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UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch1 (string)
AnimalsAreFunContinued.AnimalsAreFunContinued:LogWarning (string,int,string)
AnimalsAreFunContinued.JobDrivers.PathableJobBase:PullNextWaypoint (bool)
AnimalsAreFunContinued.JobDrivers.PathableJobBase/<>c__DisplayClass1_0:<CreateNextWaypointDelegate>b__0 ()
AnimalsAreFunContinued.Toils.PawnActions/<>c__DisplayClass2_0:<WalkToWaypoint>b__1 ()
(wrapper dynamic-method)
https://gist.github.com/HugsLibRecordKeeper/2be3f8dff29bb95532e9148458aa8851
My colonists keep playing fetch with chicken ("Animals Nuzzling Detect Horrors" plus "All Animals Nuzzle" make them cute as far as this mod is concerned). Right until they have a mental breakdown due to drowsiness or hunger because chicken are ... kinda slow fetching a ball.
Give me a few days and I'll add this in the mod options.
If you play tonight, please unsubscribe and resubscribe to this mod to ensure you download the latest version with the fix.
Thank you for pointing this out!
The very first step of the job is to choose a path. I should choose a path as the very last part of checking if both the pawn and pet are capable of the job. Currently, if the job starts, but the path isn't reachable, then the job stops and the pawn picks up a new job. In your case, its immediately trying to play fetch or going for a walk again.
I'll see if I can get this fixed either tomorrow night or Friday night.
I have fixed the issue and moved the "Must Be Cute" setting to the experimental section of the mod settings. If "Must Be Cute" is enabled (which it is by default), pawns should not try to play with penned animals. You should be able to turn this setting off if you have very large penned in areas or the entire pen extends to the walls of your base.
I'll to do some testing, but I see two potential options here. The 1st is that I filter the list of animals within a 30 tile radius and then evaluate animals that are bonded to that pawn first. The 2nd option would be to do the same, but have a slightly higher tile radius for bonded animals and keep the 30 tile radius to non-bonded animals. Obviously, you don't want to seek out a pet that is on the other side of a 300+ tile map.
I'll give pawnmorpher a try. I was planning on whipping up some animals via XML for testing locally, but if another mod can be a tool to do so, I'll try it out. Thanks for pointing it out.
Also a bit of a wild guess but Pawnmorpher may match your needs for humanlike animals? It has varied states for mutation levels.
I'm think I will add a "Allow Non-Zonable animals" checkbox and have it unchecked by default. That way your pawns won't play with the livestock.
That makes me wonder... maybe I should add another checkbox for "Children try to play with wild animals" and do a simple check to see if the wild animal will want to play. That may add for an interesting mechanic of needing to pay attention to the little ones. Especially, if it's a predator that does not want to play.
* Allow human like - This will allow pets that are considered human like. I need to find a mod that adds human like animals to test. To my surprise, Monster Girls are not considered human like.
* Allow exotic pets - This allows non-normal flesh-based animals such as insectoids, mechanoids and flesh beasts that are tamable either in vanilla or other mods. I have only tested this with Spelopedes so far.
* Allow cross faction - interact with pets that do not belong to your own faction
* Allow non-colonist - allows visiting pawns to play with your pets. Testing with hospitality. This doesn't work yet with roaming merchants.
A few bug fixes have been addressed in this update. Before the pawn or animal tries to move to an area, a check is now done to see if that location is reachable. This should hopefully address the issues with zones. Also, I have forced the pet's job to automatically end to the maximum length of the job. This should prevent a pet stuck in follow mode while save scumming or other odd time travel scenarios. Finally, the config settings will properly save.
A new button has been added to the bottom of the config settings to reset the settings back to the defaults.
1) Is the pawn assigned to a zone or unrestricted? If assigned, does switching to unrestricted fix the issue?
2) Is the corgi pup assigned to a zone or unrestricted? If assigned, does switching to unrestricted fix the issue?
3) Is the corgi pup in a fenced in area or an area that doesn't allow the pup to cross?
Thanks in advance. This will help me try to recreate your conditions.
I am going to try to recreate this over the weekend. But, the pawn shouldn't sit around. I will try to create a flag that indicates that the pawn has tried to walk/play with a pet in the past x number of minutes and not try again for a couple of minutes to avoid the pawn getting stuck in a loop. If you need to, you can always disable the mod until I get it fixed for you.
https://gist.github.com/HugsLibRecordKeeper/b3c2ec5da35ed755a933ec51ab2a27e5
Please considering to add the original donating details / Link to the description. Its helping a relative small but animal friendly park in Germany. I also rechecked the donating details its legit. :)
It might very well be a mod-conflict, but its really wonky to do that.
The reason why I created a cache is when you have a save with hundreds of animals on a map, the mod could cause extra lag. The cache is a list of every animal on an active map that belongs to a faction. When a pawn checks to see if there is an animal to play with, it uses this cached list instead of scanning every few seconds.
Because the cached list includes animals that belong to any faction, future updates will allow visiting pawns to play with animals. This works especially well with mods such as Hospitality. It would also allow your own pawns to play with pets from other settlements when using mods such as Visit Settlements.
That would be super neat and much appreciated, but just increasing recreation on spectating human-like pawns would be nice also. Like a hediff: "watched animals playing".
@DisKorruptd - So, basically, a new mod where pawns will prefer to do activities together rather than just relax socially or other recreation and hope there is another pawn around to interact with at the time. I really like that idea. Imagine seeing your pawns sitting down together playing a poker game or billiards. Custom banter and chit-chat could be written as well between them to add some extra flavor. I could also check for other mods that add traits that limit the amount of socialization that a pawn would want (such as introverted) or traits that would eliminate the joy of socializing with others (such as antisocial). Having this as a separate mod and interacting with this one would also allow for things like group animal walks and playing fetch. Such as throwing a frisbee from pawn to pawn watching the animal chase after it.