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I'll to do some testing, but I see two potential options here. The 1st is that I filter the list of animals within a 30 tile radius and then evaluate animals that are bonded to that pawn first. The 2nd option would be to do the same, but have a slightly higher tile radius for bonded animals and keep the 30 tile radius to non-bonded animals. Obviously, you don't want to seek out a pet that is on the other side of a 300+ tile map.
I'll give pawnmorpher a try. I was planning on whipping up some animals via XML for testing locally, but if another mod can be a tool to do so, I'll try it out. Thanks for pointing it out.
Also a bit of a wild guess but Pawnmorpher may match your needs for humanlike animals? It has varied states for mutation levels.
I'm think I will add a "Allow Non-Zonable animals" checkbox and have it unchecked by default. That way your pawns won't play with the livestock.
That makes me wonder... maybe I should add another checkbox for "Children try to play with wild animals" and do a simple check to see if the wild animal will want to play. That may add for an interesting mechanic of needing to pay attention to the little ones. Especially, if it's a predator that does not want to play.
* Allow human like - This will allow pets that are considered human like. I need to find a mod that adds human like animals to test. To my surprise, Monster Girls are not considered human like.
* Allow exotic pets - This allows non-normal flesh-based animals such as insectoids, mechanoids and flesh beasts that are tamable either in vanilla or other mods. I have only tested this with Spelopedes so far.
* Allow cross faction - interact with pets that do not belong to your own faction
* Allow non-colonist - allows visiting pawns to play with your pets. Testing with hospitality. This doesn't work yet with roaming merchants.
A few bug fixes have been addressed in this update. Before the pawn or animal tries to move to an area, a check is now done to see if that location is reachable. This should hopefully address the issues with zones. Also, I have forced the pet's job to automatically end to the maximum length of the job. This should prevent a pet stuck in follow mode while save scumming or other odd time travel scenarios. Finally, the config settings will properly save.
A new button has been added to the bottom of the config settings to reset the settings back to the defaults.