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Retriever, Go Fetch [1.0]
   
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Mod, 1.0
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2 Jan, 2020 @ 1:38pm
2 Jan, 2020 @ 2:07pm
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Retriever, Go Fetch [1.0]

Description
Even after successfully taming an animal and training it to haul, they only do so very rarely - like once every one and a half in-game hours. It hardly seems worth the time and effort. And pets are usually not of much use in combat, either.

This changes animal hauling so that it is triggered at least 3 times more frequently than is normal. That makes trained pets more useful, while still allowing them a chance to occasionally wander and feed themselves. Your colonists will still be the faster choice for hauling, which leaves the hauling job as having some purpose.

I was inspired to make this by Hardworking Animals. I liked the concept, but it seemed too OP to me. And several have reported that it forces pets to haul constantly to the point that they collapse. Some even reported that, sometimes, pets don't have time enough to feed themselves and end up starving.

My method is different. Also, it's mod friendly and less likely to break the game. And this won't push your pets so hard.

Compatibility & Updates:
This uses the xpath patching system and an insertion hook, so it should be compatible with just about everything.

Saved Games & Uninstalling:
It works without having to start a new game. Uninstalling should not cause an issue, either.

Credits:
  • Daniledman for the inspiration that the Hardworking animals mod provided me. (All my files are my own or modified from the core game. Also, my approach is completely different.)
  • The folks on the #modding channel of the RimWorld discord, especially Dingo, ChJees, NoImageAvailable, and erdelf.
10 Comments
Lord of the Hold 4 Feb, 2023 @ 10:55am 
Is this still working in 1.4 or has another mod taken over it's functionality?
jonjowett 19 Mar, 2020 @ 4:25am 
I really liked this mod in 1.0 - it seemed to achieve a good balance of usefulness without being overpowered. I know asking for updates is frowned-upon, but no-one's asked yet... so... Are you planning to update this for 1.1? Or should I look for another solution?
TheGoofyOne 9 Jan, 2020 @ 11:07am 
TYVM!!
Thundercraft  [author] 9 Jan, 2020 @ 7:45am 
@TheGoofyOne
Animals Logic has an options menu where players can adjust the "mtbHours" of animal Hauling ("JobGiver_Haul") anywhere from "0" to "3". The mod default for this variable is "1.5", which is the value that un-modded RimWorld uses.

The tag "mtbHours" translates to 'Mean Time Between' Hours, with each in-game hour being 2500 ticks, or about 41 real-world seconds. A smaller number here has the game check animals more frequently (wait less ticks) to see if anything needs hauling.
Thundercraft  [author] 9 Jan, 2020 @ 7:45am 
But, whether an animal will immediately haul is more complicated than just one JobGiver. The game also regularly checks each animal to see if it should be doing something else, such as needing to eat, take a walk near the colony ("JobGiver_WanderColony") or - if enemies are nearby - stay close to colonists ("JobGiver_WanderAnywhere").

Animals Logic can only change "JobGiver_Haul" of your animals, and only if the player changes it from the default "1.5" in mod options. I searched Animals Logic's source code, but I did not find changes to "WanderColony" or "WanderAnywhere".

My mod sets the "mtbHours" of animal Hauling to "0.6", which is far less than default. Also, it reduces "WanderColony" and "WanderAnywhere" from a range of "120 to 240" down to "90 to 160". This means that (a) pets should spend less time wandering around aimlessly and (b) the game doesn't wait quite so long to see if something needs hauling (because the animal was devoted to wandering around).
Thundercraft  [author] 9 Jan, 2020 @ 7:43am 
My mod is simple: It's designed for one purpose only. Animals Logic sounds like a fine mod - one that I plan to use myself in a new game. Though, I plan to use both. If Go Fetch is higher , Animals Logic would override the "JobGiver_Haul", but it should still leave intact Go Fetch's changes to "WanderColony" and "WanderAnywhere".

If you use both, I do not recommend putting Go Fetch lower in load order as it will cause a red error. Go Fetch will fail to patch "JobGiver_Haul" because it can't find it as Animals Logic changed it. But having Animals Logic load after Go Fetch does not cause any error or issue. I've tested this.

If you use Animals Logic and set Hauling to "0", then animals will haul non-stop (like with the Hardworking Animals mod) and they'll eventually drop from exaustion. As they haul non-stop, you won't see a difference from changes to WanderColony or WanderAnywhere. But if hauling is set to something where they have a chance to wander, you will.
TheGoofyOne 9 Jan, 2020 @ 4:35am 
Animals Logic MOD does this perfectly with no issues. How does this compare to that? How is your approach (bold)completely different(bold)?
mastergoku2999 6 Jan, 2020 @ 9:11pm 
animals are weak in combat untill you combine the dna of a thrumbo and a timberwolf to make a thrum-wolf
xChibi 2 Jan, 2020 @ 3:02pm 
there is a mod called Animal Logics which does exactly this, it allows you to change the frequency of pet hauling instead of giving them the hauling job of Hardworking Animals. Along with other options like prevent them from eating random things etc.
Mistletoe The Bard 2 Jan, 2020 @ 2:22pm 
Thanks for this mod. This is exactly what I want compare to Hardworking Animals. This will probably be less likely the break the game with mods like kill for me, colony manager, and stockpile limit(especially this one).