RimWorld

RimWorld

AnimalHarvestingSpot (Continued)
222 Comments
123caboom Apr 16 @ 12:44am 
I have had an mod in the past, where ready animals lines up at the harvesting spot already, or i just hallucinating, idk.
Anybody got an idea?
The Blind One Mar 16 @ 10:21pm 
I know this isn't officially your mod but since you made a farm mod in the past I think this might be interesting to either add to this mod or make as a personal project based on this one;

The idea is simple; When your handler calls an animal to the spot, they also call a 2nd animal to stand in wait so that the production is sped up and they don't have to call each animal one by one to the spot.

Secondly, an option for hysteresis on the spots when they are placed inside a pen / room. This way your handler doesn't trigger a job until at least a % of the animals in the pen need to be handled. This would prevent a lot of unnecessary handler labor going to waste as they milk one cow then do something else on the map, this way you could make sure they only milk the cows when there is at least a certain amount of them that need to be milked, DRAMATICALLY saving handler labor time.

It would make ranching animals 10x better.
The_abyss Dec 22, 2024 @ 8:07am 
i just remember it being a setting. thanks for responding
The_abyss Dec 22, 2024 @ 8:07am 
so skill issue? got it
Mlie  [author] Dec 22, 2024 @ 7:20am 
@The_abyss You do that by managing the priorities of your pawns
The_abyss Dec 22, 2024 @ 7:16am 
like in the OD it says "no more wool leave behind" but almost all my wool is at the harvesting spot
The_abyss Dec 22, 2024 @ 7:16am 
in that case can i somehow make my pawn haul the milk/wool/corpse to the stockpile right after they harvest it?
Mlie  [author] Dec 21, 2024 @ 10:42pm 
@The_abyss There are no settings
The_abyss Dec 21, 2024 @ 4:11pm 
how do i find the settings of this mod cant find it were its surpost to be
Scytheangel Jun 16, 2024 @ 1:53pm 
Well, definitively it must have been some weird bug with the pathings or somethig cause i cant repeat it even with same mods and map, now for the problem of animals constantly runing away while training the mod animal controls have a section to make animals stay in place when being trained that worked perfectly, adding it to this mod would be perfect
Scytheangel Jun 13, 2024 @ 12:59pm 
Update: staring a new game seems to solve the problem somehow, so il start a full new game on the same map and see what happens
Mlie  [author] Jun 13, 2024 @ 12:48pm 
@Scytheangel The mod has not changed so you will have to find the cause among your other mods. Try the steps described above.
Scytheangel Jun 13, 2024 @ 12:44pm 
having an issue, yesterday the mod worked perfectly and today i noticed the pawns not using the spots anymore
getting this error JobDriver_Train_OnSpot: spot is not found or unreachable
the spot is where always has been and its perfectly reachable, it might had to do with the mod animal control, since i added it yesterday, but even if i remove it the problem persists and i cant think of any other mod thet might affect this one
here is the github log link https://gist.github.com/HugsLibRecordKeeper/0e3a4025d246d3cb91067c407fe12158
Mlie  [author] Feb 4, 2024 @ 6:15am 
@lydocia They seem to have mod-support built-in so perhaps request it on their page?
lydocia Feb 4, 2024 @ 4:36am 
Can we have an invisible / circle recolour cfr. https://steamcommunity.com/sharedfiles/filedetails/?id=2875366181 please?
surefirecure Dec 30, 2023 @ 9:56am 
Thank you. Thank you. Thank you.
Mlie  [author] Apr 4, 2023 @ 11:30am 
@prince.mandor Tried to add that but the roping never happens in my tests. Sorry.
prince.mandor Mar 23, 2023 @ 3:38am 
Is it possible to make pawns rope animals to spot instead of magically summon them from other side of map through dozen walls and doors?
SievertChaser Mar 12, 2023 @ 1:29pm 
The spots just don't seem to show up in the menu for me.
Yinyang107 Feb 26, 2023 @ 2:31pm 
Animals don't seem to walk through doors if called by these, if I put a slaughtering spot behind doors my colonists just go kill the beasties wherever they happen to be instead.
[FR] Edrïn Feb 15, 2023 @ 8:14am 
It's a nice mod. I wish it would also alter the behavior of animals when forming a caravan, so that animals would go to the hitching point instead of having people go all over the place every time…
Rafa Lorenzo Jan 28, 2023 @ 12:37am 
yeah, I'm having that Loop with the super animal mod because they will go and pick up everything.
Mlie  [author] Jan 26, 2023 @ 10:02pm 
@marcusaddamsson Yes, if animals need to do something more important they will run away and do that.
marcusaddamsson Jan 26, 2023 @ 2:59pm 
I keep getting a 'loop' with these things. The animal being 'sheared' or 'trained' or etc needs something, like if it's hungry and moving toward food or sleepy and moving toward bed. A pawn steps up the spot, calls animal... animal comes close enough to let pawn start activity, then starts running away... pawn goes back to spot and calls animal again, animal goes toward pawn/spot then retreats again... eventually the pawn stops using the spot and just follows the animal completely.
Mlie  [author] Jan 24, 2023 @ 1:14pm 
@WarKittyKat Pawns should walk up next to the spot and call the animal, so the setup in the preview should work
WarKittyKat Jan 24, 2023 @ 1:01pm 
What's the range on this? I built a small 3x3 milking barn and what seems to actually be happening is my pawns call my animals over to one spot OUTSIDE the barn, then step outside and milk them. Which makes a bit of an issue when the point was to have the milk not sitting around outside.
Rafa Lorenzo Dec 23, 2022 @ 4:02am 
Is it possible to do so when they call the animal they stay in the spot and wait until the task is done and don't walk around like they do now?
Rainoa Dec 11, 2022 @ 2:23pm 
didnt mean to include that "u" lolz
Rainoa Dec 11, 2022 @ 2:23pm 
that first 1 u linked has a mod option to enable no explosion on slaughter thats good enough for me :3
PDFuego Dec 11, 2022 @ 6:31am 
@Rainoa A few other options for boom animals:

No explosion while slaughtering
https://steamcommunity.com/sharedfiles/filedetails/?id=2572993856

No explosion while anaesthetised
https://steamcommunity.com/sharedfiles/filedetails/?id=1098354593

No explosion at all
https://steamcommunity.com/sharedfiles/filedetails/?id=2277369876
Rainoa Dec 4, 2022 @ 1:48pm 
much <3 for pointing that one out to me =^.^=

makes me kinda wonder if a mod that maybe just disable exploding on slaughter or option to do surgery remove/disable the organ to make them explode on death lolz

im sure is not just random thoughts, most of all if u like to have them attack raiders to lower their numbers >:3 but still like to keep some for breeding but dont want them exploding of old age or something, but i guess that mod will do that trick thanks =^.^=

also thanks for updating it & all the other mods u keep updated <3
Mlie  [author] Dec 4, 2022 @ 12:39pm 
Rainoa Dec 4, 2022 @ 12:01pm 
lol this looks perfect to have a pawn move a boomalop someplace safe before trying to slaughter it haha

only improvement idea i can think of is a device like a bomb cage to have them go into, kill them & carry them to freezer & maybe have to repair the device after each use
Beth Dec 3, 2022 @ 3:27pm 
I can't seem to get the slaughter spot to work when it's indoors - it seems like pawns aren't using them if they're not already accessible to the animals. I don't want it accessible to all pen animals, because part of the reason for using it is so the pigs stop eating animal corpses before a pawn has the chance to fetch them. Is there a way around this? Am I missing something?
Key WiteWolf Nov 30, 2022 @ 8:27pm 
@azrobbins If it is so much faster for your pawns to slaughter the animals the normal way, then... stick with that? I mean, you don't have to use all the spots. You could, for example, use the spots in this mod to make training faster by not chasing animals around, but still use the vanilla method of setting up auto-slaughter rules, since it sounds like your current method is working the most efficiently.

As for your suggestion of a mod where the animal comes to the spot and lies down like waiting for a surgery, I think it's a great idea, but outside the scope of this mod (since this mod just splits up the animal spot uses, but doesn't really change how the mechanics of spots or slaughter work). But, you could always commission a mod for that in the Rimworld discord. Or even just suggest it to people there. Someone might think it's a good idea and make it. I actually think a lot of people would like that sort of mod, I know I would.
VitaKaninen Nov 21, 2022 @ 9:18am 
I have tried that mod as well, but it causes more problems than it solves.

Without the mod, my pawn goes and slaughters 20 animals at a time, and the other pawns/dogs follow them around collecting the corpses.

If I use that mod, it causes 1 pawn to make 20 trips back and forth to the pen to complete all the slaughtering. I only want my psycasters to perform the killing since I have them all equipped with Kill-focused weapons. This means they never need to meditate, and they always have full psycast focus.

The problem is that since the animals lay eggs in batches, I have 20 animals at a time come ready to be slaughtered, so it takes my pawns 2 days to kill all the animals if I use that mod.
Yoann Nov 21, 2022 @ 8:56am 
@azrobbins You don't look for the good mod, try Vanilla Fix: Haul After Slaughter .
Also there is mods to bring back old area system for pen animals.
VitaKaninen Nov 21, 2022 @ 8:48am 
Is there a way to change this mod to work similar to how hospital beds/animal sleeping spots and medical tending works?

I would like to have a butchering spot where the animal comes and lies down in the same way as if you had queued up an operation on them. Then, once they are lying down and waiting, the pawn assigned to slaughtering would come by and kill them, similar to a doctor operating on a patient or euthanizing an animal.

This would save a ton of time by not interrupting the pawn until the animal is ready for them, instead of having the pawn wait for an animal to come to them. My pawns walk about 6-7x as fast as my animals, so it is a huge waste of time to have a pawn wait in the kitchen for a tortoise to walk across the map while a pawn waits for them.

My pawns will starve to death before the animal gets there, as it is now.
Mlie  [author] Nov 20, 2022 @ 10:06pm 
@azrobbins Its not for saving time, its for controlling where it happens. For example having a milking spot in a chilled room to keep all milk from spoiling before someone hauls it away. Or not having to chase free-roaming dogs to start training.
VitaKaninen Nov 20, 2022 @ 3:17pm 
I think I must be missing something... I currently have Tortoises in a very large pen. Since most of the eggs hatch in large batches, and mature at the same time in large batches, it makes sense for all the animals to come to the slaughtering spot to be slaughtered at the same time.

From what I am seeing, the pawns are supposed to go to the slaughtering spot, then call for the animal and wait for them to come to meet them. How does this save time?

If my pawns have to wait all day for a Tortoise to walk to them, then this is a huge waste of time for everyone involved. Without this mod, the pawn goes and slaughters 20 animals at a time while the other pawns go and gather the corpses. This is much more efficient than waiting for the tortoises and come to be slaughtered one at a time.

This would only save time if the animals came to the spot first, and then the pawn came to meet them once they arrived.
Yoann May 26, 2022 @ 5:36am 
An option to make the spots for 'pen animals' work as the caravan hitching spot please?
The handler would ropes all the pen animals who need milking/shearing/to be slaughtered (all same time for the old harvesting animal spot?), do his job then unropes the animals.

As the mod is now, it seems too much "magic" next to others pen animals behaviors.
F1tgal911 May 6, 2022 @ 1:31pm 
@Cirno
I think Animal Controls doesn't work with Pawn Rules btw
Cirno Apr 14, 2022 @ 10:53am 
@Karmapowered Thank you very much!
Karmapowered Apr 14, 2022 @ 8:31am 
@Cirno I think the mod you're looking for is called "Animal Control" by avil :
https://steamcommunity.com/sharedfiles/filedetails/?id=2426119067

In its description :
- (optional) an option to make animals pay attention to the handler, preventing them from running off right in the middle of interaction.
Cirno Feb 18, 2022 @ 4:18pm 
Do you know of any mod that also adds an option for animals to stop moving when being trained or milked/sheared?
I remember seeing it one time, but then never found it again.
running into some problem that a pawn keeps waiting for an animal and when it reaches the spot, it runs back to whatever it was doing, then keeps going back and forth between the pawn and it's task
Svela Jan 30, 2022 @ 12:15pm 
Possibly. The Propane Lakes is a very cold environment, and it's where the Behemoths make their home. Thus, I thought to test it there and didn't test it anywhere else. Any idea why a biome could cause such an odd reaction?
Mlie  [author] Jan 30, 2022 @ 11:57am 
@Svela I had that setup but without the biomes-mod. Perhaps its connected to a specific biome or the location of the spot
Svela Jan 30, 2022 @ 11:20am 
Odd. For reference, my mod list is:

Harmony
Core
Ideology
Royalty
Mod Manager
AnimalHarvestingSpot (Continued)
Vanilla Expanded Framework
Alpha Biomes
Alpha Animals

In that order. Is there a mod among this that could be causing issues? Also, the pen I made is pretty big, but even if the Behemoth is near the harvesting spot the colonist won't even bother to go to the spot and call the Behemoth. They'll just seek it out instead and milk it wherever it happens to be, and no amount of distance from the harvesting spot seems to change that.
Mlie  [author] Jan 30, 2022 @ 10:33am 
@Svela Tested this now and I cannot replicate the issue. Having only this and AA loaded my pawns always calls the behemoths to the spot each time regardless of being forced or by their normal job. I looked at the definitions and its still uses the normal milking-action and the product is irrelevant here as it works for things such as spider-silk and insect-jelly from mods that add that.
So my guess its either a mod-conflict or somehow the layout of the pen.
Svela Jan 30, 2022 @ 5:33am 
I spoke with the Alpha Animals dev and they said that the Vanilla Expanded Framework (which is required for Alpha Animals) has additional code for things that aren't "wool," "milk," or "eggs." Technically, the Behemoths produce "blue" milk, but maybe because it's not "basic" milk it therefore has different code that isn't always registered properly by the milking spot. However, because it is sometimes registered by the milking spot then there is clearly some compatibility present, just not 100% compatibility.

Regardless, it get's really frustrating when my behemoths are on the other side of my animal pen and my pawns not only have to walk all the way over to it in below freezing weather, but they leave the milk outside to decompose until one of them happens to come over to haul it. A fix would provide me ease of mind knowing that my colonists won't just leave valuable food outside to decompose for no reason. Please and thanks.