RimWorld

RimWorld

Animals Logic
1,317 Comments
Onnes 7 Jul @ 8:40am 
Alpha Mechs just updated their use of DoExplosion, and it appears to have resolved the conflict.
Draylynn 2 Jul @ 9:58pm 
How to configure this? I can't seem to find any options for this mod in-game.
Engineer Gaming Part 3 30 Jun @ 5:18pm 
There's some errors with alpha mechs
Onnes 30 Jun @ 7:55am 
I'm getting that same DoExplosion error and I think I've found the conflict: Alpha Mechs.
Reproduced with only loading Harmony, VEF, Animals Logic, and Alpha Mechs. Load order (within constraints) doesn't seem to matter.
RealLifeHobgoblin 29 Jun @ 9:02pm 
AnimalsLogic mod is trying to use a method (DoExplosion) that has changed or been removed in RimWorld 1.6.

Error while instantiating a mod of type AnimalsLogic.AnimalsLogic: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.MissingMethodException: Method not found: void Verse.GenExplosion.DoExplosion(Verse.IntVec3,Verse.Map,single,Verse.DamageDef,Verse.Thing,int,single,Verse.SoundDef,Verse.ThingDef,Verse.ThingDef,Verse.Thing,Verse.ThingDef,single,int,System.Nullable`1<Verse.GasType>,bool,Verse.ThingDef,single,int,single,bool,System.Nullable`1<single>,System.Collections.Generic.List`1<Verse.Thing>,System.Nullable`1<Verse.FloatRange>,bool,single,single,bool,Verse.ThingDef,single,Verse.SimpleCurve,System.Collections.Generic.List`1<Verse.IntVec3>,Verse.ThingDef,Verse.ThingDef)
Engineer Gaming Part 3 27 Jun @ 5:13pm 
Whats ur discord, Ignis, I'll go send my modlist
Jotto 27 Jun @ 3:22pm 
A wolf hunting my pawn did not trigger any of the traps today. Did it break for anyone else?
ignis  [author] 27 Jun @ 6:40am 
@Engineer Can't replicate the issue.
Engineer Gaming Part 3 26 Jun @ 10:05am 
for 1.6 its not showing the mod options
ignis  [author] 25 Jun @ 5:16am 
I don't have any errors with VEF.
Kylo 24 Jun @ 11:20pm 
Causing lots of errors with VEF on 1.6.

They changed some stuff here is their changelog
https://github.com/Vanilla-Expanded/VanillaExpandedFramework/wiki/16Changes
[MwG] fyzzo 21 Jun @ 12:03am 
Hey thanks for the mod, I just noticed that you don't show the decimal number for the Option "Hauling MTB" - it says "1h. Vanilla 1.5h". Would be cool if you could improve this :)
ignis  [author] 12 Jun @ 12:19pm 
Well, it is inherently a bit heavy I guess. But the reason fot that was that hostility code is a mess.

It should not be terribly heavy though. I have an idea how to optimize it a bit.
Evono 12 Jun @ 6:42am 
Ye encountered this special feature to be heavy too mid game with 20+ pawns , not incredibly heavy but still heavy.
ignis  [author] 8 Jun @ 1:16pm 
@Reidlos
"Predators hunting your pawns are considered hostile" setting. If disabling it does not help your TPS, then the problem is not in that function, because if it is disabled it skips the whole thing.
Reidlos 7 Jun @ 10:41am 
AnimalsLogic.Patches.HostilePredators:HostileToThing_Postfix is a bit TPS heavy mid game, seems to scale alot of any animals, even if non are attacking, or a predator etc. what does this do? do any of the options when toggled off reduce this tps use? tried toggling entire colony sees hostile animals option but didtn seem to work.
ignis  [author] 20 May @ 5:53pm 
Wild animals are only eating things with nutrition anyway.
Head 17 May @ 7:56pm 
"(Optional) Prevents animals from eating random non-food stuff."

Does this affect all animals or only tamed ones? I want wild animals to still eat my stuff if they get in
Evono 7 May @ 8:09am 
okay thanks !
ignis  [author] 6 May @ 11:31pm 
Load order doesn't matter.
Evono 5 May @ 5:23pm 
Where should this be loaded ? at the top? at the bottom ? doesnt matter ? pls add this info in the description :) rimsort kinda puts it atm somewhere.
ignis  [author] 23 Apr @ 2:13pm 
Check if that function is enabled. If it is, it can be a mod conflict.
Chuckles McMerry 23 Apr @ 8:59am 
Hello, I don't see the eggs that were damaged by temperature turning into unfertilised eggs.
Amroth 1 Apr @ 12:46pm 
@>54M I see, yeah, as much as I want this mod, that does seem very game breaking. It only happens with VEI2 installed?
Agouti 29 Mar @ 2:41am 
Animal food control seems to be missing, I remember it being there in previous versions? Specifically pawns keep feeding meals and stuff like cocktails to injured animals instead of hay, which they can eat.
>54M 28 Mar @ 5:08pm 
@Amroth on my end, Insects were killing each other after day 2.
When not killing each other they were being attacked by "invisible" insects as the game showed they were being attacked by an insect but the sprite of the attacker wasn't being rendered.
I also noticed this happened to wild insects that spawn on your map from day one. However, the insects from VE Insectois 2 (the ones that spawn at day one on the VEI2 new scenario) do not kill each other. I was also having some other minor bugs with animal behaviour but I don't recall well anymore. Removing this mod stopped the weird behaviours.
Amroth 28 Mar @ 3:52pm 
@ignis oh no, I meant the people commenting here saying that it's incompatible. If someone gave proper context, we could report it to the VE team.
ignis  [author] 28 Mar @ 3:12pm 
No idea, it is incompatible at their side.
Amroth 27 Mar @ 3:36am 
Can y'all share how it affects VFE Insectoids 2? Just saying it's incompatible is not very helpful.
>54M 14 Mar @ 8:34pm 
This mod is not Compatible with VFE Insectoids 2. It should be added to the mod description.
Amazing mod otherwise, it served me well for years. o7
Elegarn 10 Mar @ 11:52am 
@Bogeyed You can turn Predators Hunt Humans off in Custom Playstyle Settings (storyteller selection screen). It's Vanilla feature.
Bogeyed 26 Jan @ 6:50pm 
Anyway there can be an addition to add an option for "Predators don't hunt your colonists"? Getting annoying to micromanage predators around the map when they have other food options and choose to eat your colonist instead?
Smartik1 7 Jan @ 12:19am 
Update: Got a very quick response from the other mod author:
"Looking at the patch I think it's using the animal mating as a reference to change the hauling interval stuff. The Wild Animals Reproduce patch removes that and reinserts it outside of that section. If you run Animals Logic before my tweaks collection it should be fine. That's what I've been doing for a long time and so far I've never seen this error before."
Smartik1 7 Jan @ 12:07am 
Would love to use this, but you have an incompatibility with [FSF] Frozen SnowFox Tweaks. Looking at the mod options of that mod, it does a few things like:
- Animals don't eat random things
- Animals don't mine to escape
- Wolves are dogs
Error message here. Taking the other mod out of the load order loads with no issues.
https://imgur.com/a/76y8PXd
ignis  [author] 12 Dec, 2024 @ 11:09pm 
To use tap (or wall fridge) you need a patch, it is mentioned in description.
Nanook 12 Dec, 2024 @ 4:51am 
animals cant eat from nutrient paste tap ( from vanilla nutrient paste expanded )
Kaz the Mercenary 30 Nov, 2024 @ 8:14am 
Having what seems to be conflicts with Insectoids 2 as well.

Hive-specific construction OR hive-specific maintenance, which is even worse.
70 IQ Bimbo 28 Oct, 2024 @ 1:08am 
Oh okay, thank you! I was uncertain if it was related to this mod
ignis  [author] 27 Oct, 2024 @ 11:49pm 
Dogception! Well, it is actually a fox race.
70 IQ Bimbo 27 Oct, 2024 @ 11:39pm 
why is a dog petting a dog in the mod picture
ignis  [author] 23 Sep, 2024 @ 4:05am 
Probably should be handling on VFE side, since it is their stuff breaking.
PahandaBear 21 Sep, 2024 @ 11:29am 
There seems to be some uninteded interactions between this mod and Vanilla Factions Expanded - Insectoids 2. With this mod active, your hive insects will not perform the hive-specific construction jobs. I didn't see any errors in the logs, so it's probably just a case of two mods patching the same piece of code.
_♣Caligula♣_ 18 Sep, 2024 @ 5:57am 
Any known errors regarding no toxic rot kill patch?
Apparently has a hickup with a supposed to be dead animals which leads to no being dying anymore.
Viper 25 Aug, 2024 @ 7:29pm 
thanks
ignis  [author] 25 Aug, 2024 @ 5:48pm 
IIRC it works with any "shearable" comp. If it is coded like a custom harvestible comp, it won't work.
Viper 24 Aug, 2024 @ 10:36am 
hey ignis, quick question: the function where it harvests wool when butchering - is this coded in such a way that it will apply to any modded animal using the same "harvestable wool"-type of mechanic?
Moonshrooms 23 Jul, 2024 @ 3:10pm 
Alrighty, I'll search around. Thank you!
ignis  [author] 23 Jul, 2024 @ 12:30pm 
Hmmm, I only found one error regarding xpatch, and it is most likely due to mod conflict. SOme other mod is modifying ThinkTree.
Moonshrooms 23 Jul, 2024 @ 10:54am 
Plutocene 30 Jun, 2024 @ 6:47pm 
Thanks for the update!