Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Good thing too because this mod is dead!
https://gist.github.com/tianshucat/84987f90b36185acdd134b696bb3f284
Exception in RimWorld.ThinkNode_ConditionalColonist TryIssueJobPackage: System.ArgumentNullException: Value cannot be null.
Parameter name: type
...
I have an extensive modlist, so I haven't been able to isolate any conflicts.
Here is a link to the full logs if it helps:
https://gist.github.com/aab22b51c2d931d884b73ba7fece12f7
When I try to deconstruct fallen ship parts, I get two commands in different languages.
@然而并没有这个人 - can you drop the link to "Awesome Inventory"? I dont think its compatible anyway.
Maybe there is a compatibility issue?
@Regularity - Havent. But the number of subscribers make a difference later.
@Kal - dual wield. possible. Because animals can equip weapons via this mod; but probably not 2 weapons thus creating a conflict.
@Azarae - Something is conflicting the mod i think; i just started a new game (and loading my own games which I do my testing) - none of them have issue with the animal tab.
Unsure if it's just me or not, but that makes this mod next to unusable.
I will also create rimworld related youtube content - probably a lot to do with the mods I created on my walkingproblem studio youtube channel. (please subscribe here: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw )
Subscriber Targets
~ 100 to allow me to have a custom youtube channel ID
~ 1000 to allow me to monetise the youtube channel.
My aim is 1000 subscribers, so that my content will allow me to earn advertising dollars - which in term will allow me to spend more time on modding.This is actually the best thing to help me help you get more of my mods updated and created!
@romulusj - LOL~ Yes they do. LOL
Soon I will add an update (not sure when) which allow you to decide which "work" the animal is allowed to do.
Hello there,does animals need draft in AAF?
My humanlike animals can manually attack the enemy in VEF before, but after adding AAF, I was told to first need draft. I am curious, is AAF conflict VEF MVCF? Thank you for making this great mod.
Appreciate all the work and time you put into this.
Now updated to support Rimworld 1.3.
ChangeLog:
- Updated to RW1.3
- Now animals can drop weapons via their gear tab
- Now you can managed animals via the animal tab (pick up weapons? range weapon? melee weapons? auto pick up better weapons?)
- Added long range artillery AI
- Some heavy redoing of the changes from the previous version because RW1.3 broke it
Upcoming AAF supported mods from WalkingProblem to be launched for RW1.3 within days:
- Minions Mod
- SmurfeRims (Smurf Mod)
- Starship Troopers Arachnids Mod
- Rabbids Mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1336991209
FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem
changelog:
- fixed bug that causes hunt and tame button to disappear
- added the ability to ask animals using the framework to decide whether to use weapons, use range weapons only, melee weapons only, and upgrade their weapons whenever that see one
- the above can be found in the animal tab
- added limitations on colonist animals to only pick up weapons that are not forbidden
- added additional functionality to allow animal to only use range weapons
- maybe something to do with the arachnid mod... forgotten
planned future features:
- to all work jobs into the animal tab, so that you can decide what work the animals can do, rather than they try to do everything they can like what they do now
And fuck.. 1.3 is here in 2 weeks.
Will upload the update later today.
So its a matter of "play it at your own risk" for my mods that needed this framework unfortunately.
Will fix it eventually.