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I've been studying this and it seems they go after stuff, but then come home and rest, and in the process, ignore anything that happens to spawn so close to their last run. I sometimes see back-to-back wolf spawns, so they go out and kill one, then come home and GET killed by the next one. Ugh! It's especially bad if you're low on wolves in the pen. They take turns, but if you only have one, he becomes vulnerable until he's ready again. Meanwhile, here comes another wolf. So you need to be vigilant in the beginning until you have a threshold number to keep it alive.
For the pathfinding, if you are using another mod that adds gates which block the pathfinding of npcs then there isn't much I could do to resolve that
I'm also having troubles with them dying from either starvation or dehydration, and I think it could be the path-finding, or lack thereof, to something they want that is otherwise outside their easy access, like for instance through closed gates or terrain with no accessible path up to it. I saw one wolf walking, as if trying to go somewhere, but stuck in place until it finally died. This isn't nice. Is there a way to prevent this, especially if you have gates you can close and choose to do so to prevent people from wandering all over the place (and usually starve or freeze to death out there)?
A&D uses the pen's action radius to determine how far the workers will go out hunting, while this mod used the pen's action radius to determine how far to send the wolves to new pastures. This caused the workers at the Guard Wolf Pen to be out endlessly hunting. So I've reduced the action radius of the pen to be in-line with the others from A&D, and changed the setting for locating new pastures to use a different value as to retain original functionality.
This does however mean that when clicking on the Guard Wolf pen you'll see the action radius for its workers, and not the wolves. Because of this I went ahead and added an option to use the compatibility mode or not. It is off by default so if you are using both mod's please enable it.
Let me know if you still see any issues, and remember to put this mod below A&D in load order
And as there are no dog models and/or skins, it really is the next best thing, I can imagine floppy ears and call those wold hounds :D
One question, was it somehow impossible to use Pasture as parent class for your building, instead of Sheep_pasture?
However I have an RX580 and at 1440p saw no difference.
As for compatibility with Armed & Dangerous, I see no reason why they wont both work together as they are both doing the same thing the same way the base hunter does it. Enemies that are set to be killed are reserved so only one thing goes to kill them.
And endgame, well that's up to the player now isn't it? If they no longer need to protect their livestock then they can simply let the guard wolves die off and stop using them.
What made you create this mod and for what reason? Role play elements, sandbox tool or just for fun like we had these nasty cats long time ago.