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RimWorld => Mods => Releases => Topic started by: MightyGooga on August 08, 2017, 10:16:23 PM

Title: [1.0] - Animal Husbandry (SKHardcore and Vanilla)
Post by: MightyGooga on August 08, 2017, 10:16:23 PM
                                                                            (https://image.ibb.co/hHkr4v/Preview.png) (https://imgbb.com/)


Greetings my fellow Rimworldians!

"Have you ever wanted to just build an animal farm, but couldn't grow enough hay or make enough kibble to keep more than a few pets?  Have to slaughter your poor baby animals because you do not have the sustenance to keep them alive?  Tired of you growers having not much more than hay to sow because there is not enough time or people to grow food for the humans?  Well here is a mod for you animal lovers!  You now have a stronger form of kibble in the form of animal pellets which give 5x more nutrition for all types of animals (meat eaters and grass eaters alike!)!"

                                                                                                                                                                                       (The Queen of Mods)
This mod is for those who like to raise animals, but never have enough to feed them.

Features:

- Includes two new types of Kibble called Pellets (Veggie Pellet and Animal Pellet): Those are way stronger than Kibble.
- Includes two recepies for Animal Rations.
- Animal Rations are processed in a Ration Tank, that transform then in Pellets

Planned:

More types of pellets, including one that will heal animals faster

                                                                            (https://image.ibb.co/bxzUoa/AH_Flow_Chart.png) (https://imgbb.com/)

Special Thanks to:

  - Flonz (Idea, Incentive, Coding, Playtesting, Texturing)
  - Sidfu (Support)
  - GG (Promoting, Incentives and Love)
  - Kubouch (Universal Fermenter)
  - Cupropanda (Universal Fermenter)
  - NotFood (Support)


Link for SK Hardcore Version: https://github.com/gustavoghe/-1.0-AnimalHusbandry-HCSK

Steam Link for SK Hardcore Version: https://steamcommunity.com/sharedfiles/filedetails/?id=1637501413

Link for Vanilla Version: Working On it. Soon!

Title: Re: [A17] - Animal Husbandry
Post by: KentCave on September 05, 2017, 02:38:32 AM
Apologies.
Still new to this github system. Aid appreciated. Please. Thanks.

How to..grab mods..NOT available in a "released" packaged form yet in github? Like this one for instance. I tried registering, messing with settings just to be able to get the mod. Given up eventually and tried grabbing the files..individually, and will attemp making own mod folder later on. Didnt work. As I could grab the file from assemblies folder, but couldnt grab the about.xml see?Please. Thanks. Many other mods also like this. NO downloadable form in released folder to grab. Also, dropbox having problems? Been like a day failing to grab from there, while github functioning perfectly. Nexus aint as efficient and hassle-free as github too.


Dear Canute,

Gratitude. Problems solved. Not sure if its javascript or popups restriction on my browser, that initially caused me problems. But its no more problemo now. You guided me to the appropriate path. Just need to Focus on that green github button, till its solved. Was using UC Browser. Thought it was compatibility problem. Grabbed Chrome. Nope, same probs. Back to UC, read the TONS of Help tab in github. Still green button WONT respond. Then..suddenly now it..works. Not sure how. What settings I changed. Prolly the adblocker turned off. But its ON now, and green button works. So, not sure how. But, probs solved. Thanks. Appreciation. I promise to not harvest thee for my cannibal pawns. lol

btw, Just started Rimworld adding mods stage. Been a week with vanilla. Total addiction. Love the visual and music. Complexity is a plus. 3 days of vacumming mods from here. Hundreds! lol Stopped playing game-proper. Been just checking out files inside mods. Enjoying reading the about.xml and savouring textures. Manually editing the target version to just <0.17.0> to remove conflicts. Instead of sooo many diff numbers after 0.17. in diff mods. Perfectionist trait. lol Even deleting alt languages and editing out parts of mods am uninterested in. Modifying mods even before starting them. lol

Anyway..THANKS! Back to picking bones inside codes. QC voluntarily. lol

Update : Still fiddling on github, as there is Always a solution to Every problem. Since that green download button only works erratically..I kept searching for solutions. Incompatibility with UC is understandable, yet a repeat with Chrome is unacceptable.

I found a better way! Credits to fyarn of Rubber Bullets. Kudos to him, not only gave us a useful mod, but still provided additional service hardly gotten elsewhere. Brain..with Heart too. Thank You. Just add /archive/master.zip at the end of mod dwnld url link. Like: https://github.com/gustavoghe/AnimalHusbandry/archive/master.zip Voila!

Simple, faster and a boon to goon almost loon. lol In case this happens to others. Well, at least let Only One person suffered. N Joy.

Moderator's edit (Calahan) - I've changed the formatting of this post to form paragraphs because the repeated use of a new line for each new sentence and/or word was artificially stretching the post, and with it the thread. Which is both needless and annoying for readers.
Title: Re: [A17] - Animal Husbandry
Post by: Canute on September 05, 2017, 03:41:26 AM
When you open the github link, you should see a green button "Clone or download" an the right higher side.
Click on it, and select download.
Then you can download the Animalhusbandry-master.zip
If nothing happen when you click at the green button, you night not allow scripts to work on this side or general.

gustavoghe,
btw. great work and idea about this.
What do you think about to create a similar project for some permican ?
And please adjust your github project. Move all the folder/files from inside the AnimalHusbandry folder to the root.
When you create a download with the clone/download button it create auto. the main folder.
Just download your own mod, and you will see what i mean.
Title: Re: [A17] - Animal Husbandry
Post by: MightyGooga on September 05, 2017, 11:33:10 AM
Hey Guys,

Im glad you liked Canute. I new to github, but got it right this time, thank you for the heads up.

For now Im focused on increasing rations diversity, including a "medicine" ration for those animals with malaria. Im new to modding, so everything takes a long time to learn.

Please remember for now this mod is intended to be played with Harcore SK Project V6 modpack: https://ludeon.com/forums/index.php?topic=12996.0 (https://ludeon.com/forums/index.php?topic=12996.0)

Im still figuring out how to xpath it so we can play both versions.

Please, feel free to suggest stuff, Im having a blast moding this baby.

Also, remember, this is a job done by me, but with a some very special contributors.
Title: Re: [A17] - Animal Husbandry
Post by: Encrtia on September 18, 2017, 06:11:57 PM
Ah, I see. Could you please edit the original post to reflect what your last message said? I.e. it's dependency on SK's Hardcore Modpack. I installed it with errors, & consequently couldn't build it because it required the aforementioned mod installed due to not seeing any warnings in the first post.

Thanks.
Title: Re: [A17] - Animal Husbandry
Post by: Riael on September 23, 2017, 04:08:34 PM
"It is made to use with SKHardcore, but should have no problems in vannila."

The recipes require things that aren't found in vanilla so it doesn't work.

Which is a shame... A big farm takes more food than a big colony.

Edit: Yep, as Encrtia said, you should edit the original to state that it doesn't work ^.^
Title: Re: [A18] - Animal Husbandry (SKHardcore)
Post by: MightyGooga on January 02, 2018, 02:11:46 PM
Updated!

Tell me if you want a Vanilla version. I´ll make it happen. Happy new year.
Title: Re: [A18] - Animal Husbandry (SKHardcore)
Post by: Harry_Dicks on January 02, 2018, 06:37:55 PM
I would love to have the "vanilla" version of this mod that doesn't require HardcoreSK, please! :)
Title: Re: [A18] - Animal Husbandry (SKHardcore)
Post by: Exende on January 03, 2018, 10:49:00 AM
Yeah a vanilla one would be great
Title: Re: [A18] - Animal Husbandry (SKHardcore)
Post by: MightyGooga on January 03, 2018, 05:14:25 PM
You asked for it, you got it! Now with a vanilla version. Let me hear some feed back.

See you.
Title: Re: [A18] - Animal Husbandry (SKHardcore)
Post by: Harry_Dicks on January 03, 2018, 05:27:27 PM
Quote from: MightyGooga on January 03, 2018, 05:14:25 PM
You asked for it, you got it! Now with a vanilla version. Let me hear some feed back.

See you.

Awesome job! Do you have any specifics on how much an improvement this is over regular kibble? I see in the OP you said it is 5x stronger, but does it take 5x the ingredients? Or the same as regular, just 5x stronger now? Also, what do you think about age accelerating kibble? So you could have a pen for all of the baby and juvenile animals, and you could feed them kibble all hopped up with GMOs and steroids!
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Harry_Dicks on January 03, 2018, 09:30:31 PM
Your link in the OP to the vanilla release, the download from there is for A17. I see you just uploaded it though, did you upload the wrong version?
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: MightyGooga on January 04, 2018, 04:39:54 PM
Oops, Sorry for that. I forgot to save the update. It should work fine now.

Im not exactly sure how much of a improvment is in terms of numbers. The animal rations (that are used to make the pellets), should have the same stats as kibble, a little better (Nutrition 0.08). The pellets have way more more nutrition, and to make them you have to research, and it costs eletricity. But the payoff for sure, since they have close to 0.25 nutrition, which means 15 of them aproxx. should fill a megasloth hunguer bar.

The purpose of this mod is to enable you to raise animals without having to put all your colony to make food. So I made sure the profitability of Pellets is high.

If you produce Protein Pellets (they need meat), you increase nutrition to a staggering 0.4.

The next step for this mod, is to produce animal food that heals animals. This is very important in the SK Hardcore modpack, since there are a ton of new diseases.

If you have any ideas on how to improve the mod, please, just post them here.
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Exende on January 05, 2018, 06:54:33 AM
Could not resolve cross-reference to Verse.ThingDef named Rawpotatos
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference: No RimWorld.SkillDef named li found to give to Verse.SkillRequirement null-skill-requirement
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference to Verse.ResearchProjectDef named Eletricity
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference to RimWorld.StuffCategoryDef named Precious
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference: No Verse.ThingDef named ElectronicComponents found to give to Verse.ThingCountClass (2x null)
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference: No Verse.ThingDef named Mechanism found to give to Verse.ThingCountClass (3x null)
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference: No RimWorld.StatDef named Bulk found to give to RimWorld.StatModifier (null stat)
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference to Verse.ThingCategoryDef named Animalfood
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference: No RimWorld.StatDef named Bulk found to give to RimWorld.StatModifier (null stat)
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference to Verse.ThingCategoryDef named Animalfood
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference: No RimWorld.StatDef named Bulk found to give to RimWorld.StatModifier (null stat)
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference to Verse.ThingCategoryDef named Animalfood
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
.....


These were found after adding the most recent version of Animal Husbandry (the B18 version) and is no longer there when I removed the mod from my modlist, are these errors minor?
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Harry_Dicks on January 05, 2018, 09:28:49 AM
Quote from: Exende on January 05, 2018, 06:54:33 AM
Could not resolve cross-reference to Verse.ThingDef named Rawpotatos
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference: No RimWorld.SkillDef named li found to give to Verse.SkillRequirement null-skill-requirement
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference to Verse.ResearchProjectDef named Eletricity
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference to RimWorld.StuffCategoryDef named Precious
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference: No Verse.ThingDef named ElectronicComponents found to give to Verse.ThingCountClass (2x null)
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference: No Verse.ThingDef named Mechanism found to give to Verse.ThingCountClass (3x null)
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference: No RimWorld.StatDef named Bulk found to give to RimWorld.StatModifier (null stat)
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference to Verse.ThingCategoryDef named Animalfood
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference: No RimWorld.StatDef named Bulk found to give to RimWorld.StatModifier (null stat)
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference to Verse.ThingCategoryDef named Animalfood
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference: No RimWorld.StatDef named Bulk found to give to RimWorld.StatModifier (null stat)
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not resolve cross-reference to Verse.ThingCategoryDef named Animalfood
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
.....


These were found after adding the most recent version of Animal Husbandry (the B18 version) and is no longer there when I removed the mod from my modlist, are these errors minor?

I had those same errors, but haven't gotten around to checking out the mod yet.

EDIT: I moved Animal Husbandry waaaaay up near the top of my mod list, and the errors have gone away! Still haven't actually tried anything out ingame yet, but keeping my fingers crossed!
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Exende on January 05, 2018, 11:49:02 PM
nope, been at the top of the list outside of essentials (Core, HugsLib, Jec, ResearchPal) and it still gives me the same errors
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Harry_Dicks on January 06, 2018, 05:20:27 AM
Do you know of any incompatibilities with HelpTab?
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Dressari on January 08, 2018, 02:01:18 PM
I appear to be having some issues with the Vanilla version of this mod, in that the Items associated with the kibble, the Bases and the Pellets are missing a tag that allows my people to haul it to storage zones. It claims it cannot be hauled because no storage area has it listed, but in the storage lists I cannot find anything that categorizes the items to be stored. I even tried to put the mod up as high on the list as possible but it doesn't seem to have any affect.

I'm new to reading the logs, but it does seem to generate a large number of "CrossRefs" errors? I mean I have a couple from another mod but I haven't noticed it affect anything. I just know I can't seem to get my guys to haul anything from the Animal Husbandry mod. I really like this idea and I want to figure out whats wrong.
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Harry_Dicks on January 09, 2018, 08:07:24 AM
Upon further testing, I did still get errors from this mod. I finally had to take it off from my mod list, and the errors went away. I seemed to have different errors depending on where it was on the mod list, though. But my list is close to 300, so there's just so many possibilities for different things to go wrong. I'd like to use it, but my restarts take almost close to 10 minutes each, and not a dig at your mod or anything, because I would definitely love to use it, but right now I'm getting kinda burnt out of keep updating mods and load orders and trying to fix errors - I've been at it non-stop for a few weeks now. I'm ready to actually fully check out all of this content I've been building up... and it's a LOT, no joke about that!

EDIT: If I'm remembering correctly, I was getting a few yellow errors from this mod about being unable to make the help information for some of the things? But it also ruined my HelpTab mod. And that mod is an absolute, cannot play without, must have mod for me. I use ResearchPal as well, another absolute must have, because I really do have tons and tons of different things to research. But, as a lot of people that use ResearchPal know, it isn't fully perfect. A few of the researches, for whatever reason, end up stacking on top of one another. The only way to find them is by mousing over the different researches and seeing if multiple tooltips pop up. Then based on the tooltip, figure out what research it is, and look it up in HelpTab which will have an option to research it there. It seems weird though, like the researches that get stacked will change based on where I put the mod in my load order. Right now it seems to only ever happen to a few of the very bottom, red colored, early research (neolithic or no "age"?) things, and a few of the very top (first tier of industrial?) things.

So either way, both HelpTab and ResearchPal are requirements for me, and Animal Husbandry, as far as I could tell, ended up making HelpTab throw a red error at me. I thought it would be fine and just a few things wouldn't have any information on the help screen, but it absolutely cleared out all the entries in it. I could open the HelpTab, and the categories were all there, but there wasn't anything in any of the categories - all blank. I might have the error saved elsewhere if you would be interested at looking into this further.
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: MightyGooga on January 11, 2018, 09:13:06 PM
Hey Guys,

Sorry for the delay. Let me see what is going on.

1 - First of all it should be compatible with all other mods, since all content is created. If there are erros, they are occuring because of my mod, and not compatibility issues.

2 - Since i "transposed" this mod from the SK Hardcore version, there is probably something I overlooked. I have been playing only the MODPACK and its hard to tell what is vanilla or not.

3 - Really sorry for the delay in answering, this is my second mod ever in the history of my life, and sometimes I forget that i have to check the forum more often.

4 - I will, review the mod, and play test it in vanilla. As soon as i get a green light, Ill shout out for you.

Peace!
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Harry_Dicks on January 11, 2018, 09:20:53 PM
Quote from: MightyGooga on January 11, 2018, 09:13:06 PM
Hey Guys,

Sorry for the delay. Let me see what is going on.

1 - First of all it should be compatible with all other mods, since all content is created. If there are erros, they are occuring because of my mod, and not compatibility issues.

2 - Since i "transposed" this mod from the SK Hardcore version, there is probably something I overlooked. I have been playing only the MODPACK and its hard to tell what is vanilla or not.

3 - Really sorry for the delay in answering, this is my second mod ever in the history of my life, and sometimes I forget that i have to check the forum more often.

4 - I will, review the mod, and play test it in vanilla. As soon as i get a green light, Ill shout out for you.

Peace!

Ahh, that makes a lot of sense. Not sure why I didn't think about that earlier, the mod being for HardcoreSK.

Well I hope you are able to fix everything, because I would love to use your mod. Did you consider the idea of more pellets, maybe ones that increase aging, if that's possible? Either way, good luck! ;)
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: MightyGooga on January 13, 2018, 05:50:21 PM
Hey Guys! Behold the Fixed Version!

You can try it now, I have just been playing with vanilla and there were 0 - ZERO errors.

I found out that most of the errors were becouse of changes in mechanics in B18, and some becouse a ireally overlooked SK compatibility...

So now you can test it with no fears, and give some feedback.

Harry, the idea you gave its awsome. Why not make some vaccines to increase longevity? Why not a speciual food that increases the rate of wool production?

Im gona look into that, and see if i can come up with a great update. Thank you.
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Harry_Dicks on January 14, 2018, 12:35:02 AM
Quote from: MightyGooga on January 13, 2018, 05:50:21 PM
Hey Guys! Behold the Fixed Version!

You can try it now, I have just been playing with vanilla and there were 0 - ZERO errors.

I found out that most of the errors were becouse of changes in mechanics in B18, and some becouse a ireally overlooked SK compatibility...

So now you can test it with no fears, and give some feedback.

Harry, the idea you gave its awsome. Why not make some vaccines to increase longevity? Why not a speciual food that increases the rate of wool production?

Im gona look into that, and see if i can come up with a great update. Thank you.

Thanks MightyGooga, that's great news! I look forward to reinstalling the mod and trying it out. I'm excited to see what kind of pellets you come up with next!
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: runnerup4 on January 15, 2018, 12:55:12 PM
i couldn't make the veggie and protein animal rations with Vanilla version. I changed the thingDefs in Recipes_AnimalH (RecipeDefs) in the mod, to RawPotatoes, RawCorn, RawRice, and Hay, and I could make the rations and then pellets. I just post this in case others have a similar problem.
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Ri0Rdian on January 21, 2018, 06:13:15 PM
Quote from: runnerup4 on January 15, 2018, 12:55:12 PM
i couldn't make the veggie and protein animal rations with Vanilla version. I changed the thingDefs in Recipes_AnimalH (RecipeDefs) in the mod, to RawPotatoes, RawCorn, RawRice, and Hay, and I could make the rations and then pellets. I just post this in case others have a similar problem.

Can confirm, this is needed for Vanilla version to be able to make ANY pellet. You can easily check that for yourself by putting up a job and there are no items to filter... since they use wrong names in the Recipe for the plants... the RawMeat is the only one that is ok. The above fix solves that. Also, Protein Pellets are strongUER.


Edit:
For some reason, my colonists keep picking up and carrying with them Protein Pellets. They don't eat them, just carry them around, I am baffled by this.
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: MightyGooga on January 25, 2018, 01:48:38 PM
All right! Thanks for the feedback. The github link has been updated and the def files have been corrected.
I apologize for the previous version, I used PlantPotato instead of RawPotato in a derp moment of mine. Well, its corrected now. Have fun.
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Ri0Rdian on February 02, 2018, 08:06:33 PM
Quote from: MightyGooga on January 25, 2018, 01:48:38 PM
All right! Thanks for the feedback. The github link has been updated and the def files have been corrected.
I apologize for the previous version, I used PlantPotato instead of RawPotato in a derp moment of mine. Well, its corrected now. Have fun.

Do you know why my colonists keep picking up and carrying around Protein Pellets? They don't seem to eat it (god forbid!) so I don't know what's going on, only that my animals suddenly have nothing to eat since all their rations are carried by colonists for some reason!  :o


Awesome mod btw, it made my life much easier while allowing me to keep lots of animal friends around!
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Harry_Dicks on February 02, 2018, 08:08:51 PM
Quote from: Ri0Rdian on February 02, 2018, 08:06:33 PM
Do you know why my colonists keep picking up and carrying around Protein Pellets? They don't seem to eat it (god forbid!) so I don't know what's going on, only that my animals suddenly have nothing to eat since all their rations are carried by colonists for some reason!  :o

Every colonist is constantly carrying around a stack of pellets? Only one stack, correct? Hmm, I really have no idea, are you using any other mods that deal with hauling or pawn inventory?
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: sidfu on February 03, 2018, 06:01:07 AM
the stuff has food value so its probaly for food. also people set as a tamer will gopick up some
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Harry_Dicks on February 03, 2018, 08:00:24 AM
Quote from: sidfu on February 03, 2018, 06:01:07 AM
the stuff has food value so its probaly for food. also people set as a tamer will gopick up some

Yes, of course colonists will carry food for animal taming/training. That's half the point, besides colony animals eating daily, right? However, the way that Ri0Rdian described his problem made me think that his pawns are carrying around his entire stock of pellets, as in it's a bug and the pellets are stuck in a pawn's inventory, and not just the ones that are on their way to do any animal taming or training.

Am I not understaning what Ri0 posted, or are you not understanding why I would ask those questions to Ri0?

Quote from: Ri0Rdian on February 02, 2018, 08:06:33 PM
only that my animals suddenly have nothing to eat since all their rations are carried by colonists
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Ri0Rdian on February 03, 2018, 07:46:34 PM
It might be a mod conflict, that's always a possibility (and I would dare to say: as long as you use multiple mods, the most likely cause), probably my case too since no one else reported such a thing.


So yeah, the pawns simply walk to the storage area and start taking pellets into their inventory. I have seen cases ranging from a single one to over 300! I expected the animal handlers to carry some, for obvious reason but any pawn will take and carry them around.
Though I have a feeling it might have something to do with the food, since I tend to Draft them whenever I see them grabbing pellets, send them a small distance away and Undraft. They always go back for the pellets, however, when I send them to my dining room where Food is stored and Undraft there they basically always go and pick up a meal instead and forget about the pellets. In this case they have a shorter route to walk for a Meal than back to Pellets. But this is a pure speculation on my part from the observation.
Is there such thing like a *flag* for items (meal in this case - something like "is_a_kibble") that it is animal food and they shouldn't consider it for their nutrition requirement under normal circumstances? (probably not since they will eat kibble if nothing else is available but I am trying to find a straw to hold to  ;D )


In any case, I checked my mod list and those are the most likely candidates for interference due to messing up with colonist hauling/carrying:
While You're Up (don't think so but mentioning just to be safe)
Stack Merger
Stack XXL (this one seems weird here, but maybe they would just pick up a small number normally but due to my setting they pick up a ton - either 10x or 20x whichever category Pellets falls into, probably the former)

Though I don't seem to have any problems with my mods (no errors of any kind in the console) and the only problem I saw was that colonists didn't pack all the Pemmican I needed for caravan which I found out was thanks to using Extended Storage mod (they did not pick everything I told them to up and moved on to form it... after deleting the container holding the Pemmican and using vanilla storage it worked flawlessly).

Edit:
Just witnessed the very same behaviour I described when Drafting colonists on 2 pawns at the same time. Send them to dining room, undrafted, they rushed in for Meals. I have a feeling it might not be a mod conflict after all. If you want I can record and upload it somewhere for you to witness.

Edit2:
Force fed a Protein Pellet to a hungry pawn without a food mood boost present. No bad mood from that (unlike kibble). This makes Protein Pellets the most nutrient efficient foodstuff available, though you get no mood boosts.  ::)

Edit3:
I am no modder (nor do I know much about Rimworld modding), Checked the vanilla stuff for Kibble and yours. You do miss the <tasteThought> part in the defs, which I noticed ingame already. The vanilla kibble also uses <preferability>RawBad, while yours has DesperateOnly, dunno what is the difference, might not be a problem. The <optimalityOffsetHumanlikes> seem to always be -30, not sure whether increasing this can be done or if it will have an effect. I might try changing some of the values myself to see if the behaviour changes, hopefully my PC won't catch fire or destroy my save.  ;D

Final Edit:
I think I solved it, everything looking OK after 3 hrs+ of play time. I changed the <preferability> to RawBad and added <tasteThought> same as Kibble (mostly for balance reasons, I hoped the first change might be enough to fix it) and behold! No one hoards that stuff anymore, I have seen two pawns with pellets in inventory, but both were animal handlers, I have seen them use it to train animals and they only carried (low) single digit amount.
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Harry_Dicks on February 03, 2018, 11:25:56 PM
Good job, Ri0. It sounds like you've narrowed down your problem greatly.

To be honest, I hadn't actually played a game with this mod yet, so I never had a chance to experience what you are. If I had to guess, since the pellets are missing the negative mood buff modifiers, like regular kibble, is that like you said the colonists won't mind eating it. That, combined with the pellets high nutritional value, I would guess means that a pawn is more likely to grab the pellets if they are a lot closer than your highest tier meal available to them that isn't nearby.

So this issue might have actually been happening to anyone, just not everyone had gotten around to trying it out yet :)
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Canute on February 04, 2018, 03:33:21 AM
Ri0Rdian,
for a non modder a great work.
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: MightyGooga on February 04, 2018, 02:11:11 PM
Hello! Im super thankfull for you guys helping out and testing this!

I just uplodade a fix to the git. Im having a real hard time understanding the purpose of the trhee following tags possible contents:
<Preferability>
<tastethough>
<optimalityoffset>

So what I did is to copy a few inputs from kibble. I added a tastetough, and changed preferability to DesperateOnlyForHumanlikes.

What I want is that no human will try to consume this unless they are really dieing from startvation. This is fermented meat and veggies afterall, and they taste like a shit took a dump.
Thank you.
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Ri0Rdian on February 04, 2018, 08:10:48 PM
Take this (at most) as a food for thought (very fitting considering this is about meals  ;D ), since I am most likely wrong:

I view <tasteThought> as a mood effect only, not something pawns would take into consideration (this is the part where I can be very wrong) when deciding what to eat. A simple add-on effect activated when certain condition is met (in this case effect = mood loss, condition = is eaten by pawn). Not like it couldn't affect pawn food choice but to me having 3 filters to go through seems like a waste, though it is still a possibility.

This is probably easy to check ingame by editing two meals to be exactly the same and having one with negative mood and then observing what the colonists will do. If they pick both to eat or at least the one with the negative mood this should more or less prove that  <tasteThought> has no effect on their choice. Otherwise I was wrong and it plays a role.

<optimalityoffset> MIGHT be a value that modifies the <Preferability> , which I think is internally a (numerical) value. Pure speculation ofc  :P Again, nothing to directly affect pawn choice, rather just adjust the main decision mechanism.

<Preferability>  to me looks like the main thing that governs what the pawn will or will not eat and/or when. I have found several of them that are used in game (I might have possibly missed some!). I ordered them in what I believe is least desirable food to most desirable food.

DesperateOnlyForHumanlikes = (humans won't eat this, aka Hay if I understood it right)
desperateOnly   
RawBad
MealAwful
RawTasty
MealSimple
MealFine
MealLavish


I think the way you sorted this out is fine, as long as it works. Knowing why it works that way is of secondary priority. It is quite likely that only the devs know the internal workings of the values we use and are allowed to change (with the possible exception of a hardcore mod maker who spent a lot of time experimenting but might not see your question, ever, so can't answer it ;D ).
As for what you want, your setting now might not allow colonists to eat the pellets at all, since it uses what Hay does and you can't eat Hay, right? (which you don't want) This needs checking in game. I might do it myself tomorrow if someone else isn't faster.

desperateOnly  might be the best bet with added negative thought (if you don't want to mod in another one you will have to make use of the existing ones ofc, though from the way you worded it, it sounds like that stuff would taste quite a bit worse than kibble  ;D), if it works the way I believe ofc  :P
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Ri0Rdian on February 05, 2018, 06:24:19 PM
<tasteThought> DOES play a role in whether a colonists pick certain food or not after all. Just tested this. I was wrong, can't say I am surprised though.  :P

I used Simple Meal and Fine Meal, removed Fine meal bonus mood, in all other aspects they are the same. Locked a colonist in a room with both. He would choose either of them, almost always the one that was closer to him.

When I added AteKibble as a thought to Fine meal things changed. He would no longer pick Fine meal even when standing right next to it and having Simple Meal on the other side of the room. The only way to force him to eat it was to forbid Simple Meal.

Conclusion: Colonists take mood effect of Meal into consideration when deciding whether to eat something. This likely happens for any other item too (like a clothing piece, exactly the same in stats, quality and state but one from corpse from example).

This means there is more room to fiddle with food priorities if one wants to, which is almost certainly a good thing, though it makes balancing quite a bit more complicated.  ;)

I am not gonna bother testing <optimalityoffset> since that seems like too much work and I would prefer to play the game now  :P


Edit:
One last thing. Currently you can use the Animal Ration Protein or either Pellets when crafting Fine / Lavish Meal. This is probably OP and also illogical. It would be best to either disallow their use for making human Meals or at least set the default recipe setting to off (currently it's on). No idea how to do any of those two though xD
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: MightyGooga on February 09, 2018, 08:45:05 PM
Hi Rio!

Thanks  for the effort of looking into this. I did it myself and came to the exact same conclusions. Except i didnt know that you could use it as ingredient for fine meals. One thing i have to test is if we can use kibble as an ingredient as well.

I dont really know how to avoid this, so Ill have to research it. As soon as i get some results Ill update the mod. For now Im just glad its working on vanilla.
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Exende on February 09, 2018, 10:53:10 PM
is your link to the vanilla animal husbandry updated?  Because with no mods:

Could not resolve cross-reference to Verse.ThingDef named RawPotato
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Ri0Rdian on February 10, 2018, 06:00:14 PM
I am pretty sure it's because it should be RawPotatoes NOT RawPotato. There was apparently some renaming of internal names lately it seems (last 1 or 2 version of game).

Edit:
You can try to see if you can fix it yourself by checking Defs/RecipeDefs/Recipes_AnimalH.xml for any occurence of RawPotato and changing it to RawPotatoes. It should fix it.
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: MightyGooga on February 16, 2018, 03:02:51 PM
Hey Rio, git version has been fixed. Thanks again for the feedback.
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Miguelcb on February 17, 2018, 07:56:29 AM
The ration tank can work without power (when it isn't connected to the power net), and at the same speed I think.
Thx for making this simple, useful and awesome mod!!!
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Canute on March 05, 2018, 02:27:53 AM
I have an addition request.
Maybe a second tank to process Ration straight from corpes.
You put in x amount of nutri and geting out ration.
It is important that it is nutri since corpses got different values based on size and missing parts.
With a fixed corpse count it would be easy doable with Universal fermenter.
This will free the cook's and could be done all by haulers.
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: MightyGooga on March 10, 2018, 03:45:15 PM
Hey thats a great idea. Im not sure we can use corpses as ingredients with universal fermenter. I have to check that. I also dont want to make this overpowered. The idea behind all the work to make rations and then pellets is that aa animal need way less pellets to fill his hunguer bar than kibble for example. This in turn makes raising animals mora balanced, becouse you can stock up on pellets before starting a huge herd. Also, with one tile you can stock up to 600 pellets, making the feeding more simple and efficient.
I want to think about this idea, becouse what i dont want is a processor machine that you put corpses and get powerfull rations. Maybe we could output kibble or something. But even then... we would have to put something to dry the whole thing.
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Canute on March 10, 2018, 04:33:24 PM
The drawback would be the time.
Which you can use a pawn and work at the butchery table to craft alot of ration in a pretty short time.
The fermentor would take less crafter work (but still hauler) and take days until you are geting products.
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: nrish666 on March 18, 2018, 01:38:53 PM
My pawns with 'ascetic' trait keep picking up stacks of the pellets. any thoughts on what I could change to stop this?

changed Animal Rations
         <thingCategories>
            <li>FoodRaw</li>
         </thingCategories>

to

         <thingCategories>
            <li>Foods</li>
         </thingCategories>

it stopped them being usable in creating meals.
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Lantyrn on April 10, 2018, 01:54:21 PM
where do the pre-pellets come from?
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Canute on April 10, 2018, 02:39:47 PM
Butchering table.
I suggest the HelpTab mod, then you can search for item and their recipes.
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Lantyrn on April 12, 2018, 10:16:45 AM
Sorry for posting the same thing twice. And thank you very much. Next time I open Rimworld I will check immediately.  thank you again!  :D
Title: Re: [B18] - Animal Husbandry (SKHardcore and Vanilla)
Post by: MightyGooga on January 11, 2019, 02:25:34 PM
People! If I need universal fermenter to update my mod. But im not sure if there is anyone working on it. Im waiting, as soon as we get it Ill update.
Title: Re: [1.0] - Animal Husbandry (SKHardcore and Vanilla)
Post by: MightyGooga on January 27, 2019, 03:50:48 PM
Moderator, can you please remove Outdated tag? Thanks
Title: Re: [1.0] - Animal Husbandry (SKHardcore and Vanilla)
Post by: MightyGooga on February 06, 2019, 03:08:34 PM
Wow, I dont know what to do. My mod is updated but i cant get it to go to release channel. Should I just send a message to moderator?
Title: Re: [1.0] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Canute on February 06, 2019, 03:25:07 PM
Yes, send a msg. or use Report to Moderator function.
Alternativ just Modify your first posting, copy all. Create a new topic and paste it there.
Title: Re: [1.0] - Animal Husbandry (SKHardcore and Vanilla)
Post by: Kirby23590 on February 18, 2019, 09:49:57 PM
Yes, you should try doing that...

Your mod should be moved back to Mod Release forums. ;)

EDIT: Cool it's back in Release forums!
Title: Re: [1.0] - Animal Husbandry (SKHardcore and Vanilla)
Post by: WhisperPntr on January 18, 2020, 02:10:58 PM
Hey, thanks for creating this mod and eventually updating vanilla as well.
Title: Re: [1.0] - Animal Husbandry (SKHardcore and Vanilla)
Post by: jose1996 on January 24, 2020, 02:44:24 AM
so is this updated for vanilla?