RimWorld

RimWorld

Retriever, Go Fetch [A17] (old version)
20 Comments
Thundercraft  [author] 2 Jan, 2020 @ 2:11pm 
I've been away from RimWorld for a while now. And I should have released an update sooner. Sorry.

But, finally , I've released the [1.0] version here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1957624420
gamer nerd 28 Sep, 2018 @ 2:43pm 
(looks at recent commets) i guess my animals will remain almost useless.
ambi 9 Sep, 2018 @ 5:18am 
B19?
ambi 26 Dec, 2017 @ 7:28am 
B18 update??
Azrael 25 Nov, 2017 @ 6:13am 
Would you consider updating this? I love this mod so much that I don't even want to consider using Hardworking Animals and would much rather have this one :)
ALERT 20 Nov, 2017 @ 11:37am 
A18?
Maxxmillian 19 Nov, 2017 @ 1:03am 
Beta 18 is live, can we please get an update?
Gon 18 Nov, 2017 @ 10:28pm 
a18 pls
Lurmey 1 Nov, 2017 @ 6:56pm 
Would be cool if we could have a way to actually tell the animals to haul something in the same way as prioritising hauling a stack with a colonist. Would be handy when you've just been attacked and all your colonists are disabled and bedridden. You could command your lab to rescue a downed colonist manually or bring essential items indoors from outside etc.
Omega13 5 Sep, 2017 @ 8:03pm 
So after trying this and Hardworking Animals, I ultimately have to say I like this one better for a simple reason - with Hardworking Animals, it's a hell of a pain to train your animals unless you train them in haul DEAD LAST because they Won't. Stop. Hauling. When I used that mod I had to reassign haulers to the barn until they were completely done with all their training. With this mod, they occasionally take a break from hauling and give the trainer a chance to catch up and get their attention for a quick lesson.
McMuffin 4 Jul, 2017 @ 5:56am 
I'm getting dogs that miscarry due to starvation with no hauling mods installed at all and the animals set to "Unrestricted". I think the AI is just too dumb to make them eat in time, to be honest. Thanks for this mod!
Anvil Pants 27 Jun, 2017 @ 4:46pm 
Point is that you'll be getting your change in on more diverse load orders, and will receive fewer questions about the thing you already answered.

Has nothing to do with "do anything to help animals haul faster than they already do with Hardworking animals".

Would do the opposite of that, anyway.
Thundercraft  [author] 27 Jun, 2017 @ 4:42pm 
@ Anvil Pants
Yes, it is possible to use PatchOperationSequence to only patch on a condition, such as only if a certain mod is installed (or not installed). You are correct: That would prevent the red error.

However... what would be the point? My mod can't do anything to help animals haul faster than they already do with Hardworking animals?

And that isn't even my goal. I just want animals to haul a bit more often than normal (which is ridiculously rare), not haul so often and so fast that it puts colonists to shame.
Thundercraft  [author] 27 Jun, 2017 @ 4:37pm 
@ ChromePlate
Hardworking animals mod replaces Animal.xml with a version that has a bit of code missing so animals will haul stuff non-stop - without a break - until there is nothing left to haul.

Among other things, my mod will attempt to change the <mtbHours> tag for hauling, which his version does not have. So, it will generate a red error if you use both as it's not exactly compatible. Anyway, it's not physically possible to make the animals haul faster, with Hardworking animals, aside from making them run faster.
Anvil Pants 27 Jun, 2017 @ 4:37pm 
Something like the following should fail silently and let you patch against both cases:


<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationSequence">
<success>Always</success>
<Operations>
<li Class="PatchOperationAdd">
<xpath>/whatever</xpath>
<value>
<mtbHours>...</mtbHours>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>/whatever</xpath>
<value>
<mtbHours>...</mtbHours>
</value>
</li>
</Operations>
</Operation>
</Patch>
Thundercraft  [author] 27 Jun, 2017 @ 4:35pm 
@ Woo77
I'll keep that in mind if I ever learn HugsLib and get more experience with .DLL modding, because that's what it would require.

But, please, let me know what you think of the hauling rate. If it's too slow, I may increase it for everyone. I won't go overboard, though, as I want to keep it fair and balanced.
ChromePlate 27 Jun, 2017 @ 3:18pm 
And just to make sure if i mess up, the mods wont stack right?
ChromePlate 27 Jun, 2017 @ 3:17pm 
I think i got another mod installed witch upps the haulig, dunno if that was it, or if my zones was the problem but got a few misscarages because of starvation(prob because my people refuses to make the bloody kibble and they where not allowed into the freezers at the time)
Just a thoght, Perhaps (if you can) make pregnant pets haul a little less then 3 times the regular.
Just an idea..
Woo77 27 Jun, 2017 @ 12:03pm 
maybe then it would be nice to have the possibility to configure the mod, the frequency of hauling etc... anyway I'm testing the mod ASAP
Thundercraft  [author] 27 Jun, 2017 @ 9:21am 
Any feedback would be appreciated. In particular, I'd love to hear opinions on how fast animals haul with this. Is it too much... or not enough? If people tell me that it's not enough, I may bump it up to have them haul faster.

The reason I made this was because I thought that "Hardworking animals" was too OP. It felt too cheaty as having a few animals was enough to haul everything immediately, allowing me to turn off the hauling job on all my pawns.