RimWorld

RimWorld

Yayo's Animation (Continued)
622 Comments
2941026574 Jun 20 @ 3:50pm 
1.6
PoundItSenpai Jun 20 @ 3:00pm 
update it 1.6 big dawg
Papito Jun 20 @ 1:54am 
Great news! Thank you for your service
Soky  [author] Jun 18 @ 1:50pm 
Update is planned, but I'm currently busy with other mods. Right now helping out with Vanilla Expanded mods, once those are done I'll be looking at my own mods.

I may finally finish making the rework/sequel, but depending on how big it will I could end up delaying it and just updating this version as well.
Papito Jun 18 @ 12:58pm 
Will this get updated
@AzoorFox
Evil russian monster
anantasak5g Jun 18 @ 3:38am 
1.6?
williamb1995 Jun 16 @ 4:45am 
1.6?
AzoorFox Jun 15 @ 1:18pm 
UPDATE WHEN???????????????????
Takei - The Sicario 🌏 Jun 14 @ 11:06am 
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 2A186F8E]
at AM.GameComp.GameComponentTick () [0x0008f] in <e67c3f8e8f4e403b9022add30f150d4b>:0
at Verse.GameComponentUtility.GameComponentTick () [0x0001a] in <630e2863bc9a4a3493f2eff01e3a9556>:0
- POSTFIX com.yayo.yayoAni: Void YayoAnimation.HarmonyPatches.GameComponentUtilityPatch+DoTicking:Postfix()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

I got this issue. Wondering if this Yayo Animation working with custom pawn framework? Like (Moe / Milira, etc)
Katieclysm Jun 13 @ 11:23pm 
@Tybo yep. Sadly, Yayo's Anim is getting buggier and buggier over time.
turkler Jun 12 @ 5:27pm 
I'm making a mod that adds a new job where two pawns interact. How would I go about applying an existing animation to those jobs?
Tybo Jun 4 @ 1:14pm 
I've been getting a bug going on multiple playthroughs where pawns will keep their weapons out even when undrafted.. Anyone else getting this?
GravitWry May 30 @ 10:24am 
@GeekyRaptorStudios, it specifically says that Melee Animation is compatible with Yayo's Animation under the 'Compatible Mods' section over at Melee Animation's workshop page, not the other way around.
GeekyRaptorStudios May 24 @ 1:41pm 
Hi does this work with the melee animation mod?
Head May 20 @ 8:00am 
Great mod!
Goldilox May 20 @ 4:21am 
Also, can you change it so I can toggle specific work animations on and off? Or at the least, form them into groups (crafting animations, manipulating animations, etc.) and let me turn specific groups off
Goldilox May 20 @ 4:14am 
Hi, I wanted to adjust the walking animation to be slower and with a smaller angle (because it looks kinda silly when it's so fast) but it created a problem where pawns would constantly "snap" back to the start of the animation. Is the problem with the speed/angle itself or do I need to keep a certain ratio between speed and angle? Thank
RedstoneRevolution May 16 @ 5:24pm 
Wow, amazing to see Yayo back!
MakarON May 11 @ 7:30am 
ну норм
YAYO May 11 @ 12:08am 
You can remove my ko-fi link, I think you deserve the support.
YAYO May 11 @ 12:06am 
I came back to play Rimworld after a long time. I am using this mod well. Thank you for continue this mod
Evono May 5 @ 6:38pm 
Where should this be loaded ? at the top? at the bottom ? doesnt matter ? pls add this info in the description :) rimsort kinda puts it atm somewhere.
Magic_blender Apr 26 @ 11:55am 
I got problems with shaky animals and i don't know how to fix it, could anyone help me I've spent 2 hours looking for an fix and still found nothing ?
Crisefelia Apr 1 @ 9:00am 
I am using Erin's Auronyan and the Tail-chasing animations don't work with this mod. The pawns with "feline instincts" gene are just standing still, when they should be moving to indicate a tail-chase.
I hope it will be possible to add in some compability, I miss the cute tail-chase.
Yoann Mar 21 @ 6:16am 
Could you please add support for "Colonist Tech Background" (Study and Mentor) and "Relocate Soil Lite" (Dig)?
I tried, but I get errors related to "GiddyUp" when I try to recompile :/

https://steamcommunity.com/sharedfiles/filedetails/?id=1264778930
https://steamcommunity.com/sharedfiles/filedetails/?id=3430110743
天哪,那是接近的 Mar 16 @ 10:54am 
the weapon tiles will be wrong and extra weapon tiles will appear in the character hand
lostormisplaced Mar 11 @ 7:25pm 
@blackrave But does he endorse setting your colonists ablaze?
Soky  [author] Mar 8 @ 3:44am 
@南山咸鱼 already reported multiple times - you need to open this mod's settings (and I think change anything so the old one is replaced).
南山咸鱼 Mar 8 @ 2:37am 
there is a bug:
Could not find class yayoAni.YayoAniSettings while resolving node ModSettings. Trying to use YayoAnimation.YayoAniSettings instead. Full node: <ModSettings Class="yayoAni.YayoAniSettings"><ApplyHarPatch>False</ApplyHarPatch></ModSettings>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
blackrave Feb 18 @ 9:00am 
Yayo is a good christian boy and he doesn't endorse gambling (probably)
Six Feb 9 @ 5:02pm 
I find it very comedic that the gif of poker is pixelated while the gif of pawns burning alive isn't
Six Feb 9 @ 5:02pm 
@Paps they work together and it won't really hinder the Melee Animation mod
SiaNKs Jan 15 @ 1:32pm 
And after playing around with it, theres no option to speed up animations, except moving animation. Instead you can slow it down... Maybe in future
SiaNKs Jan 15 @ 11:30am 
So to speed up animations (all) we need to adjust Ticks per seconds? Cause chopping down the tree and animation are NOT aligned at all and its pain to watch it... would be cool if I can adjust it
Paps Jan 14 @ 6:18am 
Hello, what happens when I have this together with the "Melee Animation" mod. Does it override the combat animation of the "Melee Animation" mod?
超级萝卜 Jan 12 @ 7:51pm 
when I put this mod behind the dual wield, the weapon tiles will be wrong and extra weapon tiles will appear in the character hand
Soky  [author] Jan 2 @ 6:34am 
@Yekaterinnani looking at your log file, I don't see any errors pointing specifically at Yayo's Animation, but... "Reached max messages limit. Stopping logging to avoid spam." Looks like if there were more errors, they may have been skipped by the game to make sure your log file isn't too big.

As for the errors you have:
- There was one related to WVC - Xenotypes and Genes, possibly some issue with Vanilla Expanded Framework?
- There were a couple related to Choose Your Medicine. Possibly related to Priority Treatment and/or Tabula Rasa, as they all seem to do something related to medicine?
- Finally, there seemed to be a lot related to some error where... It seems your colonists/animals had an incorrect/bugged out map? I'm unable to tell what is going on there, as I've never seen anything like what is going with that error.
Soky  [author] Jan 2 @ 6:34am 
@dmochulyak the mod was completely reworked and it should not be needed. Also in the past I think HAR had some change that made the fix obsolete.

@WhiteJao honestly, that's a bit of my bad on my part about this... It's supposed to be "job" animation, and job is a technical name for a big chunk of what your colonists do. Currently it's not possible to disable them either. Possibly it will become possible once I make a rework I had planned, sadly I was preoccupied with other stuff and did not work on it too much yet.
Azor Jan 1 @ 5:00pm 
HAR Fix for Yayo Animation Proszę :bricktherat:
WhiteJao Dec 30, 2024 @ 5:31pm 
How do I turn off specific work animation? I only see all work animations in the mod option
Yekaterinnani Dec 28, 2024 @ 12:11pm 
Hi, when i reformed a caravan and i have animal animations enabled, for some reason a had a weird bug, it did not happen all the times i reformed a caravan, i was in a site mining components and when i loaded all the components, i have the bug (?), but when i did not load the components (having animal animations enabled) i did not have it... so i disabled all the animal animations (except combat animations) and i loaded the components and i did not have the error... i think is confusing and maybe just coincidence but here is the log:

https://gist.github.com/HugsLibRecordKeeper/8d18e33763ae48d90a5500ef35c84139
Horhyzon Dec 21, 2024 @ 2:59pm 
Gotcha. That makes sense. I fiddled with the settings and couldn't slow their movement down. Thanks.
Soky  [author] Dec 20, 2024 @ 3:57pm 
@Horhyzon I believe this is a conflict with Rocketman, specifically the time dilation part of it.
Horhyzon Dec 20, 2024 @ 2:06pm 
Wild animals seem to jitter or vibrate as they walk if you aren't zoomed in close.
Soky  [author] Dec 19, 2024 @ 3:52pm 
@BadPsychoPanther it would be the best if SheathYourSword/Ratkin changed their patch to not be destructive, otherwise it will keep causing issues with other mods.

From what I see, it also causes some minor issues with Transmog (special rendering of specific equipment won't work), as well as Aelanna's mods that use EccentricProjectiles (like Eccentric Tech - Defense Grid). Likely other mods as well that I don't know about could be having issues as well.
Soky  [author] Dec 19, 2024 @ 3:16pm 
@Montu can't help without log files.
Montu Dec 19, 2024 @ 1:22pm 
I get infinite loading screen with this mod when exiting to main menu. Idk which mod I have that is incompatible with this, but I finally narrowed it down to this. 270ish mods.
BadPsychoPanther Dec 5, 2024 @ 3:35pm 
Can something be done about the ratkin destructive Harmony patch?
Soky  [author] Dec 5, 2024 @ 8:39am 
@qux as was said multiple times, error due to some mod changes in 1.5 - just open the settings and change anything so the game replaces the old ones with the new, correct ones.
qux Dec 5, 2024 @ 8:31am 
Hello ! an idea what is this error is ?
Could not find class yayoAni.YayoAniSettings while resolving node ModSettings. Trying to use YayoAnimation.YayoAniSettings instead. Full node: <ModSettings Class="yayoAni.YayoAniSettings"><UpdateFrequencyTicks>10</UpdateFrequencyTicks><MaximumZoomLevel>Middle</MaximumZoomLevel><CombatTwirl>False</CombatTwirl></ModSettings>