RimWorld

RimWorld

Giddy-Up 2 Forked
237 Comments
Eeo 52 minutes ago 
Problem with mounting behavior fixed: minimize distance at which a colonist will consider mounting, so that basically theyre always mounted all the time.

New Problem induced by fix: Pawns that are trying to do 'construct' based jobs specifically will freeze in place if they are too far from mounts to auto-mount, or if mounts are not allowed/able to access the location the pawn is (Via disallowed riding area or other area restrictions, or physical blocked pathing or other). This can be overcome by move the pawn next to the object(s) to be constructed, raising their job priority in construction to highest, then forcing the pawn to build a thing in that area. Convoluted enough that I might uninstall the mod until a real fix is found, honestly, but we'll see
moo 3 hours ago 
GiddyUp doesn't seem to like multiple same-named animals

[Giddy-Up] An error occured calling AllWildAnimals. This may happen if a mod has malformed PawnKindDef when the game is trying to process the def database for the first time. Skipping...

System.ArgumentException: An item with the same key has already been added. Key: Alligator

- alphaanimals
- megafauna
Eeo 7 hours ago 
Ok, so animals are mountable with odyssey installed, but colonists basically refuse to mount animals and when they do they only do so for half of a trip - they go to a place mounted, dismount, do w/e they were doing, then walk back even when their mount is right next to them. The only way to get around this is to manually mount an animal, then shift queue actions. Which somewhat defeats the purpose, I feel. I'm not sure what happened to change this as the only difference is that I've added Odyssey to the list
[SsT] Paradigmed 9 hours ago 
At least in my mod-list this seems to be crashing out at map generation...
clocknot  [author] 4 Jul @ 12:37pm 
@chainlinc3 should be fixed in 2.2.2
Odd Bunny 1 Jul @ 2:01pm 
It works fine for me without it
Force 30 Jun @ 11:07pm 
can you fork the core mod too i cant even use this without core sooo
Auspician 29 Jun @ 7:46pm 
I'm curious what happened to the "forbid riding" zone. Is it no longer necessary in this implementation of the mod?
Enchantress 29 Jun @ 10:27am 
does anyone know of a forked copy of the saddle mod or if another version is in the works? i've yet to start my game up since it got removed...crossing fingers my save is still ok.
chainlinc3 28 Jun @ 7:38pm 
Correction: The missing animals *do* show up, eventually, and loiter near the edge of the map where the caravan came in from.
chainlinc3 28 Jun @ 7:26pm 
Getting some fun errors like this:
Exception in JobDriver fixed tick for pawn Muffalo172361 driver=JobDriver_Mounted (toilIndex=1) driver.job=(Mounted (Job_287153) A = Thing_Human172289 Giver = ThinkNode_QueuedJob [workGiverDef: null])
https://gist.github.com/HugsLibRecordKeeper/d6843a62c19de944eda69e933a1679f6

They pop up when trade caravans show up-- and frequently the animal that's getting called out doesn't even show up in the caravan, so I assume it's getting nuked by the error? I'm nowhere near a perfect mod list, but I'm pretty sure this one is caused by Giddy-Up.
VolatileGlitchAviator 28 Jun @ 4:10pm 
@Katieclysm Sarg did, just decided to nuke it out the blue, cause steam apparently has a limit on the amount of data you can do in modding apparently, -rolls eyes- luckly i managed to save a copy cause i had rimworld running a the time he decided to nuke it so i saved it manually for my play through.
Dongas 28 Jun @ 12:37am 
@clocknot Many thanks!
Katieclysm 27 Jun @ 6:32pm 
So apparently Owlchemist or someone unpublished the Animal Saddles Giddy-up add-in?
clocknot  [author] 27 Jun @ 12:26pm 
@Dongas V2.2.1 re-enabled the zone in rimworld < 1.6, still doesn't work in 1.6 tho.
Dongas 27 Jun @ 11:36am 
@clocknot I understand, I'd really appreciate it if you could enable it just for <=1.5, if it is possible.
constantdisplay 27 Jun @ 10:48am 
that being nuked better not fuck up my save 😭
VolatileGlitchAviator 27 Jun @ 9:32am 
@Sarg Well that was unforunate I was using that saddles mod in my current play through LOL
Sarg Bjornson 27 Jun @ 7:02am 
@clocknot: Ok, nuking the submod then, I don't like its graphics, it's way too old
clocknot  [author] 26 Jun @ 4:51pm 
@Dongas Ive disabled it for the time being, spent a couple hours trying to make it work with the new pathfinding algorithm but wasn't able to. I am waiting for a mod like https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3328743204&searchtext=path+avoid to update so I could look at their code, if it takes too much time ill take another crack at it.
clocknot  [author] 26 Jun @ 4:47pm 
@Sarg Bjornson not really looking to add more things to the mod, im just trying to keep it running
Dongas 26 Jun @ 8:30am 
I'm not sure if it's just me, but the Forbid riding (or mount?) area seems to be missing from the Zones category—or from any category, for that matter—in the Architect menu. I'd appreciate it if you could take a look.
Slydragon05 25 Jun @ 8:23am 
Do you know of any incompatibilities that might be causing a memory leak? I've found it occurs with adding either this mod or Dragon Bonds mod, so don't really know what to do aside from removing both.
Slydragon05 25 Jun @ 8:11am 
This mod is causing a memory leak for me, is there something that might be causing that? 1.5
Papito 25 Jun @ 4:34am 
Thanks for the update! You are amazing
Sarg Bjornson 24 Jun @ 9:20am 
Hey, do you want to integrate the animal saddles mod into this?
VitaKaninen 21 Jun @ 10:15am 
How did they get in to begin with? They should just leave the same way, right?
Demize99 21 Jun @ 3:12am 
Here's a bug report: It's possible for Visitors to get trapped while riding a mount, because there is no way for the animal to get out of the camp. If you remove the rider the animal will attempt to "dig out" of the camp. It seems that though the animal is ridden it still tries to path out, fails, and the group fails to leave.
Bee 19 Jun @ 6:13pm 
thank you so much!!
VitaKaninen 19 Jun @ 2:34am 
@clocknot Thanks!
clocknot  [author] 18 Jun @ 5:00pm 
I am working on an update for 1.6, no ETA but should be before the dlc releases.
Papito 16 Jun @ 1:54pm 
Will this mod get updated?
AzoorFox 15 Jun @ 1:35pm 
UPDATE WHEN?????????????
VitaKaninen 14 Jun @ 12:31pm 
For all the people saying Giddy Up 2 might have a virus, the same place that reports it has a virus also claims that Hugslib has a virus, and it is the second most popular mod on the workshop after Harmony.

https://imgur.com/a/3owJtxS
Kham 11 Jun @ 6:14pm 
@The Human Man yes.
The Human Man 11 Jun @ 5:22pm 
Does this mod allow colonists to auto-mount if they have a far away job? Thats the main thing I want
ParagonRenegade 3 Jun @ 7:44pm 
It is safe to use, I've used it for a long time.

There may be a bug though; when certain animals are mounted, they may refuse to properly follow their master after they are dismounted. they will also not properly follow attack commands.

You can fix this annoyance by pausing, having a drafted pawn mount the bugged animal, dismounting it immediately, undrafting your pawn, then drafting them again. It fixes the AI of the animals and has them follow and attack normally again.

This doesn't happen all the time, just with certain animals, and only part of the time.
TangentialThreat 3 Jun @ 1:56pm 
This is safe to use...

Right?

Because I'm getting mixed messages here.
Galgen 1 Jun @ 4:27pm 
I'm having an issue where pawns can't hit each other in melee combat and remain on standby. Their melee skill increases infinitely, and dodge prompts appear. How can I uninstall the mod mid-game?
RoboJesus 24 May @ 12:30pm 
Have noticed an issue with pawns getting in a mounting/dismounting loop when trying to go to a bed to rest. Seems to only happen when i have a no riding zone set up over the area, but might be anecdotal. I have mounting spots setup (not in the no riding zone) so I'm unsure if this is an issue with my zoning or mount spots. Anyone else notice or have a solution for this?
Raluzo 20 May @ 5:39pm 
For some reason i keep getting an error with Speak Up! so the riders wont ride back and just leav the animal there. I can't say what's causing it but for now i will keep speak up i think
Head 17 May @ 1:03pm 
Please update this amazing mod
ZX Zero 15 May @ 9:02pm 
To make only master ride the animal use this mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2927035685
era 15 May @ 3:41am 
I did a submod for dynamically setting faction restrictions (choosing which animals each faction can spawn with) if anyone's interested: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3481641866

Especially nice for medieval runs :happy_creep:
Eskimo Joe 5 May @ 11:07am 
Sorry correction from Medieval Overhaul
Eskimo Joe 5 May @ 11:05am 
Hi anyone know what this error means? I get it when i try to right click a animal for mounting. It is a Griffon from Alpha Animals.

"Error trying to make float menu for Astoron: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 53E2AE62] Duplicate stacktrace, see ref for original"
Criarino 5 May @ 9:41am 
is there a way to completely disable the "cannot mount animal in poor condition" thing when manually telling a pawn to mount? It's incorrectly flaging perfectly healthy animals as in poor condition. I know you can change a setting in the "ride and roll" section but it doesn't affect manually teling a pawn to mount while drafted
Hebrux 3 May @ 5:01pm 
"Go And Mount to nearest animal" seems counter intuitive. Sometimes I don't want my muffalos moutned instead of my horses.

Anyway to configure what animals get mounted when I go into battle without having to select them manually?
estrogenesys 1 May @ 11:14am 
has anyone experienced any late-game issues with pawns mounting and just "Standing" and causing the game to stall every few seconds? I imagine this is some sort of pathfinding issue.