RimWorld

RimWorld

SnuffSaid Jul 24, 2022 @ 4:34am
How To Transfer An Animal Bond?
For some bizarre reason, a random pawn, not assigned to handling, immediately bonded to a dog on day 1. His dedicated handler and master has been with him for over a week and the bond still hasn't replaced, and the original random is still upset he isn't the master of his bonded animal. Does this just never go away? If so it's a pretty stupid oversight.
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Showing 1-15 of 21 comments
whatamidoing Jul 24, 2022 @ 4:41am 
It's a bond. A relationship. You can't transfer that.
glass zebra Jul 24, 2022 @ 4:49am 
Best thing you can do is to just change the master. That way the bonded person will be happy with pretty much no downside for you. Being the master and being an animal handler doesn't really have much interaction (apart from a possible boost). You do not need to set a master for training the animal or anything like that.
SnuffSaid Jul 24, 2022 @ 4:54am 
Originally posted by whatamidoing:
It's a bond. A relationship. You can't transfer that.

A bond that developed within a single day, unprompted, by the pawn walking near the dog, despite the fact it was then immediately scooped up for the following week by it's dedicated master and handler? It absolutely should be transferable, or rather should never have happened in the first place. Bonds don't form with anything in hours. They also fade when neglected, and new ones replace them.
Last edited by SnuffSaid; Jul 24, 2022 @ 4:59am
SnuffSaid Jul 24, 2022 @ 4:56am 
Originally posted by glass zebra:
Best thing you can do is to just change the master. That way the bonded person will be happy with pretty much no downside for you. Being the master and being an animal handler doesn't really have much interaction (apart from a possible boost). You do not need to set a master for training the animal or anything like that.

If that's the best thing I can do, it's pretty ridiculous. I guess I'll have to find a mod or use console commands, as much as I hate "cheating", but this is a really daft design oversight.
glass zebra Jul 24, 2022 @ 5:02am 
Bounds shouldn't form by somebody just walking past an animal while not being the handler. Either there was some kind of interaction between the two or the bound logic check of "being near master" should not have fired for that pawn. So either there is more to it or it's a mod issue/vanilla bug.
Last edited by glass zebra; Jul 24, 2022 @ 5:03am
whatamidoing Jul 24, 2022 @ 5:07am 
Starting pets can start bonded.
Jigain Jul 24, 2022 @ 5:09am 
AFAIK, animals have a chance of bonding when taming or training, when tending wounds, and when nuzzling. The last one is probably what happened in this case.
Last edited by Jigain; Jul 24, 2022 @ 5:09am
SnuffSaid Jul 24, 2022 @ 5:11am 
Originally posted by glass zebra:
Bounds shouldn't form by somebody just walking past an animal while not being the handler. Either there was some kind of interaction between the two or the bound logic check of "being near master" should not have fired for that pawn. So either there is more to it or it's a mod issue/vanilla bug.

I'm guessing how it happened, all I know is within the first day the pawn got the "not master of bonded animal" mood debuff, I assume the dog "nuzzled" him as soon as they landed, but this bond should not have formed at all when the pawn wasn't assigned to handling and somebody else, immediately, was. They should have to spend a lot of time with eachother for this kind of (apparently) unbreakable bond to form.
glass zebra Jul 24, 2022 @ 5:15am 
Vanilla Rimworld doesn't really have long term checks for stuff to happen. It's all simple dice rolls (usually mtb) to not cause a messy mesh. People can get together after having talked for 5 minutes on that one party too. Afaik Ideology is the first to digress from this design.
whatamidoing Jul 24, 2022 @ 5:16am 
Originally posted by SnuffSaid:
Originally posted by glass zebra:
Bounds shouldn't form by somebody just walking past an animal while not being the handler. Either there was some kind of interaction between the two or the bound logic check of "being near master" should not have fired for that pawn. So either there is more to it or it's a mod issue/vanilla bug.

I'm guessing how it happened, all I know is within the first day the pawn got the "not master of bonded animal" mood debuff, I assume the dog "nuzzled" him as soon as they landed, but this bond should not have formed at all when the pawn wasn't assigned to handling and somebody else, immediately, was. They should have to spend a lot of time with eachother for this kind of (apparently) unbreakable bond to form.
Sounds like they started bonded, then. What's so odd about a guy crashlanding with his dog?
SnuffSaid Jul 24, 2022 @ 5:19am 
Originally posted by whatamidoing:
Originally posted by SnuffSaid:

I'm guessing how it happened, all I know is within the first day the pawn got the "not master of bonded animal" mood debuff, I assume the dog "nuzzled" him as soon as they landed, but this bond should not have formed at all when the pawn wasn't assigned to handling and somebody else, immediately, was. They should have to spend a lot of time with eachother for this kind of (apparently) unbreakable bond to form.
Sounds like they started bonded, then. What's so odd about a guy crashlanding with his dog?

This isn't what happened, because the mood debuff wasn't there immediately after job assignment. As above, they got the bond from a single nuzzle, which absolutely IS odd, and silly.

No idea why people feel the need to defend developer mistakes.
SnuffSaid Jul 24, 2022 @ 5:21am 
Originally posted by glass zebra:
Vanilla Rimworld doesn't really have long term checks for stuff to happen. It's all simple dice rolls (usually mtb) to not cause a messy mesh. People can get together after having talked for 5 minutes on that one party too. Afaik Ideology is the first to digress from this design.

I could live with that, what's bothering me about this is it appears to be permanent. There should be a periodic dice roll for when that bond can end or a bond can start with somebody else, just like there is for human relationships. It makes no sense this pawn and the dog should be bonded for life after spending a few hours around eachother.
Last edited by SnuffSaid; Jul 24, 2022 @ 5:24am
Jigain Jul 24, 2022 @ 5:24am 
Originally posted by SnuffSaid:
As above, they got the bond from a single nuzzle, which absolutely IS odd, and silly.
It's not odd. It's rare, but not odd. It's exactly how the mechanic works - on a nuzzle, tame, train or tend, there is a small chance the pawn and the pet bonds. It's perfectly reasonable.
SnuffSaid Jul 24, 2022 @ 5:26am 
Originally posted by Jigain:
Originally posted by SnuffSaid:
As above, they got the bond from a single nuzzle, which absolutely IS odd, and silly.
It's not odd. It's rare, but not odd. It's exactly how the mechanic works - on a nuzzle, tame, train or tend, there is a small chance the pawn and the pet bonds. It's perfectly reasonable.

"Perfectly reasonable" - An unbreakable bond, for life, from a single interaction. What a load of utter bollocks. Oh yeah and it also causes a -3 mood debuff not being this animals master, similar to the trauma of seeing a corpse. Sure, all very reasonable.
whatamidoing Jul 24, 2022 @ 5:26am 
The wiki could just be wrong again, but it does say
For starting animals, the % to start bonded with an owner appears to be related to the innate wildness (i.e. horses and camels will start bonded more often than cobras or wargs). Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded.
Would bust out a decompiler and give it a check, but I'd have to get that all set up for my new system and that could be a pain.
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Date Posted: Jul 24, 2022 @ 4:34am
Posts: 21