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RimWorld => Releases => Mods => Outdated => Topic started by: skyarkhangel on September 20, 2015, 09:51:52 PM

Title: [A12d] [AI] Enviro SK v.0.7b Hunger (02/11/15)
Post by: skyarkhangel on September 20, 2015, 09:51:52 PM
(http://s013.radikal.ru/i322/1509/2a/35b4d27050bb.png)

Enviro SK
Rimworld AI enhancement

It's a small modification that expands intelligence for animals. Now the animals are divided into carnivores and herbivores for real!



Key features in v.0.2

Additional features in v.0.3: Wild hunt

Additional features in v.0.4: Back to back

Additional features in v.0.5: The Shawshank Redemption

Additional features in v.0.6: Wild nature.

Additional features in v.0.7: Hunger

Updated to 0.7b
1. Disabled bash function for animals, that caused big freezes.
2. isGuest check fix. Tamed animals tried to check own faction for goodwill.

Screenshots:

(https://pp.vk.me/c624418/v624418905/4b9ad/zCTw9UjNTxM.jpg)

(https://pp.vk.me/c624418/v624418949/48cd5/0HRqTOn5KBk.jpg)




  Inspired by Pidgett
  Contributions from the entire K9 team.
  Special credits to mrofa, abrexus, ramsis, isistoy, igabod and fluffy :)
  Realised by Skyarkhangel.


Download v.0.7b Vanilla version.
(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://www.dropbox.com/s/so4hpbjjm2q4uh0/Enviro_SK%20v0.7b%20vanilla.rar?dl=0)



Title: Re: [A12d] [AI] Enviro SK (21/09/15)
Post by: ratboys on September 20, 2015, 10:14:46 PM
do you need to make a new save for this to work?
Title: Re: [A12d] [AI] Enviro SK (21/09/15)
Post by: akiceabear on September 20, 2015, 11:07:25 PM
+1 to follow
Title: Re: [A12d] [AI] Enviro SK (21/09/15)
Post by: skyarkhangel on September 21, 2015, 12:18:25 AM
Quote from: akiceabear on September 20, 2015, 11:07:25 PM
+1 to follow

not tested with old saves, but i suppose.. yes.
Title: Re: [A12d] [AI] Enviro SK (21/09/15)
Post by: skyarkhangel on September 22, 2015, 05:54:56 PM
v.0.2
Fixed bug, when animal self tamed after butchering.
Animals won't attack own race.
Title: Re: [A12d] [AI] Enviro SK v.0.2 (23/09/15)
Post by: Kolljak on September 22, 2015, 06:09:18 PM
lol was just about to post that bug... lol beat me to it.
Title: Re: [A12d] [AI] Enviro SK v.0.2 (23/09/15)
Post by: Kolljak on September 22, 2015, 06:10:20 PM
Download doesn't work... for me at least it says the yan.disk page is not found or no download there.
Title: Re: [A12d] [AI] Enviro SK v.0.2 (23/09/15)
Post by: Kolljak on September 22, 2015, 06:23:33 PM
And.... now its in Russian and still says no download available.
Title: Re: [A12d] [AI] Enviro SK v.0.2 (23/09/15)
Post by: Kolljak on September 22, 2015, 06:31:39 PM
OK got it back it says this
Nothing found

The owner may have deleted the file or closed access to it.
Or you might have received a link containing an error.


You can't lose your Yandex.Disk or spill coffee on it. Your files will be saved on Disk
no matter what happens to your devices.
Title: Re: [A12d] [AI] Enviro SK v.0.2 (23/09/15)
Post by: skyarkhangel on September 22, 2015, 06:43:00 PM
Sorry, fixed link :)

Soon be added project "Seedplease 2.0"  :)
With wild plants... Cultivation and domestication plants...
Title: Re: [A12d] [AI] Enviro SK v.0.2 (23/09/15)
Post by: Kolljak on September 22, 2015, 06:45:09 PM
Thanks love your mod. cant wait for 1.0 amazing mods will start to appear once code is finished.
Title: Re: [A12d] [AI] Enviro SK v.0.2 (23/09/15)
Post by: skyarkhangel on September 22, 2015, 06:51:43 PM
Quote from: Kolljak on September 22, 2015, 06:45:09 PM
Thanks love your mod. cant wait for 1.0 amazing mods will start to appear once code is finished.

oh yess.. there are great potential with K9. I suppose would be realized "wild hunting". Animal could hunting in groups.
Title: Re: [A12d] [AI] Enviro SK v.0.2 (23/09/15)
Post by: Keychan on September 23, 2015, 04:03:28 PM
Is there any precautions to prevent pets from attacking visitors.  Just had a pet husky attack my first group of visitors making them hostile.
Title: Re: [A12d] [AI] Enviro SK v.0.3 Wild hunt (24/09/15)
Post by: skyarkhangel on September 24, 2015, 09:47:48 AM
Updated to v.0.3: Wild hunt

Additional features in v.0.3: Wild hunt


Additional features in closed test v.0.4: Back to back

Possible in v.0.5: The Shawshank Redemption
Title: Re: [A12d] [AI] Enviro SK v.0.2 (23/09/15)
Post by: skyarkhangel on September 24, 2015, 09:51:45 AM
Quote from: Keychan on September 23, 2015, 04:03:28 PM
Is there any precautions to prevent pets from attacking visitors.  Just had a pet husky attack my first group of visitors making them hostile.

I thought about it, do ban soon.
Some people think that this is good :)
Title: Re: [A12d] [AI] Enviro SK v.0.2 (23/09/15)
Post by: TheGentlmen on September 25, 2015, 01:17:07 AM
Quote from: skyarkhangel on September 24, 2015, 09:51:45 AM
Quote from: Keychan on September 23, 2015, 04:03:28 PM
Is there any precautions to prevent pets from attacking visitors.  Just had a pet husky attack my first group of visitors making them hostile.

I thought about it, do ban soon.
Some people think that this is good :)

Ya can check any pawns fraction in a dll, with a animals faction is null that meens its untamed. Thats how I got Biodiversity pets not too attack thier owner in UOM, simply checking if the animal has the same faction as the pawn it shall attack or if its fraction is an an
ally of the pawn it will attack shall do it.
Title: Re: [A12d] [AI] Enviro SK v.0.3 Wild hunt (24/09/15)
Post by: LustrousWolf on September 25, 2015, 11:51:07 AM
Just a small thing, is it not supposed to say "Released by Skyarkhangel." Rather than "Realized by Skyarkhangel." ?
Title: Re: [A12d] [AI] Enviro SK v.0.3 Wild hunt (24/09/15)
Post by: isistoy on September 27, 2015, 07:08:08 AM
Sky puts extra stuff/code/AI, deals with you and me (users) and there is backing from here (me), when needed.
I don't see a problem Sky realizing the mod, we were asked for reference.
By the way, K9 was intended for A11 but A12 broke us apart, so I personally feel good seeing that code put into good use...
Title: Re: [A12d] [AI] Enviro SK v.0.6 Wild nature (28/09/15)
Post by: skyarkhangel on September 27, 2015, 08:54:36 PM
Updated to v0.6

changes from 0.2:

Additional features in v.0.3: Wild hunt

Additional features in v.0.4: Back to back

Additional features in v.0.5: The Shawshank Redemption

Additional features in v.0.6: Wild nature.
Title: Re: [A12d] [AI] Enviro SK v.0.6 Wild nature (28/09/15)
Post by: MultiDavid on September 27, 2015, 08:55:48 PM
Quote from: skyarkhangel on September 27, 2015, 08:54:36 PM
Updated to v0.6

changes from 0.2:

Additional features in v.0.3: Wild hunt

  • hungry wild animal will now consider the colonists as food.
  • tamed animal can attack wild animal with own race.
  • wild animals can support his pack!

Additional features in v.0.4: Back to back

  • Wild pack animals can defend own animals.
  • Animals trying be together and find his relatives.
  • Agressive herbivores can defend together.
  • After butchering will appear gutted corpse (not meat). Only animals can eat it...
  • Animal full rebalanced, based the food chain.

Additional features in v.0.5: The Shawshank Redemption
  • Intelligent tamed animals could funtime. (thanks to Fluffy).
  • If the animal is locked and very hungry it tries to break out (thanks to Fluffy).

Additional features in v.0.6: Wild nature.
  • Added new animal AI:  Herbivore harmless.
  • Apparel drop from pawn, after eating animals, but heavily damaged.
Hm... could you please make it so animals don't attack boomrats and boomalopes, it seems... stupid, also, i have no idea why some animals go on murderous killing sprees xD
Title: Re: [A12d] [AI] Enviro SK v.0.6 Wild nature (28/09/15)
Post by: skyarkhangel on September 27, 2015, 08:57:19 PM
Quote from: MultiDavid on September 27, 2015, 08:55:48 PM
Hm... could you please make it so animals don't attack boomrats and boomalopes, it seems... stupid, also, i have no idea why some animals go on murderous killing sprees xD

Already done, with food chain. Boomrats and boomalopes have much more danger.. but if carnivore animal have no other choice.. will try to attack them anyway or try to starve to death? Animals find that it is necessary take a chance.
Title: Re: [A12d] [AI] Enviro SK v.0.6 Wild nature (28/09/15)
Post by: MultiDavid on September 27, 2015, 10:26:26 PM
Quote from: skyarkhangel on September 27, 2015, 08:57:19 PM
Quote from: MultiDavid on September 27, 2015, 08:55:48 PM
Hm... could you please make it so animals don't attack boomrats and boomalopes, it seems... stupid, also, i have no idea why some animals go on murderous killing sprees xD

Already done, with food chain. Boomrats and boomalopes have much more danger.. but if carnivore animal have no other choice.. will try to attack them anyway or try to starve to death? Animals find that it is necessary take a chance.

I understand that part, but yet, for some animals ( like the iguana, which is an omnivore ) they seem to go on killing sprees, attacking everything and anything they can get their hands on, which, in the iguana's case, should be even more rare, due to them being able to eat grass and so on.

My own dog decided it would be fun going after 2 boomalopes with a squirrel nearby >_<
Title: Re: [A12d] [AI] Enviro SK v.0.6 Wild nature (28/09/15)
Post by: skyarkhangel on September 27, 2015, 10:57:45 PM
Quote from: MultiDavid on September 27, 2015, 10:26:26 PM
Quote from: skyarkhangel on September 27, 2015, 08:57:19 PM
Quote from: MultiDavid on September 27, 2015, 08:55:48 PM
Hm... could you please make it so animals don't attack boomrats and boomalopes, it seems... stupid, also, i have no idea why some animals go on murderous killing sprees xD

Already done, with food chain. Boomrats and boomalopes have much more danger.. but if carnivore animal have no other choice.. will try to attack them anyway or try to starve to death? Animals find that it is necessary take a chance.

I understand that part, but yet, for some animals ( like the iguana, which is an omnivore ) they seem to go on killing sprees, attacking everything and anything they can get their hands on, which, in the iguana's case, should be even more rare, due to them being able to eat grass and so on.

My own dog decided it would be fun going after 2 boomalopes with a squirrel nearby >_<

In future i suppose to rewrite.. selecting targets with calculating not only individual animals, but herd size too. I temporarily solved the problem with changing spawn group size. And individually may prohibit.. boom* animals..?
Title: Re: [A12d] [AI] Enviro SK v.0.6 Wild nature (28/09/15)
Post by: MultiDavid on September 27, 2015, 11:06:15 PM
Quote from: skyarkhangel on September 27, 2015, 10:57:45 PM
Quote from: MultiDavid on September 27, 2015, 10:26:26 PM
Quote from: skyarkhangel on September 27, 2015, 08:57:19 PM
Quote from: MultiDavid on September 27, 2015, 08:55:48 PM
Hm... could you please make it so animals don't attack boomrats and boomalopes, it seems... stupid, also, i have no idea why some animals go on murderous killing sprees xD

Already done, with food chain. Boomrats and boomalopes have much more danger.. but if carnivore animal have no other choice.. will try to attack them anyway or try to starve to death? Animals find that it is necessary take a chance.

I understand that part, but yet, for some animals ( like the iguana, which is an omnivore ) they seem to go on killing sprees, attacking everything and anything they can get their hands on, which, in the iguana's case, should be even more rare, due to them being able to eat grass and so on.

My own dog decided it would be fun going after 2 boomalopes with a squirrel nearby >_<

In future i suppose to rewrite.. selecting targets with calculating not only individual animals, but packs too. And individually may prohibit.. boom* animals..?

I wouldn't say... prohibit, something as simple as increasing the range of the carnivorious animals's ''detection'' would do it, and making omnivores prefer grass to meat.
Title: Re: [A12d] [AI] Enviro SK v.0.6 Wild nature (28/09/15)
Post by: skyarkhangel on September 27, 2015, 11:13:57 PM
Quote from: MultiDavid on September 27, 2015, 11:06:15 PM
Quote from: skyarkhangel on September 27, 2015, 10:57:45 PM
Quote from: MultiDavid on September 27, 2015, 10:26:26 PM
Quote from: skyarkhangel on September 27, 2015, 08:57:19 PM
Quote from: MultiDavid on September 27, 2015, 08:55:48 PM
Hm... could you please make it so animals don't attack boomrats and boomalopes, it seems... stupid, also, i have no idea why some animals go on murderous killing sprees xD

Already done, with food chain. Boomrats and boomalopes have much more danger.. but if carnivore animal have no other choice.. will try to attack them anyway or try to starve to death? Animals find that it is necessary take a chance.

I understand that part, but yet, for some animals ( like the iguana, which is an omnivore ) they seem to go on killing sprees, attacking everything and anything they can get their hands on, which, in the iguana's case, should be even more rare, due to them being able to eat grass and so on.

My own dog decided it would be fun going after 2 boomalopes with a squirrel nearby >_<

In future i suppose to rewrite.. selecting targets with calculating not only individual animals, but packs too. And individually may prohibit.. boom* animals..?

I wouldn't say... prohibit, something as simple as increasing the range of the carnivorious animals's ''detection'' would do it, and making omnivores prefer grass to meat.

Ok... About omnivores. I almost completely removed this type, mb some animals have it. Because, they eat all.. and beer too.. lol
Title: Re: [A12d] [AI] Enviro SK v.0.6 Wild nature (28/09/15)
Post by: skyarkhangel on October 01, 2015, 05:01:06 PM
Updated to v0.7


Patch for Hardcore SK 2.2c: up Enviro_SK v0.6 to v0.7
https://www.dropbox.com/s/3ikptoeuqopcv2q/Enviro_SK%20for%20Hardcore%20SK%20v0.6%20to%20v0.7%20patch.rar?dl=0
Just copy Enviro_SK folder into mods with overwrite files.
Title: Re: [A12d] [AI] Enviro SK v.0.7 Hunger (02/10/15)
Post by: JT on October 01, 2015, 11:18:24 PM
I'm still getting red errors about Megascarab_Leather -- I'm not playing with the Hardcore SK pack, which is likely why.

[edit] Hm. Actually, since I have ItchyFlea's Animal Hideworking, an incompatibility between the two might be the cause rather than Enviro SK by itself.  Lemme take a look.

[edit2] Yep, actually, that seems to be exactly what's up.  I'll try a fix by modifying Enviro_SK to have the same leatheramount as does Animal Hideworking, since I don't want to give up the bug chitin armour. =)

[edit3] Confirmed fixed! For anyone who is experiencing the same problem using both mods together, the fix is as simple as modifying <leatheramount>0</leatheramount> to <leatheramount>3</leatheramount> in Enviro_SK's Races_Animal.xml under the Megascarab defName tree.  Alternatively, just delete AR-Megascarab_Leather.xml from AnimalHideWorking if you don't want megascarab crafting.
Title: Re: [A12d] [AI] Enviro SK v.0.7 Hunger (02/10/15)
Post by: LustrousWolf on October 02, 2015, 02:34:21 PM
I have a saved game, since this changed AI stuff, is it possible to update the mod without the save breaking?
Title: Re: [A12d] [AI] Enviro SK v.0.7 Hunger (02/10/15)
Post by: skyarkhangel on October 02, 2015, 05:09:10 PM
Quote from: LustrousWolf on October 02, 2015, 02:34:21 PM
I have a saved game, since this changed AI stuff, is it possible to update the mod without the save breaking?

Hi, Wolf. Not tested with old saves. So, you can test and inform :)
Title: Re: [A12d] [AI] Enviro SK v.0.7 Hunger (02/10/15)
Post by: LustrousWolf on October 02, 2015, 06:05:25 PM
Quote from: skyarkhangel on October 02, 2015, 05:09:10 PM
Quote from: LustrousWolf on October 02, 2015, 02:34:21 PM
I have a saved game, since this changed AI stuff, is it possible to update the mod without the save breaking?

Hi, Wolf. Not tested with old saves. So, you can test and inform :)

Ok, I will have to test tomorrow, it is kinda late where I am, I will edit this post when I test it out and find out the results.
Title: Re: [A12d] [AI] Enviro SK v.0.7 Hunger (02/10/15)
Post by: Tekuromoto on October 02, 2015, 09:19:14 PM
Quote from: JT on October 01, 2015, 11:18:24 PM
[edit3] Confirmed fixed! For anyone who is experiencing the same problem using both mods together, the fix is as simple as modifying <leatheramount>0</leatheramount> to <leatheramount>3</leatheramount> in Enviro_SK's Races_Animal.xml under the Megascarab defName tree.  Alternatively, just delete AR-Megascarab_Leather.xml from AnimalHideWorking if you don't want megascarab crafting.
I play with Hide Working and am about to install Enviro SK - thanks for posting your fix!
Title: Re: [A12d] [AI] Enviro SK v.0.7 Hunger (02/10/15)
Post by: Beathrus on October 03, 2015, 03:11:18 PM
...Soon my beasties will be more powerful than ever before!
Title: Re: [A12d] [AI] Enviro SK v.0.7 Hunger (02/10/15)
Post by: dareddevil7 on October 03, 2015, 05:55:15 PM
Funtimes? Well I guess on a planet with no kind of society other than that of the randomly generated faction's there's nothing stopping you.
Title: Re: [A12d] [AI] Enviro SK v.0.7 Hunger (02/10/15)
Post by: Bob_Namg on October 04, 2015, 04:47:38 PM
Whenever animals hunt a human pawn, the others don't seem to attack that animal.
Same goes for my colonists, they don't automatically target attackers.
Is that an error or will you be fixing this issue in a future update?
Title: Re: [A12d] [AI] Enviro SK v.0.7 Hunger (02/10/15)
Post by: Fluffy (l2032) on October 04, 2015, 05:06:23 PM
Quote from: Bob_Namg on October 04, 2015, 04:47:38 PM
Whenever animals hunt a human pawn, the others don't seem to attack that animal.
Same goes for my colonists, they don't automatically target attackers.
Is that an error or will you be fixing this issue in a future update?
Probably need to set a manhunter flag somewhere, Sky.
Title: Re: [A12d] [AI] Enviro SK v.0.7 Hunger (02/10/15)
Post by: LustrousWolf on October 05, 2015, 04:13:39 PM
So I had a save running 0.3, and I updated it to 0.7. So far its kinda messed up some of the animals behaviors, some animals have not even changed and are default vanilla animal behavior still. So overall it is better just to make a new save. Sorry I did not have much time to play more and find out other info, as I have been doing course work all weekend and still am.
Title: Re: [A12d] [AI] Enviro SK v.0.7 Hunger (02/10/15)
Post by: Tekuromoto on October 07, 2015, 12:18:49 PM
I'm not sure how feasible it is, but could it be made so that hungry cows don't immediately consume the milk they produce? It's frustrating to have the pawn milk the cow and have the milk instantly be made unavailable for hauling because it's reserved by the cow.  :o

Edit: Also, I can't haul gutted corpses. It would be nice to be able to stockpile them for tame hungry carnivores.
Title: Re: [A12d] [AI] Enviro SK v.0.7 Hunger (02/10/15)
Post by: rexx1888 on October 08, 2015, 04:58:03 AM
also can they be treated as butcher ingredients, so that we can actually use the random hunts that the wargs bugger off with when the colonists sleep, pleeeeaasseee couse youre rad :D
Title: Re: [A12d] [AI] Enviro SK v.0.7 Hunger (02/10/15)
Post by: Tekuromoto on October 14, 2015, 12:34:23 PM
Okay, having played with this mod for a few days, I have to say that it is exceedingly annoying to have your dogs breaking down all your doors when they get hungry. The doors are powered. They're not locked. The dogs wander through them just fine 99% of the time. But once they're "starving and looking for food" they attack the doors to escape. It makes no sense.

It also makes no sense that, if they're so hungry as to go on destructive rampages, they don't eat simple meals. I have dozens! Fill your furry little faces! Eat! EAT!

Maybe, in addition to the gutted corpses idea (which needs a little work to make them useful to the colonists), there should be a "pet food" recipe so you can make dog/warg/whatever food out of meats and grains and veggies. Or something.
Title: Re: [A12d] [AI] Enviro SK v.0.7 Hunger (02/10/15)
Post by: Pickled Prawn on October 14, 2015, 08:00:20 PM
Quote from: Bob_Namg on October 04, 2015, 04:47:38 PM
Whenever animals hunt a human pawn, the others don't seem to attack that animal.
Same goes for my colonists, they don't automatically target attackers.
Is that an error or will you be fixing this issue in a future update?

This has put the mod on hiatus for me, for now.

But it's a good mod otherwise, I just don't like having to micromanage my colonists when wargs decide to eat my dude/ttes in the middle of a pirate raid. Keep at it  8)
Title: Re: [A12d] [AI] Enviro SK v.0.7 Hunger (02/10/15)
Post by: Igabod on October 14, 2015, 10:23:01 PM
Wow, this looks awesome. This is what I wanted to see happen when I started my Biodiversity mod and better than I was going to be able to do. I can't wait to try it out, but I'm busy all week so I'll have to leave a sticky note on my monitor to remind me to download this when I get a chance to play.
Title: Re: [A12d] [AI] Enviro SK v.0.7b Hunger (02/11/15)
Post by: skyarkhangel on November 02, 2015, 10:22:10 AM
Updated to 0.7b
1. Disabled bash function for animals, that caused big freezes.
2. isGuest check fix. Tamed animals tried to check own faction for goodwill.