RimWorld

RimWorld

[1.3] Advanced Animal Frameworks 3.95
144 Comments
trexman2086 1 Jun, 2024 @ 7:15pm 
please update
Kizzycocoa 13 Apr, 2024 @ 5:16am 
Will you be updating this for 1.5?
Angus Beef 17 Nov, 2023 @ 8:45pm 
For anybody coming here for Ogliss' Orks mod. Ogliss has incorporated the functionality of this mod into the orks mod, so there is no need to worry about this one.

Good thing too because this mod is dead!
bigd 7 Dec, 2022 @ 6:23pm 
mod is dead guys
Squaul 24 Nov, 2022 @ 1:16pm 
:'(
Killerkitty641 2 Nov, 2022 @ 11:52am 
1.4 would be much appreciated
Nameless 7 Oct, 2022 @ 6:39am 
Hi @WalkingProblem, many thanks to you for such an amazing mod! Do you have any plans updating for 1.4 and the new DLC?
apadilla124us 26 Sep, 2022 @ 10:10am 
i get the same issue as @reallyhairydave none player pawns dont show their weapon icon when selected.
Mistrust 23 Aug, 2022 @ 6:11pm 
Anyone ever get this mod working without the ungodly lag and pawns not doing jobs correctly? I have tried everything. really wanted to try the star ship trooper mod.
Ashran 16 Jul, 2022 @ 5:13pm 
Same problem here, its so annoying
Red-Eyed_Gelynome 7 May, 2022 @ 5:17am 
Yeah... this mod caused massive lag without crash when selecting certain pawns. I'd like to use the starship troopers mod but with this kind of bug, nah. im going back to AvP
Shard 10 Apr, 2022 @ 7:45am 
After four days of hunting for the problem, I have finally narrowed it down to this mod. Selecting a 'fresh' raider causes ungodly lag, without displaying any error messages. Hostile critters, colonists, prisoners, etc, do not do so. Likewise, once a raider is downed, selecting them doesn't cause lag, even if they get up and resume fighting.
TrVi 10 Apr, 2022 @ 12:25am 
bug report: When I clicking on enemies with weapon, my game lagging into 2FPS. I thought it was what the hack at first, but this problem still exists after removing WTH. Here's logs.

https://gist.github.com/tianshucat/84987f90b36185acdd134b696bb3f284
Prince of Crows 20 Mar, 2022 @ 2:38am 
Also I should mention, I went through my Mod list purging things slowly. Because this mod was near the top of the list, I ended up removing everything and adding mods with how long it was taking. When I found that this mod was causing the issues, It was in a near empty mod list, with only a few of the main support framework mods and major Vanilla Expanded mods. So its unlikely there is a conflict with the issues I had.
Prince of Crows 20 Mar, 2022 @ 2:34am 
Running into issues as well. Doesn't seem to cause any errors in the log, but its causing the pawns will ignore food restrictions completely and will feed anything to downed pawns. Off memory I was also having issues in the past with Pawns always trying to tend, even if they were incapable of medical. I didn't replicate it in my limited testing over the past day to find the culprit (being this mod) but given all the comments and the fact I hadn't had it recently until I re-enabled this mod. Again, I still had nothing in the error log denoting what was causing it, thus I had to trail and error to find it was this mod.
h.inglis76 11 Mar, 2022 @ 5:28pm 
I'm having a major issue with this mod where I can only make pawns do things while drafted, I can't right click anything to make them do specific tasks nor will they do tasks automatically as part of the work priority settings. I am getting the error message:

Exception in RimWorld.ThinkNode_ConditionalColonist TryIssueJobPackage: System.ArgumentNullException: Value cannot be null.
Parameter name: type
...

I have an extensive modlist, so I haven't been able to isolate any conflicts.

Here is a link to the full logs if it helps:
https://gist.github.com/aab22b51c2d931d884b73ba7fece12f7
kamarajitsu 6 Mar, 2022 @ 10:45am 
There is an incompatibility with Replace Stuff mod. For some reason this mod breaks Replace Stuff's replacing feature.
Everybody loves me 31 Jan, 2022 @ 10:41am 
There's a bug in your mod.
When I try to deconstruct fallen ship parts, I get two commands in different languages.
reallyhairydave 14 Jan, 2022 @ 2:56pm 
Weird bug, definitely mod conflict but all pawns not under player control lose their weapon icons and I get severe lag while they're selected. The weirdest part is dev mode doesn't show any red text associated and neither does the harmony extension that shows errors (can't remember it's name but it's the furthest left tab at the bottom). Not sure what I can do to help track it because I am using an ungodly long mod list (over 850 at the moment)
Zephir 9 Jan, 2022 @ 7:44am 
I set up Prisoners are not allowed to eat, no doctors. But the doctor ignored the rules and fed them. I’m sure it’s the mod. Hopefully we can fix it soon.
Mismagius 9 Oct, 2021 @ 3:58pm 
ok...i'm talking about Starship Troopers Arachnids if you didn't get what i mean. and i can't seem to draft any of the tamed insects in that mod if your suppose to be able to do that, because there is no option to do that. i can disable their weapons, but thats about it
WalkingProblem  [author] 9 Oct, 2021 @ 3:56pm 
@Mismagius - it can only draft modded animals with weapons that are supported - like the Minions or the Smurfs
Mismagius 9 Oct, 2021 @ 2:07pm 
i wasn't running it on it's own, i also had that insect mod that relies on it.
WalkingProblem  [author] 9 Oct, 2021 @ 7:14am 
@Mismagius - this mod only adds a framework for other mods to build on. This mod on its own do not necessarily add anything to the game.

@然而并没有这个人 - can you drop the link to "Awesome Inventory"? I dont think its compatible anyway.
Mismagius 5 Oct, 2021 @ 8:04pm 
am i suppose to be able to draft animals with weapons? cause i don't have an option to do that.
然而并没有这个人 18 Sep, 2021 @ 10:14pm 
It seems that Awesome Inventory does not work with this mod.
Maybe there is a compatibility issue?
WalkingProblem  [author] 2 Sep, 2021 @ 8:50pm 
@JDizzleOnPC - Visual cutting off is not due to this mod. That you need to refer to..... i forgot which mod. Its something to do with Tynan changing something and broke it. But its not due to this framework. This mod dont touch graphics.

@Regularity - Havent. But the number of subscribers make a difference later.

@Kal - dual wield. possible. Because animals can equip weapons via this mod; but probably not 2 weapons thus creating a conflict.

@Azarae - Something is conflicting the mod i think; i just started a new game (and loading my own games which I do my testing) - none of them have issue with the animal tab.
SepphorisVT 18 Aug, 2021 @ 11:57am 
For some reason, the "Animals" tab does not work with this mod installed. It just brings up a small, empty rectangle in the bottom left of the screen.

Unsure if it's just me or not, but that makes this mod next to unusable.
Kal 17 Aug, 2021 @ 5:18pm 
I seem to be getting some error log spam when using this with other mods like Dual Wield and Yayo's Combat 3, guessing there is a compatibility issue or something? I copied and pasted the log that Visual Exceptions spat out at me and posted it in the discussions thread. I love this mod, so I'm hoping it is a simple fix or even just an error on my end.
Regularity 14 Aug, 2021 @ 8:16pm 
I'm not sure why you'd bother advertising your youtube channel when you literally haven't posted anything there for over a year...
JDizzle 6 Aug, 2021 @ 5:21pm 
I've got errors from this mod, as well as animals that visually take up more than one tile are cut off at the single tile's art
WalkingProblem  [author] 29 Jul, 2021 @ 3:03pm 
So with the launch of the smurf mod, I gonna divert my resources and time on other stuffs and my professional work until funding raising targets are met.

I will also create rimworld related youtube content - probably a lot to do with the mods I created on my walkingproblem studio youtube channel. (please subscribe here: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw )

Subscriber Targets
~ 100 to allow me to have a custom youtube channel ID
~ 1000 to allow me to monetise the youtube channel.

My aim is 1000 subscribers, so that my content will allow me to earn advertising dollars - which in term will allow me to spend more time on modding.This is actually the best thing to help me help you get more of my mods updated and created!
WalkingProblem  [author] 27 Jul, 2021 @ 6:59am 
@rot03065 - probably a mod conflict.

@romulusj - LOL~ Yes they do. LOL

Soon I will add an update (not sure when) which allow you to decide which "work" the animal is allowed to do.
romulusj 26 Jul, 2021 @ 7:30pm 
This mod seems to be causing my pawns to feed prisoners raw food (potatoes). Much prisoner anger was had.
rot03065 23 Jul, 2021 @ 7:53pm 
https://imgur.com/TknLiTp
Hello there,does animals need draft in AAF?
My humanlike animals can manually attack the enemy in VEF before, but after adding AAF, I was told to first need draft. I am curious, is AAF conflict VEF MVCF? Thank you for making this great mod.
YaoYao 22 Jul, 2021 @ 8:04pm 
Hello there I found a error when you install MOD Atchung and this together, and it won;t let you to order colonist to use medicines for the treatment. idk what cause this. But I try to only run this two mod and this still happen. they are both great mod hope this will be fixed in the future
Arcanant 17 Jul, 2021 @ 8:49am 
I am sure it is some conflict but with this mod I was not able to open the Animal Tab.
QueenBlade 14 Jul, 2021 @ 9:21pm 
Just want to say thanks.
Appreciate all the work and time you put into this.
WalkingProblem  [author] 9 Jul, 2021 @ 11:31am 
[1.3] Advanced Animal Frameworks 3.95

Now updated to support Rimworld 1.3.

ChangeLog:
- Updated to RW1.3
- Now animals can drop weapons via their gear tab
- Now you can managed animals via the animal tab (pick up weapons? range weapon? melee weapons? auto pick up better weapons?)
- Added long range artillery AI
- Some heavy redoing of the changes from the previous version because RW1.3 broke it

Upcoming AAF supported mods from WalkingProblem to be launched for RW1.3 within days:
- Minions Mod
- SmurfeRims (Smurf Mod)
- Starship Troopers Arachnids Mod
- Rabbids Mod

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1336991209

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem
莫问归期 5 Jul, 2021 @ 5:44am 
Hunting, taming or no buttons
WalkingProblem  [author] 5 Jul, 2021 @ 12:13am 
Advanced Animal Framework 3.9 released.

changelog:
- fixed bug that causes hunt and tame button to disappear
- added the ability to ask animals using the framework to decide whether to use weapons, use range weapons only, melee weapons only, and upgrade their weapons whenever that see one
- the above can be found in the animal tab
- added limitations on colonist animals to only pick up weapons that are not forbidden
- added additional functionality to allow animal to only use range weapons
- maybe something to do with the arachnid mod... forgotten

planned future features:
- to all work jobs into the animal tab, so that you can decide what work the animals can do, rather than they try to do everything they can like what they do now
WalkingProblem  [author] 4 Jul, 2021 @ 7:02pm 
I will update when I updated the mod. I currently adding/fixing a few more crucial things before I push it out.....

And fuck.. 1.3 is here in 2 weeks.
Rabood 3 Jul, 2021 @ 8:50pm 
thanks dude, your awesome. will defo add it back to my game
WalkingProblem  [author] 3 Jul, 2021 @ 7:56pm 
Oh, I managed to fix the hunt and tame gizmo disappearing bug.

Will upload the update later today.
Rabood 27 Jun, 2021 @ 3:42pm 
thanks for the quick reply, shame that its not an easy fix.
WalkingProblem  [author] 27 Jun, 2021 @ 4:16am 
@Rabood @Arcanant - Yes. My coding ability is still not good enough to get those gizmos working correctly.

So its a matter of "play it at your own risk" for my mods that needed this framework unfortunately.

Will fix it eventually.
Rabood 27 Jun, 2021 @ 1:40am 
With this mod i am unable to hunt and tame individual animals, removing it fixes the problem. would love a fix if possible.
Arcanant 26 Jun, 2021 @ 9:54am 
Unfortunately when I am adding this to my mod list I am not seeing Gizmos anymore at wild animals.
Arcanant 25 Jun, 2021 @ 9:56pm 
This is exactly how I wanted to introduce vehicles to Rimworld! Amazing! :D
apadilla124us 25 Jun, 2021 @ 4:46pm 
:cupup: thank you!!