RimWorld

RimWorld

Giddy-Up 2 Forked
319 Comments
Balthazad 6 hours ago 
somethings broken on my end, my pawns ride my camels to wild ambrosia (to harvest it) and then leave them there, so in the end another pawn has to walk twice on foot to get it back
Elijah Aug 18 @ 12:29pm 
I noticed a potential incompatibility with this mod and VRE Android Factions. Log: https://pastebin.com/7fv1ncgq
Valethe Aug 16 @ 4:12pm 
hey thank you so much for keeping one of my favorite mods alive
The_0nly_Greek Aug 14 @ 7:31am 
@vlad draculea i do have access to horses, i'm looking for a mod that specific pawns use specific horses like a horse can be mounted only by its master, i'll take a look to VFE settlers though, thank you for your recommendation !
Vlad Draculea Aug 14 @ 4:06am 
do VFE - Settler pawns gain access to horses
The_0nly_Greek Aug 13 @ 12:33pm 
@Valkyrie many many thanks !!!
Valkyrie Aug 13 @ 6:27am 
@The_0nly_Greek If you haven't found it already the mod addon "Saddle Up" should be close enough
The_0nly_Greek Aug 9 @ 2:54am 
Hello , i was wondering if you could add this function that used to be in the original GU RR mod where you could choose an animal to be mounted only by its master and no one else. It was very helpful but for some reason it's not part of the newest ones (GU-2 and yours), i'm playing on version 1.5 . If its too much of a problem then maybe someone can redirect me to a mod that does that .
DG_JEN Aug 7 @ 1:24pm 
@Volkov you can either unsubscribe from the mod not being updated or the mod that is being updated that's how it works or do it yourself. Thank you clocknot for keeping this mod going
Bones Aug 5 @ 10:40pm 
Volkov needs to drink a nice cupa tea
Volkov Aug 5 @ 3:17pm 
" Giddy-Up 2 : Won't be able to kill pawns if original mod is installed. Fix : Unsubscribe from original mod "

Wrong, your mod is the one causing this issue STILL come on man jesus what a huge bug
Ganonn Aug 2 @ 4:36pm 
Can you ride Mechanoids?
Spunky McGoo™ Aug 2 @ 4:12pm 
Does this work with vehicles expanded? I want to use it with bikes
clocknot  [author] Aug 2 @ 4:11pm 
@Large Hardon Collider I wasn't able to reproduce the bug with only Giddy Up installed in a test save but I think this happened to me once too, I will keep an eye on this
clocknot  [author] Aug 2 @ 4:09pm 
@Nimbus you can give https://steamcommunity.com/sharedfiles/filedetails/?id=3261311100 a try to see if it helps
Nimbus Aug 2 @ 11:20am 
PSA: if you try to remove this from a savegame, it won't load the map, so once you enable it, you gotta keep it :D
clocknot  [author] Aug 1 @ 5:24pm 
@Rave Hawk How is this related to giddy-up? Did you try without the mod and it doesn't happen?
clocknot  [author] Aug 1 @ 5:19pm 
@wolfstarblade you can ask for that or use another mountwith more carry capacity for heavier pawns
wolfstarblade Aug 1 @ 11:20am 
Ok so I need to go ask the mod owner to up the carry capacity for chocobos? No armor at all would be nuts atm, in this game
wolfstarblade Aug 1 @ 10:29am 
Am checking if it's all gear or just current loadout is the problem. I was also playing 1.3 like this with no probs til the update forced me to switch recently, so I'm sorry if I'm wasting your time on something dumb. (I also have limited cognitive ability for the weirdest stuff thanks to health problems, which is like living with a computer from the early 90's on dial up internet as your brain - and everyone else has the latest and greatest gaming rig and internet speeds,)
wolfstarblade Aug 1 @ 10:16am 
@clocknot I've uploaded screenshots of it to my community profile, its easiest as I'm mid-game rn
clocknot  [author] Aug 1 @ 9:38am 
@wolfstarblade https://imgur.com/a/hHtmLN7 I'm not able to reproduce, the stats used to determine if a pawn is too heavy is the mass of the pawn (in its stats) and the carry capacity of the animal. In the image, one pawn is too heavy (>75 kg, which is the carry capacity of the chocobo), the others are below so they are able to ride. Base adult pawns already weigh ~60kg so adding armors can make them too heavy for the chocobo.
wolfstarblade Aug 1 @ 9:00am 
Playing 1.5: I've got erin's Final Fantasy animals also installed and had previously added chocobos onto the mountable list. But I cant get pawns to ride chocobos in a caravan, cos the pawns are now 'too heavy' - but my pawns are definitely underweight according to both the gear and inventory weight tooltips. Many other people seem to be having similar problems, - would it be possible for you to help them with a patch or something?
clocknot  [author] Jul 31 @ 2:16pm 
@NoctisTheBogWitch I've tried creating ~10 new games with different mods from your list but I haven't been able to reproduce. Does this happen every time you try to start a colony? Could you try to gradually remove half your mods while keeping giddy-up to pinpoint which other mod interaction is causing this?
NoctisTheBogWitch Jul 31 @ 9:26am 
Yes.
RuneWulv Jul 31 @ 7:58am 
apologies if someone else has addressed this but has anyone else had an issue where while mounted when your pawn tries to rope and return an animal to a pen the rope seems to break at the gate and the pawn then gets into an infinite loop of re-roping the animal and then the gate breaking the rope again? The only way to get out of it is to manually dismount the animal and then have it rope the other animal on foot.
clocknot  [author] Jul 30 @ 5:46pm 
@Large Hardon Collider I will take a look this weekend
clocknot  [author] Jul 30 @ 5:45pm 
@NoctisTheBogWitch I was not able to reproduce the issue. This happens when generating the world when creating a new colony?
clocknot  [author] Jul 30 @ 5:43pm 
@Kenny Dave what do you mean by "standing bug"? Do you have any errors in your logs?
clocknot  [author] Jul 30 @ 5:40pm 
@Hades the King I sent a patch to Biomes! Prehistoric, just need them to patch and release a new version, but the error shouldnt cause any problems during your game.
Kenny Dave Jul 30 @ 4:42pm 
@ NoctisTheBogWitch Amazing, thank you. I'll give it a whirl.
NoctisTheBogWitch Jul 30 @ 4:37pm 
Mid save saver.
Kenny Dave Jul 30 @ 10:30am 
Is there a way to safely remove the mod? It's giving me the standing bug, but a simple remove causes errors that I haven't been able to work through.
NoctisTheBogWitch Jul 30 @ 8:46am 
Getting the error that makes factions not spawn. Heres my log: https://gist.github.com/HugsLibRecordKeeper/ac857e6344cc0d59f8996886f10484d8
Large Hardon Collider Jul 29 @ 10:32am 
Anyone else having an issue with caravans never leaving the map?
Current workaround is taking 1 of the animals and removing it and then re-adding it to the caravan.
King DaMuncha Jul 28 @ 10:38pm 
This has an error now with the 1.6 update for Biomes Prehistoric
FireCloud Jul 28 @ 9:17pm 
@Hades the King Just a heads up, that error seems to be from Biomes! Prehistoric trying to patch GiddyUp2 mod. It's trying to find BMT_ChromaticAnkylosaurus from GiddyUp2 to patch, but could not find the definition.

Mod id 2860715703 belongs to Biomes! Prehistoric, GiddyUp2 mod id is 3246108162.

Hope I was able to help.
Latex Santa Jul 26 @ 8:17am 
@clocknot
It's great that the mod is updated, but I'll be waiting on some bug fixes before I feel comfortable using it. Thanks very much in advance for all of your work.
Hades the King Jul 24 @ 9:37am 
https://gist.github.com/HugsLibRecordKeeper/1b15bf9ff737730aa88536f5f87572dc

here are my logs, somehow i got two red errors that might have something to do with this mod and Biomes! Prehistoric. not sure whos end the problem is on that why im also notifying you

[Biomes! Prehistoric - Start of stack trace]
Verse.PatchOperationAddModExtension(xpath="Defs/ThingDef[defName="BMT_ChromaticAnkylosaurus"]"): Failed to find a node with the given xpath
[End of stack trace]
Source file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2860715703\1.6\Mods\GiddyUp2\Patches\BiomesPrehistoric_GiddyUp2.xml

[Biomes! Prehistoric] Patch operation Verse.PatchOperationAddModExtension(Defs/ThingDef[defName="BMT_ChromaticAnkylosaurus"]) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2860715703\1.6\Mods\GiddyUp2\Patches\BiomesPrehistoric_GiddyUp2.xml
Red Jones Jul 24 @ 4:13am 
If that doesnt help I will find a way to send my log :) It is an issue I can get around by adding giddy up back after world gen. Thank you for your work on this, its one of my favourite mods
Red Jones Jul 24 @ 4:12am 
This is what chat GPT said the issue was -

Root cause of the “1 base per faction” world-gen bug in your log:
WorldGen is crashing while creating faction leaders/pawns. The very first fatal stacktrace is a NullReference inside Giddy-Up’s Patch_DetermineNextJob.Postfix during pawn generation, and it bubbles up through Faction.TryGenerateNewLeader → FactionGenerator. When that explodes, RimWorld gives the faction its first base and skips the rest.

Then goes on to say this (it was also attempting to elimate other mods but it is deffo Giddy up)

Giddy-Up (owlchemist.giddyup) Postfix NRE during Pawn_JobTracker.DetermineNextJob.
This happens inside leader pawn generation. Disable Giddy-Up (and its addons) for a test world.
Would be nice for pawns to not ride animals into vacuum enviroments automatically. I know i can set a no ride zone and click off mounting in the animals tab, but its a bit of a hassle doing that every astroid and undoing it every ground. Don't know how hard it would be to check if the animal is vacuum resistant but it would be pretty cool
SiaNKs Jul 23 @ 8:14pm 
QUestion, I couldnt find that in Mod settings, but how can we adjust position of pawn when mounted on certain animal? If i missed anything let me know
Voltaire Jul 23 @ 6:51am 
How well does this work with new odyssey animals? Hoping to have a colony of mastodon riders. Thank you to the dev for the hard work porting this to 1.6 either way
R4nD0mI3z Jul 23 @ 5:05am 
Hi again,
I have a rather minimal issue with animals that are trained to haul and are rideable (Lion, Aves from Alpha Animals).
It looks that if animal is hauling and rider decides to ride that animal, hauled object is moved to animal gear tab. After animal is free again hauling does not continue and animal is carrying things in gear tab. I am however using PUAH (which should not matter for animals) and the item on animal gear tab has distinctive red "drop" arrow, which I think means that it is scheduled for drop, only that does not happen.
There is no log for this, no errors thrown, etc.
I think it may be good to try and replicate with GiddyUp only to see if this is weird mod interaction or really a bug here.
Willow Jul 22 @ 5:49pm 
Having an error that keeping repeating:
[Giddy-Up] A reverse lookup request failed to find anything. Returning fallback instance...

https://gist.github.com/HugsLibRecordKeeper/9fb8df8b38219f13aed0ea681d572341
clocknot  [author] Jul 22 @ 5:18pm 
@Red Jones I need your log to be able to fix this
(^0v0^)OriginalOwl Jul 22 @ 11:05am 
@red jones theres also this log checker which ive found pretty good at least at highlighting offending mods https://orionfive.github.io/rw-log-check