Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: Hatti on August 15, 2016, 06:39:23 PM

Title: [A15] PetFollow - Better control of your trained pets (V 1.3.2)
Post by: Hatti on August 15, 2016, 06:39:23 PM
PetFollow - Better control of your pets




Description:

Are you annoyed that your trained pets follow their masters everywhere they go in dangerous situations?
Do your pets get killed by friendly fire and drives your colonist crazy and into berserk?

Better control your pets!

With this mod, you are able to designate trained pets if they should follow their master if they are drafted and/or on a hunt.
Pets wont waste usefull hauling time with wandering in front of their masters gun anymore.

Even if your pet handler is going to tame a dangerous animal, already trained pets can be designated to follow their master and defend him.

How? how? how???

You have three possible ways to do so.

Only pets who are trained ( Obedience trained ) and have a master can be assigned.


Fluffy's Animal Tab (https://ludeon.com/forums/index.php?topic=16120.msg171779#msg171779)

This mod is compatible with Fluffy's Animal Tab (https://ludeon.com/forums/index.php?topic=16120.msg171779#msg171779) ( BIG thanks for making it possible! ) you just need to ensure to load his Animal Tab after PetFollow in the Modorder menu


Compability
No issues with other mods known (except ones that modify the animal tab (except Fluffy´s Animal Tab). See below)
The animal tab is only optional and not necessary, cause you have 3 options to designate your pets.
If you have another mod which alters the animal tab, you can define by mod order which animal tab you want.


Author
Hatti (https://ludeon.com/forums/index.php?action=profile;u=54297)


Download
Dropbox (https://www.dropbox.com/s/9xv0mm50sfccakn/PetFollow%20A15.rar)
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=745157413)

Older versions
A14 (https://www.dropbox.com/s/bpkgag1ojqau0b4/PetFollow.rar) (Required CCL 0.14.x (https://ludeon.com/forums/index.php?topic=16599.0))



Changelog

V 1.3.2 03.09.16
- A15c update

V 1.3.1 28.08.16
- Minor fix with icon loading after mod change without game restart

V 1.3.0 28.08.16
- A15 update
- Removed CCL dependency
- Changed how the PetFollow options are saved on a pet (before: designations, now: CompProperties) which fixes a bug in A15 that pets with a PetFollow designation turned into white boxes

V 1.2.1
- Fixed bug that pets ignore area restrictions if they should not follow their master while he is drafted

V 1.2.0
- Added new option to set animals to follow their master if the master is on taming job
- Fixed issues with vanilla animal tab width
- Fixed some code issues

V 1.1.1
- Fixed some issues with labels and descriptions

V 1.1
- Removed usage of animal thinktree. The thinkNode for determing if pet should follow is detoured now.
- Fixed bad code paths, cause now i know how to do it better.
- Removed the "Cancel" option from designations. Now the gizmos are real toggle options.
- Used a other Preview image (which causes a larger mod archive)

V 1.0
- Initial release.


How to install:

Non Steam:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Special credits and thanks:

Authors from CCL (https://ludeon.com/forums/index.php?topic=16599.msg179402#msg179402) for some nice code snippets
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.0)
Post by: kaptain_kavern on August 15, 2016, 07:44:03 PM
Awesome ! Thanks a lot. I really wish someone ending up doing this!

Permission to point users of my shitty mod (Stay! (https://ludeon.com/forums/index.php?topic=22675)) to use your instead, please? As your is clearly way better/more elegant.
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.0)
Post by: Hatti on August 15, 2016, 07:52:40 PM
Quote from: kaptain_kavern on August 15, 2016, 07:44:03 PM
Awesome ! Thanks a lot. I really wish someone ending up doing this!

Permission to point users of my shitty mod (Stay! (https://ludeon.com/forums/index.php?topic=22675)) to use your instead, please? As your is clearly way better/more elegant.

Sure you can. I appreciate that. Thanks!
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.0)
Post by: Exende on August 15, 2016, 08:55:05 PM
does this mean that I can't use Fluffy's animal tab because of this? :/
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.0)
Post by: Raf's on August 15, 2016, 09:19:16 PM
Quote from: Exende on August 15, 2016, 08:55:05 PM
does this mean that I can't use Fluffy's animal tab because of this? :/
The animal tab as added in the vanila game in the 14 update it's not exclusive of this mod (i am a bit salty since i can't change the animals name in that tab)
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.0)
Post by: Chibisuke on August 15, 2016, 10:27:11 PM
The Allow and Disallow button texture seems to be reversed. Selecting Pet shows a cross over the follow on hunt and on draft but it's actually enabled to follow.
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.0)
Post by: CJoker3221 on August 15, 2016, 10:30:09 PM
Is this compatible with Fluffy's animal tab I wonder..
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.0)
Post by: kaptain_kavern on August 15, 2016, 11:09:02 PM
Quote from: CJoker3221 on August 15, 2016, 10:30:09 PM
Is this compatible with Fluffy's animal tab I wonder..
Quote from: Hatti on August 15, 2016, 06:39:23 PM
Compability
...
The animal tab is only optional and not necessary. If you have another mod which alters the animal tab, you can define by mod order which animal tab you want.

Meaning that you put the one you want to keep in last in mod order
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.0)
Post by: CJoker3221 on August 15, 2016, 11:13:57 PM
Quote from: kaptain_kavern on August 15, 2016, 11:09:02 PM
Quote from: CJoker3221 on August 15, 2016, 10:30:09 PM
Is this compatible with Fluffy's animal tab I wonder..
Quote from: Hatti on August 15, 2016, 06:39:23 PM
Compability
...
The animal tab is only optional and not necessary. If you have another mod which alters the animal tab, you can define by mod order which animal tab you want.

Meaning that you put the one you want to keep in last in mod order
Ah alright, so Fluffy's at the bottom then, gotcha. Thanks for that :D
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.0)
Post by: kaptain_kavern on August 16, 2016, 07:58:01 AM
Quote from: Hatti on August 15, 2016, 07:52:40 PM
Quote from: kaptain_kavern on August 15, 2016, 07:44:03 PM
Awesome ! Thanks a lot. I really wish someone ending up doing this!

Permission to point users of my shitty mod (Stay! (https://ludeon.com/forums/index.php?topic=22675)) to use your instead, please? As your is clearly way better/more elegant.

Sure you can. I appreciate that. Thanks!

Done  (https://ludeon.com/forums/index.php?topic=22675.msg250703#msg250703)and done (https://www.reddit.com/r/RimWorld/comments/4xyqpo/petfollow_better_control_of_your_pets/).  ;)
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.0)
Post by: 123nick on August 16, 2016, 10:26:41 AM
hey, is this compatible with fluffys animal tab? they both change the animal tab.
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.0)
Post by: biship on August 16, 2016, 10:48:11 AM
@Hatti, your changes remove the 3 hooks added by CCL: "CCL Insertion hook for modders" from Animal.xml.
I don't know the impact, or if you should add it to your version, of if it wasn't used anyway.
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.0)
Post by: Hatti on August 16, 2016, 12:31:30 PM
Quote from: kaptain_kavern on August 15, 2016, 11:09:02 PM
Quote from: CJoker3221 on August 15, 2016, 10:30:09 PM
Is this compatible with Fluffy's animal tab I wonder..
Quote from: Hatti on August 15, 2016, 06:39:23 PM
Compability
...
The animal tab is only optional and not necessary. If you have another mod which alters the animal tab, you can define by mod order which animal tab you want.

Meaning that you put the one you want to keep in last in mod order

thank you, for pointing that out:)


Quote from: 123nick on August 16, 2016, 10:26:41 AM
hey, is this compatible with fluffys animal tab? they both change the animal tab.

please see above. if you use fluffys animal tab, add it after my mod. you will have fluffys animal tab but without my changes to the tab itself. so you can only use the other 2 options to designate your pets



Quote from: biship on August 16, 2016, 10:48:11 AM
@Hatti, your changes remove the 3 hooks added by CCL: "CCL Insertion hook for modders" from Animal.xml.
I don't know the impact, or if you should add it to your version, of if it wasn't used anyway.

i used the vanilla animal tab. so if ccl modified it, its likly that any changes and hooks added to the animaltab are lost.
i will look into it and change it if needed
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.0)
Post by: biship on August 16, 2016, 12:40:43 PM
https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/blob/master/_Mod/User%20Release/Community%20Core%20Library/Defs/ThinkTreeDefs/Animal.xml
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.0)
Post by: Hatti on August 16, 2016, 12:44:05 PM
Quote from: biship on August 16, 2016, 12:40:43 PM
https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/blob/master/_Mod/User%20Release/Community%20Core%20Library/Defs/ThinkTreeDefs/Animal.xml

thanks for posting link to the ccl animal thinktree. next update will use this thinktree. must have overlooked that :'(
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.0)
Post by: 1000101 on August 16, 2016, 12:56:59 PM
Neat mod, but for the ThinkTree compatibility you could detour the core ThinkNode conditional "satisfied" method.  I actually wrote my own detour for it because Stay! was touching the think tree.  If you want it, I can send you the source for how I did it, it's really very simple.
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.0)
Post by: Hatti on August 16, 2016, 02:46:54 PM
Quote from: 1000101 on August 16, 2016, 12:56:59 PM
Neat mod, but for the ThinkTree compatibility you could detour the core ThinkNode conditional "satisfied" method.  I actually wrote my own detour for it because Stay! was touching the think tree.  If you want it, I can send you the source for how I did it, it's really very simple.

I think i got it. Detoured it in PostInjection but i dont mind to take a look at your code, so please yes:)


New version is out with some fixes (see change log)
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.1.1)
Post by: kaptain_kavern on August 16, 2016, 05:14:21 PM
Folks very like your mod on Reddit ;)

https://www.reddit.com/r/RimWorld/comments/4xyqpo/petfollow_better_control_of_your_pets/
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.1.1)
Post by: Elysium on August 16, 2016, 05:15:01 PM
This mod is great, thank you Hatti.
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.1.1)
Post by: biship on August 16, 2016, 06:16:52 PM
Best mod ever. Right behind CCL, then colony manager, then this one :)
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.1.1)
Post by: Hatti on August 16, 2016, 08:21:12 PM
The next feature update will also have a option that pets follow their master on tame job. So you can send escorts if you tame pets who have high chance to attack on tame :)
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.1.1)
Post by: Adventurer on August 16, 2016, 11:47:05 PM
For those updating to the new version, make sure you delete the old one before applying the new one, otherwise you'll end up with files in there you shouldn't have.
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.1.1)
Post by: 1000101 on August 17, 2016, 12:33:02 AM
Quote from: Adventurer on August 16, 2016, 11:47:05 PMFor those updating to the new version, make sure you delete the old one before applying the new one, otherwise you'll end up with files in there you shouldn't have.

This is true of all mods and doesn't bare mention in any specific one.  It falls under "modding games 101".


Quote from: Hatti on August 16, 2016, 02:46:54 PM
Quote from: 1000101 on August 16, 2016, 12:56:59 PM
Neat mod, but for the ThinkTree compatibility you could detour the core ThinkNode conditional "satisfied" method.  I actually wrote my own detour for it because Stay! was touching the think tree.  If you want it, I can send you the source for how I did it, it's really very simple.

I think i got it. Detoured it in PostInjection but i dont mind to take a look at your code, so please yes:)

All detours should happen in a SpecialInjector (same class, different execution point) for safety and that the SpecialInjectors only happen once per program execution.  PostLoadInjectors happen every time a game is loaded or a new game is started.  This means that your PostLoadInjector can be, and you should assume that it will be, injected multiple times for any given game execution.

Attached is the detoured version of Stay! I offered to kaptain_kavern.

[attachment deleted by admin - too old]
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.1.1)
Post by: kaptain_kavern on August 17, 2016, 01:07:55 AM
But ... How can it be that I'm not aware of the offering ? 

But hey honestly I very much prefer that someone knowing C# already take the lead on that mod, because when it will be time for update or expand I don't see what or how I can contribute
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.1.1)
Post by: 1000101 on August 17, 2016, 01:32:36 AM
Quote from: kaptain_kavern on August 17, 2016, 01:07:55 AMBut ... How can it be that I'm not aware of the offering ?

Because you haven't logged into slack where I offered it to you a few days ago :P
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.1.1)
Post by: kaptain_kavern on August 17, 2016, 02:37:13 AM
Yeah i've got a new job  :-[

At least I can access to the forum without having to use proxy ...
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.1.1)
Post by: Hatti on August 17, 2016, 12:36:49 PM
This mod is now compatible with Fluffy's Animal Tab (https://ludeon.com/forums/index.php?topic=16120.msg171779#msg171779)
You just need to ensure to load his Animal Tab after PetFollow in the Modorder.

Thanks to Fluffy for making it possible!
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.1.1)
Post by: kaptain_kavern on August 17, 2016, 12:43:25 PM
Nice to see spontaneous teamwork like that.

Thanks to both of you guys
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.1.1)
Post by: biship on August 17, 2016, 01:38:08 PM
The perfect solution!
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.2.0)
Post by: Hatti on August 17, 2016, 03:58:33 PM
1.2 Update is out. Your now able to have your pets defending their master on their tame job
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.2.1)
Post by: Hatti on August 20, 2016, 09:29:20 PM
New version out which fixes a bug that pets ignore area restrictions if they should not follow their master while he is drafted
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.2.1)
Post by: biship on August 21, 2016, 05:55:58 AM
Nice, I was wondering why they would wander all over the place when not on follow during raids.
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.2.1)
Post by: Nemesis688 on August 22, 2016, 03:10:22 AM
It appears that it doesn't work on the animals added by the  HardcoreSk modpack. I didn't see anything in the defs that I could add/edit/change so I assume it has to do with something in the assembly. Any chance on a version that will work for that? The modpack updates fairly often and has a good number of animals so I understand if it isn't something you would want to tackle.
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.2.1)
Post by: Hatti on August 22, 2016, 04:36:59 AM
PetFollow detours 2 methods. I dont know whats the hardcore sk assembly do. I wont provide a compatibility patch cause it isnt a part of the modpack and may break something in it.
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.2.1)
Post by: Fluffy (l2032) on August 22, 2016, 04:38:18 AM
hardcoreSK alters the animals' think tree.
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.2.1)
Post by: Dave-In-Texas on August 22, 2016, 08:07:26 AM
this mod is fantastic  8)
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.2.1)
Post by: Hatti on August 22, 2016, 09:34:58 AM
Quote from: Fluffy (l2032) on August 22, 2016, 04:38:18 AM
hardcoreSK alters the animals' think tree.

the Core_SK and Core use same class "ThinkNode_ConditionalShouldFollowMaster" to check if pet should follow. PetFollow detours the satisfied method from this class. Havn´t found any other animal thinktree besides from the DomesticCats and Feenixes which also use the same class.
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.2.1)
Post by: 1000101 on August 22, 2016, 10:26:40 AM
Quote from: Hatti on August 22, 2016, 09:34:58 AM
Quote from: Fluffy (l2032) on August 22, 2016, 04:38:18 AM
hardcoreSK alters the animals' think tree.

the Core_SK and Core use same class "ThinkNode_ConditionalShouldFollowMaster" to check if pet should follow. PetFollow detours the satisfied method from this class. Havn´t found any other animal thinktree besides from the DomesticCats and Feenixes which also use the same class.

CCL adds injection points for modders into the think trees (animals included) so overwriting it may break CCL compatibility.  To be fair, however, this is a relatively new addition to CCL (0.14.2+).
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.2.1)
Post by: Hatti on August 22, 2016, 11:20:22 AM
Quote from: 1000101 on August 22, 2016, 10:26:40 AM
Quote from: Hatti on August 22, 2016, 09:34:58 AM
Quote from: Fluffy (l2032) on August 22, 2016, 04:38:18 AM
hardcoreSK alters the animals' think tree.

the Core_SK and Core use same class "ThinkNode_ConditionalShouldFollowMaster" to check if pet should follow. PetFollow detours the satisfied method from this class. Havn´t found any other animal thinktree besides from the DomesticCats and Feenixes which also use the same class.

CCL adds injection points for modders into the think trees (animals included) so overwriting it may break CCL compatibility.  To be fair, however, this is a relatively new addition to CCL (0.14.2+).

i know and i dont override the animal thinktree. i detour the ThinkNode_ConditionalShouldFollowMaster.satisfied()
So CCL injection wont be touched but maybe not executed cause the pet is not following his master which is intended by this mod if set
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.2.1)
Post by: Deimos Rast on August 23, 2016, 02:42:25 PM
Is this working at present? Because it doesn't seem to work for me. My husky still follows his master when drafted, outside of his permitted zone even, regardless of whether I have this set to enable or disable. If the icons are both green, does that mean following enabled? I've tried both ways, doesn't seem to make a difference.
I have CCL, and Fluffy's animal tabs. No errors that I can tell when it happens.
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.2.1)
Post by: Hatti on August 23, 2016, 04:30:24 PM
yes its working. if you select a animal, there should be the icons with an red cross (which means, the option is enabled). maybe it is interfering with another mod?
do you have any mod that alters the Animal thinktree maybe?
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.2.1)
Post by: Vigilence on August 26, 2016, 12:43:04 PM
Great mod, but once I installed the HardcoreSk modpack it doesn't work anymore.  I hope this awesome mod gets a compatibility patch in the future.
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.2.1)
Post by: Tyolan on August 26, 2016, 05:36:31 PM
Doesn't work for me neither. It seems that the buttons for activate/deactivate pet follow when drafted, hunt or tame are not working. Pets don't follow anyone anymore either the buttons states. And the button state doesn't match in animal tab (activate on pet, deactivate on tab...).

Sad :'(
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.2.1)
Post by: Hatti on August 26, 2016, 05:45:53 PM
Quote from: Tyolan on August 26, 2016, 05:36:31 PM
Doesn't work for me neither. It seems that the buttons for activate/deactivate pet follow when drafted, hunt or tame are not working. Pets don't follow anyone anymore either the buttons states. And the button state doesn't match in animal tab (activate on pet, deactivate on tab...).

Sad :'(

PetFollow does not work with Hardcore modpack currently, as some mentioned it before.
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.2.1)
Post by: Tyolan on August 26, 2016, 06:03:27 PM
QuotePetFollow does not work with Hardcore modpack currently, as some mentioned it before.
I don't have it.
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.2.1)
Post by: kaptain_kavern on August 26, 2016, 06:05:52 PM
Are you sure you have CCL installed and loaded before PetFollow?
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.2.1)
Post by: Tyolan on August 26, 2016, 06:09:58 PM
Quote from: kaptain_kavern on August 26, 2016, 06:05:52 PM
Are you sure you have CCL installed and loaded before PetFollow?
Yes. I have a lot of mods which use CCL.
I think i will try to update some or deactivate some...
May be "Fluffy animal incest" ??
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.2.1)
Post by: Hatti on August 26, 2016, 06:12:37 PM
I think CCL is installed correctly cause he gets the reverse designators if he selects a pet. Thats done by CCL injection.
But i guess any other mod mess up very hard with the designations cause it shows different states if pet selected and in animal tab.

Could you please try to load petfollow at last and post your modlist?

Edith: I took a look into the code of animal incest and no i this mod cant interfere with petfollow
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.2.1)
Post by: Tyolan on August 26, 2016, 06:34:28 PM
Quote from: Hatti on August 26, 2016, 06:12:37 PM
I think CCL is installed correctly cause he gets the reverse designators if he selects a pet. Thats done by CCL injection.
But i guess any other mod mess up very hard with the designations cause it shows different states if pet selected and in animal tab.

Could you please try to load petfollow at last and post your modlist?

Edith: I took a look into the code of animal incest and no i this mod cant interfere with petfollow

So the reverse indicator is a known bug ?
I have load PetFollow just after CCL and before my others mods and now it works. But it is indicator reversed and not very quick (the animal doesn't come or leave immediatly). But it's not a real problem. I have just inversed the name of Draftfollow.PNG to match the correct states.
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.2.1)
Post by: Hatti on August 26, 2016, 06:51:10 PM
Quote from: Tyolan on August 26, 2016, 06:34:28 PM
Quote from: Hatti on August 26, 2016, 06:12:37 PM
I think CCL is installed correctly cause he gets the reverse designators if he selects a pet. Thats done by CCL injection.
But i guess any other mod mess up very hard with the designations cause it shows different states if pet selected and in animal tab.

Could you please try to load petfollow at last and post your modlist?

Edith: I took a look into the code of animal incest and no i this mod cant interfere with petfollow

So the reverse indicator is a known bug ?
I have load PetFollow just after CCL and before my others mods and now it works. But it is indicator reversed and not very quick (the animal doesn't come or leave immediatly). But it's not a real problem. I have just inversed the name of Draftfollow.PNG to match the correct states.

The "Reverse indicator" bug you mean come from a other mod (just tested and know some twitch streamer that dont have any problem). One dude on steam workshop also reported this bug, but i dont know which mods he uses and which mod causes this.

To clear things out: "Reverse designator" really means that a disginator that you see in the Architect->Order menu can also be visible on a selection. So you dont need to add anything to the animal(or other things) itself to show the command icons.

The animal response time is normal game behaviour. PetFollow dont modify other animal behaviours like walkspeed, response time etc.
Title: Re: [A14] PetFollow - Better control of your trained pets (V 1.2.1)
Post by: Hatti on August 27, 2016, 11:53:38 AM
A15 beta version (https://www.dropbox.com/home?preview=PetFollow+A15.rar) is available

This version don´t need CCL
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.1)
Post by: Hatti on August 28, 2016, 06:01:46 PM
Official A15 version on dropbox and workshop!
No CCL needed
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.1)
Post by: Ledaren on August 28, 2016, 09:36:47 PM
Any chance to get the A14 version? I subscribed via steam, but still use A14 beta branch while waiting for most of my mods to get updated to A15
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.1)
Post by: Hatti on August 28, 2016, 10:32:10 PM
The A15 version also works on A14 but i´ve but the old A14 version into the download section on the first post.
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.1)
Post by: Ledaren on August 28, 2016, 11:19:45 PM
Thank you
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.1)
Post by: oreganor on September 02, 2016, 11:46:25 AM
Probably I mangled my A14 mod installation by adding mods on ongoing games but on my A14 colony (Still waiting for CCL to make the jump to A15) I recently added this mod (The A14 version, but on the brief test I made with A15 on my A14 game happened the same) and I got a weird behaviour:

- It doesn't integrate into AnimalTabs (I checked AnimalTabs github and the "compatibility change" on Fluffy's side has been rolled into A15 directly :(. When I did the A15 into A14 test happened the same) doesn't matter which order I load it.

- I only get the extra options on 5 of my 7 correctly trained Labradors (All of them have been fully trained BEFORE this mod was added to the savegame.... I fail to see any significative difference between them to justify this behaviour).

- On my 2 Cougars I don't get any extra options neither (As above fully trained BEFORE mod was added).

- When I issue the "not following on draft" command through Architect menu (As an area order by multiselecting my Labradors)... It behaves as "following on draft". Conversely "following on draft" behaves as "not following on draft" when issued through Architect instead through each pet menu (I assume red cross means "no" :)... That's why I think the right one is the pet menu).

When I check the Dev Log... I don't see any warning regarding this mod. I just want to know if some1 has this mod working with different trainable animals on their ongoing colonies before entering into "single mod" testing mode to see which one is conflicting with this...

...This is so good that whatever other mod that conflicts with it will be disabled ASAP on my future A15 run. This MOD is a must have... I have lost track of the countless times I was forced to disable masters on each raid and the painfull job to reassing the animals again after it.

EDIT: The "inversion" on the Architect menu affects all 3 states, not just "draft follow".
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.1)
Post by: Serenity on September 02, 2016, 11:53:39 AM
There is a bit of a UI mismatch I think. In the animal tab you have X for "off" and V (check mark) for "on". But as far as I can tell, on the order buttons, the X means on/activated
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.1)
Post by: oreganor on September 02, 2016, 12:02:16 PM
QuoteThere is a bit of a UI mismatch I think. In the animal tab you have X for "off" and V (check mark) for "on". But as far as I can tell, on the order buttons, the X means on/activated

Yeah most likely... Can happen very easily when you copy'n paste on XML files...

...I'm more concerned about the strange "selectiveness" on my animal roster when activating it on an ongoing savegame... I just want to be sure that this excelent MOD is as bugfree as possible when I start my A15 colony, hence why I report this... Just in case I stumbled onto an exotic combo of mods that breaks this one.

By chance... Are you using it on an ongoing game with the types of animals I got (Labradors & Cougars)? (I have also Bulls, Cows & Dromedarys but aren't trained on purpose to prevent the kind of massive Master & Trainee problems after raids this Mod will fix... They are just meat/milk sources, nothing else... Maybe this is what breaks things?)

EDIT: I did more tests and I can finetune the report. The one that seems "reversed" is the Pet Menu. Architect and Animal Tab works consistently with the animals' behaviour (Assuming, again, that the red cross means "NOT follow")... I still haven't figured why it allows me to use the commands on some of the Labradors and not on others with the same level of training (Nor why it ignores completely my Cougars that have full training, in their case with intermediate intelligence, just obbedience & release)
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.2)
Post by: Hatti on September 02, 2016, 06:59:19 PM
Yes the red X means not follow. But can you tell, which option in the animal tabs are reversed for you? i´ve just tested it and ALL options are same for me. Someone in steam mentioned it too, but i coulnt reproduce it.

Pet only following if the option have a green V in it in the animals tab. And also, could you try to make a new game (just for testing) with just petfollow, to be sure, no other mod breaks it for you cause thats my guess.

If so, please send me your modlist so i can reproduce it.
You will find a modlist file on windows in:
%userprofile%\AppData\LocalLow\Ludeon Studios\RimWorld\Config\ModsConfig.xml
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.2)
Post by: Serenity on September 02, 2016, 10:08:12 PM
It's not a functional thing. It works as you designed. I meant it strictly visually. A X can be used to mark something of course, but in the animal tab it clearly means "no"/"don't do this". But when you click on the pet it means "do this".

Go the animal tab and mark a green V, then a red X appears in the pet menu
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.2)
Post by: oreganor on September 03, 2016, 04:09:16 AM
QuoteYes the red X means not follow. But can you tell, which option in the animal tabs are reversed for you? i´ve just tested it and ALL options are same for me. Someone in steam mentioned it too, but i coulnt reproduce it.

Pet only following if the option have a green V in it in the animals tab. And also, could you try to make a new game (just for testing) with just petfollow, to be sure, no other mod breaks it for you cause thats my guess.

If so, please send me your modlist so i can reproduce it.
You will find a modlist file on windows in:
%userprofile%\AppData\LocalLow\Ludeon Studios\RimWorld\Config\ModsConfig.xml

Thanks for the reply, Hatti... I will do the "mod hunt" myself and report back, a modder's time is a precious resource to "waste it" on particular cases affecting just a single person (Specially one that still plays A14). I will look for the offending scenario on both bugs; "the selectiveness" and the pet menu "inversion" on my A14 savegame just in case it helps you improve your A15 version.
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.2)
Post by: oreganor on September 03, 2016, 05:34:19 AM
"Inversion" problem report. Keeps happening (Pet menu state is "inverted" compared with Architect or Animal Tab... Animal Tab+Architect match the behaviour of Pets) on A14 with the "minimum" mod setup as follows (Top mod loaded 1st):

- Core (0.14.1249)
- CCL (0.14.3.1)
- CCL - Vanilla Tweaks (0.14.3.1)
- Petfollow (Built for 0.14.1249... The "A14" linked on OP)
- CCL - Mod Tweaks (0.14.3.1)

Tested on a completely clean reinstall with a "test colony" created using the Dev tools. No "selectiveness" detected... All animals involved (I used the same Biome and spawned the exact numbers of Labradors, Cougars, Bulls, Cows & Dromedaries) behaved properly as advertised by you once the training requirements were met.

Now I will try to incorporate mods on the above "test colony" until I manage to "trigger" the selectiveness and report back.
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.2)
Post by: oreganor on September 03, 2016, 06:15:11 AM
"selectiveness" report. I added the FULL suite of mods in the same order to the "test colony" above and nothing broke... Everything worked properly (With the exception about "inversion" above)... All animals with the correct settings shown the extra options provided by your mod. I was altering their training state and trying all possible combinations into savegames with or without masters... I even killed some masters and respawned new animals and everything looked ok.

My savegame must have been "corrupted" by adding mods gradually to the same colony... So I don't think it's worth keep investigating this "selectiveness bug".
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.2)
Post by: Serenity on September 03, 2016, 06:18:12 AM
Quote
"Inversion" problem report. Keeps happening (Pet menu state is "inverted" compared with Architect or Animal Tab
As said, I think this is merely bad UI design. It's a common enough issue. When you design or program something it makes sense to you and you don't realize how it looks to other people.

It's not even that bad once you've figured it out. But confusing the first few times you click through the menus.
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.2)
Post by: BlueWinds on September 03, 2016, 03:31:22 PM
Just to clarify, here are some screenshots of what we're talking about. :)

Same animal, same settings. Notice how in the first screenshot, X / green / green means "follow / don't / don't", while in the second screenshot, green / X / X still means "follow / don't / don't" - even though the colors / symbols are reversed.

It's a wonderful mod, and would be even better with a tweak - the buttons when viewing an animal should follow the same convention as the rest of the rimworld gui - X means "do not / forbid / don't follow when".

[attachment deleted by admin - too old]
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.2)
Post by: nachtfalter on September 27, 2016, 08:21:47 AM
Essential mod in my setups! Thanks for doing Rimgods work!
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.2)
Post by: extremeplayer_X on December 06, 2016, 10:04:32 AM
you can please make possible you control the pets like the colonists, example: Attack (...........) or
priorise transport (..........) or
eat (..........) or
Cancel task
etc.
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.2)
Post by: Hatti on December 12, 2016, 05:28:02 PM
As it looks for now, the mod will be obsolete with A16 cause Tynan adapted it to base game  :-*
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.2)
Post by: FadingFog on January 31, 2017, 09:21:16 AM
Quote from: Hatti on December 12, 2016, 05:28:02 PM
As it looks for now, the mod will be obsolete with A16 cause Tynan adapted it to base game  :-*
No, Tynan don't adapted it to base game ;( Update mod please?
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.2)
Post by: Hatti on February 01, 2017, 05:36:47 PM
It is. In the animals tab you can set pets to follow/not follow their masters if they are drafted or on jobs (hunt)
The sad part is its enabled by default after training obedience. PetFollow had these options disabled by default
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.2)
Post by: E_T on March 06, 2017, 09:31:32 PM
So, is this being updated for A16??
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.2)
Post by: Hatti on March 07, 2017, 11:44:09 AM
There is no need to update this mod cause it's functionality has been integrated into to vanilla game
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.2)
Post by: E_T on June 05, 2017, 11:28:24 PM
As far as I know, only two of the three (Hunt & Draft) are in the vanilla game, but not the 'while taming' option.
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.2)
Post by: Oken on June 05, 2017, 11:53:39 PM
When pawns are taming, pets will follow them as long as they are allowed to follow while hunting.
Title: Re: [A15] PetFollow - Better control of your trained pets (V 1.3.2)
Post by: E_T on June 05, 2017, 11:59:38 PM
did not know that one, thanks