RimWorld

RimWorld

Yayo's Animation (Continued)
675 Comments
Poose Jul 30 @ 3:44pm 
Surprised nobody has remade or done their own version of this mod. Thanks for keeping the old one going! Adds so much life to the static pawns
MezzerliptikJay Jul 24 @ 1:28pm 
@Soky Thanks for the explanation
Soky  [author] Jul 24 @ 10:14am 
The "work animations" is just badly named. In-game term for basically anything any colonist/animal/mechanoid/etc. are doing is called a job, so I just plugged it all under the term "work" and called it a day.

It likely won't be changed until I release the remake for the mod, but that may be a while before it actually happens.
MezzerliptikJay Jul 24 @ 9:02am 
@Devonte I noticed this too, I only use the walk animations for pawns and animals, but if i turn off work animations it turns off everything else, im guessing all the animations are tied to the work code unfortunately (apart from walk and attack)
GamerRoman Jul 23 @ 8:49am 
I've got the same issue as BoBovich describes with pawns that are relaxing socially on chair are completely still.
Devonte Jul 22 @ 7:53pm 
i dsiabled walking and working animations and thats it; But with these two disabled no other animations appear. No lovin, sleeping, fire, marriage, joy, zero animations. Im pretty sure this works with only this mod enabled.
BoBovich Jul 22 @ 10:52am 
When my colonist doing social relaxing, they just stand on the chair and do nothing. Just like they stuck there.I try to enable or disable other Mods many times. I found that It might conflict with "Common Sense" . When I disable it, get fixed. Sorry, my English is poor.
tokara Jul 20 @ 6:58pm 
When attacking downward with a melee weapon, the weapon's handle ends up pointing downward. Is this the expected behavior?
It doesn’t seem to sync properly with the 'Show Me Your Hands' mod."
seeki Jul 20 @ 12:23am 
I am struggling with a conflict with Yayo's Animation mod.

When Yayo's Animation mod is enabled, my custom JobDriver orientation changes made in Toil using pawn.Rotation or pawn.rotationTracker.FaceTarget are invalidated.
When Job animation is on, the Pawn faces a strange direction when the custom Job is executed.

If possible, I don't want to force my users to partially disable Yayo's Animation.
Yayo's Animation mod is a great mod.
So, can Yayo's Animation mod respect the Pawn orientation changes made in the original JobDriver provided by other mods?

Thanks for continuing to make great mods.
教会生まれのNさん Jul 20 @ 12:06am 
It seems that there's a conflict with GiverMOD, which enables animals to perform special actions such as feeding others. As a result, we observed a strange behavior where animals were feeding others from their rear ends. Could this kind of behavior be prevented on the Yayo's Animation (Continued) side as well?
Soky  [author] Jul 19 @ 3:47pm 
Sounds like outdated Yayo's Animation. The issue should be fixed now.
тетеря, блин Jul 19 @ 2:35pm 
Error in Yayo's Animation (Continued), assembly name: yayoAni, method: GiddyUp:MountingPawn, exception: System.MissingFieldException: Field not found: Verse.Pawn GiddyUp.Jobs.JobDriver_Mounted.rider Due to: Could not find field in class
...
https://gist.github.com/HugsLibRecordKeeper/cc654f8ba64a262273ed2321e1c7586c
Realm Imp Jul 19 @ 7:32am 
im bussin a nut :buzzed:
Soky  [author] Jul 19 @ 7:31am 
Bug fixing issues:

- Updated/fixed Giddy-Up 2 compatibility
- Fixed item stands having being affected by weapon animations
- Fixed item stands sometimes causing errors when failing to use combat animations
- Fixed the mod causing more significant errors and issues if a pawn broke for some other reason
Realm Imp Jul 18 @ 9:33pm 
hope this gets fixed soon
Heldgalaxy Jul 17 @ 6:52pm 
Hey for some reason my characters randomly just vanish and are unable to do anything and checking the log it seems its trying to do something relating to Yayaos animation core :49 ifs anyone has any fixes would love to hear them.
Потужнiй Jul 16 @ 1:51pm 
why stand has animations
Kazoid Jul 16 @ 8:09am 
Looks like weapons on mannequins are animated when they shouldn't be.
VoxelTron Jul 16 @ 6:36am 
This gives loads of errors alongside the new armour stands fyi, probably because armour stands *with* weapons count them as "in combat". Nothing game breaking but my logs are not happy.
KomejiKoishi Jul 15 @ 10:53pm 
Encounter bug when load with toddlers mod. The baby's walk animation fails sometimes
SKEL Jul 15 @ 3:10pm 
Works with Melee Animation?
StixxyTape Jul 15 @ 2:41pm 
There's an error with this mod where while it's installed, you can't access the in game mod options menu to change the configs of other mods. No pressure to update, just fyi it gives an error when I start the game up. Everything else is working fine.
Просточелик Jul 15 @ 2:54am 
will it be possible to disable animation at the clothing rack?
greensniperhat Jul 14 @ 5:25am 
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Runtime.CompilerServices.AsyncMethodBuilderCore/MoveNextRunner:Run ()
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation/<>c:<.cctor>b__7_0 (object)
UnityEngine.UnitySynchronizationContext/WorkRequest:Invoke ()
UnityEngine.UnitySynchronizationContext:Exec ()
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
greensniperhat Jul 14 @ 5:25am 
Got this bug:

Error in Yayo's Animation (Continued), assembly name: yayoAni, method: GiddyUp:MountingPawn, exception: System.MissingFieldException: Field not found: Verse.Pawn GiddyUp.Jobs.JobDriver_Mounted.rider Due to: Could not find field in class
[Ref EC6C19E6] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
ModErrorChecker.ModErrorChecker/<StartChecks>d__1:MoveNext ()
System.Runtime.CompilerServices.AsyncMethodBuilderCore/MoveNextRunner:InvokeMoveNext (object)

cont...
Rainbow Rabbit Jul 13 @ 4:48am 
hello I think I encountered a bug that's not intended, the weapon twirling animation is being played on the armour stand from the odyssey dlc. I don't use any other animation or other armour stand mod, and I used the default setting - so I think it might because the armour stand is counted as 'colonist' in Rimworld's base logic?

I can share my current mod list, also thank you so much for the update! I love the mod and it's been my essential for Rim world forever!
Carl Jul 12 @ 9:07am 
Got an odd issue, whenever a pawn holds a ranged weapon, they vanish. can I share the error log with you somehow?
Soky  [author] Jul 12 @ 5:15am 
@TeH_Dav not at the moment. First I'd need to get it into a state where I got all the basics down, I suppose.
Raven Jul 11 @ 3:39pm 
Thank you for the update!
TeH_Dav Jul 10 @ 9:10am 
@Soky Is there a way to help contribute to the framework/yayo's anims? :3
取名字好难 Jul 10 @ 4:21am 
Thank you for the update!
月羽狐 Jul 9 @ 3:43pm 
Thank you for the update!
MezzerliptikJay Jul 9 @ 12:44pm 
Thank you for the update
Incursion Jul 9 @ 12:09pm 
Thank you for your work, can’t live without this mod, lol.
frost.9 Jul 9 @ 9:54am 
Awesome man, thank you!

You made this game even better
Soky  [author] Jul 9 @ 9:17am 
@mayonez
- Split the mod into "Animation Framework" (will need to think of a name for it) and "Yayo's Animation"
- Animations are no longer designed in C# code but in the XML files
- Other mods can add animations, framework does nothing on its own and requires addons
- A single interaction can have multiple animations (picked at random, maybe something more complex later?)
- Each interaction can be configured in options (disable specific animations for it, add other animations to it, etc.)

Will probably take some time to do. Especially since I'm not sure how much time will have with some of my other responsibilities.
mayonez Jul 9 @ 8:31am 
@Soky what does the rework entail? optimized code? thanks for updating!!!
TeH_Dav Jul 9 @ 8:27am 
A literal god. Can't wait for the rework too, tho!
RAD EMERALD Jul 9 @ 8:13am 
YEAH HELL!
Alihon Jul 9 @ 8:09am 
You are GOD!!
You are DADDY!!!
YOU ARE MY GOD DADDY!!!
RAD EMERALD Jul 9 @ 8:08am 
WOOOOOOOOOO!!!!!!!!!!
OffYourTopic Jul 9 @ 7:08am 
We're so back
williamb1995 Jul 9 @ 7:02am 
thx my lord
Soky  [author] Jul 9 @ 6:59am 
And I've got a feeling that unless I update the mod soon, I'll just get spammed with "1.6" and "update to 1.6" messages in 2 days :p
Soky  [author] Jul 9 @ 6:58am 
I didn't really get much time to work on the rework, and I'm not sure how long it would take, so I've decided to update to 1.6 for now. New 1.6/Odyssey stuff likely won't get the animations applied to them until I'm done with the rework though.
许小年 Jul 8 @ 1:08am 
please update 1.6.
RAD EMERALD Jul 6 @ 3:14am 
pls upate 1.6?
Joren Jul 5 @ 4:29pm 
@Soky Thank you for helping with Vanilla Expanded mods! If all these impatient people could take a moment to read/think, I'm sure they'd agree that you're a credit to the community. I for one can be patient, and appreciate your efforts.
XYM04689733 Jul 3 @ 10:13pm 
1.6
SP4RTAN Jul 1 @ 10:29pm 
You people have zero patience