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RimWorld => Mods => Releases => Topic started by: WalkingProblem on February 17, 2017, 10:59:10 PM

Title: [1.0] RimWorld Minions Ver7.2
Post by: WalkingProblem on February 17, 2017, 10:59:10 PM
(http://walkingproblem.com/wp-content/uploads/2018/11/Preview7.2.png)

Tame your minions, raise an army and defeat all your enemies!
...but are you willing to be their boss and evil overlord?

Did I mention that they can help you out with cleaning, mining, harvesting and more... ?



BACKSTORY:
Felonius Gru, railing from the bitter divorce with Lucy Wilde, decided to leave Planet Earth for good.

There is nothing left for Gru on Earth. He quit his job with the Anti-Villain League, by setting of a nuclear bomb right in the middle of the AVL Headquarters; after all three of his adopted daughters were brutally murdered by a super arch-villain that was previously captured by Gru. Silas Ramsbottom, the director of the AVL, however released the super arch-villain, after his secret lover whispered enchanting words into ears, controlling the man that was thought to be uncorruptable. Dr. Nefario was also killed when he was trying to protect the girls from the super arch-villain's vengeance against Gru.

Gru's wife, unable to accept the truth of their daughters death, blamed Gru for his failure to protect them. An ugly public divorce than captured the world's attention. Gru decided enough was enough, he built a spacecraft and left Earth with his Minions on the morning he was supposed to be in court for the divorce proceedings.

The spacecraft eventually came upon a habitable planet at the rim of the known universe – but disaster struck when the landing mechanism failed during landing. The spacecraft crash landed onto the new world – instantly killing Gru. The minions however survived the crash.

The grieving minions split into 2 distinct factions after disagreeing on the history of event. One group of minions believed that it was humanity that killed – went mad and wander across the planet to kill of any humanoid beings that they encounter. Some of hatred and anger was so deep, the PX-41 that was dormant in the blood vessels triggered, turning them purple. The other group believe that it was simply time to move on, and went on a new journey in search of a new master to serve and to call boss.







WHAT ARE MINIONS?
Minions are small, yellow creatures who have existed since the beginning of time, evolving from single-celled organisms into beings who exist only to serve history's most despicable masters. They are extremely loyal and dependable servants to whoever wants to be their master.

HOW TO GET THEM?
They will appear as tribes wandering across the world looking for a new master. So to get the Minions, you can either start the game with them, or you can tame them when they do appear on the map when they travel across your land. Or if you want, you can also down them when they come manhunting, and then tame them afterwards. Or you can become Dr Nefarios, develop the PX serums and experiment it on your prisoners or pets – perhaps you may make your own Minions!

FEATURES
– grow up from baby to adult in a year
– breeds quickly
– virtually immortal
– literally immune to fire, toxic and psychic attacks
– require little to be fed
– can punch quickly albeit not powerful
– tame and trained like animals
– they are very out of place with their bright yellow. LOL
– authentic minion sound
– do not produce a lot of meat (thus wont become overpowered)
– Bright Yellow Leather!
– they help out in a number of chores in your colony (provided you train them)
– they are also extremely good at keeping the mood up in your colony
– they can also be equipped with weapons to fight your battles!
– They may not appear all the time; so if they appear, dun waste the opportunity – recruit them!
– PX-41 serum can be bought or developed to turn your friendly yellow minion into the battle-ready purple evil minion
– PX-49 serum can be bought or developed to return the evil purple minions back into yellow working minions

The idea is that, you can quickly raise a very loyal and dedicated army to fight for you – they will die for your cause as long as you are willing to be their boss and evil overlord.

HOW TO TELL THEM APART?
Male Minions have 2 eyes, Females are 1 eyed. Baby and Toddlers wear a different outfit, and they becomes the short minion when they are child, the "medium" size minion when they are teenager, and the tall minion when they become an adult!

CARAVANS!
Minions can help to carry stuff as part of the caravan and they would change into their brown outfit (the outfit they were in their home in the artic, before they found the blue jeans overalls in the Minions movie)

NUZZLE GALORE!
The Minions will also assume an important role in keeping any "Great Villains" sane, with their constant nuzzling! Just like in the movies, they are cute, adorable and extremely caring. They spare no effort in keeping your colonist in good mood, regardless of how dire the situation is!

THEY DO CHORES!
On top of the hauling ability,
– they can clean/sweep the floor, clear snow, flicking buttons (require Obedience),
– chopping trees, planting, harvesting, mining (require Haul),
– construction, repair and deconstruction related chores (require Release),
– healing, feeding injured humans and animals (require Rescue)

PX-41 & PX-49 SERUMS!
Do scientific experiements and discover the magical serums that can make weird things happen! Test it on your prisoners! Test it on your pets! Try it on your Minions! The possibilities are endless!

HOPE YOU GUYS ENJOY THE MINIONS!

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=30647.0
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1565657439
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/1-0-rimworld-minions-7-2/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem

ADVANCED ANIMALS FRAMEWORKS Required: https://steamcommunity.com/sharedfiles/filedetails/?id=1336991209
A Dog Said... Animal Prosthetics: https://steamcommunity.com/workshop/filedetails/?id=746425621
LBE's A Dog Said Easy Patcher: https://steamcommunity.com/sharedfiles/filedetails/?id=944381237 or https://ludeon.com/forums/index.php?topic=33512

OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem

——

CHANGELOG VER7.2
– Fixed Minions rather work than go to sleep bug
– Now Minions prioritize rescue and tending jobs ahead of other jobs.

CHANGELOG VER7.1
– Fixed Minions Construction and Healing Bug (via Advanced Animal Frameworks 3.3)
– PX-41 is now a butcher product for Evil Minions
– Fixed working abilities according to their training
– Clean/sweep the floor, clear snow, flicking buttons (require Obedience)
– Chopping trees, planting, harvesting, mining (require Haul)
– Construction, repair and deconstruction related chores (require Release)
– Healing, feeding injured humans and animals (require Rescue)

CHANGELOG VER7.0
– updated to Rimworld 1.0
– Ver6.0 is skipped because it was a WIP for B19 (I think....)
– Mod is relaunched on Steam as a new workshop item
– Minions are now fully powered by Advanced Animal Framework
– Introduced PX-41 and PX-49 serums which can turn Minions to Evil Minions and vice versa
– Minions can now sow plants – which also means Minions can fully take over all farming work without needing your colonists' input
– Minions can now tend wounds of your injured pets or humans
– Evil Minions manhunting event is nerfed, to ensure that they are not game ending events.
– Minions can now be equipped with weapons!

CHANGELOG VER5.0
– update to B18
– the 'deliver resources to construction frames' is disabled due to some deeper coding issues to resolve due to B18 changes

CHANGELOG VER4.3
– added ability for Minions to use animal parts. Now Minions can use both human and animal parts in the bodypart replacement operations.

CHANGELOG VER4.2
– added "A Dog Said" mod support via "LBE's A Dog Said Easy Patcher" mod (For Information: Minions uses Human parts)
– added Deliver Resource to Construction Site/Frame ability to Minions (require Haul)
– added Deconstruct ability to Minions (require Haul)
– added Repair ability to Minions (require Rescue)
– improved efficiency in cleaning, mining, harvesting and chopping ability with ChJees' codes.
– added missing Child Minions backpack textures
– Thank you to ChJees for sharing his codes with me!

CHANGELOG VER4.1
– fixed a looping error bug caused by the code for RearmingTraps

CHANGELOG VER4.0
– updated to A17
– removed Minions and Evil Minions from vanilla manhunting events
– created Minions' own manhunting event
– created Evil Minions' own manhunting event

CHANGELOG VER3.1
– added new chanceperhour function specially for minions
– added Flick ability to the Minions
– Minions can now work more frequently and efficiently

CHANGELOG VER3.0
– added texture for all gender and agegroup
– added caravan abilities with special texture
– redone the codes for planting cutting, harvesting, and mining
– added ability to rearm traps
– added nuzzling ability
– added new texture for evil minions (both genders)

CHANGELOG VER2.1
– Reduced manhunting frequency for Minions and Evil Minions
– Reduce baseHealthScale for Evil Minion
– Increase CombatPower for Evil Minion (which means lesser of them during manhunting events)

CHANGELOG VER2.0
– Purely event driven now. You will only encounter Minions during specific events and if you started the game with them.
– No longer clashes with Increased Forest Density mods (since Minions no longer appear as wild animals)
– Trained Minions will now help out in cleaning (req. obedience), mining (req. hauling), harvesting (req. hauling) and chopping tasks (req. hauling)
– Added Minions Passing Event
– Added Minions Manhunting Event
– Added Evil Minions Manhunting Event (good luck if they appear, they will give even the best defended colonies a run for their money)

CHANGELOG VER1.1:
– MeatAmount set to 20
– LeatherAmount set to 5
– Minions are now Psychic and Toxic insensitive
– ComfyTemperature level added (they literally will survive from -100 to +250 in temperature)
– Meat Label changed
Title: Re: [A16] Minions for RimWorld!
Post by: Napple on February 17, 2017, 11:06:32 PM
Can you make them actually do work like normal colonists like misc's robot mods.
Title: Re: [A16] Minions for RimWorld!
Post by: WalkingProblem on February 17, 2017, 11:10:12 PM
That would probably be the next version.

Because I'm still new to modding for RimWorld, so I'm still trying to get the hang of how to add non-vanilla functionality. 

Let me go download the robot mod and learn from misc's codings~ =}
Title: Re: [A16] Minions for RimWorld!
Post by: Navy1227 on February 18, 2017, 10:34:58 AM
Quote from: leonlim007 on February 17, 2017, 11:10:12 PM
That would probably be the next version.

Because I'm still new to modding for RimWorld, so I'm still trying to get the hang of how to add non-vanilla functionality. 

Let me go download the robot mod and learn from misc's codings~ =}
That is a great idea to do, referencing is good. The mod is also a great mod too, I love it. I'm almost tempted to make a colony that comprises of just one human with a nice little army of robots to do all the building, cleaning, crafting, etc... I mean when I think of the "Rich Explorer" scenario, and I have that mod, I think to myself; "Why doesn't this guy have his own personal robotic servants if he's so rich?"

This being said; I look forward to this mod, simply just because of how much could be done with it. I'd love to offer a helping hand but I have no experience in the creation of mods so I'm next to useless haha.
Title: Re: [A16] Minions for RimWorld!
Post by: SpaceDorf on February 18, 2017, 10:55:50 AM
My Kids will love this one :)
Title: Re: [A16] Minions for RimWorld!
Post by: WalkingProblem on February 18, 2017, 11:11:07 AM
Navy - ah~ dun say that~ Ideas are important too.

Just that ideas need to be practical to the game engine - especially since i can't do C# coding (which can be used to alter the hardcodes); at least not yet. May be tempted to learn so to do some of my ideas.

Do download and try the mod, see if you think the minions work for you; or you think if there is any ideas i should implement~

But if the minions were changed to the robot style - then you will not be able to tame and train them like our animal pets. The game play would differ.

SpaceDorf - do give it a try! Let me know of any feedback.

The minions' "hello" call can be quite irritated after some time~ LOL
Title: Re: [A16] Minions for RimWorld!
Post by: Navy1227 on February 18, 2017, 12:41:46 PM
Seeing as you also seem to be new to the modding department, what do you use to do that craziness, if I may ask? Notepad or some kind of tool? And your download links also points to a website that hosts "Dinorim" is this also your production? I know - I could just PM this to you and I should but yeah.

On topic; One day I feel the minions should gain some kind of bonus or mood bonus when being around others of their kind. Like a combat bonus if they attack a pawn together for kind of like a swarming modifier. I know this is something much later on in the development though.
Title: Re: [A16] Minions for RimWorld!
Post by: Bob_Namg on February 18, 2017, 02:42:02 PM
why... why u make this
Title: Re: [A16] Minions for RimWorld!
Post by: AngleWyrm on February 18, 2017, 06:30:55 PM
Fun stuff, love it.  :D
Title: Re: [A16] Minions for RimWorld!
Post by: Seeker89 on February 18, 2017, 09:04:32 PM
Finally... a mod that lets me kill them all.. 
Title: Re: [A16] Minions for RimWorld!
Post by: WalkingProblem on February 19, 2017, 05:57:03 AM
Navy1227 - I used Notepad++, Adobe Illustrator, Adobe Photoshop, Audacity.

DinoRim is the main mod that I'm working on which would take some time. And the website and download links are all hosted on my own server.

Mood bonus... they are already persistently happy and pretty much immune to psychic events - so i not sure how much happier they can get? LOL

Anyway I checked out the Misc Robot already.. that mod is madness... I not exactly sure how to work from scratch for that (since I'm not C# or software development trained), I might perhaps ask the Misc developers for permission to reuse most of their codes and then credit them for it. But as of now, I'm play testing it... so far so happy with it. Once you managed to train them to haul, life gets a lot easier for your colony.
Title: Re: [A16] Minions for RimWorld!
Post by: WalkingProblem on February 19, 2017, 01:04:02 PM
My first new generation of Minions born in my first proper game with this mod! 10 females minions giving birth to more than 40 babies!
(http://dinorim.mingjilim.com/wp-content/uploads/2017/02/7.jpg)
(http://dinorim.mingjilim.com/wp-content/uploads/2017/02/8.jpg)

The first major combat with my minions fought as the vanguards! War of the Pigs (15 x manhunting wildboars)
(http://dinorim.mingjilim.com/wp-content/uploads/2017/02/War-of-the-Pigs-1.jpg)
(http://dinorim.mingjilim.com/wp-content/uploads/2017/02/War-of-the-Pigs-2.jpg)

Close up on the main force with babies in tow
(http://dinorim.mingjilim.com/wp-content/uploads/2017/02/War-of-the-Pigs-3.jpg)

Victory with no combatant deaths!
(http://dinorim.mingjilim.com/wp-content/uploads/2017/02/War-of-the-Pigs-4.jpg)

The wildboar's injuries
(http://dinorim.mingjilim.com/wp-content/uploads/2017/02/War-of-the-Pigs-6.jpg)
Title: Re: [A16] Minions for RimWorld!
Post by: SpaceDorf on February 19, 2017, 02:21:48 PM
Looks Awesome :)

You should do something against them getting sick in their old age :)

I have something like a Minion Retirement Home walking around on my map

---- EDIT ----

That guy became a Manhunter btw. thats how I noticed.
It was like being attacked by Dr. Nefario in his Scooter.

[attachment deleted by admin due to age]
Title: Re: [A16] Minions for RimWorld!
Post by: WalkingProblem on February 19, 2017, 02:57:34 PM
A lot of things can happen to a minion when its like thousands of years old.. LOL!

But they still fought well. I have minions who get confused all the time (azheimer) and some heart attacks from time to time~
Title: Re: [A16] Minions for RimWorld!
Post by: AngleWyrm on February 19, 2017, 03:02:26 PM
Suggestion
Add cleaning job to their set of abilities.
Title: Re: [A16] Minions for RimWorld!
Post by: WalkingProblem on February 20, 2017, 08:52:32 AM
Anglewyrm - Noted on that. I also thinking about it too, as they would make them really useful. But need to find out how to make that happen since I'm not really a coder; I will try to find if it can be done without doing C# development coding.
Title: Re: [A16] Minions for RimWorld!
Post by: SpaceDorf on February 20, 2017, 09:26:49 AM
There is a Train to Hunt Mod which works on your Minions too

I have 2 tamed now, but don't get around to training because my new playthrough keeps on dishing out the good stuff ..

Title: Re: [A16] Minions for RimWorld!
Post by: WalkingProblem on February 20, 2017, 03:26:20 PM
Spacedorf - I cant find the "train to hunt" mod. Would you kindly put the link here?

AngleWyrm - I looked at the codes, I not sure how we can distinguish Minions to be able to do cleaning, while others can't. I think need to create a totally new level of intelligence for that to happen. And I afraid that would require some hardcore coding
Title: Re: [A16] Minions for RimWorld!
Post by: SpaceDorf on February 20, 2017, 03:29:28 PM
With pleasure, since I used the wrong name ..

it is Nandonalts Hunt for Me! mod.

https://ludeon.com/forums/index.php?topic=29627.0 (https://ludeon.com/forums/index.php?topic=29627.0)
Title: Re: [A16] Minions for RimWorld!
Post by: Bob_Namg on February 20, 2017, 04:48:26 PM
Quote from: SpaceDorf on February 20, 2017, 09:26:49 AM
There is a Train to Hunt Mod which works on your Minions too

I have 2 tamed now, but don't get around to training because my new playthrough keeps on dishing out the good stuff ..
Creating minions that thirst for blood...
Dear God WHY
Title: Re: [A16] Minions for RimWorld!
Post by: SpaceDorf on February 20, 2017, 05:33:22 PM
Quote from: Bob_Namg on February 20, 2017, 04:48:26 PM
Quote from: SpaceDorf on February 20, 2017, 09:26:49 AM
There is a Train to Hunt Mod which works on your Minions too

I have 2 tamed now, but don't get around to training because my new playthrough keeps on dishing out the good stuff ..
Creating minions that thirst for blood...
Dear God WHY

As always, the short answer is .. for !!SCIENCE!!

well the good stuff in my playthrough consists randy extreme and crashlanding hard (mod) with no reroll and random startsite.
Of the 8 colonists that did not die instantly on the crash only 2 did not die later by fire or infection. All they could rescue from the crashing weapons, food, animal, cloth and ressource modules where one cow and a few bottles of smokeleaf milk, a bionic hand, a bionic foot and a lung.
The whole map burned down, because it was not raining for five days.
The survivors settled down in a brick shack and cut the grass around it ..
The bionic foot is laughing at me, because one of the survivors is missing a foot, but I have neither the medicine nor the skilled doctor to make use of it ..

All that is left of the ship is the huge reactor in the center of the map, that keeps poisoning the land around it ..

I am only in fall now, but so far the map burned down two times more,
There were 2 or 3 heatwaves, from which one killed a promising prisoner,
My 5 survivors consist of an elderly lady, the guy with no foot, a great guy I recruited from some traders ( hospitality mod ), which made the faction my enemy, a former pop idol and one of the tribals who chased her ..

I can tell you not having a researcher and miner sucks ..

Title: Re: [A16] Minions for RimWorld!
Post by: WalkingProblem on February 21, 2017, 07:51:26 AM
Omfg.....

This story need to be made into a movie...
Title: Re: [A16] Minions for RimWorld!
Post by: SpaceDorf on February 21, 2017, 09:12:50 AM
Back on topic ..

my three minions are now trained to haul and my two female minions gave birth to about a dozen baby minions .. thing are looking up, since my people are now free to do important stuff.

Off-Topic : after I build a double bed for my female prisoner my warden gave finally in to her charm and moved into prison with her  :o
A few days later, she was finally convinced to join us  ;D
Title: Re: [A16] Minions for RimWorld!
Post by: SpaceDorf on February 23, 2017, 09:34:13 AM
Sadly my first Minion Colony died some slow mod-related FPS Death,
just after I renamed my Colonists with the Names from Despicable Me.

So second try :)
I love those tiny yellow dudes .. for the Wishlist and things they should do :

Enable them as Caravan Animals with tiny little Backpacks ..

If cleaning works out, I am thinking If you could train them in a manual labor job ( crafting, building, growing ) but they would be pretty crappy at it and only one type of job per minion.. 

And will there be purple Minions as well ?
Title: Re: [A16] Minions for RimWorld!
Post by: WalkingProblem on February 23, 2017, 12:18:05 PM
SpaceDorf - I'm so happy you love the mod. I'm loving it too, seeing the Minions being important part in my colony give me lotsa happiness.

I have been thinking about expanding the mod further seriously; but I'm just stump on the parts where requires C# coding - things that I can't just do on the current vanilla engine.

Some ideas I thinking of:
- removing minions spawning in biome (this is because it clashes with the Denser Forest Mod or any mod that made changes to the biome defs, and also because its making minions too common; in the future, you need to set minions as starting animals to have them in the colony)

- limiting minions appearance only in manhunters event <-- which mean, you need to first prove that you are a badass villain/boss by defeating them, and then recruit them after knocking them out; although I will try to find a way to make minion manhunter event more common

- adding the Purple Minion (officially known as "Evil Minions") which are faster and more powerful, also only in manhunters event. But these version of minions will be quite alot harder to tame (perhaps almost like a wolf-level of difficult)
(http://vignette3.wikia.nocookie.net/despicableme/images/5/52/Screenshot_2016-02-10-01-09-16.jpg/revision/latest?cb=20161028002525)

- Giant Minion <--- as I have no idea how to create a thrumbo-type event, as it needs C# coding, I will make it a manhunter event, but rare and hopefully only 1 will appear
(http://cdn.highdefdigest.com/uploads/2015/12/11/660/Minions_Weapon_Initiated_Monster_Kevin.png)

- For the one type of job per minion <-- thats exactly what I wish to do, once I find a way / learn how to code it. Every "job specialist" minion will have their own outfit for the job, like the minions in the movie.

- good idea for the little backpacks as caravan animals, I will go find out how to make it happen.

- and also, if I am able to, I do want to make more "variant" of minions, some would be tall, some short, some have one eyes.. etc...

----------

It will take sometime for me to make the update for the above, since I'm currently very busy with work; need to clear my work before I'm able to find time for working on the mod. Hopefully early March
Title: Re: [A16] Minions for RimWorld!
Post by: SpaceDorf on February 23, 2017, 12:39:08 PM
Good Ideas, all of them.

I like the manhunter Ideas best, for the Evil Minions I would even suggest having them at a warg level of wildness or higher, since they are really like rabid dogs and barely useful for anything.

On the other Hand I think if its to hard to get some Minions it kind of defeats the purpose of the mod. In year four with armies of hauling pigs and 30 Colonists I sure don't need Minions anymore.

I think purples would be great manhunters

But yellows should get something like the thrumbo or joiner event ( some tame animals join your colony )

In one of the more events mod there is also a "migration" event where a bunch of animals pass through your map without stopping .. this would also fit the theme ..

I just imagine the migration event being three minions walking across your map,
and half a year later you are joined by another 100-200 Minions :-D

Title: Re: [A16] Minions for RimWorld!
Post by: Wintersdark on February 23, 2017, 04:16:50 PM
While this isn't something I'd use in normal day-to-day Rimworld, I just wanted to take a moment to say it's incredibly awesome.

Seriously, man, this is just great.
Title: Re: [A16] Minions for RimWorld!
Post by: kcirdor on February 23, 2017, 04:38:14 PM
Papoy?

Banana.
Title: Re: [A16] Minions for RimWorld!
Post by: Perq on February 24, 2017, 01:17:23 AM
why
Title: Re: [A16] Minions for RimWorld!
Post by: WalkingProblem on February 24, 2017, 11:27:10 AM
Quote from: Wintersdark on February 23, 2017, 04:16:50 PM
While this isn't something I'd use in normal day-to-day Rimworld, I just wanted to take a moment to say it's incredibly awesome.

Seriously, man, this is just great.

Thanks! You should give it a try, it feels very different from other vanilla animals~

Quote from: SpaceDorf on February 23, 2017, 12:39:08 PM
Good Ideas, all of them.

I like the manhunter Ideas best, for the Evil Minions I would even suggest having them at a warg level of wildness or higher, since they are really like rabid dogs and barely useful for anything.

On the other Hand I think if its to hard to get some Minions it kind of defeats the purpose of the mod. In year four with armies of hauling pigs and 30 Colonists I sure don't need Minions anymore.

I think purples would be great manhunters

But yellows should get something like the thrumbo or joiner event ( some tame animals join your colony )

In one of the more events mod there is also a "migration" event where a bunch of animals pass through your map without stopping .. this would also fit the theme ..

I just imagine the migration event being three minions walking across your map,
and half a year later you are joined by another 100-200 Minions :-D


I totally agree. As much as I can, I will want to make Minions as natural as possible - rather than a "try too hard" mod. Yellows' existence in the Rimworld must make sense and feels natural.

But I also notice (since Minions reproduces so quickly), wild animals dun mate.
Title: Re: [A16] Minions for RimWorld!
Post by: AjaxTrinity on February 24, 2017, 01:52:08 PM
God has left us
Title: Re: [A16] Minions for RimWorld!
Post by: Jakub k. on February 24, 2017, 01:53:44 PM
But cancer is already in the game!
whats the point in adding it to the game via a mod
if its already in the vanilla version
Title: Re: [A16] Minions for RimWorld!
Post by: SpaceDorf on February 24, 2017, 03:03:42 PM
Nope wild animals don't reproduce. Neither do they grow hair or milk.

I thought about the problem of the different Minion Types.
You could try it with different genders, some of the gendered animals have different looks per gender
Title: Re: [A16] Minions for RimWorld!
Post by: AngleWyrm on February 24, 2017, 03:27:37 PM
"Adult Minion ##"
The normal way to give a colonist or animal a name is through the character tab, but that tab is not available on minions. Can we get some other method of renaming minions? Or maybe enable the character tab?
Title: Re: [A16] Minions for RimWorld!
Post by: SpaceDorf on February 24, 2017, 04:02:40 PM
Quote from: AngleWyrm on February 24, 2017, 03:27:37 PM
"Adult Minion ##"
The normal way to give a colonist or animal a name is through the character tab, but that tab is not available on minions. Can we get some other method of renaming minions? Or maybe enable the character tab?

Have you trained them or do the minions have a bond to someone ?
I think that is required to rename them.
Title: Re: [A16] Minions for RimWorld!
Post by: Dragoon on February 24, 2017, 04:20:10 PM
haha I love it.
Title: Re: [A16] Minions for RimWorld!
Post by: harpo99999 on February 24, 2017, 04:55:59 PM
from my experience in the game, it seems that a nuzzle from the 'animal' to a pawn is when a name is issued to the 'animal', not upon training , it might also happen with a bond, in my current game I have 11 adult minions fully trained, but without bonds and names, another nine child minions with all the training they can get without bonds or names, another 27 toddler minions (one named that has a bond) the rest without bonds or names, and 11 baby monions without names or bonds, and all the minions have as much training as they can take, so it is NOT training that gives names
Title: Re: [A16] Minions for RimWorld!
Post by: SpaceDorf on February 24, 2017, 05:41:42 PM
Training and Bondage ( hrr hrr ) is needed to rename an animal

Nuzzling is a form of interaction.
any kind of interaction ( training, healing, nuzzling ) has a chance for the animal to form a bond. ( thats how heal-taming sloths and thrumbos works )
When the bond is formed, the pawn to which the animal has bonded names the animal.

When the named animal is trained in obedience so it can be assigned to a master ..
then you can change the name ( at least in A15 :) )


--- Edit ---
@leonlim007

feedback from my kids : they love this mod and are totally happy :)
first question, though .. where are the one eyed and tall ones :)

Title: Re: [A16] Minions for RimWorld!
Post by: bierdeckelkanne on February 24, 2017, 07:14:37 PM
I hate minions and I still got this mod, only so I can eat them and make hats out of them.

Now I have a manhunter horde of minions and only 5 dead raiders in my base for the wolves. Your minions won, they are more cruel than me. They forced me to cannibalize...
Title: Re: [A16] Minions for RimWorld!
Post by: WalkingProblem on February 25, 2017, 01:45:44 AM
Quote from: AngleWyrm on February 24, 2017, 03:27:37 PM
"Adult Minion ##"
The normal way to give a colonist or animal a name is through the character tab, but that tab is not available on minions. Can we get some other method of renaming minions? Or maybe enable the character tab?

My Minions all have names (not that I gave them, its given to them by my pawns in the game). So like SpaceDorf explained, its only done thru Nuzzle (meaning the Minion give its master a good rub).

(http://dinorim.mingjilim.com/wp-content/uploads/2017/02/War-of-the-Pigs-1.jpg)

Quote from: SpaceDorf on February 24, 2017, 05:41:42 PM
Training and Bondage ( hrr hrr ) is needed to rename an animal

@leonlim007

feedback from my kids : they love this mod and are totally happy :)
first question, though .. where are the one eyed and tall ones :)


I am so damn happy to see that people are playing it and enjoying it, especially the kids! =D

For the One eye and the tall one (or the fat one for that matter), is because of the limitation on the game that did not allow multiple variation of the same creature as the same animal. I will find a way to go around it. Using the female minion as another variant is a good but make-do idea.

But I note this "feature" in my explore-findout-todo list, will keep an eye on it.

Quote from: bierdeckelkanne on February 24, 2017, 07:14:37 PM
I hate minions and I still got this mod, only so I can eat them and make hats out of them.

Now I have a manhunter horde of minions and only 5 dead raiders in my base for the wolves. Your minions won, they are more cruel than me. They forced me to cannibalize...

LOL. Wow, you managed to meet the manhunting Minions. I havent met them in my game yet, they are pretty difficult to come by even when I am using God Mode while doing my testings. 

Just to note, Minions can go for extended amount of time without food. You can't starve them to death by leaving them outside your base (unless you are absolutely self-sufficient). They also wont die from toxic fallout, cold snap or heat wave. So, good luck to you~!  ;D ;D ;D
Title: Re: [A16] Minions for RimWorld!
Post by: AngleWyrm on February 25, 2017, 03:18:10 AM
Quote from: leonlim007 on February 25, 2017, 01:45:44 AM
Quote from: AngleWyrm on February 24, 2017, 03:27:37 PM
"Adult Minion ##"
The normal way to give a colonist or animal a name is through the character tab, but that tab is not available on minions. Can we get some other method of renaming minions? Or maybe enable the character tab?

My Minions all have names (not that I gave them, its given to them by my pawns in the game).

Are any of your minions named AsthmaSnack? How about Jenny'sPet? WheelBarrow? DeadmanWalking?
I would like to do the naming if that's ok with you.
Title: Re: [A16] Minions for RimWorld!
Post by: WalkingProblem on February 25, 2017, 03:41:32 AM
Quote from: AngleWyrm on February 25, 2017, 03:18:10 AM
Are any of your minions named AsthmaSnack? How about Jenny'sPet? WheelBarrow? DeadmanWalking?
I would like to do the naming if that's ok with you.

I thought we cannot rename the tamed pets unless we use DevMode? =x

Or you mean you would want to create a list of Minion names which I add to the next release for the mod?

(sorry, I'm confused.)
Title: Re: [A16] Minions for RimWorld!
Post by: AngleWyrm on February 25, 2017, 02:49:42 PM
Quote from: leonlim007 on February 25, 2017, 03:41:32 AM
I thought we cannot rename the tamed pets unless we use DevMode? =x

Yes sir, your thinking is correct; the vanilla game experience didn't implement the story scene "I dub thee Skittles."
Title: Re: [A16] Minions for RimWorld!
Post by: AngleWyrm on February 26, 2017, 09:15:13 PM
I've been renaming my Misc. Robots and Robots++ robots to be similar to Star Wars droid names:

C1L-1 is Tech level 1 cleaning robot #1. C1L-2 is robot #2
H1A-1 is Tech level 1 hauling robot #1.
E2R-1 is Tech level 2 Emergency Room robot #1.
and so on.

They're not classified as animals though, so they probably achieve the rename ability through some other means.
Title: Re: [A16] Minions for RimWorld!
Post by: SpaceDorf on February 27, 2017, 09:58:04 AM
Last Time I did something like that with the bot's they always lost their names after a recharge .. ?
Can they keep their names now ?
Title: Re: [A16] Minions for RimWorld!
Post by: AngleWyrm on February 27, 2017, 08:43:34 PM
Quote from: SpaceDorf on February 27, 2017, 09:58:04 AM
Last Time I did something like that with the bot's they always lost their names after a recharge .. ?
Can they keep their names now ?
The names I've put on my hauler, cleaner and emergency robot remain in place after they recharge, so maybe that's an old bug that was fixed.
Title: Re: [A16] Minions for RimWorld!
Post by: WalkingProblem on February 28, 2017, 07:07:39 AM
Quote from: AngleWyrm on February 26, 2017, 09:15:13 PM
I've been renaming my Misc. Robots and Robots++ robots to be similar to Star Wars droid names:

C1L-1 is Tech level 1 cleaning robot #1. C1L-2 is robot #2
H1A-1 is Tech level 1 hauling robot #1.
E2R-1 is Tech level 2 Emergency Room robot #1.
and so on.

They're not classified as animals though, so they probably achieve the rename ability through some other means.

As I had briefly gone thru the codes for the Misc Robot mod, the Robots are literally an entire race, just like Humans or the Mechanoid - which thus give them the same "renaming" ability as per our human pawns (if I'm not mistaken).

Minions meanwhile are "Animals" (I sounds like a "racist" against the Minions), thus the difference.
Title: Re: [A16] Minions for RimWorld!
Post by: matheryn on February 28, 2017, 11:51:32 PM
so I'm no great modder Id like to just throw that out there so please forgive my nievity

I put this mod into my mods folder but it does not seem to want to work I have no idea if I'm doing something wrong is there a way to get this mod through steam
Title: Re: [A16] Minions for RimWorld!
Post by: Fluffe on March 01, 2017, 09:34:27 AM
Quote from: matheryn on February 28, 2017, 11:51:32 PM
so I'm no great modder Id like to just throw that out there so please forgive my nievity

I put this mod into my mods folder but it does not seem to want to work I have no idea if I'm doing something wrong is there a way to get this mod through steam

Did you enable it in the mod menu? lol
Title: Re: [A16] Minions for RimWorld!
Post by: matheryn on March 01, 2017, 01:49:06 PM
That's the weird thing is its not showing up in the mod menu - and I put the folder where it tells me to or at least I'm fairly certain I have so yeah I'm not sure whats going on
Title: Re: [A16] Minions for RimWorld!
Post by: matheryn on March 01, 2017, 02:00:34 PM
Nevermind I'm a historectomy gone wrong lol 8-P I didn't realise that I have 2 harddrives and even though steam is on c I install games on d so even though there is the same mods folder in c:/steam/comon blah blah blah, the accually folder I need to install the mods into is in D so please forgive my stupidness lol
Title: Re: [A16] Minions for RimWorld!
Post by: bierdeckelkanne on March 03, 2017, 05:10:38 AM
Hi, cool mod. But I think the minion lather gives too much many. It is as valuable as human leather, and this actually incentivizes killing the minions and makes them kinda op (human leather that is easy to get without debuffs)
Title: Re: [A16] Minions for RimWorld!
Post by: WalkingProblem on March 03, 2017, 10:11:25 AM
Quote from: bierdeckelkanne on March 03, 2017, 05:10:38 AM
Hi, cool mod. But I think the minion lather gives too much many. It is as valuable as human leather, and this actually incentivizes killing the minions and makes them kinda op (human leather that is easy to get without debuffs)

Noted! I will reduce either the quality or the quantity of it~ (perhaps quantity is better?)
Title: Re: [A16] Minions for RimWorld!
Post by: WalkingProblem on March 05, 2017, 12:58:13 AM
I met my first encounter with an mechanoid landing invasion (ever).
The God King, bearing his full force upon landing ship, with the melee fighters, minions and loyal wargs from the north, and our powerful archers on our right flank (left side). And we gave them all we got. The panther thats wandering in right into the battlefield entered the fray of battle as well...

(https://scontent-sin6-1.xx.fbcdn.net/v/t31.0-8/17097170_10154912884166346_9028587855216025060_o.jpg?oh=6e75ef7ad498d2ab3820725b00faf6ea&oe=59671809)

The centipedes are hard to kill, they fire a grenade launcher into my minions the moment to emerged from the ship and my brave soldiers immediately lands flurries of punches at it despite their pain... many died... many are still infants and toddlers.... My brave loyal minions....
Finally when dust of the battle settled, did I realised that I lost a huge number of my minions, all stacked one on top on another, next to the disabled centipedes.

(https://scontent-sin6-1.xx.fbcdn.net/v/t31.0-8/17157678_10154912884176346_2088865407061682393_o.jpg?oh=63b6cf94eaf4bf9afb442825a62ea561&oe=5968178E)

As I send one of our generals to shut down the mechanoids, the rest of the forces return to their quarters to recover... The number of casualties are massive. None of the pawns died, but half of them badly injured.

(https://scontent-sin6-1.xx.fbcdn.net/v/t31.0-8/17097143_10154912884231346_256069051584482455_o.jpg?oh=72e81c9bc06e699e32d6516bfdb97a55&oe=5939DAAA)

But just when we thought the worst is over, a tribal force launched a immediate attack on us in the middle of the night. That was just a day after the battle of the centipedes. The enemies race down the super highway ("The God King's East Road"), reaching us at speed. Our forces are yet to form up completely when the vanguards clashes sword with us; half of our wargs and minions are still injured. For the first time since we landed from "Heaven", the humans have to take the frontline position.
As the battle rage, the adults minions and wargs charged past our archers, while the baby and toddlers minions struggled to get into the front lines. The enemies just keep coming... There is just no way to count how many came. Seeing enemy archers firing behind the lines, the God King led a few of our man through the massive fighting to take them down...

(https://scontent-sin6-1.xx.fbcdn.net/v/t31.0-8/17097653_10154912884146346_1429094822289673111_o.jpg?oh=54592b4bb21ce6d166b94b26981e7ff2&oe=592C27C0)

God knows what actually happened... We slaughtered childrens like animals, and animals slaughtered man like children slaughtered like animals (I got the pregnancy mod - which means you will meet kids in raiding parties). But we took a massive hit. For the first time, we have humans died in the battle, Alboio (a raider warrior we converted earlier) and Steve, one of the original 10 elites that came down from "Heaven" was slained...

I wanted to capture as many as the downed enemies as possible (as I'm trying to build a massive army)... but as everyone is sleepy, tired or injured, its hard to haul them, and also build the extra prison beds to imprison them... (shit... I just remembered I can use the "floor bed".... ==").
The aftermath was worse than the mechanoid invasion. 80% of my minions are injured, entire family of wargs wiped out. 2 dead.
Its time for my people to rest, and recover. Life will never be the same, after the death of Steve and the brave warriors that fought that day. But Life must go on.
Title: Re: [A16] Minions for RimWorld!
Post by: AngleWyrm on March 05, 2017, 06:29:43 PM
How to work with Image Size
Those pictures are great, let's call them the zoomed-in version.

You can tell the image how wide you want it to be.
Normal image tag looks like this: [ img ]http://somewebsite.com/myimage.jpg[/ img]
Making the size you want: [ img width=400 ]http://somewebsite.com/myimage.jpg[/ img]

Then it shows in the post the size you chose, and when you click on it, it zooms in to full size.
Title: Re: [A16] Minions for RimWorld!
Post by: WalkingProblem on March 06, 2017, 11:19:21 AM
Quote from: AngleWyrm on March 05, 2017, 06:29:43 PM
How to work with Image Size
Those pictures are great, let's call them the zoomed-in version.

You can tell the image how wide you want it to be.
Normal image tag looks like this: [ img ]http://somewebsite.com/myimage.jpg[/ img]
Making the size you want: [ img width=400 ]http://somewebsite.com/myimage.jpg[/ img]

Then it shows in the post the size you chose, and when you click on it, it zooms in to full size.

I see~ Thanks!
Title: Re: [A16] Minions for RimWorld!
Post by: AngleWyrm on March 06, 2017, 07:31:25 PM
As Jim Carry once said, "B E A Youtiful!"

(http://photovide.com/wp-content/uploads/2013/01/Fairy-and-Fantasy-Art-07.jpg)
Title: Re: [A16] Minions for RimWorld!
Post by: AngleWyrm on March 09, 2017, 05:41:54 AM
Attack of the Manhunter Minions!
(https://s6.postimg.org/5b2nj4w5t/manhunter_Minions.png)

What to do with all that minion leather?
A Minion Leather couch for the lobby of my Taylor's Shop
(https://s6.postimg.org/3ko7ve40h/Minion_Leather_Couch.png)
Title: Re: [A16] Minions for RimWorld!
Post by: WalkingProblem on March 10, 2017, 08:52:45 AM
What a beautiful couch. Looks like its fit for royalty~ LOL!

Looks like the Minions didnt even get past the first line of defense~
Title: Re: [A16] Minions for RimWorld!
Post by: WalkingProblem on March 14, 2017, 04:22:35 PM
Hi Minion fans... I have a good news:

(https://cdn.discordapp.com/attachments/215496692047413249/291302810358906890/OMFG.jpg)

Will included be in the next release; stay tune for news on that.
Title: Re: [A16] Minions for RimWorld!
Post by: SpaceDorf on March 14, 2017, 05:07:29 PM
Holy Shit .. I had to stare five Minutes on the pic before I noticed the change ..

That will be so awesome :)  Gratz.
Title: Re: [A16] Minions for RimWorld!
Post by: AngleWyrm on March 14, 2017, 10:53:58 PM
(http://vignette4.wikia.nocookie.net/despicableme/images/c/c3/Phil_the_Maid.jpg/revision/latest?cb=20130806230008)
Title: Re: [A16] Minions for RimWorld!
Post by: Grabarz on March 15, 2017, 05:16:28 AM
Hello there can you lower a bit the birth rate but increase the carrying capacity ?

10 minions 3 females 3 years - my pc froze, over 15k minion meat, would be nice to rebalance :)
Title: Re: [A16] Minions for RimWorld!
Post by: SpaceDorf on March 18, 2017, 05:02:19 PM
I think the carry weight is fitting,
But I also think the birthrate is to high.
Title: Re: [A16] Minions for RimWorld!
Post by: WalkingProblem on March 19, 2017, 11:52:11 AM
Hi Guys~

Noted on the birth rate~ I personally rear them as an army... and most died before they can reach adulthood from all the fighting they need to get involved... lol

For the carrying capacity, its supposed to be lower than humans since they are smaller in size~
Title: Re: [A16] Minions for RimWorld!
Post by: SpaceDorf on March 19, 2017, 01:25:24 PM
It does not matter how I use them,
since I keep the females save and so the Birthrate is in no way effected ..
They just keep popping out yellow combat cuties.
Title: Re: [A16] Minions for RimWorld!
Post by: WalkingProblem on March 22, 2017, 05:59:41 PM
A new release will be imminent.

The future Minions will be able to help out in (on top of hauling): sweeping the floor, harvesting, cutting trees, and mining!

But the Minions will need to be trained to be Obedient before they will start sweeping the floors.
Harvesting, cutting plants and mining will only be available after they are trained to haul.  Thus its still seem quite balanced, as you will need to invest tremendous amount of time to train them in order for them to be super useful in domestic work.

There won't be changes to the birth rates and carrying capacity.

STAY TUNED!
Title: Re: [A16] Minions Ver 2.0~
Post by: WalkingProblem on March 27, 2017, 03:22:45 PM
(http://dinorim.mingjilim.com/wp-content/uploads/2017/03/Preview.png)

I am proud to announce the release of Minions Version 2.0 for RimWorld! Yay~!

The Minions will be a lot more useful to the colony from now on: On top of the hauling ability, they can clean/sweep the floor (require Obedience), and can help out with some of the simple chores like chopping trees, harvesting plants and even mining! (The latter 3 require to be trained for Hauling).

The Minions will also no longer appear in the map like wild animals (since they aren't wild animals!!!), they will appear as tribes wandering across the world looking for a new master. So to get the Minions, you can either start the game with them, or you can tame them when they do appear on the map when they travel across your land.

Beware of manhunting Minions, whom had went mad after the death of Gru.... and greater danger that lurks in purple....

Download Page: http://dinorim.mingjilim.com/sdm_downloads/rimworld-minions-ver-2-0/ (http://dinorim.mingjilim.com/sdm_downloads/rimworld-minions-ver-2-0/)

Installation Note:
– From my own testing, you can disable Ver 1.1 and enable this Ver 2.0 and continue playing your save games with no problems at all.
– If you enable developer mod, there may be some persistent alerts, just turn it off and continue playing; it doesnt affect the game at all.

Changelog:
– Purely event driven now. You will only encounter Minions during specific events and if you started the game with them.
– No longer clashes with Increased Forest Density mods (since Minions no longer appear as wild animals)
– Trained Minions will now help out in cleaning (req. obedience), mining (req. hauling), harvesting (req. hauling) and chopping tasks (req. hauling)
– Added Minions Passing Event
– Added Minions Manhunting Event
– Added **** ******* Manhunting Event (good luck if they appear, they will give even the best defended colonies a run for their money)

——-

Creator's note:

I am so happy and glad to be able to release this mod with all these updates. I went from zero knowledge in C# and C# modding for RimWorld, to creating multiple unique functions that catered specifically for this Minions Mod. If I am able to learn more about how certain things are being coded in the game, I may even make the Minions even more multifunctional in the next release.

In the next release (no release date yet, as its still dependent on how much free time I can spare), I will try to make the Minions caravan-ready.

As for more variety in the skins (like added the tall minion , fat minion and the one eye minion), currently there is no ready way of making that happen. I will make that happen if by any chance someone created a way to make that happen.

As for those that is so supportive to read to the end, I would like to let you know that the Evil Minion (Purple Minion) is very very very hard to kill. Good luck!

Cheers!
~Mingji Lim aka leonlim007
Title: Re: [A16] Minions Ver 2.0~
Post by: SpaceDorf on March 27, 2017, 04:01:38 PM
Fifth Download ..
Title: Re: [A16] Minions Ver 2.0~
Post by: arnoldboy3 on March 27, 2017, 08:30:14 PM
 :'( :'( :'( Such  a beautiful mod, only if they could use guns or melee weapons they would be perfect beings sent from heaven.

P.s
Please mod creator keep up the good work
Title: Re: [A16] Minions Ver 2.0~
Post by: WalkingProblem on March 28, 2017, 01:39:13 AM
Quote from: SpaceDorf on March 27, 2017, 04:01:38 PM
Fifth Download ..

The 1st 2 was me, trying out the link. haha!

So you are 3rd!

Quote from: arnoldboy3 on March 27, 2017, 08:30:14 PM
:'( :'( :'( Such  a beautiful mod, only if they could use guns or melee weapons they would be perfect beings sent from heaven.

P.s
Please mod creator keep up the good work

Woot woot! Thanks!

Because the Minions currently are "animals", so they can't carry guns. In contrast, the Centipedes are a race on its own.

I will explore the codes, and see if I can get them to carry weapons (that would be madness.... lol~) *fingers crossed*
Title: Re: [A16] Minions Ver 2.0~
Post by: SpaceDorf on March 28, 2017, 07:06:14 AM
I don't know if it is really related to your mod, but it is the only one I updated yesterday ..

After I loaded my game all the wild animals on the map started humping each other and now I have a load of pregnant animals on the map ..
Title: Re: [A16] Minions Ver 2.0~
Post by: WalkingProblem on March 28, 2017, 09:46:08 AM
Quote from: SpaceDorf on March 28, 2017, 07:06:14 AM
I don't know if it is really related to your mod, but it is the only one I updated yesterday ..

After I loaded my game all the wild animals on the map started humping each other and now I have a load of pregnant animals on the map ..

Oh yeah... its my mod...

Oops. Its kindda not supposed to be there, was supposed to be part of another mod that I'm working on... but its okay right? LOL~ Not a big problem right? LOL~

I am working on another mod that makes the wild animals behave more realistically, and had been dumping the codes into the minion mod to test it (for efficiency sake)... I forgot to take it out
=P

Oops
Title: Re: [A16] Minions Ver 2.0~
Post by: SpaceDorf on March 28, 2017, 10:50:13 AM
I like it :)
The kind of mod I like and makes sense.
Is woolgrowth and milk also included ?

For Minions you could use implants to make them combat worthy.
Add an Empty Slot to the BodyDef and an operation, and you can equip them with Weapon-Implants or Armor Implants to add combat hediffs ..
Title: Re: [A16] Minions Ver 2.0~
Post by: Canute on March 28, 2017, 12:15:07 PM
It is more the question if an animal can use weapons or abilitys.

That animals can hunt as pack to kill larger prey, one mod allready prove, i think it was smarter food selection.

But when the minions got a weapon implant that give them a range attack ability and they would use it at combat and not the mellee attack it would work too.
Title: Re: [A16] Minions Ver 2.0~
Post by: WalkingProblem on March 28, 2017, 01:06:20 PM
Quote from: SpaceDorf on March 28, 2017, 10:50:13 AM
I like it :)
The kind of mod I like and makes sense.
Is woolgrowth and milk also included ?

For Minions you could use implants to make them combat worthy.
Add an Empty Slot to the BodyDef and an operation, and you can equip them with Weapon-Implants or Armor Implants to add combat hediffs ..

Woolgrowth on the Minion? And you want to milk the minions too??? omg...

Implants... hmm.... is the weapon and armor implants readily implementable? (vanillla-supported?)
But thats so cruel to them.... LOL!

Quote from: Canute on March 28, 2017, 12:15:07 PM
It is more the question if an animal can use weapons or abilitys.

That animals can hunt as pack to kill larger prey, one mod allready prove, i think it was smarter food selection.

But when the minions got a weapon implant that give them a range attack ability and they would use it at combat and not the mellee attack it would work too.


The smarter food selection mod messed up the predator in my game. Predators no longer hunt when that mod one enabled. Do you have that problem? I disabled it as a result.

----

I think it would be a better solution if the Minions would automatically pick up weapons isnt it? They will just pick up the nearest weapon thats lying around... (but i wonder if they are willing to drop the weapons). May have to also make them pick up a more powerful weapon if they are already equipped.  But if thats the case, players will not be able to assign weapons.

So we are back to equiping with weapon implants... = \
Title: Re: [A16] Minions Ver 2.0~
Post by: SpaceDorf on March 28, 2017, 01:14:02 PM
Quote from: SpaceDorf on March 28, 2017, 10:50:13 AM
I like it :)
The kind of mod I like and makes sense.
Is woolgrowth and milk also included ?


I was talking about the "additional" features of your release :)
The Wildlife Mod .. if it affects Woolgrowth and Milk on Wild Animals ..

I think shearing purples would be a good Idea .. but Minion Milk sounds really really disgusting.
Title: Re: [A16] Minions Ver 2.0~
Post by: WalkingProblem on March 28, 2017, 01:26:05 PM
Quote from: SpaceDorf on March 28, 2017, 01:14:02 PM

I was talking about the "additional" features of your release :)
The Wildlife Mod .. if it affects Woolgrowth and Milk on Wild Animals ..

I think shearing purples would be a good Idea .. but Minion Milk sounds really really disgusting.

yeah exactly... minion milk.... omg...yucks.... 

Woolgrowth on wild animals.... milk... hmm...... you want to milk boomrats? LOL
Title: Re: [A16] Minions Ver 2.0~
Post by: SpaceDorf on March 28, 2017, 01:52:01 PM
Quote from: leonlim007 on March 28, 2017, 01:26:05 PM

Woolgrowth on wild animals.... milk... hmm...... you want to milk boomrats? LOL

I have the Neutroamine Mod .. I allready can do that .. but I always wondered, why woolgrowth or milkfullness started with 0% after taming some animals.
Title: Re: [A16] Minions Ver 2.0~
Post by: WalkingProblem on March 28, 2017, 02:14:30 PM
Okay, I just tried to make the Minions pick up weapons. They can't pick them up while the code worked. I think because animals do not have the "gears" tab, they are unable to equip properly.

So its weapon implants then? =\
Title: Re: [A16] Minions Ver 2.0~
Post by: AngleWyrm on March 28, 2017, 02:15:20 PM
Maybe a bug
Not sure if this is related, but since I just added V2 I'll include it here just in case.

A group of caravan pirate traders arrived, and during their visit they went to eat at my dining hall. Several of them behaved erratically, placing food on the ground near the table and then picking it up again.


(https://s-media-cache-ak0.pinimg.com/236x/13/ed/02/13ed026d2668b03e39c6bf4ebbf43b41.jpg)Minions made the difference
That caravan had crappy slaves and little else to trade, but just as I was getting ready to close the trade window something caught my eye: An Exoskeleton Suit that was a surgical implant, for about $4k in silver.

I started dreaming of my favorite vat-grown soldier turned frontier marshal, Blades and her future as a cyborg super soldier. She already has a bionic eye. I had to have it, and all the tamed minions I was training up just barely covered the cost.

But the very same day a group of visitors arrived with one old lady who was on fire with desire in nearly every skill. I checked her health, and sure enough her spine had gone bad from old age.

Oh baby, I got the cure.

[attachment deleted by admin due to age]
Title: Re: [A16] Minions Ver 2.0~
Post by: WalkingProblem on March 28, 2017, 02:33:31 PM
Quote from: AngleWyrm on March 28, 2017, 02:15:20 PM
Maybe a bug
Not sure if this is related, but since I just added V2 I'll include it here just in case.

A group of caravan pirate traders arrived, and during their visit they went to eat at my dining hall. Several of them behaved erratically, placing food on the ground near the table and then picking it up again.


(https://s-media-cache-ak0.pinimg.com/236x/13/ed/02/13ed026d2668b03e39c6bf4ebbf43b41.jpg)Minions made the difference
That caravan had crappy slaves and little else to trade, but just as I was getting ready to close the trade window something caught my eye: An Exoskeleton Suit that was a surgical implant, for about $4k in silver.

I started dreaming of my favorite vat-grown soldier turned frontier marshal, Blades and her future as a cyborg super soldier. She already has a bionic eye. I had to have it, and all the tamed minions I was training up just barely covered the cost.

But the very same day a group of visitors arrived with one old lady who was on fire with desire in nearly every skill. I checked her health, and sure enough her spine had gone bad from old age.

Oh baby, I got the cure.

Awesomeness! Great to hear that they had served their master well~ haha

For the put the food on the floor bug - I dun think its caused by this mod, since it does not touch anything regarding food, items or eating by human pawns.
Title: Re: [A16] Minions Ver 2.0~
Post by: WalkingProblem on March 28, 2017, 03:22:47 PM
For now, I gave up on giving the Minions weapons, either by picking up themselves or via implants. Its hacking the game alittle too much.

----------

Anyway I need feedback in regards to the Evil Minions. Let me know if they are appearing too often and whether you are able to cope with their attacks?
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: WalkingProblem on March 28, 2017, 06:09:07 PM
(http://dinorim.mingjilim.com/wp-content/uploads/2017/03/Preview2.1.png)

During play testing, I realised that the Evil Minions raids are overpowered, so I tone them down a little; as well as reducing the frequency of Minions/Evil Minions manhunting events.

These balancing will improve the game experience. Sorry for launching 2.1 so soon after 2.0; the balancing issue is important; hopefully your colony survive long enough for this update.

Changelog:
- Reduced manhunting frequency for Minions and Evil Minions
- Reduce baseHealthScale for Evil Minion
- Increase CombatPower for Evil Minion (which means lesser of them during manhunting events)

Download Here: http://dinorim.mingjilim.com/sdm_downloads/rimworld-minions-ver-2-1/
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: AngleWyrm on March 28, 2017, 06:53:13 PM

(https://s6.postimg.org/d8ohbad3l/4991e9207b8df5cc7348e2ee7a425784.jpg)

It's right after pressing the send button that the spelling errors become most apparent ;)
Thanks for the hot-fix.

Release Early, Release Often.
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: WalkingProblem on March 29, 2017, 08:48:18 AM
Quote from: AngleWyrm on March 28, 2017, 06:53:13 PM

(https://s6.postimg.org/d8ohbad3l/4991e9207b8df5cc7348e2ee7a425784.jpg)

It's right after pressing the send button that the spelling errors become most apparent ;)
Thanks for the hot-fix.

Release Early, Release Often.

Yeah~

Its a bit concerning for me, since I managed to get 102 downloads (woohoo milestone!) for the Version 2.0; but only 34 downloaded the Version 2.1.

60 over colonies going to be destroyed by the purple terror~~~
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: AngleWyrm on March 29, 2017, 08:58:46 AM

(https://s-media-cache-ak0.pinimg.com/736x/51/be/e9/51bee927ec8fe21aac05a8b7f8be8dc3.jpg) While playing with Minions I've developed a hankering for more animal handlers in my colony, so I created a set of five new animal handler backstories (https://ludeon.com/forums/index.php?topic=31306.msg321870#msg321870) that makes it possible for more to show up.
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: WalkingProblem on March 29, 2017, 11:00:03 AM
Quote from: AngleWyrm on March 29, 2017, 08:58:46 AM

(https://s-media-cache-ak0.pinimg.com/736x/51/be/e9/51bee927ec8fe21aac05a8b7f8be8dc3.jpg) While playing with Minions I've developed a hankering for more animal handlers in my colony, so I created a set of five new animal handler backstories (https://ludeon.com/forums/index.php?topic=31306.msg321870#msg321870) that makes it possible for more to show up.

Yeap. The Minions mod created an unprecedented importance in animal handling/training.

Because the Minions are pretty much useless (like chickens) if you do not train them. And for the new generations of the minions (bred with those thousand year old monsters), its only until they are teenagers (if I'm not wrong) before they would be able to train for heavy duties like hauling, logging, etc...

I had never needed pawns to do purely animal handling work until I had the Minions mod
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: CutiesDeathCab on March 29, 2017, 09:41:51 PM
Hello, I am asking for permission to place your mod into a database I am working on for RimWorld mod Listings. I plan on keeping it updated with the help of some others. The post will contain the following
[Version, Title, Author, Direct Topic Link, Direct Download Link (From the topic)]
Either PM me, Or reply to this message. Thank you. :)
P.S: The Database will have its own topic once I have a decent amount in the database.
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: Napple on March 30, 2017, 03:56:34 AM
Is there any way to reduce all the age related illnesses affecting both minion types due to how old they can get.
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: harpo99999 on March 30, 2017, 04:31:15 AM
Quote from: leonlim007 on March 29, 2017, 11:00:03 AM
Quote from: AngleWyrm on March 29, 2017, 08:58:46 AM

(https://s-media-cache-ak0.pinimg.com/736x/51/be/e9/51bee927ec8fe21aac05a8b7f8be8dc3.jpg) While playing with Minions I've developed a hankering for more animal handlers in my colony, so I created a set of five new animal handler backstories (https://ludeon.com/forums/index.php?topic=31306.msg321870#msg321870) that makes it possible for more to show up.

Yeap. The Minions mod created an unprecedented importance in animal handling/training.

Because the Minions are pretty much useless (like chickens) if you do not train them. And for the new generations of the minions (bred with those thousand year old monsters), its only until they are teenagers (if I'm not wrong) before they would be able to train for heavy duties like hauling, logging, etc...

I had never needed pawns to do purely animal handling work until I had the Minions mod
while the ages of the minions  baby (only obedience trainable(and obdience seems to include cleaning)) as is toddler but when they get to child (at two seasons of age), they can be trained in haulling, then at three seasons you get teenage minions that can even rescue, and at four seasons they are adult
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: WalkingProblem on March 30, 2017, 11:24:18 AM
Quote from: CutiesDeathCab on March 29, 2017, 09:41:51 PM
Hello, I am asking for permission to place your mod into a database I am working on for RimWorld mod Listings. I plan on keeping it updated with the help of some others. The post will contain the following
[Version, Title, Author, Direct Topic Link, Direct Download Link (From the topic)]
Either PM me, Or reply to this message. Thank you. :)
P.S: The Database will have its own topic once I have a decent amount in the database.

I am actually pondering about doing something in regards to a mod database as well. Its cool that you are on it.

[ Version 2.1, Minions for RimWorld, https://ludeon.com/forums/index.php?topic=30647.0 , http://dinorim.mingjilim.com/sdm_downloads/rimworld-minions-ver-2-1/ ]

Since you are on it, I would suggest you try to segregate the mods into the various types of mod they are. Like factions, animals, weapons, etc...

For the Minions, this is actually an Animals addon mod =}

Quote from: Napple on March 30, 2017, 03:56:34 AM
Is there any way to reduce all the age related illnesses affecting both minion types due to how old they can get.

Not sure... I havent went to look at this yet; but usually it doesnt really matter because once they become your pawns, they will mate right at the beginning of the game, give birth with dementia and then die in a raid. Most adult minions in my games (which are all tribals) find it hard to survive past the first year. By the end of first year, you are already looking at a whole new generations of young Minions dying (sometimes literally) to serve you, their evil master~

Quote from: harpo99999 on March 30, 2017, 04:31:15 AM
while the ages of the minions  baby (only obedience trainable(and obdience seems to include cleaning)) as is toddler but when they get to child (at two seasons of age), they can be trained in haulling, then at three seasons you get teenage minions that can even rescue, and at four seasons they are adult

Haha, you know it better than me (I already forgotten about the specifics)

I actually ponder about putting some other skills like harvesting and mining into rescue.... but decided not to do it, so that the minions can be more useful before they die a premature death (which 80% of the minions in my games are). Perhaps I have to stop using child soldiers (minions) to defend against raids...
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: AngleWyrm on March 30, 2017, 11:36:44 AM


(https://s-media-cache-ak0.pinimg.com/564x/2a/04/1c/2a041cfac20a5f5526f6b598c33d8f5c.jpg)
Quote from: leonlim007 on March 30, 2017, 11:24:18 AM
I am actually pondering about doing something in regards to a mod database as well. Its cool that you are on it.

I can understand the appeal as I find satisfaction in collecting things as well; probably some instinctual archetype.

It's fun to have the full set or to curate a carefully selected bunch. They do require a lot of time and attention to keep up with the ever-changing population of new and improved mods, so it's a hobby if you have time to spend.



Minion Cleaning Performance
I have 19 adult minions with haul training, 13 of which are maxed out to 7/7 gold. That's a lot of time and food spent training up minions.

Why are these hallways dirty?

I won't be able to give a second report on this issue; that's just the way mod report interactions work.

So I recommend making a decision on how many spots of floor cleaning a minion will do per day for each level of training, and then working back from there.

(https://s6.postimg.org/szrxnvpw1/minion_Cleaner.png)
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: arnoldboy3 on March 30, 2017, 04:18:09 PM
Well this mod be available on steam
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: Ikarus Kumo on March 30, 2017, 05:38:38 PM
**** ******=Evil minion2^_^
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: Canute on March 31, 2017, 03:50:04 AM
I just tryed out the mod "Hunt for me" and notice a new trainable thing for animals.
Maybe you can adapt this for minions too. To add extra
Cleaning,mining,chop,harvest training ?
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: SpaceDorf on March 31, 2017, 06:21:30 AM
@angelwyrm

minions trained in hauling do less cleaning because they do different things as well.

I have different Zones for Minions, a Training Zone, where all Newborns go.
A Butcher Zone where all Addicted and Female Babies go for population control.
The Home Zone, where all trained females and release trained young ones go.
A Trained Minion Zone which excludes some areas the should not roam, like rooms,
where all fully trained minions go.

The females assist hauling in the homezone and occasionally clean, while the young ones clean sometimes, in numbers enough to that I don't need a fulltime janitor.

I don't think trained ones like mining very much, of my 20 odd trained minions 2 tiles were mined. I even sent a handfull to a zone with a mining order next to them, which all of them ignored for a full day.
I still have not seen them chop trees or harvest something, but I might have missed it.

@leonlim007

can't you assign different textures to the minion genders ?
tall ones to the males, the short ones to the females ?
I know it's not the end goal but at least a bit optical difference.
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: AngleWyrm on March 31, 2017, 07:43:39 AM

(https://s6.postimg.org/avjrp3kup/ladybug.jpg)
Quote from: SpaceDorf on March 31, 2017, 06:21:30 AM
minions trained in hauling do less cleaning because they do different things as well.
Forum bug reports are typically followed by
  • 0~3 explanations of why everything is fine the way it is
  • 0~3 just-trying-to-help posts of the form 'have you tried unplugging it and then plugging it back in?'
  • 0~2 requests for more information
  • 0~1 efforts to become entangled in a social formation through PM, text chat service or voice.
I like your use of areas.
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: SpaceDorf on March 31, 2017, 11:57:33 AM
Quote from: AngleWyrm on March 31, 2017, 07:43:39 AM

Forum bug reports are typically followed by
  • 0~3 explanations of why everything is fine the way it is
  • 0~3 just-trying-to-help posts of the form 'have you tried unplugging it and then plugging it back in?'
  • 0~2 requests for more information
  • 0~1 efforts to become entangled in a social formation through PM, text chat service or voice.


Crap .. I violated the Code.


Your HTML Makes you really hard to quote :)
Zones are Rad .. My favorite one is the "siege camp"-animal zone.
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: WalkingProblem on April 01, 2017, 12:14:58 PM
Quote from: SpaceDorf on March 31, 2017, 06:21:30 AM
@angelwyrm

minions trained in hauling do less cleaning because they do different things as well.

I have different Zones for Minions, a Training Zone, where all Newborns go.
A Butcher Zone where all Addicted and Female Babies go for population control.
The Home Zone, where all trained females and release trained young ones go.
A Trained Minion Zone which excludes some areas the should not roam, like rooms,
where all fully trained minions go.

The females assist hauling in the homezone and occasionally clean, while the young ones clean sometimes, in numbers enough to that I don't need a fulltime janitor.

I don't think trained ones like mining very much, of my 20 odd trained minions 2 tiles were mined. I even sent a handfull to a zone with a mining order next to them, which all of them ignored for a full day.
I still have not seen them chop trees or harvest something, but I might have missed it.

@leonlim007

can't you assign different textures to the minion genders ?
tall ones to the males, the short ones to the females ?
I know it's not the end goal but at least a bit optical difference.

Hmm... Noted, I will do some intense testing and perhaps changing the codes a little to make them be less "casual" about working.

Noted on the male and female thingy, let me go see how to do it, I will add the 1 eye minion in.

Tall and fat one perhaps cant add in.. unless I create them as separate species of minions. What you guys think?

So perhaps 1 eye minions are 1 species, 2 eyes are another.
Or 1 eyes are always female, 2 eyes are male.

===

I will release an update once I get these done.
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: Canute on April 01, 2017, 01:04:35 PM
QuoteHmm... Noted, I will do some intense testing and perhaps changing the codes a little to make them be less "casual" about working.
Then my idea comes in handy.
When you got different sub-training abilities like cleaning,mining,harvesting you can just focus to train a few minions at this things and they stay focused on that.
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: WalkingProblem on April 01, 2017, 03:48:10 PM
Okay... after various testing. it looks like pets will never do work reliably like a pawn. They just do when they feel like it. And it seems like the intervals between doing chores are an hour apart at its quickest/most frequent. No matter what you set, they will not do it more often.

So, the Minions just gonna be like the Minions in the movie, utterly unreliable when comes to doing chores and serious things. At least they willing to die for you.

But I will explore a different way of adding varieties in texture in my next release. I have a plan
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: Canute on April 02, 2017, 02:46:15 AM
If you realy want this kind of minions, then you need to go away from animals.
They need to be like the Misc. robots. Then Minions can be controled, can equip weapon/armor and got skills but don't count as colony pawns.
But the question are can these minion reproduct self like animals can.
Make ask haplo about that.
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: SpaceDorf on April 02, 2017, 06:33:40 AM
I have the "work ethic" of the Minions is allready better in 2.0/2.1

I can't say for sure, because the Minion Event was to short, maybe next time I try to capture them by downing them first ..
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: Barky on April 02, 2017, 07:27:58 PM
Minions PogChamp!
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: WalkingProblem on April 03, 2017, 05:25:47 AM
Quote from: Canute on April 02, 2017, 02:46:15 AM
If you realy want this kind of minions, then you need to go away from animals.
They need to be like the Misc. robots. Then Minions can be controled, can equip weapon/armor and got skills but don't count as colony pawns.
But the question are can these minion reproduct self like animals can.
Make ask haplo about that.

Yes, if I set the Minions into pawns, they can reproduce just like they are now; because reproduction system is separate from their abilities to work. The main reason I didnt do that is that, your entire screen may end up covered with Minions' faces after a year or 2 - you wont be able to play at all... LOL!
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: Canute on April 03, 2017, 06:13:05 AM
Good point, but
- you can still assign different zones for them to seperate male from females.
- kill them, i don't think there is any mood malus for that.
- maybe you can create a behavior that adult minions will emmigrate if they can't find a minion bed to sleep.
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: WalkingProblem on April 03, 2017, 01:54:44 PM
Quote from: Canute on April 03, 2017, 06:13:05 AM
Good point, but
- you can still assign different zones for them to seperate male from females.
- kill them, i don't think there is any mood malus for that.
- maybe you can create a behavior that adult minions will emmigrate if they can't find a minion bed to sleep.

Yeah, but not everyone will be so hardworking in their management of minions... like me, I want to build an army of them to defend my pawns...

But of course, once they can equip weapons, they would be madly powerful.

I will consider - but no promises on making Minions pawns. Because I still have DinoRim to work on
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: WalkingProblem on April 03, 2017, 06:12:33 PM
Release for the next version of Minions imminent!

Its a huge texture update, where almost every age group will have its own texture. Male Minions have 2 eyes, Female have 1 eye - Baby and Toddlers will have their own unique texture (all the textures work are already completed and in the game):
(https://img1.cgtrader.com/items/154296/059c273a95/large/baby-minion-3d-model-max-stl.jpg)

There will be also some gameplay edits like increasing the nuzzling (they hardly nuzzle, so I am making them more nuzzy)

The release will be pending a game testing as well as possible delay from some coding efforts to try to make them work harder on chores.

Stay Tuned!
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: AngleWyrm on April 03, 2017, 06:22:52 PM

(https://s-media-cache-ak0.pinimg.com/236x/13/5f/fc/135ffc4f251a79381777d5f55295040c.jpg)


          Staying tuned :P
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: harpo99999 on April 03, 2017, 07:53:07 PM
static screech is toooo loud, unable to find radio station to tune in to
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: SpaceDorf on April 04, 2017, 06:51:29 AM
have you tried turning it off and on again ?

also have some tuna sandwich :)
Title: Re: [A16] Minions Ver 2.0~
Post by: Wishmaster on April 04, 2017, 01:22:35 PM
Quote from: leonlim007 on March 28, 2017, 01:06:20 PM
Quote from: SpaceDorf on March 28, 2017, 10:50:13 AM
I like it :)
The kind of mod I like and makes sense.
Is woolgrowth and milk also included ?

For Minions you could use implants to make them combat worthy.
Add an Empty Slot to the BodyDef and an operation, and you can equip them with Weapon-Implants or Armor Implants to add combat hediffs ..

Woolgrowth on the Minion? And you want to milk the minions too??? omg...

Implants... hmm.... is the weapon and armor implants readily implementable? (vanillla-supported?)
But thats so cruel to them.... LOL!

Quote from: Canute on March 28, 2017, 12:15:07 PM
It is more the question if an animal can use weapons or abilitys.

That animals can hunt as pack to kill larger prey, one mod allready prove, i think it was smarter food selection.

But when the minions got a weapon implant that give them a range attack ability and they would use it at combat and not the mellee attack it would work too.


The smarter food selection mod messed up the predator in my game. Predators no longer hunt when that mod one enabled. Do you have that problem? I disabled it as a result.

----

I think it would be a better solution if the Minions would automatically pick up weapons isnt it? They will just pick up the nearest weapon thats lying around... (but i wonder if they are willing to drop the weapons). May have to also make them pick up a more powerful weapon if they are already equipped.  But if thats the case, players will not be able to assign weapons.

So we are back to equiping with weapon implants... = \

Fixed this in Smarter Food Selection for about two weeks now.
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: AngleWyrm on April 04, 2017, 03:48:30 PM

(https://steamuserimages-a.akamaihd.net/ugc/103981834724011240/AF153CD35672DAC8D07B4627B8DDF23A4CCEC5BF/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

If you're looking for something to milk, try a cowgirl (https://ludeon.com/forums/index.php?topic=31009.0).
Title: Re: [A16] Minions Ver 2.0~
Post by: WalkingProblem on April 04, 2017, 09:01:06 PM
Quote from: Wishmaster on April 04, 2017, 01:22:35 PM
Fixed this in Smarter Food Selection for about two weeks now.

Cool! I will give it a try soon!

Quote from: AngleWyrm on April 04, 2017, 03:48:30 PM

(https://steamuserimages-a.akamaihd.net/ugc/103981834724011240/AF153CD35672DAC8D07B4627B8DDF23A4CCEC5BF/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

If you're looking for something to milk, try a cowgirl (https://ludeon.com/forums/index.php?topic=31009.0).

NOOOOOOOOoooooO~~~~~~~

They are so weird that I disabled it....

--------------

Just a quick update on the next release: the next release will officially be VERSION 3.0!!!

(yeap, thats the amount of changes/improvement/add-ons I am dumping into the mod)
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: becks0815 on April 07, 2017, 03:54:47 AM
Hi, first post, potential bug found in V2.1 (or the Manager tab Mod)

I have the manager mod installed which lets me set the amount of animals I want to keep. The mod doesn't work like expected for the Minions because as soon as I exceed the amount of max adults all of them are butchered. I guess there is something wrong what the manager mod identifies as "young" (->toddler, baby, child,...) and "adult", counts toddlers as adults and assigns the real old ones for butchering.

And beside this: very funny Mod. I just had a man hunting Minion pack with 600 Minions. That's a lot of meat and leather. And the evil Minions are truly bad. Has anyone been able to tame a pair of them for leather production and as defense?
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: AngleWyrm on April 07, 2017, 09:12:09 AM

(https://imgs-tuts-dragoart-386112.c.cdn77.org/how-to-draw-an-evil-minion-despicable-me-2_1_000000016676_5.png)I bought a pair of them off a caravan trader in a recent game.
Title: Re: [A16] Minions Ver 2.1 (balancing update to Ver 2.0)
Post by: WalkingProblem on April 07, 2017, 03:42:21 PM
Quote from: becks0815 on April 07, 2017, 03:54:47 AM
Hi, first post, potential bug found in V2.1 (or the Manager tab Mod)

I have the manager mod installed which lets me set the amount of animals I want to keep. The mod doesn't work like expected for the Minions because as soon as I exceed the amount of max adults all of them are butchered. I guess there is something wrong what the manager mod identifies as "young" (->toddler, baby, child,...) and "adult", counts toddlers as adults and assigns the real old ones for butchering.

And beside this: very funny Mod. I just had a man hunting Minion pack with 600 Minions. That's a lot of meat and leather. And the evil Minions are truly bad. Has anyone been able to tame a pair of them for leather production and as defense?

hmmm.. I dun have that mod, I will have to test it out before I know what's the issue (since I dun think any animals are designed with so many age categories like a human)

600 Minions.... I think you must have a very badass colony to attract such a huge attack...
Title: [A16] Minions Ver 3.0 LAUNCHED !!!!!
Post by: WalkingProblem on April 07, 2017, 04:44:00 PM
(http://dinorim.mingjilim.com/wp-content/uploads/2017/04/Preview3.png)

I am proud to announce the launch of Minions for RimWorld Version 3.0 just 11 days after launching Version 2.0! =D

This time round, its a huge update, with a lot more goodies and improvement to what is already a pretty popular mod (273 downloads for Ver2.1 as of this blog post).

LET THERE BE VARIETIES!
After repeated requests to find way to add variety to the variants of Minions, I am proud to announce that all the different variants of Minions are now included in the mod!

WHAT I NEED TO KNOW?
Male Minions have 2 eyes, Females are 1 eyed. Baby and Toddlers now wear a different outfit, and they becomes the short minion when they are child, the "medium" size minion when they are teenager, and the tall minion when they become an adult!

CARAVANS!
Minions can now help to carry stuff as part of the caravan and they would change into their brown outfit (the outfit they were in their home in the artic, before they found the blue jeans overalls)

IMPROVE CODES!
I have redone most of the work codes - thus the Minions are now more effective and efficient when come to doing their tasks! And they can also help to rearm traps now!

NUZZLE GALORE!
The Minions will also assume an important role in keeping any "Great Villains" sane, with their constant nuzzling! Just like in the movies, they are cute, adorable and extremely caring. They spare no effort in keeping your colonist in good mood, regardless of how dire the situation is!

HOPE YOU GUYS ENJOY THE MINIONS!

DOWNLOAD HERE: http://dinorim.mingjilim.com/sdm_downloads/rimworld-minions-ver3-0/

Version 3 Changelog:
- added texture for all gender and age groups
- added caravan abilities with special texture
- redone the codes for planting cutting, harvesting, and mining
- added ability to rearm traps
- added nuzzling ability
- added new texture for evil minions (both genders)
Title: Re: [A16] Minions Ver 3.0 !!!!!
Post by: SpaceDorf on April 07, 2017, 05:44:48 PM
YEAH! (https://www.youtube.com/watch?v=0dFqDg6UYRY)
Title: Re: [A16] Minions Ver 3.0 !!!!!
Post by: Canute on April 08, 2017, 04:29:30 AM
You forget to update the about.xml, it is just V2 there.

Edit:
Ok, i am not sure if the following problem comes from this mod.
I got a strange behavior at my trainer.
When he want to train an animal he just collect food for the animals but never start to train anything.
Not to speak the he will carry nearly any food of the colony at this backpack.

That is a fresh colony, with Apini bee race.
I allready disabled Fluffy's worktab because that cause some heavy trouble with the work priorities.

So anyone else got a similar problem with the new V3 ?
Title: Re: [A16] Minions Ver 3.0 !!!!!
Post by: WalkingProblem on April 08, 2017, 02:19:41 PM
Quote from: Canute on April 08, 2017, 04:29:30 AM
You forget to update the about.xml, it is just V2 there.

Edit:
Ok, i am not sure if the following problem comes from this mod.
I got a strange behavior at my trainer.
When he want to train an animal he just collect food for the animals but never start to train anything.
Not to speak the he will carry nearly any food of the colony at this backpack.

That is a fresh colony, with Apini bee race.
I allready disabled Fluffy's worktab because that cause some heavy trouble with the work priorities.

So anyone else got a similar problem with the new V3 ?

I just amended it after SpaceDorf alerted me to it. So 60+ peeps will have this small error. You can actually just change it yourself in the about.xml - or just download again from the same link, it is the updated one now

---

The minion mod does not touch Pawn-related functions... so I doubt it. Not exactly sure what would have caused that
Title: Re: [A16] Minions Ver 3.0 !!!!!
Post by: AngleWyrm on April 08, 2017, 05:43:07 PM
Quote from: Canute on April 08, 2017, 04:29:30 AM
When he want to train an animal he just collect food for the animals but never start to train anything.
...
So anyone else got a similar problem with the new V3 ?
I had food-related problems with the Smarter Food Selection mod, where colonists and visitors would glitch out when they went to eat by repeatedly dropping their food and picking it up again. The problem went away after uninstalling that mod.
Title: Re: [A16] Minions Ver 3.0 !!!!!
Post by: WalkingProblem on April 09, 2017, 03:46:17 AM
Quote from: AngleWyrm on April 08, 2017, 05:43:07 PM
Quote from: Canute on April 08, 2017, 04:29:30 AM
When he want to train an animal he just collect food for the animals but never start to train anything.
...
So anyone else got a similar problem with the new V3 ?
I had food-related problems with the Smarter Food Selection mod, where colonists and visitors would glitch out when they went to eat by repeatedly dropping their food and picking it up again. The problem went away after uninstalling that mod.

Sounds similar to a previous problem mentioned earlier in the thread.

Not exactly sure... since the Minions mod do not touch on food nor pawns. I just went through the Smarter Food Selection dll codes (i unpacked and take a look) - a quick glance of it, isnt exactly clear what clashed.

Wishmaster - any idea?
Title: Re: [A16] Minions Ver 3.0 !!!!!
Post by: Canute on April 09, 2017, 04:18:34 AM
Yes it is a bug with smarter food, and can be surpressed with an option of that mod.
I allready posted at his thread after it was clear Minion V3 wasn't it.
I got Minion at first target, because i used smarter food at older colonies before too and didn't got that behavior. So i thought it came from them.
But i used an older version, since it was a bit ago (played HCSK for a month).

But some errors with minions:
https://gist.github.com/74105faba00bcfaa3312722889bcdff4
Growth is the name of one of my Pawn's.
Could not reserve Thing_PlantBananaTree82066 for Minion12220 doing job Harvest(curToil=1) for maxPawns 1.Existing reserver: Growth doing job Harvest A=Thing_Plantmushroom154916(curToil=4)
Verse.Log:Error(String)

And finaly a Minion made a mining for me.
But i needed to create a animal area around at the mining, put animal bed and kibble there, and restrict minions to that area.
At this way they can't do anything else then mining.

But i still think you should add extra trainings for minions, so these yellow pills can be focused on a job rather then to be an allrounder.
You said the cleaning will be activated after obedience got trained ?
But the priority is still pretty low, and my colony is very dirty :-(
I miss my cleaner robot.

Edit:
Minions are very lazy at mining, 2 minions mined 2 of 6 tiles in 1 season.
Maybe i should assign 20 of them to that zone.
Title: Re: [A16] Minions Ver 3.0 !!!!!
Post by: WalkingProblem on April 09, 2017, 06:07:56 AM
Quote from: Canute on April 09, 2017, 04:18:34 AM
Yes it is a bug with smarter food, and can be surpressed with an option of that mod.
I allready posted at his thread after it was clear Minion V3 wasn't it.
I got Minion at first target, because i used smarter food at older colonies before too and didn't got that behavior. So i thought it came from them.
But i used an older version, since it was a bit ago (played HCSK for a month).

But some errors with minions:
https://gist.github.com/74105faba00bcfaa3312722889bcdff4
Growth is the name of one of my Pawn's.
Could not reserve Thing_PlantBananaTree82066 for Minion12220 doing job Harvest(curToil=1) for maxPawns 1.Existing reserver: Growth doing job Harvest A=Thing_Plantmushroom154916(curToil=4)
Verse.Log:Error(String)

And finaly a Minion made a mining for me.
But i needed to create a animal area around at the mining, put animal bed and kibble there, and restrict minions to that area.
At this way they can't do anything else then mining.

But i still think you should add extra trainings for minions, so these yellow pills can be focused on a job rather then to be an allrounder.
You said the cleaning will be activated after obedience got trained ?
But the priority is still pretty low, and my colony is very dirty :-(
I miss my cleaner robot.

Edit:
Minions are very lazy at mining, 2 minions mined 2 of 6 tiles in 1 season.
Maybe i should assign 20 of them to that zone.

Adding new trainings wouldnt make them focus on the job more, if you want to know. During my test, the minions do mine almost every other hour. So I not sure why yours is any different. If you depend on only 1 minion - you need to watch the Minion cartoon again to understand their character~ LOL! (what a good excuse).

As for the error in the console - you have to off the autoopen of the window and just ignore it. The reason is because I'm forcing an animal to do a pawn job - and perhaps its also due to the limitation of my understanding of how Tyran coded it, I not sure how to make the Minion reserve a job so that others will not take it. If I ever find the relevant code for it, I will release a patch for it.

Just for addition info, its not possible to make the Minions do more than one task every hour - the only way is to set it into a "default" behavior without the time gap between the tasks - but that will set it into an infinite loop - which cause the console/error window to be flooded with error (which is the reserve issue) - but if you do that, they will work non-stop... lol

The Minions will not work at the efficiency of normal pawns (including the cleaning robot) - unless I set everything to infinite loops. (but will need to resolve the reservation error first before I can do that, if not I not sure if it would crash the game)
Title: Re: [A16] Minions Ver 3.0 !!!!!
Post by: WalkingProblem on April 09, 2017, 07:00:27 AM
Oops.

I just resolved the reservation issue. =P

The reservation error now will not pop up.
But I'm unable to make them work endlessly without them blasting 10 jobs in 10 ticks and after a while cause the game to set the minion to "wait" and they just stand there blankly.

Anyone had any idea how to make them work more than once an hour? (let me make this happen before I release 3.1)
Title: Re: [A16] Minions Ver 3.0 !!!!!
Post by: WalkingProblem on April 09, 2017, 07:11:43 AM
LOL....

I just created my own "chanceperhour" function... so Minions now run on its own "chance per hour" as oppose to normal animals.

So they can now work very very very diligently and efficiently~ =P

Version3.1 Release Imminent!
Title: Re: [A16] Minions Ver 3.0 !!!!!
Post by: Canute on April 09, 2017, 07:36:44 AM
Hehe,
little pressure from the customer and it is possible ! :-))
Title: Re: [A16] Minions Ver 3.0 !!!!!
Post by: AngleWyrm on April 09, 2017, 08:20:18 AM
Minions hard at work
https://youtu.be/xcGS5BIIL7o
Title: Re: [A16] Minions Ver 3.0 !!!!!
Post by: WalkingProblem on April 09, 2017, 10:41:37 AM
Quote from: AngleWyrm on April 09, 2017, 08:20:18 AM
Minions hard at work
https://youtu.be/xcGS5BIIL7o

I actually tried to add a lot of other things for the Minions to do... unfortunately, my coding abilities and my understanding of how the rimworld codes work have not reach that level yet. Like weirdly, for fighting fire, i managed to get the minions to attend to the fire; but all they do is stand beside the fire and look at it. Apparently fighting fire have its own "verb" - and I do not understand how that works yet.

So perhaps till Version 4.0 then~ haha
Title: Re: [A16] Minions Ver 3.0 !!!!!
Post by: Canute on April 09, 2017, 11:50:02 AM
Hehehe, i just got an evil inspiration :-)
Let the minions jump into the fire, to reduce the fire.
Ofcourse the minions are on fire and running around in panic ! :-)
But when you got enough minions they should extinguish any fire.
Hmm does the wall should get damage when they jump against the wall to lower the fire ? :-)
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: WalkingProblem on April 09, 2017, 01:44:45 PM
(http://dinorim.mingjilim.com/wp-content/uploads/2017/04/Preview3.1.png)

Sorry again for yet another early patch to a full release.... my bad....

Version 3.1 fixes the "errors" that appears in the error console (for those playing in the developmental mode), making the game more smooth.

In addition, because of the set limitation by the original game that no animals will do tasks/jobs more than once an hour – making the minions rather.... lazy or undependable – despite it was already a huge improvement in Ver3.0 to Ver2.0 – I had made it even better now in Version 3.1. I literally created a new counting function in the codes specially just for the minions – thus adjusting the limiter – and thus now, the Minions are much much better at sweeping and doing all the other chores they can do.

While I'm at it, I added "Flicking switches" into their abilities. So now minions can help your colony on and off switches, without needing your pawns to get out of their seat. As you know, Minions LOVE Buttons!

DOWNLOAD HERE: http://dinorim.mingjilim.com/sdm_downloads/rimworld-minions-ver3-1/ (http://dinorim.mingjilim.com/sdm_downloads/rimworld-minions-ver3-1/)

changelog:
– added new chanceperhour function specially for minions
– added Flick ability to the Minions
– Minions can now work more frequently and efficiently
Title: Re: [A16] Minions Ver 3.0 !!!!!
Post by: WalkingProblem on April 09, 2017, 02:01:30 PM
Quote from: Canute on April 09, 2017, 11:50:02 AM
Hehehe, i just got an evil inspiration :-)
Let the minions jump into the fire, to reduce the fire.
Ofcourse the minions are on fire and running around in panic ! :-)
But when you got enough minions they should extinguish any fire.
Hmm does the wall should get damage when they jump against the wall to lower the fire ? :-)

ermz.... I really need to start working on the dinosaur mod.... ...LOL
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: SpaceDorf on April 09, 2017, 04:22:13 PM
The moment I stopped polling your page .. you bastard ! ...

and yes .. I want Dinos feasting on tasty Minions.
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: WalkingProblem on April 09, 2017, 11:45:19 PM
Quote from: SpaceDorf on April 09, 2017, 04:22:13 PM
The moment I stopped polling your page .. you bastard ! ...

and yes .. I want Dinos feasting on tasty Minions.

I'm also working on a more realistic predator-prey mechanic, where prey animals will avoid predators, and if the predator start hunting, all prey will starting running in the opposite direction.

I still thinking whether animals should run away if they are being shot at (that would make hunting ridiculously difficult, thus thinking)

This will be part of the dino mod (I may also add it as part of the minion mod and also a standalone version for ppl who hates me)
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: Canute on April 10, 2017, 02:46:25 AM
Use the flee behavior from pawns. Maybe turn hunting predator hostile.

Edit:
Good work on the V3.1 !
Minions works much better now, they even mine with passion :-)
But i think i need not to train all for hauling, so they concentrate more on cleaning.
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: SpaceDorf on April 10, 2017, 09:36:02 AM
Train the females for cleaning .. the get really slow once they are pregnant, so it is better to keep them at home anyways :)

- patriarchie explained by RW
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: WalkingProblem on April 10, 2017, 12:40:13 PM
Quote from: Canute on April 10, 2017, 02:46:25 AM
Use the flee behavior from pawns. Maybe turn hunting predator hostile.

Edit:
Good work on the V3.1 !
Minions works much better now, they even mine with passion :-)
But i think i need not to train all for hauling, so they concentrate more on cleaning.

Great! I'm glad that they are loyal minions for you now~ =D
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: Canute on April 10, 2017, 03:05:43 PM
I play currently with the Apini (bee race) and they are very weak at mining by design. Thats why i choose the minions.

Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: WalkingProblem on April 10, 2017, 09:56:11 PM
I have the Apini mod too; but I havent tried playing them yet.

Nowadays when I have free time, I'm just more interested working on mods... lol....

Minions will work for any evil villains who would willing to lead them~ =D

I thinking of creating a new game with Gru as the leader~

(http://vignette1.wikia.nocookie.net/despicableme/images/9/9c/Lgnmmedas.png/revision/latest?cb=20131027031002)
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: Canute on April 11, 2017, 06:25:35 AM
Hmm
Lonely surviver Gru, then you better teach your minion how to cook and plant or Gru will starve !
Don't forget the Leadership mod and set to diktatorship or a Minions will be president after a year ! :-)

Could you maybe made minions compactible with
https://ludeon.com/forums/index.php?topic=31660.0
?

Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: WalkingProblem on April 11, 2017, 10:14:26 AM
Quote from: Canute on April 11, 2017, 06:25:35 AM
Hmm
Lonely surviver Gru, then you better teach your minion how to cook and plant or Gru will starve !
Don't forget the Leadership mod and set to diktatorship or a Minions will be president after a year ! :-)

Could you maybe made minions compactible with
https://ludeon.com/forums/index.php?topic=31660.0
?

Minions are "animals" not pawns. They dun involve with the election nor can they become a leader~

So no worries about that~ =D (yeap, i got the leadership mod)

---

For the neutering, I am now opening Rimworld with the mod installed (just installed) now and see whether there is an easy fix. =}

Get back to you soon.
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: WalkingProblem on April 11, 2017, 10:32:04 AM
Quote from: Canute on April 11, 2017, 06:25:35 AM

Could you maybe made minions compactible with
https://ludeon.com/forums/index.php?topic=31660.0
?


To enable Minions to be neutered (only males can be neutered, as I had experimented), you need to open the Neuter Animal Mod folder > Defs > RecipeDefs and open the Recipe_Neuter.xml with notepad.

When you scroll down, you will see a list of the animals, add the following at the end of the list:

<li>Minion</li>
<li>EvilMinion</li>


Save and restart your game. Male Minions will be able to be neutered.

=}

Let me know if there is a demand for a "compatibility mod add-on" to make Minions compatible; which I will then create a Minion-specific file that will not clash with the original mod (because I cannot just copy and paste the same file; I will need to create a separate "Recipe" in order not to overwrite the original)
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: WalkingProblem on April 11, 2017, 11:10:28 AM
I went ahead to just create the Minion's Compatibility Add-On for the Neuter Animal Mod. Just download and install the mod AFTER the Neuter Animal Mod.

Download Here: http://dinorim.mingjilim.com/sdm_downloads/kingdolphinguys-neuter-animal-mod-x-minions-compatibility-add-on/


---- edit ----

The Add-On is no longer required, if you download Neuter Animals V2.0
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: WalkingProblem on April 18, 2017, 02:17:34 AM
I would like to collect feedbacks and suggestions for Version 4.0.

So I can slowly work on them when I'm sick of dinosaurs.

I currently thinking of adding the Giant Minion into the mod. Any other ideas?
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: Canute on April 18, 2017, 02:47:52 AM
Minions are still animals, even when they work very well now they are still limited.
So i think they need an advanced training to give them pawn status.
Once a Minion got adault status and is fully trained you can restrict his zone to a special operation table (Research) to give him a special hypno training or a mind expanding control chip.
Turn single Animal Minions into single pawn Minions like the robots from haplo.
They will need a special bed, special food/meal. But loose the ability to reproduce themself.
But they can equip appearal/tools/weapon and will be able to do simple crafting/cooking.
2 or more different training as worker and hunter.
Hunter can equip weapon, do hunting,combat and firefight.
Worker can craft,tailor,smithing,cooking,mining.


Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: WalkingProblem on April 18, 2017, 06:31:20 AM
Quote from: Canute on April 18, 2017, 02:47:52 AM
Minions are still animals, even when they work very well now they are still limited.
So i think they need an advanced training to give them pawn status.
Once a Minion got adault status and is fully trained you can restrict his zone to a special operation table (Research) to give him a special hypno training or a mind expanding control chip.
Turn single Animal Minions into single pawn Minions like the robots from haplo.
They will need a special bed, special food/meal. But loose the ability to reproduce themself.
But they can equip appearal/tools/weapon and will be able to do simple crafting/cooking.
2 or more different training as worker and hunter.
Hunter can equip weapon, do hunting,combat and firefight.
Worker can craft,tailor,smithing,cooking,mining.

hmmm... interesting idea
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: AngleWyrm on April 18, 2017, 01:36:58 PM

(http://img.reblog.hu/blogs/24047/phoebee660.jpg)Minions have a natural property about them that makes them different from most other animals: Size of the herd.

In combat this means presenting multiple targets, the effects of a school of fish or a herd of grazers. It confounds and redistributes targeting, increasing survival of it's members.

Each attack still has all its natural abilities, but the chance of selecting and hitting some other target becomes more likely where there is a pack. So how to do this without simulating chances on top of the emergent behavior of mob melee combat?

Maybe receiving an injury causes the individual to back off for a moment, so that others may step in and become the meat shields, distributing damage across the pack.
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: WalkingProblem on April 19, 2017, 01:14:01 PM
Quote from: AngleWyrm on April 18, 2017, 01:36:58 PM

(http://img.reblog.hu/blogs/24047/phoebee660.jpg)Minions have a natural property about them that makes them different from most other animals: Size of the herd.

In combat this means presenting multiple targets, the effects of a school of fish or a herd of grazers. It confounds and redistributes targeting, increasing survival of it's members.

Each attack still has all its natural abilities, but the chance of selecting and hitting some other target becomes more likely where there is a pack. So how to do this without simulating chances on top of the emergent behavior of mob melee combat?

Maybe receiving an injury causes the individual to back off for a moment, so that others may step in and become the meat shields, distributing damage across the pack.

Hmm... I not sure how this can be done for melee, since anyone naturally choose one target to kill first before the other.

But for the range, this is already happening.

Minions typically takes down much more powerful opponents because they fight as a pack. Individually, they wouldnt even beat a human pawn. But in a pack of even just 3 or 4, they easily take down strong melee opponents.

But to make them back off when hit, they actually becomes less effective in combat, as their individual combat strength comes from their fast punching speed. Making them move around more rather than attack will make them really useless in one on one situation (i do understand you mean when they fight as a pack).

Altering the combat programming just to enable something like that will cause this mod to be incompatible with many other mods. So its unlikely I can make this work right...

But interesting thing to think about. I personal like to see them fight, they tend to be really effective against melee opponents, but their lower health makes them really weak against ranged opponents
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: SpaceDorf on April 19, 2017, 02:02:09 PM
Yeap .. I can verify that ..
160 Manhunting Minions against 12 Colonists did not end well.
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: WalkingProblem on April 19, 2017, 02:29:25 PM
Quote from: SpaceDorf on April 19, 2017, 02:02:09 PM
Yeap .. I can verify that ..
160 Manhunting Minions against 12 Colonists did not end well.

Did not end well for who? LOL

But 160... omg.... You must be too rich by that point.
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: SpaceDorf on April 19, 2017, 03:47:02 PM
For me :)

TPK for my colony.. I am not thaaat rich .. stupid masterwork thrumbo fur dusters *grmbl*

But I play without turrets .. and should have known better than to engage on near open field ..

===== EDIT =====

I reloaded an older Autosave of course.

So after Randy graced me with some manhunting fishes from the fishing mod
and some Manhunting Boomrats.

The Minions tried again. This time we made it.
Good thing is, that the little pummelers only leave bruises.
My own animals, huskies, wild boars and minions all caught up in an epic brawl.
Some of my folks got knocked out, but I could rescue them,
my Hospital was working like a factory .. patching friendly fire holes,
bandaging bruises .. and then grab your rifle and get out again.

Sadly Trobo got overlooked through the triage .. so we went out about 160:1 ..
We were celebrating with joints and painkillers when not five minutes later a bunch of raiders showed up ..

So now I have 4 Butcher Tables, anybody not repairing or building is butchering ..
before the little pills start to rot.
I have neither room to store the bodies nor the meat, but at least I get to keep the leather and turn the rotten meat into fertilizer.

Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: WalkingProblem on April 20, 2017, 03:15:05 PM
Quote from: SpaceDorf on April 19, 2017, 03:47:02 PM
For me :)

TPK for my colony.. I am not thaaat rich .. stupid masterwork thrumbo fur dusters *grmbl*

But I play without turrets .. and should have known better than to engage on near open field ..

===== EDIT =====

I reloaded an older Autosave of course.

So after Randy graced me with some manhunting fishes from the fishing mod
and some Manhunting Boomrats.

The Minions tried again. This time we made it.
Good thing is, that the little pummelers only leave bruises.
My own animals, huskies, wild boars and minions all caught up in an epic brawl.
Some of my folks got knocked out, but I could rescue them,
my Hospital was working like a factory .. patching friendly fire holes,
bandaging bruises .. and then grab your rifle and get out again.

Sadly Trobo got overlooked through the triage .. so we went out about 160:1 ..
We were celebrating with joints and painkillers when not five minutes later a bunch of raiders showed up ..

So now I have 4 Butcher Tables, anybody not repairing or building is butchering ..
before the little pills start to rot.
I have neither room to store the bodies nor the meat, but at least I get to keep the leather and turn the rotten meat into fertilizer.

I LOL-ed reading your story.

Have you met Evil Minions? Are they scarier than minions manhunting?
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: SpaceDorf on April 20, 2017, 03:39:43 PM
No, I have not so for.

But I was actually afraid that it would be Evil Minions when I first read the Message about the Manhunters.

Hmm is 350.000 Wealth much ? I never cared, nor looked much for this value.
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: AngleWyrm on April 20, 2017, 06:01:08 PM
Tammabannana's smokehouse (https://ludeon.com/forums/index.php?topic=28381.msg323708#msg323708) can help with the meat & storage; it works like a bench but can do stacks of meat at a time, and the resulting smoked meat packs very tightly into stacks of 250.

Smoked meat counts as a meat ingredient for cooking and taming.
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: SpaceDorf on April 20, 2017, 08:26:11 PM
Thanks Anglewyrm,

I allready use Skully's Extended Storage (https://ludeon.com/forums/index.php?topic=14177.0) .. but I want the meat to rot on purpose for the fertilizer recipe from Rainbeaus Fertile Fields.  (https://ludeon.com/forums/index.php?topic=29473.0)
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: WalkingProblem on April 24, 2017, 02:41:40 PM
Hi Peeps,

I just launched a new mod: SmurfeRim

If you like the Minions Mod, you will like the new challenge the Smurfs will bring to the game:

(http://walkingproblem.com/wp-content/uploads/2017/04/Preview.png)

https://ludeon.com/forums/index.php?topic=31927.0
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: SpaceDorf on April 24, 2017, 04:54:33 PM
Blue vs. Yellow.
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: AngleWyrm on April 24, 2017, 05:56:41 PM

(http://t00.deviantart.net/Qx7MULS3Yp_PuE8xOPro7APqgrI=/fit-in/700x350/filters:fixed_height(100,100):origin()/pre06/0103/th/pre/i/2011/277/d/4/love_and_tolerance_by_blu_red-d4bt4e5.png) Suck it, blue!

oh no, what have I done
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: WalkingProblem on April 24, 2017, 11:18:35 PM
Its pretty epic to see Minions defending my pawn in my testings against the aggressive Smurfs they are attacking my colony~

You guys should really download and try. The smurfs creates a totally unique situation where a "faction" actually conquers land and aggressively defends it - causing a constant war between your colony and the smurfs~
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: AngleWyrm on April 25, 2017, 12:28:27 AM
(https://s6.postimg.org/bfou24ez5/Lady_Death.jpg)
QuoteThe Smurfs will be the only way you can acquire an important ingredient you always need, but can never produce

They're cute, but I'm allergic.

I've already had my fill of resource bottle-necks that stall the game, so I actively avoid mods that explore that territory. I'm sorry I can't take that journey with you, but it's only because I don't want to go there again.

Your Minions mod has a permanent spot on my teddy bear shelf.
Title: Re: [A16] Minions Ver 3.1 !!!!! (If you downloaded 3.0, replace it with 3.1)
Post by: SpaceDorf on April 25, 2017, 03:43:29 AM
Quote from: Walking Problem on April 24, 2017, 11:18:35 PM
Its pretty epic to see Minions defending my pawn in my testings against the aggressive Smurfs they are attacking my colony~

You guys should really download and try. The smurfs creates a totally unique situation where a "faction" actually conquers land and aggressively defends it - causing a constant war between your colony and the smurfs~

Crivens! They are actually pictsies ..
Title: Re: [A16] Minions Ver 3.1 !!!!!
Post by: WalkingProblem on April 26, 2017, 06:15:01 PM
I've updated the first page of his mod threat to make it more user-friendly for first-timers who had not been following the mod since version 1 or 2.

So its now a more complete and summarised update of what the mod is about.

I have also added the steam download link as I had just launched it on steam a few days ago. (just hit a milestone: 100 steam subscribers for the mod!)
Title: Re: [A16] Minions Ver 3.1 !!!!!
Post by: Belgrath on May 02, 2017, 08:01:42 AM
Is there some way to slow down the amout of wild Minions walking through the map?
I have so many minions groups turn up and hang around for ages that they are now dieing of malnutrition.
Title: Re: [A16] Minions Ver 3.1 !!!!!
Post by: WalkingProblem on May 02, 2017, 02:00:27 PM
Quote from: Belgrath on May 02, 2017, 08:01:42 AM
Is there some way to slow down the amout of wild Minions walking through the map?
I have so many minions groups turn up and hang around for ages that they are now dieing of malnutrition.

It sounds a lot like a mod clash. Because Minions wanders in and out of maps. They by right do not stay in the map for more than a few days.

Is there any mods that may have features that alters the behaviors of animals or Thrumbo passes?

But anyway, if they die = food and yellow for you. LOL~ (sorry thats not helping)
Title: Re: [A16] Minions Ver 3.1 !!!!!
Post by: WalkingProblem on May 19, 2017, 11:55:35 AM

Just completed a long mod conflict testing:

RIMSLAVES 1.1 / MINIONS 3.1
KNOWN MOD CONFLICT:

Hunt For Me
- seriously affect work to only sporadic mining/sweeping

Hardworking Animal
- causes the slaves/minions to only sweep floor
- will not do other jobs

( also tested is Smarter Food Selection - no conflict found)
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: WalkingProblem on May 25, 2017, 03:40:31 AM
(http://walkingproblem.com/wp-content/uploads/2017/05/Preview4.png)

Minions is now updated to RimWorld A17~!!! Yay~~~

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=30647.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/rimworld-minions-mod-ver4-0-for-a17-released/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=912714398
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem

KNOWN MOD CONFLICT:
"Hunt For Me" mod - seriously affect work to only sporadic mining/sweeping
"Hardworking Animal" mod - causes the slaves/minions to only sweep floor, will not do other jobs

——

CHANGELOG VER4.0
– updated to A17
– removed Minions and Evil Minions from vanilla manhunting events
– created Minions' own manhunting event
– created Evil Minions' own manhunting event
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: E_T on June 05, 2017, 11:57:58 PM
Put in a Random Banana Plant Event, where when a plant sprouts and is ready to harvest, the Minions go nuts.  Also an event/quest were a fabled land of Bananas (or some such thing) that the Minions might break away if you don't go and fulfill the quest.  Also, with the new roads and rivers system, maybe a event of a passing Banana merchant or a boat of bananas that they try to capture....
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: SpaceDorf on June 06, 2017, 03:19:58 AM
Quote from: E_T on June 05, 2017, 11:57:58 PM
Put in a Random Banana Plant Event, where when a plant sprouts and is ready to harvest, the Minions go nuts.  Also an event/quest were a fabled land of Bananas (or some such thing) that the Minions might break away if you don't go and fulfill the quest.  Also, with the new roads and rivers system, maybe a event of a passing Banana merchant or a boat of bananas that they try to capture....

I like the Idea. But as for the movies and short-movies there are not only Bananas that make Minions go mad but also Apples and Ice Cream ( ref. End of the Short-Movie "Banana" where they suddenly fixate on an apple; Despicable Me 2 where a horde of minions is captured by an Ice Cream Truck )

Ck's Jungle Biome Mod and Vegetable Garden ( I think ) allready have Banana Trees included.
Another Possibility would be if the Minions prefered raw fruit over everything else and would get a positive hediff for a few hours.

-----------

Due to mods and other shenanigans I never got far with my colonies in A17, but I noticed that I got a lot more Minion Events in Year one than I got in A16.  About 4-6 Minion Travelers and one or two minion Manhunters.
I used different Storytellers. Randy Random between Expert and Insanity and
a Modded "Randy on Steroids " also in the upper tiers.

I would love to finally see some 2 or 3 purples instead of 120 yellows ..

----------------

Another thing I that annoys me is the age related sickness of the minions.
The Minion Event sound like a retirement home on a daytrip.
90% have Asthma and/or Dementia and are in other way useless.
Also the first breeders leech up my medicine stockpiles and speedlevel my doctors.
which is annoying and feels cheaty at the same time.
If you could stretch out the lifecycle a bit it would help quite a bit.

Teenage Minions allready get pregnant and are large enough to be fully trained.
So if you stretch Baby and Toddler to 30 days each and teenage from 1 year to .. 500
and the general livetime down to 2000 it should remove the problem completely.

Or just remove those sickness from the Minions completely.
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: WalkingProblem on June 06, 2017, 05:07:15 AM
Quote from: E_T on June 05, 2017, 11:57:58 PM
Put in a Random Banana Plant Event, where when a plant sprouts and is ready to harvest, the Minions go nuts.  Also an event/quest were a fabled land of Bananas (or some such thing) that the Minions might break away if you don't go and fulfill the quest.  Also, with the new roads and rivers system, maybe a event of a passing Banana merchant or a boat of bananas that they try to capture....

As mentioned by SpaceDorf, other mods include bananas... So if I make my own, the Minions will appear to prefer one banana tree over another, or one banana over another.

It wouldnt make sense.
Quote from: SpaceDorf on June 06, 2017, 03:19:58 AM
Quote from: E_T on June 05, 2017, 11:57:58 PM
Put in a Random Banana Plant Event, where when a plant sprouts and is ready to harvest, the Minions go nuts.  Also an event/quest were a fabled land of Bananas (or some such thing) that the Minions might break away if you don't go and fulfill the quest.  Also, with the new roads and rivers system, maybe a event of a passing Banana merchant or a boat of bananas that they try to capture....

I like the Idea. But as for the movies and short-movies there are not only Bananas that make Minions go mad but also Apples and Ice Cream ( ref. End of the Short-Movie "Banana" where they suddenly fixate on an apple; Despicable Me 2 where a horde of minions is captured by an Ice Cream Truck )

Ck's Jungle Biome Mod and Vegetable Garden ( I think ) allready have Banana Trees included.
Another Possibility would be if the Minions prefered raw fruit over everything else and would get a positive hediff for a few hours.

-----------

Due to mods and other shenanigans I never got far with my colonies in A17, but I noticed that I got a lot more Minion Events in Year one than I got in A16.  About 4-6 Minion Travelers and one or two minion Manhunters.
I used different Storytellers. Randy Random between Expert and Insanity and
a Modded "Randy on Steroids " also in the upper tiers.

I would love to finally see some 2 or 3 purples instead of 120 yellows ..

----------------

Another thing I that annoys me is the age related sickness of the minions.
The Minion Event sound like a retirement home on a daytrip.
90% have Asthma and/or Dementia and are in other way useless.
Also the first breeders leech up my medicine stockpiles and speedlevel my doctors.
which is annoying and feels cheaty at the same time.
If you could stretch out the lifecycle a bit it would help quite a bit.

Teenage Minions allready get pregnant and are large enough to be fully trained.
So if you stretch Baby and Toddler to 30 days each and teenage from 1 year to .. 500
and the general livetime down to 2000 it should remove the problem completely.

Or just remove those sickness from the Minions completely.

Minions are animals, and animals have no mood boosting or debuffs. They only get mental breaks....

Plus if I do a behavior based on an item from another mod, its going to cause a lot of errors.

As for the incident frequency, let me check on that. Perhaps I will release an update to fix these issues if I see what is a better setting.

As for age related sickness, it can't be helped given how long their lives are. My suggestion is to just slaughter the old ones the moment they give birth. For me, I sent them to fight against raiders. Reducing their lifespan to 2000 won't fix this problem.

For life cycle, Minions are meant to be bred for war. So they need to grow up a lot faster than most other animals (they need to be more like Chickens~ LOL). So they grow up to a full adult in a year (which also make slaughtering the old sickly ones okay).

Another way is "dun start with Minions"...Try to tame them... LOL~

I personally start with 20 of them, 10 male 10 females (as my colony starts with 10-11 elites soldiers from heaven) - most of them do not survive to the end of the first year, due to all the war and fighting. In fact, I think only 10-20% of the newborns would make it to adulthood. I'm literally fighting with baby and child minions after a year. (these is A16 experience). Oh, and that colony died after I got wiped by Evil Minion manhunting event.

But I noted all the issues, if I can fix, I will. If I can't, then thats call Game Mechanics.

LOL
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: Canute on June 06, 2017, 05:19:14 AM
QuoteFor life cycle, Minions are meant to be bred for war. So they need to grow up a lot faster than most other animals (they need to be more like Chickens~ LOL). So they grow up to a full adult in a year (which also make slaughtering the old sickly ones okay).
Maybe you should inject some DNA code from Star Trek tribbles.
Didn't the doc said, they were born pregnant ? :-)
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: WalkingProblem on June 06, 2017, 05:53:05 AM
Quote from: Canute on June 06, 2017, 05:19:14 AM
QuoteFor life cycle, Minions are meant to be bred for war. So they need to grow up a lot faster than most other animals (they need to be more like Chickens~ LOL). So they grow up to a full adult in a year (which also make slaughtering the old sickly ones okay).
Maybe you should inject some DNA code from Star Trek tribbles.
Didn't the doc said, they were born pregnant ? :-)

Amoebas?

....... hmm.... ... lmao
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: SpaceDorf on June 06, 2017, 07:55:55 AM
Quote from: Walking Problem on June 06, 2017, 05:53:05 AM
Quote from: Canute on June 06, 2017, 05:19:14 AM
QuoteFor life cycle, Minions are meant to be bred for war. So they need to grow up a lot faster than most other animals (they need to be more like Chickens~ LOL). So they grow up to a full adult in a year (which also make slaughtering the old sickly ones okay).
Maybe you should inject some DNA code from Star Trek tribbles.
Didn't the doc said, they were born pregnant ? :-)

Amoebas?

....... hmm.... ... lmao

According to the Intro of the Minions Movie ... they kind of are ..

Quote from: Walking Problem on June 06, 2017, 05:07:15 AM

Minions are animals, and animals have no mood boosting or debuffs. They only get mental breaks....
Plus if I do a behavior based on an item from another mod, its going to cause a lot of errors.


Yes but Implants and Drugs can buff animals.
That was what I meant.
Some food type ( fruit ) could give the minions a tiny boost.
And if you use a food category, then the mod either uses those too, or the mod does not work with yours, which is a common enough problem to only cause minor grumbling.
I think you can even sort the order in which animals consume food.

Quote from: Walking Problem on June 06, 2017, 05:07:15 AM

As for the incident frequency, let me check on that. Perhaps I will release an update to fix these issues if I see what is a better setting.


Thank you :)

Quote from: Walking Problem on June 06, 2017, 05:07:15 AM

As for age related sickness, it can't be helped given how long their lives are. My suggestion is to just slaughter the old ones the moment they give birth. For me, I sent them to fight against raiders. Reducing their lifespan to 2000 won't fix this problem.

For life cycle, Minions are meant to be bred for war. So they need to grow up a lot faster than most other animals (they need to be more like Chickens~ LOL). So they grow up to a full adult in a year (which also make slaughtering the old sickly ones okay).


Thats how I handle things so far, I also neuter the mass of my female minions to keep the numbers somewhat in check.

What I also meant with changing the livecycle is, that Teenage Minions are more or less equal to Adults in Gameplay Terms. I think they can't rescue but I might confuse this with the children->teen step.
So if you lengthen the teenage part of the lifecycle and shorten the overall livecycle the overall percentage of invalid and retired minions should be smaller, while the overall effectiveness stays the same.


Quote from: Walking Problem on June 06, 2017, 05:07:15 AM

But I noted all the issues, if I can fix, I will. If I can't, then thats call Game Mechanics.


Spoken like a true developer  8)
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: WalkingProblem on June 06, 2017, 12:26:27 PM
New adult Minions literally hardly ever get any health problems.

So there is really no need to increase teenage life for them. The health problems only exist for "existing minions" which had already lived for hundreds if not thousands of years~
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: Canute on June 06, 2017, 02:06:40 PM
When minions can live thousands of years, and they can reproduce that fast, why doesn't the whole planet is covered with minions ?
Even when they are weak, just the mass of them could overrun anything.
Try to give them the lifespan of a human or double of a dog.
Wasn't RW supost to give entities above a special age these age effects by default. That why most of these 200+ years old got these.
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: WalkingProblem on June 07, 2017, 02:52:45 PM
Quote from: Canute on June 06, 2017, 02:06:40 PM
When minions can live thousands of years, and they can reproduce that fast, why doesn't the whole planet is covered with minions ?
Even when they are weak, just the mass of them could overrun anything.
Try to give them the lifespan of a human or double of a dog.
Wasn't RW supost to give entities above a special age these age effects by default. That why most of these 200+ years old got these.

"making up reasons".... because they kept dying for all sort of reasons~ Especially following the wrong masters~

Which is why the planets is not full of them~ =P
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: AngleWyrm on June 07, 2017, 03:01:51 PM

(http://1ij0f51sp0fv3yn8yn4a60qy.wpengine.netdna-cdn.com/wp-content/uploads/2011/09/troubles-with-tribbles.jpg)
Quote"making up reasons".... because they kept dying for all sort of reasons~ Especially following the wrong masters~

Which is why the planets is not full of them~ =P

I like to think Tribbles came from a world where a natural predator co-created the evolution of their copious fertility.
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: SpaceDorf on June 13, 2017, 12:53:48 PM
I have the problem that my other trained animals don't haul ( Wolves and Dogs, Elephant soon ) ..
did anyone else notice this problem ?

I am trying to figure out where it comes from.
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: WalkingProblem on June 13, 2017, 02:55:26 PM
Quote from: SpaceDorf on June 13, 2017, 12:53:48 PM
I have the problem that my other trained animals don't haul ( Wolves and Dogs, Elephant soon ) ..
did anyone else notice this problem ?

I am trying to figure out where it comes from.

Minions now run on their own thought process (which means the monster girls can no longer do work like minions) - so if normal animals dun haul, it must be some mod causing it. Minions no longer touch vanilla animal thought process.

Quote from: AngleWyrm on June 07, 2017, 03:01:51 PM

(http://1ij0f51sp0fv3yn8yn4a60qy.wpengine.netdna-cdn.com/wp-content/uploads/2011/09/troubles-with-tribbles.jpg)
Quote"making up reasons".... because they kept dying for all sort of reasons~ Especially following the wrong masters~

Which is why the planets is not full of them~ =P

I like to think Tribbles came from a world where a natural predator co-created the evolution of their copious fertility.

Minions lives in the RimWorld, which is full of zombies, arachnids, wild creatures and creatures of the cthulu.... its no wonder...lol

Like in my own game play, 90% of my baby minions never made it to adulthood~
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: SpaceDorf on June 13, 2017, 04:20:08 PM
Thank you that is good to know .. I will look out for other mods, that could mess with animals.
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: coldcell on June 13, 2017, 05:05:30 PM
This is very interesting. Going to give this a go. Thanks!
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: WalkingProblem on June 14, 2017, 01:57:29 AM
Quote from: coldcell on June 13, 2017, 05:05:30 PM
This is very interesting. Going to give this a go. Thanks!

Yeah you should!

Do share your stories or join my discord channel if you have discord!
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: Ashardalon411 on June 14, 2017, 04:57:56 AM
Maybe that if you give us a link, it will be possible !  ;D
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: WalkingProblem on June 14, 2017, 01:15:27 PM
Quote from: Ashardalon411 on June 14, 2017, 04:57:56 AM
Maybe that if you give us a link, it will be possible !  ;D

Not sure which links you talking about... there are all here:

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=30647.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/rimworld-minions-mod-ver4-0-for-a17-released/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=912714398
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: Ashardalon411 on June 14, 2017, 06:19:58 PM
done ! Very strange, i was sure when i have write my last post there was not here on the main post, never mind, its good now !
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: SpaceDorf on June 17, 2017, 02:12:45 PM
The thing I love most about Minions is how they always surround a social fight as soon as it starts ..
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: WalkingProblem on June 18, 2017, 11:33:59 PM
Quote from: SpaceDorf on June 17, 2017, 02:12:45 PM
The thing I love most about Minions is how they always surround a social fight as soon as it starts ..

haha~

I just watched Despicable Me 3. Felt happy that I had made the Minions mod.

Wondered how I can further expand the mod other than adding more work that they can do (I managed to make them repair damaged wall, but I will only release it other I make more work available for the minions)
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: SpaceDorf on June 19, 2017, 03:03:37 AM
I finally had my first purple minion event.
Eight of them tried to attack me.
I lost 3 Colonists

They wiped some visitors first and got my only NonCombatant out in the field.

The other casualties were all due to friendly fire.

==========================================

What I would love to see for the Minions would be fire fighting.

I can't think of anything else, except for giving them some kind of equipment, which clashes with the animal code. :(


Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: Canute on June 19, 2017, 06:27:05 AM
Minions with a selfmade Tic tac pistol ! :-)
https://www.youtube.com/watch?v=Nh09LoAjwoA

Yeah i miss the ability to equip stuff to them, even haplo made his robots out of animals now :-(
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: Ashardalon411 on June 19, 2017, 11:12:22 AM
Hello, i have gotcha this pokébug in devmode, the bug are in the bottom of the rapport.

[attachment deleted by admin due to age]
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: WalkingProblem on June 19, 2017, 12:23:56 PM
Quote from: Canute on June 19, 2017, 06:27:05 AM
Minions with a selfmade Tic tac pistol ! :-)
https://www.youtube.com/watch?v=Nh09LoAjwoA

Yeah i miss the ability to equip stuff to them, even haplo made his robots out of animals now :-(

Quote from: SpaceDorf on June 19, 2017, 03:03:37 AM
I finally had my first purple minion event.
Eight of them tried to attack me.
I lost 3 Colonists

They wiped some visitors first and got my only NonCombatant out in the field.

The other casualties were all due to friendly fire.

==========================================

What I would love to see for the Minions would be fire fighting.

I can't think of anything else, except for giving them some kind of equipment, which clashes with the animal code. :(

Yeah, I actually kindda face the same issue with my Arachnid mod as well. The moment I give a creature the ability to carry weapons - it immediately loses the ability to be tamed and recruited (as it will become non-animal non-humanoid, like mechanoids)

So until I can find the codes to make tool users tameable, we wouldnt see minions carry weapons.

And even if they carry weapons, you may not be able to choose which weapons they can carry (you should be able to imagine the complexity of how to make that work)
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: Ashardalon411 on June 19, 2017, 06:50:10 PM
I have make an intensive livestock of 200 minions, for fight against all the horrors of my game.
Pls, pls, can i ask for a favor ?

Could you automatically transfert the training's and drafting's settings to the new born's minions from the mother if its a female and the father if its a male ? settings 200+ minions manually hand by hand every 10 minutes is a fun-killer...
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: WalkingProblem on June 20, 2017, 03:45:56 AM
Quote from: Ashardalon411 on June 19, 2017, 06:50:10 PM
I have make an intensive livestock of 200 minions, for fight against all the horrors of my game.
Pls, pls, can i ask for a favor ?

Could you automatically transfert the training's and drafting's settings to the new born's minions from the mother if its a female and the father if its a male ? settings 200+ minions manually hand by hand every 10 minutes is a fun-killer...

That sounds like a User Interface mod rather than something I can do.

You can suggest this idea to one of those modder who does the game interface changes, maybe they would know how to do a "click on top, and tick all" kindda function. Because I personally would want that too~ rather than clicking one by one.
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: Ashardalon411 on June 20, 2017, 06:10:03 AM
fluffy don't have update animal-tab yet, and my game are too buggy to try a tricky manual update...
Is waiting....
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: SpaceDorf on June 20, 2017, 07:35:13 AM
Quote from: Ashardalon411 on June 20, 2017, 06:10:03 AM
fluffy don't have update animal-tab yet, and my game are too buggy to try a tricky manual update...
Is waiting....

But the Colony Manager does this .. look under the wildlife or taming settings :)
But I think it doesn't distinguish between male and female animals


--------

As for Weapons, I think it is fitting for Minions to grab whatever they like instead of you deciding.
You decide by producing what you want them to use ..
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: Canute on June 22, 2017, 02:04:57 AM
I got 3 errors now after loading a safe
Failed to find any texture while constructing Multi(initPath=Minion/Minion_F_TPack, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
Verse.Log:Error(String)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
Verse.PawnGraphicSet:ResolveAllGraphics_Patch1(Object)
Verse.Pawn_AgeTracker:<RecalculateLifeStageIndex>m__8F0()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

https://gist.github.com/ca1931905fbbd7f48d8af70427a74f55
It don't affect the gameplay so far, just curious what cause this.

btw. Minions can't do refuel so far. But isn't that a hauling job, maybe you should teach that to them.
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: SpaceDorf on June 22, 2017, 04:29:54 AM
Adding Refueling and Removing Labors that fall under the Hauling description are a good Idea.
Hauling Bots do this as well.
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: SpaceDorf on June 24, 2017, 02:15:50 PM
Another Idea, propably mentioned earlier.

Have the different Training Types Match different Jobs, or even Add Training types.
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: Canute on June 24, 2017, 03:13:08 PM
Hey, i mention that allready for V2 :-)
But nice to see someone else got the same idea.

Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: WalkingProblem on June 28, 2017, 04:55:47 AM
Quote from: SpaceDorf on June 24, 2017, 02:15:50 PM
Another Idea, propably mentioned earlier.

Have the different Training Types Match different Jobs, or even Add Training types.

I thought about it... but I thought I shouldnt overcomplicate the training thing for the Minions. It may break saves. For the effort, I felt it might not add much to the gameplay or game experience. Thats why I didnt try to add it.

As for more work type - I'm adding a few new ones (done), still hacking to get a few more up - and I will launch the next release
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: BD on June 28, 2017, 07:22:56 AM
Quote from: SpaceDorf on June 20, 2017, 07:35:13 AM
Quote from: Ashardalon411 on June 20, 2017, 06:10:03 AM
fluffy don't have update animal-tab yet, and my game are too buggy to try a tricky manual update...
Is waiting....

But the Colony Manager does this .. look under the wildlife or taming settings :)
But I think it doesn't distinguish between male and female animals


--------

As for Weapons, I think it is fitting for Minions to grab whatever they like instead of you deciding.
You decide by producing what you want them to use ..

Hi,
have you tried the colony manager by fluffy with your mod? Sadly it only shows the first minion on map and can't manage them.  :(
I like the minions in rim world, but after a while it gets very crowded. So a population management would be awesome. :)
Thx for your work.
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: Canute on June 28, 2017, 08:26:31 AM
Like for all other animals too, seperate male and females.
I got 3 animal zones, one for the females, one that exclude the female zone, and one that exclude the females but only inside as "safe" zone.
Since minions geting 3-5 babys each, i just keep a few females in case i need new babies.
All other females get slaughtered.
To bad the neuter mod didn't got updated yet, then you got another tool for animal population.


But Walking Problem,
can you do anything about the minion behavior ?
They get attacked by predator and don't even fight back ?
I installed on many on them scyther blades, but when they don't fight it don't help.

Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: SpaceDorf on June 28, 2017, 08:51:35 AM
Quote from: Canute on June 28, 2017, 08:26:31 AM
Like for all other animals too, seperate male and females.
I got 3 animal zones, one for the females, one that exclude the female zone, and one that exclude the females but only inside as "safe" zone.
Since minions geting 3-5 babys each, i just keep a few females in case i need new babies.
All other females get slaughtered.
To bad the neuter mod didn't got updated yet, then you got another tool for animal population.


But Walking Problem,
can you do anything about the minion behavior ?
They get attacked by predator and don't even fight back ?
I installed on many on them scyther blades, but when they don't fight it don't help.

You can use "Birds & Bees" from Fluffy to neuter the females. But slaughtering is faster and more efficient in my oppinion.
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: SpaceDorf on July 02, 2017, 08:56:34 AM
I am in a pretty grim mood today ..

which made me think of some things I would like to do with my minions.
As Minion Lore explains, the follow the most evil and bad overlord.

So please let me go all Nefario Frankenstein on them .. fix up the old grizzled war minion with some spare baby parts ..
give their bodies free Slots to implant Weapons and Armors ..
I have not used A Dog Said yet, so I don't know how much is possible with this one. I always had the feeling it produces more problems than it's worth, also because I use Rah's Medicine and not EPOE ..

Maybe even put in some Minion specific research .. once I got some purple ones.

Also I want my fart-guns ! ( with smoke belts and grenades this should be possible .. )
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: Canute on July 02, 2017, 09:07:11 AM
It is allready possible to implant bionics to minions even without A Dog Said. Each part increase the HP of the minion (i think).

But the real problem are, they are still animals, and i think he can't change it that they use weapons,armor or use abilities.
Look at the star wars mod, no raider ever used force ability.

Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: SpaceDorf on July 02, 2017, 09:40:58 AM
It does not have to be a force power.

But hediffs that increase the minions combat abilities.
DPS, some Armor .. only your Tamer has to put it on them with a cheap "operation"

And I know it's not perfect. But WP also made the GoT Slaves which seem to be armed ..

And I don't want to use Costly Bionics .. I want to chop up some Baby Minions to replace damaged body parts of allready trained minions. ( you know .. just like prisoners and colonists  ::)  )
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: Canute on July 02, 2017, 11:51:45 AM
Armed no, just the grafic looks thats. He just increase the natural attack.
You just can install sythe blade on minions, that increase their DPS alot, but lower their carry capacity. They got more DPS then these predators from Tropical mod, but they just don't fight back on their regular work. It happen 2 times now that some panther hunt them for food and killed them, but i think there is no aggresive reaction against predator on food hunt since they arn't enemies so far.

But with all the bionics from A Dog said, you can improve the minions to some fearsable fighters. But the the downside, they are all implants and you can't get them out of dead bodies. So any bionic minion is pretty expensive.

A better solution are, you try to tame a pair of evil minions to build up your evil minion army. But since the tame chance is very very low (my best tamer got 0.5% but without infusion mod) and even a few hundert tendings no evil minion wanted to join my evil side of force.
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: SpaceDorf on July 02, 2017, 02:39:42 PM
Quote from: Canute on July 02, 2017, 11:51:45 AM

But with all the bionics from A Dog said, you can improve the minions to some fearsable fighters. But the the downside, they are all implants and you can't get them out of dead bodies. So any bionic minion is pretty expensive.


That's what I am suggesting.
Produce some Minion Weapons ..
make a Operation Recipie for it ..
Replace Minion Arm with Minion Arm Holding Weapon .. +Hediff +5 Melee Dps ..
You still don't get your stuff back, but it is not as crazy as building the Six Million Dollar Minion
Also .. there is a Mod in Production for that :)

I know it does not work with guns .. but considering we are talking about Minions here, I think this is a good thing.
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: WalkingProblem on July 03, 2017, 10:10:29 PM
Quote from: Canute on June 28, 2017, 08:26:31 AM
Like for all other animals too, seperate male and females.
I got 3 animal zones, one for the females, one that exclude the female zone, and one that exclude the females but only inside as "safe" zone.
Since minions geting 3-5 babys each, i just keep a few females in case i need new babies.
All other females get slaughtered.
To bad the neuter mod didn't got updated yet, then you got another tool for animal population.


But Walking Problem,
can you do anything about the minion behavior ?
They get attacked by predator and don't even fight back ?
I installed on many on them scyther blades, but when they don't fight it don't help.



This is a A17 issue. I will be looking into it. Because in A17, the predator and prey behaviors is changed. This affects the RimSlaves too.


-------

As for A Dog Said, it will be implemented in the next release via the use of the Quick Patch for A Dog Said mod.

As for replacing minions arm with weapons.....hmm.... I will think about it. =P
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: bloodshifter on July 30, 2017, 08:25:17 AM
This has likely already been asked but, a quick search hasn't turned up anything.

Can I ask for the code behind having Minions clean and mine? Looking for it to hopefully add it in my personal copy of the More Monstergirls mod, the update to A17 lost it.
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: WalkingProblem on August 04, 2017, 04:00:48 PM
Quote from: bloodshifter on July 30, 2017, 08:25:17 AM
This has likely already been asked but, a quick search hasn't turned up anything.

Can I ask for the code behind having Minions clean and mine? Looking for it to hopefully add it in my personal copy of the More Monstergirls mod, the update to A17 lost it.

If you have the Minions mod, what you can do is to "hack" the More Monstergirls mod.

You go to their Races Base xml, and change the "thinkTreeMain" to "Minion" - like this:

<thinkTreeMain>Minion</thinkTreeMain>

------

This will switch their "thinking pattern" to the Minions' thinking pattern.

But I do not use the More Monster mod anymore, so I not sure what you will break when you do this hack.

I tried the mod before, but having "these monster girls" just spoils my experience of the game ; although the same could be said for the Minions mod for some people, LOL!

Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: WalkingProblem on August 10, 2017, 04:19:13 PM
(http://walkingproblem.com/wp-content/uploads/2017/08/Preview4.2.png)

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=30647.0
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=912714398
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/rimworld-minions-ver4-2/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
FACEBOOK DISCUSSION GROUP: http://fb.com/groups/walkingproblemstudios/
LBE's A Dog Said Easy Patcher: https://steamcommunity.com/sharedfiles/filedetails/?id=944381237 or https://ludeon.com/forums/index.php?topic=33512


CHANGELOG VER4.2
– added "A Dog Said" mod support via "LBE's A Dog Said Easy Patcher" mod (For Information: Minions uses Human parts)
– added Deliver Resource to Construction Site/Frame ability to Minions (require Haul)
– added Deconstruct ability to Minions (require Haul)
– added Repair ability to Minions (require Rescue)
– improved efficiency in cleaning, mining, harvesting and chopping ability with ChJees' codes.
– Thank you to ChJees for sharing his codes with me!
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: SpaceDorf on August 10, 2017, 04:30:15 PM
Whhhhaaaaaaat ..

again .. only second to download .. :(

sounds awesome :)
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: LiteEmUp on August 10, 2017, 05:31:50 PM
can anyone who has the latest minions upgrade and hardworking animals a17 mod let me know if there are conflicts???

i've read somewhere on steamworkshop that the hardworking animals mod causes the minions to just clean and not do anything else lol..
Title: Re: [A17] Minions Ver 4.0 Launched!
Post by: bloodshifter on August 10, 2017, 08:12:35 PM
Quote from: Walking Problem on August 04, 2017, 04:00:48 PM
Quote from: bloodshifter on July 30, 2017, 08:25:17 AM
This has likely already been asked but, a quick search hasn't turned up anything.

Can I ask for the code behind having Minions clean and mine? Looking for it to hopefully add it in my personal copy of the More Monstergirls mod, the update to A17 lost it.

If you have the Minions mod, what you can do is to "hack" the More Monstergirls mod.

You go to their Races Base xml, and change the "thinkTreeMain" to "Minion" - like this:

<thinkTreeMain>Minion</thinkTreeMain>

------

This will switch their "thinking pattern" to the Minions' thinking pattern.

But I do not use the More Monster mod anymore, so I not sure what you will break when you do this hack.

I tried the mod before, but having "these monster girls" just spoils my experience of the game ; although the same could be said for the Minions mod for some people, LOL!
Sadly the MMG Mod doesn't have a Races XML or any reference to a <thinkTreemain>
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: WalkingProblem on August 11, 2017, 05:14:59 AM
Quote from: SpaceDorf on August 10, 2017, 04:30:15 PM
Whhhhaaaaaaat ..

again .. only second to download .. :(

sounds awesome :)

Haha! You are my biggest fan! =D

Quote from: LiteEmUp on August 10, 2017, 05:31:50 PM
can anyone who has the latest minions upgrade and hardworking animals a17 mod let me know if there are conflicts???

i've read somewhere on steamworkshop that the hardworking animals mod causes the minions to just clean and not do anything else lol..

Yeah, should give it a shot and see if the conflict still exist. Do let me know as well.

Because so long has passed, certain issues may have been resolved... hard to tell

Quote from: bloodshifter on August 10, 2017, 08:12:35 PM
Sadly the MMG Mod doesn't have a Races XML or any reference to a <thinkTreemain>

I see, why not, when I'm more free, I create a sub-mod for the MMG mod. =}

Nowadays a little bit busy, but see if I need Junchan's permission or help. Let me see how it goes.

Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: bloodshifter on August 11, 2017, 01:41:01 PM
Quote from: Walking Problem on August 11, 2017, 05:14:59 AM
Yeah, should give it a shot and see if the conflict still exist. Do let me know as well.

Because so long has passed, certain issues may have been resolved... hard to tell
I can say that if any mod conflict exists it hasn't procted for me in 30+ hours. Though Minions give Priority to Hauling, mine Mined and Cleaned about the same as without the Mod Hardworking Animals. Annoying though that Hauling is now a 9 unit task to Master for Minions, also teenage Minions seem to favor Hauling then Cleaning.
Quote from: Walking Problem on August 11, 2017, 05:14:59 AM
Quote from: bloodshifter on August 10, 2017, 08:12:35 PM
Sadly the MMG Mod doesn't have a Races XML or any reference to a <thinkTreemain>

I see, why not, when I'm more free, I create a sub-mod for the MMG mod. =}

Nowadays a little bit busy, but see if I need Junchan's permission or help. Let me see how it goes.
If Jun ever replies to the thread or PMs =D, but yea I'll let you know thanks for your effort in this.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: WalkingProblem on August 11, 2017, 04:16:50 PM
Quote from: bloodshifter on August 11, 2017, 01:41:01 PM
Quote from: Walking Problem on August 11, 2017, 05:14:59 AM
Yeah, should give it a shot and see if the conflict still exist. Do let me know as well.

Because so long has passed, certain issues may have been resolved... hard to tell
I can say that if any mod conflict exists it hasn't procted for me in 30+ hours. Though Minions give Priority to Hauling, mine Mined and Cleaned about the same as without the Mod Hardworking Animals. Annoying though that Hauling is now a 9 unit task to Master for Minions, also teenage Minions seem to favor Hauling then Cleaning.
Quote from: Walking Problem on August 11, 2017, 05:14:59 AM
Quote from: bloodshifter on August 10, 2017, 08:12:35 PM
Sadly the MMG Mod doesn't have a Races XML or any reference to a <thinkTreemain>

I see, why not, when I'm more free, I create a sub-mod for the MMG mod. =}

Nowadays a little bit busy, but see if I need Junchan's permission or help. Let me see how it goes.
If Jun ever replies to the thread or PMs =D, but yea I'll let you know thanks for your effort in this.

Typically, hauling is prioritized. So thats pretty normal - i guess? lol
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: SpaceDorf on August 11, 2017, 06:46:00 PM
And here I am again, the biggest Minion Fan found the first possible bug  :P

Enzo, trained in Obidience and Lvl 1 in Hauling, was delivering Ressources to a Blueprint.
This has to be against Union or Mob regulations.

--- Edit ---

Romulus, the other Minion, delivered Ressources as well, without being trained in hauling at all.
He is trained 1 / 0 / 2 / 0
While Enzo is 1 / 0 / 0 / 3 now ..
can't trust those Italians ..

I guess you accidently assigned the "haul ressources to blueprint " labor to Obedience
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: WalkingProblem on August 12, 2017, 03:15:31 PM
Quote from: SpaceDorf on August 11, 2017, 06:46:00 PM
And here I am again, the biggest Minion Fan found the first possible bug  :P

Enzo, trained in Obidience and Lvl 1 in Hauling, was delivering Ressources to a Blueprint.
This has to be against Union or Mob regulations.

--- Edit ---

Romulus, the other Minion, delivered Ressources as well, without being trained in hauling at all.
He is trained 1 / 0 / 2 / 0
While Enzo is 1 / 0 / 0 / 3 now ..
can't trust those Italians ..

I guess you accidently assigned the "haul ressources to blueprint " labor to Obedience

lol... weird. i thought i changed it.

Anyway, take it as that is a bright kid you have there~ LOL
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: Apposl on August 14, 2017, 12:18:34 AM
My daughter is playing with this mod and we were curious what you meant by "start with minions," as we didn't see an option, and there are none on the map. She's been there a few months now and still no minions. Just curious if we missed something, or should just keep waiting and watching the wildlife tab. ;)
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: SpaceDorf on August 14, 2017, 02:20:50 AM
Starting with minions : In the scenario editor you can set your starting pets, including minions.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: Apposl on August 14, 2017, 03:26:38 AM
Quote from: SpaceDorf on August 14, 2017, 02:20:50 AM
Starting with minions : In the scenario editor you can set your starting pets, including minions.

Thank you, neither of us knew that! "Ooooh," she just said. :) Thanks!
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: Canute on August 14, 2017, 04:36:08 AM
If you want more customize your start, you can even look at
Prepare carefully:
https://ludeon.com/forums/index.php?topic=6261.0
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: WalkingProblem on August 15, 2017, 02:00:15 PM
Quote from: Apposl on August 14, 2017, 12:18:34 AM
My daughter is playing with this mod and we were curious what you meant by "start with minions," as we didn't see an option, and there are none on the map. She's been there a few months now and still no minions. Just curious if we missed something, or should just keep waiting and watching the wildlife tab. ;)

Yeap yeap, use Prepare Carefully mod to add minions as the starting pet (or the original game's scenario editor)

Minions to not appear naturally in the wild, they migrate across the planet searching for a new "Evil Master" to serve, so when they appear, a notification will appear to inform you that they are passing by. =}
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: Canute on August 17, 2017, 04:58:41 AM
Like spacedorf mention a bit go,
something wrong with the new hauling.
Even baby minions now deliver items to constructions, not sure if they haul.
But at least is saw adult hauling stuff with 0/7 but training enabled.


Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: Canute on August 19, 2017, 04:59:20 AM
Quote– added Deconstruct ability to Minions (require Haul)

could you expand that ability to remove floor too ?
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: WalkingProblem on August 20, 2017, 03:01:56 PM
Quote from: Canute on August 17, 2017, 04:58:41 AM
Like spacedorf mention a bit go,
something wrong with the new hauling.
Even baby minions now deliver items to constructions, not sure if they haul.
But at least is saw adult hauling stuff with 0/7 but training enabled.

Will look at it someday when I free to put out a quick fix.



Quote from: Canute on August 19, 2017, 04:59:20 AM
Quote– added Deconstruct ability to Minions (require Haul)

could you expand that ability to remove floor too ?


As any new work ability depends on the ability to create the code to make it work - there is no guarantee for this and definitely wont be any time soon, since I still have so much updates to work on for my other mods.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: Canute on August 25, 2017, 09:17:43 AM
Quote– added "A Dog Said" mod support via "LBE's A Dog Said Easy Patcher" mod (For Information: Minions uses Human parts)
You sure about this ?
I made animal legs at the ADS workbench and couldn't get install these on the minions.
After i add the ADogSaidBody="LegsArms" at the Races_Minion_Base.xml
i could install them.

Did you forget the entry, it is maybe a mod-conflict or did you wanted a different solution ?

Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: Lupin III on August 27, 2017, 08:54:06 PM
Do you have an idea about the performance impact of a herd of minions? On my PC, RW gets so laggy at around 30 colonists that it stops being fun to play. Will a minion, doing similar stuff as pawns (especially the hauling job, which seems to be the major lag reason in RW), also lag the game about as much as a pawn?
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: WalkingProblem on August 29, 2017, 12:58:20 AM
Quote from: Canute on August 25, 2017, 09:17:43 AM
Quote– added "A Dog Said" mod support via "LBE's A Dog Said Easy Patcher" mod (For Information: Minions uses Human parts)
You sure about this ?
I made animal legs at the ADS workbench and couldn't get install these on the minions.
After i add the ADogSaidBody="LegsArms" at the Races_Minion_Base.xml
i could install them.

Did you forget the entry, it is maybe a mod-conflict or did you wanted a different solution ?

My ADogSaidBody="LegsArms" is added in the Races_Minions.xml.

In my testings the Minions uses human parts. Not animal parts.
"CHANGELOG VER4.2
– added "A Dog Said" mod support via "LBE's A Dog Said Easy Patcher" mod (For Information: Minions uses Human parts)"

Minion body is "human", not animals.
But its funny how you added that code and it now takes animal parts.

Can you try to see if they accept human parts too? =D

Quote from: Lupin III on August 27, 2017, 08:54:06 PM
Do you have an idea about the performance impact of a herd of minions? On my PC, RW gets so laggy at around 30 colonists that it stops being fun to play. Will a minion, doing similar stuff as pawns (especially the hauling job, which seems to be the major lag reason in RW), also lag the game about as much as a pawn?

Minions are not pawns. They are animals - which means they do not "think" as much as a pawn.

However, there is no guarantee if they will lag your game or not. As far as my experience go, you can have fifty minions and it will not lag much or at all (much like having 50 chickens or any other animals). But my computer is quite powerful, may other members give Lupin III some input on this?
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: Canute on August 29, 2017, 04:14:03 AM
QuoteMinion body is "human", not animals.
But its funny how you added that code and it now takes animal parts.

Can you try to see if they accept human parts too? =D
Yes, human parts allways worked on minions, even before 4.2

But human parts are a bit expensive for minions, since mosttimes they don't even fight back when they got hunted by a predator.
Thats why i like to add the cheaper ADS animal parts.

Btw. does anyone know if Animal logic works well with the minions, or does it interfer with the advance minion logic ?

Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: WalkingProblem on August 29, 2017, 05:48:57 AM
Quote from: Canute on August 29, 2017, 04:14:03 AM
QuoteMinion body is "human", not animals.
But its funny how you added that code and it now takes animal parts.

Can you try to see if they accept human parts too? =D
Yes, human parts allways worked on minions, even before 4.2

But human parts are a bit expensive for minions, since mosttimes they don't even fight back when they got hunted by a predator.
Thats why i like to add the cheaper ADS animal parts.

Btw. does anyone know if Animal logic works well with the minions, or does it interfer with the advance minion logic ?

I dunno about animal logic mod, since i actually havent properly sit down and play rimworld for half a year already. LMAO. Just had been modding non-stop.

---

After your own fix, minions now accept both animal and human parts?

Because if this is the case, I would want to make it "official", so to make it more "flexible" for everyone.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: Canute on August 29, 2017, 06:02:12 AM
If you enjoy your modding, i am happy to play with your mods ! :-)

On my way back from shoping i got an idea. Ok you are an expert about animals and not faction but maybe you know it.
Could it be possible that another faction settle at the same map like your colony ?
The goal would be that Minion/Rimslaves could be an own faction that stay at your map and assist your with your tasks instead to be animals.
Yeah i know what would create other problem to interact with them .... it is just an idea.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: WalkingProblem on August 29, 2017, 01:51:02 PM
Quote from: Canute on August 29, 2017, 06:02:12 AM
If you enjoy your modding, i am happy to play with your mods ! :-)

On my way back from shoping i got an idea. Ok you are an expert about animals and not faction but maybe you know it.
Could it be possible that another faction settle at the same map like your colony ?
The goal would be that Minion/Rimslaves could be an own faction that stay at your map and assist your with your tasks instead to be animals.
Yeah i know what would create other problem to interact with them .... it is just an idea.

RimSlaves actually adds a faction into the game: Walkblem Slavers Corporation. 

It really depends what that faction is and how it fits into the "story".

Minions are meant to find someone to serve. As for slaves... they are slaves.... lol. But Walkblem Slavers is a faction which you can actually call into battle to help you.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: Sam Gray on August 29, 2017, 03:13:31 PM
How can I if possible modify the mod files so that minions don't do some of the things they currently are able to do?
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: WalkingProblem on August 30, 2017, 03:07:52 AM
Quote from: CyanSam on August 29, 2017, 03:13:31 PM
How can I if possible modify the mod files so that minions don't do some of the things they currently are able to do?

Its in the thinktreedefs/minions.xml

Edit at your own risk though.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: kubolek01 on September 02, 2017, 09:49:55 PM
It is sick... Anyone sent them versus the Thrumbo? They would do it whilst attacking from all 8 tiles around, moving next one when someone falls.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: WalkingProblem on September 03, 2017, 05:46:03 PM
Quote from: kubolek01 on September 02, 2017, 09:49:55 PM
It is sick... Anyone sent them versus the Thrumbo? They would do it whilst attacking from all 8 tiles around, moving next one when someone falls.

I never dared to engage Thrumbos even when I had an army of Minions. You did?

Haha
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: kubolek01 on September 04, 2017, 05:03:37 AM
Quote from: Walking Problem on September 03, 2017, 05:46:03 PM
Quote from: kubolek01 on September 02, 2017, 09:49:55 PM
It is sick... Anyone sent them versus the Thrumbo? They would do it whilst attacking from all 8 tiles around, moving next one when someone falls.

I never dared to engage Thrumbos even when I had an army of Minions. You did?

Haha
I gonna make it however. Nothing is impossible. I did it in melee, psyshock, and more...
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: Canute on September 04, 2017, 05:39:56 AM
Special when you improve your minions with bionic parts, their DPS increased, and then a thrumbo isn't a match for 8 minions anymore.
But you still can have some casualties.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: hendrikpfaff on September 27, 2017, 12:04:17 PM
Maybe the serum (As drug) to transform then into the purple minion. (Maybe make it costy so it can't be produced so easily)
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: Canute on September 27, 2017, 12:43:39 PM
Since you just need 2 minions to breed an army of evil minions, and their fighting abilities are too strong compared others i don't think thats a good idea.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: SpaceDorf on September 27, 2017, 01:37:40 PM
If you make the purple Minions untameable this is a wonderful Idea.

I don't think they were tamed in the movie .. they just did not kill each other.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: WalkingProblem on September 27, 2017, 02:18:51 PM
Quote from: SpaceDorf on September 27, 2017, 01:37:40 PM
If you make the purple Minions untameable this is a wonderful Idea.

I don't think they were tamed in the movie .. they just did not kill each other.

I thought I made purple minions extremely difficult to tame already?

Anyway I had been thinking, are they too OP...? should I tone them down further?
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: hendrikpfaff on September 27, 2017, 02:28:44 PM
Quote from: Canute on September 27, 2017, 12:43:39 PM
Since you just need 2 minions to breed an army of evil minions, and their fighting abilities are too strong compared others i don't think thats a good idea.

Make it so that Purple Minions don't breed?
Then if you had a serum that you have to give to a normal minion it could be made from a thrumbo horn and neutro or someting valuable.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: WalkingProblem on September 27, 2017, 02:45:02 PM
Quote from: hendrikpfaff on September 27, 2017, 02:28:44 PM
Make it so that Purple Minions don't breed?
Then if you had a serum that you have to give to a normal minion it could be made from a thrumbo horn and neutro or someting valuable.

From my experience with the RimSlaves mod (while working on the Dothraki) - it is not possible to change the texture of an animal/pawn in the game. And if I spawn a purple one and kill the yellow one - the purple one would be a totally different identity than the yellow one. (it cannot inherit the identity)

At least my coding abilities limits me at that.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: SpaceDorf on September 27, 2017, 05:18:02 PM
Quote from: Walking Problem on September 27, 2017, 02:18:51 PM
Quote from: SpaceDorf on September 27, 2017, 01:37:40 PM
If you make the purple Minions untameable this is a wonderful Idea.

I don't think they were tamed in the movie .. they just did not kill each other.

I thought I made purple minions extremely difficult to tame already?

Anyway I had been thinking, are they too OP...? should I tone them down further?

No, actually I meant what followed after .. if you turn tamed yellows into purples they become untameable and you have an uncontrollable army of flesh eating monsters ..

- remember Evil, not smart.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: Canute on September 27, 2017, 05:42:25 PM
Quote from: Walking Problem on September 27, 2017, 02:45:02 PM
From my experience with the RimSlaves mod (while working on the Dothraki) - it is not possible to change the texture of an animal/pawn in the game. And if I spawn a purple one and kill the yellow one - the purple one would be a totally different identity than the yellow one. (it cannot inherit the identity)
I think that is the smallest problem! :-)
Do you realy think when you turn someone into an evil one he is still the same ?
But if you think about these serum it would be nice if you can keep the name with an Evil-prefix.
I think the serum should work like an infection/poison. After you inject it to the minion he should act normal a few days, then goes berserk for a day, and then become a tamed evil-minion.

Yes evil minions are hard to tame, and i was not succesful to tame or get a bond with a pair of them. And i tryed it with the Jedi-tamer, who could brainwash the minion if he get angry.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: WalkingProblem on September 28, 2017, 12:34:21 AM
Quote from: SpaceDorf on September 27, 2017, 05:18:02 PM

No, actually I meant what followed after .. if you turn tamed yellows into purples they become untameable and you have an uncontrollable army of flesh eating monsters ..

- remember Evil, not smart.

Quote from: Canute on September 27, 2017, 05:42:25 PM
I think that is the smallest problem! :-)
Do you realy think when you turn someone into an evil one he is still the same ?
But if you think about these serum it would be nice if you can keep the name with an Evil-prefix.
I think the serum should work like an infection/poison. After you inject it to the minion he should act normal a few days, then goes berserk for a day, and then become a tamed evil-minion.

Yes evil minions are hard to tame, and i was not succesful to tame or get a bond with a pair of them. And i tryed it with the Jedi-tamer, who could brainwash the minion if he get angry.


Ah.... I see what you all mean...

Interesting. That would add a new dimension into the game, when you need to buy the PX-41 serum to turn the yellow Minion into a purple Minion....

So what you guys think it should work? Could it be: You have a tamed minion, set operation on it, apply serum, then it will give the yellow minion a "disease", which it will get more and more serious until it "dies" and respawn as a purple.....

The name cannot be kept... at least I have no idea how to code that. 

---

Should I nerf the Purple a bit more? Like half the life?
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: hendrikpfaff on September 28, 2017, 10:09:37 AM
Quote from: Walking Problem on September 28, 2017, 12:34:21 AM
Quote from: SpaceDorf on September 27, 2017, 05:18:02 PM

No, actually I meant what followed after .. if you turn tamed yellows into purples they become untameable and you have an uncontrollable army of flesh eating monsters ..

- remember Evil, not smart.

Quote from: Canute on September 27, 2017, 05:42:25 PM
I think that is the smallest problem! :-)
Do you realy think when you turn someone into an evil one he is still the same ?
But if you think about these serum it would be nice if you can keep the name with an Evil-prefix.
I think the serum should work like an infection/poison. After you inject it to the minion he should act normal a few days, then goes berserk for a day, and then become a tamed evil-minion.

Yes evil minions are hard to tame, and i was not succesful to tame or get a bond with a pair of them. And i tryed it with the Jedi-tamer, who could brainwash the minion if he get angry.


Ah.... I see what you all mean...

Interesting. That would add a new dimension into the game, when you need to buy the PX-41 serum to turn the yellow Minion into a purple Minion....

So what you guys think it should work? Could it be: You have a tamed minion, set operation on it, apply serum, then it will give the yellow minion a "disease", which it will get more and more serious until it "dies" and respawn as a purple.....

The name cannot be kept... at least I have no idea how to code that. 

---

Should I nerf the Purple a bit more? Like half the life?

Exactly what I ment, I'm just not that good in English. XD
Someting like.. You buy the serum from the traders then you administer it to the minion trough operation after that you get the effect of the serum and it keeps getting more severe intil it dies and spawns a Purple one. (Maybe you can make it so that it uses the devtool for taming it when it spawns)
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: SpaceDorf on September 28, 2017, 11:07:36 AM
Quote from: Walking Problem on September 28, 2017, 12:34:21 AM

So what you guys think it should work? Could it be: You have a tamed minion, set operation on it, apply serum, then it will give the yellow minion a "disease", which it will get more and more serious until it "dies" and respawn as a purple.....

The name cannot be kept... at least I have no idea how to code that. 


If you know the time when the minion dies and the purple gets spawned,
you could copy the Pawn-Data to a temporary Pawn before you spawn the new one ..

TempPawn.Defs<-YellowMinion.Defs
YellowMinion.Disappear.
TempPawn.Race<-PurpleMinion
PurpleMinion.Create
PurpleMinion.Defs<-TempPawn.Defs ..

in theory .. worst case scenario is that you have to torture some pointers until C# obeys your commands ..
one of the things I don't like about true OOP.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: WalkingProblem on September 28, 2017, 12:53:20 PM
That would be painful to do.... lol

Honestly, I have no idea if I am able to ever copy over the pawn data... I will try someday

I'm thinking, if we create our own purples? Then should I still keep the purple raids event? =x 
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: Canute on September 29, 2017, 03:20:36 AM
Just ask yourself, If you can breed your own tictac's (yellow minions) do you should still get minion manhunter packs or minion events ?

Ofcouse yes, we need more events ! :-)
Just got an idea about an minion event.
Do you know the US girlscouts who sells cookies ?
Day 1, one minion/evilminion appear at your map and ask for 10 food. If you agree he will move to your colony grab 10 food (raw) and drop a random item ,he grabed on his travel.
Day 2, two minion ....
Day 3, four minion ....
Day 4, eight minion ....
...
If you refuse, there is some chance these minion(s) turn into a manhunter pack but the chain event end.

Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: WalkingProblem on September 29, 2017, 04:16:43 AM
Quote from: Canute on September 29, 2017, 03:20:36 AM
Just ask yourself, If you can breed your own tictac's (yellow minions) do you should still get minion manhunter packs or minion events ?

Ofcouse yes, we need more events ! :-)
Just got an idea about an minion event.
Do you know the US girlscouts who sells cookies ?
Day 1, one minion/evilminion appear at your map and ask for 10 food. If you agree he will move to your colony grab 10 food (raw) and drop a random item ,he grabed on his travel.
Day 2, two minion ....
Day 3, four minion ....
Day 4, eight minion ....
...
If you refuse, there is some chance these minion(s) turn into a manhunter pack but the chain event end.

hmmm..... LOL~

Thats funny, when the players realised its never going to end. LOL

Can earmark this. Not sure how to code it yet. But interesting idea.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: SpaceDorf on September 29, 2017, 05:24:47 AM
Quote from: Canute on September 29, 2017, 03:20:36 AM

Do you know the US girlscouts who sells cookies ?
Day 1, one minion/evilminion appear at your map and ask for 10 food. If you agree he will move to your colony grab 10 food (raw) and drop a random item ,he grabed on his travel.
Day 2, two minion ....
Day 3, four minion ....

Do you really want exponential growth in your enemies ?
Day 8 is 128 Minions.
Day 13 is 2048 ..
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: Canute on September 29, 2017, 06:32:04 AM
Yes yes, thats the idea behind it ! :-))
Every minion who got food will tell a friend about this great deal (food vs. junk) and come back next day.
But this can an opportunity for the colony as well, since they drop a random item, it could be a stone chunk, some steel/uranium, armor or weapon.

Yep, it could cause some lag, or even run out of memory, when there comes a hugh amount of minions at the map.
And i hope the colony got a saferetreat if 1024 minions get angry if they don't got food.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: hendrikpfaff on September 29, 2017, 07:28:57 AM
Quote from: Walking Problem on September 28, 2017, 12:53:20 PM
That would be painful to do.... lol

Honestly, I have no idea if I am able to ever copy over the pawn data... I will try someday

I'm thinking, if we create our own purples? Then should I still keep the purple raids event? =x
If the serum becomes a thing, the purple raid events aren't needed anymore in my opinion..
You can always keep the event to prevent your yellow minions from growing out of control, because you would need them to fight the purple ones.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: WalkingProblem on September 29, 2017, 12:13:12 PM
Quote from: Canute on September 29, 2017, 06:32:04 AM
Yes yes, thats the idea behind it ! :-))
Every minion who got food will tell a friend about this great deal (food vs. junk) and come back next day.
But this can an opportunity for the colony as well, since they drop a random item, it could be a stone chunk, some steel/uranium, armor or weapon.

Yep, it could cause some lag, or even run out of memory, when there comes a hugh amount of minions at the map.
And i hope the colony got a saferetreat if 1024 minions get angry if they don't got food.

Okay, the thing about this "event" is that, I will definitely choose to kill that Minion rather than letting it grab any thing from me. It will annul all the effort put into make this incident... We need to rethink this.

A more "meaningful" way is to create a Minion faction... But I not exactly sure how it will affect the incidents and stuff, since it would be a pure animal faction.

-----

Quote from: hendrikpfaff on September 29, 2017, 07:28:57 AM
If the serum becomes a thing, the purple raid events aren't needed anymore in my opinion..
You can always keep the event to prevent your yellow minions from growing out of control, because you would need them to fight the purple ones.

The problem I have with the purple raid is that, they are too OP... Its like a game ending incident, if happen to any kids playing the game. Since a lot of children are playing the game, I'm not exactly keen to make them cry.... so I'm thinking, either to nerf the purple or to remove the entire incident, and replace it with this "playing with fire" injection of PX-41 into your minion to make it "super minion", but with unstable mental state. (or chance of craziness)
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: PreDiabetic on September 29, 2017, 01:54:17 PM
What bothers me is that isn't harvesting tied to Growing Skill. How come their Yield Efficiency calculated?
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: hendrikpfaff on September 29, 2017, 05:55:24 PM
Quote from: Walking Problem on September 29, 2017, 12:13:12 PM
Quote from: Canute on September 29, 2017, 06:32:04 AM
Yes yes, thats the idea behind it ! :-))
Every minion who got food will tell a friend about this great deal (food vs. junk) and come back next day.
But this can an opportunity for the colony as well, since they drop a random item, it could be a stone chunk, some steel/uranium, armor or weapon.

Yep, it could cause some lag, or even run out of memory, when there comes a hugh amount of minions at the map.
And i hope the colony got a saferetreat if 1024 minions get angry if they don't got food.

Okay, the thing about this "event" is that, I will definitely choose to kill that Minion rather than letting it grab any thing from me. It will annul all the effort put into make this incident... We need to rethink this.

A more "meaningful" way is to create a Minion faction... But I not exactly sure how it will affect the incidents and stuff, since it would be a pure animal faction.

-----

Quote from: hendrikpfaff on September 29, 2017, 07:28:57 AM
If the serum becomes a thing, the purple raid events aren't needed anymore in my opinion..
You can always keep the event to prevent your yellow minions from growing out of control, because you would need them to fight the purple ones.

The problem I have with the purple raid is that, they are too OP... Its like a game ending incident, if happen to any kids playing the game. Since a lot of children are playing the game, I'm not exactly keen to make them cry.... so I'm thinking, either to nerf the purple or to remove the entire incident, and replace it with this "playing with fire" injection of PX-41 into your minion to make it "super minion", but with unstable mental state. (or chance of craziness)
"so I'm thinking, either to nerf the purple or to remove the entire incident, and replace it with this "playing with fire" injection of PX-41 into your minion to make it "super minion", but with unstable mental state. (or chance of craziness)"

Would be the best thing I guess.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: WalkingProblem on September 30, 2017, 03:24:35 AM
Quote from: damngrl on September 29, 2017, 01:54:17 PM
What bothers me is that isn't harvesting tied to Growing Skill. How come their Yield Efficiency calculated?

There is a "default" skill level when a pawn have no skill level - if I'm not wrong, the skill level is 1. I could be wrong though. Thus they can do, but they are only as efficient as your worst pawn. (still, I could be wrong)

Quote from: hendrikpfaff on September 29, 2017, 05:55:24 PM
"so I'm thinking, either to nerf the purple or to remove the entire incident, and replace it with this "playing with fire" injection of PX-41 into your minion to make it "super minion", but with unstable mental state. (or chance of craziness)"

Would be the best thing I guess.

So its nerfing or removing incident?

LOL
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: hendrikpfaff on September 30, 2017, 07:46:18 AM
Quote from: Walking Problem on September 30, 2017, 03:24:35 AM
Quote from: damngrl on September 29, 2017, 01:54:17 PM
What bothers me is that isn't harvesting tied to Growing Skill. How come their Yield Efficiency calculated?

There is a "default" skill level when a pawn have no skill level - if I'm not wrong, the skill level is 1. I could be wrong though. Thus they can do, but they are only as efficient as your worst pawn. (still, I could be wrong)

Quote from: hendrikpfaff on September 29, 2017, 05:55:24 PM
"so I'm thinking, either to nerf the purple or to remove the entire incident, and replace it with this "playing with fire" injection of PX-41 into your minion to make it "super minion", but with unstable mental state. (or chance of craziness)"

Would be the best thing I guess.

So its nerfing or removing incident?

LOL
Remove it, nerfing the minion would make it lame, but giving it a change to go beserk once it transforms would be a good idea.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: firesphere on October 04, 2017, 08:58:38 AM
I have a minion with shattered spine. Both the latest 'A Dog Said' & 'Minions.' This is a new game after activating both latest mod. I crafted both the animal and colonist's spine, there's no option for me to add bill for a spine change operation.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: Canute on October 04, 2017, 09:15:38 AM
Until Walking Problem made a new patch you need.
https://ludeon.com/forums/index.php?topic=33512.0
And edit
...\Minions V4.2\Defs\ThingDefs_Races\Races_Minion_Base.xml
add ADogSaidBody="LegsTail"
behind Name="MinionThingBase"
Then you can install animal bionic spines on minions.
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: Nekokon on October 04, 2017, 11:21:03 AM
Quote from: Walking Problem on September 30, 2017, 03:24:35 AM
Quote from: damngrl on September 29, 2017, 01:54:17 PM
What bothers me is that isn't harvesting tied to Growing Skill. How come their Yield Efficiency calculated?

There is a "default" skill level when a pawn have no skill level - if I'm not wrong, the skill level is 1. I could be wrong though. Thus they can do, but they are only as efficient as your worst pawn. (still, I could be wrong)

The base value is 1, but skill level for pawn works in a weird way that a few of them are capped well below 1 (100%) like melee for example, while some other can go much higher (research speed, constructing). Thus with the base value of 1, minions are OP at jobs with 100% skill cap (they got maxed hit/crit/avoid/yield) but only so so at others (mostly jobs that higher skill increases speed)
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: SpaceDorf on October 04, 2017, 01:03:38 PM
@WP ... maybe you should mention in your main thread that there is a 4.3 of your mod ?

Only if you like I mean ..
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: firesphere on October 05, 2017, 05:44:14 AM
Quote from: Canute on October 04, 2017, 09:15:38 AM
Until Walking Problem made a new patch you need.
https://ludeon.com/forums/index.php?topic=33512.0
And edit
...\Minions V4.2\Defs\ThingDefs_Races\Races_Minion_Base.xml
add ADogSaidBody="LegsTail"
behind Name="MinionThingBase"
Then you can install animal bionic spines on minions.

Thx for the info
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: Canute on October 05, 2017, 06:10:37 AM
Dang, sorry i just notice i post the wrong entry, Minions should use
LegsArms = Basically humanoid
not
LegsTail = Standard quadrupeds like cats and dogs

For the spine it don't made a different, but you wouldn't install arms, but hmm Minion with 4 bionic legs ? :-)
Title: Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
Post by: WalkingProblem on October 05, 2017, 01:11:10 PM
Quote from: firesphere on October 04, 2017, 08:58:38 AM
I have a minion with shattered spine. Both the latest 'A Dog Said' & 'Minions.' This is a new game after activating both latest mod. I crafted both the animal and colonist's spine, there's no option for me to add bill for a spine change operation.

You should download the Version 4.3 - this is fixed already. Minions can now use both humans and animal parts.

http://walkingproblem.com/sdm_downloads/rimworld-minions-ver4-3/

----

@SpaceDorf - I missed out? =P

Kk, updating it now.
Title: Re: [A17] Minions Ver 4.3 Update! (Minions can now use both humans and animal parts)
Post by: Canute on October 09, 2017, 02:49:49 AM
I notice something curious lately.
The minions are stealing the item a crafter/cook haul to the workbench to do his job. They don't realy steal, they just haul it back. And special when the cook need 3-4 stacks he rarely got a chance when the minions arn't busy somewhere else.
I found out that the mod "Force Pawn to Do a Job"
https://ludeon.com/forums/index.php?topic=33139.0
is the main reason behind this. Looks the mod let animals haul "reserved by" item.
I am not sure if it is just minions or all animals since i just got 2 grizzly vs. 20 minions for hauling.
Title: Re: [A17] Minions Ver 4.3 Update! (Minions can now use both humans and animal parts)
Post by: SpaceDorf on October 09, 2017, 07:35:37 AM
KEVIN ! I choose you !!

Bapple ?!? *chomp*chomp*swallow*


NOOOOOOOOO !
Title: Re: [A17] Minions Ver 4.3 Update! (Minions can now use both humans and animal parts)
Post by: WalkingProblem on October 09, 2017, 08:54:08 AM
Quote from: Canute on October 09, 2017, 02:49:49 AM
I notice something curious lately.
The minions are stealing the item a crafter/cook haul to the workbench to do his job. They don't realy steal, they just haul it back. And special when the cook need 3-4 stacks he rarely got a chance when the minions arn't busy somewhere else.
I found out that the mod "Force Pawn to Do a Job"
https://ludeon.com/forums/index.php?topic=33139.0
is the main reason behind this. Looks the mod let animals haul "reserved by" item.
I am not sure if it is just minions or all animals since i just got 2 grizzly vs. 20 minions for hauling.

Yeah, should be other mods. =P

..as usual~ haha

Minions are Perfect!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: [B18] RimWorld Minions Ver5.0
Post by: WalkingProblem on November 27, 2017, 05:53:35 PM
[B18] RIMWORLD MINION 5.0

(http://walkingproblem.com/wp-content/uploads/2017/11/Preview5.png)

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=30647.0
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=912714398
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/rimworld-minions-ver5-0/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
LBE's A Dog Said Easy Patcher: https://steamcommunity.com/sharedfiles/filedetails/?id=944381237 or https://ludeon.com/forums/index.php?topic=33512

——

CHANGELOG VER5.0
– update to B18
– the "deliver resources to construction frames" is disabled due to some deeper coding issues to resolve due to B18 changes
Title: Re: [B18] RimWorld Minions Ver5.0
Post by: Canute on November 28, 2017, 05:15:27 AM
What happen when you got "Hand Me That Brick" mod active ?
Does the minion still deliver resources because of that mod.
Or should i try it out myself ? :-)

Title: Re: [B18] RimWorld Minions Ver5.0
Post by: SpaceDorf on November 28, 2017, 05:22:38 AM
I don't think Minions can access the additional worktype.

The same way animals can't do the enhanced hauling labors like taking stuff out of barrels or stripping.
Title: Re: [B18] RimWorld Minions Ver5.0
Post by: kubolek01 on November 29, 2017, 06:54:47 AM
Quote from: Walking Problem on November 27, 2017, 05:53:35 PM
[B18] RIMWORLD MINION 5.0

(http://walkingproblem.com/wp-content/uploads/2017/11/Preview5.png)

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=30647.0
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=912714398
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/rimworld-minions-ver5-0/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
LBE's A Dog Said Easy Patcher: https://steamcommunity.com/sharedfiles/filedetails/?id=944381237 or https://ludeon.com/forums/index.php?topic=33512

——

CHANGELOG VER5.0
– update to B18
– the "deliver resources to construction frames" is disabled due to some deeper coding issues to resolve due to B18 changes
1 out of 10 (?) to update, then make new content, or officially suspend some projects.
Title: Re: [B18] RimWorld Minions Ver5.0
Post by: WalkingProblem on November 29, 2017, 01:40:08 PM
Quote from: Canute on November 28, 2017, 05:15:27 AM
What happen when you got "Hand Me That Brick" mod active ?
Does the minion still deliver resources because of that mod.
Or should i try it out myself ? :-)

I have no idea. Because Minions do not use the animal thinknodes - they have their own thinking patterns. So not sure if it works.

Quote from: kubolek01 on November 29, 2017, 06:54:47 AM
1 out of 10 (?) to update, then make new content, or officially suspend some projects.

Officially I have 7 mods. I have updated 5. Still short of RimSlaves and PokeBall.

In term of add-ons, I have done the Arachnid Hardcore-Mode. CE Patch for Trading Economy not yet done though.

I may also help to update Cabdono's Beat The Meat mod (which I am currently hosting for him on my steam workshop)
Title: Re: [B18] RimWorld Minions Ver5.0
Post by: Questops on November 29, 2017, 05:41:05 PM
This is the first mod in a long time to make me laugh so hard. I love this idea so much and it looks like it's come so far, congrats on the fantastic work!

If I ever get bored of ChJees' droid manufactory, I'll definitely give this a shot.
Title: Re: [B18] RimWorld Minions Ver5.0
Post by: SpaceDorf on November 30, 2017, 03:14:46 AM
Minions are Animals and not Pawns.

You should try it, the most useful animal on the rim.
Next to Sally of course  ;D
Title: Re: [B18] RimWorld Minions Ver5.0
Post by: WalkingProblem on November 30, 2017, 06:48:12 AM
Quote from: Questops on November 29, 2017, 05:41:05 PM
This is the first mod in a long time to make me laugh so hard. I love this idea so much and it looks like it's come so far, congrats on the fantastic work!

If I ever get bored of ChJees' droid manufactory, I'll definitely give this a shot.

Yeah, it indeed had came a long long way. Minions is my first Rimworld mod.

Started off as only just adding Minions as a wild animal that can be tamed like a dog/chicken.

People started to request me to make them help to clean the floor... so i started venturing into C# to make that happen. Prior to that, I had never touched any of these hardcore codes before (python, C++, C, Ruby, etc...)

And slowly, I started to add more and more abilities to the Minions - and until what they are today.

And even so, its still not complete - I cant make them cook or craft yet... nor build. lol

Quote from: SpaceDorf on November 30, 2017, 03:14:46 AM
Minions are Animals and not Pawns.

You should try it, the most useful animal on the rim.
Next to Sally of course  ;D

That I totally agree. Even I am surprised by how important Sally is to my colonies (when I do longer testings)
Title: Re: [B18] RimWorld Minions Ver5.0
Post by: SpaceDorf on November 30, 2017, 07:07:05 AM
Quote from: Walking Problem on November 30, 2017, 06:48:12 AM
its still not complete - I cant make them cook or craft yet... nor build. lol

Or do Medical Work  :o

But since those worktypes are dependent on skill, it might be better that way.
Think about all the half finished apparels and weapons started by Minion 6 to Minion 25.

Art on the other hand. I totally would support Minions doing Art.
Title: Re: [B18] RimWorld Minions Ver5.0
Post by: Canute on November 30, 2017, 09:22:47 AM
An army of baby minions prevent you entering the dinning room.
Their mother just present her latest dust cleaning art on the floor.

Damn spacedorf i got the same idea with doctoring, a shivering thought, minions which operate at your pawns.
Maybe they forget to put the patient on narcose, or they take the organ/arm to the human doctor and ask him if this is the right thing.
Title: Re: [B18] RimWorld Minions Ver5.0
Post by: SpaceDorf on November 30, 2017, 10:30:29 AM
You know, great minds think alike  ;D
But if doctoring could be restricted to Minions treating themselves I would support this.


In the Art department I rather had a DF'esque Painting in mind.

*This is a crappy Painting of a Minion eating a Banana.
It is rendered in yellow crayon on your masterwork dining table.*
Title: Re: [B18] RimWorld Minions Ver5.0
Post by: WalkingProblem on November 30, 2017, 04:52:46 PM
You guys are giving me "hours or even days of coding" ideas....

>:( >:( >:(
Title: Re: [B18] RimWorld Minions Ver5.0
Post by: Canute on December 01, 2017, 04:20:18 AM
If you don't want any new ideas, just close the topic and noone can answer anymore ! :-)
But hey solong you enjoy the coding on your project anything is fine. Stop doing it if you think it becomes work.
But we all hope this will be in distance future.
Title: Re: [B18] RimWorld Minions Ver5.0
Post by: SpaceDorf on December 01, 2017, 04:52:12 AM
I think Minions are perfect as they are.

Maybe the GeneticRim Project could add some more fun  ;D

( Just an Idea ..  ::) )
Title: Re: [B18] RimWorld Minions Ver5.0
Post by: Canute on December 01, 2017, 05:20:17 AM
Hmm a Thruminon, eat and work like a minion but carry and DPS like a thrumbo.
Or Egglaying Minions.
NONO keep that out of my mind ! :-)

Title: Re: [B18] RimWorld Minions Ver5.0
Post by: SpaceDorf on December 01, 2017, 05:29:34 AM
How about extracting Purple DNA ?
Title: Re: [B18] RimWorld Minions Ver5.0
Post by: WalkingProblem on December 01, 2017, 08:26:26 AM
Quote from: SpaceDorf on December 01, 2017, 05:29:34 AM
How about extracting Purple DNA ?

Yeah, I believe the entire concept about able to make yellows into purple is a good way to expand on this mod~
Title: Re: [B18] RimWorld Minions Ver5.0
Post by: harpo99999 on September 01, 2018, 05:53:11 PM
is there any chance of your mods getting updated to b19?
Title: Re: [B18] RimWorld Minions Ver5.0
Post by: matheryn on September 06, 2018, 08:04:36 AM
OMG OMG OMG Minions I need my minions  >:( ;D :D ??? :P :'( ;) ::) :o

Title: Re: [B18] RimWorld Minions Ver5.0
Post by: WalkingProblem on September 10, 2018, 12:18:09 PM
They will appear... patience....
Title: Re: [B18] RimWorld Minions Ver5.0
Post by: harpo99999 on September 17, 2018, 04:39:32 AM
NNEEEEEEDDDD  MINIONS!!!!!!!!!!
everything turning purple
getting cravings for eating walking problems
Title: Re: [B18] RimWorld Minions Ver5.0
Post by: lethaius on September 21, 2018, 03:29:10 PM
heya just wanted to say im looking forward to this mod! is there a way to donate at all?
Title: Re: [B18] RimWorld Minions Ver5.0
Post by: Canute on September 21, 2018, 03:55:17 PM
At the first posting you get a link to his website, then you can become a patron.
Title: Re: [1.0] RimWorld Minions Ver7.0 - THE MINIONS ARE BACK!!!!
Post by: WalkingProblem on November 15, 2018, 02:21:42 PM
(http://walkingproblem.com/wp-content/uploads/2018/11/Preview7.png)

[1.0] RIMWORLD MINIONS 7.0

Minions can do most of the chores in your colony; they can equip with weapons to fight your wars; and they can be experimented on and turn into purple monsters!

STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1565657439
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/1-0-rimworld-minions-7-0/

ADVANCED ANIMALS FRAMEWORKS Required: https://steamcommunity.com/sharedfiles/filedetails/?id=1336991209
A Dog Said... Animal Prosthetics: https://steamcommunity.com/workshop/filedetails/?id=746425621
LBE's A Dog Said Easy Patcher: https://steamcommunity.com/sharedfiles/filedetails/?id=944381237 or https://ludeon.com/forums/index.php?topic=33512

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem

——

CHANGELOG VER7.0
– updated to Rimworld 1.0
– Ver6.0 is skipped because it was a WIP for B19 (I think....)
– Mod is relaunched on Steam as a new workshop item
– Minions are now fully powered by Advanced Animal Framework
– Introduced PX-41 and PX-49 serums which can turn Minions to Evil Minions and vice versa
– Minions can now sow plants – which also means Minions can fully take over all farming work without needing your colonists' input
– Minions can now tend wounds of your injured pets or humans
– Evil Minions manhunting event is nerfed, to ensure that they are not game ending events.
– Minions can now be equipped with weapons!
Title: Re: [1.0] RimWorld Minions Ver7.0 - THE MINIONS ARE BACK!!!!
Post by: Canute on November 15, 2018, 03:00:26 PM
(https://i.ytimg.com/vi/qZVJjI7gnUI/hqdefault.jpg)
Title: Re: [1.0] RimWorld Minions Ver7.0 - THE MINIONS ARE BACK!!!!
Post by: pressurpoint123 on November 17, 2018, 01:21:13 PM
Where can i research the serums?
Title: Re: [1.0] RimWorld Minions Ver7.0 - THE MINIONS ARE BACK!!!!
Post by: WalkingProblem on November 17, 2018, 04:34:41 PM
Quote from: pressurpoint123 on November 17, 2018, 01:21:13 PM
Where can i research the serums?

It's pretty high tech... You need to get Medicine Production first if I didn't remember wrongly.
Title: Re: [1.0] RimWorld Minions Ver7.0 - THE MINIONS ARE BACK!!!!
Post by: Teft on November 18, 2018, 01:35:29 AM

Fun mod.  Few problems.

1) Setting minion lifespan to 10,000 years causes all the minions to spawn at like 2000+ years old and riddled with old age illnesses like heart defects, asthma, etc.   The high lifespan also caused error messages with the Prepare Carefully mod and the minions didn't show up in the animals list when Preparing Carefully.   I changed their max lifespan to 75 years and it fixed both issues.   Minions reproduce fast, they don't need to live forever.

2) Minions haul, construct, grow, and everything else without being trained at all.  Not sure it's supposed to work that way.

3) When minions construct anything that has a "quality" tag like beds and tables, the construction will fail when it finishes and all resources used to build it are lost.
Title: Re: [1.0] RimWorld Minions Ver7.0 - THE MINIONS ARE BACK!!!!
Post by: WalkingProblem on November 23, 2018, 12:37:52 PM
Quote from: Teft on November 18, 2018, 01:35:29 AM

Fun mod.  Few problems.

1) Setting minion lifespan to 10,000 years causes all the minions to spawn at like 2000+ years old and riddled with old age illnesses like heart defects, asthma, etc.   The high lifespan also caused error messages with the Prepare Carefully mod and the minions didn't show up in the animals list when Preparing Carefully.   I changed their max lifespan to 75 years and it fixed both issues.   Minions reproduce fast, they don't need to live forever.

2) Minions haul, construct, grow, and everything else without being trained at all.  Not sure it's supposed to work that way.

3) When minions construct anything that has a "quality" tag like beds and tables, the construction will fail when it finishes and all resources used to build it are lost.

Noted on point 1. ={

Noted on point 2. They shouldnt be able to. I probably coded the AI wrongly (wrong arrangements)

Noted on point 3. Will fix it.
Title: Re: [1.0] RimWorld Minions Ver7.0 - THE MINIONS ARE BACK!!!!
Post by: Hollah on November 23, 2018, 01:46:27 PM
I can't find the download button for the mod on your site.
thank you
Title: Re: [1.0] RimWorld Minions Ver7.1 - BUGS FIXED!!!
Post by: WalkingProblem on November 28, 2018, 04:10:00 AM
[1.0] RIMWORLD MINION 7.1

(http://walkingproblem.com/wp-content/uploads/2018/11/Preview.png)

STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1565657439
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/1-0-rimworld-minions-7-1/

REQUIRED: Advanced Animal Frameworks 3.3

CHANGELOG VER7.1
– Fixed Minions Construction and Healing Bug (via Advanced Animal Frameworks 3.3)
– PX-41 is now a butcher product for Evil Minions
– Fixed working abilities according to their training
– Clean/sweep the floor, clear snow, flicking buttons (require Obedience)
– Chopping trees, planting, harvesting, mining (require Haul)
– Construction, repair and deconstruction related chores (require Release)
– Healing, feeding injured humans and animals (require Rescue)
Title: Re: [1.0] RimWorld Minions Ver7.1 - BUGS FIXED!!!
Post by: Canute on November 28, 2018, 04:40:09 AM
Finaly a download button !
The Link from the Home site for Framework 3.3 lead to 3.1 and no download button there.
To download Framework 3.3 (needed for Minions 7.1) use
http://walkingproblem.com/sdm_downloads/1-0-advanced-animal-frameworks-3-3/
Title: Re: [1.0] RimWorld Minions Ver7.1 - BUGS FIXED!!!
Post by: Canute on November 29, 2018, 10:36:36 AM
Some issue with the Minion behavior.
Did you try to operate or tend them ?
They don't stay at the animal medical bed, they want to work.
And they don't stay at the bed when ill.
With Smart medicin the doctor put some medicn at the inventory, then anthestic the minon to tend the infection.
Otherwile the minion jump out of the bed while the doctor wanted to get medicin 10 tiles away.

Title: Re: [1.0] RimWorld Minions Ver7.1 - BUGS FIXED!!!
Post by: WalkingProblem on November 29, 2018, 10:43:15 AM
Quote from: Canute on November 29, 2018, 10:36:36 AM
Some issue with the Minion behavior.
Did you try to operate or tend them ?
They don't stay at the animal medical bed, they want to work.
And they don't stay at the bed when ill.
With Smart medicin the doctor put some medicn at the inventory, then anthestic the minon to tend the infection.
Otherwile the minion jump out of the bed while the doctor wanted to get medicin 10 tiles away.

Really?

Sounds funny... I havent test it comprehensive enough to know.


------

[1.0] RIMWORLD MINION 7.2

(http://walkingproblem.com/wp-content/uploads/2018/11/Preview7.2.png)

CHANGELOG VER7.2
– Fixed Minions rather work than go to sleep bug
– Now Minions prioritize rescue and tending jobs ahead of other jobs.

STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1565657439
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/1-0-rimworld-minions-7-2/

ADVANCED ANIMALS FRAMEWORKS Required: https://steamcommunity.com/sharedfiles/filedetails/?id=1336991209
A Dog Said... Animal Prosthetics: https://steamcommunity.com/workshop/filedetails/?id=746425621
LBE's A Dog Said Easy Patcher: https://steamcommunity.com/sharedfiles/filedetails/?id=944381237
Title: Re: [1.0] RimWorld Minions Ver7.2
Post by: Canute on November 29, 2018, 10:49:58 AM
Quote– Fixed Minions rather work than go to sleep bug
I think this allready fix it, trying it out now.

Edit: nope, Minion with flu don't like to stay at bed.

Could you maybe made a Learning helper entry for Minions with :
– Clean/sweep the floor, clear snow, flicking buttons (require Obedience)
– Chopping trees, planting, harvesting, mining (require Haul)
– Construction, repair and deconstruction related chores (require Release)
– Healing, feeding injured humans and animals (require Rescue)

?

Edit2:
Minions don't work well together with Quality builder.
It is nice that an army of Minion babies can construct and repair ! :-)
You should watch how fast 10 babies can switch out the ground floor ! :-)
But it is annoying when these babies going to construct the bed or other quality furniture.


[attachment deleted due to age]
Title: Re: [1.0] RimWorld Minions Ver7.2
Post by: Tutankhamun on December 02, 2018, 05:04:03 PM
Got a error when a minion tries to attend to a patient in a hospital
JobDriver threw exception in initAction for pawn Minion45277 driver=JobDriver_WPTendPatient (toilIndex=6) driver.job=(WPTendPatient (Job_153696) A=Thing_Human1111 B=Thing_MedicineIndustrial57057) lastJobGiver=AnimalJobs.JobGiver_GenericWorkGiver
System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Harmony.TendUtility_TendPatch.BleedingHeartThought (Verse.Pawn,Verse.Pawn) <0x00020>
at (wrapper dynamic-method) RimWorld.TendUtility.DoTend_Patch1 (Verse.Pawn,Verse.Pawn,RimWorld.Medicine) <0x006c7>
at RimWorld.Toils_WPTend/<>c__DisplayClass1_0.<FinalizeTend>b__0 () <0x000d6>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x0071f>

Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

It doesn't seem to cause abnormal behavior though: the patient is fully patched.
Title: Re: [1.0] RimWorld Minions Ver7.2
Post by: WalkingProblem on December 03, 2018, 10:15:17 AM
Quote from: Tutankhamun on December 02, 2018, 05:04:03 PM
Got a error when a minion tries to attend to a patient in a hospital
JobDriver threw exception in initAction for pawn Minion45277 driver=JobDriver_WPTendPatient (toilIndex=6) driver.job=(WPTendPatient (Job_153696) A=Thing_Human1111 B=Thing_MedicineIndustrial57057) lastJobGiver=AnimalJobs.JobGiver_GenericWorkGiver
System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Harmony.TendUtility_TendPatch.BleedingHeartThought (Verse.Pawn,Verse.Pawn) <0x00020>
at (wrapper dynamic-method) RimWorld.TendUtility.DoTend_Patch1 (Verse.Pawn,Verse.Pawn,RimWorld.Medicine) <0x006c7>
at RimWorld.Toils_WPTend/<>c__DisplayClass1_0.<FinalizeTend>b__0 () <0x000d6>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x0071f>

Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

It doesn't seem to cause abnormal behavior though: the patient is fully patched.

hmmm... I will take note.

As long as it doesnt break the game; just live with it first.

Because sometimes its a bit hard to find where is the missing reference~ haha
Title: Re: [1.0] RimWorld Minions Ver7.2
Post by: Canute on December 10, 2018, 05:23:19 AM
I recently made 2 evil minions.
I notice, Evil minion are real fast, 14.85 without modifation is real fast for their little foots.
I would reduce it to 8.5 or 6.5.
They don't do jobs like Minions do, but i think that's intended. They are basicly like regular animals, even hauling is sporadic like regular animals.

But something is real strange, one of the evil minion don't follow any zone restriction. No error show up at the log.
The other evil minion follow the zone restrictions.
Both follow their master when these are drafted.
Title: Re: [1.0] RimWorld Minions Ver7.2
Post by: WalkingProblem on December 10, 2018, 07:48:03 AM
Quote from: Canute on December 10, 2018, 05:23:19 AM
I recently made 2 evil minions.
I notice, Evil minion are real fast, 14.85 without modifation is real fast for their little foots.
I would reduce it to 8.5 or 6.5.
They don't do jobs like Minions do, but i think that's intended. They are basicly like regular animals, even hauling is sporadic like regular animals.

But something is real strange, one of the evil minion don't follow any zone restriction. No error show up at the log.
The other evil minion follow the zone restrictions.
Both follow their master when these are drafted.

If, maybe I forgotten to remove the speed enhancement for the Evil Minions when turned from Yellow Minions....

As for the zone thingy.... No idea. I don't think I modded any part of that...
Title: Re: [1.0] RimWorld Minions Ver7.2
Post by: Canute on December 10, 2018, 09:03:43 AM
Update of the zone restrition, after a loading the evil minion follow the zone restrictions.
Looks like after the minion got transformed, it don't follow it, but after a loading he does.

And i forget to mention, Minion realy live for air and love, i put them at a Deeprim map and it took 2 weeks before the i got a msg. about animal starving.
I think thats a bit too extrem.

Any ETA for 7.3 ? :-)

Title: Re: [1.0] RimWorld Minions Ver7.2
Post by: WalkingProblem on December 14, 2018, 01:44:07 PM
Quote from: Canute on December 10, 2018, 09:03:43 AM
Update of the zone restrition, after a loading the evil minion follow the zone restrictions.
Looks like after the minion got transformed, it don't follow it, but after a loading he does.

And i forget to mention, Minion realy live for air and love, i put them at a Deeprim map and it took 2 weeks before the i got a msg. about animal starving.
I think thats a bit too extrem.

Any ETA for 7.3 ? :-)

Yeah Minions never needs to eat much at all (that was the entire plan right from version 1.0, which is to build a massive minions army to defend the colony)

For 7.3, what do you wish to see (and what changes I need to do)?
Title: Re: [1.0] RimWorld Minions Ver7.2
Post by: Canute on December 14, 2018, 03:33:53 PM
I would be happy about bug fixing for 7.4
- rest issue, minions break down from exhaustion.
- wounded or ill minions don't stay at bed. Same with operations, they jump out of the bed and go for work.

Ok, one feautre maybe, select what weapon you could equip to the minion. Still have no idea what weapon the pawn's select to give it to the minion.

Edit: btw i am geting sporadic
Maybe a conflict with Fertile field soil degrade after harvest ?
QuoteJobDriver threw exception in initAction for pawn Minion1965520 driver=JobDriver_PlantHarvest (toilIndex=6) driver.job=(Harvest (Job_6725491) A=Thing_Plant_Devilstrand4035757) lastJobGiver=AnimalJobs.JobGiver_GenericWorkGiver
System.NullReferenceException: Object reference not set to an instance of an object
  at RFF_Code.JobDriver_PlantHarvest_Designated_PlantWorkDoneToil+<>c__DisplayClass1.<Postfix>b__0 () [0x00000] in <filename unknown>:0
  at (wrapper delegate-invoke) System.Action:invoke_void__this__ ()
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<MakeNewToils>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Title: Re: [1.0] RimWorld Minions Ver7.2
Post by: WalkingProblem on December 15, 2018, 11:15:32 AM
Quote from: Canute on December 14, 2018, 03:33:53 PM
I would be happy about bug fixing for 7.4
- rest issue, minions break down from exhaustion.
- wounded or ill minions don't stay at bed. Same with operations, they jump out of the bed and go for work.

Ok, one feautre maybe, select what weapon you could equip to the minion. Still have no idea what weapon the pawn's select to give it to the minion.

Edit: btw i am geting sporadic
Maybe a conflict with Fertile field soil degrade after harvest ?
QuoteJobDriver threw exception in initAction for pawn Minion1965520 driver=JobDriver_PlantHarvest (toilIndex=6) driver.job=(Harvest (Job_6725491) A=Thing_Plant_Devilstrand4035757) lastJobGiver=AnimalJobs.JobGiver_GenericWorkGiver
System.NullReferenceException: Object reference not set to an instance of an object
  at RFF_Code.JobDriver_PlantHarvest_Designated_PlantWorkDoneToil+<>c__DisplayClass1.<Postfix>b__0 () [0x00000] in <filename unknown>:0
  at (wrapper delegate-invoke) System.Action:invoke_void__this__ ()
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<MakeNewToils>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I already fixed that:

CHANGELOG VER7.2
– Fixed Minions rather work than go to sleep bug
– Now Minions prioritize rescue and tending jobs ahead of other jobs.

---

For the weapon - the pawn will pick the closest weapon he can reach to give it to the minions.
However, at the moment, I have no way to let you choose with weapon to give to the minions - unless I change the entire game mechanics of how the equipping of weapons work (which I'm "not-there" yet - coding ability wise)
Title: Re: [1.0] RimWorld Minions Ver7.2
Post by: Canute on December 15, 2018, 11:24:33 AM
I use 7.2 and still got these problems like i mention allready at
https://ludeon.com/forums/index.php?topic=30647.msg447100#msg447100
I will redownload and see if that help.

Edit: nope.
I used dev tools to inflict 10 damage to a minion, and he running around cleaning this own blood from the floor.
Does it maybe interfere with Animal Logic ?
https://git.io/fpNI6
Title: Re: [1.0] RimWorld Minions Ver7.2
Post by: WalkingProblem on December 16, 2018, 11:53:55 AM
Quote from: Canute on December 15, 2018, 11:24:33 AM
I use 7.2 and still got these problems like i mention allready at
https://ludeon.com/forums/index.php?topic=30647.msg447100#msg447100
I will redownload and see if that help.

Edit: nope.
I used dev tools to inflict 10 damage to a minion, and he running around cleaning this own blood from the floor.
Does it maybe interfere with Animal Logic ?
https://git.io/fpNI6

Yes I think so. Animal Logic messes with AI.

You try disabling Animal Logic and try again.
Title: Re: [1.0] RimWorld Minions Ver7.2
Post by: Canute on December 17, 2018, 04:50:15 AM
Nope removing Animal logic didn't change anything.
I tried a test colony with only
Core: (no assemblies)
Mod Manager: 0ColourPicker(2.0.0.34093), 0Harmony(1.2.0.1), ModManager(av:1.0.0.0,fv:1.15.748)
HugsLib[ov:6.1.1]: 0Harmony(1.2.0.1), HugsLib(av:1.0.0.0,fv:6.1.1)
[1.0] Advanced Animal Frameworks 3.3: 0Harmony(1.1.0.0), AnimalJobs(1.0.0.0), AnimalVehicles(1.0.0.0), AnimalWeaponFramework(1.0.0.0)
[1.0] RimWorld Minions V7.2: MinionsMod(1.0.0.0), MinionsUpdateNote(1.0.0.0), WalkingProblemUpdateNote(1.0.0.0)

10 damage to a minion, he is bleeding and still doing hauling jobs and not stay at the animal bed.
https://gist.github.com/HugsLibRecordKeeper/175fd3f37ab9e82817ba53db930a6431

Maybe you upload a wrong version, and your internal test version is different ?
Title: Re: [1.0] RimWorld Minions Ver7.2
Post by: harpo99999 on January 15, 2019, 04:03:53 PM
@walking problem, I have download the 7.2 minions (and a few other mods) and have had several in game years with one pair of minions (1 male, 1 female) and NO baby minions have been born (in previous betas (with the minions for the version) it was typical for one pair of breeding minions for at least 1 baby minion per year (often 2 due to shorter pregnancy times)