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RimWorld => Mods => Releases => Topic started by: Oblitus on July 24, 2017, 10:44:45 AM

Title: [1.3] Animals Logic 🐾
Post by: Oblitus on July 24, 2017, 10:44:45 AM
Oblitus' stuff

Description:
Just some random stuff.

Carbon
Adds three new carbon-based materials that cover all major stuff categories (wood, metal, stone, fabric). Can be obtained by refining chemfuel. 600 points industrial level research after refining, uses refinery as crafting station.

Why yet another stuff mod:
* No new crafting stations (you only need Refinery), no overcomplicated production chain, single 600 points research.
* Will not replace mineable ores and deep resources. NPCs can use it sometimes, but you won't see much of it.
* Reasonable stats — it is a sound material, but not ultimately good, and mostly intended for construction.
* Versatility — it covers all general stuff categories.
* A sink to use tons of chemfuel you can find during deep drilling
* Chemfuel is a renewable, eco-friendly stuff you can produce from any plant matter - you'll never totally run out of it

Stuff:
* Carbon weave — textile stuff. Worse than devilstrand, but non-flammable and chemically inert (x2 hp multiplier, not flammable, x0.2 deterioration speed). Badass black color.
* Carbon composite — can be used both as wood and as metal. Not suitable for weapons (wood-like stats), but decent building material, on par with the stone in durability (x2 hp multiplier, not flammable, x0.2 deterioration speed). C-composite wall has 700 hp. Badass black color.
* Diamond — stony stuff. Cheap (relatively — it is expensive for raw resources category) and murky, synthetic diamond is still stuff that will last (x10 hp multiplier, not flammable, will not deteriorate). Diamond wall has 3500 hp. Serene sky blue color.

Also:
* Carbon conduit. 750 HP, not flammable, neutral beauty, has an underwater variant.
* Carbon tile with a signature chequered pattern.
* Balanced recipe to produce chemfuel from hay.

Pure XML mod. Safe to add to existing saves, but not to remove.

(http://i.imgur.com/LOizO9as.jpg) (http://i.imgur.com/LOizO9a.jpg)(http://i.imgur.com/GlEYkPrs.jpg) (http://i.imgur.com/GlEYkPr.jpg)

My Little Planet
Generate smaller worlds (configurable). More biome diversity around, somewhat better performance.
(http://i.imgur.com/AfbyBoes.jpg) (http://i.imgur.com/AfbyBoe.jpg)(http://i.imgur.com/C64eaEns.jpg) (http://i.imgur.com/C64eaEn.jpg)

Harmony plug-in without detours. Safe to add to existing saves (for no effect), can be removed, but not recommended.

Animals Logic
Adds some logic to your animals.

Harmony patches without detours. Safe to add and remove without starting new game.

* Egg-layers will try to find a bed (or any other type of animal sleeping spots) in their allowed area to lay an egg. Unforbids eggs laid outside the home area.
* Animals who should follow master when doing fieldwork or drafted are notified to come immediately instead of after the end of the current task.
* Animals can own beds.
* Animal beds can be medical.
* Configurable animal hauling efficiency.
* Configurable tameness decay threshold.
* Configurable training decay speed.
* (Optional) Converts any ruined eggs into unfertilized chicken eggs.
* (Optional, default off) Converts any generic meat into chicken meat upon butchering.
* (Optional) Predators hunting your pawns (human-like or animals) will be considered hostile by all your pawns and turrets.
* (Optional) Prevents animals from eating random non-food stuff.

Download
GitHub (https://github.com/quicksilverfox/RimworldMods/releases) - everything, including old versions and source code.

Steam Workshop:
Animals Logic (https://steamcommunity.com/sharedfiles/filedetails/?id=1098354593)
My Little Planet (https://steamcommunity.com/sharedfiles/filedetails/?id=1117406550)
Carbon (https://steamcommunity.com/sharedfiles/filedetails/?id=1376609823)
Logistics (https://steamcommunity.com/sharedfiles/filedetails/?id=1389234585) (discontinued)

License:
MIT (https://opensource.org/licenses/MIT).
Title: Re: [A17] Oblitus' assorted mods
Post by: SpaceDorf on July 24, 2017, 11:04:51 AM
(http://az616578.vo.msecnd.net/files/2015/11/23/635838400635234804-1932014624_thank-you.jpg)
Title: Re: [A17] Oblitus' assorted mods
Post by: kaptain_kavern on July 24, 2017, 11:10:32 AM
I've said it in the other thread but again:

Many thanks for the pack animals fix! You rock  8)



Regardings this one:
Did you prefer we (modders) to link users to come here and download your mod, or should we integrate the DLL in our mods? And if not: Have you plan to put it on Steam? (the inevitable question ^^ )

Again thank you for your work/time  :D
Title: Re: [A17] Oblitus' assorted mods
Post by: Oblitus on July 24, 2017, 11:29:37 AM
Quote from: kaptain_kavern on July 24, 2017, 11:10:32 AM
Did you prefer we (modders) to link users to come here and download your mod, or should we integrate the DLL in our mods? And if not: Have you plan to put any of them on Steam? (the inevitable question ^^ )

Again thank you for your work/time  :D
1) WTFPL! So, whatever.
2) Dunno. I don't think I can provide a long-term suport for them.
Title: Re: [A17] Oblitus' assorted mods
Post by: kaptain_kavern on July 24, 2017, 11:41:06 AM
Okey dokey. Message received 8) I totally understand.

I will include the .dll in my mod then. It will be more convenient for everyone ^^

Thanks
Title: Re: [A17] Oblitus' assorted mods
Post by: SpaceDorf on July 24, 2017, 11:42:47 AM
On the topic of support,
the first improvement to "animals are different" would be to show the gender in your list.

If YetAnotherMuffalo36[B,T2] is still unnamed and not identifiable as female, it could have a not yet diagnosed condition.

If I had YetAnotherMuffalo36[F;B;T2] and YetAnotherMuffalo38[M,T2] I could leave my Milk Dispenser at Home.

Title: Re: [A17] Oblitus' assorted mods
Post by: Oblitus on July 24, 2017, 12:23:34 PM
Quote from: SpaceDorf on July 24, 2017, 11:42:47 AM
On the topic of support,
the first improvement to "animals are different" would be to show the gender in your list.

If YetAnotherMuffalo36[B,T2] is still unnamed and not identifiable as female, it could have a not yet diagnosed condition.

If I had YetAnotherMuffalo36[F;B;T2] and YetAnotherMuffalo38[M,T2] I could leave my Milk Dispenser at Home.
Done!

Also, new addition to list: Lay Eggs In Nest. Chickens (or other layers) would try to find a cozy place to lay their egg, instead of leaving them in a middle of nowhere! Just make sure they have at least animal sleeping spot in their allowed area.
Title: Re: [A17] Oblitus' assorted mods
Post by: SpaceDorf on July 24, 2017, 12:38:29 PM
Awesome. Thank you again  ;D
Title: Re: [A17] Oblitus' assorted mods
Post by: Oblitus on July 24, 2017, 02:05:45 PM
Do Not Forbid Slaughtered
Are your handlers butchering animals who-knows-where and leaving them to rot? No more!

Also, the similar change to Lay Eggs In Nest - eggs would not be forbidden even outside of the home area.
Title: Re: [A17] Oblitus' assorted mods
Post by: SpaceDorf on July 24, 2017, 03:24:31 PM
I think you should add : Savior of Sanity
to either your Signature or your Profile description :)
Title: Re: [A17] Oblitus' assorted mods
Post by: Oblitus on July 26, 2017, 10:01:12 AM
Made an all-in-one mod (except Logistics). Added another feature: now your pets won't munch your Luciferium stock! As well as any other stuff which is not food. Probably would still drink your booze, since it is considered food, but this could be sorted out by WM Smarter Food Selection. Needs some testing, though.
Title: Re: [A17] Oblitus' stuff
Post by: Oblitus on July 26, 2017, 03:19:58 PM
More stuff. Tamed that Thrumbo only to realize that you'll need all the time 'till the end of the world to train "the wisest creature in the universe" to follow you? Well, no more! Added slider which changes how wildness affects training, effectively reducing wildness up to half for training calculations. No changes by default.
Title: Re: [A17] Oblitus' stuff
Post by: NoImageAvailable on July 26, 2017, 03:32:05 PM
Quote from: Oblitus on July 26, 2017, 03:19:58 PM
Tamed that Thrumbo only to realize that you'll need all the time 'till the end of the world to train "the wisest creature in the universe" to follow you?

Can't be that wise if they keep wandering into my colony and sleep in front of my MG nests.
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: faltonico on July 26, 2017, 09:02:31 PM
I can't stress enough how much sanity this mod will save me from losing.
Thanks a lot!
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: Soupy Delicious on July 26, 2017, 10:06:56 PM
Nice mods man. I rolled my eyes when I first saw it, imagining another mod claiming quality of life when it really meant 'make game easy'. I have a question: if I wanted to only take the 'snow tile movement' change out of the first 'module', would it be reasonably easy to enact?
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: faltonico on July 26, 2017, 11:26:25 PM
Animal logic is not working for me =#
When enabled the game starts but it doesn't go the main page, instead it goes black indefinitely.
Only Core, HugLibs and the mod enabled. Fresh install of the game too.

Output log attached.

[attachment deleted by admin: too old]
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: Oblitus on July 27, 2017, 01:50:44 AM
Quote from: faltonico on July 26, 2017, 11:26:25 PM
Animal logic is not working for me =#
When enabled the game starts but it doesn't go the main page, instead it goes black indefinitely.
Only Core, HugLibs and the mod enabled. Fresh install of the game too.

Output log attached.
Your version of the game is RimWorld 0.17.1557 rev1146
Get the last version of the RimWorld 0.17.1557 rev1153
I'm patching compiler-generated method there, and it would only work on the specific build. Updated version should work fine.

Quote from: Soupy Delicious on July 26, 2017, 10:06:56 PM
Nice mods man. I rolled my eyes when I first saw it, imagining another mod claiming quality of life when it really meant 'make game easy'. I have a question: if I wanted to only take the 'snow tile movement' change out of the first 'module', would it be reasonably easy to enact?
Without settlement modifiers? Easy, but would either require introducing config or making a separate version. Or you can compile it yourself. Just make GetSettlementMoveModifier always return 1f.
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: Oblitus on July 27, 2017, 02:29:50 AM
Updated Animals Logic. Should work on other game revisions now.
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: faltonico on July 27, 2017, 02:39:39 AM
Quote from: Oblitus on July 27, 2017, 01:50:44 AM
Your version of the game is RimWorld 0.17.1557 rev1146
Get the last version of the RimWorld 0.17.1557 rev1153
I'm patching compiler-generated method there, and it would only work on the specific build. Updated version should work fine.
Never knew about those revisions till now. I downloaded again the link sent to me when i knew of the "b" update. And there is the "This is the latest version" watermark on the top left corner, so i never bothered to get that revision Dx

Quote from: Oblitus on July 27, 2017, 02:29:50 AM
Updated Animals Logic. Should work on other game revisions now.

Thanks for the quick update!
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: Soupy Delicious on July 27, 2017, 02:51:19 AM
hey Oblitus. Im stoopid.  I mean to ask whether I could simply extract the changes made to snow tile movements that you made out of that first module and use them only.  Also the chicken laying module attracts me. I'll of course compile this myself, I just wanted to know what I'd be in for and perhaps a pointer! :)

A question about the movement in wintery tiles on the world map: I've not experienced the problem of moving through tiles at snow-speed yet, so perhaps you could answer whether you think that the vanilla implementation has some kind of subtler sense behind it being that way, or do you think it's just a case of an oversight/alpha problem on Tynans part.

I mean, if it's as you say it is (all year round movement as if it was snowing) then I'd say you have fixed a definite problem. Just wanna be sure, you know?
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: Oblitus on July 27, 2017, 03:09:44 AM
Quote from: Soupy Delicious on July 27, 2017, 02:51:19 AM
hey Oblitus. Im stoopid.  I mean to ask whether I could simply extract the changes made to snow tile movements that you made out of that first module and use them only.  Also the chicken laying module attracts me. I'll of course compile this myself, I just wanted to know what I'd be in for and perhaps a pointer! :)

A question about the movement in wintery tiles on the world map: I've not experienced the problem of moving through tiles at snow-speed yet, so perhaps you could answer whether you think that the vanilla implementation has some kind of subtler sense behind it being that way, or do you think it's just a case of an oversight/alpha problem on Tynans part.

I mean, if it's as you say it is (all year round movement as if it was snowing) then I'd say you have fixed a definite problem. Just wanna be sure, you know?
Well, it kinda makes no sense to have snow penalty on a tile which should not have any snow due to temperature. So I for me this as a certain oversight.
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: drakulux on July 27, 2017, 12:37:37 PM
Heyo, does your lay eggs in nest mod work for mods that add chicken nests?
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: Oblitus on July 27, 2017, 01:02:24 PM
Quote from: drakulux on July 27, 2017, 12:37:37 PM
Heyo, does your lay eggs in nest mod work for mods that add chicken nests?
It uses vanilla function which searches a valid bed. So it should.
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: drakulux on July 27, 2017, 04:27:48 PM
Thanks
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: faltonico on July 28, 2017, 01:38:48 AM
I downloaded yet again the link from sendowl, it was the same i have now, ¿is it that revision 1153 is for steam users only? why??
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: Oblitus on July 28, 2017, 02:58:03 AM
Quote from: faltonico on July 28, 2017, 01:38:48 AM
I downloaded yet again the link from sendowl, it was the same i have now, ¿is it that revision 1153 is for steam users only? why??
Probably because steam release has its own stuff like workshop intergation.
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: RemingtonRyder on July 30, 2017, 06:03:13 AM
Hey there!

I'm not sure if it's Logistics or Animal Logic, but with the mods installed the game freezes up at the transition from 23h to 0h, then goes back to normal.
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: Oblitus on July 30, 2017, 06:58:44 AM
Quote from: MarvinKosh on July 30, 2017, 06:03:13 AM
Hey there!

I'm not sure if it's Logistics or Animal Logic, but with the mods installed the game freezes up at the transition from 23h to 0h, then goes back to normal.
I'm 100% sure it's not Animal Logic, it has nothing which can cause such thing. Logistics... Maybe, especially with many faction mods. It makes pathfinding on the global map more resource-heavy due to how faction base handling is done. If there is some daily task which invokes global map pathfinding, it can cause a problem.

Try attached assembly - I've cut out non-friendly settlement modifier and modifiers for adjacent tiles. It should drastically reduce overhead.

[attachment deleted by admin: too old]
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: Soupy Delicious on July 30, 2017, 01:34:54 PM
If I downloaded that, would it give me what I want, too?  Are they the only things logistics change except for the snow-movement?
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: Oblitus on July 30, 2017, 02:00:27 PM
Quote from: Soupy Delicious on July 30, 2017, 01:34:54 PM
If I downloaded that, would it give me what I want, too?  Are they the only things logistics change except for the snow-movement?
Em... Not sure what do you mean. Logistics have:
— No winter penalty when it is not cold enough
— No winter/terrain penalty on player-controlled tiles, ever
— No winter/terrain penalty on tiles controlled by friendly faction, ever
— Reduced penalty on tiles with hostile faction bases
— Reduced penalty on tiles directly ajacent to tiles with any bases
Last two are probably causing large pathfinding overhead due to how settlements are handled by game (they are not linked to the map tiles) and I've cut them out in test build.
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: RemingtonRyder on July 30, 2017, 02:04:35 PM
Yeah, I think you're on the money with the non-friendly settlement thing, because I started a 50% coverage world which has high rainfall, and as you might expect there's a lot of settlements generally.

I'll give the new assembly a try. Thanks. :)

Edit: Testing the new assembly, it cuts down the pause to a mere hiccup, so it definitely did something. :)
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: Oblitus on July 30, 2017, 02:56:26 PM
Quote from: MarvinKosh on July 30, 2017, 02:04:35 PM
Yeah, I think you're on the money with the non-friendly settlement thing, because I started a 50% coverage world which has high rainfall, and as you might expect there's a lot of settlements generally.

I'll give the new assembly a try. Thanks. :)

Edit: Testing the new assembly, it cuts down the pause to a mere hiccup, so it definitely did something. :)
I'm quite sure that hiccup is vanilla stuff. Try without the mod (it is safe to disable).
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: SpaceDorf on July 30, 2017, 03:39:41 PM
Same for me, the new Dll sped up the game quite a bit.
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: Oblitus on July 30, 2017, 04:16:49 PM
Okay, I've done some code refactoring (read: moved checks for impassable tiles before heavy stuff... I'm sure I did it that way for a reason, but have no idea what reason), and it should work smoothly now. Updated release.

Brave souls can also try new Animals Logic assembly (https://github.com/quicksilverfox/RimworldMods/blob/master/AnimalsLogic/Assemblies/AnimalsLogic.dll), which should make animals less passive when someone is attacking them in melee (Are you tired that your wargs are not fighting back when some tribal is decided that he came to to kill your animals? I am.), but that stuff is very difficult to test.
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: Oblitus on August 02, 2017, 10:09:58 AM
More animals logic!
— Now you can assign animal beds to animals, so you can make your favorite pet elephant always be with you!
— You can assign animal beds to be medical, so you won't have to operate your pets in a dirty barn, where other animals are continually nuzzling you, breaking your concentration!
— Animals are less passive when attacked in a melee. Since their awareness (or more like lack of one, TBH, can be fixed, but would probably be too CPU-expensive) would not let them flee until it's too late, they would at least try to fight more often.

Note: those are kinda experimental.

Lay Right Here (http://steamcommunity.com/sharedfiles/filedetails/?id=1097963540) mod is kinda related to this, but my implementation is totally different.
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: SpaceDorf on August 03, 2017, 02:44:03 PM
Why do bravery and insanity live so close to each other ?

I tried the new .dll and while assigning sleeping spot worked really good.
The new animal behavior has my system stuttering and waiting like nothing else :(
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: Oblitus on August 03, 2017, 03:58:59 PM
Quote from: SpaceDorf on August 03, 2017, 02:44:03 PM
Why do bravery and insanity live so close to each other ?

I tried the new .dll and while assigning sleeping spot worked really good.
The new animal behavior has my system stuttering and waiting like nothing else :(
Very strange. Are you sure it isn't something else? It should have little to no impact.
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: SpaceDorf on August 03, 2017, 04:03:26 PM
I am trying right now .. if loading was faster I could tell sooner :)
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: Oblitus on August 03, 2017, 04:22:07 PM
Quote from: SpaceDorf on August 03, 2017, 04:03:26 PM
I am trying right now .. if loading was faster I could tell sooner :)
Note, I've also added some options to disable parts of the mod. Also, that part with bed assignment only should affect anything if you have medical/assigned beds (basically, all I've done is removal of checks which does not allow this, since all support alredy is in the game - bed behavior for humanlikes and animals is handled by the same code).
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: Simmin on August 03, 2017, 05:25:34 PM
omg I've always wanted to designate my pets to specific beds, no more muffalo sleeping in peoples bedrooms, only dogs
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: Oblitus on August 03, 2017, 11:48:55 PM
Update. Now you can rename animals!
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: kaptain_kavern on August 04, 2017, 01:14:19 AM
\O/
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: J_Dawg_27 on August 04, 2017, 05:03:34 PM
Weirdest thing, downloading v1.4 from Github and it had an incompatibility version error with my non-drm version.  Subscribed to the mod through Steam and copied it from there to my normal mod folder and it was happy.
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: Oblitus on August 04, 2017, 05:22:00 PM
Quote from: J_Dawg_27 on August 04, 2017, 05:03:34 PM
Weirdest thing, downloading v1.4 from Github and it had an incompatibility version error with my non-drm version.  Subscribed to the mod through Steam and copied it from there to my normal mod folder and it was happy.
They should be exactly the same. I'm creating Steam release by commiting my work directory to git and downloading it to another folder to get rid of VS junk. Are you sure you have the right folder structure? You need "AnimalsLogic" folder, not whole "RimworldMods".
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: rambo on August 04, 2017, 06:21:00 PM
barky made a video about your mod
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: J_Dawg_27 on August 04, 2017, 07:36:36 PM
So what is the purpose of the logistics folder and other files in the zip?
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: Oblitus on August 04, 2017, 07:57:01 PM
Quote from: J_Dawg_27 on August 04, 2017, 07:36:36 PM
So what is the purpose of the logistics folder and other files in the zip?
Zip is autogenerated by github, so it includes everything. Logistics is another mod I've stored in same repository, other files are stuff you may need if you want to build it yourself.
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: Oblitus on August 06, 2017, 10:57:47 AM
Animal Logic update: fixed logic behind seeking medical beds. Now animals should properly use them if possible and use assigned bed if they have it when no medical beds available. Fixed issue when animal seeking medical attention was claiming the nearest bed.
Title: Re: [A17] Oblitus' sanity saving stuff
Post by: Oblitus on August 06, 2017, 10:01:45 PM
Some WIP stuff. Not sure if it should exist... But it, apparently, does.

Want to have some badass style? Try black. You can't be wrong with black. And with our new carbon fiber and graphene, you can do a lot of black things.
(http://i.imgur.com/LOizO9al.jpg) (http://i.imgur.com/LOizO9a.jpg)

But what if you want to leave something for eternity? You need something which lasts forever. And we know just what you need. Diamonds. Synthetic diamonds - build to last.

(http://i.imgur.com/GlEYkPrl.jpg) (http://i.imgur.com/GlEYkPr.jpg)

Stuff:
Carbon - raw material. Made from chemfuel at the refinery. As well as all other stuff here. TBH, unnecessary step, but whatever.

Graphene - carbon textile. Very bad insulation, blunt and electric armor, good sharp armor, good heat armor. Not flammable, does not deteriorate when exposed to elements. Being unable to absorb filth, has some innate cleanliness.

Carbon fiber - both woody and metallic carbon. Kinda mix of plasteel and wood, taken worst of both. Light, decent durability (200% of steel), not flammable, does not deteriorate, but as weapon material is no better than wood. Being unable to absorb filth, has some innate cleanliness. Kinda beautiful.

Diamond - stony carbon. Now that's the stuff! Immensely durable (diamond wall has 8750 HP), not flammable, beautiful, has some innate cleanliness, but expensive. When used for weapons shares most stats with jade.

Buildings:

Graphene conduit. 750 HP, not flammable, neutral beauty. Has underwater variant. Build using one graphene and one carbon fiber.

If you want floors, use Stuffed Floors.

Available on GitHub (see the first post).

Note, all stuff is meant to be a building material for structures and furniture. It is not supposed to be top tier for equipment.
Title: Re: [A17] Oblitus' stuff - carbon edition
Post by: Oblitus on August 07, 2017, 02:44:37 PM
More experimental stuff. Long-range mineral scanner. So, you can find... Jade and gold? Sure, shiny.

Experimental mod adds silver, uranium, and components. Average time to find is 20 days instead of 30.
Title: Re: [A17] Oblitus' stuff - carbon edition
Post by: Oblitus on August 08, 2017, 02:09:13 AM
Animals Logic updated.

New feature: Pets and bonded animals do not disturb sleep.
Bugfix: Wounded animals (as well as animals with operation bills) would properly rest in medical beds even outside allowed area until healed instead of running away.
Title: Re: [A17] Oblitus' stuff - now even more stuffy
Post by: Oblitus on August 08, 2017, 08:27:44 AM
Animals Logic updated.

Fixed a bug with converted eggs.
Title: Re: [A17] Oblitus' stuff - now even more stuffy
Post by: viperwasp on August 08, 2017, 09:01:48 AM
Thanks I'm very interested in the animal mod.
Title: Re: [A17] Animals Logic - tastes like chicken edition
Post by: Oblitus on August 10, 2017, 03:30:21 PM
Animals Logic changes:
Animals who should follow master when doing fieldwork or drafted are notified to come immediately instead of after the end of the current task.
When allowed zone is changed animals react immediately instead of after the end of the current task.
(Optional, default off) Converts any generic meat into chicken meat upon butchering.

Note: zone notification does not work with Better Pawn Control.

Carbon changes:
Carbon now has own research.
Graphene is now Carbon Weave, much more cloth-like. A bit worse than Synththread, but non-flammable and chemically inert.
Not compatible with old version.
Title: Re: [A17] Animals Logic - tastes like chicken edition
Post by: Oblitus on August 10, 2017, 08:10:45 PM
Hotfix: mechanoids, apparently, do not taste like a chicken. What a surprise.


Title: Re: [A17] Animals Logic - tastes like chicken edition
Post by: SpaceDorf on August 11, 2017, 10:50:52 AM
Quote from: Oblitus on August 10, 2017, 08:10:45 PM
Hotfix: mechanoids, apparently, do not taste like a chicken. What a surprise.

I bet Scythers do ..

A request from me as a mod collector.
Your download file is called "RimWorldMods" .. meaning you achieved to select the most unspecific name for a collection, ever.

Why not add your name to it ? .. Oblitus_RimWorldMods .. makes it easier to find something again between the 350 other mods in my A17 folder.
Title: Re: [A17] Animals Logic - tastes like chicken edition
Post by: Oblitus on August 11, 2017, 03:15:39 PM
Quote from: SpaceDorf on August 11, 2017, 10:50:52 AM
A request from me as a mod collector.
Your download file is called "RimWorldMods" .. meaning you achieved to select the most unspecific name for a collection, ever.

Why not add your name to it ? .. Oblitus_RimWorldMods .. makes it easier to find something again between the 350 other mods in my A17 folder.
Filename is autogenerated by Github.
Title: Re: [A17] Animals Logic - tastes like a chicken edition
Post by: SpaceDorf on August 11, 2017, 04:30:18 PM
True .. from the name of your repository.
Which can be renamed as far as I remember  ;D
Title: Re: [A17] Animals Logic - tastes like a chicken edition
Post by: Oblitus on August 11, 2017, 04:43:56 PM
Quote from: SpaceDorf on August 11, 2017, 04:30:18 PM
True .. from the name of your repository.
Which can be renamed as far as I remember  ;D
This mean... I'll have to update all my links? There are a lot of them - here, on steam... Two is many, right?

New AL feature: Minor starvation (below 60%) can not cause miscarrying.

Tried chinchillas and tired of how their high hunger rate is causing them to get minor starvation at morning and how often they miscarry at 1-2% starvation.
Title: Re: [A17] Animals Logic - tastes like a chicken edition
Post by: SpaceDorf on August 11, 2017, 04:49:21 PM
Quote from: Oblitus on August 11, 2017, 04:43:56 PM
This mean... I'll have to update all my links? There are a lot of them - here, on steam... Two is many, right?


No, in Troll-Math three is many.

One, Two, Many,

Many-One, Many-Two, Many-Many
Title: Re: [A17] Animals Logic - tastes like a chicken edition
Post by: Oblitus on August 11, 2017, 05:15:56 PM
Quote from: SpaceDorf on August 11, 2017, 04:49:21 PM
Quote from: Oblitus on August 11, 2017, 04:43:56 PM
This mean... I'll have to update all my links? There are a lot of them - here, on steam... Two is many, right?


No, in Troll-Math three is many.

One, Two, Many,

Many-One, Many-Two, Many-Many
That's standard troll math. Troll programmers are using own math: None, One, Many...
Title: Re: [A17] Animals Logic - tastes like a chicken edition
Post by: SpaceDorf on August 11, 2017, 05:20:35 PM
I was not aware Trolls were allowed near Hex :)
Title: Re: [A17] Animals Logic - tastes like a chicken edition
Post by: Oblitus on August 11, 2017, 10:56:26 PM
Quote from: flonz on August 11, 2017, 10:33:52 PM
animal beds forget their assign after reloading save
Mod conflict.
Title: Re: [A17] Animals Logic - tastes like a chicken edition
Post by: Canute on August 12, 2017, 03:13:52 AM
I just download the archiv from github and just find these rimworldmods, but where are the Animals Logic mod ?

Title: Re: [A17] Animals Logic - tastes like a chicken edition
Post by: Oblitus on August 12, 2017, 04:09:20 AM
Quote from: Canute on August 12, 2017, 03:13:52 AM
I just download the archiv from github and just find these rimworldmods, but where are the Animals Logic mod ?
Er... Inside folder?
Title: Re: [A17] Animals Logic - tastes like a chicken edition
Post by: Canute on August 12, 2017, 04:46:48 AM
No inside i don't find a Animals logic folder.
Title: Re: [A17] Animals Logic - tastes like a chicken edition
Post by: Oblitus on August 12, 2017, 04:49:23 AM
Quote from: Canute on August 12, 2017, 04:46:48 AM
No inside i don't find a Animals logic folder.
(http://i.imgur.com/v5Di8kcl.jpg) (http://i.imgur.com/v5Di8kc.png)
Title: Re: [A17] Animals Logic - tastes like a chicken edition
Post by: Canute on August 12, 2017, 05:56:26 AM
Sorry i am blind *going to the doctor for new glasses*.

But, can't you made it that the mod folder are the main folders at the archive like all other modders do too. Then you just can unzip them straight into mods rather to move them after.
Nvm. i see yout github isn't organized right, and the archive is just the regular github format. Too bad.
Title: Re: [A17] Animals Logic - tastes like chicken edition
Post by: SpaceDorf on August 12, 2017, 01:51:38 PM
Quote from: Oblitus on August 10, 2017, 08:10:45 PM
Hotfix: mechanoids, apparently, do not taste like a chicken. What a surprise.

Since I haven't said this yet : AWESOME ! Never has Chicken tasted so good. My freezer has never been so uncluttered.
Title: Re: [A17] Animals Logic - tastes like a chicken edition
Post by: Oblitus on August 12, 2017, 05:53:09 PM
Quote from: Canute on August 12, 2017, 05:56:26 AM
But, can't you made it that the mod folder are the main folders at the archive like all other modders do too. Then you just can unzip them straight into mods rather to move them after.
Nvm. i see yout github isn't organized right, and the archive is just the regular github format. Too bad.
Yes, I don't have separate projects for each mod. Github is more of a... Well, version control system, rather than a release platform for me, so it is organized for development convenience. Though I probably should make proper release packages, it is simple, but I'm lazy.

Quote from: SpaceDorf on August 12, 2017, 01:51:38 PM
Since I haven't said this yet : AWESOME ! Never has Chicken tasted so good. My freezer has never been so uncluttered.
But now we have a problem. Do snakes taste like chickens, or chickens taste like snakes?
Title: Re: [A17] Animals Logic - tastes like a chicken edition
Post by: SpaceDorf on August 12, 2017, 09:01:43 PM
Quote from: Oblitus on August 12, 2017, 05:53:09 PM
But now we have a problem. Do snakes taste like chickens, or chickens taste like snakes?

If only all questions were as easy to answer as this one  ;D

Not only does the Species of Serpentes existed previous to the Species of Aves, they both descended from the larger families of Reptilies. In addtion to that Chicken and other small flightless Birds are common prey for Snakes.
Based on these facts it stands to reason, that the taste of Chicken and Snake was similiar to begin with.
From there it is easy to deduce that by evolutionary selection Chicken and Chicken Egss tasting similiar to their serpentile Predators where less likely to be eaten by them.
In conclusion. Chicken does in fact taste like Snake.
It is only our personal Human perception, often having tasted Chicken long before Snake, that we compare the new taste to something allready known to us.
Title: Re: [A17] Animals Logic - tastes like a chicken edition
Post by: Oblitus on August 12, 2017, 09:26:56 PM
Quote from: SpaceDorf on August 12, 2017, 09:01:43 PM
Quote from: Oblitus on August 12, 2017, 05:53:09 PM
But now we have a problem. Do snakes taste like chickens, or chickens taste like snakes?

If only all questions were as easy to answer as this one  ;D

Not only does the Species of Serpentes existed previous to the Species of Aves, they both descended from the larger families of Reptilies. In addtion to that Chicken and other small flightless Birds are common prey for Snakes.
Based on these facts it stands to reason, that the taste of Chicken and Snake was similiar to begin with.
From there it is easy to deduce that by evolutionary selection Chicken and Chicken Egss tasting similiar to their serpentile Predators where less likely to be eaten by them.
In conclusion. Chicken does in fact taste like Snake.
It is only our personal Human perception, often having tasted Chicken long before Snake, that we compare the new taste to something allready known to us.
Yes, but the taste is subjective. Doesn't it mean that this personal perception is more important?
Title: Re: [A17] Animals Logic - tastes like a chicken edition
Post by: SpaceDorf on August 12, 2017, 10:57:33 PM
There can be no definity answer if you bind the answer to personal experience.
Then we could start to argue if quail tastes more like rattlesnake or cobra.
Or if a Anaconda tastes like Cabybara.

And from a pure logical point of view, if our taste tells us that snake and chicken taste identical,
they become interchangeable, and a person who has tasted snake first has to agree with a person who tasted chicken first, that the taste is indeed the same and the future experience of both persons will be, that it does not matter if they eat snake or chicken.

Still you could try and reverse the evolutionary argument by saying Snake tastes like Chicken, because of their diet.
Snakes just ate so many Chicken that the orginal taste of Snake changed.

This could mean neither Snake nor Chicken taste like the true animal anymore but both have merged into a single taste.
Not quite Chicken, not quite Snake but SnaCk.

And suddenly it just seems so obvious. Even the words merge seamlesly into each other.
The Universe itself was searching for the ultimate taste and consistensy of SnaCk Meat and only the combination of two species made this possible.
Title: Re: [A17] Animals Logic - tastes like a chicken edition
Post by: Canute on August 13, 2017, 04:40:47 AM
Hmm where in germany you can eat snakes that you made these expierence ? :-)
I don't think you got snakes at your pathfinder camps, and i don't think you ever was at one of these camps ! :-)

Title: Re: [A17] Animals Logic - tastes like a chicken edition
Post by: SpaceDorf on August 13, 2017, 11:57:52 AM
Quote from: Canute on August 13, 2017, 04:40:47 AM
Hmm where in germany you can eat snakes that you made these expierence ? :-)
I don't think you got snakes at your pathfinder camps, and i don't think you ever was at one of these camps ! :-)

I haven't eaten snakes yet .. I do not speak out of experience but form logic conclusions :)
There are novelty restaurants though where you can eat ostrich, alligator and other meats.

But as a matter of fact. I visited summer camps several times and did my military service with the Bundeswehr.
And I did see some of the indegenious snakes here. Which are for once to small to eat and also forbidden :)
Title: Re: [A17] Animals Logic - tastes like a chicken edition
Post by: Oblitus on August 13, 2017, 11:00:46 PM
Quote from: flonz on August 13, 2017, 10:36:33 PM
Quote from: Oblitus on August 11, 2017, 10:56:26 PM
Quote from: flonz on August 11, 2017, 10:33:52 PM
animal beds forget their assign after reloading save
Mod conflict.

Do you know what mod conflicts with it?
Stuff from Dubs Hygiene is internally animal beds and uses assignments, so it is #1 suspect. Any other mod which allows you to assign stuff can (but not necessarily will) cause issues.
Title: Re: [A17] Animals Logic 🐾
Post by: Oblitus on August 14, 2017, 07:38:03 AM
Update.

New experimental stuff: world gen mod. Currently, allows changing planet size.
AL new optional feature: no master auto assignment after obedience training (by request).

(http://i.imgur.com/AfbyBoem.jpg) (http://i.imgur.com/AfbyBoe.jpg)(http://i.imgur.com/C64eaEnm.jpg) (http://i.imgur.com/C64eaEn.jpg)
Title: Re: [A17] Animals Logic 🐾
Post by: SpaceDorf on August 14, 2017, 08:10:19 AM
 :'(

I'll be damned, one of my personal fantasiy dream mods fullfilled.

Thank you dear Mod-Fairy
Title: Re: [A17] Animals Logic 🐾
Post by: Oblitus on August 14, 2017, 08:36:19 AM
Hotfix: no more flickering on small worlds.

Fun thing: anti-flickering is exactly two times larger than the actual stuff. Magic numbers...
Title: Re: [A17] Animals Logic 🐾
Post by: Oblitus on August 20, 2017, 08:08:21 AM
Minor AL update. Added some null checks due to the report (wasn't able to reproduce, so have no idea if it helps). Also, trade/caravan tag for animals now include wool growth status.

Minor Carbon tweaks. Carbon composite now can appear in orbital trader stocks. All carbon products can appear in random category-based trader stocks.
Title: Re: [A17] Animals Logic 🐾
Post by: Oblitus on August 21, 2017, 05:03:54 AM
Bugfix AL update. Fixed converted ruined eggs issue.
Title: Re: [A17] Animals Logic 🐾
Post by: Jibbles on August 22, 2017, 06:06:15 PM
my little planet... I've been wanting this for a while now. Thank you so much!
Title: Re: [A17] Animals Logic 🐾
Post by: sirgzu on August 27, 2017, 03:57:15 PM
I have no idea if it has something to do with AL but my pawns stop training/shearing/milking after some time for no reason. Reloading the save makes them do it again for a little while until they decide to stop again. Taming of wild animals is unaffected.
Title: Re: [A17] Animals Logic 🐾
Post by: Oblitus on August 27, 2017, 04:25:01 PM
Quote from: sirgzu on August 27, 2017, 03:57:15 PM
I have no idea if it has something to do with AL but my pawns stop training/shearing/milking after some time for no reason. Reloading the save makes them do it again for a little while until they decide to stop again. Taming of wild animals is unaffected.
Log?

Pawns Play Together is known to cause such problem.
Title: Re: [A17] Animals Logic 🐾
Post by: Dellamorte on August 27, 2017, 06:27:23 PM
Vanilla Animal Overhaul also causes problems with this mod.
Title: Re: [A17] Animals Logic 🐾
Post by: Oblitus on August 27, 2017, 08:24:07 PM
Quote from: Dellamorte on August 27, 2017, 06:27:23 PM
Vanilla Animal Overhaul also causes problems with this mod.
What problems? It should be fully compatible.
Title: Re: [A17] Animals Logic 🐾
Post by: kaptain_kavern on August 28, 2017, 12:51:24 AM
I would be interested to know, as well. As I have to update it soon ;-)
Title: Re: [A17] Animals Logic 🐾
Post by: sirgzu on August 28, 2017, 07:01:38 AM
I can confirm it was Pawns Play Together. There was nothing useful in the logs to point me there, I just tried disabling it and so far so good.
Title: Re: [A17] Animals Logic 🐾
Post by: Dellamorte on August 28, 2017, 09:44:19 AM
Quote from: kaptain_kavern on August 28, 2017, 12:51:24 AM
I would be interested to know, as well. As I have to update it soon ;-)
I had a problem where I could not butcher some animals, the one that drop horns/antlers/tusks added by the mod. I changed the mod order and I was able to butcher the animals but the added items did not drop.
Title: Re: [A17] Animals Logic 🐾
Post by: Oblitus on August 28, 2017, 09:52:34 AM
Quote from: Dellamorte on August 28, 2017, 09:44:19 AM
Quote from: kaptain_kavern on August 28, 2017, 12:51:24 AM
I would be interested to know, as well. As I have to update it soon ;-)
I had a problem where I could not butcher some animals, the one that drop horns/antlers/tusks added by the mod. I changed the mod order and I was able to butcher the animals but the added items did not drop.
If load order change does matter, it is most likely not AL, since AL patches butcher function in the moment of butchering, not drop which is defined on game init. Try disabling meat conversion in AL settings. If the problem remains, it is not AL. Also, you should have something in the log.
Title: Re: [A17] Animals Logic 🐾
Post by: Dellamorte on August 28, 2017, 05:03:07 PM
I have been taking a little break from the game and I will take a look next time I load the game.
Title: Re: [A17] Animals Logic 🐾
Post by: Dellamorte on August 28, 2017, 06:06:47 PM
Quote from: Dellamorte on August 28, 2017, 05:03:07 PM
I have been taking a little break from the game and I will take a look next time I load the game.
With the bit of information you gave me I was able to track it down to Cybernetic Storm, I can provide logs if needed although this is a conflict with VAO so I probably should post the info on it's thread.
Title: Re: [A17] Animals Logic 🐾
Post by: maculator on August 29, 2017, 07:09:48 PM
I really like "My little Planet", thanks for the mod. It's just the right thing to have if you want a close neighborhood.

One thing:
It is almost impossible to find. The search didn't help and its not in the threads title. I literally had to go through EVERY release thread to find it again. For gods sake please give it a thread.
Title: Re: [A17] Animals Logic 🐾
Post by: Oblitus on August 29, 2017, 09:57:57 PM
Quote from: maculator on August 29, 2017, 07:09:48 PM
I really like "My little Planet", thanks for the mod. It's just the right thing to have if you want a close neighborhood.

One thing:
It is almost impossible to find. The search didn't help and its not in the threads title. I literally had to go through EVERY release thread to find it again. For gods sake please give it a thread.
It is kinda common practice here to consolidate small things together.
Title: Re: [A17] Animals Logic 🐾
Post by: maculator on August 30, 2017, 11:56:48 AM
For my "My little Planet" ins't a small thing^^
It's one of my favorite mods! But I understand that a single thread is easier to maintain and the searchfunction of the forum is useless anyways. I saw its on steam and subscribed, steam is pretty neat to find mods.
Anyways thanks for making this mod!!
Title: Re: [A17] Animals Logic 🐾
Post by: shadowstitch on September 05, 2017, 04:21:56 PM
How does Bonding work with Animals Logic enabled? By which I mean, what triggers it?
Does Bonding just randomly occur while an animal is set to a master?
Title: Re: [A17] Animals Logic 🐾
Post by: SpaceDorf on September 06, 2017, 07:15:07 AM
Quote from: shadowstitch on September 05, 2017, 04:21:56 PM
How does Bonding work with Animals Logic enabled? By which I mean, what triggers it?
Does Bonding just randomly occur while an animal is set to a master?

I don't think Animal Logic changes the bonding mechanic.
Bonding can happen whenever an animal interacts with a pawn or vice versa.

Nuzzling, Treating, Training, husbandry.

It is more like Pawns being Lovers, than like assigning a Master to an animal.
A bonded animal/pawn like each other and the pawn gets a bad thought when he is not the master of an animal ( similiar to sleeping together )
It is still possible though to assign a bonded animal to another master.
Worst thing about bonding is the massive mood debuff that happens when one of both dies, and animals often go berserk when their bonded Pawn dies.
Title: Re: [A17] Animals Logic 🐾
Post by: shadowstitch on September 06, 2017, 01:51:55 PM
Hm, I have treated a lot of wounds on unnamed animals, and had a number of pawns get "nuzzled" and name an animal, but it's never resulted in a "bond." I've had my animal handler set as master for 5 dogs (and a few rhinos) for most of a year, training them all up, and not once has she gotten a bond with any of them. Maybe it was just more common in previous versions, or the frequency has been reduced in A17? I've read Zhentar's code explanation of how and why it happens, but I swear I remember my designated animal handlers bonding a lot more in previous builds. Like, one sorry dope with 18 handling inadvertently bonded with a dozen walking liabilities, something that hasn't happened to me in A17 at all yet. Not that I'm complaining especially, the constant buff/debuff was a little annoying. I was just curious if Animals Logic tampered with that mechanic (or the likelihood of it triggering.)
Title: Re: [A17] Animals Logic 🐾
Post by: Oblitus on September 06, 2017, 01:57:13 PM
Quote from: shadowstitch on September 06, 2017, 01:51:55 PM
Hm, I have treated a lot of wounds on unnamed animals, and had a number of pawns get "nuzzled" and name an animal, but it's never resulted in a "bond." I've had my animal handler set as master for 5 dogs (and a few rhinos) for most of a year, training them all up, and not once has she gotten a bond with any of them. Maybe it was just more common in previous versions, or the frequency has been reduced in A17? I've read Zhentar's code explanation of how and why it happens, but I swear I remember my designated animal handlers bonding a lot more in previous builds. Like, one sorry dope with 18 handling inadvertently bonded with a dozen walking liabilities, something that hasn't happened to me in A17 at all yet. Not that I'm complaining especially, the constant buff/debuff was a little annoying. I was just curious if Animals Logic tampered with that mechanic (or the likelihood of it triggering.)
Bonding on healing has 1/250 chance. Bonding on interaction is quite rare. Usually my handler has 1-2 bonds after 5 game years. And I oftenly have 15++ animals on free roam.
Title: Re: [A17] Animals Logic 🐾
Post by: IWannaChaos on September 07, 2017, 08:09:28 AM
Could you make baby and juvenile animals get a buff to successful training chances?
Title: Re: [A17] Animals Logic 🐾
Post by: Oblitus on September 07, 2017, 03:17:17 PM
Quote from: IWannaChaos on September 07, 2017, 08:09:28 AM
Could you make baby and juvenile animals get a buff to successful training chances?
Technically yes. Not sure that I should.
Title: Re: [A17] Animals Logic 🐾
Post by: jpnm92 on September 11, 2017, 09:52:37 PM
Is this compatible with vanilla animal overhaul?
Title: Re: [A17] Animals Logic 🐾
Post by: Oblitus on September 13, 2017, 04:41:32 AM
Quote from: jpnm92 on September 11, 2017, 09:52:37 PM
Is this compatible with vanilla animal overhaul?
Yes. And probably every other animal mod.
Title: Re: [A17] Animals Logic 🐾
Post by: maculator on September 18, 2017, 11:13:05 AM
Hi would you mind putting language files up for animal logic? I'd love to translate the options and change the P and B to letters matching the german words.
Title: Re: [A17] Animals Logic 🐾
Post by: Oblitus on September 18, 2017, 03:39:55 PM
Quote from: maculator on September 18, 2017, 11:13:05 AM
Hi would you mind putting language files up for animal logic? I'd love to translate the options and change the P and B to letters matching the german words.
Implementing all the multilanguage stuff just for this? Kinda looks like overkill.
Title: Re: [A17] Animals Logic 🐾
Post by: maculator on September 18, 2017, 04:18:32 PM
Well I don't know how much work implementing those files would be (translating them would be a walk in the park), but if you say it's too much I guess its kind of your mod and kind of your choice^^
Title: Re: [A17] Animals Logic 🐾
Post by: shadowstitch on September 23, 2017, 01:10:40 AM
I love Animals Logic, I've been using it for some time and I consider it indispensable.
One question, though: Could there be a way to restrict animals from drinking my beer?
They stay away from my drugs just fine, but when it comes to meals, they will jump on my booze if they get half a chance.
I've been trying to find a way to tweak the definitions of the foodtype categories to prevent it, without having to download an entire in-depth mod like Wishmaster's Smarter Food Selection (or create entire new areas disallowing only the areas that might hold beer.) The dogs are crafty -- if a pawn accidentally puts beer where they can get to it, they will get to it.

THOSE ARE MY BEERS
Give them back you are a dog
you can't even open bottles
Title: Re: [A17] Animals Logic 🐾
Post by: Oblitus on September 23, 2017, 10:26:34 AM
Quote from: shadowstitch on September 23, 2017, 01:10:40 AM
I love Animals Logic, I've been using it for some time and I consider it indispensable.
One question, though: Could there be a way to restrict animals from drinking my beer?
They stay away from my drugs just fine, but when it comes to meals, they will jump on my booze if they get half a chance.
I've been trying to find a way to tweak the definitions of the foodtype categories to prevent it, without having to download an entire in-depth mod like Wishmaster's Smarter Food Selection (or create entire new areas disallowing only the areas that might hold beer.) The dogs are crafty -- if a pawn accidentally puts beer where they can get to it, they will get to it.

THOSE ARE MY BEERS
Give them back you are a dog
you can't even open bottles

Beer is a food, so they would consume it. So it is either WM SMF, zones or switch to smokeleaf. Smokeleaf is not a food.
Title: Re: [A17] Animals Logic 🐾
Post by: SpaceDorf on September 23, 2017, 11:49:25 AM
Quote from: Oblitus on September 23, 2017, 10:26:34 AM
Beer is a food, so they would consume it. So it is either WM SMF, zones or switch to smokeleaf. Smokeleaf is not a food.

But my Grazers eat it anyway. At least the raw smokeleaf.
Title: Re: [A17] Animals Logic 🐾
Post by: Oblitus on September 23, 2017, 04:01:53 PM
Quote from: SpaceDorf on September 23, 2017, 11:49:25 AM
Quote from: Oblitus on September 23, 2017, 10:26:34 AM
Beer is a food, so they would consume it. So it is either WM SMF, zones or switch to smokeleaf. Smokeleaf is not a food.

But my Grazers eat it anyway. At least the raw smokeleaf.
Well, unless you use pigs as haulers, you probably should restrict your grazing animals to the pasture and barn. Otherwise they would also eat your meals and bring filth to your floors.
Title: Re: [A17] Animals Logic 🐾
Post by: SpaceDorf on September 23, 2017, 09:25:45 PM
I do that.
And a lot of other useful things with zone restrictions and animal settings :)

I just wanted to point out the fact that grazers eat smokeleaf.
Which is a nice to know fact if you need emergency rations for your animals.
I am not sure if grazers eat other plant matter raw ressources .. but it may be worth a try.
Title: Re: [A17] Animals Logic 🐾
Post by: shadowstitch on September 24, 2017, 12:37:05 AM
Quote from: Oblitus
Beer is a food, so they would consume it. So it is either WM SMF, zones or switch to smokeleaf. Smokeleaf is not a food.

Beer provides nutrition, but it's also classified as a drug, in both the Drug Policy and the Manufactured>Drugs category. 
I thought that your mod changed the eating behavior to exclude items of the drug category, but I guess it only forbids eating items without nutritional value, which just so happens to include drugs.

I'd like to patch the definition of the foodtypes to specifically exclude liquor, but I can't find a def that defines it, which means it's probably declared in the core code, which is above my paygrade. I guess Smarter Food Selection is my only viable option as an ignorant enduser. Thanks for the reply, Oblitus. And thanks, Tynan, for another intentionally dumb design choice.
Title: Re: [A17] Animals Logic 🐾
Post by: Oblitus on September 24, 2017, 12:49:10 AM
Quote from: shadowstitch on September 24, 2017, 12:37:05 AM
Quote from: Oblitus
Beer is a food, so they would consume it. So it is either WM SMF, zones or switch to smokeleaf. Smokeleaf is not a food.

Beer provides nutrition, but it's also classified as a drug, in both the Drug Policy and the Manufactured>Drugs category. 
I thought that your mod changed the eating behavior to exclude items of the drug category, but I guess it only forbids eating items without nutritional value, which just so happens to include drugs.
There are two cases when animals can eat something in vanilla. First - when they are hungry they would eat something with nutrition value found within their allowed zone. I have not changed this behavior (I'm using WM SMF to manage it, and due to quite destructive SMF approach can't really make it compatible should I do something with it). Second - they have random chance to eat something ingestible disregard the hunger, nutrition value, item type or zone restrictions. This one is disabled entirely by the mod since it is an unmanageable bs without lockable doors and humanlike-only operatable containers.
Title: Re: [A17] Animals Logic 🐾
Post by: TheWrongColonist on October 02, 2017, 02:48:55 PM
Oblitus (https://ludeon.com/forums/index.php?action=profile;u=77973) can you add a feature that sets the animals designed to "Slaughter" to not be rescued at all? A lot of times i set some animals to be slaughtered and put them in the fridge zone, sometimes the Handler doesn't come right away and after some time colonists start to "rescue" the animals supposed to be killed and feeding them...
Title: Re: [A17] Animals Logic 🐾
Post by: Oblitus on October 03, 2017, 12:10:34 PM
Quote from: TheWrongColonist on October 02, 2017, 02:48:55 PM
Oblitus (https://ludeon.com/forums/index.php?action=profile;u=77973) can you add a feature that sets the animals designed to "Slaughter" to not be rescued at all? A lot of times i set some animals to be slaughtered and put them in the fridge zone, sometimes the Handler doesn't come right away and after some time colonists start to "rescue" the animals supposed to be killed and feeding them...
Would require a very dirty transpiler patch.
Title: Re: [A17] Animals Logic 🐾
Post by: asquirrel on October 04, 2017, 12:14:34 AM
Running this mod and vanilla animal overhaul.  Are these two mods compatible?  For some reason my animals don't go hunting with me?  I've been training them but how do I know they've been trained to follow for hunting?  Does the training thing need to be gold across the board for them to follow me while hunting and training to protect me?  Thanks! :)

[attachment deleted by admin: too old]
Title: Re: [A17] Animals Logic 🐾
Post by: Oblitus on October 04, 2017, 01:06:33 AM
VAO has a bug with training.
Title: Re: [A17] Animals Logic 🐾
Post by: asquirrel on October 04, 2017, 03:20:37 PM
Quote from: Oblitus on October 04, 2017, 01:06:33 AM
VAO has a bug with training.

Hey dude!  What bug does Vanilla Animals Overhall have with training?  Thanks!
Title: Re: [A17] Animals Logic 🐾
Post by: Oblitus on October 05, 2017, 02:24:33 AM
Quote from: asquirrel on October 04, 2017, 03:20:37 PM
Quote from: Oblitus on October 04, 2017, 01:06:33 AM
VAO has a bug with training.

Hey dude!  What bug does Vanilla Animals Overhall have with training?  Thanks!
Animal's master can't train it if animal is assigned for fieldwork. Afaik still not fixed.
Title: Re: [A17] Animals Logic 🐾
Post by: SpaceDorf on October 05, 2017, 02:37:03 AM
If I turn of field work for the untrained animals the bug is a non-issue. ?!?

=== EDIT ===

Clarified that I meant it as a question-
Title: Re: [A17] Animals Logic 🐾
Post by: asquirrel on October 05, 2017, 08:46:37 AM
How do you turn off field work?  Thanks!
Title: Re: [A17] Animals Logic 🐾
Post by: SpaceDorf on October 05, 2017, 08:53:50 AM
The strange signs next to the training designations are

follow when drafted and follow when doing fieldwork.

Which can be toggled for every animal trained in obedience.
Only triggers when assigned to a master and the master is either drafted or doing fieldwork.

[attachment deleted by admin: too old]
Title: Re: [A17] Animals Logic 🐾
Post by: asquirrel on October 05, 2017, 09:19:35 AM
Hey Spacedorf!

The problem I'm running into is that none of my animals follow the master when they are out training or hunting animals.  If I shut it off then they won't do it.    How can they train for field work if the checkbox is unchecked?
Title: Re: [A17] Animals Logic 🐾
Post by: SpaceDorf on October 05, 2017, 09:28:43 AM
They don't need to train for fieldwork, it is included in the obedience training.

But if your trainers can't train with a field working animal assigned to them,
then you have to turn it off or remove the animal from the trainer.

Then it is a matter of which further skills you want to train ( release, rescue, haul )

Release allows the master of an animal to give an attack order to the animal
rescue allows animals to carry downed pawns into medical beds
haul .. the most precious training. Allows Animals to carry stuff into stockpiles and free your pawns from this.
Title: Re: [A17] Animals Logic 🐾
Post by: asquirrel on October 05, 2017, 09:40:02 AM
Based on the screenshot I put up on the previous page, shouldn't my muffalos and snow leopard follow Cass when hunting or training?  I got the green check mark so they should be trained and doing this, right?  They aren't following her and she's getting attacked while hunting and training.

Are you saying animals can't train with the person they are assigned to?
Title: Re: [A17] Animals Logic 🐾
Post by: Canute on October 05, 2017, 09:55:41 AM
They should follow for hunting and taming, but not training since this isn't dangerous.
QuoteAre you saying animals can't train with the person they are assigned to?
I think that only related to VAO, i don't know this bug by myself but i think it happen when an animal follow its master for field work, this animal is unable to be trained.
Title: Re: [A17] Animals Logic followup
Post by: asquirrel on October 05, 2017, 10:07:36 AM
I'm going to try disabling vanilla animal overhaul and see if this changes anything.  If I got green check marks across the board for my trained animals, shouldn't they be following me when I go out hunting and taming?

Newp.  They still aren't following me when I go out to either hunt or tame animals.
Title: Re: [A17] Animals Logic 🐾
Post by: Canute on October 06, 2017, 03:56:05 AM
Ok, i just tested it myself and it worked well.
The megasloth was following his master, but before the megasloth arrived the master allready finished the taming process, not to speak the master was much faster then the animal (5 vs 3.5 m/s).

When this happen to you, you maybe got another mod-conflict. Any other mod that change anything with animal/pawn behavior ?
Here is my current modlist, you can compare it with yours.
https://gist.github.com/0c694a83bb18ac982bae06444f6f8dc6
Title: Re: [A17] Animals Logic 🐾
Post by: asquirrel on October 06, 2017, 08:51:33 AM
I tried disabling vanilla animal overhaul again and moving animals logic to the bottom of my load order.  When I did that my game didn't load so I'll have to start from scratch.  Canute, when your megasloth was fully trained do you have gold checkboxes across the board?  I have gold checks except for the last two (drafting and field work) which are green. 

I have a metric crap ton of mods running.  Here is a link to my log:

https://gist.github.com/78278a539f28158e4d542f7ca20e05a8

No red conflicts but I do have some yellow error messages.  I have a mod that changes hunting for the pawns.  It basically looks at your pawn and the target, and then decides whether or not it is too dangerous to hunt the target.  If it is then the hunter will look for something else to hunt.  It's called "Hunting Restriction" by MarvinKosh.

Title: Re: [A17] Animals Logic 🐾
Post by: Canute on October 06, 2017, 10:46:08 AM
My megasloth arn't full trained, because they can't be trained  well.
But it worked with a full trained grizzly previously too.

Since you got modlist backup, safe your curret modlist.
Disable all these mod that change behavior, and corrected workgiver.
Check if something change at.
Since they don't add any item to the game, it should be safe to remove them for testing.

And not sure, shouldn't you move
A Dog Said...:
before
LBE's A Dog Said Easy Patcher
?
Title: Re: [A17] Animals Logic 🐾
Post by: asquirrel on October 06, 2017, 02:11:10 PM
Oh crap.  I didn't know I had ADS easy patcher before adogsaid. I switched the order and some of the errors I was getting disappeared.  Maybe I'll try disabling that hunter mod but I'm not sure how it would affect animals.
Title: Re: [A17] Animals Logic 🐾
Post by: Oblitus on October 06, 2017, 02:12:44 PM
Quote from: asquirrel on October 06, 2017, 02:11:10 PM
Oh crap.  I didn't know I had ADS easy patcher before adogsaid. I switched the order and some of the errors I was getting disappeared.  Maybe I'll try disabling that hunter mod but I'm not sure how it would affect animals.
It shouldn't. I'm using it too without issues.
Title: Re: [A17] Animals Logic 🐾
Post by: SpaceDorf on October 07, 2017, 09:10:52 AM
Thats a general rule for ordering a modlist :

Start with the basic mod :

Animals Aplenty
A Mod Said
A Mod Dependent Mod
A patch to rule them all

Later Mods can overwrite stuff from earlier mods .. in case of patches they are required too ..
The other way around would be installing the "Windows Service Pack" before "Windows" itself.
And before you tell me that this is actually possible .. I tell you the correct answer to that :
It is possible with mods too .. even the process and amount of work is similiar :)


Now lets go Inception on you :

Does my little Planet have access to the Factions placed on the surface ?
Title: Re: [A17] Animals Logic 🐾
Post by: asquirrel on October 07, 2017, 11:54:22 AM
Do you folks see anything that might be causing the conflict?  What about refactored work priorities?  I'm just running animals logic and they still don't follow my pawn when they are assigned to him and he is either hunting or training.  What kinds of mods that I have installed would stop animals from following him?  I have zone set to unrestricted. Also tried just home area.  Doesn't matter.  The animals will follow and release when drafted. They will just wander when he is hunting or training.  Animal logic is at the end of my load order.   Is there a minimum intelligence level for the animals to follow during training and hunting?
Title: Re: [A17] Animals Logic 🐾
Post by: Canute on October 07, 2017, 12:09:12 PM
Quotehe is either hunting or training.
Taming not training !!
Training isn't dangerous, taming and hunting is dangerous.

But i have no clue, that why i said you should disable all QoL mods that don't add things to test it out.
Title: Re: [A17] Animals Logic 🐾
Post by: asquirrel on October 07, 2017, 12:18:51 PM
"Taming not training !!
Training isn't dangerous, taming and hunting is dangerous."

Not sure what you mean by that. I thought this mod would have the animals follow you when the animal is assigned to the pawn and the pawn is either out hunting or taming animals. 

"you should disable all QoL mods that don't add things to test it out."

I'm guessing here, but is QoL "quality of life" mods?  I'm not sure what mods those would be.

In vanilla, are animals supposed to follow their assigned master when the master is hunting or taming animals?
Title: Re: [A17] Animals Logic 🐾
Post by: Canute on October 07, 2017, 04:08:03 PM
Quote from: asquirrel on October 07, 2017, 12:18:51 PM
"Taming not training !!
Training isn't dangerous, taming and hunting is dangerous."

Not sure what you mean by that. I thought this mod would have the animals follow you when the animal is assigned to the pawn and the pawn is either out hunting or taming animals. 
Yes, but you wrote training not taming.
Maybe just the typical error "i mean that but wrote that".

Quote
"you should disable all QoL mods that don't add things to test it out."

I'm guessing here, but is QoL "quality of life" mods?  I'm not sure what mods those would be.

In vanilla, are animals supposed to follow their assigned master when the master is hunting or taming animals?
Yes, this is a vanila behavior.
Title: Re: [A17] Animals Logic 🐾
Post by: asquirrel on October 07, 2017, 04:56:07 PM
Hey Canute!  In vanilla, will the trained animals defend the master when the master is hunting or attempting to tame new animals?
Title: Re: [A17] Animals Logic 🐾
Post by: Canute on October 08, 2017, 03:26:59 AM
Yes
Title: Re: [A17] Animals Logic 🐾
Post by: asquirrel on November 02, 2017, 04:48:27 PM
Hey Canute! I disabled hauling mods (except hand me that brick). The animals will follow during hunting and drafting but not during training.  It's freaking bizzare.  Could you take a look at my mod list and see what you'd disable? Could it be that the mods that add animals is causing the problem? Like their behavior won't allow them to follow during training?

https://gist.github.com/0d0c1bcd7640206bfde84784876dc215
Title: Re: [A17] Animals Logic 🐾
Post by: tobi1449 on December 09, 2017, 06:51:56 PM
Quote from: Oblitus on August 27, 2017, 04:25:01 PM
Quote from: sirgzu on August 27, 2017, 03:57:15 PM
I have no idea if it has something to do with AL but my pawns stop training/shearing/milking after some time for no reason. Reloading the save makes them do it again for a little while until they decide to stop again. Taming of wild animals is unaffected.
Log?

Any idea what could cause this on B18 (no Pawns Play Together)?
Pawns Play Together is known to cause such problem.
Title: Re: [B18] Animals Logic 🐾
Post by: Canute on January 13, 2018, 05:04:34 AM
Oblitus,
a suggestion for a next version.
When you rename an animal, the inputfield for the name should be activated. So you can enter/modify the name without to need to click into the field.
And when you press Enter, the name window should be closed like when you press OK.
Title: Re: [B18] Animals Logic 🐾
Post by: CrimsonPhalanx on January 16, 2018, 08:14:57 AM
I wonder if there's gonna be a diamond floor in the future

I find it a little odd that diamond has a low sharp damage modifier, seeing that we have diamond tipped blades irl.
But then again it makes sense since sharpening it would be a problem without using other diamond tipped stuff
Title: Re: [B18] Animals Logic 🐾
Post by: Canute on January 16, 2018, 09:46:52 AM
I think thats right, diamond are strong, but not sharp.
Unlike flintstones you can split them to have sharp edges, you need to grind them and would loose most of it at this way.

Yes diamonds are used at drills and blades, but not because they are sharp. It's more they are robust and don't get drained that much then steel.
Title: Re: [B18] Animals Logic 🐾
Post by: Harry_Dicks on January 16, 2018, 10:51:33 AM
Quote from: CrimsonPhalanx on January 16, 2018, 08:14:57 AM
I wonder if there's gonna be a diamond floor in the future

I find it a little odd that diamond has a low sharp damage modifier, seeing that we have diamond tipped blades irl.
But then again it makes sense since sharpening it would be a problem without using other diamond tipped stuff

Are you talking about the diamond from the Carbon mod? I'm confused as to what this guy is talking about here ???
Title: Re: [B18] Animals Logic 🐾
Post by: CrimsonPhalanx on January 21, 2018, 04:28:10 AM
Quote from: Harry_Dicks on January 16, 2018, 10:51:33 AM
Quote from: CrimsonPhalanx on January 16, 2018, 08:14:57 AM
I wonder if there's gonna be a diamond floor in the future

I find it a little odd that diamond has a low sharp damage modifier, seeing that we have diamond tipped blades irl.
But then again it makes sense since sharpening it would be a problem without using other diamond tipped stuff

Are you talking about the diamond from the Carbon mod? I'm confused as to what this guy is talking about here ???

Yes I am talking about the carbon mod
Title: Re: [B18] Animals Logic 🐾
Post by: Kori on March 01, 2018, 12:28:06 PM
Hello Oblitus,

the Logistics mod makes all ocean tiles passable for caravans. If this is intended, could you make it optional, please?
Title: Re: [B18] Animals Logic 🐾
Post by: wwWraith on March 04, 2018, 02:36:23 PM
There is a commit on GitHub fixing a typo in settings (convert_ruined_eggs instead of fight_back) for Animals Logic. May we hope to get it compiled?
Title: Re: [B18] Animals Logic 🐾
Post by: Oblitus on April 30, 2018, 08:25:05 AM
Okay, I've finally managed to reassemble myself from a puddle of toxic goo.

Some updates here!

Logistics:
No longer allows movement over water.

Animals Logic:
Fixed zone change handler and animal medical beds.
From pull request: fixed saving of fight back setting.

Carbon:
Production chain simplified - stuff is now produced directly from chemfuel.
Fixed chemfuel from hay recipe, removed skill requirements and work speed stats from recipes except for Diamond which requires 10 intellectual.
Carbon weave and composite deteriorate at 20% rate.
Weave is buffed a bit (except heat resistance), diamond hp multiplier nerfed to 10x.
Restored underwater power conduit.
Changed carbon tile texture so it would not flicker upon screen zoom or scroll.
Architect Sense intermod: Carbon Tile is in High Tech category.

Sky burial site:
WIP stuff. Just a small platform where you can leave a body to rot without having penalty from unburied corpse. Proof-of-concept stage.
Title: Re: [B18] Animals Logic 🐾
Post by: matheryn on May 05, 2018, 06:23:04 AM
hey there,

just wanted to let you know if you didn't know already that the mod 'precise world generation percentages' completely overrides your 'my little planet' mod making it non usable if both are in the pack reguardless of order.
Title: Re: [B18] Animals Logic 🐾
Post by: Oblitus on May 05, 2018, 06:30:37 AM
That mod completely detours world generation parameter page, so it would break any other related mod. Nothing can be done at my side.
Title: Re: [B18] Animals Logic 🐾
Post by: Oblitus on May 18, 2018, 06:38:14 AM
Updates!

Logistics:
Rewritten from scratch. Now uses transpiler and has flexible config.
(https://i.imgur.com/w3dsaOWm.jpg) (https://i.imgur.com/w3dsaOW.jpg)

My Little Planet:
Injection method rewritten to use transpiler. Now slider is actually a part of the page.
Removed 11 step sized world generation (you really don't need it).
Translation support, Russian translation.

Carbon:
Minor tuning of hay to chemfuel recipe - it takes 75 units of hay instead of 90, output changed accordingly.

Animals Logic:
Neating up sources. No actual changes.

As usual, everything on GitHub:
https://github.com/quicksilverfox/RimworldMods/releases
Title: Re: [B18] Animals Logic 🐾
Post by: Oblitus on May 19, 2018, 02:49:44 AM
Logistics hotfix. Now snow detection actually works.
Title: Re: [B18] Animals Logic 🐾
Post by: Oblitus on June 26, 2018, 09:24:09 AM
Updates! Beta versions of Animals Logic, Carbon and My Little Planet.

Following functions are cut from AL due to being implemented in base game:
Naming
Sleep disturbance prevention
No master auto assignment
Miscarry prevention on low malnutrition
Configurable windness factor for training (value for extreme wildness is now reasonable)
Title: Re: [1.0] Animals Logic 🐾
Post by: Syrchalis on July 03, 2018, 07:17:37 AM
The latest updated fixed the bug of hens just standing there, dying of hunger because they can't lay their egg, right? At least it seems to be working fine now in my game.
Title: Re: [1.0] Animals Logic 🐾
Post by: Oblitus on July 03, 2018, 07:47:08 AM
Quote from: Syrchalis on July 03, 2018, 07:17:37 AM
The latest updated fixed the bug of hens just standing there, dying of hunger because they can't lay their egg, right? At least it seems to be working fine now in my game.
Well it was never reported, so I have no idea it ever existed.
Title: Re: [1.0] Animals Logic 🐾
Post by: Oblitus on July 07, 2018, 04:49:31 PM
Animals Logic update:
Configurable animal hauling efficiency (can replace Hardworking Animals).
Configurable tameness decay threshold.
Configurable training decay speed.
Title: Re: [1.0] Animals Logic 🐾
Post by: Syrchalis on July 07, 2018, 06:10:12 PM
Quote from: Oblitus on July 07, 2018, 04:49:31 PM
Animals Logic update:
Configurable animal hauling efficiency (can replace Hardworking Animals).
Configurable tameness decay threshold.
Configurable training decay speed.
Thank you so much. I haven't tried yet but hardworking animals is something I really need... so much stuff to haul.
Title: Re: [1.0] Animals Logic 🐾
Post by: Oblitus on July 07, 2018, 06:36:41 PM
Quote from: Syrchalis on July 07, 2018, 06:10:12 PM
Quote from: Oblitus on July 07, 2018, 04:49:31 PM
Animals Logic update:
Configurable animal hauling efficiency (can replace Hardworking Animals).
Configurable tameness decay threshold.
Configurable training decay speed.
Thank you so much. I haven't tried yet but hardworking animals is something I really need... so much stuff to haul.
That thing is experimental, would appreciate the feedback.
Title: Re: [1.0] Animals Logic 🐾
Post by: Syrchalis on July 07, 2018, 07:02:17 PM
Seems to be working fine. I set it to 0.1h and the animals haul nearly all the time. I can't say for sure because I think they were so effective there isn't much to haul anymore and if they have nothing to haul they idle of course =P
Title: Re: [1.0] Animals Logic 🐾
Post by: Oblitus on July 07, 2018, 07:05:27 PM
Quote from: Syrchalis on July 07, 2018, 07:02:17 PM
Seems to be working fine. I set it to 0.1h and the animals haul nearly all the time. I can't say for sure because I think they were so effective there isn't much to haul anymore and if they have nothing to haul they idle of course =P
An interesting thing about vanilla hauling by animals. There is hardcoded 1-hour delay between issuing haul jobs.
Title: Re: [1.0] Animals Logic 🐾
Post by: Syrchalis on July 07, 2018, 07:29:05 PM
Well I observed some of my animals hauling something and then immediately hauling something else, without any real delay in between.
Title: Re: [1.0] Animals Logic 🐾
Post by: Oblitus on July 07, 2018, 07:32:13 PM
Quote from: Syrchalis on July 07, 2018, 07:29:05 PM
Well I observed some of my animals hauling something and then immediately hauling something else, without any real delay in between.
It can happen if it was a long haul since delay starts from issuing a job, not finishing it.

Modded job issuer has a minimal delay for half of the current delay, so it is mostly irrelevant. Zero delay just bypasses everything, so animals haul like pawns (exact same behavior as Hardworking Animals had, even if technically implemented differently).
Title: Re: [1.0] Animals Logic 🐾
Post by: Oblitus on July 07, 2018, 08:25:55 PM
Hotfix for Animals Logic:
Removed extra fighting back, it is not necessary for 1.0
Experimental update for zone change handling.
Hotfix for training degradation config.
Hauling is changed with a 0.5h step.
Title: Re: [1.0] Animals Logic 🐾
Post by: CJoker3221 on July 08, 2018, 01:20:41 AM
Do you have any intentions of adding the configurable hauling to B18? That's such a needed feature for me, I'm playing on HCSK..
Title: Re: [1.0] Animals Logic 🐾
Post by: Oblitus on July 08, 2018, 01:27:56 AM
Quote from: CJoker3221 on July 08, 2018, 01:20:41 AM
Do you have any intentions of adding the configurable hauling to B18? That's such a needed feature for me, I'm playing on HCSK..
Just use Hardworking Animals. Even with config it is pretty much all or nothing.
Title: Re: [1.0] Animals Logic 🐾
Post by: CJoker3221 on July 08, 2018, 02:10:04 AM
Quote from: Oblitus on July 08, 2018, 01:27:56 AM
Quote from: CJoker3221 on July 08, 2018, 01:20:41 AM
Do you have any intentions of adding the configurable hauling to B18? That's such a needed feature for me, I'm playing on HCSK..
Just use Hardworking Animals. Even with config it is pretty much all or nothing.
Will it not conflict with one another?
Title: Re: [1.0] Animals Logic 🐾
Post by: Oblitus on July 08, 2018, 02:32:17 AM
Quote from: CJoker3221 on July 08, 2018, 02:10:04 AM
Quote from: Oblitus on July 08, 2018, 01:27:56 AM
Quote from: CJoker3221 on July 08, 2018, 01:20:41 AM
Do you have any intentions of adding the configurable hauling to B18? That's such a needed feature for me, I'm playing on HCSK..
Just use Hardworking Animals. Even with config it is pretty much all or nothing.
Will it not conflict with one another?
After this change one would override another, so last in load order would affect hauling behavior. In 0.18 they have no intersection points and can be used together.
Title: Re: [1.0] Animals Logic 🐾
Post by: CJoker3221 on July 08, 2018, 05:48:10 AM
Alrighty! Had a go with them both and it worked! My panda is hauling like the wind! Thanks for the awesome mod though, naming my animals was one of the thing I really wanted!
Title: Re: [1.0] Animals Logic 🐾
Post by: Canute on July 08, 2018, 06:14:16 AM
If i know a vanilia animal that could be a roomcleaner i would suggest that animal should be able to clean rooms.
But beside slimes which would eat the filt and dirt, maybe monkey's but i am not sure about that.
So i better don't suggest such a thing and stick with the Minion mod. :-)

Title: Re: [1.0] Animals Logic 🐾
Post by: Oblitus on July 08, 2018, 12:08:12 PM
Quote from: Canute on July 08, 2018, 06:14:16 AM
If i know a vanilia animal that could be a roomcleaner i would suggest that animal should be able to clean rooms.
But beside slimes which would eat the filt and dirt, maybe monkey's but i am not sure about that.
So i better don't suggest such a thing and stick with the Minion mod. :-)
I prefer Housekeeper Cat.
Title: Re: [1.0] Animals Logic 🐾
Post by: Syrchalis on July 08, 2018, 12:37:21 PM
Quote from: Oblitus on July 08, 2018, 12:08:12 PM
I prefer Housekeeper Cat.
That's what I use all the time. But 1.0...
Title: Re: [1.0] Animals Logic 🐾
Post by: Oblitus on July 08, 2018, 02:45:49 PM
Quote from: Syrchalis on July 08, 2018, 12:37:21 PM
Quote from: Oblitus on July 08, 2018, 12:08:12 PM
I prefer Housekeeper Cat.
That's what I use all the time. But 1.0...
Try my unofficial update. Note, I removed their wool and ability to reproduce.

[attachment deleted due to age]
Title: Re: [1.0] Animals Logic 🐾
Post by: Syrchalis on July 08, 2018, 03:46:58 PM
The wool is sad, it was really great for Tuques. But I honestly had no issues with temperature in 1.0 since so much leather gives proper insulation now. Reproducing I really don't need. I neutered them anyway (there was a mod for that).
Title: Re: [1.0] Animals Logic 🐾
Post by: Oblitus on July 08, 2018, 03:50:41 PM
Quote from: Syrchalis on July 08, 2018, 03:46:58 PM
The wool is sad, it was really great for Tuques. But I honestly had no issues with temperature in 1.0 since so much leather gives proper insulation now. Reproducing I really don't need. I neutered them anyway (there was a mod for that).
Vanilla wool is currently kinda messed up, so I have no idea how to properly update it. And original wool was so powerful that any apparel granted you temperature immunity.

Note that I had to rewrite whole cleaning logic from scratch, so they can behave differently. Also, now it should work better with other mods since the original had own body and thought tree while my version uses default monkey body and injects the required logic into default tree.
Title: Re: [1.0] Animals Logic 🐾
Post by: Syrchalis on July 08, 2018, 04:08:17 PM
Sounds really nice. And I agree. I honestly think the current wool is way underpowered. It is difficult to tame these animals and even if you buy them or get them from an event they still need to be fed and kept save. It takes a long time until you get the wool and then that wool is this bad? I honestly rather have the "broken" wool of B18 and before than ... I mean, let's face it, it's essentially silver they shed. Wool is still worth a lot (relatively), but by the time you get it you have everyone in full plain leather gear (or better if megasloths are around).

Aaaaaaaanyway, on topic: Update seems good so far. I noticed that animals fight back a lot in melee now, so I'm not surprised you removed that option. Could only add option so they DON'T fight back as much, haha. (jk)
Title: Re: [1.0] Animals Logic 🐾
Post by: Canute on July 08, 2018, 04:40:33 PM
I am surprised these houskeeper cat don't give milk and lay egg's :-)
You describe it like a mighty animal, can clean the rooms and can hunt muffalo kind mice as their food, not to speak abou the wool.

Title: Re: [1.0] Animals Logic 🐾
Post by: Oblitus on July 08, 2018, 04:43:34 PM
Quote from: Canute on July 08, 2018, 04:40:33 PM
I am surprised these houskeeper cat don't give milk and lay egg's :-)
You describe it like a mighty animal, can clean the rooms and can hunt muffalo kind mice as their food, not to speak abou the wool.
Wonders of proper genetic engineering!
Title: Re: [1.0] Animals Logic 🐾
Post by: Syrchalis on July 08, 2018, 06:52:39 PM
In my current playthrough they aren't useful though - I'm so lategame and I have rimfactory so my colonies (I have two) have drones all over them, doing ALL kinds of work (not just haul/clean but literally anything but hunt/craft really).

However, next game when they spawn fresh and I'm naked once more I'll surely appreciate having them.
Title: Re: [1.0] Animals Logic 🐾
Post by: ptx on July 09, 2018, 01:15:37 AM
Graphene Battery for Carbon mod?
Title: Re: [1.0] Animals Logic 🐾
Post by: Oblitus on July 09, 2018, 01:18:15 AM
Quote from: ptx on July 09, 2018, 01:15:37 AM
Graphene Battery for Carbon mod?
A bit out of scope.
Title: Re: [1.0] Animals Logic 🐾
Post by: Resurak on July 23, 2018, 07:04:45 AM
Hi, just letting you know that there is an issue with the carbon mod, waterproofing research prerequisites no more needed for the underwater carbon conduit :D



Title: Re: [1.0] Animals Logic 🐾
Post by: Oblitus on July 24, 2018, 01:14:17 PM
Fixed. Also updated Animals Logic: zone awareness is now fixed in vanilla.

Also, some unofficial updates (no future support warranty)

[attachment deleted due to age]
Title: Re: [1.0] Animals Logic 🐾
Post by: zizard on July 26, 2018, 02:06:12 AM
great mod, esp. not eating random stuff. overdosing animals is only funny the first time.
Title: Re: [0.19] Animals Logic 🐾
Post by: Oblitus on August 30, 2018, 02:26:47 PM
Animals Logic, Carbon and My Little Planet are updated for B19.

Warning: only a bare minimum of testing is done.

Animals Logic changes:

Removed (now vanilla):
Title: Re: [0.19] Animals Logic 🐾
Post by: wreckcelsior on September 04, 2018, 11:08:53 PM
I'm not sure if this has anything to do with your mod, but since it has to do with tamed animals and it's driving me insane, I thought I would just throw this question your way... (I know you are busy, thank you for your time.)
Is there a way to stop the game from auto-naming new-born critters?
I have a rather large animal population and spend a lot of my time clicking and deleting the newly given name. 
I do give names to some of them, and I have those names showing on screen so I can quickly find them, but when every single new-born gets a human name, it becomes a bit arduous removing them.
I can't seem to find any info on my particular problem(annoyance).

Thanks in advance to any and all help.
cheers.
Title: Re: [0.19] Animals Logic 🐾
Post by: Oblitus on September 04, 2018, 11:50:04 PM
Naming on birth/tame is a vanilla function for some animals, mostly canines.
Title: Re: [0.19] Animals Logic 🐾
Post by: wreckcelsior on September 05, 2018, 05:02:48 PM
Quote from: Oblitus on September 04, 2018, 11:50:04 PM
Naming on birth/tame is a vanilla function for some animals, mostly canines.
Any ideas on how I can stifle it? 
Sorry for pestering you... you seemed liked the logic choice to ask...
If it can't be done, it can't be done.

cheers.
Title: Re: [0.19] Animals Logic 🐾
Post by: Oblitus on September 05, 2018, 05:07:45 PM
Quote from: wreckcelsior on September 05, 2018, 05:02:48 PM
Quote from: Oblitus on September 04, 2018, 11:50:04 PM
Naming on birth/tame is a vanilla function for some animals, mostly canines.
Any ideas on how I can stifle it? 
Sorry for pestering you... you seemed liked the logic choice to ask...
If it can't be done, it can't be done.

cheers.
You can make a simple XML mod. As far as I remember, you need to set nameOnTameChance to 0.
Title: Re: [0.19] Animals Logic 🐾
Post by: wreckcelsior on September 05, 2018, 10:32:35 PM
Quote from: Oblitus on September 05, 2018, 05:07:45 PM
You can make a simple XML mod. As far as I remember, you need to set nameOnTameChance to 0.

Yep... if you could see me right now, you'd see a man jumping up and down and kicking his heels!!!
I didn't know how to make an XML file that worked, but I found the specific animal's XML (honey badger) in the ACP mod I'm using and there it was "<nameOnTameChance>1</nameOnTameChance>".. changed it to 0 and HuRRAH!!!!  Un-named Honey Badgers for days!

Thanks a ton Oblitus.
Title: Re: [0.19] Animals Logic 🐾
Post by: Canute on September 15, 2018, 02:46:10 AM
Oblitus,
with the B19 the new taming decay i notice a new odd behavior.
A tamer wanted to train a dog and the dog wanted to eat (a corpse).
The dog start to eat, then interrupt and turn to the tamer, start to eat, turn to tamer, ...
This happen serveral times now.
I think the tamer don't use food for the training and the dog is very hungry (so i can understand the dog :-) ).
So the question is, is this behavior from your mod, or more a vanilla bug ?

Title: Re: [0.19] Animals Logic 🐾
Post by: Oblitus on September 15, 2018, 07:08:02 AM
Not from a mod. Animals being trained are doing their business between training sessions, it is not something new.
Title: Re: [0.19] Animals Logic 🐾
Post by: Canute on September 15, 2018, 08:59:18 AM
Ok, then i think i will post a bug report then.
Title: Re: [0.19] Animals Logic 🐾
Post by: Flimflamshabam on September 18, 2018, 10:11:15 PM
It's been a while since i messed with rimworld, for some reason i remember animals logic being the mod i used that made alpaca's milkable and let all egg laying animals lay eggs with or without fertilization or being part of the colony or am i thinking of another mod?
Title: Re: [0.19] Animals Logic 🐾
Post by: Oblitus on September 18, 2018, 10:49:50 PM
Quote from: Flimflamshabam on September 18, 2018, 10:11:15 PM
It's been a while since i messed with rimworld, for some reason i remember animals logic being the mod i used that made alpaca's milkable and let all egg laying animals lay eggs with or without fertilization or being part of the colony or am i thinking of another mod?
Nope. It was something else.
Title: Re: [0.19] Animals Logic 🐾
Post by: Canute on September 19, 2018, 09:22:37 AM
Hi,
some comment's about carbon mod.
- I think carbon tile should only have 2 beauty like carpet, or even just 1.
Carbon is maybe easy to clean but it isn't more enjoyable then carpet (at my view).

- Maybe remove these border line at the carbon tile texture, so it got a unique checkmate pattern without the borders each tile.

- Diamond got Sharp damage,blunt damage, cooldown modifier, but can't be used for any weapon production.
Title: Re: [0.19] Animals Logic 🐾
Post by: Oblitus on September 19, 2018, 11:44:00 AM
Quote from: Canute on September 19, 2018, 09:22:37 AM
Hi,
some comment's about carbon mod.
- I think carbon tile should only have 2 beauty like carpet, or even just 1.
Carbon is maybe easy to clean but it isn't more enjoyable then carpet (at my view).

- Maybe remove these border line at the carbon tile texture, so it got a unique checkmate pattern without the borders each tile.

- Diamond got Sharp damage,blunt damage, cooldown modifier, but can't be used for any weapon production.
Aesthetics is a subjective thing. I don't get while outdoors has negative beauty, or why all tech is ugly, and generally would prefer tiles over a carpet.

Tile border has a function of creating a grid while being aesthetically neutral (for me).

Diamond should be usable for weapons that can be made of stone.
Title: Re: [0.19] Animals Logic 🐾
Post by: Canute on September 19, 2018, 12:25:47 PM
Sorry, you right. Diamond is useable for club's.
But a totaly waste of material, club don't got a quality anymore and jade would be a better material for them. But ok.

I just mention about the carbon tile beauty, i think it should be in line with the vanilla carpet.
Wasn't carpet 3 beauty too in the past, when carbon released the first time ?
Title: Re: [0.19] Animals Logic 🐾
Post by: Oblitus on September 19, 2018, 12:49:59 PM
Quote from: Canute on September 19, 2018, 12:25:47 PM
Sorry, you right. Diamond is useable for club's.
But a totaly waste of material, club don't got a quality anymore and jade would be a better material for them. But ok.

I just mention about the carbon tile beauty, i think it should be in line with the vanilla carpet.
Wasn't carpet 3 beauty too in the past, when carbon released the first time ?
I don't really remember. I've balanced stats according to difficulty of obtainign this material. Carbon has a much greater material cost.
Title: Re: [0.19] Animals Logic 🐾
Post by: Kagea on September 24, 2018, 05:13:03 PM
Thank you! Finally my bonded animals can sleep in their masters bedrooms (without "area" forcing them) and i can have a small animal hospital <3
Can't believe it took me so long to find this amazing mod. thanks for sharing!
Title: Re: [0.19] Animals Logic 🐾
Post by: Flimflamshabam on September 26, 2018, 01:45:07 PM
Any chance you'd be willing to take over Animal Overhaul (https://ludeon.com/forums/index.php?topic=34173.0)? The author hasn't been online since july and i think it makes a good companion to animals logic.
Title: Re: [0.19] Animals Logic 🐾
Post by: Oblitus on September 26, 2018, 02:00:07 PM
Quote from: Flimflamshabam on September 26, 2018, 01:45:07 PM
Any chance you'd be willing to take over Animal Overhaul (https://ludeon.com/forums/index.php?topic=34173.0)? The author hasn't been online since july and i think it makes a good companion to animals logic.
My mods are on minimal support now. B19 nerfed out all fun from the game so I've moved on.
Title: Re: [0.19] Animals Logic 🐾
Post by: Canute on October 20, 2018, 12:49:44 PM
Oblitus,
an issue with latest Animal logic.
When you butcher human at the butcher spot you geting chicken meat not human meat.
Butchering at the butcher table work's fine.

Title: Re: [0.19] Animals Logic 🐾
Post by: Oblitus on October 20, 2018, 12:55:01 PM
Quote from: Canute on October 20, 2018, 12:49:44 PM
Oblitus,
an issue with latest Animal logic.
When you butcher human at the butcher spot you geting chicken meat not human meat.
Butchering at the butcher table work's fine.
Works fine for me. Can't reproduce.
Title: Re: [1.0] Animals Logic 🐾
Post by: Canute on October 20, 2018, 01:11:38 PM
I just wanted to delete my posting.
Can't reproduce it either anymore.
Title: Re: [1.0] Animals Logic 🐾
Post by: Mc_Peterson on November 25, 2018, 10:18:19 AM
Maybe in future Stun gun?
Title: Re: [1.0] Animals Logic 🐾
Post by: Oblitus on November 25, 2018, 11:25:57 AM
Quote from: Mc_Peterson on November 25, 2018, 10:18:19 AM
Maybe in future Stun gun?
There are other mods with non-lethal weaponry.
Title: Re: [1.0] Animals Logic 🐾
Post by: leestriter on November 29, 2018, 04:03:01 PM
Could you make it so animals better avoid fire or have some way to put themselves out?
Title: Re: [1.0] Animals Logic 🐾
Post by: Oblitus on November 30, 2018, 03:26:16 AM
Quote from: leestriter on November 29, 2018, 04:03:01 PM
Could you make it so animals better avoid fire or have some way to put themselves out?
Not an animal-specific problem.
Title: Re: [1.0] Animals Logic 🐾
Post by: Canute on November 30, 2018, 03:35:15 AM
I think Oblitus would implent that, when you give him a proof that animal could put the fire out when you set their fur on fire.

Title: Re: [1.0] Animals Logic 🐾
Post by: WolfgangPolska on February 21, 2019, 09:49:29 AM
My animals do not nuzzle anybody, I wonder if it is game related issue or with Animals logic.
Title: Re: [1.0] Animals Logic 🐾
Post by: Oblitus on February 21, 2019, 09:56:59 AM
Quote from: WolfgangPolska on February 21, 2019, 09:49:29 AM
My animals do not nuzzle anybody, I wonder if it is game related issue or with Animals logic.
Very unlikely.
Title: Re: [1.0] Animals Logic 🐾
Post by: Canute on February 21, 2019, 10:43:14 AM
Since you can deactivate Animal Logic without breaking the safegame, you could try it out.
But Animal Logic is one of my favoured mods i allways use, and never encounter this problem.
Title: Re: [1.0] Animals Logic 🐾
Post by: DAOWAce on April 18, 2019, 04:25:51 PM
So all these features are great and all but, there's one that's hampering the mod for me.

The list of animals is showing some tier system? in front of the names on some screens:
(https://i.imgur.com/17rrCrx.png)

There does not appear to be a way to turn this off.

This is 'information overload' to me, really hurting my ability to read the lists of animals.

The weird thing is this is only displayed under the caravan screen and the trading screen.  On the main animals tab it's all normal, as is when you select an animal in the world.  Almost makes me think this is some sort of dev thing left in by mistake. I don't see this in the features list.

Are you able to add an option to disable this, or direct me as to how I may do so?  Edit: It's the AnimalsAreDifferent.cs part in the source code, but I don't have the capability to compile anything, so I guess I'm SOL on my end.
Title: Re: [1.0] Animals Logic 🐾
Post by: Oblitus on April 18, 2019, 04:29:30 PM
This is information about animal status, not tier. Tn shows training level, Wn% shows wool growth. Can't be disabled in a current version.
Title: Re: [1.0] Animals Logic 🐾
Post by: vovik on April 19, 2019, 06:19:57 PM
So, about wood-like stats - its perfect for prison revolts when i dont want to unintentionally destroy eye or jaw of prisoner i want to recruit.
Title: Re: [1.0] Animals Logic 🐾
Post by: Chibisuke on April 29, 2019, 10:22:30 PM
Oblitus is there any way to force stop an animal from doing it's current task and add to queue. When it's being trained? Poor pawn chasing modded animal with high movement across the map and never catching up trying to train them n ignoring all other needs.
Title: Re: [1.0] Animals Logic 🐾
Post by: Oblitus on April 30, 2019, 03:42:24 AM
Quote from: Chibisuke on April 29, 2019, 10:22:30 PM
Oblitus is there any way to force stop an animal from doing it's current task and add to queue. When it's being trained? Poor pawn chasing modded animal with high movement across the map and never catching up trying to train them n ignoring all other needs.
Due to how tasks are implemented, it is very difficult to patch them. I've tried to do something with this problem several times, but it requires a detour.
Title: Re: [1.0] Animals Logic 🐾
Post by: Canute on April 30, 2019, 05:30:39 AM
Maybe take a look at GiddyUp or ask Roolo.
At GiddyUp pawn's can mount animals, and when a pawn want to ride an animal this animal stop his task and wait for the pawn to mount.
I allready asked Roolo about an intercept of the animal towards the pawn, but Roolo mean that would be to complicate with the pathfinding.
Title: Re: [1.0] Animals Logic 🐾
Post by: Oblitus on April 30, 2019, 05:35:31 AM
Quote from: Canute on April 30, 2019, 05:30:39 AM
Maybe take a look at GiddyUp or ask Roolo.
At GiddyUp pawn's can mount animals, and when a pawn want to ride an animal this animal stop his task and wait for the pawn to mount.
I allready asked Roolo about an intercept of the animal towards the pawn, but Roolo mean that would be to complicate with the pathfinding.
Mounting is a custom task. Handling is a vanilla task.
Title: Re: [1.0] Animals Logic 🐾
Post by: zenn on April 26, 2020, 06:50:18 PM
[Animals Logic] Patch operation Verse.PatchOperationReplace(/Defs/ThinkTreeDef[defName = "Animal"]/thinkRoot/subNodes/li[@Class="ThinkNode_ConditionalHasFaction"]/subNodes/li[@Class="ThinkNode_ChancePerHour_Mate"]/../li[@Class="ThinkNode_ChancePerHour_Constant"]) failed
file: D:\Game\Steam\steamapps\workshop\content\294100\1098354593\1.1\Patches\patches.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
Title: Re: [1.0] Animals Logic 🐾
Post by: Oblitus on April 26, 2020, 06:55:07 PM
Quote from: zenn on April 26, 2020, 06:50:18 PM
[Animals Logic] Patch operation Verse.PatchOperationReplace(/Defs/ThinkTreeDef[defName = "Animal"]/thinkRoot/subNodes/li[@Class="ThinkNode_ConditionalHasFaction"]/subNodes/li[@Class="ThinkNode_ChancePerHour_Mate"]/../li[@Class="ThinkNode_ChancePerHour_Constant"]) failed

Don't use Hardworking Animals, it has a very dirty patch. And AL already has its function within.
Title: Re: [1.0] Animals Logic 🐾
Post by: gendalf on November 17, 2021, 05:12:27 PM
Animals Logic makes fenced alpacas lose tameness, they aren't supposed to.

Also my "growth time" stat on all animals now is showing "0 years", even without the mod, idk what's up with this one.
Title: Re: [1.3] Animals Logic 🐾
Post by: Oblitus on November 17, 2021, 05:19:28 PM
Check mod settings for alpacas - mod allows to set animals to lose tameness even if they have 0 wildness.

And the second one is just how vanilla works - rounds down to years, which means 0 for the vast majority of animals. Stats added by this mod are under the "misc" category. I left them even after the base game added productivity stats exactly because it was done poorly.
Title: Re: [1.0] Animals Logic 🐾
Post by: gendalf on November 18, 2021, 03:11:30 PM
Oblitus,
I'm only seeing global training decay and wildness threshold settings, but not per animal.

I'm pretty sure when I've just installed the game it was showing in a format "0.222 years" like that for all animals, but it's gone and is showing 0 now smh.

Also idk what ALConfigTamingAgeFactor setting does.
Title: Re: [1.3] Animals Logic 🐾
Post by: Oblitus on November 18, 2021, 04:47:29 PM
Alpacas have 25% wildness in the last game version, only animals with below 10% wildness won't lose tameness. Move the first slider to more than 25% if you want alpacas to always stay tame.

My mods does not alter vanilla stats, instead adds its own block where it shows "Mature age" in days instead.

ALConfigTamingAgeFactor is an experimental feature I forgot to hide when publishing update. It makes young animals (below mature age) more easily tameable and trainable. Gives a good chance to tame those feralisks.
Title: Re: [1.3] Animals Logic 🐾
Post by: gendalf on November 18, 2021, 04:59:27 PM
Oblitus they aren't supposed to lose tameness regardless of wildness - because they're fenced(blockable by fences) animals, essentially having binary state (tamed/fenced or wandering away), it even says, without the mod, in their wildness tab: "tameness will never decay" - that's vanila and that was my initial point: your mod makes the game behave improperly, either have a separate checkbox&slider for fenced animals and another one for non-fenced; or have just one slider - that only affects non-fenced animals.
Or maybe even per animal sliders, kinda silly that I have to re-train turtles.
Title: Re: [1.3] Animals Logic 🐾
Post by: Oblitus on November 18, 2021, 06:47:25 PM
Ah, the base behavior changed. I'll fix it with next update.