RimWorld
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Animals are fun! (Continued)
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Mod, 1.5
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12 mag, ore 14:33
11 ago, ore 19:25
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Animals are fun! (Continued)

Descrizione
About

Spend time and have fun with your pets! This mod lets your pawns play fetch or go for a walk for recreation. Your pawns will gain a little animal skill as well. This mod is a continuation of the Animals are fun mod by Revolus.

The mod was entirely rewritten and currently only supports version 1.5 of RimWorld. If you are running an older version of RimWorld, you can download the original mod this was derived from found here.

This mod contains no dependencies and can be added or removed at any time. If a save file contains a pawn or animal that is assigned a job from this mod, you may see an error when loading the save file. However, the error will automatically correct and will not be displayed on future saves.

Translations are supported for this mod but should be maintained and distributed in their own mod packages. Both DefInjected and Keyed translations are supported.

FAQ
Q: Does this count toward recreation?
A: Yes. It also slowly increases your animal skill as well.

Q: Is this safe to add mid-save?
A: Absolutely!

Q: Is this safe to remove mid-save?
A: Yes! You can try it out and if you no longer want to use it you can remove it. If you have a save file with a pawn playing with a pet, you may see an error when loading the save file. However, the error will automatically correct and will not be displayed on future saves.

Q: What are the experimental settings in the mod settings?
A: These settings will enable new features that are currently in development or being tested. A descriptive tooltip will be displayed by hovering your mouse over each of the settings. As these features are completed, they will be moved into the normal settings.

License
This project and the work it was derived is free software. You can redistribute it and/or modify it under the terms of the GNU Lesser General Public License[github.com].

Source Code
The project's source code can be found on my GitHub resository[github.com].
55 commenti
GingerMagician 20 ago, ore 21:07 
@colossalFossil I have only three types of animals at the moment that i could have seen them play with: Sheep, Alpaca, and a Hare. Iv'e seen them play with all three. For the hare, it works as intended, but the Alpaca and Sheep they will just stay in the pen and the pawn will walk around "playing fetch" or "taking a walk". Although I have not seen them interact with the animals recently. I have a rather extended mod list, and from a really quick look, I have "VE framework Animal Behaviors" and "Animal Logic" are the ones that come to mind that might change things. Thanks again.
ColossalFossil  [autore] 20 ago, ore 10:58 
@Tleno - not currently. At the moment, when a pawn begins to think that they would like to play fetch or walk an animal, they look at a list of animals that are within a 30 tile radius of the pawn. From there, the selection is filtered down based on whether the pet is able to be played with.

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.
Tleno 20 ago, ore 10:10 
I'm curious, are there additional benefits or increased play chances when a pawn and the animal are bonded? That'd be sweet.

Also a bit of a wild guess but Pawnmorpher may match your needs for humanlike animals? It has varied states for mutation levels.
ColossalFossil  [autore] 19 ago, ore 10:48 
@GingerMagician - I'll have to look into this. Do you know what animal in particular (even if it's a modded animal)? The current logic I am using is to see if the nuzzle value is less than zero. However, I may need to also exclude animals with a value of zero. I think anything with less than 0 shows up as zero in the UI, but I haven't checked.

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.
GingerMagician 19 ago, ore 10:31 
I have had a several instances where I had pawns playing with farm animals with no nuzzle interval while the "must be cute" option is checked on in the settings window. Otherwise it seems to work fine. If possible, I think a setting to just allow for playing with animals that are zone-able would be a nice one to have. Love the mod, Thanks
ColossalFossil  [autore] 11 ago, ore 20:13 
A new experimental section in the settings has been added. Currently the following settings are available to preview while I test and tweak them.

* 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.
ColossalFossil  [autore] 11 ago, ore 20:05 
Hi everyone! Unfortunately, I did not have as much time to work on the mod over the past few weeks. However, I just released an update today. It includes a bunch of behind-the-scenes stuff and also includes some new features to try out. All of the logging has been updated to be easier to read. Also, any errors or warnings will appear even when Show Debug Messages is disabled in the settings.

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.
ANIKI 27 lug, ore 2:17 
Very Good Mod. Thank you very much <3
ColossalFossil  [autore] 10 lug, ore 8:01 
Hey everyone, last weekend I was unable to sneak away and work on the project. So, I will be updating the mod this weekend instead. There are a couple of bugs that snuck past me. For example, issues with bounds checking, repeating jobs to quick, and one that I ran into while save scumming, a pet stuck in following mode while the pawn has already moved onto other things. Poor thing fell over due to exhaustion.
the witch 6 lug, ore 13:26 
The corgi had a restricted area, and I think Min-Ho was unrestricted.