RimWorld

RimWorld

Animals are fun! (Continued)
74 Comments
Head May 31 @ 3:16pm 
Would it be possible to allow masters to play with their "bonded animals" even if they don't nuzzle? For example, I have a pawn who tamed a Cougar (who doesn't nuzzle) but they have a bond relationship. It would be nice if they could interact!
Mr. Krill May 12 @ 2:00pm 
[AnimalsAreFunContinued: PullNextWaypoint Line: 22] Attempted to pull a waypoint, but the path is currently empty.
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
estrogenesys Apr 3 @ 8:59pm 
@ColossalFossil did the recreation amount option ever get updated?
ArschvomDienst Mar 24 @ 8:28am 
It would be absolutely great if we'd get a list of which animals to EXCLUDE.
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.
Seraph Jan 18 @ 4:40am 
@ColossalFossil Thank you for considering my feedback !
ColossalFossil  [author] Jan 17 @ 6:25pm 
@Seraph - I'll make an update to allow the recreation amount, recreation time, and the amount of social xp you gain adjustable in the mod options. I believe the issue is that recreation that also gives you xp will give a lesser amount of joy compared to activities that don't (such as cloud watching).

Give me a few days and I'll add this in the mod options.
Seraph Jan 17 @ 5:55pm 
I love the idea of this mod, but the numbers need tweaking, direly, I just watched a colonist spend 3 hours playing with her pet to get 4% recreation when she would have gotten 10x that amount by just cloud watching , at this point playing fetch is just hurting the colony and that's sad.
Halfelfaedyn Dec 24, 2024 @ 8:49pm 
I always have mass animals in my colony, this is fantastic!
ColossalFossil  [author] Dec 20, 2024 @ 8:00am 
@NicoMok14 - Yes, as long as the animal is considered cute (has a nuzzle factor in the description of the animal's statistics). You can also play with non-cute animals by unchecking the "Must be cute" option in the mod settings.
NicoMok14 Dec 20, 2024 @ 2:46am 
Will this mod effect animal added by other mod?
ColossalFossil  [author] Dec 12, 2024 @ 7:56pm 
@AcetheSuperVillain - I was able to reproduce the issue. I stuck the pawn and its pet into a room and forbid opening the door. This cause the pawn to be stuck "standing" when bored. After I did the fix that I mentioned last night, when the pawn cannot access the outside, the pawn will find something else to do. If there is nothing else for the pawn to do when unable to reach outside, the pawn will now "wander" instead of showing "standing".

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!
ColossalFossil  [author] Dec 11, 2024 @ 11:07pm 
@AcetheSuperVillain - I think I see the issue. When the pawn starts to think about walking a pet or playing fetch, I check if the pawn can reach a pet and both are available to play. Then I start the walking pet or fetch job.

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.
ColossalFossil  [author] Dec 11, 2024 @ 11:00pm 
@AcetheSuperVillain - Is the animal inside with you at the time or is the animal outside of the lockdown when the pawn freezes?
AcetheSuperVillain Dec 11, 2024 @ 8:12pm 
If a pawn can't get outside, under lockdown for example, they will freeze up if they try to play with animals.
ColossalFossil  [author] Oct 14, 2024 @ 6:29pm 
Hi everyone. I fixed a bug where the animal cuteness was not being properly checked. This was causing pawns to attempt to play with penned animals. Since penned animals cannot leave the penned area on their own, the animal would stop playing as soon as the animal hits the boundary. However, the pawn would immediately try to play with the animal again and get stuck in a potential loop.

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.
ColossalFossil  [author] Oct 11, 2024 @ 11:42am 
@Zach77 - if you would like to help, can you turn on development mode and copy and paste the log when it's happening? Stuck pawns in any mod are usually because an error in the JobDriver. I currently have two, one is for fetch and the other is for walking. It could also be caused by a mod incompatibility which I can either try to fix or mark as something that is incompatible with this mod.
Zack77 Oct 11, 2024 @ 9:37am 
Guys don't use this mod it will cause the standing bug in pawns. My pawns were stuck on activity standing after opening debug log i can see it was all because of this mod pawns cannot find a valid path to animal but animal was right next to them
dybal Sep 8, 2024 @ 5:59pm 
She tries to take the donkey to a walk too... and keeps going back to it, frustrated, when it turns back at the fence...
dybal Sep 8, 2024 @ 5:50pm 
My pawn is playing fetch with a penned donkey... she keeps trowing the stick outside the pen and running to fetch herself :-)
GingerMagician Aug 20, 2024 @ 9:07pm 
@colossalFossil I have only three types of animals at the moment that i could have seen them play with: Sheep, Alpaca, and a Hare. Iv'e seen them play with all three. For the hare, it works as intended, but the Alpaca and Sheep they will just stay in the pen and the pawn will walk around "playing fetch" or "taking a walk". Although I have not seen them interact with the animals recently. I have a rather extended mod list, and from a really quick look, I have "VE framework Animal Behaviors" and "Animal Logic" are the ones that come to mind that might change things. Thanks again.
ColossalFossil  [author] Aug 20, 2024 @ 10:58am 
@Tleno - not currently. At the moment, when a pawn begins to think that they would like to play fetch or walk an animal, they look at a list of animals that are within a 30 tile radius of the pawn. From there, the selection is filtered down based on whether the pet is able to be played with.

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.
Tleno Aug 20, 2024 @ 10:10am 
I'm curious, are there additional benefits or increased play chances when a pawn and the animal are bonded? That'd be sweet.

Also a bit of a wild guess but Pawnmorpher may match your needs for humanlike animals? It has varied states for mutation levels.
ColossalFossil  [author] Aug 19, 2024 @ 10:48am 
@GingerMagician - I'll have to look into this. Do you know what animal in particular (even if it's a modded animal)? The current logic I am using is to see if the nuzzle value is less than zero. However, I may need to also exclude animals with a value of zero. I think anything with less than 0 shows up as zero in the UI, but I haven't checked.

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.
GingerMagician Aug 19, 2024 @ 10:31am 
I have had a several instances where I had pawns playing with farm animals with no nuzzle interval while the "must be cute" option is checked on in the settings window. Otherwise it seems to work fine. If possible, I think a setting to just allow for playing with animals that are zone-able would be a nice one to have. Love the mod, Thanks
ColossalFossil  [author] Aug 11, 2024 @ 8:13pm 
A new experimental section in the settings has been added. Currently the following settings are available to preview while I test and tweak them.

* 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.
ColossalFossil  [author] Aug 11, 2024 @ 8:05pm 
Hi everyone! Unfortunately, I did not have as much time to work on the mod over the past few weeks. However, I just released an update today. It includes a bunch of behind-the-scenes stuff and also includes some new features to try out. All of the logging has been updated to be easier to read. Also, any errors or warnings will appear even when Show Debug Messages is disabled in the settings.

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.
ANIKI Jul 27, 2024 @ 2:17am 
Very Good Mod. Thank you very much <3
ColossalFossil  [author] Jul 10, 2024 @ 8:01am 
Hey everyone, last weekend I was unable to sneak away and work on the project. So, I will be updating the mod this weekend instead. There are a couple of bugs that snuck past me. For example, issues with bounds checking, repeating jobs to quick, and one that I ran into while save scumming, a pet stuck in following mode while the pawn has already moved onto other things. Poor thing fell over due to exhaustion.
the witch Jul 6, 2024 @ 1:26pm 
The corgi had a restricted area, and I think Min-Ho was unrestricted.
creatura.exe Jul 5, 2024 @ 12:27pm 
awesome, thanks!
ColossalFossil  [author] Jul 5, 2024 @ 12:26pm 
Hi @creatura.exe - Thank you for sharing that with me. I will put in a fix to prevent that in the next update - which should be on Sunday.
creatura.exe Jul 5, 2024 @ 10:09am 
ColossalFossil  [author] Jul 3, 2024 @ 2:29pm 
@the witch - would you be able to answer a couple of questions?

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.
ColossalFossil  [author] Jul 3, 2024 @ 2:23pm 
@the witch - Hi there. What the log is reporting is that it's looking for an animal, found Donkey36956. Saw that the Donkey was busy doing something and went to the next animal, which was Corgi57877 with the name of 'corgi puppy 3'. It then immediately aborted the job and tried again over and over. I suspect because Min-Ho or the puppy was in an area that wasn't zoned to them or possibly not enough walkable space.

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.
the witch Jul 2, 2024 @ 11:22pm 
Any idea about errors with a pawn not being able to find a path to an animal to interact with? I've got a pawn stuck standing around, and the logs make it seem like it's because it can't get to an animal it shouldn't have any issues getting to.
https://gist.github.com/HugsLibRecordKeeper/b3c2ec5da35ed755a933ec51ab2a27e5
retrobarbaari Jun 23, 2024 @ 4:36am 
Finally someone gets pets!
NFSNOOB Jun 19, 2024 @ 2:08am 
Hey thank you for supporting the mod further!
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. :)
Alfador Jun 15, 2024 @ 3:58pm 
Oh, thank you!
ColossalFossil  [author] Jun 15, 2024 @ 11:55am 
Hi @Alfador - I just pushed an update to correct this. If you unsubscribe and resubscribe it should force the mod to update with the correction. Again, thank you for letting me know and this will be one more thing I will make sure I check before pushing updates in the future.
ColossalFossil  [author] Jun 15, 2024 @ 11:45am 
Hi @Alfador - Thank you! You are absolutely correct. This was caused by the release I made yesterday which had some c# optimizations, that unfortunately Rimworld's modding system doesn't like. I will have it fixed in just a few minutes.
Alfador Jun 15, 2024 @ 11:32am 
"Animals are fun! (continued)" somehow makes me unable to open the dev command menus till i remove the mod.
It might very well be a mod-conflict, but its really wonky to do that.
turkler Jun 14, 2024 @ 8:53pm 
oh epic, thanks for the update
ColossalFossil  [author] Jun 14, 2024 @ 8:39pm 
Hi everyone. Quick update: I have fixed a bug where if you load a save, play for a little bit and reload then save from a few minutes ago. It would cause the cache to be invalid and display errors in the debug log. I now clear the cache every time you load a create a new world or load a save file. The cache will still continue to refresh every 30 seconds.

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.
turkler Jun 13, 2024 @ 3:16pm 
great mod, seems to be much more performant than the original as well!! thank you
ColossalFossil  [author] Jun 12, 2024 @ 10:51pm 
Hi everyone. While I was working on the new fetch jobs, I noticed that there is an issue when reloading a previous save. Sometimes, the pets will no longer follow the pawn that is trying to play with the pet. I will try to address the issue tomorrow. I believe it is the way how I am caching the animals on the map and not forcing the list of animals to refresh when the map reloads.
Sigourney Weaver in Alien4 Jun 9, 2024 @ 8:42am 
thanks so much... been waiting to reactivate this mod
DeathTomato Jun 3, 2024 @ 11:33pm 
@diskorruptd Romance on the rim has something similar, but only for couples, I bet it could easily be expanded to work with friends
Noxilie May 31, 2024 @ 1:16am 
>I was debating on adding a "Recreation" bar
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".
ColossalFossil  [author] May 30, 2024 @ 11:32am 
@Noxilie - This is something that I have been thinking about and may end up doing after I add several different types of activities and types of play. I was debating on adding a "Recreation" bar of some kind on the animals themselves that would make animals seek out other animal friends to play with - or even to approach a pawn and ask them to play or for attention. But - I would need to do that in a way that would not have an impact on a save file if the mod is removed. I think that's a huge plus for mods like this - because it limits the danger of adding and removing the mod to try it out on an existing save.
ColossalFossil  [author] May 30, 2024 @ 11:32am 
Those are some great ideas.

@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.