RimWorld

RimWorld

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[1.0] Advanced Animal Frameworks 3.3
 
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Mod, 1.0
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0.265 MB
Mar 20 @ 10:36am
Nov 27 @ 11:55am
6 Change Notes ( view )

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[1.0] Advanced Animal Frameworks 3.3

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In 1 collection by WalkingProblem
Complete WalkingProblem Mods Collection
18 items
Description
This is the core framework that allows animals to carry weapons, do various work and for special autonomous animal-like vehicles. Does not add content on its own. It will power all the Walking Problem "animal mods" like Minions, Smurfs, RimSlaves, Trading Economy, etc in time to come.

This framework is also created to allow other modders to tap on the work that I have done, so that they need not reinvent the wheel.

Special Credit to Chjees for his GenericWorkGiver codes that powers most of the Animal Work Framework work abilities (that is part of this Advanced Animal Frameworks).

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FORUM LINK:
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1336991209
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/1-0-advanced-animal-frameworks-3-3/



OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER’S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem
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31 Comments
Trippy Dec 3 @ 5:26pm 
Any tips on load order if I'm using all the Giddyup mods? After them, before them? Or relative to any other mods other than Core?
WalkingProblem  [author] Dec 2 @ 11:18am 
@VirtualGaming - Its the framework. Because there are sowing codes; and seedsplease probably modified the sowing codes - thus there is mod conflict.
VirtualGaming Dec 1 @ 9:11pm 
hay dont know if it is this mod or the Trading economy mod but it is causing SeedsPlease mod to not using the seeds when planting seeds.
Tarsis Nov 28 @ 6:15am 
<3 Thanks again!
WalkingProblem  [author] Nov 28 @ 1:50am 
Hi Peeps, the AFF is updated to 3.3; and it fixed the errors with Minions mod.

So should have no more bugging errors
WalkingProblem  [author] Nov 23 @ 9:30am 
@Tarsis - thanks!

@Jmattspartacus - Yeah, its probably something I missed in my update from B18 to 1.0. Will check the codes again.
Jmattspartacus Nov 21 @ 11:48pm 
I was using the minions mod earlier and noticed that items built that had quality were dissapearing (chairs, tables, etc) I don't have a log myself right now, but this was the log posted by one other person there. https://pastebin.com/67fu3p1i
I think that for some reason there isn't being a quality assigned to the builds being done by the minions, so it's throwing a null exception and deleting the building on being finished. I am posting this here because the workgiver is contained in this mod rather than the minions mod.
Tarsis Nov 18 @ 7:19am 
It is super to see you are finding time in your busy life to update. Thank you!

Someday I will be back to having my gorilla pawns biting the legs off of my power armored human pawns from lack of recreation again! For now, I will swarm them with minions....
WalkingProblem  [author] Nov 15 @ 10:27am 
Updated to 3.1

Added ability to remove weapons from animals
WalkingProblem  [author] Sep 27 @ 5:50am 
@Sg33p - Yes soon.

I actually updated internally; but I am unable to test it without updating other mods. So until I update my other mods, I cant be sure if my updates for this mod works.

So be patient! (life is busy)