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RimWorld => Mods => Releases => Topic started by: kaptain_kavern on July 02, 2017, 07:16:11 PM

Title: [A17-18]Vanilla Animals Overhaul (more pack animals included) - updated 10/29/17
Post by: kaptain_kavern on July 02, 2017, 07:16:11 PM
Vanilla Animals Overhaul

First release - aka Konrad Lorenz edition - :

- All bears, Alpacas, Ostrich, Rhinoceros, Cow, Elk, Caribou, Warg and Elephants can now be used as pack animals and will be used by other factions. - I only used animal with bodysize > 1
(http://i.imgur.com/mKCYXTQ.png) (http://i.imgur.com/8SB7x9P.png) (http://i.imgur.com/QaneOGK.png) (http://i.imgur.com/DkJRhu3.png)
(http://i.imgur.com/d5DErkY.png) (http://i.imgur.com/IJCg0cM.png) (http://i.imgur.com/cTopxoK.png) (http://i.imgur.com/ezJB63O.png)

- modified workgivers so animals will now follow their master for way more activities when sets to follow master for fieldworks - DoctorRescue, ReleasePrisoner, Slaughter/Milk/Shear/Train, Harvest/Cut, Strip/Bury/Haul Corpses and CleanClearSnow

(http://i.imgur.com/9NnR82r.jpg)
On this picture you can see that Panache (the dog) is escorting his master while he harvests plant

- Lots of animals are now set to be herd animals. Meaning they should behave more as a group, especially when you will hunt them  ::)

- Cats and big Cats are now trainable (up to advanced like dogs) but are harder to train than most other pets (wildness raised from 0.2 to 0.5 for the pet).

(http://i.imgur.com/vK4UqjY.png)

- All Bears, Foxes and Big Cats have now a "maxPreyBodySize" attribute up to their relative own body size attribute.

- All dogs are now set to be predator (but only for the smallest animals)

2nd release - aka Charles Darwin edition - :

- Cassowaries, Emus, Iguanas, Ostriches, Tortoises, and Turkey can now lay unfertilized eggs

(http://i.imgur.com/xZK25Pz.png)

- Monkeys and domestic Cats had their body-size upped in order for them to be eligible for haul training (from 0.35 to 0.40 for monkeys and from 0.26 to 0.4 for cats)

- Elephants can now eat trees and the female elephant will also drop tusks

- Caribous, Deers, Elks, Gazelles, Ibexes, and Rhinos will now drop horns/antlers/tusks when butchered. They are considered quite valuable for reselling and can be used as makeshift melee weapon

(http://i.imgur.com/RBrnyLS.png?1)

- Alpacas, Deers, and Ibexes can now be milked. Ibexes produce poor-quality wool now

(http://i.imgur.com/vlEs3E0.png)

- Thrumbos can now be sheared (every 50 days) for their high-quality wool

(http://i.imgur.com/7NwFqGx.png)




Download
(http://imgur.com/SIdAOZL.png) via Github (https://github.com/kaptain-kavern/KK_AnimalOverhaul/releases/latest) (http://imgur.com/SIdAOZL.png)
(http://i.imgur.com/plj8zhD.png) via Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1093502629) (http://i.imgur.com/plj8zhD.png)


(http://www.modsync.ninja/images/Banner.png?de8ed802-7aed-4ed9-bc8b-68dde8d0f5d1) (http://www.modsync.ninja)



Credits
- afriend for the non-vanilla bag/pack texture
- Oblitus for fixing "pack animals" to be buyable
- Coercion for all horns/antlers textures
- Spacedorf for testing save compatibility - "Seems to work ... / backup is for pussies anyway ..."
Title: Re: [A17]Vanilla Animal Overhaul
Post by: dburgdorf on July 02, 2017, 07:19:22 PM
Did you by any chance figure out a way around the issue that animal species designated as pack animals won't ever be available as merchandise from traders? Or was that fixed in a17 by default?
Title: Re: [A17]Vanilla Animal Overhaul
Post by: kaptain_kavern on July 02, 2017, 07:25:21 PM
Wait ? Was it the whole specie that is/was concerned? I'll have to make some more test then ^^  I wasn't playing during A15/A16 so I may have missed something like that ... I just overheard about it.

Hell, and me I was happy to release this, I will test it more.

If it is the case, i guess "all I'll have to do" is having a set of duplicate vanilla animals, with another name than the wild ones. That's how I used to add wild version of crop plants back in A14.

Thank you for the info, I'm going back to some more testing :p
Title: Re: [A17]Vanilla Animal Overhaul
Post by: Wraithling on July 02, 2017, 08:45:03 PM
Quote from: dburgdorf on July 02, 2017, 07:19:22 PM
Did you by any chance figure out a way around the issue that animal species designated as pack animals won't ever be available as merchandise from traders? Or was that fixed in a17 by default?

I can't be 100% sure, but I believed that was fixed in A17; I just bought a dromedary from an orbital trader recently. Admittedly I have tons of mods, but I don't have animal oriented mods yet... until now.

@ kaptain, I'll also eager to test out the above issue, because if everything works then this is going to be a damn good mod!  ;D *downloads*
Title: Re: [A17]Vanilla Animal Overhaul
Post by: lorebot on July 02, 2017, 09:30:00 PM
Kaptain, you may want to do a bit of research before you make any more species lay unfertilized eggs. I know that most birds will lay an unfertilized egg if left without a chance to mate, they have to get the egg out once it reaches a certain stage of development or they can become eggbound and die. I'm not certain it works the same in all other egg laying species. A quick google search says that turtles will lay unfertilized eggs, but that for snakes such activity is extremely rare and they almost always need to have mated first in order to begin developing eggs.
Title: Re: [A17]Vanilla Animal Overhaul
Post by: Halcyel on July 02, 2017, 09:31:58 PM
Woow i wonder why i cant bring my elephant to the caravan, this is the best :D,
Only a question, this mod need a new save? :c
Title: Re: [A17]Vanilla Animal Overhaul
Post by: kaptain_kavern on July 02, 2017, 09:37:11 PM
Thx lorebot. I found the same informations nearly so I was wondering if I should just exclude snake only from that changes. But I tried and it's working. They all will lay way less than chicken of course ;-)

@Halcyel : I'm so sorry I haven't test that, meh -_- I suppose it could be added to a save but I'm not sure if already created factions will use modded pack animals. If you were to try please be sure to backup your save upfront.


Now about that bug, after some reflexion if it was vanilla we couldn't buy muffallo or dromedary from merchants (not to mention Alpacas). But like for all my mods if someone report me a bug I will investigate. Word ;-)


I also wants to add more cats (and dogs to be fair but I'm a cat person) in the game, I'm still wondering if I should add them in this mod or with a separate one
Title: Re: [A17]Vanilla Animal Overhaul
Post by: Halcyel on July 02, 2017, 11:23:11 PM
Quote from: kaptain_kavern on July 02, 2017, 09:37:11 PM
Thx lorebot. I found the same informations nearly so I was wondering if I should just exclude snake only from that changes. But I tried and it's working. They all will lay way less than chicken of course ;-)

@Halcyel : I'm so sorry I haven't test that, meh -_- I suppose it could be added to a save but I'm not sure if already created factions will use modded pack animals. If you were to try please be sure to backup your save upfront.


Now about that bug, after some reflexion if it was vanilla we couldn't buy muffallo or dromedary from merchants (not to mention Alpacas). But like for all my mods if someone report me a bug I will investigate. Word ;-)


I also wants to add more cats (and dogs to be fair but I'm a cat person) in the game, I'm still wondering if I should add them in this mod or with a separate one

Ok no problem :D, I'm going to test it for you :D i have so many factions xD
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included)
Post by: kaptain_kavern on July 03, 2017, 03:20:17 PM
Quote from: Halcyel on July 02, 2017, 11:23:11 PMOk no problem :D, I'm going to test it for you :D

Thank you!



I'm already working on the next update :p
Title: Re: [A17]Vanilla Animal Overhaul
Post by: faltonico on July 03, 2017, 06:28:18 PM
Quote from: kaptain_kavern on July 02, 2017, 09:37:11 PM


Now about that bug, after some reflexion if it was vanilla we couldn't buy muffallo or dromedary from merchants (not to mention Alpacas). But like for all my mods if someone report me a bug I will investigate. Word ;-)



I'm using packified animals in A16, and now that dburgdorf mentioned it, i don't remember having bought any of those animals to a land caravan merchant, i have bought from orbital traders though. I think it was just luck that they didn't bring cows with them.
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included)
Post by: Halcyel on July 03, 2017, 11:37:54 PM
Apparently for the moment there are no errors with an existing save, the bunch of mods that I'm running xD

[attachment deleted by admin due to age]
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included)
Post by: faltonico on July 04, 2017, 01:12:13 AM
I don't know if this can be considered proof of the bug but here you go.

Normally, trader caravans carry packed animals but as they are part of the caravan, those are not on sale, and when those animals are not part of the caravan (as in they don't carry any goods) you can buy them.

But that is not happening here:
(https://www.mediafire.com/convkey/c0fc/rxu61pk2rycak264g.jpg) (http://www.mediafire.com/view/rxu61pk2rycak26/KK_AnimalOverhaul1.jpg)
(https://www.mediafire.com/convkey/747b/j343fxl1laynt634g.jpg) (http://www.mediafire.com/view/j343fxl1laynt63/KK_AnimalOverhaul2.jpg)

Here, the rhinos, the elephant and the warg had no gear tab but as you can see, they were not on sale.
What i did was spam the TraderCaravanArrival incident until i saw this.
Title: Re: [A17]Vanilla Animal Overhaul
Post by: Thirite on July 04, 2017, 12:15:16 PM
Quote from: kaptain_kavern on July 02, 2017, 09:37:11 PM
I also wants to add more cats (and dogs to be fair but I'm a cat person) in the game, I'm still wondering if I should add them in this mod or with a separate one
It would be possible to make it dynamically have compatibility with More Cats and Dogs but it would require C#. For the player though it's very convenient to not need to install compatches and worry about load order.
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included)
Post by: kaptain_kavern on July 04, 2017, 12:21:41 PM
Hey Thirite,  8)

I meant making a mod that adds more Cats and Dogs but you sound like there is already one? Right? could you please point me to it? I really want more cats :p

BTW, as I know you're already versed in animal modding, did you know something about the PackAnimal bug please?
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included)
Post by: Veredii on July 04, 2017, 01:37:22 PM
I'll be following this mod. I would love more cats (Cats are awesome) and farm-able animal produce ^^
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included)
Post by: Wilponderroci on July 05, 2017, 09:54:32 AM
Can anyone confirm if this is compatible with hospitality?

Also didnt a version of the TropiCKAPP add a ton of animals to other biomes as well?

I would love to see lots and lots of animals! ;)

<3
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included)
Post by: wwWraith on July 05, 2017, 10:14:10 AM
Quote from: Wilponderroci on July 05, 2017, 09:54:32 AM
Can anyone confirm if this is compatible with hospitality?

I confirm: they work fine together :)
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included)
Post by: stigma on July 06, 2017, 05:51:58 PM
I really like the expanding of animals that can be used as pack-animals. Vanilla limits this FAR too much - and arbitrarily so (elephants should be obvious).

The other tweaks seem ok I guess - but I tend to prefer that mods are split up when they aren't all about the same thing. Yes, these are all animals mods, but the mechanics being tweaked are very unrelated.

QUESTION:
Can you elaborate a bit on how pack-animals work now exactly? If I hunt an elephant will the entire herd come after me now and wipe me out? It's not at all clear what you insinuate in the description.

-Stigma
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included)
Post by: kaptain_kavern on July 06, 2017, 08:42:10 PM
Hi stigma,

Indeed that is exactly what it means. Provided you were talking about herd animals. There is a chance that the whole herd going manhunting, like it happen already in vanilla for some (like muffalo for instance)
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included)
Post by: stigma on July 06, 2017, 09:24:15 PM
Quote from: kaptain_kavern on July 06, 2017, 08:42:10 PM
Hi stigma,

Indeed that is exactly what it means. Provided you were talking about herd animals. There is a chance that the whole herd going manhunting, like it happen already in vanilla for some (like muffalo for instance)

I'm torn on that... on one hand it is quite realistic, at least if you messed with elephants you would get stomped IRL.
On the other hand, it makes the already weak hunting skill even more irellevant. Hmmm...

Thanks for the info anyway.
-Stigma
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included)
Post by: Shotgunfrenzy on July 08, 2017, 01:20:13 AM
Hey man, love this mod but I have one issue/bug

Still don't know if its 100% your mod or another, I don't have any other animal mods other than pygmy Buffalo's but for some reason there is an issue with animals and colonists, If I click on any trained animal and try to change their master either it just shows their current master or it just shows none. Also if you try and train an animal the priorities training box doesn't show up, this also applies to shearing and milking animals, had nitralopes from recon and discovery and the damn things nearly blew up my base :|
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included)
Post by: kaptain_kavern on July 24, 2017, 01:26:53 PM
OK folks I have great news.

Thank to Oblitus (my new personal hero) who kindly provide us a DLL fix for that, I will soon release a new version where we will be able to buy modified animals from traders.

This will be a save-breaking update I fear so I will also take the time to include all the changes I had waiting until now (more milkable animals and more butcherable exotic parts)

I think I will then put the mod on Steam (as well as TropiCKAPP) and pray for A18 integrate something like that because I will not know how to update the DLL to A18 ^^
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included)
Post by: Oblitus on July 24, 2017, 02:24:10 PM
Quote from: kaptain_kavern on July 24, 2017, 01:26:53 PM
This will be a save-breaking update I fear
Not from my part. The patched function is dynamic; it is safe to add and should be safe to remove as well. If you feel paranoid make sure there are no caravans on the map.
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included)
Post by: kaptain_kavern on July 24, 2017, 04:19:07 PM
Even better :D

Thank you again


I think some of the changes from my part will be, though ^^ but I just remember this one wasn't been put on Steam for this precise reason.
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included)
Post by: kaptain_kavern on July 25, 2017, 11:44:45 AM
New version nearly finished :p
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included)
Post by: kaptain_kavern on July 25, 2017, 03:09:20 PM
The update will contain :
Quote
- Cassowaries, Emus, Iguanas, Ostriches, Tortoises, and Turkey can now lay unfertilized eggs

- Elephants can now eat trees and the female elephant will also drop tusks

- Caribous, Deers, Elks, Gazelles, Ibexes, and Rhinos will now drop horns/antlers/tusks when butchered. They are considered quite valuable for reselling and can be used as makeshift melee weapon

- Alpacas, Deers, and Ibexes can now be milked

- Thrumbos can now be sheared (every 50 days) for their high-quality wool

I'm currently testing. If no bugs I will post it in a couple of hours :p (it is now time to cook :p )
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included)
Post by: SpaceDorf on July 25, 2017, 04:13:43 PM
Come on .. post .. I am about to start a new game.
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included)
Post by: bladerunner170 on July 27, 2017, 01:59:00 AM
I love this mod, but is there any way we could get Boomalopes as pack animals? They're incredibly valuable with combat extended, and since I always have like, six of them, it seems silly they can't tote anything. I already did the XML edit myself, but I don't know how to get them to wear the bags, and they just end up with a purple square
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included)
Post by: kaptain_kavern on July 28, 2017, 09:50:03 PM
bladerunner170, if you look in the Textures folder you'll see that the mod add a graphics files for the pack to be shown on the animal. You can try to copy/paste an existing animal folder from the mod, and renamed it (folder and texture files) while respecting the same naming convention.  This will be ugly (because I had to make the bag fitting the animal textures for each animal) but should work. I think you could try to use some empty textures files and the game should show animal without bags (maybe you could also use the original vanilla animal textures as well)

I hope you'll manage that but tell me how it goes and if I can help.



Okay, I've even added a bit more than what I've announced earlier ... And had to do extend playing for test (my preferred excuse for actually playing the game a bit, instead of modding ^^)

So with no further ado, here are the actual new things in the mod :

Quote
- Cats and big Cats are now trainable (up to advanced like dogs) but are harder to train than most other pets (wildness raised from 0.2 to 0.5 for the pet).

- All Bears, Foxes and Big Cats have now a "maxPreyBodySize" attribute up to their relative own body size attribute.

- All dogs are now set to be predator (but only for the smallest animals)

- Cassowaries, Emus, Iguanas, Ostriches, Tortoises, and Turkey can now lay unfertilized eggs

- Monkeys and domestic Cats had their body-size upped in order for them to be eligible for haul training (from 0.35 to 0.40 for monkeys and from 0.26 to 0.4 for cats)

- Elephants can now eat trees and the female elephant will also drop tusks

- Caribous, Deers, Elks, Gazelles, Ibexes, and Rhinos will now drop horns/antlers/tusks when butchered. They are considered quite valuable for reselling and can be used as makeshift melee weapon

- Alpacas, Deers, and Ibexes can now be milked. Ibexes produce poor-quality wool now

- Thrumbos can now be sheared (every 50 days) for their high-quality wool




As always the github download links in OP is up to date. I will release this on Steam as well
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: SpaceDorf on July 29, 2017, 12:00:09 AM
So did your testing conclude if it is save to add the new version to a savegame or not ?

By reading the features my guess would be, its totally save ..
trust me, I know what I am doing ..
it's totally save ..

backup is for pussies anyway ..
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: kaptain_kavern on July 29, 2017, 12:13:47 AM
I'm 80% sure it is  :-[

My tests did conclude that I was pleased to see more uses for animals (they are now worth more the effort it can cost to feed them in some hostile environments), though  8)
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: SpaceDorf on July 29, 2017, 01:22:54 PM
Seems to work ..
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: kaptain_kavern on July 29, 2017, 03:06:55 PM
Thanks for letting us now! That's great to hear.

I've added you to Credits on OP :p Just because I like you  ::) You're always there with advice/feedbacks and all

I big thank you to all modders/forum users that have served for testing this mod! Without even knowing it ;)

(http://i.imgur.com/w3w4aKW.jpg)
(http://i.imgur.com/4Sw0Gzo.png)
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: SpaceDorf on July 29, 2017, 03:24:05 PM
Thank you, I feel honored to hear that.

Fitting that I have my first ingame feedback : My Grizzly just ate a Black Bear.

I found out two colonies ago, the best way to control the wildlife is to stop feeding my Carnivores. ( especially in Winter )
My black direwolfs and grizzly bears are always happy when something comes near my base trying to eat someone or some of my lifestock.
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: Napple on July 30, 2017, 12:32:34 PM
The new update is throwing red xml errors for me about pawnkindlifestage field about the butcher body part being defined twice. Also there seems to be an incompatibility with bones with the deer and ibex since you added to them animal products.
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: kaptain_kavern on July 30, 2017, 12:48:08 PM
@Napple

Thank you for the feedback.

For the xml error: By any chance are you already using my Thrumbowool or the TropiCKAPP Rainforest mod?

If you're using ThrumboWool, you can ditch it because this mod is including the same changes. If TropiCKAPP: I have a bad news:-s They will be incompatible until I update TropiCKAPP. The new modded butcherable parts in this mod are a copy-paste of the ones from TropiCKAPP. Sorry for the inconvenience :-s

About bones ... There is nothing like this in that mod  ???


@Spacedorf

:D You're welcome buddy

Ho! I haven't thought of it that way. I wanted to add a maxPreybodysize for the bigger predators for them to not hunts something too big (like some animals from other mods) - I also had to deal with man-hunting crazy foxes sometimes ago, and in pure vanilla :p

But I haven't thought it could lead to this. I may decrease the maxPreybodysize a bit. I use the same as their sizes. I hope decreasing a bit would prevent this.   I have no problem seeing a bear hunt a caribou/elk but not another bear ^^
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: Napple on July 30, 2017, 12:54:22 PM
I was using the tropiCKAPP and the bone mod I was using added bones as a butchering product for vanilla animals. It seems they are conflicting with the shearable ibex and the milkable deer and ibex which is strange since the bone mod uses patches.
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: SpaceDorf on July 30, 2017, 01:23:28 PM
Quote from: kaptain_kavern on July 30, 2017, 12:48:08 PM
@Spacedorf

:D You're welcome buddy

Ho! I haven't thought of it that way. I wanted to add a maxPreybodysize for the bigger predators for them to not hunts something too big (like some animals from other mods) - I also had to deal with man-hunting crazy foxes sometimes ago, and in pure vanilla :p

But I haven't thought it could lead to this. I may decrease the maxPreybodysize a bit. I use the same as their sizes. I hope decreasing a bit would prevent this.   I have no problem seeing a bear hunt a caribou/elk but not another bear ^^

Female Elephant drop tusks has to be removed too ..

And the hunting part was totally okay. The Black Bear has only a bodysize of 1.5 while the grizzly and polar bear have 2.15
I think this is still feasible. ( which is slighty bigger than a muffalo with 2.1 )
I checked right after the hunt because I also thought this may be a bit extreme.

Still not as funny as Rainbeaus Caerbannog Bunnies with bodisize 0.18 taking down foxes and wolves :)
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: Napple on July 30, 2017, 06:55:15 PM
Disregard the bone mod problems. I just had to uninstall the tropical forest mod for no errors at all.
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: kaptain_kavern on August 03, 2017, 12:46:49 PM
Thanks, Napple  8)



Note to myself : Revise some of the antlers/horns prices. It's way too lucrative lol - Just tried to play a bit in a Boreal Forest and ...

(https://i.imgur.com/HxEwFhp.png)
And it's only one year of hunting, there
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: Simmin on August 04, 2017, 02:28:25 PM
Something with this mod seems to be messing with my pawns ability to train animals  past level 1.
When i manually select someone to train, they just walk to where the animal was when i brought up the float menu, and then go on to something else.
Edit: Btw i am also using this mod that might be conflicting, Animal Logic by Oblitus Edit 2: disabling this didnt help
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: SpaceDorf on August 04, 2017, 02:52:05 PM
Yai .. another opportunity to spam my modlist :)

Animal overhaul and Logic are compatible. They are not the problem,
a known problem is the "pawns play together" mod, but the described behavior is different.

Like I said, I post my modlist.
Training and Releasing works fine, though I have a problem with vanilla animals not hauling.
But I use Robots++, Minions and Rimslaves .. I guess one of them might be responsible .. but since hauling gets done, I don't care.



[attachment deleted by admin: too old]
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: schwarzrotes on August 08, 2017, 03:10:39 PM
Quote from: Simmin on August 04, 2017, 02:28:25 PM
Something with this mod seems to be messing with my pawns ability to train animals  past level 1.
When i manually select someone to train, they just walk to where the animal was when i brought up the float menu, and then go on to something else.
Edit: Btw i am also using this mod that might be conflicting, Animal Logic by Oblitus Edit 2: disabling this didnt help

had the same problem, i disabled "pawns play together" seems to work now
Edit: no worked not really, after a few minutes they just go tame but wont train anything alone and not past lvl1
dont know

update: i messed with the mod files, it seems to be the work_giver.xml
i deleted all " in there an now they train as intended
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: faltonico on August 08, 2017, 08:03:27 PM
Quote from: schwarzrotes on August 08, 2017, 03:10:39 PM
Quote from: Simmin on August 04, 2017, 02:28:25 PM
Something with this mod seems to be messing with my pawns ability to train animals  past level 1.
When i manually select someone to train, they just walk to where the animal was when i brought up the float menu, and then go on to something else.
Edit: Btw i am also using this mod that might be conflicting, Animal Logic by Oblitus Edit 2: disabling this didnt help

had the same problem, i disabled "pawns play together" seems to work now
Edit: no worked not really, after a few minutes they just go tame but wont train anything alone and not past lvl1
dont know

update: i messed with the mod files, it seems to be the work_giver.xml
i deleted all " in there an now they train as intended
I think that was because animal logic, if i remember correctly, that bug was fixed in newer updates.
kaptain_kavern has to make sure he is including the latest dll and you that you are using the latest version of the mod.
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: Oblitus on August 08, 2017, 08:45:53 PM
I don't think it's AL. VAO only has pack animal fix, and it was not updated from introduction moment. It is too simple to be broken.

I had several reports like that one, and all of them were with Pawns Play Together.
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: faltonico on August 08, 2017, 08:48:29 PM
Quote from: Oblitus on August 08, 2017, 08:45:53 PM
I don't think it's AL. VAO only has pack animal fix, and it was not updated from introduction moment. It is too simple to be broken.

I had several reports like that one, and all of them were with Pawns Play Together.
Thanks for clearing that out!
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: Simmin on August 08, 2017, 08:56:34 PM
Quote from: Oblitus on August 08, 2017, 08:45:53 PM
I don't think it's AL. VAO only has pack animal fix, and it was not updated from introduction moment. It is too simple to be broken.

I had several reports like that one, and all of them were with Pawns Play Together.
Ok but I tried with no other mods installed, only VAO so there is nothing messing with it, and i still cant train past level 1.

Esit :I disabled the VAO "Train" patch and it seems to have fixed it without causing any other problems.
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: Oblitus on August 08, 2017, 09:08:16 PM
Quote from: Simmin on August 08, 2017, 08:56:34 PM
Quote from: Oblitus on August 08, 2017, 08:45:53 PM
I don't think it's AL. VAO only has pack animal fix, and it was not updated from introduction moment. It is too simple to be broken.

I had several reports like that one, and all of them were with Pawns Play Together.
Ok but i tried with no other mods installed, only VAO and i still cant train past level 1
It's VAO. Specifically, this:
<Operation Class="PatchOperationAdd"> <!-- Adding Fieldwork tag to Train -->
<xpath>/WorkGivers/WorkGiverDef[defName = "Train"]</xpath>
<value>
<tagToGive>Fieldwork</tagToGive>
</value>
</Operation>

It creates mutual lock: animal is busy guarding its trainer, so trainer can't train because animal is busy.

Workaround: set animal master to someone else or none.
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: Simmin on August 08, 2017, 11:39:23 PM
It's VAO. Specifically, this:
<Operation Class="PatchOperationAdd"> <!-- Adding Fieldwork tag to Train -->
<xpath>/WorkGivers/WorkGiverDef[defName = "Train"]</xpath>
<value>
<tagToGive>Fieldwork</tagToGive>
</value>
</Operation>

It creates mutual lock: animal is busy guarding its trainer, so trainer can't train because animal is busy.

Workaround: set animal master to someone else or none.
[/quote]
That's a very interesting situation, thank you for the explanation and temporary solution, could you think of a way that would prevent this from happening? (I know nothing about modding, just curious)
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: Oblitus on August 08, 2017, 11:52:40 PM
Quote from: Simmin on August 08, 2017, 11:39:23 PM
That's a very interesting situation, thank you for the explanation and temporary solution, could you think of a way that would prevent this from happening? (I know nothing about modding, just curious)
Remove this block or make a patch to change logic so it would correctly handle this situation. I'd recommend first.
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: kaptain_kavern on August 09, 2017, 12:38:30 AM
Thanks for clearing that Oblitus.

Indeed this as been reported on SteamWS comments. I will remove this entirely in next update. But yeah in the mean time you can still train them with someone else than the master (or remove the guy from being the master the time the level 1 training is done). I have never spotted this one myself because I always use several animal trainers
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included)
Post by: Snafu_RW on August 09, 2017, 05:55:18 PM
Quote from: kaptain_kavern on July 28, 2017, 09:50:03 PM





Quote- Cats and big Cats are now trainable (up to advanced like dogs) but are harder to train than most other pets (wildness raised from 0.2 to 0.5 for the pet).

- All dogs are now set to be predator (but only for the smallest animals)

- Cassowaries, Emus, Iguanas, Ostriches, Tortoises, and Turkey can now lay unfertilized eggs

- Elephants can now eat trees and the female elephant will also drop tusks

- Caribous, Deers, Elks, Gazelles, Ibexes, and Rhinos will now drop horns/antlers/tusks when butchered. They are considered quite valuable for reselling and can be used as makeshift melee weapon

- Alpacas, Deers, and Ibexes can now be milked. Ibexes produce poor-quality wool now






Looks good, but a few comments for improvement:*That's not quite accurate: rhino horn & similar are keratin-based (so fingernails); elephant (or whale) tusks aren't, but a similar principle applies. Either way tusks should be unusable/not valuable once discarded naturally due to degradation while on the animal if nothing else.. altho the tusks may be farmed from pets (a dangerous exercise: requires high handling, a bit of doctoring (3+?) + melee skill!)
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: SpaceDorf on August 09, 2017, 07:33:44 PM
@Snafu

while I agree with most of your suggestions, especially horn-recurve bows for tribals :)
your take on milkable animals is completely wrong.
Theoretically every mammal is milkable. As long as milk is taken from the mammary glands milk is produced.
It is actually the process of weening off that can cause infections of the mammary glands if not enough milk gets removed.*
( Lysa Tully or MadMax Fury Road for some outlandish examples )
It is true however that some animals produce more milk than others and are easier to milk.
Personally I would advise against milking a Tigress or Lioness .. .. Whale Milk on the other Hand should totally be a thing.

*this is also true for the male part of the species. They can show the most erratic and irritated behavior if not enough milky fluid is removed from the producing glands on a regular basis.
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: Snafu_RW on August 09, 2017, 07:56:40 PM
Quote from: SpaceDorf on August 09, 2017, 07:33:44 PM
@Snafu

while I agree with most of your suggestions, especially horn-recurve bows for tribals :)
I wasn't thinking that advanced , but it can certainly develop that way (Mongol Horde etc..)

Quoteyour take on milkable animals is completely wrong.
Theoretically every mammal is milkable. As long as milk is taken from the mammary glands milk is produced.
It is actually the process of weening off that can cause infections of the mammary glands if not enough milk gets removed.*
That's fairynuff, but for an unprepared starting colony of standard tech, milk should only be available from udders (unless tribal maybe?): the skill needed to milk udderless animals will be very difficult to research/produce (pig milk? Dog/wolf milk? cf DF ofc for multiple variations..)

Quote*this is also true for the male part of the species. They can show the most erratic and irritated behavior if not enough milky fluid is removed from the producing glands on a regular basis.
Yuk yuk :)
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: SpaceDorf on August 09, 2017, 08:11:42 PM
Smooth Walls lets you engrave beer and cheese :)

But I admit I don't need more named animal based products .. the number of small stacks in my kitchen is big enough ..

on the other hand .. for a pound of alturian parmiggiano from 5512 you can buy half a city.
it's that special note between goat and boomalope milk seasoned with dried psychoid leaves that makes it so special.
Served with a 4999 bottle of dismarian ramsis red .. heaven I tell you.
Title: Re: [A17]Vanilla Animal Overhaul (more pack animals included) - updated 29/7/17
Post by: sirgzu on August 27, 2017, 04:24:29 PM
Quote from: Oblitus on August 08, 2017, 09:08:16 PM
Quote from: Simmin on August 08, 2017, 08:56:34 PM
Quote from: Oblitus on August 08, 2017, 08:45:53 PM
I don't think it's AL. VAO only has pack animal fix, and it was not updated from introduction moment. It is too simple to be broken.

I had several reports like that one, and all of them were with Pawns Play Together.
Ok but i tried with no other mods installed, only VAO and i still cant train past level 1
It's VAO. Specifically, this:
<Operation Class="PatchOperationAdd"> <!-- Adding Fieldwork tag to Train -->
<xpath>/WorkGivers/WorkGiverDef[defName = "Train"]</xpath>
<value>
<tagToGive>Fieldwork</tagToGive>
</value>
</Operation>

It creates mutual lock: animal is busy guarding its trainer, so trainer can't train because animal is busy.

Workaround: set animal master to someone else or none.
I'm having a similar-ish bug (also reported on AL thread) but I have three trainers and only one animal has a master so it must be something different, also affects shearing and milking (but not taming). I'll test without Pawns Play Together and see if it help...
Title: Re: [A17]Vanilla Animals Overhaul (more pack animals included) - updated 29/7/17
Post by: kaptain_kavern on August 28, 2017, 12:46:57 AM
If it's the bug from this mod, you just have to make the animal without masters until training is done.

I really have to make that update. Sorry for the inconvenience. I don't have so much free time lately...
Title: Re: [A17]Vanilla Animals Overhaul (more pack animals included) - updated 29/7/17
Post by: Oblitus on August 28, 2017, 07:33:21 AM
Quote from: kaptain_kavern on August 28, 2017, 12:46:57 AM
If it's the bug from this mod, you just have to make the animal without masters until training is done.

I really have to make that update. Sorry for the inconvenience. I don't have so much free time lately...
It literally three minutes. One to fix that line, one to launch the game, one to upload an update.
Title: Re: [A17]Vanilla Animals Overhaul (more pack animals included) - updated 29/7/17
Post by: sirgzu on August 28, 2017, 07:56:21 AM
Actually it was Pawns Play Together I think. The symptoms look similar enough but I had multiple trainers and pets didn't have masters. There was nothing useful in the log either.
Title: Re: [A17]Vanilla Animals Overhaul (more pack animals included) - updated 29/7/17
Post by: Dellamorte on August 28, 2017, 06:32:42 PM
I mentioned a problem I was having in another thread (AL thread) as I thought the problem was due to the other mod. The problem I was having was I was unable to butcher animals that dropped horns/antlers/tusks added by VAO. After further investigation I found that it is a conflict with Cybernetic Storm, I should be able to provide logs if needed. From what I have read CS is getting a rather large update so this may be sorted when that happens.
Title: Re: [A17]Vanilla Animals Overhaul (more pack animals included) - updated 29/7/17
Post by: Flimflamshabam on September 11, 2017, 01:43:48 PM
Does this touch animal food selection at all? I'm having an issue with tamed animals starving because they wont eat dandelions (had a similar issue with WM smarter food selection in a16) that are in a growing zone, if I delete the growing zone they'll eat the dandelions just fine and they have no qualms eating other crops in a growing zone. I am not using WM smarter food selection in a17. This is the only mod I have that effects animals at all so I want to eliminate this as a cause before bringing this up as a vanilla bug report.
Title: Re: [A17]Vanilla Animals Overhaul (more pack animals included) - updated 29/7/17
Post by: jpnm92 on September 11, 2017, 08:46:00 PM
I'm not saying that i love you (I just found this mod).

I'm just saying that if you had a vagina in your forehead i would fuck your brains.

Wtf is my point? Idk i really don't.

Edit: Is AnimalsLogic compatible with this? https://ludeon.com/forums/index.php?topic=34628.0
If you say it isn't I'm uninstalling it
Title: Re: [A17]Vanilla Animals Overhaul (more pack animals included) - updated 29/7/17
Post by: Kori on September 12, 2017, 10:16:49 PM
This mod looks amazing!

Is it compatible with CE? https://ludeon.com/forums/index.php?topic=33461.0
I mean do the new pack animal versions count as new animals? Because on the CE site they say that all mods that introduce new animals are incompatible because they use the old/ vanilla body model, so now I'm not sure if that's the case here as well.
PLEASE let them be compatible!
Title: Re: [A17]Vanilla Animals Overhaul (more pack animals included) - updated 29/7/17
Post by: kaptain_kavern on October 29, 2017, 03:58:37 PM
A18 "Beta" Release:

https://github.com/kaptain-kavern/KK_AnimalOverhaul/releases/tag/0.18



QuoteJust updated the mod to A18 code changes.

And corrected the bug that prevented animals from being trained in certain conditions.

I need to wait and see how the author of Animal Logic will handle his update because I need my mod to be compatible with it - else the modded pack animal races will not be able to be purchased from traders
Title: Re: [A17-18]Vanilla Animals Overhaul (more pack animals included) - updated 10/29/17
Post by: teag2 on November 11, 2017, 03:37:42 PM
Was playing with the mod just fine on version 0.18.1712, but after updating to version 0.18.1717, the mod no longer loads (and I singled the mod out and tried redownloading, but it still won't work).
Title: Re: [A17-18]Vanilla Animals Overhaul (more pack animals included) - updated 10/29/17
Post by: kaptain_kavern on November 11, 2017, 06:00:51 PM
I know there was funky things happening for some patches with latest unstable version (but a fix will be released soon, if not already). I will check and correct bugs if needed later today. Thx for reporting
Title: Re: [A17-18]Vanilla Animals Overhaul (more pack animals included) - updated 10/29/17
Post by: mvargus on November 11, 2017, 07:29:05 PM
Quote from: kaptain_kavern on November 11, 2017, 06:00:51 PM
I know there was funky things happening for some patches with latest unstable version (but a fix will be released soon, if not already). I will check and correct bugs if needed later today. Thx for reporting

The fix was loaded this morning.
Title: Re: [A17-18]Vanilla Animals Overhaul (more pack animals included) - updated 10/29/17
Post by: Sarge on December 31, 2017, 02:08:37 PM
kaptain_kavern,

My tamed animals that are assigned to pawns no longer accompany them when they go taming. Of all the things I need them to do so it is when taming. Can you please add this one?

Then, since I started playing this game the 'release' animal function has been bugging me. A threat has to be way too close before my pet will react. If I can see the threat, my pet can see/hear/smell the threat. I say 'go' can it please go? It doesn't help I get shot to shit from 20 yards and my pet is still fecking about like we're at a church picnic.

A18 and Thiefs. Fumblefuck McGee from the The Red Cliff Compact can apparently sneak right through a pack of my pets, into my castle and back out through them while they sleep. Nah kamaan. Can you make my pets that are worthy of being guard pets do just that. My timber wolves really should have bitten a few of these guys to shit or at least tried.

If you do have a chance to work on this please include the Megafauna (https://ludeon.com/forums/index.php?topic=34432.0) animals.
Title: Re: [A17-18]Vanilla Animals Overhaul (more pack animals included) - updated 10/29/17
Post by: Sarge on January 05, 2018, 02:11:30 PM
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Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


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Verse.Log:Error(String)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Exception from long event: System.NullReferenceException: Object reference not set to an instance of an object
  at CombatExtended.AmmoInjector.InjectAmmos () [0x00000] in <filename unknown>:0
  at CombatExtended.AmmoInjector.Inject () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
Title: Re: [A17-18]Vanilla Animals Overhaul (more pack animals included) - updated 10/29/17
Post by: Harry_Dicks on February 01, 2018, 04:17:31 AM
I'm not meaning to be rude, but isn't that a super easy fix yourself? I want to say I've had this issue messing around with my own mods before. Just go check out the relevant thingDef and look for whatever duplicate entries there are. You can use Notepad++ "Find in Files" search feature and just search whatever relevant mod folder.

Then again, I have to remember not everyone likes to tinker with the xmls :)
Title: Re: [A17-18]Vanilla Animals Overhaul (more pack animals included) - updated 10/29/17
Post by: wwWraith on February 01, 2018, 05:40:41 AM
I think this issue is a bit more complex. I haven't looked on CE, but most probably it is caused by both mods adding <comps> sections to the Thrumbo and Ibex via patching without checking if this section already exists. So the solution should be either to remove these additions from the patches in whatever mod loads later or (more complex but better) to rewrite it using PatchOperationSequence. If the latter mod is AnimalsOverhauls, then I think it should work if you'll change

<Operation Class="PatchOperationInsert"> <!-- Milkable and shearable Ibex  -->
<xpath>/Defs/ThingDef[defName = "Ibex"]/description</xpath>
<value>
<comps>
<li Class="CompProperties_Milkable">
<milkDef>Milk</milkDef>
<milkIntervalDays>2</milkIntervalDays>
<milkAmount>6</milkAmount>
</li>
<li Class="CompProperties_Shearable">
<woolDef>KKAO_WoolIbex</woolDef>
<shearIntervalDays>22</shearIntervalDays>
<woolAmount>70</woolAmount>
</li>
</comps>
</value>
</Operation>

<!-- [...] -->

<Operation Class="PatchOperationInsert">  <!-- Shearable Thrumbos -->
        <xpath>/Defs/ThingDef[defName = "Thrumbo"]/race</xpath>
        <value>
            <comps>
                <li Class="CompProperties_Shearable">
                    <woolDef>KKAO_ThrumboWool</woolDef>
                    <shearIntervalDays>50</shearIntervalDays>
                    <woolAmount>330</woolAmount>
                </li>
            </comps>
        </value>
    </Operation>


to


<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationTest">
<xpath>/Defs/ThingDef[defName = "Ibex"]/comps</xpath>
<success>Invert</success> <!-- breaks this sequence if <comps> already exist -->
</li>
<li Class="PatchOperationAdd"> <!-- Milkable and shearable Ibex  -->
<xpath>/Defs/ThingDef[defName = "Ibex"]</xpath>
<value>
<comps>
<li Class="CompProperties_Milkable">
<milkDef>Milk</milkDef>
<milkIntervalDays>2</milkIntervalDays>
<milkAmount>6</milkAmount>
</li>
<li Class="CompProperties_Shearable">
<woolDef>KKAO_WoolIbex</woolDef>
<shearIntervalDays>22</shearIntervalDays>
<woolAmount>70</woolAmount>
</li>
</comps>
</value>
</li>
</operations>
</Operation>

<!-- [...] -->

<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationTest">
<xpath>/Defs/ThingDef[defName = "Thrumbo"]/comps</xpath>
<success>Invert</success> <!-- breaks this sequence if <comps> already exist -->
</li>
<li Class="PatchOperationAdd"> <!-- Shearable Thrumbos  -->
<xpath>/Defs/ThingDef[defName = "Thrumbo"]</xpath>
<value>
<comps>
<li Class="CompProperties_Shearable">
<woolDef>KKAO_ThrumboWool</woolDef>
<shearIntervalDays>50</shearIntervalDays>
<woolAmount>330</woolAmount>
</li>
</comps>
</value>
</li>
</operations>
</Operation>

Although it's rather rough solution and the perfect one should include additional checks for partial adding or replacing.
Title: Re: [A17-18]Vanilla Animals Overhaul (more pack animals included) - updated 10/29/17
Post by: wwWraith on February 01, 2018, 06:00:09 AM
I just wrote something as an edit in my previous post :) (though haven't tested it myself).

You can try to make something similar for CE if you'll use https://gist.github.com/Zhentar/4a1b71cea45b9337f70b30a21d868782 (https://gist.github.com/Zhentar/4a1b71cea45b9337f70b30a21d868782). If not, then yes, you can just delete those parts from KKAO (and copy them, probably partially, to CE, if you don't want to lose KKAO's values). Or just remove them from both mods and make your own combined patch ;)
Title: Re: [A17-18]Vanilla Animals Overhaul (more pack animals included) - updated 10/29/17
Post by: Kori on February 01, 2018, 07:35:14 AM
To anyone using this mod + Giddy-Up! getting the following error

XML error: Duplicate XML node name comps in this XML block: ...

make sure to load AO before Giddy-Up! and it will be solved!


@wwWraith Thanks again for your help, I was sure CE would be the culprit because when I tested Giddy-Up and AO before, I didn't get the error. I didn't expect it to be a simple loading order problem, sorry. :-[

Title: Re: [A17-18]Vanilla Animals Overhaul (more pack animals included) - updated 10/29/17
Post by: Sarge on February 07, 2018, 12:34:16 AM
Quote from: Harry_Dicks on February 01, 2018, 04:17:31 AM
I'm not meaning to be rude, but isn't that a super easy fix yourself? I want to say I've had this issue messing around with my own mods before. Just go check out the relevant thingDef and look for whatever duplicate entries there are. You can use Notepad++ "Find in Files" search feature and just search whatever relevant mod folder.

Then again, I have to remember not everyone likes to tinker with the xmls :)

Nah, you're not rude, but you are wrong.

The modders are the few that release mods and know how to code. The users are the guys that often don't know the first think about coding, editing .xmls etc.

You are right that you should remember that though.

:)
Title: Re: [A17-18]Vanilla Animals Overhaul (more pack animals included) - updated 10/29/17
Post by: BetaSpectre on February 21, 2018, 02:01:09 AM
Is there an updated version of this for B18?
Title: Re: [A17-18]Vanilla Animals Overhaul (more pack animals included) - updated 10/29/17
Post by: Canute on February 21, 2018, 02:43:56 AM
The topic say, A17-18.
Then you should find a download link at the first posting.
Title: Re: [A17-18]Vanilla Animals Overhaul (more pack animals included) - updated 10/29/17
Post by: Flimflamshabam on September 21, 2018, 12:14:36 PM
Here it is i knew this mod existed, I hope someone can update this to B19 if the author isn't available
Title: Re: [A17-18]Vanilla Animals Overhaul (more pack animals included) - updated 10/29/17
Post by: Caffeine Zombie on November 12, 2018, 08:59:29 AM
I've got some free time and kinda updated the mod to 1.0
That required redoing ibex and thrumbo wool stats from scratch, so I'm not sure they are well balanced. All other things are fine, except those that were already implemented in vanilla, I've removed them.

[attachment deleted due to age]
Title: Re: [A17-18]Vanilla Animals Overhaul (more pack animals included) - updated 10/29/17
Post by: Kori on December 11, 2018, 04:44:55 AM
Quote from: Caffeine Zombie on November 12, 2018, 08:59:29 AM
I've got some free time and kinda updated the mod to 1.0
That required redoing ibex and thrumbo wool stats from scratch, so I'm not sure they are well balanced. All other things are fine, except those that were already implemented in vanilla, I've removed them.

Thank you very much!
Title: Re: [A17-18]Vanilla Animals Overhaul (more pack animals included) - updated 10/29/17
Post by: Dr_Zhivago on December 11, 2018, 07:01:47 PM
Quote from: Caffeine Zombie on November 12, 2018, 08:59:29 AM
I've got some free time and kinda updated the mod to 1.0
That required redoing ibex and thrumbo wool stats from scratch, so I'm not sure they are well balanced. All other things are fine, except those that were already implemented in vanilla, I've removed them.

I took what you did and made it more accessible with some changes to it. I gave you credits. Also kaptain_kavern, if you have any comments/concerns in the future, let me know. My Forum (https://ludeon.com/forums/index.php?topic=47165.msg447419#msg447419)
Title: Re: [A17-18]Vanilla Animals Overhaul (more pack animals included) - updated 10/29/17
Post by: kaptain_kavern on March 31, 2019, 12:10:18 PM
I'm more than happy to see this mod continue to live is life :D

Thanks a lot for taking it over, you're the man  8)