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RimWorld => Releases => Mods => Outdated => Topic started by: pidggit on May 14, 2014, 01:27:23 AM

Title: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: pidggit on May 14, 2014, 01:27:23 AM
Description:
So you like dogs, do you? Well, be lonely no more! This mod will add Man's best friend to the game. You can tame the friendly dogs (Wolves are not tamable. They're too wild!), and they'll do work for the colony (Specifically, hauling things around, helping with hunting, and defending the colony from attackers).

To tame a dog, just select a single or group of dogs and press the Tame button. This will designate them to be tamed, and colonists that can work as Tamers will go out and tame the dog.


Screenshots:
(http://i.imgur.com/z1mwTlD.png?3)
(http://i.imgur.com/fNJlxQj.png?3)
(http://i.imgur.com/wpOloaU.png?2)


Known Bugs:



Features:
Have an idea for a feature? Let me know, and I'll be happy to try and include it if possible.

Update: Unfortunately, I don't have the time to keep this up to date. I've been swamped at work, and I'm in the process of buying a new house and moving. I hope to eventually come back to this when things settle down.

In the meantime, I've open sourced the development of this mod. I've been keeping my dev work on BitBucket (https://bitbucket.org/picancor/projectk9/), so anyone who would like to work on it, I'll be happy to take Git pull requests. If anyone has any questions, feel free to PM me. I know what needs to be done to update it for Alpha 5. I just don't have the time do it.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: ChasmofFate on May 14, 2014, 03:42:34 AM
Nice! Colony mascot here we come!

The tamed dogs should add a happiness bonus (them being friendly and all).
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: decomg on May 14, 2014, 08:24:51 AM
Love dogs, this is the best mod ...
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: ancusohm on May 14, 2014, 09:08:07 AM
This mod seems really cool.

Stupid question, but how do I download this mod?  Or have you not uploaded it yet?
Nevermind, just saw attachment
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: iame6162013 on May 14, 2014, 09:08:36 AM
This mod seems really cool.

Stupid question, but how do I download this mod?  Or have you not uploaded it yet?
the download is at the bottom ;)
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: americany13 on May 14, 2014, 09:25:28 AM
This is pretty cool
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: pidggit on May 14, 2014, 09:32:51 AM
The tamed dogs should add a happiness bonus (them being friendly and all).

I forgot to add that to the feature list, but the small dogs actually give colonists the thought "Saw cute dog". So they're useful to have hang around your colony.

Dogs are also a great source of corpse disposal. All those raider bodies are great food sources for your dogs.
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: Austupaio on May 14, 2014, 11:14:34 AM
Very cool update/new thread. Will be testing.
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: ChasmofFate on May 14, 2014, 12:01:26 PM
The tamed dogs should add a happiness bonus (them being friendly and all).

I forgot to add that to the feature list, but the small dogs actually give colonists the thought "Saw cute dog". So they're useful to have hang around your colony.

Dogs are also a great source of corpse disposal. All those raider bodies are great food sources for your dogs.

Nice! Better than I first thought! Great work so far!  :D
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: Kumai0214 on May 14, 2014, 12:39:10 PM
I think I found a bug with the mod already? lol.... Somehow, when the dogs are killed, their bodies are practically invulnerable and stuck at 0/100 hp. I've tried going into development mode to burn/destroy the body but it is just stuck there.

Edit: Also when having multiple animals tamed, there are times where they go and try to kill each other. Currently my male shep named Maximus is trying to kill my 2nd shep called Teddy. Not to mention if a dog is trying to eat a corpse and a colonist picks it up while the eating is in process, there is a constant generation of blood from the corpse that constantly appears underneath the person who picked the corpse up.
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: pidggit on May 14, 2014, 01:17:21 PM
I think I found a bug with the mod already? lol.... Somehow, when the dogs are killed, their bodies are practically invulnerable and stuck at 0/100 hp. I've tried going into development mode to burn/destroy the body but it is just stuck there.

I guess I never had a corpse stick around long enough or try to destroy it. Usually corpses get eaten up by other dogs pretty quickly. I'll add this and see if I can fix this tonight or tomorrow sometime. Thanks!

Edit: Also when having multiple animals tamed, there are times where they go and try to kill each other. Currently my male shep named Maximus is trying to kill my 2nd shep called Teddy.

Yeah I've noticed that sometimes they attack each other. And sometimes they attack Colonists. I haven't gotten down to the bottom of it, yet. But I forgot to create a bug for it in my bug tracker, so I didn't add it to the list of known issues. :)

Not to mention if a dog is trying to eat a corpse and a colonist picks it up while the eating is in process, there is a constant generation of blood from the corpse that constantly appears underneath the person who picked the corpse up.

Hmm, yeah, that should be an easy fix. I'll just make the dog reserve he corpse before they start eating. It'll keep the colonists away until they're done.
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: JinxWolf on May 14, 2014, 02:08:03 PM
In general, this mod is excellent. Using this mod, i've grown fond of my pups. With that in mind, here's some things I myself would not mind to see fixed, removed or added in addition of this mod. As of now, I will attempt my best to issue some constructive criticism, expose some well-known bugs and give some suggestions.

Yellow - Bug
Red - Suggestion/Addition
Green -  Constructive Criticism


[/list][/list]

I hope this helps in some way.
Edit: It keeps doing "[/list]" twice, it's asinine.
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: pidggit on May 14, 2014, 03:26:34 PM
In general, this mod is excellent. Using this mod, i've grown fond of my pups. With that in mind, here's some things I myself would not mind to see fixed, removed or added in addition of this mod. As of now, I will attempt my best to issue some constructive criticism, expose some well-known bugs and give some suggestions.

Thanks for this write up! I've basically only been testing this by myself, so it's great to have some other eyes on it now.

To address some of the points:
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: Vas on May 14, 2014, 03:30:16 PM
When dogs have their own beds and do not have back stories and can eat raw food just fine, I'll use this.  :P  Good idea though.  But they shouldn't be able to haul some objects such as resources like metal and silver.  Only small corpses and such.  Protection is what I'd mainly use them for.
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: pidggit on May 14, 2014, 04:01:23 PM
When dogs have their own beds and do not have back stories and can eat raw food just fine, I'll use this.  :P  Good idea though.  But they shouldn't be able to haul some objects such as resources like metal and silver.  Only small corpses and such.  Protection is what I'd mainly use them for.

Well, they do have their own beds... :P

Yeah, one thing on my issue tracker is to make them only haul specific things that would be feasible to haul by a dog.
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: Cody605 on May 14, 2014, 04:44:52 PM
This was great and I loved having my dog haul things while I had my colonists do more productive work. But since my shep started to always be on attack mode trying to kill an already dead mutt or my farmer, it died of hunger before I could see how it fared against raiders. As soon as the attack and invulnerable dead body bugs are fixed I would love to use the mod again.
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: MrDecay on May 14, 2014, 04:53:52 PM
Thank you.
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: Evmeister on May 15, 2014, 12:30:31 AM
I know several mods need new games and I believe this one does as well. I enabled it and loaded up a save and I've noticed they sit down at the bottom of the map, and actually when you they come into camera view, the entire hud goes away as well as any control such as orders, clicking on things, and so on. You can still scroll back up and regain control. Something I just noticed and felt worth mentioning. I actually managed to click on one of the dogs, and it actually resulted in total loss of control and I had to end process it.
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: DaveG on May 15, 2014, 08:05:32 AM
I know several mods need new games and I believe this one does as well. I enabled it and loaded up a save and I've noticed they sit down at the bottom of the map, and actually when you they come into camera view, the entire hud goes away as well as any control such as orders, clicking on things, and so on. You can still scroll back up and regain control. Something I just noticed and felt worth mentioning. I actually managed to click on one of the dogs, and it actually resulted in total loss of control and I had to end process it.

This happened to me also, also had the effect of making wandering colonist ( from other camps ) steal food and beds and when you click on them for any reason ( capture or even just to check name etc ) the hud dies and you must end process.
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: StormProxy on May 15, 2014, 10:27:11 PM
The dogs wont show up on mine
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: WolfgangPolska on May 16, 2014, 05:49:34 AM
Well, Taming designation won't show up in orders menu :C
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: pidggit on May 16, 2014, 09:44:31 AM
Well, Taming designation won't show up in orders menu :C

That's because its not in the orders menu. That list is hardcoded, so I had to put the taking command on the dogs themselves. You have to select any number of dogs and the taming button will be there.
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: JinxWolf on May 16, 2014, 12:31:51 PM
In general, this mod is excellent. Using this mod, i've grown fond of my pups. With that in mind, here's some things I myself would not mind to see fixed, removed or added in addition of this mod. As of now, I will attempt my best to issue some constructive criticism, expose some well-known bugs and give some suggestions.

Thanks for this write up! I've basically only been testing this by myself, so it's great to have some other eyes on it now.

To address some of the points:
  • I would like to re-do the way the Dog's psychology is set up. Currently, it's just inheriting the Colonist's psychology. Hence why they don't like eating Human meat, or raw food or sleeping outside, etc. I plan on eventually overhauling that part to have a Dog Psychology instead (it might be impossible in Alpha 3, I still have to look at how the Psychology is created)
  • I would also like to make dog management more like colonist management. Right now they're completely autonomous, but I do plan on creating some sort of user interaction to determine which dogs do what jobs, and making them have to be trained to do jobs, etc.

You're very welcome.
If you ever need someone to test for bugs
I'll gladly help do so at any point.
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: auda on May 16, 2014, 01:50:41 PM
hi!
First, this mod is very nice! Bravo!
But i have some problems with it and maybe other mods. i have this error log and i can't reload the savegame... and if i don't take the KK9 mod no more error.

of course i have many mods like industrial, vanilla+ and other....

Somes ideas?
Thanks


[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: DaveG on May 17, 2014, 11:20:27 AM
any hope for a fix for the game crashing bugs listed above in previous posts?
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: pidggit on May 17, 2014, 11:28:43 PM
Sorry folks. I've been pretty busy this week and haven't had a lot of time to work on fixing this.

I've currently got a fix for the save game issues. It has to do with the fact that the game saves each Pawn's Faction Name, not the Faction Def. So I just had to change the name of the faction the tame dogs belong to. This, unfortunately will be incompatible with previous K9 saves, but c'ais le vie.

I'm working on fixing the Invulnerable Corpse bug, and the dogs standing around doing nothing before I release another version. I expect to have these fixed sometime this weekend.
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: Austupaio on May 17, 2014, 11:30:58 PM
Sorry folks. I've been pretty busy this week and haven't had a lot of time to work on fixing this.
Don't fret it, it's an ambitious project. You're breaking new ground while many of us are just expanding what's already there. :)
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: pidggit on May 21, 2014, 01:50:51 AM
Changelog:

Stability release! I've corrected several of the issues people have been reporting in this thread. The saved game issues should be resolved, along with dogs picking fights with each other and colonists.

After trying to override the Pawn's Psychology with my own and failing, I've "fixed" the issue by just creating some opposing thoughts to counter-act the effect of the Human thoughts. So when a tame dog eats some human meat, it'll be unhappy about participating in Cannibalism, but then it'll be equally happy about the fact that human meat is rather yummy. Dogs will be happier eating meat straight from a corpse. My setup was just to have a pile of human corpses in my kennel area and whenever my dogs woke up from sleeping, they'd typically eat from there before beginning their work day.

I went through a 50-day playthrough with this version and found very few issues (I had a pet dog kill and eat one of my prisoners once, but couldn't reproduce the issue). There may also be some oddities around the Pet Beds. Specifically a colonist may try to take ownership of the bed if the previous dog owner is killed.

I've also seen that sometimes when loading a save game, some pawns will be "Frozen" trying to do a job, and an error appears in the log periodically saying it had to unfreeze them. The only way I've found to break them from this is to use the Developer Mode and Force Interrupt Job to make them go back to normal. I'm currently looking into this issue. I suspect it has something to do with the fact that the Save Game XML doesn't have the Assembly name in the Class attribute of the Current Job. For example:

Code: [Select]
<curJobDriver Class="ProjectK9.AI.JobDriver_KillUnreserved">Where I suspect it should be:
Code: [Select]
<curJobDriver Class="ProjectK9.AI.JobDriver_KillUnreserved, ProjectK9">
Title: Re: [MOD] (Alpha 3) Project K9 (v1.1 May 21, 2014)
Post by: SpiritedCanine on May 21, 2014, 10:27:12 AM
Maybe make wolves tame-able, but they need much more time to be tamed and much more food during the day, as well as being a bit more unpredictable and may view Mutts (not the Dogs) as "prey" since they are smaller. Naturally they'd be stronger and faster than the others.
Title: Re: [MOD] (Alpha 3) Project K9 (v1.1 May 21, 2014)
Post by: Kumai0214 on May 21, 2014, 12:11:03 PM
Detected something iffy about the dogs that you tame. When you have a prisoner, your colony pet will immediately attack them and instantly turn them into "Human meat". I'm not too heart broken since it was only one prisoner but perhaps this should be looked into? Heh..
Title: Re: [MOD] (Alpha 3) Project K9 (v1.1 May 21, 2014)
Post by: pidggit on May 21, 2014, 12:18:38 PM
Detected something iffy about the dogs that you tame. When you have a prisoner, your colony pet will immediately attack them and instantly turn them into "Human meat". I'm not too heart broken since it was only one prisoner but perhaps this should be looked into? Heh..

Yeah, I had that happen once, but I had several other dogs and prisoners and it didn't happen again. How do you store your prisoners? I usually just have extra colonist rooms set up and designate one of the spare beds to be a prisoner bed. Then when they're finally convinced to join, I just switch their old bed to a colonist bed. Oftentimes, they just stay in the same room after they're recruited.

The one time I saw a dog attack a prisoner was when I had them sleeping on a sleeping spot since I had a sudden influx of prisoners with no room to put them.
Title: Re: [MOD] (Alpha 3) Project K9 (v1.1 May 21, 2014)
Post by: Kumai0214 on May 21, 2014, 12:23:28 PM
Well for me it was the very first raid so it was only 1 prisoner. I did what you did with the prisoner bed; changed a spare room and kept him in it but while he was recovering after getting wrecked by my three colonists, my dog entered the room and started killing him while recovering and he eventually died.
Title: Re: [MOD] (Alpha 3) Project K9 (v1.1 May 21, 2014)
Post by: JinxWolf on May 21, 2014, 12:28:29 PM
Well for me it was the very first raid so it was only 1 prisoner. I did what you did with the prisoner bed; changed a spare room and kept him in it but while he was recovering after getting wrecked by my three colonists, my dog entered the room and started killing him while recovering and he eventually died.

Bruh, lol. "Well hello there little puppy, you came to keep me com--". Dog gnaws all on the prisoners ass. Dog leaves casually.
Title: Re: [MOD] (Alpha 3) Project K9 (v1.1 May 21, 2014)
Post by: Celthric Aysen on May 21, 2014, 12:31:16 PM
Well for me it was the very first raid so it was only 1 prisoner. I did what you did with the prisoner bed; changed a spare room and kept him in it but while he was recovering after getting wrecked by my three colonists, my dog entered the room and started killing him while recovering and he eventually died.
welp..... Lul!
Title: Re: [MOD] (Alpha 3) Project K9 (v1.1 May 21, 2014)
Post by: Kumai0214 on May 21, 2014, 01:10:34 PM
Yeah... When I noticed it my mouth dropped open and I then broke out laughing... Until I realized I lost a slave I mean.... Colonist.
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: pidggit on May 22, 2014, 09:04:30 PM
Changelog:

I've fixed the remaining Save game issue. Pawns should no longer appear to be frozen when loading a save where a pawn was in the middle of a Custom JobDriver. I fixed it in a very hack-y way by just clearing the dog's current job when the game is saved. Almost every time this happens, it will just pick up the same job it was doing before, unless the priorities have shifted since it started the job.

I'm going to start working on some new features now that I have this fairly stable version.
Title: Re: [MOD] (Alpha 3) Project K9 (v1.2 May 23, 2014)
Post by: RonEverson on May 24, 2014, 03:08:10 PM
The Download file opens up as a 'bunch of folders' and not as previous version Project K folder.
It will end up in MOD folder in a messy state.
Has to be put manually to Project K9 to work.
Check and amend to save confusion ;)
Title: Re: [MOD] (Alpha 3) Project K9 (v1.2 May 23, 2014)
Post by: pidggit on May 24, 2014, 04:21:01 PM
The Download file opens up as a 'bunch of folders' and not as previous version Project K folder.
It will end up in MOD folder in a messy state.
Has to be put manually to Project K9 to work.
Check and amend to save confusion ;)

My bad. I zipped it up at the wrong directory level. I've uploaded the same version, but with a root folder included. Thanks.
Title: Re: [MOD] (Alpha 3) Project K9 v1.0
Post by: pidggit on May 25, 2014, 02:45:17 AM
Changelog 1.3:

Mod Compatibility Update!

I've made a few tweaks and threw this mod in with the Big Bang mod pack and turned everything on and found no issues. This mod should now be compatible with pretty much all other mods.
Title: Re: [MOD] (Alpha 3) Project K9 (v1.3 May 25, 2014)
Post by: porsing545 on May 25, 2014, 10:19:44 AM
Help i cant find the download button.. plz
Title: Re: [MOD] (Alpha 3) Project K9 (v1.3 May 25, 2014)
Post by: Cala13er on May 25, 2014, 10:46:32 AM
Help i cant find the download button.. plz

(http://i1084.photobucket.com/albums/j408/calumrules/Untitled-5.png)

You see the bit I've underlined, click that to download.
Title: Re: [MOD] (Alpha 3) Project K9 (v1.3 May 25, 2014)
Post by: pidggit on May 28, 2014, 02:26:41 PM
1) Dogs attack any human (without reason), including colonists, visitors, that it caused Friendly visitors to go kill them all. Noticed the thought msg was "kill" something, and could be for sake of food/meat as they go chew until corpses become meat.
- please prevent/disable colonists/friends in their scope.

Are you running v1.3? Dogs will not attack colonists anymore. They will attack any visitors though if they're hungry. You should probably have a supply of meat for them to eat nearby. Then they won't attack anyone.

2) Dogs go mental (msg popup) and attack anyone until it dies.
- please prevent mental/insanity for dogs or there's no point having pets that attack us in middle of night and kill colonists.

Yeah, I'm likely going to leave this in. The chance any particular dog in you colony will go insane is rather slim, but it gives a good shake up when it does happen.

2) Give command to dogs, like colonists' [draft] mode. their random paths many times ended up near raiders that more likely than not, get themselves killed.

The raiders will not attack random wandering pets out in the wild, and the pets will not attack the raiders until they enter your home zone. I'm trying to avoid having your pets essentially be "furry colonists". I'd rather the player actually have to interact and plan their pet usage differently than a colonist.

3) Tag/'give' dogs to colonists as partner(pet), i.e. dog(s) will follow colonists everywhere and help with tasks, like
- hauling things with combined capacity, or
- bring/send materials needed by colonists task, e.g. when cooking, each dog will 'fetch' enough materials for [1] task and wait for colonist to finish task, and bring completed material to storage then fetch new materials, if cook is aborted, dogs will either drop materials or bring them back to storage then follow the colonist,
- guard/protect their master when attacked.

This is a really cool idea. I like the idea of individual colonists having their own pets that help them complete their work. It could be tricky to try and predict the next job the colonist will want to do in order to effectively help them out, though.

I'll throw this up on my feature tracker and hopefully I can get around to implementing something like this.  Thanks!
Title: Re: [MOD] (Alpha 3) Project K9 (v1.3 May 25, 2014)
Post by: spatula on May 28, 2014, 07:20:28 PM
this mod is great- really adds a fun element. my colonists are like my own pets, and their pets are just... just... meta... it's great.

issues:
- my doges tend to die quite often, usually via wolfpack, boomrat blowback or raider bullet zones, it's sad. Can't they be incapped too? Or maybe they heal faster? Poor scruffy. ;(
- doges will eat any un/forbidden meat/animals, making a butcher table basically useless... maybe delay doges eating dead animals until starvation in lieu of cut up meat if it's on the map, like how colonists prefer meals over raw?

ideas/suggestions:
- "mark territory" like a home zone, limiting the doges inside this area
- meal from cookstove: doge chow (and maybe a "doge hopper" for these meals)
- doge dispenser: a food dispenser for doges
- breeding (maybe look at the muffalo breeding mod)
- alerts: doge is hungry, doge is mentally unstable and barking alot, doge is attacking!, doge is such wow
- Taming skill: after tamed, treats doge like a Warden-Prisoner relationship where colonist goes, interacts with doge (ie. walks the doge) to increase doge and colonist happiness. Maybe doge goes mental if he doesn't get his walks in a long time. This way you might have one dedicated trainer, or have everyone share in the doge walking, but it's got more of a cost than just food.
-doge door (powered wall/door that only doges can enter)

You might already have most of these planned, just throwing out ideas. Great mod here! Would love to see your take on other animals too eventually!
Title: Re: [MOD] (Alpha 3) Project K9 (v1.3 May 25, 2014)
Post by: Shadow Creator on May 28, 2014, 09:55:44 PM
Just downloaded this MOD last night and it is definitely interesting. I absolutely love the idea of having taming in the game as well as the dogs in general. Please keep up the amazing work you are doing with this, the game is definitely very interesting with this mod! Personally, I find that the dogs attacking citizens is negative only because you are never alerted and citizens, even when drafted, must be manually told to fight the majority of the time. That being said I thought I would share my experiences, neither good nor bad just simply my experiences.

All on largest map size in Vanilla game:
First three colony attempts at start ended in casualties from first day dog attacks. (This was amusing the first time imagining crash landing just to get mauled by rabid German Shepherds.)

Next couple attempts the map was cleared of all squirrel and boom rat populations first day, after all small animal populations were killed off  the citizens were ninja killed if I was not paying attention. Citizens when drafted need to manually be told to target aggressive dogs.

Been working on a long lasting colony for a day now with a massive cave city that has to rally to kill ninja killer dog attacks. Tamer needs to recruit dogs daily to keep desired 5 dog population as they are killed by wild dogs from time to time. Visitors and fleeing bandits are routinely turned into mulch.


Possible bug or unintended feature?
Dogs sharing rooms with humans cause the negative room sharing thought for both parties. Not a big deal (-8) I just wanted to pair them together as a positive thing.

Using version 1.3

Edit: After reading the post a couple above I just wanted to say I also prefer that you keep in the possibility of them going insane. This is a normal feature of the game and prevents it from becoming stale. When a dog does go insane the drafted colonists engage the animal as intended which is nice.
Title: Re: [MOD] (Alpha 3) Project K9 (v1.3 May 25, 2014)
Post by: Tuvka on June 02, 2014, 07:25:45 AM
Gorgeous fashion! Will mod refined by alpha 4?
Title: Re: [MOD] (Alpha 3) Project K9 (v1.3 May 25, 2014)
Post by: Demo on June 06, 2014, 08:21:00 PM
This mod looks great, can't wait until you update for Alpha 4
Title: Re: [MOD] (Alpha 3) Project K9 (v1.3 May 25, 2014)
Post by: pidggit on June 06, 2014, 08:29:04 PM
I've been updating this to work with Alpha 4. I'm currently having an issue trying to get the Dogs to melee attack things.

I've posted on the help forums with the issue, but no one has responded yet and I haven't had time to dig deeper into the issue.
Title: Re: [MOD] (Alpha 3) Project K9 (v1.3 May 25, 2014)
Post by: Tuvka on June 07, 2014, 07:06:58 AM
okay, we will wait with hope :) We believe in you :)
Title: Re: [MOD] (Alpha 3) Project K9 (v1.3 May 25, 2014)
Post by: zinkotl on June 11, 2014, 02:03:26 AM
yeah dogs coming soon jajajaja
Title: Re: [MOD] (Alpha 3) Project K9 (v1.3 May 25, 2014)
Post by: jefftan on June 16, 2014, 03:06:13 AM
can't wait to see A4 version coming out! It is just aworesome!
Title: Re: [MOD] (Alpha 3) Project K9 (v1.3 May 25, 2014)
Post by: jefftan on June 16, 2014, 11:40:23 PM
Check out everyday to see if the new version has come yet :P
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: pidggit on June 18, 2014, 11:28:12 PM
Changelog 1.4:

Alpha 4 Update!

Sorry about the delay updating this, folks. I've been swamped at work and haven't had any spare time to update this.

This update really just makes it work with Alpha 4.

One extra feature was due to the existing Sleep JobDriver being changed in Alpha 4 so that it assumes that any Pawn that is sleeping has a psychology created. The dogs don't have a psychology (thoughts) until they're actually tamed, so I had to create my own Sleep Job Driver. Since I had to create my own Sleep Job Driver, I removed the "Slept Outside" and "Slept on the Floor" thoughts that the dogs would pick up. They don't really care where they sleep anymore, but they'll heal much faster in a bed.

They also will heal faster in general, so you shouldn't end up having a map full of dogs at 60% health because they're constantly hunting and sleeping trying to heal.

Enjoy!
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: jefftan on June 18, 2014, 11:33:53 PM
Cool!I can't wait to try it!Thanks a lot!
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: SpiritedCanine on June 20, 2014, 04:12:41 PM
WTF! A pack of wild dogs (5 Sheps) came out of nowhere and mauled poor, poor Beatrice to death on her front yard and ate her in front of passersby, and ran off. It was pretty funny at first in a messed up sorta way, but now, I'm kinda afraid to use this mod, there's no notification of such an event so it's impossible to prepare for it. But, you should set this as a raid notification and function with it's own points. The note would say something like: "A pack of feral dogs are headed in your direction!" or "A pack of starved wolves are coming your way!" This would be a cool and challenging twist to this mod. If you do decide to do this, should make it a separate download. Your doing great!
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: Ryehat on June 20, 2014, 04:39:19 PM
First, I am loving this mod!  The tamed dogs are working in the way I hoped the Droids/MAI/Mechanoids would work from several other mods and it is fantastic.  Say, just for general badassery, you wanted to have a colony full of tamed wolves.  How would I go about changing the wolf defs in order to make them tamable?  I've looked through the mod def files and can't seem to find anything different between the wolf defs and the shep/mutt defs.  I know this isn't something you'd necessarily want to add to your actual mod, but I'd like to make the tweak in my own personal game just for fun.  What am I not seeing?
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: Ryehat on June 21, 2014, 01:48:29 AM
Nevermind, I figured it out.  I had removed the "pawn" line of code from wolves previously, seeing as it's the only line that's different from the other two dogs, but a wolf that was already on my map previously was still untamable.  About ten minutes ago, two new wolves spawned on my map and they are both totally tamable.  Army of wolves, here I come!  My next step will be to add a larger, more powerful version of the wolf into my copy of your mod so I can break the game with my own kennel full of Wargs!
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: vagineer1 on June 21, 2014, 07:28:31 AM
I would love to see this put into the main game of Rimworld.
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: Ryehat on June 21, 2014, 12:34:58 PM
Here's my Warg-ish cheap and fast re-coloring of the wolf texture if anybody is interested or just wants a different wolf species in their game.  At first I gave it a big spikey mane and visible canines but it just didn't look right so I stuck with just the recolor and sized it up a bit.  Obviously the original design is the property of pidggit and I'm not claiming any ownership blah blah blah copyright law.

*Edit* I realized the edges were a mess so I'm cleaning them up a little bit.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: Markus on June 21, 2014, 09:22:46 PM
Not sure if I messed anything up, but, anytime I selected an entity added by this mod, my entire UI would bug out and make it nearly impossible for me to select anything.  The first time this happened, it seemed as though the mouse display was simply translated.  The second time, I was completely unable to select anything.  At this point, I decided it was more trouble than it was worth and uninstalled the mod.

As far as I can tell, no errors were thrown (at least, the debug console didn't show anything).  It's entirely possible that this was the result of something unrelated to the mod itself (e.g. corrupted files in my DL), but I figured I'd drop this in here on the off chance someone else has had a similar problem.
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: pidggit on June 22, 2014, 10:47:55 AM
anytime I selected an entity added by this mod, my entire UI would bug out and make it nearly impossible for me to select anything. 

This would be caused by an exception trying to render the "Command" UI tab, I.e. the Tame button.

What other mods are you running? And if you're up to it, if you can run it again and when it happens, the error should be in the log file kept in games data folder.
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: swiftdraw on June 22, 2014, 04:47:12 PM
Great mod! Well.. Except when the psychic wave hits and my erstwhile pets decide humans are REALLY yummy (+10 to mood.) Oh, and occasionally one or two will get stuck in place when they try to steal food from a prisoner.
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: N-Tempest on June 26, 2014, 12:12:54 PM
I love the mod (these lill pups are THE most useful creatures on the map!)
if i ignore all meat on the map, i can keep them around quite comfortably :D

when i start a new game, i get a slew of messages of pathing errors and the such from previous games.
The last game i played, all the dogs decided they wanted to walk into one room repeatedly and paused at the same place? no idea why. i'll let you know if i can replicate though.

Other than that I have a few suggestions:
A dog-bowl type structure that you can use to store meat and they'll eat it from there, rather than going out and blowing themselves up on boomrats or being wolfed to death

Training research. start off only being able to train mutts, then level it to get the bigger sheps, then upgrade to wolves!
otherwise, wolves are such a prestigious pain in the arse!

the wolves seem a little over-powered. they can kill any dog that decides they are lunch (which happens annoyingly often) and then they go kill boomrats and never seem to take much damage...

perhaps to tame a dog, you need to have a certain weapon (leash)? or you 'arrest' them to a training room like a prisoner?

a crafting table where you can make 'dog food' from meat and spuds would be good?

it would be nice to have a little more control over the dogs though. being able to tell them to pick up a certain thing? or control them all as one from a kennel or such building?

all the other things i want i think have been said or i can't remember...

I love this mod and as all things cool, i just want moooooooar! mwahahahahaaaa!
Keep up the great work!
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: dmordred on July 01, 2014, 09:31:54 PM
Absolutely marvelous!
Great fun to play with, the only problem I've had so far is the extinction of all squirrel like life-forms! :P

I haven't tested it yet, but I think it'd work great with the synthmeat mod
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: Ryehat on July 01, 2014, 10:13:07 PM
I had the same problem with the dogs all standing in one room repeatedly and it turns out it was because of the table I had in the room.  All of the tables have a "gathering place" function that you can turn on and off by clicking on the table and selecting the function button.  I turned my tables "off" and the dogs stopped congregating.  Hope that helps.
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: Markus on July 05, 2014, 07:36:06 PM
What other mods are you running? And if you're up to it, if you can run it again and when it happens, the error should be in the log file kept in games data folder.

I was using (from the folder names) Embrasures, Kitchen Unit, the Map Gen Pack, Mech Turrets, and Project Armory.  I'm not seeing the log files, though.  Are they deleted at some point?  If I have a chance, I'll spin up a game with the in-game log up and see if I can't figure out what that error was.

Edit: Fired up Alpha 4 again with the same mods.  Seems to work fine.  I'll give this another shot when it's ready for Alpha 5 (assuming it's not already).  As an aside, RimWorld really doesn't like it when you switch back and forth between versions.
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: CDR-RAGE on July 06, 2014, 01:45:48 AM
cool mod dude :)
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: pidggit on July 12, 2014, 12:55:12 AM
Bad news all. I've been swamped at work, and I just don't have the time to keep this updated.

However, I have open sourced the development on BitBucket (https://bitbucket.org/picancor/projectk9/). if anyone wants to take a crack at updating it, feel free. I'm more than happy to take Pull requests on Git.

It's almost ready for Alpha 5. The only change that I notice it needs is a custom Hauling JobDriver class. With the Alpha 5 change that made Reservations faction specific, tamed dogs will now haul food away from Colonists while they're trying to eat it, among other things. This is a change that kinda needed to happen anyway if I wanted to implement having the dogs only Haul certain items (instead of having a mouthful of silver coins), and to fix the bug around hauling food away from Prisoners, since they didn't care about socially inappropriate behaviour.

If anyone does start work on this and has questions, feel free to PM me or reply here and I can help where I can.
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: Ramsis on July 12, 2014, 01:00:26 PM
Bad news all. I've been swamped at work, and I just don't have the time to keep this updated.

However, I have open sourced the development on BitBucket (https://bitbucket.org/picancor/projectk9/). if anyone wants to take a crack at updating it, feel free. I'm more than happy to take Pull requests on Git.

It's almost ready for Alpha 5. The only change that I notice it needs is a custom Hauling JobDriver class. With the Alpha 5 change that made Reservations faction specific, tamed dogs will now haul food away from Colonists while they're trying to eat it, among other things. This is a change that kinda needed to happen anyway if I wanted to implement having the dogs only Haul certain items (instead of having a mouthful of silver coins), and to fix the bug around hauling food away from Prisoners, since they didn't care about socially inappropriate behaviour.

If anyone does start work on this and has questions, feel free to PM me or reply here and I can help where I can.

Hello again old friend; just starting off once again with a huge congrats and thank you for making my mod idea a reality and showing just how committed people can be to such small yet expansive abilities. I come to you today to get your blessings towards another person keeping the mod up to date/assimilating the mod as a whole into one of their own. http://ludeon.com/forums/index.php?topic=3464.0 Minami is a good friend of mine who is actually trailing one of the most advanced/difficult mods out at the moment. It has high levels of custom content, options, events, you name it and personally I feel that should he be willing to take on the task a lot of great things can be done with Project K9 as a whole. You're free to deny but at the moment I'm trying to excite him towards the project addition and this would hopefully leave you open for some free time as well :)
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: Salano on July 12, 2014, 07:55:01 PM
Personally... I think Techtree and K9 being merged is a very BAD idea. Unless Minami takes the time to release and keep the K9 mod up-to-date as a optional separate mod like he did with Stungun, people will be very upset. The reason for this is because Techtree changes Rimworld to something that isn't Rimworld. Whilst that's not necessarily a bad thing, it isn't a good thing either. I've played both Vanilla Rimworld and Techtree to end-game, and I found the vanilla Rimworld to be much more fun, and I'm sure other people would agree.
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: pidggit on July 12, 2014, 10:27:56 PM
You're free to deny

I'm really not. The way I look at it, this project/code belongs to the community, not me. People are free to do what they like. They can fork the project off of BitBucket and submit their changes to the project. I'll happily merge the changes into the main branch.

One day when things calm down around here, I'll come back and help keep this project up and running, but this will always be an open source project that anyone can participate in.
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: jefftan on July 16, 2014, 06:25:31 AM
Well, I  enjoy both K9 and TechTree mod, and would love to see them being merged, too. ;D
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: Zagrom on July 16, 2014, 10:21:02 AM
I never knew this existed..
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: pidggit on July 16, 2014, 01:41:57 PM
I never knew this existed..

Well, in my obviously unbiased opinion, it's pretty much the best mod ever.  ;D

I just wish I had time to finish updating it at home.
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: Zagrom on July 16, 2014, 05:25:04 PM
I never knew this existed..

Well, in my obviously unbiased opinion, it's pretty much the best mod ever.  ;D

I just wish I had time to finish updating it at home.
Its sort of annoying that it exists though, I thought of trying to make essentially this exact same mod a few days ago but didn't have the skill yet to make it. haha.
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: stef791 on July 21, 2014, 10:36:26 AM
nice mod but the dog beds are buggy, if you  dont have beds for your colonists, they will sleep in the dog's bed
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: 123nick on July 21, 2014, 05:53:50 PM
nice mod but the dog beds are buggy, if you  dont have beds for your colonists, they will sleep in the dog's bed
it sorta makes sense? like if the colonist had no where to sleep and the only place to sleep was the doggy bed, well wether or not they would choose between the floor or the dogs bed is up to the colonist opinion.
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: minami26 on July 22, 2014, 03:56:50 AM
hello guys I have contacted Pidggit and will be Helping him update this awesome mod, I'll be posting an Updated version for ProjectK9 soon.

hope that's got your jimmies rustled. lol
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: minami26 on July 26, 2014, 09:33:41 AM
Hello guys, here's an unofficial patch for ProjectK9. This is a beginner patch im still running through Pidggit's code so go easy on me :)

I've attached the patch below. hope you guys like it!

Issues:
- Naked/Sharing Bedrooms thought, I countered this by adding a Colony's Pet thought so that the dog's mood will not plummet.
- Dogs haul anything on the map, Forbidden or not.
- Dogs get food that are being eaten. *Just press the Fetch button for dogs to not get the food.

Known Bugs are still there.

Changelog!
Code: [Select]
Updated to Alpha5

Added:

Fetching Toggle Button:
Toggles Fetching of items for dogs.

Research:
Dog Taming - Before you can Tame Dogs you have to research this first.

New Mechanics:
Added Chance of Taming, taming depends on "Taming" Skill level.
Level * 2 = SuccessRate%
e.g.
Level 3 = 6%
Level 4 = 8%
Level 5 = 10%

and a 15% of being Bitten on an unsuccessful attempt.

Check Taming Level Manually by Hovering your mouse pointer over the Taming Skill Overview in the Character Tab

Download:
ProjectK9 A5 Download Mediafire Link (https://www.mediafire.com/?brg47e364lt0ga2)
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: Geoblazer5 on August 08, 2014, 12:44:23 PM
So this is technically the alpha 5 version of the k9 mod?
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: Zeta Omega on August 09, 2014, 03:18:51 PM
Hooray! More animals in rimworld
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: captainradish on August 09, 2014, 09:19:56 PM
Be advised that this mod does NOT work with the colonist creation mod. It interferes with the creation somehow and won't allow you to start the map.
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: Geoblazer5 on August 09, 2014, 09:54:51 PM
Be advised that this mod does NOT work with the colonist creation mod. It interferes with the creation somehow and won't allow you to start the map.
Yeah I noticed this as well.
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: Fap on August 16, 2014, 06:10:03 PM
Hope to help on this one day
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: w00d on August 16, 2014, 09:57:36 PM
/bump

cos i like dags , you like dags too ?
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: Herc18 on August 28, 2014, 12:53:57 PM
I must have this.... Do I smell alpha 6 update soon??
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: pidggit on August 28, 2014, 01:09:30 PM
I must have this.... Do I smell alpha 6 update soon??

the project's been forked on BitBucket a couple of times, but both forks have had no actual work done to them. Unfortunately, I'm going to be busy until at least mid-October as that's when I'll be all moved into my new house and the project I'm on at work should be done by then.

I'm sure Alpha 6 will be out of date by then. So unless someone else picks this up, it will likely have to wait until Alpha 7 or possibly 8 (depending on Tynan's release schedule), when I can get back into developing this.
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: lordtijger on November 05, 2014, 05:46:47 AM
is this being updated sometime?
i would love to try this out  ;D
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: Ramsis on December 12, 2014, 09:42:32 AM
Currently trying to find someone willing to revive this mod.... no luck so far :<
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: holyboy24 on December 18, 2014, 10:55:54 AM
Bump
ye would be really nice if this mod gets revived^^
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: HBKRKO619 on January 06, 2015, 08:25:53 PM
I'm sure this mod can easily be in the top 10 of the best mod of this game. If someone obviously better than me in modding can update this, I don't say I will marry him/her but i will at least asking him/her xD (not sure my girlfriend will like this  ??? xD)
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: InfinityKage on March 05, 2015, 07:13:51 AM
I'm sure this mod can easily be in the top 10 of the best mod of this game. If someone obviously better than me in modding can update this, I don't say I will marry him/her but i will at least asking him/her xD (not sure my girlfriend will like this  ??? xD)

I heard the original maker was coming back soon.
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: pidggit on March 05, 2015, 10:29:01 AM
I heard the original maker was coming back soon.

Shhh... It's super top secret. :P

I've got it close to working now. It'll probably be back to the state it was at when I left it sometime next week.
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: HBKRKO619 on March 05, 2015, 02:32:02 PM
I heard the original maker was coming back soon.

Shhh... It's super top secret. :P

I've got it close to working now. It'll probably be back to the state it was at when I left it sometime next week.

You're officially my new god xD
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: HBKRKO619 on March 15, 2015, 05:56:49 PM
Some news for your update ?  ;D
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: pidggit on March 16, 2015, 11:57:31 PM
Some news for your update ?  ;D

Sorry about the delay. I've been trying to get this mod to a state where it is better than when I left it, and I'm fairly close.

One of the decisions I made when originally creating this mod was to put all tamed pets into a separate faction, since the game went all screwy if you had non-humanoids in the Colony's faction. I've just discovered that this issue no longer is a problem, so I can put the Pets directly into the Colony's Faction. This makes a whole lot of stuff I was working on so much easier. I have a lot of code to basically just erase since it was working around the problem of having Pets trying to do work for a Faction they're not in.

So I've got a bunch of work in front of me to refactor a good chunk of this, but it should make it a whole heck of a lot simpler, and a lot less bugs. I'm thinking another week (I don't have a lot of spare time.. :() and this should be in a releasable state.
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: HBKRKO619 on March 17, 2015, 04:22:45 AM
Some news for your update ?  ;D

Sorry about the delay. I've been trying to get this mod to a state where it is better than when I left it, and I'm fairly close.

One of the decisions I made when originally creating this mod was to put all tamed pets into a separate faction, since the game went all screwy if you had non-humanoids in the Colony's faction. I've just discovered that this issue no longer is a problem, so I can put the Pets directly into the Colony's Faction. This makes a whole lot of stuff I was working on so much easier. I have a lot of code to basically just erase since it was working around the problem of having Pets trying to do work for a Faction they're not in.

So I've got a bunch of work in front of me to refactor a good chunk of this, but it should make it a whole heck of a lot simpler, and a lot less bugs. I'm thinking another week (I don't have a lot of spare time.. :() and this should be in a releasable state.

From all the mod not updated yet, yours is really THE one I waiting for the most so I can wait, no problem, real life come before ^^ Good luck with all of this, i'm sure it will be great :)
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: Ramsis on March 26, 2015, 07:12:11 PM
Pidge you really should use Steam more or at least throw me your skype or email or FB or something so we can talk... I had no idea you had come back.
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: HBKRKO619 on March 30, 2015, 07:06:50 AM
Hi Pidggit
Sorry to be the guys who ask a lot  :P but have you some news ?  ;D
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: Lady Wolf on June 09, 2015, 04:20:26 AM
Just came across this mod, any ETA on when a update for V10 will be available?
Title: Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
Post by: Adamiks on June 09, 2015, 09:41:58 AM
Update, please.