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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.
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)
* 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
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)
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
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.
Give me a few days and I'll add this in the mod options.
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!
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.
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.
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.
Also a bit of a wild guess but Pawnmorpher may match your needs for humanlike animals? It has varied states for mutation levels.
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.
* 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.
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.
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.
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.