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[kyzy] Bio Ranch

Положительные голоса99%242 голосов игроков
Подписчики13,1 тыс.13 083 в Steam Workshop
Размер файла8,45 МБЗагрузка через Steam
Обновление автора21 сент. 2026 г.Дата обновления материала
[kyzy] Bio Ranch

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О материале

«[kyzy] Bio Ranch» — материал мастерской RimWorld. Моды для колонии: новые возможности, предметы и удобство игры. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.

Описание автора

Tired of fencing off huge pastures for livestock, only to end up with a bloated colony, wandering animals, and half the herd freezing to death the moment winter arrives?

Want to raise rare and exotic animals aboard the Gravship, but constantly struggle with limited interior space and disappointing production output?

Now, proudly introducing BioRanch. It compresses an entire sprawling pasture into a sealed 2×2 / 3×3 chamber — just provide nutrition and maintain power, and you can raise flocks and herds of chickens, cows, sheep, and more within a tiny footprint. Over time, the ranch steadily produces meat, leather, milk, eggs, wool, and other resources, easily meeting the needs of your whole colony.

Let your colony leave behind the old pastoral lifestyle and fully step into the age of futuristic husbandry.


Building Overview

This mod adds three types of “BioRanch” buildings. You can place multiple species of animals inside a BioRanch, maintain their biological state by consuming nutrition, and continuously harvest meat, leather, milk, eggs, wool, or other renewable products after each production cycle.

Inspiration

This mod was inspired by the FriendTasty mod developed by HigashiDDD.

https://steamcommunity.com/sharedfiles/filedetails/?id=3219217653

I really like that mod, but unfortunately I felt that it did not fully fit the current Gravship and space-base style of gameplay. So, based on that idea, I carried out extensive secondary development and redesign, eventually shaping it into the current form of BioRanch.

Core Features

Mixed-Species Ranching: A single ranch works like a miniature Noah's Ark. It can contain multiple different animal species at the same time, so you do not need to build separate pens for each species or worry too much about their individual habits.

Capacity Based on Body Size: Smaller animals consume less capacity, while larger animals take up more. Humanoid creatures occupy roughly 3 times as much capacity at the same body size due to their more complex physiology and management requirements. A single large BioRanch can hold 90 chickens, or 45 sheep, or 15 cow — more than enough to satisfy the needs of an entire colony.

Freely Switch Between Two Production Modes: Each animal can freely switch between Plan A: Slaughter-Type Production — meat / leather / organs — and Plan B: Continuous Harvest Production — eggs / milk / wool / secretions / modded extended resources. Accumulated progress is always preserved. Players can choose between resource efficiency and risk according to the colony's current needs.

Prisoner Placement Supported: When necessary, BioRanches can also hold colony prisoners and allow them to produce resources.

Dynamic Power and Nutrition: BioRanches store nutrition and use it to feed the creatures inside. Power consumption scales dynamically with the number and capacity usage of contained animals. Nutrition reserves are visible, can be manually refilled, and can also be connected to pipelines for automatic resupply.

Temperature System: Animals inside the ranch continuously generate heat, and they also interact with the surrounding environmental temperature. Under extreme temperatures, contained creatures may suffer from hypothermia, heatstroke, frostbite, burns, and other conditions.

Creature Extraction Options: All BioRanches provide a gentle creature extraction option using safe 8-hour anesthesia, allowing you to remove creatures without severely injuring them. Anesthetized transfer between ranches is also supported, and production progress is preserved. Of course, in emergencies, you may choose to immediately eject the creature instead — at the cost of leaving it badly wounded.

Complete Safety System: Health-based emergency ejection, automatic evacuation when the building is destroyed, and starvation-triggered escape safeguards ensure that animals will not silently die inside the chamber.

Other Features

[]Animal-Side “Send to Ranch” Button: Select a tamed animal and directly choose a target ranch. Colonists will automatically carry it there, removing the need for tedious manual assignment. []Injury Treatment and Health-Based Output: Injured animals consume additional nutrition for treatment, while their production output is reduced according to their remaining health. []Direct Trading from Inside Buildings: Animals inside a ranch can be sold directly to orbital traders or caravans without being extracted first. []Reinstallable and Movable: All ranches are minifiable buildings. They can be uninstalled, moved, and reinstalled as a whole. Any contained animals will automatically be safely ejected.

  • Nutrition Pipeline: Supports automatic nutrient paste resupply through the pipe network system from Vanilla Nutrient Paste Expanded.

Settings Menu

The mod provides a fairly comprehensive set of configuration options, allowing players to adjust difficulty, efficiency, and automation according to their preferred playstyle.


Known Issues and Notes

Some modded creatures may have incomplete production support. This is usually caused by different implementation methods, product classifications, or special production systems used by the corresponding mods. If you encounter a special modded creature output that does not work inside a BioRanch building, feel free to leave a comment, and I will try to add a patch to support it.

Compatible Mods

Biotech DLC — optional, not required: When the Biotech DLC is detected, an additional hemogen pack output is added to the continuous production options for humans. At the same time, the prerequisite research for BioRanch / Large BioRanch will switch from Ecological Engineering to Growth Vats.

Vanilla Nutrient Paste Expanded (VNPE) — optional: When Vanilla Nutrient Paste Expanded is also loaded, ranches can connect to the nutrient paste pipe network and automatically draw nutrient paste from the pipes to replenish their nutrition reserves. The panel will display pipe status: Connected / No available nutrient paste / Nutrition storage full / Error.

Animal Mods: BioRanch Mod needs to be loaded after the compatible animal-type mods to ensure the patch works correctly.

Custom production resources can be added to any race through DefModExtension. The jelly production for vanilla BaseInsects is implemented through a built-in patch. If needed, you can check this mod's patch XML files for reference.

Supported Animal Mods: Mugirl Race, Alpha Animals, Vanilla Genetics Expanded Mod, Thrumbo Extension, RoyalThrumbos, "the forbidden mod", Milira race, YokaiVillage Mod, Dark Ages Beast and Monsters

Supported Languages

Currently supports Simplified Chinese and English. Japanese, Korean, French, Spanish, German, and Russian translated by AI.

Credit

Many thanks to 장애물 for pointing out and even providing fix plans for the bugs in this mod.

All right — let's get aboard and begin a legendary sci-fi ranching life!

Оригинал в Steam Workshop

Как установить и запустить

Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.

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