to refuel the bin to keep the scent in the air or they will attempt to leave. Baitpacks last 3 days in the Aroma bin. Baitpack recipes in pic below :)

Now to catching the animals, there are 3 ways to catch them, the first is a Snare made with 10 leather or cloth, 1 Baitpack and 1 wood and is crafted in the crafting spot as well (comes minified so you can spot-place them for strategy), they are one time use but are quite effective at catching smaller to medium animals.

The snare's strength is scaled to the leather's stats, so a plainleather snare cord is your middle reference, if the leather is better then the animal breaks it slower and if the leather is worse then plainleather it will break sooner.



To catch larger animals you'll need a Weighted Net. These can be thrown at medium animals (or dumb humans) to trap them and haul them home, but nets aren't gonna work on the biggest animals. They cost 50 cloth and 2 steel to make and are 1 time use.



For the largest animals you're going to need a Tranquilizer rifle, these are made by modifying a Bolt-action rifle with 3 components and 5 medicine. These guns are powerful and will knockout any animal for 3 hours (humans for 30 mins, can change in settings). To get larger animals into your taming areas build the area around it or use a hand-cart.

The Cart is your way to bring a large animal back home, built in Misc tab once Animal Behavior has been researched and made with 200 wood and 2 components, you will need a Loading flap which costs 50 cloth, leather or wool(no research required), on one of your taming area walls to utilize the cart. Make sure there is room for the designated area (select Loading flap to see area) and whenever you have an animal in your cart bring it to the designated area and then right-click the Loading flap door and choose to transfer it in and enjoy the cute little tugging of the animal all the way inside for you! :)





Now that you have the ability to house and catch animals your goal is to aquire a mating pair, once you've done this just keep them tended to and eventually your captive's become Compliant. Once you have 2 Compliants of the same species (opposite gender) they will breed and their babies will be tamed, well for the very first stage of youth they hang around momma and are imprinting on the smell of the colony. Any purchased animals come fully tamed giving them some actual value now.

There is one final part to the modern era to tie in the futuristic theme of RimWorld, when you've finished the mods 2 researches you can make a Bio-dominance chip, when installed into a pawn that specific pawn will have vanilla taming back, but only that pawn so give the chip to your best Animal skilled pawn. The chip costs 40 steel, 5 components and 2 advanced components.




This is where we divert completely, tribals and animals in this mod have a relationship of equals. You go out and introduce yourself to the animal and it will become Skeptical of you. Keep on visiting and it will grow interested enough in you to go to where your scent is strongest (Home Area). Keep providing it food and it will eventually allow you to use it's extra wool or even protect any of your animals. This "unlocks" their desire to help out and evolves over time.
This progresses all the way until they are Loved, once you have 2 Loved roaming around your village they will breed and because your village is all the babies know they will be your tribe's Unconditionally Loved (Tames). Also any animals purchased from another factions base or traders stopping by you will get Unconditionally Loved - Acclimating, which means the animal is just not use to you yet so give it 3 days to settle then you can milk or shear them per usual. This whole "Tolerate" system I've coined it has a very familiar color grading system.

Oh and a little advice for tribes, don't lock them up, they won't like it and you won't like what happens :)



I hope you like my little creation here, I tried my best to cover all the ingame dialogue and UI stuff so if you see anything out of place don't hesitate to give me a reeee! :)

Compatible with VE and AA as seen in a pic above :)
Works with all other animal mods (should 🥂)

*** And for all the masochists out there I've added a mod settings toggle to let your raids use nets and tranq bolt-action rifles. Tribals excluded, OFF BY DEFAULT ***

Updated: CE and Compatibility added and corrected Wildmen not being able to be tamed, both modern and tribal were intended to be allowed to tame humans.



Saved Game Rules:
- Safe to add mid-save 💾✔️
- NOT safe to remove mid-save while the mod's content is on the map 💾❌