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RimWorld => Releases => Mods => Outdated => Topic started by: kaptain_kavern on August 02, 2016, 02:24:08 AM

Title: [A15]Stay! - remove pets following master behaviour
Post by: kaptain_kavern on August 02, 2016, 02:24:08 AM
[A15]Stay!

Quote from: the readme
Master-assigned pets now behave like any other tamed animals. They stay in their restricted area if assigned to. They no longer follow their master AT ALL. If the master is drafted they seems to stay in the Home Area.


Download  (https://github.com/kaptain-kavern/Stay/releases/latest) Version 1.0
on Github (Click on Stay!.zip)


This is a really quick and dirty work i've done seeing all the request. I really hope someone will search for something more elegant


Thanks to all the modding community on SlackWare and other part of the web \o/
Title: Re: [A14]Stay! - remove pets following master behaviour
Post by: kaptain_kavern on August 02, 2016, 02:25:08 AM
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Title: Re: [A14]Stay! - remove pets following master behaviour
Post by: kaptain_kavern on August 02, 2016, 02:25:18 AM
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Title: Re: [A14]Stay! - remove pets following master behaviour
Post by: Warforyou on August 02, 2016, 03:26:35 AM
That's usefull. Though is it possible to make animals trained "Release" still follow their master? That's the necessary fix!

It'll be easy to make bound animals stay at home then and still make use of teh battle bears!
Title: Re: [A14]Stay! - remove pets following master behaviour
Post by: stigma on August 02, 2016, 04:08:31 AM
Hmm, I don't think removing the master-follow completely is ideal.

I think the best solution is just to make it so that animals with masters still respect area restrictions (ie. they will follow their masters, but only as long as the master is in an allowed zone).

If I understand correctly this just disables following completely right? What happens if you release animals when this mod is enabled? Will they still attack - but just come running all the way from base? ..

-Stigma
Title: Re: [A14]Stay! - remove pets following master behaviour
Post by: kaptain_kavern on August 02, 2016, 04:27:05 AM
Like i said in the disclaimer i don't think this is ideal too.
The thing is, i tried to fiddle a bit in the XML code to have better behaviour but it was worst. Most of the time as soon as the master is drafted the animal run towards him.
In fact, after 3h of tests, even in this release they don't respect restricted area as soon as the master is drafted, but at least they don't run towards him.

If you look in the mod files you can see there is only one file with 3 lines commented (that's all i did codewise), feel free to try it too.

[ShortAnswer]I'm sorry i don't find a better solution for now[/ShortAnswer]
Title: Re: [A14]Stay! - remove pets following master behaviour
Post by: ruzackovich on August 02, 2016, 09:37:37 AM
very much useful . because my training pet always cross ridiculously  in the line of fire and died in silly way. by the way i train my pet for rescue only. the doctor and pet staying away from behind combatant

edit:
bad news: there is a bug with trader. they muffalo and all store pet. stuck at the edges off map. sometimes the trader not move away from my base, untill they all die starving.
good news : i collect every thing I sold, include my money   ;D ;D
Title: Re: [A14]Stay! - remove pets following master behaviour
Post by: FriedrichBar on August 10, 2016, 07:30:19 PM
Yeah the only problem with this mod is from the traders. Their muffs are stuck at the edge of the map and starve to death.
Title: Re: [A14]Stay! - remove pets following master behaviour
Post by: kaptain_kavern on August 10, 2016, 07:35:59 PM
I just had this problem and i was coming here to tell you about it.

I can't think about something that I can do. It was seriously too good to be true, as, like i've stated earlier, i just messed with the thinktree def without really trying to understand it.

I don't know what to do for now apart saying not to use this mod ... ( I will look into the files again but i'm pretty sure I can't do better than this  :( )
Title: Re: [A14]Stay! - remove pets following master behaviour
Post by: kaptain_kavern on August 15, 2016, 08:30:54 PM
Hey folks, there is another mod for that. And it's way better than mine (as stated in the OP).

Please check PetFollow (https://ludeon.com/forums/index.php?topic=24422) by Hatti
Title: Re: [A14]Stay! - remove pets following master behaviour
Post by: biship on August 16, 2016, 09:44:53 AM
Thanks for the original mod Kaptain.
Title: Re: [A14]Stay! - remove pets following master behaviour
Post by: mo0504 on August 19, 2016, 08:13:10 AM
Quote from: kaptain_kavern on August 15, 2016, 08:30:54 PM
Hey folks, there is another mod for that. And it's way better than mine (as stated in the OP).

Please check PetFollow (https://ludeon.com/forums/index.php?topic=24422) by Hatti


This one here is better, because it works without CCL, i use yours ;)
Title: Re: [A14]Stay! - remove pets following master behaviour
Post by: kaptain_kavern on August 19, 2016, 08:17:48 AM
Ho it's kind of you saying this. I even haven't thought about that. (Also can I be curious and ask why you prefer not to use CCL?)
Asking this because now that I know that , at least you, keep using it, I don't want to abandon maintaining this mod.



Quote from: FriedrichBar on August 10, 2016, 07:30:19 PM
Yeah the only problem with this mod is from the traders. Their muffs are stuck at the edge of the map and starve to death.
Does this not happening to you?
Title: Re: [A14]Stay! - remove pets following master behaviour
Post by: mo0504 on August 19, 2016, 11:43:04 AM
I dont use CCL because i dont like too much modifying in the game and second, no, i have no problems with traders animals... they come honestly to my paddock... a good mod, ty for it :)
Title: Re: [A14]Stay! - remove pets following master behaviour
Post by: kaptain_kavern on August 19, 2016, 11:54:09 AM
Will be updated to A15 in due time then ;-)

Ok, about CCL, if you may happen to have to install it (it is mandatory for a lots of mods) you can just install one of the two folders it contains, That way you just have the vanilla bug-fixes + dll libraries for other mods but nothing else added
Title: Re: [A14]Stay! - remove pets following master behaviour
Post by: mo0504 on August 19, 2016, 12:48:46 PM
Quote from: kaptain_kavern on August 19, 2016, 11:54:09 AM
Will be updated to A15 in due time then ;-)

Ok, about CCL, if you may happen to have to install it (it is mandatory for a lots of mods) you can just install one of the two folders it contains, That way you just have the vanilla bug-fixes + dll libraries for other mods but nothing else added


Which one it is?
Title: Re: [A14]Stay! - remove pets following master behaviour
Post by: kaptain_kavern on August 19, 2016, 01:01:06 PM
You can use only "Community Core Library" in order to complete CCL requirement.

I copy/paste it to you from the CCL thread (https://ludeon.com/forums/index.php?topic=16599.msg179404#msg179404) (i'm not a native english speaker so it's more convenient that way for me, sorry)

QuoteThe "Community Core Library - Vanilla Tweaks" is entirely optional but highly recommended.  It does not matter where in your load order it is as it uses injection to modify the vanilla game objects.  Other mods may make changes to the same vanilla game objects but the tweaks mod will still take affect as a result of this mechanic.  The only rule is that this mod must be loaded after the core library.

Note that even with only the first one folder you can still activate the minimap (I confess i can't play without now ^^)
Title: Re: [A15]Stay! - remove pets following master behaviour
Post by: kaptain_kavern on August 30, 2016, 08:33:46 PM
(http://www.artclip3d.com/images/tuto/Updated.gif)