RimWorld

RimWorld

Skilled Slaughtering
31 Comments
[Zerg03] MrHydralisk  [author] 4 Jul @ 9:07pm 
Will be updated to 1.6, but after 1.6 and DLC fully release.
Jarrod 22 Oct, 2024 @ 1:17pm 
Understood. I shall be removing the mod then. Thanks for the time put into making it.
[Zerg03] MrHydralisk  [author] 22 Oct, 2024 @ 12:33pm 
It pity, ik. But that issue is an edge case, so usually it quite unlikely to happen with normal healthy pawn. Plus it doesn't cause errors, nor affect perfomance, making it in total rare and non critical. So while it can be changed, it will require a full rewrite of this old mod, which I don't have free time for rn.

Like the code for slaughtering is still the same as vanilla one, the only difference basically is the timer, which can end up being longer with bad pawn, than timer of animal waiting in one place, when pawn reach it. Also about how vanilla Rimworld work, it still possible that pawn will try to work on a task that it might take too long too do, like with too low manipulation and any long construction. So such innefficiencies with ill pawns can happen normally too. While here it just more noticable, cause animals can run away, which can be also solved by locking animals on a spot, when they require slaughtering by zones like in mod Gifs or other animal mods.
Jarrod 22 Oct, 2024 @ 12:06pm 
Struggle, sure. But they shouldn't NOT be able to do it. Like I said, it makes more sense if there is a % chance to fail, instead of just a "it fails every time". Majority of the concepts in Rimworld are a % chance, and if they have 0% chance to do it, then they just do not do it at all, not run around the farm for an entire day chasing one animal. Even a level 0 medical pawn can do certain surgeries, they just have a higher chance of failing, not fail every time.
[Zerg03] MrHydralisk  [author] 22 Oct, 2024 @ 2:29am 
Jarrod, there is no config, cause it one of the first mods I ever done, which is a very simple patch to slaughtering process. Fact that pawn will struggle to slaughter the animal, when have too low skill or capacity, seems realistic and fitting to me and that's why it was done this way.

Lore wise speaking it quite understandable how pawn without arm will struggle to do something with animal. Just give some love to this pawn and replace it missing arm, so it can regain it working capabilities.
Jarrod 22 Oct, 2024 @ 12:02am 
Seems like this mod makes it impossible to slaughter animals if the pawn's ability is too low. Noticed one of my pawns that's missing an arm chasing an animal around. Turns out it is trying to slaughter it, but it takes too long so the animal just walks away, resetting the action. I see it's mentioned that some big animals might be able to move away, but I feel like this should be a % chance, not a 100% thing, cause as it is, a pawn will waste an entire day chasing an animal around trying to slaughter it.

Or at least it should be configurable. Don't see any config in game for this mod.
[Zerg03] MrHydralisk  [author] 21 Aug, 2024 @ 3:47am 
Church.exe, it actually not touching the cooking job at all, cause slaughter is part of animal jobs. Plus it can't affect the stone part at all, that sounds like a none related issue from other mod. Like the way this mod made it basically adding new stat that affected by mentioned skill and capacity in description and it also patching the job for slaughtering to relly on this new stat. Nothing more, so it just not possible for it to affect something what you describe, especially that it not related to slaughtering code-wise. Thus I'm afraid you would need to find another source of this stone issue in big modpack.
Church.exe 21 Aug, 2024 @ 3:07am 
removing this mod causes all of the stone on my map to disappear for some reason. (it stays fogged) Also, it MIGHT be stopping my pawns from choosing to cook. (they can be forced to though) I'm not certain though, it could just be pawns being stupid. I tried to remove the mod to test but that's how I discovered all of the stone was being deleted. I'm playing in a large modpack so it could be a conflict but I'm not sure. This is the only mod I could imagine touching the cooking job much but it might be a conflict with worktab or something as well. (as for the stone thing I have no idea, I even tried loading it with mid-save-saver but it didn't detect any issues)

addendum : nope, the food thing was just pawns being stupid from the looks of it. They'd do things like eat the corpses and meat raw so I guess there was almost never enough food stockpiled for them to actually get around to cooking it or something. Still, the stone thing is really weird.
GeneralTso 22 May, 2024 @ 7:09pm 
Thanks king
[Zerg03] MrHydralisk  [author] 7 May, 2024 @ 4:32pm 
Updated to work on 1.5
[Zerg03] MrHydralisk  [author] 22 Apr, 2024 @ 10:22am 
тетеря, блин, still in progress of going through all my mods to update
тетеря, блин 22 Apr, 2024 @ 8:25am 
1.5? 🙏
[Zerg03] MrHydralisk  [author] 4 Apr, 2023 @ 6:33am 
Daichi, yes, you can see that mod page have tag 1.4 and main picture have 1.4 in corner on it. It made so people can easily understand what ver. it work.
sirduck 4 Apr, 2023 @ 6:20am 
If I understand correctly, it will run on rimworld 1.4 correct?
[Zerg03] MrHydralisk  [author] 4 Apr, 2023 @ 6:06am 
Daichi, unless stated overwise on mod page
sirduck 2 Apr, 2023 @ 5:28pm 
this mod is okay all dlc and can run with rim 1.4?
UldyssianX 11 Jan, 2023 @ 6:53am 
Ok, thank you for help @[Zerg03] MrHydralisk
[Zerg03] MrHydralisk  [author] 10 Jan, 2023 @ 6:04am 
UldyssianX, it not really that simple to toggle with settings, but it quite easy to change localy. You can open mod folder - Defs - StatDef - StatDefs.xml where you will see Animals and Melee skill being used and their values. You can just change Melee to Cooking .
UldyssianX 5 Jan, 2023 @ 9:07am 
could you make a simple option by replacing Animal skill and Melee skill with cooking skill?
Catch Lightning 31 Oct, 2022 @ 8:22am 
Idk you slaughter an elephant and get back to me.
[Zerg03] MrHydralisk  [author] 31 Oct, 2022 @ 6:02am 
Agree, since when target not resisting a lot or fighting back, you wouldn't learn a lot in melee. For animals skill prob will try to make closer to Taming or Training value.
ProfileName 31 Oct, 2022 @ 4:28am 
I'd say the training would have to be kinda slow for the Melee skill, but at least a little more noticeable for Animals, personally.
[Zerg03] MrHydralisk  [author] 31 Oct, 2022 @ 1:21am 
Yes, I planned to figure it, when I have free time.
Catch Lightning 30 Oct, 2022 @ 6:46pm 
It'd be cool if this trained animals and melee too.
[Zerg03] MrHydralisk  [author] 29 Oct, 2022 @ 11:29am 
Figured the easier solution. Will upload compatible with 1.4 soon.
ProfileName 29 Oct, 2022 @ 11:20am 
Hmm, okay.
[Zerg03] MrHydralisk  [author] 29 Oct, 2022 @ 10:31am 
They seems to be changed some essential things with how "work" work, so it will need to be adjusted in mod too. When I will be sure that it will work on 1.4, then I will note it on mode page with tag and icon. Currently I suggest to disable it, if you plan playing on 1.4.
ProfileName 29 Oct, 2022 @ 10:26am 
Will this work with 1.4? I've got a lot of other mods that are currently awaiting existing privileges for the 1.4 side of things, so I can't say whether or not this will be fine.
ProfileName 16 Oct, 2022 @ 10:13am 
Well, if anything screws up, we'll be here to say so.
[Zerg03] MrHydralisk  [author] 16 Oct, 2022 @ 6:54am 
@ProfileName, it also depends whenever Harmony have different way of patching on other version. And since I very new to all this modding, I can't say for sure. Would be nice, if it works on older or newer ver, but there is also a chance I would need to change something slightly.
ProfileName 16 Oct, 2022 @ 6:34am 
I'd assume if it's mainly just a patch that does things based on stats that've been in the game for a long time, it should work with other versions.. so long as said stats exist.