RimWorld

RimWorld

893 ratings
Giddy-Up 2 Forked
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.050 MB
13 May, 2024 @ 2:40pm
13 Jul @ 11:44am
9 Change Notes ( view )

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Giddy-Up 2 Forked

Description
Giddy-Up 2 Forked

Temporary version of Giddy-up 2, until official version is updated.

OwlChemist has been inactive for some time, and so it doesn't seem like the official version will get updated. I will try to keep the mod working, but I do not intend to add new features. If anyone is interested in taking over the mod officially, feel free to leave a comment or ping me on Discord.

All credits go to steamhost.cn/steamcommunity_com/id/owlchemist and Roolo.

See original mod here, and don't forget to support the original mod authors.

Change notes
See change notes section of workshop item on steam.

Known bugs/Incompatibilities
  • Yayo's animation : animal models don't rotate. Fix : Disable animal animations
  • Giddy-Up 2 : Won't be able to kill pawns if original mod is installed. Fix : Unsubscribe from original mod
  • Biomes! Prehistoric : Warning in log, pawn position on back of Quetzal and Pteranodon are a little weird. Fix : Can be safely ignored.
  • Allies are helpful : Reported as not compatible

Bug reports
To report a bug, please leave a comment below and include a HugsLib log (CTRL + F12 while the game is running, and then paste the URL in your comment.)

Github[github.com]

If you need to contact me, do it through Discord : @clocknot[discord.com]

Original mod description
This is a renovated, overhauled fork of Giddy-Up, developed with permission from the original author Roolo. It's an all-in-one, containing all the modules in a single mod, internally modularized within the mod options. Giddy-Up allows pawns to ride animals around on the map, or even use them as battle mounts.
Popular Discussions View All (2)
7
6 Jul @ 12:06pm
1.6 bug
moo
1
15 hours ago
Animals not attacking
aw0833
244 Comments
Daklin 1 hour ago 
awesome thankyou :steamhappy:
clocknot  [author] 2 hours ago 
@Joomin Cool 🤘
clocknot  [author] 5 hours ago 
@Daklin took a quick look and indeed it seems like Meadow aves are disabled by default for a reason that escapes me. While I try to find a fix, you can enable the animals you want in the mod settings, enabling them through there works.
clocknot  [author] 6 hours ago 
@Ryan V2.2.4 changes the auto-mount logic so that pawns don't try to mount animals when they are in space, thanks for the report!
Joomin 6 hours ago 
Thanks for the mod. Just as an FYI I've added a patch to allow Dark Ages Imperial Red hounds to be ridden. Thanks!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3524922584
Daklin 14 hours ago 
does this not work with alpha animals anymore, or have I messed some thing up? vanilla animals are mountable, but it says aves from alpha animals arent mountable animals when I right click em to mount
Ryan 15 hours ago 
In Odyssey, colonists will mount animals and drag them out to the vacuum of space and the animals become immune to that vacuum as long as they are mounted lol
Eeo 12 Jul @ 1:11pm 
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 12 Jul @ 10:25am 
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 12 Jul @ 6:34am 
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