RimWorld

RimWorld

Animals are fun! (Continued)
90 Comments
Lagii 8 hours ago 
What animals does this apply to? Certain intelligence level? Or something we can modify?

I love the idea of this mod. I'll probably use it regardless. But if I see my pawn going for a walk with a rat or playing fetch with a rabbit I'm going to laugh.
Pypor 29 Jul @ 7:32pm 
@ColossalFossil Amazing mod! Thanks! Also, just letting you know, the description still says "currently only supports version 1.5 of RimWorld"
Computer 17 Jul @ 9:46pm 
Most important mod ever conceived, game is unplayable without it.:slimehappy::HatHealth:
BlueTressym 13 Jul @ 11:24pm 
I love this mod; thank you very much.
Kyrox 13 Jul @ 11:00pm 
Dope mod, dope modder.
ColossalFossil  [author] 12 Jul @ 10:02pm 
Thank you all for the positive vibes!
fireflyinthdark 12 Jul @ 7:58pm 
thanks for updating!
Vicidsmart 11 Jul @ 5:58pm 
Thank you!
ColossalFossil  [author] 10 Jul @ 7:39pm 
Hey everyone! Version 1.6 is now available. In addition to fixing any bugs we find, I will be working on the settings for skill gain vs recreation gain next.

Mr. Krill - after looking into it, that message is a warning that I created. It happens when the time it takes to travel the walking path is shorter than the maximum time the pawn wants to spend with the animal. I plan to change it to choose another new walking path when this occurs, which the pawn will follow until the end of the recreational job. For now, this is safe to ignore as it is a warning and not an error. (yellow text, not red)
Lesbian Scissorcannon🜏 10 Jul @ 3:26am 
papa bless
The Ferret 5 Jul @ 4:39am 
Another thanks for your work :Currency:
ColossalFossil  [author] 29 Jun @ 9:16am 
Thanks everyone for the support. I am spending some time this week to rewrite the pathing logic due to the 1.6 changes. I am trying my best to make sure this is ready BEFORE the 1.6 release.
Fancypuggo 25 Jun @ 9:07am 
Thank you for keeping this awesome mod going! :cool_seagull:
Kaiyo 18 Jun @ 10:01am 
Id love to run it in my 1.6 Colony. Any ETA for the updated version? Thank youuu!
ColossalFossil  [author] 11 Jun @ 11:47am 
For the long term, what I plan on doing is:

* Add automated testing
* Create a new UI which will allow a searchable and scrollable list of animals you would like to override. If the animal or pawn type is in the list, you will see the ability to allow or disallow playing for each of the play types. (For example, allow walking, but not fetch)
* Add new types of play
ColossalFossil  [author] 11 Jun @ 11:45am 
Hi everyone. Sorry for the lack of communication and updates. I have been dealing with a few things IRL that has absorbed all of my free time for the past few months. I am forcing myself to take a break over the weekend and next week to do the things I that I enjoy doing, which include RimWorld.

Here are things that I will be working on:

* version 1.6 compatibility (the preview of the game engine is available now)
* There are a couple of hard coded settings that I will make user configurable
* Adding a setting to change the level of skill gain vs level of recreation gain
* Add protection for invalid waypoints due to mod interference
* Add option to allow masters to play with bonded animals (which will override the cute setting)
Head 31 May @ 3:16pm 
Would it be possible to allow masters to play with their "bonded animals" even if they don't nuzzle? For example, I have a pawn who tamed a Cougar (who doesn't nuzzle) but they have a bond relationship. It would be nice if they could interact!
Mr. Krill 12 May @ 2:00pm 
[AnimalsAreFunContinued: PullNextWaypoint Line: 22] Attempted to pull a waypoint, but the path is currently empty.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch1 (string)
AnimalsAreFunContinued.AnimalsAreFunContinued:LogWarning (string,int,string)
AnimalsAreFunContinued.JobDrivers.PathableJobBase:PullNextWaypoint (bool)
AnimalsAreFunContinued.JobDrivers.PathableJobBase/<>c__DisplayClass1_0:<CreateNextWaypointDelegate>b__0 ()
AnimalsAreFunContinued.Toils.PawnActions/<>c__DisplayClass2_0:<WalkToWaypoint>b__1 ()
(wrapper dynamic-method)

https://gist.github.com/HugsLibRecordKeeper/2be3f8dff29bb95532e9148458aa8851
estrogenesys 3 Apr @ 8:59pm 
@ColossalFossil did the recreation amount option ever get updated?
ArschvomDienst 24 Mar @ 8:28am 
It would be absolutely great if we'd get a list of which animals to EXCLUDE.
My colonists keep playing fetch with chicken ("Animals Nuzzling Detect Horrors" plus "All Animals Nuzzle" make them cute as far as this mod is concerned). Right until they have a mental breakdown due to drowsiness or hunger because chicken are ... kinda slow fetching a ball.
Seraph 18 Jan @ 4:40am 
@ColossalFossil Thank you for considering my feedback !
ColossalFossil  [author] 17 Jan @ 6:25pm 
@Seraph - I'll make an update to allow the recreation amount, recreation time, and the amount of social xp you gain adjustable in the mod options. I believe the issue is that recreation that also gives you xp will give a lesser amount of joy compared to activities that don't (such as cloud watching).

Give me a few days and I'll add this in the mod options.
Seraph 17 Jan @ 5:55pm 
I love the idea of this mod, but the numbers need tweaking, direly, I just watched a colonist spend 3 hours playing with her pet to get 4% recreation when she would have gotten 10x that amount by just cloud watching , at this point playing fetch is just hurting the colony and that's sad.
Halfelfaedyn 24 Dec, 2024 @ 8:49pm 
I always have mass animals in my colony, this is fantastic!
ColossalFossil  [author] 20 Dec, 2024 @ 8:00am 
@NicoMok14 - Yes, as long as the animal is considered cute (has a nuzzle factor in the description of the animal's statistics). You can also play with non-cute animals by unchecking the "Must be cute" option in the mod settings.
NicoMok14 20 Dec, 2024 @ 2:46am 
Will this mod effect animal added by other mod?
ColossalFossil  [author] 12 Dec, 2024 @ 7:56pm 
@AcetheSuperVillain - I was able to reproduce the issue. I stuck the pawn and its pet into a room and forbid opening the door. This cause the pawn to be stuck "standing" when bored. After I did the fix that I mentioned last night, when the pawn cannot access the outside, the pawn will find something else to do. If there is nothing else for the pawn to do when unable to reach outside, the pawn will now "wander" instead of showing "standing".

If you play tonight, please unsubscribe and resubscribe to this mod to ensure you download the latest version with the fix.

Thank you for pointing this out!
ColossalFossil  [author] 11 Dec, 2024 @ 11:07pm 
@AcetheSuperVillain - I think I see the issue. When the pawn starts to think about walking a pet or playing fetch, I check if the pawn can reach a pet and both are available to play. Then I start the walking pet or fetch job.

The very first step of the job is to choose a path. I should choose a path as the very last part of checking if both the pawn and pet are capable of the job. Currently, if the job starts, but the path isn't reachable, then the job stops and the pawn picks up a new job. In your case, its immediately trying to play fetch or going for a walk again.

I'll see if I can get this fixed either tomorrow night or Friday night.
ColossalFossil  [author] 11 Dec, 2024 @ 11:00pm 
@AcetheSuperVillain - Is the animal inside with you at the time or is the animal outside of the lockdown when the pawn freezes?
AcetheSuperVillain 11 Dec, 2024 @ 8:12pm 
If a pawn can't get outside, under lockdown for example, they will freeze up if they try to play with animals.
ColossalFossil  [author] 14 Oct, 2024 @ 6:29pm 
Hi everyone. I fixed a bug where the animal cuteness was not being properly checked. This was causing pawns to attempt to play with penned animals. Since penned animals cannot leave the penned area on their own, the animal would stop playing as soon as the animal hits the boundary. However, the pawn would immediately try to play with the animal again and get stuck in a potential loop.

I have fixed the issue and moved the "Must Be Cute" setting to the experimental section of the mod settings. If "Must Be Cute" is enabled (which it is by default), pawns should not try to play with penned animals. You should be able to turn this setting off if you have very large penned in areas or the entire pen extends to the walls of your base.
ColossalFossil  [author] 11 Oct, 2024 @ 11:42am 
@Zach77 - if you would like to help, can you turn on development mode and copy and paste the log when it's happening? Stuck pawns in any mod are usually because an error in the JobDriver. I currently have two, one is for fetch and the other is for walking. It could also be caused by a mod incompatibility which I can either try to fix or mark as something that is incompatible with this mod.
Zack77 11 Oct, 2024 @ 9:37am 
Guys don't use this mod it will cause the standing bug in pawns. My pawns were stuck on activity standing after opening debug log i can see it was all because of this mod pawns cannot find a valid path to animal but animal was right next to them
dybal 8 Sep, 2024 @ 5:59pm 
She tries to take the donkey to a walk too... and keeps going back to it, frustrated, when it turns back at the fence...
dybal 8 Sep, 2024 @ 5:50pm 
My pawn is playing fetch with a penned donkey... she keeps trowing the stick outside the pen and running to fetch herself :-)
GingerMagician 20 Aug, 2024 @ 9:07pm 
@colossalFossil I have only three types of animals at the moment that i could have seen them play with: Sheep, Alpaca, and a Hare. Iv'e seen them play with all three. For the hare, it works as intended, but the Alpaca and Sheep they will just stay in the pen and the pawn will walk around "playing fetch" or "taking a walk". Although I have not seen them interact with the animals recently. I have a rather extended mod list, and from a really quick look, I have "VE framework Animal Behaviors" and "Animal Logic" are the ones that come to mind that might change things. Thanks again.
ColossalFossil  [author] 20 Aug, 2024 @ 10:58am 
@Tleno - not currently. At the moment, when a pawn begins to think that they would like to play fetch or walk an animal, they look at a list of animals that are within a 30 tile radius of the pawn. From there, the selection is filtered down based on whether the pet is able to be played with.

I'll to do some testing, but I see two potential options here. The 1st is that I filter the list of animals within a 30 tile radius and then evaluate animals that are bonded to that pawn first. The 2nd option would be to do the same, but have a slightly higher tile radius for bonded animals and keep the 30 tile radius to non-bonded animals. Obviously, you don't want to seek out a pet that is on the other side of a 300+ tile map.

I'll give pawnmorpher a try. I was planning on whipping up some animals via XML for testing locally, but if another mod can be a tool to do so, I'll try it out. Thanks for pointing it out.
Tleno 20 Aug, 2024 @ 10:10am 
I'm curious, are there additional benefits or increased play chances when a pawn and the animal are bonded? That'd be sweet.

Also a bit of a wild guess but Pawnmorpher may match your needs for humanlike animals? It has varied states for mutation levels.
ColossalFossil  [author] 19 Aug, 2024 @ 10:48am 
@GingerMagician - I'll have to look into this. Do you know what animal in particular (even if it's a modded animal)? The current logic I am using is to see if the nuzzle value is less than zero. However, I may need to also exclude animals with a value of zero. I think anything with less than 0 shows up as zero in the UI, but I haven't checked.

I'm think I will add a "Allow Non-Zonable animals" checkbox and have it unchecked by default. That way your pawns won't play with the livestock.

That makes me wonder... maybe I should add another checkbox for "Children try to play with wild animals" and do a simple check to see if the wild animal will want to play. That may add for an interesting mechanic of needing to pay attention to the little ones. Especially, if it's a predator that does not want to play.
GingerMagician 19 Aug, 2024 @ 10:31am 
I have had a several instances where I had pawns playing with farm animals with no nuzzle interval while the "must be cute" option is checked on in the settings window. Otherwise it seems to work fine. If possible, I think a setting to just allow for playing with animals that are zone-able would be a nice one to have. Love the mod, Thanks
ColossalFossil  [author] 11 Aug, 2024 @ 8:13pm 
A new experimental section in the settings has been added. Currently the following settings are available to preview while I test and tweak them.

* Allow human like - This will allow pets that are considered human like. I need to find a mod that adds human like animals to test. To my surprise, Monster Girls are not considered human like.
* Allow exotic pets - This allows non-normal flesh-based animals such as insectoids, mechanoids and flesh beasts that are tamable either in vanilla or other mods. I have only tested this with Spelopedes so far.
* Allow cross faction - interact with pets that do not belong to your own faction
* Allow non-colonist - allows visiting pawns to play with your pets. Testing with hospitality. This doesn't work yet with roaming merchants.
ColossalFossil  [author] 11 Aug, 2024 @ 8:05pm 
Hi everyone! Unfortunately, I did not have as much time to work on the mod over the past few weeks. However, I just released an update today. It includes a bunch of behind-the-scenes stuff and also includes some new features to try out. All of the logging has been updated to be easier to read. Also, any errors or warnings will appear even when Show Debug Messages is disabled in the settings.

A few bug fixes have been addressed in this update. Before the pawn or animal tries to move to an area, a check is now done to see if that location is reachable. This should hopefully address the issues with zones. Also, I have forced the pet's job to automatically end to the maximum length of the job. This should prevent a pet stuck in follow mode while save scumming or other odd time travel scenarios. Finally, the config settings will properly save.

A new button has been added to the bottom of the config settings to reset the settings back to the defaults.
ANIKI 27 Jul, 2024 @ 2:17am 
Very Good Mod. Thank you very much <3
ColossalFossil  [author] 10 Jul, 2024 @ 8:01am 
Hey everyone, last weekend I was unable to sneak away and work on the project. So, I will be updating the mod this weekend instead. There are a couple of bugs that snuck past me. For example, issues with bounds checking, repeating jobs to quick, and one that I ran into while save scumming, a pet stuck in following mode while the pawn has already moved onto other things. Poor thing fell over due to exhaustion.
the witch 6 Jul, 2024 @ 1:26pm 
The corgi had a restricted area, and I think Min-Ho was unrestricted.
creatura.exe 5 Jul, 2024 @ 12:27pm 
awesome, thanks!
ColossalFossil  [author] 5 Jul, 2024 @ 12:26pm 
Hi @creatura.exe - Thank you for sharing that with me. I will put in a fix to prevent that in the next update - which should be on Sunday.
creatura.exe 5 Jul, 2024 @ 10:09am 
ColossalFossil  [author] 3 Jul, 2024 @ 2:29pm 
@the witch - would you be able to answer a couple of questions?

1) Is the pawn assigned to a zone or unrestricted? If assigned, does switching to unrestricted fix the issue?
2) Is the corgi pup assigned to a zone or unrestricted? If assigned, does switching to unrestricted fix the issue?
3) Is the corgi pup in a fenced in area or an area that doesn't allow the pup to cross?

Thanks in advance. This will help me try to recreate your conditions.
ColossalFossil  [author] 3 Jul, 2024 @ 2:23pm 
@the witch - Hi there. What the log is reporting is that it's looking for an animal, found Donkey36956. Saw that the Donkey was busy doing something and went to the next animal, which was Corgi57877 with the name of 'corgi puppy 3'. It then immediately aborted the job and tried again over and over. I suspect because Min-Ho or the puppy was in an area that wasn't zoned to them or possibly not enough walkable space.

I am going to try to recreate this over the weekend. But, the pawn shouldn't sit around. I will try to create a flag that indicates that the pawn has tried to walk/play with a pet in the past x number of minutes and not try again for a couple of minutes to avoid the pawn getting stuck in a loop. If you need to, you can always disable the mod until I get it fixed for you.