.NET Framework: v4.7.2 -> v2.0
(In Visual Studio, Solution Explorer, ZoologicalOrbitalTraders (project) (right click) -> Properties. Application, Target framework: ".NET FrameWork 2.0")



ZoologicalOrbitalTraders.cs:
no changes



ZoologicalOrbitalTradersSettings.cs:
location:
. namespace ZoologicalOrbitalTraders {
.     public void DoWindowContents (Rect canvas) {
.         if (showDebugSettings) {  // (was Prefs.DevMode)
.             if (Widgets.ButtonText(buttonSpawnAllAnimals, "Tool: Spawn all animals")) {
.                 if (Find.CurrentMap != null) {
change:
  from:
    DebugTools.curTool = new DebugTool("Spawn all animals", ZoologicalObritalTradersTools.SpawnAllAnimals);
  to: 
    DebugTools.curTool = ZoologicalObritalTradersTools.debugTool_SpawnAllAnimals;//new DebugTool("Spawn all animals", ZoologicalObritalTradersTools.SpawnAllAnimals);



ZoologicalOrbitalTradersTools.cs:
location:
. namespace ZoologicalOrbitalTraders {
.     public static class ZoologicalObritalTradersTools {  // TODO on ZoologicalTraderCaravans-side if mod.exists(ZoologicalOrbitalTraders) then disable Tools on their side.
.         public static void SpawnAllAnimals() {
. (One line up from there)
change:
  from:
    [DebugAction("Spawning", "Spawn all animals", actionType = DebugActionType.ToolMap, allowedGameStates=AllowedGameStates.PlayingOnMap)]  // v1.1
  to:
    public static DebugTool debugTool_SpawnAllAnimals = new DebugTool("Spawn all animals", SpawnAllAnimals);  // v1.0
    //[DebugAction("Spawning", "Spawn all animals", actionType = DebugActionType.ToolMap, allowedGameStates=AllowedGameStates.PlayingOnMap)]  // v1.1

location:
. namespace ZoologicalOrbitalTraders {
.     public static class ZoologicalObritalTradersTools {  // TODO on ZoologicalTraderCaravans-side if mod.exists(ZoologicalOrbitalTraders) then disable Tools on their side.
.         public static void TameAllAnimals() {
. (One line up from there)
change:
  from:
    [DebugAction("Pawns", "Tame all animals", allowedGameStates = AllowedGameStates.PlayingOnMap)]  //v1.1
  to:
    public static DebugTool debugTool_TameAllAnimals = new DebugTool("Tame all animals", TameAllAnimals);  //v1.0
    //[DebugAction("Pawns", "Tame all animals", allowedGameStates = AllowedGameStates.PlayingOnMap)]  //v1.1

location:
. namespace ZoologicalOrbitalTraders {
.     public static class ZoologicalObritalTradersTools {  // TODO on ZoologicalTraderCaravans-side if mod.exists(ZoologicalOrbitalTraders) then disable Tools on their side.
.         public static void SpawnAllAnimals(Map map, IntVec3 loc) {  // WARNING: I DON'T RETURN ANYTHING, NO ERRORS, NO SUCCESSVALUE, NO DATA!
.             if (map != null) {
.                 foreach (PawnKindDef pawnKind in DefDatabase<PawnKindDef>.AllDefs) {
.                     try {
.                         if (pawnKind.race != ThingDefOf.Human) {  // No humans, as humans have factions and hostility and stuff... [ ... ]
.                             Faction faction = FactionUtility.DefaultFactionFrom(pawnKind.defaultFactionType);
add:
  bool isFriendly = false;
  if (faction == null) {
      isFriendly = true;
  } else {
      isFriendly = faction.RelationKindWith(Faction.OfPlayer) != FactionRelationKind.Hostile;
  }
change:
  from:
    if (faction.AllyOrNeutralTo(Faction.OfPlayer)) {
  to:
    if (isFriendly) { //.AllyOrNeutralTo(Faction.OfPlayer)) {

location:
. namespace ZoologicalOrbitalTraders {
.     public static class ZoologicalObritalTradersTools {  // TODO on ZoologicalTraderCaravans-side if mod.exists(ZoologicalOrbitalTraders) then disable Tools on their side.
.         public static void SpawnAllAnimals(Map map, IntVec3 loc) {  // WARNING: I DON'T RETURN ANYTHING, NO ERRORS, NO SUCCESSVALUE, NO DATA!
.             if (map != null) {
.                 foreach (PawnKindDef pawnKind in DefDatabase<PawnKindDef>.AllDefs) {
.                     try {
.                         if (pawnKind.race != ThingDefOf.Human) {  // No humans, as humans have factions and hostility and stuff... [ ... ]
.                             if (isFriendly) { //.AllyOrNeutralTo(Faction.OfPlayer)) {
.                                 if (pawnKind.RaceProps.hasGenders) {  // If has genders
.                                     for (int g = 1; g < Enum.GetNames(typeof(Gender)).Length; ++g) {  // Get the amount of genders [ ... ]
change:
  from:
    Pawn spawnedPawn = (Pawn) GenSpawn.Spawn(pawn, loc, map, wipeMode: WipeMode.VanishOrMoveAside);  // Thing thing SHOULD just be pawn, but now on world. SHOULD be safe to use as (Pawn).
  to:
    Pawn spawnedPawn = (Pawn) GenSpawn.Spawn(pawn, loc, map, wipeMode: WipeMode.Vanish);//.VanishOrMoveAside);  // Thing thing SHOULD just be pawn, but now on world. SHOULD be safe to use as (Pawn).

location:
. namespace ZoologicalOrbitalTraders {
.     public static class ZoologicalObritalTradersTools {  // TODO on ZoologicalTraderCaravans-side if mod.exists(ZoologicalOrbitalTraders) then disable Tools on their side.
.         public static void SpawnAllAnimals(Map map, IntVec3 loc) {  // WARNING: I DON'T RETURN ANYTHING, NO ERRORS, NO SUCCESSVALUE, NO DATA!
.             if (map != null) {
.                 foreach (PawnKindDef pawnKind in DefDatabase<PawnKindDef>.AllDefs) {
.                     try {
.                         if (pawnKind.race != ThingDefOf.Human) {  // No humans, as humans have factions and hostility and stuff... [ ... ]
.                             if (isFriendly) { //.AllyOrNeutralTo(Faction.OfPlayer)) {
.                                 } else {  // Non-gender
change:
  from:
    Pawn spawnedPawn = (Pawn) GenSpawn.Spawn(pawn, loc, map, wipeMode: WipeMode.VanishOrMoveAside);
  to:
    Pawn spawnedPawn = (Pawn) GenSpawn.Spawn(pawn, loc, map, wipeMode: WipeMode.Vanish);//.VanishOrMoveAside);

location:
. namespace ZoologicalOrbitalTraders {
.     public static class ZoologicalObritalTradersTools {  // TODO on ZoologicalTraderCaravans-side if mod.exists(ZoologicalOrbitalTraders) then disable Tools on their side.
.         public static void TameAllAnimals(Map map, Pawn tamer) {
.         }
add:
  // A dead remnant from me trying to figure out how DebugTools work in v1.0, or more specifically how adding them to the big list works. (Result: I'm not adding them to the big list, and they are only accessible from mod-settings.)
  /*public static void AddTools() {
      IEnumerable<Dialog_DebugActionsMenu> debugActionsMenus = null;
      string temp = "";
      DebugMenuOption debugSpawnAllAnimals = new DebugMenuOption("Spawn all animals", DebugMenuOptionMode.Tool, SpawnAllAnimals);
      DebugMenuOption debugTameAllAnimals = new DebugMenuOption("Tame all animals", DebugMenuOptionMode.Action, TameAllAnimals);
      List<DebugMenuOption> debugTools = new List<DebugMenuOption> { debugSpawnAllAnimals, debugTameAllAnimals };
      //IEnumerable<DebugMenuOption> options = IEnumerable<DebugMenuOption>(debugSpawnAllAnimals, debugSpawnAllAnimals);
      Dialog_DebugOptionListLister debugToolsMenu = new Dialog_DebugOptionListLister(debugTools);
      //debugToolsMenu.WindowOnGUI();
      if (Find.WindowStack != null) {
          Log.Message("Find.WindowStack != null");
          debugActionsMenus = Find.WindowStack.Windows.OfType<Dialog_DebugActionsMenu>();
          Log.Message("grabbing of Dialog_DebugActionsMenu successfull!");
      }
      if (debugActionsMenus != null) {
          foreach (Dialog_DebugActionsMenu debugActionsMenu in debugActionsMenus) {
              temp += debugActionsMenu.ToString() + ", ";
          }
          Log.Message(debugActionsMenus.ToString());
          Log.Message(temp);
      } else {
          Log.Message("debugActionMenus = null?");
      }
      //debugActionsMenus
  }*/