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RimWorld => Mods => Releases => Topic started by: Roolo on December 01, 2017, 04:46:29 AM

Title: [1.1] Giddy-up!
Post by: Roolo on December 01, 2017, 04:46:29 AM
This series makes animals mountable and I will attempt to let mounts play a role in as many aspects of the game as possible. Each mod that will be released will focus on one (large) aspect. This modular design allows user to choose only the parts they like, and will ease the development process for me.

Important notes
- Requires Hugslib (https://ludeon.com/forums/index.php?topic=28066.0)! Make sure it loads before any of the Giddy-up! mods
- I always try to make the mods backwards-compatible with each other, but this is not always possible, so when installing a new mod from the series, I advice you to update the other mods in the series that you already have installed as well.

Giddy-up! Core Core files. This mod does not add anything on it's own but all other Giddy-up mods depend on these core files.
Github releases [A17-1.1] (https://github.com/rheirman/GiddyUpCore/releases/)
Steam [1.0,1.1] (http://steamcommunity.com/sharedfiles/filedetails/?id=1216999901)

Giddy-up! Battle Mounts Lets your pawns charge into battle with mounts!
Github releases [A17-1.1] (https://github.com/rheirman/battlemounts/releases)
Steam [1.0,1.1] (http://steamcommunity.com/sharedfiles/filedetails/?id=1217001091)

Giddy-up! Caravan Let your colonists ride to far lands in caravans!
Github releases [A17-1.1] (https://github.com/rheirman/GiddyUpCaravan/releases/)
Steam [1.0,1.1] (http://steamcommunity.com/sharedfiles/filedetails/?id=1253251478)

Giddy-up! Ride and Roll Let your colonists ride when walking is just too far, and do jobs mounted when possible.
Github releases [A17-1.1] (https://github.com/rheirman/GiddyUpRideAndRoll/releases/)
Steam [1.0,1.1] (http://steamcommunity.com/sharedfiles/filedetails/?id=1331961995)

Giddy-up! Mechanoids Ride mechanoids to battle
Important note: Also depends on What the Hack?! (https://ludeon.com/forums/index.php?topic=44082.0). Put it below What the Hack?! in the load order.
Github releases [B19-1.1] (https://github.com/rheirman/GiddyUpMechanoids/releases/)


Compatibility notes
- When using Facial stuff, pawns are always drawn behind animals which doesn't look very nice.
- If you are using this with Vanilla Animal Overhaul, make sure Vanilla Animal Overhaul loads before Giddy-up! does.
- If you use this with the Wild Animal Sex mod, wild animals are also "interested" in the animals your pawns are riding.
- In case you are using this with mods that add really slow animals, make sure these animals are  disabled in the mod settings if you don't want visitors or raiders to use them.
- Asides from these minor issues, other mods should be compatible with Giddy-up!. Please report if you find any other problems.

Notes for other modders
While modded animals are compatible by default, there are various patching possibilities to further improve how your mod works with Giddy-up. These possibilities include: configuring default mod settings for the modded animals, configuring what animals certain factions can use, setting custom drawing offsets for pawns riding animals, and allowing animals with life stages other than the final life stage to be mounted. Instructions on how to patch Giddy-up! are on the GitHub page of Giddy-up! Core (https://github.com/rheirman/GiddyUpCore).

Languages

- English
- Japanese (by Proxyer)
- Simplified Chinese (by LingLuo)
- Korean (by LazyDog)
- French (by kaptain_kavern)
- Spanish (by Sam)
- Russian (by Garr Incorporated)
- German (by RoffeIchen)



(https://i.imgur.com/ZS93T7D.png)

The core files for the Giddy-up! series. Does not add anything on its own but the other mods in the series depend on it.

Download
Github releases (https://github.com/rheirman/GiddyUpCore/releases/)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1216999901)

Contributing
- Translations are very welcome. You can make a pull request on github if you want to add in translations, or you can contact me by sending a friend request.
- If you developed a mod adding animals, you can contact me so we can make a patch that ensures that the default mod options (forbidding animals and setting drawing priorities) are configured well for your mod.

Permissions
Feel free to add this mod to modpacks or to use the code or icons for other projects. Do however not release exact copies of my project, or exact copies with minor adjustments without my consent.




(https://i.imgur.com/Tgn6wK6.png)
Giddy-up! Let your pawns charge into battle with mounts!

Dependencies
Hugslib (https://ludeon.com/forums/index.php?topic=28066.0) and Giddy-up! Core. Make sure the load order is Hugslib->Giddy-up! Core->Giddy-up! Battle Mounts

Downloads
Github releases (https://github.com/rheirman/battlemounts/releases)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1217001091)

Features
- With this mod, drafted pawns can mount almost any animal that is large enough.
- What animals can be mounted can be configured in the mod options of Giddy-up! Core.
- Drawing priority (explained in Q&A) can be configured in the mod options of Giddy-up! Core for any animal
- During raids and ambushes, enemy non-tribal pawns have a 20% chance to spawn with a mount, while enemy tribal pawns have a 40% chance. These chances can be configured in the mod options. 
- Mounted pawns have an accuracy penalty, this penalty can be configured in the options.
- Movement speed of mounting pawns will be equal to the speed of the animal it is mounting. This is especially great for pawns with slow movement speeds (by injury or perks).
- Animals that are mounted will attack the target their rider is currently fighting when in range!
- Animals can only be mounted if they have completed obedience training.

Q&A
How do my pawns mount animals?
First make sure the pawn is drafted, then right click the animal and an option to mount should appear.

We need horses! Can we get and ride those?
Sure, the following mod adds horses and other animals: AnimalCollabProj (https://steamcommunity.com/sharedfiles/filedetails/?id=949283405)

How about mounting for non-combat situations?
This mod will only focus on combat situations (i.e. mounting for drafted pawns). This mod is part of the Giddy-up! series though, and my aim for that series is to add mounting in as much situations as possible.

Can pawns shoot while the mount they are riding is moving?
Not by default, but they can if you install RunAndGun (http://steamcommunity.com/sharedfiles/filedetails/?id=1204108550)
I actually really recommend using RunAndGun in combination with this mod as I created RunAndGun with this mod in mind. I mean, what is horse archery if archers have to stop moving to shoot?

Does this work for any animal?
Yes, however, animals below a certain body size are disabled by default. Moreover, for some animals it looks really weird when pawns are drawn on top of them (especially in frontal view), these animals have also been disabled by default (this is for Caribou, Ibex and Labrador Retriever). You can however enable these animals if you don't mind the drawing issues. Even stronger, you can enable mounting for any animal in the mod settings, so if you want your pawns to mount rabbits,  be my guest!

Will it work for animals added by other mods?
In theory, yes, but there are some things to take into account. By default, pawns will be drawn on top of animals. For many animals this is ok, but for animals with long necks or horns it might look weird in frontal view as the pawn will be drawn on top of their face or horns. However, in the mod settings of Giddy-up Core you can change the drawing priority for any animal. This will solve most issues but not all. Some animals will look weird with any drawing priority, if you don't like that, you can disable mounting for the animal, or not.

Compatibility
-Mods: This mod uses harmony and should be compatible with most mods. However, i cannot test all mods so please report any problems with mod compatiblity.
-Existing saves: Can be used without problems
-Removing from saves: Can be done, however, make sure no pawns are mounted in the save when removing the mod, as that will cause issues.





(https://i.imgur.com/fsdE6Fx.png)
Let your colonists ride to far lands on elephants, muffalos, lamas or any other animal, modded or not!


Download
Github releases (https://github.com/rheirman/GiddyUpCaravan/releases/)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1253251478)

Dependencies
This mod depends on Giddy-up! Core, and Hugslib (https://ludeon.com/forums/index.php?topic=28066.0). Load order should be: Hugslib -> Giddy-up! Core -> Giddy-up! Caravan. Also make sure Giddy-up! Core is up to date.

Features

Faster world travel
Ever felt that traveling through the world map is just too slow? With this mod, you can get to your destination on the world map more quickly using the animals you have trained. In the form caravan dialog, you can select for each animal what colonist should ride it. This improves caravan movement speed in different ways. First, the animal's movement speed is used instead of the colonist's when the caravan map speed is calculated. Moreover, if every colonist is riding an animal, a large movement bonus is applied (configurable in the mod options). If not, a small movement bonus is applied, that depends on the ratio between riding pawns and not-riding pawns, and a maximum value that can be set in the mod options. There is one downside to all this though: animals with riders on them cannot carry as much weight as they normally would be able to.

NPC mount usage
Visitors and traders also use mounts! What mounts they use can be configured in the mod options.

Support for any animal
Any animal can be used as mount, even modded animals. By default, small animals are disabled. There is one thing to take into account when adding modded animals. Pawns are by default drawn on top of- and in front of the animal. However, sometimes it looks nicer when pawns are drawn behind the animal (most of the times this is when the animal has a long neck or when it has horns). The drawing priority can be configured for each animal in the mod options. For vanilla animals these settings are already configured, but for modded animals you may need to change the drawing priority for some animals in order to make it look nice.

Configurability
Almost anything can be configured, so take a look at the mod settings of both Giddy-up! Core and Giddy-up Caravan.

Compatibility
-Mods: This mod uses harmony and should be compatible with most mods. However, i cannot test all mods so please report any problems with mod compatiblity.
-Existing saves: Can be used without problems
-Removing from saves: Can be done, however, make sure no pawns are mounted in the save when removing the mod, as that will cause issues.





(https://i.imgur.com/7FOF3XL.png)

Giddy-up! Let colonists Ride to their destination and Roll.
   
"Hey Stein, can you go mine some steel? We're running out."
"But Banastra, the only deposit is on the other side of the map! Why don't you do it?"
"Well, I'm incapable of mining, you know that. Why don't you just take an animal and Ride and Roll?"
"That's a thing now?"

Yes it is. With Giddy-up! Ride and Roll, you'll save your colonists the pain of walking everywhere, as it allows them to use mounts whenever it makes sense.
When a colonist wants to go to a destination, he will walk to an animal, mount it, and ride to the destination, given that it would take him there faster (this all happens automatically).
Depending on the job the pawn wants to do on the destination, the pawn will either dismount before doing the job, or stay mounted.

IMPORTANT NOTE
Make sure you have installed Hugslib (https://ludeon.com/forums/index.php?topic=28066.0) and Giddy-up! Core, and make sure they load before this mod. Animals can only be mounted when they have completed obedience training and when they are allowed in the mod options of Giddy-up! Core

Mod series page
https://ludeon.com/forums/index.php?topic=37323.0

Features
Colonists only automatically mount when it makes sense
They'll only mount when that means they get to their destination quicker. Also, the destination has to be at a minimum distance that is configurable in the mod options, otherwise they won't mount. Moreover, a colonist will remain mounted if starting an appropriate job. For instance hunting and hauling can be performed mounted. If mounting doesn't make sense for the job (for instance when woodcutting), the pawn will dismount and park the animal nearby. The animal will wait for a while so that the pawn can also use the animal on the way back. Pawns prefer animals they have recently used as mount, and also prefer animals that get them to the job the quickest.

Manual mounting
By right clicking on an animal, you can force a colonist to mount it.

Forbid riding area
Don't want riders to barge into your neat colonist's homes? Place forbid riding areas. Riders that want to enter a forbid rider area to do a job inside this area, will first drop off their mount at the nearest drop off point that you've designated. Demonstration:

(https://i.imgur.com/U43mgRm.gif)

Dissallow/allow mounting for specific animals
In the animals tab two new columns have been added that can be used to disallow automatic mounting for specific animals, or be used to restrict automatic mounting to the animal's master only.

(https://i.imgur.com/JGJkJwQ.png)

Low impact on performance
I made sure the use of computationally expensive calculations is minimised, and in my tests the mod had no noticable performance impact. While these lightweight methods are not as computationally expensive as heavyweight methods, they are also not as accurate. So it may occasionally happen that a pawn makes a bad decision, especially with really strange maze-like base structures. I'll add a mod option in the future that'll allow users to enable more expensive but also more accurate methods if they please.




(https://i.imgur.com/PDN5VcI.jpg)

If it's possible to hack mechanoids, why limit yourself to riding animals if you can ride deadly machines to battle. And why limit yourself to letting humans ride if you can let Mechanoids Ride animals, or other mechanoids! This mod brings Giddy-up! and  What the Hack!? (https://ludeon.com/forums/index.php?topic=44082.0) together and needs no further introduction.

IMPORTANT NOTE
This mod has three dependencies: Hugslib, What the Hack!? and Giddy-up! Core. Make sure to install and update these mods and place them above Giddy-up! Mechanoids.

The mod in action:
(https://i.imgur.com/U0pYDgR.jpg)

Features
- Adds an upgrade module that can be crafted at the mechanoid workshop added by What the Hack!? Which allows the riding of hacked mechanoids on which it is installed.
- Directly controlled mechanoids (controlled with a controller belt or with replaced AI - all features of What the Hack!?) can also ride mechanoids! Only mechanoids that cannot be used as mount can ride mechanoids, so stacking mechanoids is not possible :).
- Mod options to configure which type mechanoid can be used as mount.
- Enemy factions that are allowed to use mechs (in the What the Hack mod options), also ocasionally use mechanoids as mount. The chance they do this can be configured in the mod options.
- Full support for other mechanoid adding mods.

Q&A
- How can I let my colonists ride mechanoids?
First research basic hacking, the mechanoid workshop, and the Giddy-up! module. Then hack yourself a mechanoid that is allowed as mount in the mod options and craft a Giddy-up! module at the mechanoid workshop. Then install the Giddy-up! module (go to the health tab -> modifications, and select the module). Once the module is installed, you can select a pawn and right click an activated mechanoid and an option to mount it will appear.
- Doesn't Giddy up! add animal riding? I don't want that, I just want to let my colonists ride mechnoids. Is that possible?
Sure. As long as you only add Giddy-up! Core, and not the other Giddy-up! mods, there won't be any animal riding.
- Help! I don't have an option to install the mechanoid module!
Likely the mechanoid you're trying to install it on isn't allowed in the mod options, so check out those options and allow any mech you'd like to use as mount! Beware, this will mean enemies also use exactly those mechs as mount.

Credits
- Madman666 for creating the sprite for the giddy-up! module. Thanks a lot!





Permissions
Feel free to add the mods to modpacks or to use the code or icons for other projects, though please credit me. Do however not release exact copies of my project, or exact copies with minor adjustments without my consent.

Contributing
-Translations are very welcome. You can make a pull request on github if you want to add in translations, or you can contact me by sending a friend request.
-If you developed a mod adding animals, you can contact me so we can make a patch that ensures that the default mod options (forbidding animals and setting drawing priorities) are configured well for your mod.

If you really like my mods, please consider buying me a coffee. It would mean a lot to me!

(https://i.imgur.com/6F80CHF.png) (https://ko-fi.com/I2I75ZMH)
Title: Re: [B18][Modlist] Giddy-up! (mountable animals) - currently editing
Post by: SpaceDorf on December 01, 2017, 04:49:50 AM
Yeap. I'll buy this.
Title: Re: [B18][Modlist] Giddy-up! (mountable animals) - currently editing
Post by: Ramsis on December 01, 2017, 05:04:39 AM
Hey you nerd, try not to lock your topic next time :V
Title: Re: [B18][Modlist] Giddy-up! (mountable animals) - currently editing
Post by: Roolo on December 01, 2017, 05:07:25 AM
Quote from: Ramsis on December 01, 2017, 05:04:39 AM
Hey you nerd, try not to lock your topic next time :V

Wow you are quick. I added a new topic now. Can I keep this one?
Title: Re: [B18][Modlist] Giddy-up! (mountable animals) - currently editing
Post by: Ramsis on December 01, 2017, 05:08:15 AM
Quote from: Roolo on December 01, 2017, 05:07:25 AM
Quote from: Ramsis on December 01, 2017, 05:04:39 AM
Hey you nerd, try not to lock your topic next time :V

Wow you are quick. I added a new topic now. Can I keep this one?

Yeah go nuts!
Title: Re: [B18][Modlist] Giddy-up! (mountable animals) - currently editing
Post by: Roolo on December 01, 2017, 05:08:54 AM
Quote from: Ramsis on December 01, 2017, 05:08:15 AM
Quote from: Roolo on December 01, 2017, 05:07:25 AM
Quote from: Ramsis on December 01, 2017, 05:04:39 AM
Hey you nerd, try not to lock your topic next time :V

Wow you are quick. I added a new topic now. Can I keep this one?

Yeah go nuts!

Thanks. Sorry for the inconvinience :)
Title: Re: [B18][Modlist] Giddy-up! (mountable animals) - currently editing
Post by: Roolo on December 01, 2017, 05:23:51 AM
How do I get my posts that contain the mod releases on top?
Title: Re: [B18][Modlist] Giddy-up! (mountable animals) - currently editing
Post by: SpaceDorf on December 01, 2017, 05:26:55 AM
By Editing your first post and changing the content there :)

and woah dude .. that mod is insane.

Can't wait to ride some Dinosaurs and Genetic Abominations.
Title: Re: [B18][Modlist] Giddy-up! (mountable animals) - currently editing
Post by: Roolo on December 01, 2017, 05:32:46 AM
Quote from: SpaceDorf on December 01, 2017, 05:26:55 AM
By Editing your first post and changing the content there :)

and woah dude .. that mod is insane.

Can't wait to ride some Dinosaurs and Genetic Abominations.

Really? For instance in Rainbeau's mods it appears it's done with regular replies? I have to go now, but I'll look into it later.
Title: Re: [B18][Modlist] Giddy-up! (mountable animals) - currently editing
Post by: SpaceDorf on December 01, 2017, 05:36:30 AM
Then quote the post you like to use then you can see the xml codes  ;D
Title: Re: [B18][Modlist] Giddy-up! (mountable animals)
Post by: Canute on December 01, 2017, 06:36:12 AM
Try to "Modify" your first posting.
Modify other replys from yourself into different tab, that show you the unformated text, and you can copy/paste it from there.
Title: Re: [B18][Modlist] Giddy-up! (mountable animals)
Post by: Roolo on December 01, 2017, 08:13:25 AM
Just released an update to fix a critical bug:
V18.1.1
Fixed problem that made it impossible for animals with a master to be mounted.


@Canute and SpaceDorf. Thanks for the info! I'll update it once I have time.

Title: Re: [B18][Modlist] Giddy-up! (mountable animals)
Post by: SpaceDorf on December 01, 2017, 08:21:28 AM
Maybe you should consider using your other more clean thread and reserve the first view posts to better present your mod.
Title: Re: [B18][Modlist] Giddy-up! (mountable animals)
Post by: GIFShinobi on December 02, 2017, 01:42:04 AM
Thanks to this mod my apes can now do drive bys!! https://youtu.be/kya4jhtXagg
Title: Re: [B18][Modlist] Giddy-up! (mountable animals)
Post by: Roolo on December 02, 2017, 05:49:40 AM
Quote from: SpaceDorf on December 01, 2017, 08:21:28 AM
Maybe you should consider using your other more clean thread and reserve the first view posts to better present your mod.

The other thread is already removed (unless you mean my RunAndGun thread). I added all info to my initial post now, this looks much cleaner than it was.   
Title: Re: [B18][Modlist] Giddy-up! (mountable animals)
Post by: Canute on December 02, 2017, 06:15:01 AM
Personaly i like to see 1 mod/project for 1 topic, but thats only me. Other modder put all their mod under one topic.

And then you can made another topic with your mod-collection like
Kiame's Mods
https://ludeon.com/forums/index.php?topic=36786.0

And/or post your collection at
[B18] Mod Announcements Thread
https://ludeon.com/forums/index.php?topic=37235.0

Don't forget you can "Modify" you post there too, to keep them upto date.
Title: Re: [B18]Giddy-up! (series adding mountable animals)
Post by: baiph on December 02, 2017, 06:24:07 PM
Hi I just tried using this mod with Thirite's "Taiga Creatures" because RimWorld does not have its own horses and it works. The mod is still on A16, at least from this forum, but changing the version to B18 worked for me.
Title: Re: [B18]Giddy-up! (series adding mountable animals)
Post by: GIFShinobi on December 02, 2017, 08:45:46 PM
Quote from: baiph on December 02, 2017, 06:24:07 PM
Hi I just tried using this mod with Thirite's "Taiga Creatures" because RimWorld does not have its own horses and it works. The mod is still on A16, at least from this forum, but changing the version to B18 worked for me.

Can I get a screen shot of the horses in that mod please?
Title: Re: [B18]Giddy-up! (series adding mountable animals)
Post by: baiph on December 02, 2017, 10:29:41 PM
Here you go

(https://i.imgur.com/d4As0FD.png)
Title: Re: [B18]Giddy-up! (series adding mountable animals)
Post by: Napple on December 02, 2017, 10:39:42 PM
The taiga animal mod is already incorporated into the animal collab project on the steam workshop.
Title: Re: [B18]Giddy-up! (series adding mountable animals)
Post by: baiph on December 02, 2017, 11:00:32 PM
Quote from: Napple on December 02, 2017, 10:39:42 PM
The taiga animal mod is already incorporated into the animal collab project on the steam workshop.

I didn't know that, but I don't use Steam so the only choice I have is to use what's in here >_<
Title: Re: [B18]Giddy-up! (series adding mountable animals)
Post by: Napple on December 02, 2017, 11:03:17 PM
here's the github from one of the mod authors you should find it the animal collab project there.

https://github.com/XenEmpireAdmin?tab=repositories
Title: Re: [B18]Giddy-up! (series adding mountable animals)
Post by: pktongrimworld on December 02, 2017, 11:45:57 PM
*wonders how long it would take to say, add motorbikes and such :D
Title: Re: [B18]Giddy-up! (series adding mountable animals)
Post by: baiph on December 03, 2017, 12:28:53 AM
Has anyone here tried riding on slaves from Walking Problem's mod? I believe they are considered as animals as well, that are just set to not be found in the wild. If they actually are, we might be able to piggy back ride on those work slaves or mount together with the Dothrakis.
Title: Re: [B18] Giddy-up! (series adding mountable animals)
Post by: Ser Kitteh on December 03, 2017, 05:35:19 AM
My dude, this looks great! I totally get the accuracy penalty, makes total sense! Though, I would think that with sitting on mounts, you get an accuracy bonus (what with being on a tall animal and being able to shoot from "above") and maybe a reload penalty (because reloading on an animal is more difficult).

Man I can't wait until someone makes a horse mod! It's certainly going into my load order next playthrough that's for damn sure.
Title: Re: [B18] Giddy-up! (series adding mountable animals)
Post by: kubolek01 on December 03, 2017, 06:22:50 AM
Would I try to inject it in A17? Or game will blow up like a Dday launcher again?
Title: Re: [B18]Giddy-up! (series adding mountable animals)
Post by: Roolo on December 03, 2017, 07:27:42 AM
Quote from: Canute on December 02, 2017, 06:15:01 AM
Personaly i like to see 1 mod/project for 1 topic, but thats only me. Other modder put all their mod under one topic.

And then you can made another topic with your mod-collection like
Kiame's Mods
https://ludeon.com/forums/index.php?topic=36786.0

And/or post your collection at
[B18] Mod Announcements Thread
https://ludeon.com/forums/index.php?topic=37235.0
Don't forget you can "Modify" you post there too, to keep them upto date.

I also like that approach. But I do like to keep all Giddy-up! mods on one thread as they are all very related. Right now it's a bit too early to create a thread called Roolo's mods since I only created 3 mods. But if I have created more I'll probably do such a thing.

Quote from: Ser Kitteh on December 03, 2017, 05:35:19 AM
My dude, this looks great! I totally get the accuracy penalty, makes total sense! Though, I would think that with sitting on mounts, you get an accuracy bonus (what with being on a tall animal and being able to shoot from "above") and maybe a reload penalty (because reloading on an animal is more difficult).

Man I can't wait until someone makes a horse mod! It's certainly going into my load order next playthrough that's for damn sure.

Thanks for your feedback and your thinking. An accuracy bonus would maybe be a bit strange since a mount is not a very stable foundation to shoot from compared to solid ground, but I do agree that it makes sense to add some bonus for shooting from above. Maybe an increased chance of hitting upper body parts or maybe an increased chance of hitting pawns that are behind barricades. The reloading penalty also makes sense. However, I think it's a bit too early now to be focusing on these kind of balancing issues. I'll first focus on the critical things, like mounts for enemy pawns, and fixing some drawing issues. Once I'm very convinced the mod is mature, I'll focus on balancing issues.

By the way, scroll a bit up, and you'll see how to get horses in :)

Quote from: kubolek01 on December 03, 2017, 06:22:50 AM
Would I try to inject it in A17? Or game will blow up like a Dday launcher again?
I would be very surprised if that works. B18 completely changed how pawn rotation works. But if you're lucky, it will run with some errors thrown, but I'm pretty sure the drawing will be weird.
Title: Re: [B18] Giddy-up! (series that makes animals mountable)
Post by: kubolek01 on December 03, 2017, 01:53:17 PM
If it fails, just cut all mods from game files, run on Core, then retry. Downloading it, I missed such thing so far.
Title: Re: [B18] Giddy-up! (series that makes animals mountable)
Post by: Roolo on December 05, 2017, 12:18:30 PM
Update!
v0.18.2
- Improved automatic back detection for non-vanilla animals. This means the draw position of pawns riding on animals added by other mods will be determined much better. Remount already mounting pawns to see the effect.
- Fixed issue with settings not being saved properly.
- Added Japanese, Simplified Chinese and Korean translations.
Title: Re: [B18] Giddy-up! (series that makes animals mountable)
Post by: kubolek01 on December 05, 2017, 02:05:49 PM
Quote from: Roolo on December 05, 2017, 12:18:30 PM
Update!
v0.18.2
- Improved automatic back detection for non-vanilla animals. This means the draw position of pawns riding on animals added by other mods will be determined much better. Remount already mounting pawns to see the effect.
- Fixed issue with settings not being saved properly.
- Added Japanese, Simplified Chinese and Korean translations.
Smells like improvement... Again downloading :P
Title: Re: [B18] Giddy-up! (series that makes animals mountable)
Post by: SpaceDorf on December 06, 2017, 12:58:48 PM
Time to put on some Wagner and Ride some Genetic Abominations into Battle.
Title: Re: [B18] Giddy-up! (series that makes animals mountable)
Post by: kubolek01 on December 06, 2017, 11:54:34 PM
PS: It screwed. I will get a log and put it here soon if interested.
Title: Re: [B18] Giddy-up! (series that makes animals mountable)
Post by: Vlad0mi3r on December 07, 2017, 12:19:22 AM
Do Mounts conduct their own attacks while mounted?

I am thinking about being mounted on a rhino with a sword wielding pawn on its back.
Title: Re: [B18] Giddy-up! (series that makes animals mountable)
Post by: Canute on December 07, 2017, 01:25:29 AM
I didn't test it myself yet, but
Quote- Animals that are mounted will attack the target their rider is currently fighting when in range!
Title: Re: [B18] Giddy-up! (series that makes animals mountable)
Post by: Roolo on December 12, 2017, 03:23:54 PM
New update for Giddy-up Battlemounts! (v18.3.0)

- Enemy pawns now also use mounts during raids and ambushes!
- The chance that a given enemy pawn spawns with a mount is 40% for tribals and 20% for non-tribals. These chances can be configured in the mod options.
- Enemy pawns can only mount animals allowed in the mod options. The mounts they use will depend on the environment in which they attack.
- Fixed issue that sometimes causes mounts to teleport when mounting is interrupted.
Title: Re: [B18] Giddy-up! (series that makes animals mountable)
Post by: Sebastian Cigar on December 12, 2017, 04:23:51 PM
So-o, does this mean I can now have my own bear cavalry?!
Title: Re: [B18] Giddy-up! (series that makes animals mountable)
Post by: kaptain_kavern on December 12, 2017, 05:09:39 PM
Quote from: Roolo on December 12, 2017, 03:23:54 PM
New update for Giddy-up Battlemounts! (v18.3.0)

- Enemy pawns now also use mounts during raids and ambushes!
- The chance that a given enemy pawn spawns with a mount is 40% for tribals and 20% for non-tribals. These chances can be configured in the mod options.
- Enemy pawns can only mount animals allowed in the mod options. The mounts they use will depend on the environment in which they attack.
- Fixed issue that sometimes causes mounts to teleport when mounting is interrupted.
w00t! Awesome.

Thank you for your work
Title: Re: [B18] Giddy-up! (series that makes animals mountable)
Post by: SpaceDorf on December 12, 2017, 06:02:37 PM
Quote from: Sebastian Cigar on December 12, 2017, 04:23:51 PM
So-o, does this mean I can now have my own bear cavalry?!

If you are content with bears. Then yes.

It also means you can have whatever cavalry you want be it Giant Spiders, Dinosaurs or Genetic Mutations.
Title: Re: [B18] Giddy-up! (series that makes animals mountable)
Post by: s44yuritch on December 13, 2017, 04:36:15 AM
One possible issue with mounted raiders (unless that works as intended): when a raid is defeated, their animals don't leave the map with the rest, instead they run away for a time and then stay on the map, behaving like wild animals.

Except they still count as their faction, can not be hunted (unless shot by drafted pawns) or tamed, and if any of my pawns comes into melee range of them, they attack (but they won't chase). Doesn't quite feel right to me.
Title: Re: [B18] Giddy-up! (series that makes animals mountable)
Post by: Roolo on December 13, 2017, 05:14:25 AM
Small update for Giddy-up Core.  (v18.3.0)
- Fixed non harmful null pointer exception that was sometimes thrown when the game was loaded
- Removed debug log messages
- Added Spanish, Russian, and French translations
Title: Re: [B18] Giddy-up! (series that makes animals mountable)
Post by: Roolo on December 13, 2017, 05:27:24 AM
Quote from: s44yuritch on December 13, 2017, 04:36:15 AM
One possible issue with mounted raiders (unless that works as intended): when a raid is defeated, their animals don't leave the map with the rest, instead they run away for a time and then stay on the map, behaving like wild animals.

Except they still count as their faction, can not be hunted (unless shot by drafted pawns) or tamed, and if any of my pawns comes into melee range of them, they attack (but they won't chase). Doesn't quite feel right to me.

Yes that could be improved. I'll look into it.
Title: Re: [B18] Giddy-up! (series that makes animals ridable)
Post by: Madman666 on December 13, 2017, 07:34:57 PM
Holy shit! Cybernetic power-armored warg riders on a bionic wargs with charge weapons are no longer an unobtainable dream! Wow. I will definitely try this out. Hats off to you, this is damn amazing.

P.S. I will definitely be waiting for caravan mounts option) I like the ability to send people on a journeys a lot, but at the same time I don't really like how damn long it takes. So I'd be thrilled to have an option to take some mounts and speed the caravan up at the cost of more food for mounted animals.
Title: Re: [B18] Giddy-up! (series that makes animals ridable)
Post by: Roolo on December 14, 2017, 05:37:14 AM
I release a small hotfix for Giddy-up Battle Mounts (v18.3.1)
- Fixed bug that could cause a pawn to glitch and turn invisible when an animal waiting to be mounted is interrupted
- Animals no longer teleport to the pawn that started a mounting process but interrupted it before actually mounting the animal (this problem was introduced in the previous update).


Quote from: Madman666 on December 13, 2017, 07:34:57 PM
Holy shit! Cybernetic power-armored warg riders on a bionic wargs with charge weapons are no longer an unobtainable dream! Wow. I will definitely try this out. Hats off to you, this is damn amazing.

P.S. I will definitely be waiting for caravan mounts option) I like the ability to send people on a journeys a lot, but at the same time I don't really like how damn long it takes. So I'd be thrilled to have an option to take some mounts and speed the caravan up at the cost of more food for mounted animals.

I'm glad you like it :) The caravan mod will have my next focus after I wrap up the most important things up of Battle Mounts.
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Madman666 on December 14, 2017, 12:00:33 PM
Ok, I've never laughed so damn hard in all my Rimworld playtime... I love how modded factions also can have mounts. It blends really nicely with Medieval mod (although added speed to armored knights makes it damn challenging), but when it comes to other mods... like TiberiumRim or Rimsenal. imagine federation Peacekeepers that wreck havok and spread destruction and despair on a... doe? Or scrin hive mechanoids merrily riding to you on wild boars? God, it was really damn tough to climb back from under the table, where I was rolling on the floor laughing my lungs out. For that alone this mods NEEDS to be in core game! :)) On a serious note I think this needs to have some kind of tagging system for animals, that defines which types of pawns can spawn with which animal mount or without it. Will probably require compatibility patches though. Leaving it like this is fine as well - having fun makes you live longer))

Now I need to find horse mod for medieval knights. It will be epic.
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: ChaosChronicler on December 14, 2017, 02:42:58 PM
Quote from: Madman666 on December 14, 2017, 12:00:33 PM
Ok, I've never laughed so damn hard in all my Rimworld playtime... I love how modded factions also can have mounts. It blends really nicely with Medieval mod (although added speed to armored knights makes it damn challenging), but when it comes to other mods... like TiberiumRim or Rimsenal. imagine federation Peacekeepers that wreck havok and spread destruction and despair on a... doe? Or scrin hive mechanoids merrily riding to you on wild boars? God, it was really damn tough to climb back from under the table, where I was rolling on the floor laughing my lungs out. For that alone this mods NEEDS to be in core game! :)) On a serious note I think this needs to have some kind of tagging system for animals, that defines which types of pawns can spawn with which animal mount or without it. Will probably require compatibility patches though. Leaving it like this is fine as well - having fun makes you live longer))

Now I need to find horse mod for medieval knights. It will be epic.
I'll see your Peacekeepers riding on Does and raise you a Chimp on a T-Rex  ;D
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Roolo on December 15, 2017, 05:29:48 AM
Quote from: Madman666 on December 14, 2017, 12:00:33 PM
Ok, I've never laughed so damn hard in all my Rimworld playtime... I love how modded factions also can have mounts. It blends really nicely with Medieval mod (although added speed to armored knights makes it damn challenging), but when it comes to other mods... like TiberiumRim or Rimsenal. imagine federation Peacekeepers that wreck havok and spread destruction and despair on a... doe? Or scrin hive mechanoids merrily riding to you on wild boars? God, it was really damn tough to climb back from under the table, where I was rolling on the floor laughing my lungs out. For that alone this mods NEEDS to be in core game! :)) On a serious note I think this needs to have some kind of tagging system for animals, that defines which types of pawns can spawn with which animal mount or without it. Will probably require compatibility patches though. Leaving it like this is fine as well - having fun makes you live longer))

Now I need to find horse mod for medieval knights. It will be epic.

Haha, such a funny comment to read ^^. In case you didn't know, you can use AnimalCollabProj (http://steamcommunity.com/sharedfiles/filedetails/?id=949283405) from Steam Workshop to get horses. Or if you don't have steam workshop you can use Taiga creatures (https://ludeon.com/forums/index.php?topic=26497.0), that's still in A15, but apperently just changing the version number in about.xml will make it work.

By the way, creating such a tagging system would be a huge effort, also requiring collaboration of other mod developers, while also demanding a lot of configuration by the users to make it work. The best option for now to prevent these funny situations, is to forbid funny animals. But why would one forbid funny things? :). Apart from that, I will re-balance and improve the spawning algorithm in the near future, probably resulting in a lower amount of deer-riders.
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: s44yuritch on December 15, 2017, 08:47:09 AM
Boomalope riders are way funnier. I've only seen one so far, but it was noticeable.
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Madman666 on December 15, 2017, 04:27:11 PM
Quote from: Roolo on December 15, 2017, 05:29:48 AM
Haha, such a funny comment to read ^^. In case you didn't know, you can use AnimalCollabProj (http://steamcommunity.com/sharedfiles/filedetails/?id=949283405) from Steam Workshop to get horses. Or if you don't have steam workshop you can use Taiga creatures (https://ludeon.com/forums/index.php?topic=26497.0), that's still in A15, but apperently just changing the version number in about.xml will make it work.

By the way, creating such a tagging system would be a huge effort, also requiring collaboration of other mod developers, while also demanding a lot of configuration by the users to make it work. The best option for now to prevent these funny situations, is to forbid funny animals. But why would one forbid funny things? :). Apart from that, I will re-balance and improve the spawning algorithm in the near future, probably resulting in a lower amount of deer-riders.

Oh, well if its a pain to do - screw it)) I like it this way. Its just soo hilarious, like your defenses are rekt as hell, flare disabled your power and then a raid! You curse Extreme Randy, go to see raid participants... only to burst laughing seeing Nod soldiers on pigs and alpacas. this mod is both incredibly cool thing to have (wolf rider snipers, bionic warg knights - you name it) and also the funniest mod I've ever tried on Steam. Its incredible) So its probably even better to leave as is)

Good to know about Animal collab mod. I'll be sure to check it, thank you for the info. Speaking about compatibility it would be nice to have Medieval factions from Medieval times mod show up with mounts more often. Its already challenging, but it fits so well with them)

Quote from: s44yuritch on December 15, 2017, 08:47:09 AM
Boomalope riders are way funnier. I've only seen one so far, but it was noticeable.

Yeah, I bet it was very damn noticeable... Especially for the poor chap that decided to ride a living powder keg :D Unfortunately i still haven't encountered boomalope riders. Probably takes guts not every Rimworld dweller has.
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Thirite on December 15, 2017, 04:38:36 PM
I'd like to point out the Animal Collab Project is available for DRM free versions of the game as well:
https://github.com/XenEmpireAdmin/AnimalCollabProject
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: SpaceDorf on December 16, 2017, 06:24:38 AM
Alpha Animals gives you giant colorful birds to ride 😊 *Wark*
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Roolo on December 16, 2017, 02:03:41 PM
I just released a new update! (v18.4.0)
Giddy-up Battle Mounts
- Spawning algorithm is improved for enemy mounts taking into account wildness of mounts and handling skill of pawns. Pawns with a high handling skill have a larger chance to spawn with rare mounts.
- Enemy pawns now also spawn with animals not found in the biome in which they attack, and also with animals not occurring in the wild. The probability these mounts are used can be configured in the mod options.
- Accuracy penalty is affected by the animal handling skill of the pawn. If the rider's skill is higher than the skill required to tame the animal, a per-level bonus is applied, and otherwise a per-level penalty (configurable in the mod options).
- Enemy mounts that lose their rider, will now become wild animals, making them tameable. If enemy pawns flee, they will now do so on their mount.
- Added tutorial items

Giddy-up Core
- Movement speed is affected by the animal handling skill of the pawn. If the rider's skill is higher than the skill required to tame the animal, a per-level bonus is applied, and otherwise a per-level penalty (configurable in the mod options).
- Added tutorial items
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Madman666 on December 16, 2017, 02:53:04 PM
Wow. Thats a major change. People without decent handling skill might actually be more useless on a mount than without it)) With shooting and movement penalty and all that... Good thing its all configurable. Really interesting change, keep it up))
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: kaptain_kavern on December 16, 2017, 04:28:37 PM
Hi there,

I'm currently updating the French translation. And I have a question, please. I don't want to introduce false information in translation  ;).


Regarding:
Quote from: Roolo
The chance a mount used by an enemy pawn is one not found in the wild.

This means animals that can only be bought (like Cows, pigs, etc) AND thrumbos; or am I missing something?
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Roolo on December 16, 2017, 04:33:38 PM
Quote from: kaptain_kavern on December 16, 2017, 04:28:37 PM
Hi there,

I'm currently updating the French translation. And I have a question, please. I don't want to introduce false information in translation  ;).


Regarding:
Quote from: Roolo
The chance a mount used by an enemy pawn is one not found in the wild.

This means animals that can only be bought (like Cows, pigs, etc) AND thrumbos; or am I missing something?

Yes, that's exactly right. Thanks for translating again!

Edit: the chance to get Thrumbos is very small though.
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: kaptain_kavern on December 16, 2017, 04:50:00 PM
And thanks for the mods again!   ;D

Point clarified, thanks. I will send you two P.R. soon  8)
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: kubolek01 on December 17, 2017, 04:33:43 AM
A mad idea... one Commander on the biggest mount found around, and a swarm of something small around, ready to soak bullets or shred designated target.
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Roolo on December 17, 2017, 11:09:28 AM
Small update (v18.4.1):
Giddy-up Battle Mounts:
- Updated Russian, Japanese and French translations.
Giddy-up Core
- Made sure that the animal size filter is applied for new animals added by mods installed after Giddy-up was installed to ensure only new animals large enough can be mounted by default.
- Updated Russian, Japanese and French translations.

From now on I'll focus on Giddy-up! Caravans (or whatever I'm going to call that), so don't expect any new updates soon, except for maybe some bug fixes.
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Madman666 on December 17, 2017, 02:35:01 PM
Quote from: Roolo on December 17, 2017, 11:09:28 AM
From now on I'll focus on Giddy-up! Caravans (or whatever I'm going to call that), so don't expect any new updates soon, except for maybe some bug fixes.

Niiiice. I am waiting patiently)) I wonder if you'll find a way to use mounts even in non-combat non-caravan situations)) Like hunting for example)).
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Roolo on December 17, 2017, 04:25:44 PM
Quote from: Madman666 on December 17, 2017, 02:35:01 PM
Quote from: Roolo on December 17, 2017, 11:09:28 AM
From now on I'll focus on Giddy-up! Caravans (or whatever I'm going to call that), so don't expect any new updates soon, except for maybe some bug fixes.

Niiiice. I am waiting patiently)) I wonder if you'll find a way to use mounts even in non-combat non-caravan situations)) Like hunting for example)).

Yes, I plan to do that eventually. One instance I thought of is when pawns have to walk far to get somewhere. If in such a case the pawn would get there quicker on a nearby mount, it would use the mount automatically. I could also add animal riding as a joy source or as a way to train animal handling. Using it for hunting is also a cool idea. Plenty of possibilities, that's  for sure. But I'll first focus on caravanning, that's enough to keep me busy for a while.

Edit: more ideas are always welcome :)
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Madman666 on December 17, 2017, 05:18:07 PM
Quote from: Roolo on December 17, 2017, 04:25:44 PM
Yes, I plan to do that eventually. One instance I thought of is when pawns have to walk far to get somewhere. If in such a case the pawn would get there quicker on a nearby mount, it would use the mount automatically. I could also add animal riding as a joy source or as a way to train animal handling. Using it for hunting is also a cool idea. Plenty of possibilities, that's  for sure. But I'll first focus on caravanning, that's enough to keep me busy for a while.

Edit: more ideas are always welcome :)

Well this will be friggin amazing then)) I was about to say about map travel to distant jobs like mining. Since I play only biggest maps possible its actually quite important, so I'll be waiting for that))
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Canute on December 19, 2017, 03:02:30 AM
I got an idea/suggestion:
Stable boxes.
You can assign an rideable animal to this box, and this animal allways stay at this box. (with Animal logic you can assign animals to animal spot/beds)
Storage filter for food item to store food for the animal so it get allways is full feeded.

Maybe you can expand this stable later, so your pawn can auto. take a mount if they are going out of the home area.
And leave it there when they return to the homezone.

Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Roolo on December 19, 2017, 04:21:49 AM
Quote from: Canute on December 19, 2017, 03:02:30 AM
I got an idea/suggestion:
Stable boxes.
You can assign an rideable animal to this box, and this animal allways stay at this box. (with Animal logic you can assign animals to animal spot/beds)
Storage filter for food item to store food for the animal so it get allways is full feeded.

Maybe you can expand this stable later, so your pawn can auto. take a mount if they are going out of the home area.
And leave it there when they return to the homezone.

Cool idea. I especially like the second part of your idea. But instead of a box in the sense of a new construction/piece of furniture, I think it would be better to have it implemented as a zone that can be designated. That allows players to create their custom stable using existing constructions/furniture, and makes it possible to have multiple animals in one stable while also handing the food issue (players can just assign a stockpile with animal food in this zone). It'll also save me the effort of designing a nice looking stable/box, which is good since I don't have much experience with creating sprites.

This zone could either be the existing animal restrict zone with a new option added like "use this zone as a stable", that when enabled makes sure pawns use it as an animal drop off point, or it could be a new type of zone that always has that feature. I'll have to think about that.

Thanks for your suggestion!
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Canute on December 19, 2017, 04:41:00 AM
I think you shouldn't be worried about sprites or textures.
If you managed to manage to create these feature, i bet you will find someone who can create something, maybe one of the happy user of the mod.

But i realy think you should create a furniture, rather then to create stockpiles.
Special these stables stockpiles could be exploided. Just create a 1x1 zone as stable and assign all rideable animals to them.
But with the stablebox 2x1 you need to assign space for it, not to speak about the when all these animals waiting in a row for their rider.
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Roolo on December 19, 2017, 05:17:24 AM
Quote from: Canute on December 19, 2017, 04:41:00 AM
I think you shouldn't be worried about sprites or textures.
If you managed to manage to create these feature, i bet you will find someone who can create something, maybe one of the happy user of the mod.

But i realy think you should create a furniture, rather then to create stockpiles.
Special these stables stockpiles could be exploided. Just create a 1x1 zone as stable and assign all rideable animals to them.
But with the stablebox 2x1 you need to assign space for it, not to speak about the when all these animals waiting in a row for their rider.

I didn't say I would like to implement it as a stockpile, I said I would implement it as a restrict zone (like the animal restrict zones you can create in vanilla). You could create a food stockpile inside this restrict zone to make sure the animals get their food (that's the only thing I said about stockpiles). I do agree with you that there are probably people that would be willing to help with creating nice sprites, but there are more problems with the furniture/construction approach. For instance, how to handle very large animals? For instance elephants, or even worse, T-Rexes? Would you need different stables for different animal size? Then you also have the matter of how many animals can fit in a shed. What if a shed with animals is on fire? Of course the animals should leave it then, but it all has to be handled. It all makes thing unnecessarily complex in my opinion.

As for your other argument about exploiting. People could indeed exploit restrict zones by making it a 1x1 zone. I could resolve this by setting the maximum number of animals allowed to the number of tiles in the zone. But I don't think I would even bother as I don't think the chance of exploiting is really a problem in a mod. If people want to exploit, there no way from stopping them, the could just install a cheat reactor to get unlimited energy (there's a mod for that), they could open the development console for a little help, and even in the existing giddy-up mod, they could exploit the configuration options in many situations.




Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Canute on December 19, 2017, 06:12:36 AM
Yes, when a player want the cheat/exploid noone can prevent him from this.
And most mods are cheats anyway, they made the life/handling for the player easyer then to give similar advanced to the raiders.

But if you can you don't need to force it, and you can try to balance it by your own design but only if you are able (codder quality) or if you want it.

Do you know the MARS mod from Dubwise ?
I special mean the EVA-suit station. Pawns can store their EVA suit in there, which the suit get recharged and the pawns auto. get adjusted zones so they don't move outside without suit.

Something similar for rideable animals.
Pawn mount an animal then they can interact with the stablebox to store the animal on it. The animal grafic appear then before the box.
XAAA   X = box,  A's = animal with different size.
XA
XAA
The stable-box need to be filled with food, then the animal auto. get rested and feeded slowly to max.
When the box get burned down, the animal is dead, like in real life. The problem is just how to handle animals from damaged boxes, does they should have reduced health ?


Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Roolo on December 19, 2017, 06:46:17 AM
Quote from: Canute on December 19, 2017, 06:12:36 AM
Yes, when a player want the cheat/exploid noone can prevent him from this.
And most mods are cheats anyway, they made the life/handling for the player easyer then to give similar advanced to the raiders.

But if you can you don't need to force it, and you can try to balance it by your own design but only if you are able (codder quality) or if you want it.

Do you know the MARS mod from Dubwise ?
I special mean the EVA-suit station. Pawns can store their EVA suit in there, which the suit get recharged and the pawns auto. get adjusted zones so they don't move outside without suit.

Something similar for rideable animals.
Pawn mount an animal then they can interact with the stablebox to store the animal on it. The animal grafic appear then before the box.
XAAA   X = box,  A's = animal with different size.
XA
XAA
The stable-box need to be filled with food, then the animal auto. get rested and feeded slowly to max.
When the box get burned down, the animal is dead, like in real life. The problem is just how to handle animals from damaged boxes, does they should have reduced health ?

That's a pretty good solution to the problem of big animals, but I would still prefer just to implement it as zones as I don't see any disadvantages with that, especially when I would make sure people can't exploit it (by adding a maximum animal restriction dependent on how large the zone is), while I do still see disadvantages with the furniture/construction approach.

By the way, I even think it's possible to combine the ideas. Someone could create a nice looking stable implemented as furniture as a separate mod (even with the possibility to add food to it). If you place this furniture part on a "stable zone", you basically have what your want ^^, and even more, as non-Giddy-up users could also use it with regular restrict zones. 
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Canute on December 19, 2017, 09:32:40 AM
Ok it is all to you, i just told you my ideas ! :-)
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Roolo on December 19, 2017, 04:55:01 PM
Quote from: Canute on December 19, 2017, 09:32:40 AM
Ok it is all to you, i just told you my ideas ! :-)

Sure, and that's appreciated :)
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Nekokon on December 19, 2017, 10:30:14 PM
Most of the fun part of Rimworld (and a few other similar colony builder games like DF, Factorio or Oxygen not included) revolve around making creative solutions for our problems, thus I would prefer a more interactive way to deal with the stable. Just building a premade miracle feeding machine feels lazy and boring.

I'm seeing another potential problem with the idea of pawn getting on mount to get to somewhere else on the same map though. It might really hammer the game performance depend on how you're gonna implement the check, just like how we still can't have pawn check for things to haul before moving from 1 spot to another (we do have a mod for that, but performance is the main problem, not simply making it works). Imho, it's better to just limit mounting to warfare and caravan where it really shines, getting from 1 side of the map to another isn't something we do everyday anyway.

I have a few idea for abusing making use of those cute wags if you need some:
1. Wagon. Craftable item which, when used on a trained animal, would strap them (graphically) and increase hauling amount/weight but decrease movement speed. Maybe make it give timed hediff directly like the pulse artifact to avoid the surgery path, and respawn the artifact after the hediff ran out (let's pretend those animal shook off their shackles after a while).
You can also make one for pawn and dub it "cart".
2. Vehicles. Just craftable animal pawns. No food needed (or you can feed it chem fuel), no bleeding, no dmg, bigger size (to prevent wild animal hunting), always doing 1 single specified action "stay still" (to prevent "wandering" action) thus only "moveable" when a pawn mounts it, no berserk break (also prevent running around when catching fire). Good movement speed and carry weight.
3. This maybe hard to implement, but how about making your own fire dragon that actually breaths fire.
I'm assuming the way you make animal mountable was giving bonus to pawn, setting the animal to release so they can also attack if enemy gets into melee range and forcing the animal position overlap the pawn. If that's the case you can make an invisible friendly pawn (untargetable with some vehicle-type spec above so we can forget it exist) equipped with inferno cannon and force position overlapping your melee dragon. When there's enemy in range it will automatically fire at them (regardless of your actual dragon's action, but until Tynan release more codes it's the only way around giving friendly animal range attack). Reduce the weapon range to make them more realistic.

Regarding the sprite, I can help if needed. Artist MSPaint drawer by trade.
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Roolo on December 20, 2017, 08:06:35 AM
Quote from: Nekokon on December 19, 2017, 10:30:14 PM
Most of the fun part of Rimworld (and a few other similar colony builder games like DF, Factorio or Oxygen not included) revolve around making creative solutions for our problems, thus I would prefer a more interactive way to deal with the stable. Just building a premade miracle feeding machine feels lazy and boring.

I'm seeing another potential problem with the idea of pawn getting on mount to get to somewhere else on the same map though. It might really hammer the game performance depend on how you're gonna implement the check, just like how we still can't have pawn check for things to haul before moving from 1 spot to another (we do have a mod for that, but performance is the main problem, not simply making it works). Imho, it's better to just limit mounting to warfare and caravan where it really shines, getting from 1 side of the map to another isn't something we do everyday anyway.

I have a few idea for abusing making use of those cute wags if you need some:
1. Wagon. Craftable item which, when used on a trained animal, would strap them (graphically) and increase hauling amount/weight but decrease movement speed. Maybe make it give timed hediff directly like the pulse artifact to avoid the surgery path, and respawn the artifact after the hediff ran out (let's pretend those animal shook off their shackles after a while).
You can also make one for pawn and dub it "cart".
2. Vehicles. Just craftable animal pawns. No food needed (or you can feed it chem fuel), no bleeding, no dmg, bigger size (to prevent wild animal hunting), always doing 1 single specified action "stay still" (to prevent "wandering" action) thus only "moveable" when a pawn mounts it, no berserk break (also prevent running around when catching fire). Good movement speed and carry weight.
3. This maybe hard to implement, but how about making your own fire dragon that actually breaths fire.
I'm assuming the way you make animal mountable was giving bonus to pawn, setting the animal to release so they can also attack if enemy gets into melee range and forcing the animal position overlap the pawn. If that's the case you can make an invisible friendly pawn (untargetable with some vehicle-type spec above so we can forget it exist) equipped with inferno cannon and force position overlapping your melee dragon. When there's enemy in range it will automatically fire at them (regardless of your actual dragon's action, but until Tynan release more codes it's the only way around giving friendly animal range attack). Reduce the weapon range to make them more realistic.

Regarding the sprite, I can help if needed. Artist MSPaint drawer by trade.

Thanks for your advice and ideas.

As for the performance impact, I think if I implement it cleverly the impact can be minimal. One trick would be to perform the checks after a certain job is already designated, and replacing the job with a mount action if needed, and pick it up later. With the job target information that is available at that point, a check could be implemented so an animal is only searched for when the job target is far enough, minimizing any expensive pathing calculations. But this is all a bit premature, and I'll first focus on caravans and warfare. If that's done I might look further into the idea, as I think i can be quite interesting, and achievable.

As for your ideas
1. I would love to implement this at some point. It is not entirely within the scope of Giddy-up (this does depend on how its implemented exactly), but I think it can have a nice synergy with it. Especially in combination with the idea of letting pawns ride mounts to far-away targets.
2. Vehicles would be cool, but I prefer to focus first on all animal mounting aspects. Moreover, the creator of Yes Vehicles, seems to be working on a new version of that mod, so I'd first like to see how that turns out.
3. Also cool, but at this point I really love focusing on modding mechanics as opposed to creating content mods. This could change in the future though, so maybe I'll consider it in the future.

Edit: also thanks for the offer to help with sprites! Could definitely be helpful in the future, I'll keep you in mind.


Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Nekokon on December 20, 2017, 06:34:00 PM
Oh cool.
If you wanna focus more on mounting stuffs there's a few other ideas:
1. You can give abilities for rider after getting on mount.
Stuffs like Charge - boosting movement speed for 2s (you can teach the AI to use them when in set distance - x1.5 shooting range or something) or able to jump through walls (w/o roof) would be really fun to play with. Or heavy cavalry style - ability that moves mounted pawn in a straight line for a set distance (ignoring melee slow down) and push everything out of the way (like Rim of Darkness's psychic probe) with chance of stun. Raider can wreck some real havoc if they can use those abilities. 
Jesc's tools might help, and also there's dub's rimkit.
2. Make it possible to pack animal with items in any map without making a caravan and use them as a portable storage for extra ammo/medicine for drawn out fight/quick rescue. Currently you can do this in temporary map but cannot do it in your main colony for some reasons. There's already a movement and manipulation penalty for packing up stuff so you don't have to try to balance it again.

Btw just ignore those until you finish your caravan mod if you don't have time.
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Madman666 on December 21, 2017, 01:29:02 AM
2) This! You really should be able to make your guys pick some stuff in their inventory at all times, not just while a caravan exists. And of course that applies to animals as well. I don't how hard that can be to implement, but that would be an absolutely awesome addition.
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: kubolek01 on December 21, 2017, 01:43:14 AM
Quote from: Madman666 on December 21, 2017, 01:29:02 AM
2) This! You really should be able to make your guys pick some stuff in their inventory at all times, not just while a caravan exists. And of course that applies to animals as well. I don't how hard that can be to implement, but that would be an absolutely awesome addition.
Carrying everything you need to act even a mile off base... not too OP?
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: SpaceDorf on December 21, 2017, 02:14:36 AM
Thats exactly what I do when using Simple Side Arms.
Absolutely great.

Using animals for big construction projects would be awesome.

A trigger for using a pack animal could be, if the project needs more than one stack of material.
Instead of walking several times, the builder packs everything onto an animal and unpacks before the project ..
which in retrospect sound like quite the project .. maybe "hand me that brick" is the easier solution.
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Madman666 on December 21, 2017, 09:35:11 AM
Quote from: kubolek01 on December 21, 2017, 01:43:14 AMCarrying everything you need to act even a mile off base... not too OP?

I don't think so. I mean, they already pocket meals all the damn time. They can pocket some drugs if you set it in drug policies. Not to mention, you can make them pick stuff up while forming caravans and cancel it before they move out of the map. So you can already have everything you need on hand, it just requires some weird micro first. Not to forget about weight restriction.

I guess it can be a bit OP if you stick several weapons in a person's inventory. But you still won't be able to switch fast enough or equip more than one for it to be effective. Thats why there is Simple Sidearms mod :)
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Canute on December 21, 2017, 09:39:43 AM
Depend depend, how the mod handle it.
If he manage it to complete automate these process, like to pickup ALL resources to build many structures for the rest of the day at the other side of the map. (Which may be a big improment into the handling, but might overpowered)

Or if the player need to micromanagment it by it own. Which give the player more option to interact and made it maybe interesting/annoying (depend who you ask).
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Madman666 on December 21, 2017, 10:49:14 AM
Quote from: Canute on December 21, 2017, 09:39:43 AM
Depend depend, how the mod handle it.
If he manage it to complete automate these process, like to pickup ALL resources to build many structures for the rest of the day at the other side of the map. (Which may be a big improment into the handling, but might overpowered)

Or if the player need to micromanagment it by it own. Which give the player more option to interact and made it maybe interesting/annoying (depend who you ask).

I really hope it won't be more annoying micro... Its fine when its a bit of micromanagement, but when its basically controlling each and every step of idiotic AI, that builds itself in walls, hops over trees when there's a perfectly fine stone road nearby... Ugh.

If he manages to make it work, so that a colonist picks up all resources needed for construction either in his own inventory or loads up a pet, goes to it, unloads all resources to build frames and constructs it - I'll sculpt a friggin statue to this guy. Because that would be a damn miracle)
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Nekokon on December 21, 2017, 11:58:29 AM
More player interaction doesn't always mean more micromanagement. Making a logical system and let the players design their own solution (either good or bad) is good interaction, but making a premade perfect solution with multiple passes which require players to repeatedly follow the path (because AI can't handle it) is bad interaction.

Tbh I don't think an automated system like the one above would work. It involves a lot of checks for both the pack animal and the build frame, and exponentially increases with the number of animals and frames available; or your will have to write a whole new logistic system to accommodate it. It will task performance way too much, still won't work perfectly, and won't be used that much in the first place.
It's better to just pack the animal with materials yourself, then bring them to the far away blue print and unload. If you don't want other pawns to run off delivering materials before you finish packing, just use zone limit.
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Roolo on December 22, 2017, 04:40:46 AM
Funny how these discussions arise, while it's all still pretty far away, and while it's a little out of scope (since it doens't really involve riding animals, it could though) ^^. It at least shows there would be interest in such a mod, which is nice to know. I'm not too concerned about pack animal thing outside caravan situations being overpowered. The choice to use it is up to the player, and the player can adjust difficulty in many ways. My main concern is if it could make the game more enjoyable, and I think it could.

I think I would prefer an automatic approach though, albeit a very simple one, so one that would only work on single structure projects to begin with. I think demanding any manual intervention diverts from Rimworld's core mechanics which all provide automation as much as possible (except for the combat). I also think that if it's kept simple, it's possible without a noticeable performance penalty.  But again, it's a bit too premature to discuss this in such detail.

The charge skill suggestion is also cool by the way, I had a similar idea, namely creating a separate mod in the Giddy-up series that adds animal skills, with different skills for different animal types, a charge skill would definitely be one of them. So this might happen in the future.
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Madman666 on December 22, 2017, 10:58:48 AM
Nice to see, you also prefer automatic method and don't really consider it OP (because it isn't). And holy shit, I can't imagine such a mod (or idea at least) being uninteresting to the masses. I mean I was a bit skeptical, when I first seen Giddy Up, thought it would be raw attempt with graphical issues or something, but as soon as I've seen mod showcase on Barky's channel, I just teleported to subscribe button on Steam. Imagine how amazed I was when I was informed there will be other applications of mounts not just fighting. The mod's awesome. There can't be no interest in it.
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: {EC}Jeyzone on December 23, 2017, 10:22:15 PM
hey man can you create version for a17 can not update yet for b18 still waiting for other mod to be updated.
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Roolo on December 24, 2017, 04:00:21 AM
Quote from: {EC}Jeyzone on December 23, 2017, 10:22:15 PM
hey man can you create version for a17 can not update yet for b18 still waiting for other mod to be updated.

No. We should move forward. There are many thing I'd rather spend my time on than focusing on legacy versions of the game. Just move on to B18 with a new save, or stick with your existing colony and accept it's not in B18
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: kubolek01 on December 24, 2017, 03:21:33 PM
I have another mad idea. Big guns mountable and usable if mount is big enough. Mortar Thrumbo cavalry... ^-^
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Sarge on December 31, 2017, 02:33:48 PM
It was just a matter of time...

(https://puu.sh/yRBRq/98f672e696.jpg)
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Madman666 on December 31, 2017, 02:51:45 PM
Quote from: Sarge on December 31, 2017, 02:33:48 PM
(https://puu.sh/yRBRq/98f672e696.jpg)

Yup... I will only say, that this guy with a club has balls of steel. Don't forget to smelt them after you've picked up all the pieces.
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Sarge on December 31, 2017, 03:01:10 PM
(https://puu.sh/yRCB2/e82bb282d5.jpg)
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Harry_Dicks on December 31, 2017, 03:35:09 PM
Sarge are those fireplaces? If so, what mod are they from? Or if not, mind telling me what they are/where they're from? Thanks! :D
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: SpaceDorf on December 31, 2017, 03:36:45 PM
Nice..where are the lightbowl and fireplaces from ?
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Madman666 on December 31, 2017, 03:49:18 PM
Quote from: SpaceDorf on December 31, 2017, 03:36:45 PM
Nice..where are the lightbowl and fireplaces from ?

Thats from Medieval Times mod :)
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Sarge on December 31, 2017, 05:30:26 PM
Quote from: Harry_Dicks on December 31, 2017, 03:35:09 PM
Sarge are those fireplaces? If so, what mod are they from? Or if not, mind telling me what they are/where they're from? Thanks! :D

They're from Medieval Times (https://ludeon.com/forums/index.php?topic=22316.msg388048#msg388048) too. A very cool mod.
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Harry_Dicks on December 31, 2017, 07:22:14 PM
Ahh sweet, thank you. I have it ready to go, but hadn't gotten around to trying it out yet.

I hope everyone is having a happy and safe New Years! ;D
Title: Re: [B18] Giddy-up! (series that makes animals rideable)
Post by: Roolo on January 01, 2018, 02:21:01 PM
Happy new year everyone :)
I just released Giddy-up Caravan, which makes it possible to let your pawns ride animals in caravans.

Both Giddy-up Core and Giddy-up Battlemounts have also been updated with the following changes:

- Added compatibility with Giddy-up Caravan. Make sure all your Giddy-up mods are up to date before installing Caravan
- Fixed issue that caused pawns to interrupt the mounting action when the mount is very close to the pawn.
- Fixed issue involving the wrong mod name being shown in the mod settings.
- Fixed issue that made it possible that enemy mounts despawn when their rider is killed.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Madman666 on January 01, 2018, 08:13:37 PM
This is damn awesome) Now the only thing left is to add a way for automatic use of mounts on your map to do tasks in remote places)
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: SpaceDorf on January 02, 2018, 04:24:38 AM
And don't forget to include more western music into the Rimworld Soundtrack.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Roolo on January 02, 2018, 06:17:29 AM
Small update for Giddy-up! Caravan (now v18.1.1):

- Fixed compatibility issue with Simple sidearms
- Added Russian and Japanese translations (by Garr Incorporated and Proxyer).

Quote from: SpaceDorf on January 02, 2018, 04:24:38 AM
And don't forget to include more western music into the Rimworld Soundtrack.

Not a bad idea actually. I might actually consider this, maybe as a small separate mod in the series.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Dagoras on January 02, 2018, 06:52:42 AM
Quote from: Roolo on January 01, 2018, 02:21:01 PM
Happy new year everyone :)
I just released Giddy-up Caravan, which makes it possible to let your pawns ride animals in caravans.

Both Giddy-up Core and Giddy-up Battlemounts have also been updated with the following changes:

- Added compatibility with Giddy-up Caravan. Make sure all your Giddy-up mods are up to date before installing Caravan
- Fixed issue that caused pawns to interrupt the mounting action when the mount is very close to the pawn.
- Fixed issue involving the wrong mod name being shown in the mod settings.
- Fixed issue that made it possible that enemy mounts despawn when their rider is killed.

Thank you Roolo thats actually helps a lot with traveling around the world, especially in early game, we still miss some kind of mid-game transportation but if you use animal bionics from the EPOE mod you can "buff" your caravan animals quite a bit, never has riding a cyborg-muffalo be so much fun! :D
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Madman666 on January 02, 2018, 09:27:06 AM
Funny thing - caravan traders that come on mounts actually eat while still mounted)) One guy came in my dining room on a boar and ate while sitting on a boar, while boar was sitting on a chair))) Hilarious. I assume its not that easy to implement auto mount\dismount for this kind of events?))

UPD: Another idiot decided to eat while sitting on a muffalo)) Since his sprite was drawn offset while mounted it totally looked like muffalo was doing all the eating and the guy himself just watched with sadness)) Hah))
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Vlad0mi3r on January 02, 2018, 10:31:50 AM
That is awesome.

Pawn "Excuse me buddy could you please park your boar outside?"

Trader "No, he gets lonely and emotional and you don't want that."

That's an Idea a tether rail for visitors to tie their mounts up to.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Roolo on January 02, 2018, 11:06:14 AM
Haha that is indeed hilarious ^^. This crossed my mind when I was developing the mod, but I forgot to do something about it. Letting them dismount  before they start eating eating probably is possible but will take quite some time to implement, so I think I'll just forbid eating for mounted visitors. They might get a bit hungry, but who cares, they should take their guard duty serious anyway :).
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: SpaceDorf on January 02, 2018, 11:26:41 AM
Hey Rooloo,

I just noticed that the Zip and Folder of Warmounts is not named after the Giddy-up Series  :o
and I thought I tell you ..
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Madman666 on January 02, 2018, 11:49:50 AM
Quote from: Roolo on January 02, 2018, 11:06:14 AM
Haha that is indeed hilarious ^^. This crossed my mind when I was developing the mod, but I forgot to do something about it. Letting them dismount  before they start eating eating probably is possible but will take quite some time to implement, so I think I'll just forbid eating for mounted visitors. They might get a bit hungry, but who cares, they should take their guard duty serious anyway :).

Is that really a good way to solve the issue? I mean guest can also have mental breaks and urgently hungry debuff is quite harsh. Traders stay for a decent time and I really don't want to have them berserk from hunger all the time... Just leave it to be hilarious until you have the time to deal with it in a more detailed way) Its fun to watch)
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Roolo on January 02, 2018, 12:09:56 PM
Quote from: SpaceDorf on January 02, 2018, 11:26:41 AM
Hey Rooloo,

I just noticed that the Zip and Folder of Warmounts is not named after the Giddy-up Series  :o
and I thought I tell you ..

Yeah sorry for that. I came with the idea to make it a series instead of one mod after I already created the Github repository. I didn't rename the repository at that time, and now it's a bit too late, because if I change it now, it'll break all links to the repository (also links I don't maintain), and it'll cause more confusion than how it is currently. I guess we'll just have to live with it. It's not that big of a problem anyway.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: SpaceDorf on January 02, 2018, 12:14:14 PM
I understand.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Roolo on January 02, 2018, 12:18:52 PM
Quote from: Madman666 on January 02, 2018, 11:49:50 AM
Quote from: Roolo on January 02, 2018, 11:06:14 AM
Haha that is indeed hilarious ^^. This crossed my mind when I was developing the mod, but I forgot to do something about it. Letting them dismount  before they start eating eating probably is possible but will take quite some time to implement, so I think I'll just forbid eating for mounted visitors. They might get a bit hungry, but who cares, they should take their guard duty serious anyway :).

Is that really a good way to solve the issue? I mean guest can also have mental breaks and urgently hungry debuff is quite harsh. Traders stay for a decent time and I really don't want to have them berserk from hunger all the time... Just leave it to be hilarious until you have the time to deal with it in a more detailed way) Its fun to watch)

Yeah you're right, it shouldn't cause mental breaks so I'll have to test it thoroughly of course, and if it causes mental breaks, I won't implement it that way. I could also just cheat feed mounted visitors, which is maybe a better idea. Of course the best way is to dismount/mount properly, but since it's such a minor issue, I don't want to go trough too much trouble at this point to solve it (maybe I do later).
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Harry_Dicks on January 02, 2018, 12:34:12 PM
Quote from: Vlad0mi3r on January 02, 2018, 10:31:50 AM
That's an Idea a tether rail for visitors to tie their mounts up to.

If this mod could somehow have an automatic tether rail, and have some way to make pawns automatically mount up when going on a caravan or something... holy crap the possibilities with something like that and GeneticRim!!!
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: asquirrel on January 02, 2018, 02:56:35 PM
Your giddy up mod has thrown me into the mud.



https://gist.github.com/7bd0d896b2fdaf34885d63560adf62c3


[attachment deleted by admin: too old]
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Roolo on January 02, 2018, 03:08:22 PM
Quote from: asquirrel on January 02, 2018, 02:56:35 PM
Your giddy up mod has thrown me into the mud.
https://gist.github.com/7bd0d896b2fdaf34885d63560adf62c3

Whoops, I already fixed this issue, but apparently I didn't update the release properly on GitHub. I fixed the release now and if you re-download the latest version of Giddy-up! Caravan, the issue should be fixed.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: asquirrel on January 02, 2018, 03:23:51 PM
That fixed it man! :)  I had initially disabled simple sidearms (looked like it was referencing sidearms on mounts).  Problem disappeared.  Then I moved simple sidearms to the bottom of my load list and the error went away. So I just updated your mod and moved simple sidearms back to where it was.  Everything is still fine. :)
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Vlad0mi3r on January 02, 2018, 10:53:11 PM
Just wanted to share Ahri riding a muffalo surrounded by his attack boars.

Roolo without you this level of awesomeness would not be possible.

[attachment deleted by admin: too old]
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: asquirrel on January 03, 2018, 01:18:54 AM
Hey Rolo! 

Something weird happened today with your mod.  I had an enemy riding a dinosaur at me (looked like an Ankylosaurus but it wasn't).  Running the Dinosauria mod.  So I killed the guy and his mount disappeared.  Like poof, gone disappeared.  What's supposed to happen to the mount when the rider is shredded to death by gunfire?
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Vlad0mi3r on January 03, 2018, 01:55:14 AM
Quote from: asquirrel on January 03, 2018, 01:18:54 AM
Hey Rolo! 

Something weird happened today with your mod.  I had an enemy riding a dinosaur at me (looked like an Ankylosaurus but it wasn't).  Running the Dinosauria mod.  So I killed the guy and his mount disappeared.  Like poof, gone disappeared.  What's supposed to happen to the mount when the rider is shredded to death by gunfire?

I had the same happening with traps. Guy rode in on his boar took out like 5 traps and then disappeared.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Roolo on January 03, 2018, 04:05:34 AM
Thanks for reporting that issue, I thought I had it fixed but apparently not. I'm working on a new fix now.

Edit: what's supposed to happen is that the animal turns into a wild animal so it can be hunted or tamed
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Canute on January 03, 2018, 04:15:59 AM
Yes wild animal, with the queue to leave the map to return to his family/stable.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Roolo on January 03, 2018, 05:18:16 AM
Giddy-up! Core is updated to v18.5.1
- Fixed issue involving enemies'/visitors' animals being despawned if their rider is killed instantly
- Fixed error being thrown when pawns are dismounted when they are undrafted

This fixes the issue reported by asquirrel and Vlad0mi3r
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Roolo on January 03, 2018, 12:12:23 PM
I just found out I screwed up with the update of Giddy-up! Core I posted this afternoon as it breaks Giddy-up Caravan. Unfortunately this is just after I left home for a few days. I'm installing my development tools at the place I am now, but the internet connection is dreadfully slow, so it'll take a while.

Thanks in advance for the patience, In the meanwhile you can still use Giddy-up Core v18.5.0.

Edit: this is fixed now in Giddy-up Core v18.5.2.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: kubolek01 on January 03, 2018, 01:16:51 PM
Now let us travel on mounts everyday, going off only to work ;)
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Roolo on January 03, 2018, 01:37:52 PM
I released a hotfix for Giddy-up Core(v18.5.2):
- Fixed the problem introduced in v18.5.1 that caused Giddy-up! Caravan not to work properly.

Quote from: kubolek01 on January 03, 2018, 01:16:51 PM
Now let us travel on mounts everyday, going off only to work ;)

Would be cool but I'd rather make it how you would use mounts in real life, so only if the destination far away enough to make up for the effort to mount. And also only when riding to the destination is actually faster than walking. And of couse it'll take me a while to implement it.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Madman666 on January 03, 2018, 02:28:55 PM
Quote from: Roolo on January 03, 2018, 01:37:52 PM
Would be cool but I'd rather make it how you would use mounts in real life, so only if the destination far away enough to make up for the effort to mount. And also only when riding to the destination is actually faster than walking. And of couse it'll take me a while to implement it.

I wonder, how hard it will be to implement it in such a way, that AI will analyze and consider if its faster on foot or on a mount, without overloading CPU with excess calculations?

I mean having about 20 colonists and each of them will try and decide if he should use a mount or not before doing every job - that has to put a lot of pressure on the stone. Probably limiting such calculation only specific job types like mining and hunting... Then again hauling across the map needs to happen too. Interesting.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Roolo on January 03, 2018, 02:41:24 PM
Quote from: Madman666 on January 03, 2018, 02:28:55 PM
Quote from: Roolo on January 03, 2018, 01:37:52 PM
Would be cool but I'd rather make it how you would use mounts in real life, so only if the destination far away enough to make up for the effort to mount. And also only when riding to the destination is actually faster than walking. And of couse it'll take me a while to implement it.

I wonder, how hard it will be to implement it in such a way, that AI will analyze and consider if its faster on foot or on a mount, without overloading CPU with excess calculations?

I mean having about 20 colonists and each of them will try and decide if he should use a mount or not before doing every job - that has to put a lot of pressure on the stone. Probably limiting such calculation only specific job types like mining and hunting... Then again hauling across the map needs to happen too. Interesting.

I'll have to test this first to confirm this, but my assumption is the following. The pathfinding is the most expensive calculation I expect. However I can hopefully just use the already calculated pathfinding data to extract some distance metric. Calculating what way of traveling is faster given such a metric is computationally very cheap. If I besides this make sure that checks using this distance are not called too often, I think the CPU overhead can be neglectable. However, I can only be sure of this after testing. So no promises that it'll work
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Madman666 on January 03, 2018, 02:46:09 PM
Quote from: Roolo on January 03, 2018, 02:41:24 PM
I'll have to test this first to confirm this, but my assumption is the following. The pathfinding is the most expensive calculation I expect. However I can hopefully just use the already calculated pathfinding data to extract some distance metric. Calculating what way of traveling is faster given such a metric is computationally very cheap. If I besides this make sure that checks using this distance are not called too often, I think the CPU overhead can be neglectable. However, I can only be sure of this after testing. So no promises that it'll work

I wish you luck then. That indeed sounds very plausible, if you use results of calculations that already happen anyway. Will this automatically also take into account how much time it will take for a pawn to get to the mount, when that decision is made?
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Roolo on January 03, 2018, 02:59:27 PM
Quote from: Madman666 on January 03, 2018, 02:46:09 PM

I wish you luck then. That indeed sounds very plausible, if you use results of calculations that already happen anyway. Will this automatically also take into account how much time it will take for a pawn to get to the mount, when that decision is made?

Thanks. No for that I'd have to come up with a smart way of limiting the number of extra pathing calculations (or maybe eliminating them entirely at the cost of some accuracy). It would be a challenge but that's what makes modding fun IMO :)
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Madman666 on January 03, 2018, 03:07:21 PM
Quote from: Roolo on January 03, 2018, 02:59:27 PM
Thanks. No for that I'd have to come up with a smart way of limiting the number of extra pathing calculations (or maybe eliminating them entirely at the cost of some accuracy). It would be a challenge but that's what makes modding fun IMO :)

Double luck to you then. You already made some amazing things, so this should also be quite doable. At this time, I really regret, that I don't know jack about C# and can't be of any use.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Harry_Dicks on January 03, 2018, 03:34:50 PM
Quote from: Roolo on January 03, 2018, 02:59:27 PM
Quote from: Madman666 on January 03, 2018, 02:46:09 PM

I wish you luck then. That indeed sounds very plausible, if you use results of calculations that already happen anyway. Will this automatically also take into account how much time it will take for a pawn to get to the mount, when that decision is made?

Thanks. No for that I'd have to come up with a smart way of limiting the number of extra pathing calculations (or maybe eliminating them entirely at the cost of some accuracy). It would be a challenge but that's what makes modding fun IMO :)

Maybe look at how the mod While You're Up handles extra hauling jobs when pawns are going from one place to another. I'm not sure, but it just sounds like it could give you a rough idea on where to start or how to handle it.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Vlad0mi3r on January 04, 2018, 02:22:19 AM
Just throwing this out there. How about a saddle that is in the Pawns inventory that gives a bonus to mounting.

I know its a lot of work but just an Idea.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Roolo on January 04, 2018, 06:11:38 AM
Quote from: Harry_Dicks on January 03, 2018, 03:34:50 PM
Maybe look at how the mod While You're Up handles extra hauling jobs when pawns are going from one place to another. I'm not sure, but it just sounds like it could give you a rough idea on where to start or how to handle it.

Yes thanks for the hint. I'm also a happy user of that mod and I also had it in my mind as a reference.

Quote from: Vlad0mi3r on January 04, 2018, 02:22:19 AM
Just throwing this out there. How about a saddle that is in the Pawns inventory that gives a bonus to mounting.

I know its a lot of work but just an Idea.

Would be pretty neat. A universal saddle for which the position and maybe even the drawing size is determined automatically would be the best way of making this happen without a lot of manual work for each animal. Automatic positioning is already done for pawns, so shouldn't be hard to implement for saddles. The only complaint I would have in that case is that it might look weird with some animals. I might give it a try though after I finished the other idea's.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Ser Kitteh on January 04, 2018, 07:03:00 AM
Oh man, this is like one of the best mods around! You've outdone yourself!

I don't particularly mind the auto-saddle, like no one says anything about auto-packs either. If customisable saddles were to be a thing, then it should be something that changes things entirely. Animal armor isn't really a thing yet so I'm not sure how to make it work cause I'm no programmer.

How about spurs (that jinggle janggle jingle) which adds like 2% speed? It's not much but it fits with the western theme that Rimworld is sorely lacking. Maybe it should be a pants option if OP doesn't want to make boots.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Roolo on January 04, 2018, 11:09:24 AM
Quote from: Ser Kitteh on January 04, 2018, 07:03:00 AM
Oh man, this is like one of the best mods around! You've outdone yourself!

I don't particularly mind the auto-saddle, like no one says anything about auto-packs either. If customisable saddles were to be a thing, then it should be something that changes things entirely. Animal armor isn't really a thing yet so I'm not sure how to make it work cause I'm no programmer.

How about spurs (that jinggle janggle jingle) which adds like 2% speed? It's not much but it fits with the western theme that Rimworld is sorely lacking. Maybe it should be a pants option if OP doesn't want to make boots.

Thanks :). Also a nice idea. It'll still take quite some time to implement for a relatively small feature, and I'll focus on any big things first. But maybe in the future.. or maybe someone else steps in to get this done.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Vlad0mi3r on January 05, 2018, 03:30:58 AM
Getting crash from what appears to be battle mounts. Game will close completely see log below.

https://gist.github.com/98f30208eb022ae8cec8aadb143d7268
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Roolo on January 05, 2018, 03:44:48 AM
Quote from: Vlad0mi3r on January 05, 2018, 03:30:58 AM
Getting crash from what appears to be battle mounts. Game will close completely see log below.

https://gist.github.com/98f30208eb022ae8cec8aadb143d7268

Ok, interesting. Battle mounts doesn't appear in the print of the loaded mods while the error does seem to be related with some concept of battle mounts not loading. When you got this error, did you try to load Battle Mounts? If so, what version of Battle Mounts did you try to run? The new version of Giddy-up! Core which supports Giddy-up! Caravan is unfortunately not compatible with older versions of Battle Mounts.

edit: I should have clarified this in the mod description, so I'm updating that now.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Canute on January 05, 2018, 04:25:58 AM
You should include some Version checks then ! :-)
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Roolo on January 06, 2018, 08:31:11 AM
Small update for Giddy-up! Core (now v18.5.3)
- Fixed issue causing doors not to close after a mounted animal went trough them.

Quote from: Canute on January 05, 2018, 04:25:58 AM
You should include some Version checks then ! :-)

Yes, that's another "would be nice to have". Takes some time to find out how it works, and to implement it. Up to this point I preferred to spend time on other things. May change though.

Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Mst on January 07, 2018, 10:43:18 AM
Recently trading caravans and guests started to stuck in the doorways of my base exits.
I am not sure which mod is causing it but that never happened before and the only mod updated recently was Giddy-up (I use all of the parts). In this cases there are always mounted people that are stuck and after one o them is no one can pass through that door and everyone there just wait trying to get through until they pass out.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Roolo on January 07, 2018, 10:49:17 AM
Quote from: Mst on January 07, 2018, 10:43:18 AM
Recently trading caravans and guests started to stuck in the doorways of my base exits.
I am not sure which mod is causing it but that never happened before and the only mod updated recently was Giddy-up (I use all of the parts). In this cases there are always mounted people that are stuck and after one o them is no one can pass through that door and everyone there just wait trying to get through until they pass out.

Ok it sounds plausible that the last Giddy-up core update could cause this. I'll test a bit to confirm this and I'll upload a fix soon if  it indeed causes the issue.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Roolo on January 07, 2018, 11:35:05 AM
Quote from: Mst on January 07, 2018, 10:43:18 AM
Recently trading caravans and guests started to stuck in the doorways of my base exits.
I am not sure which mod is causing it but that never happened before and the only mod updated recently was Giddy-up (I use all of the parts). In this cases there are always mounted people that are stuck and after one o them is no one can pass through that door and everyone there just wait trying to get through until they pass out.

I've tested this, but I couldn't reproduce the issue you're having, even with hundreds of mounted animals passing through doors. Are you using any door-related mods that could be conflicting? Do you get any error messages in the log?
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Mst on January 07, 2018, 12:55:16 PM
Nope, no special door mods, at least those were common granite doors I saw them stuck in. Also no errors.
Maybe I'll post some screenshots if that happens again.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Roolo on January 07, 2018, 02:21:51 PM
Small update for Giddy-up! Core (now v18.5.4):

- Fixed issue that in rare occasions caused riding pawns to get stuck in doorways.

Quote from: Mst on January 07, 2018, 12:55:16 PM
Nope, no special door mods, at least those were common granite doors I saw them stuck in. Also no errors.
Maybe I'll post some screenshots if that happens again.

This fixes your issue, Mst. The problem appeared when two pawns, of which at least one is riding an animal, are in a doorway at exactly the same time. After I tested with stone doors now (which open slower and may therefore more likely cause the issue), I managed to reproduce and fix the issue.
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Mst on January 07, 2018, 03:49:04 PM
Cool. Thanks a lot!
Title: Re: [B18] Giddy-up! (animal riding series) - update: A Caravan mod added!
Post by: Roolo on January 15, 2018, 02:30:03 AM
Updates:


Giddy up! Caravan to v18.1.3

- Caravan speed bonus now also influences the "fixed" time needed to traverse world tiles*
- Fixed exception being thrown when a save with a moving caravan with riders is loaded, causing the caravan to halt.
- Added German translations (by RoffelChen)

*Explanation: In vanilla Rimworld, even if a caravan has the speed of light, it still needs a fixed time to traverse each world tile, which depends on the season, and on the terrain, but not on caravan speed. In winters and in mountainous areas, this fixed time contributes to the largest portion of the travelling time, which made Giddy-up! Caravan ineffective in these situations. However, this has now been solved, as the fixed time now is also influenced by the caravan speed bonuses introduced by Giddy-up!

Giddy up! Core to v18.5.5

- Fixed problem with save data that caused an issue with the rider selector in the caravan reform dialog in Giddy-up! Caravan. This made it appear as if riders are not riding, and made it seem impossible to make them ride (while they are actually riding already).

Title: Re: [B18] Giddy-up! (animal riding series)
Post by: ptx on January 15, 2018, 04:45:54 AM
any plan to add cavalry charges? or stomp for large animals?
Title: Re: [B18] Giddy-up! (animal riding series)
Post by: Roolo on January 15, 2018, 06:33:52 AM
Apperently my last update for Giddy-up! Caravan, caused the route time estimation tool not to work properly when no caravans are involved in the planning. This is fixed in v18.1.4 of Giddy-up! Caravan I just published. 

Quote from: ptx on January 15, 2018, 04:45:54 AM
any plan to add cavalry charges? or stomp for large animals?

No promises, but I would like to introduce mount skills (like charging and stomping) at some point in the future. I do have a lot of other priorities I prefer to work on for the time being though.
Title: Re: [B18] Giddy-up! (animal riding series) - update: polished Giddy-up! Caravan
Post by: ptx on January 15, 2018, 07:40:33 AM
Yay! Take your time and thanks for the consideration.   ;D
I imagine adding new functions to the game are not easy, I can't even make AlienRaces' whitelisting to work, despite doing exactly like the example.

Rikiki's power fist has knock back feature, while vanilla starving Thrumbo destroyed my triple layer wall easily.
A thrumbo raider could easily bring down my front gate. Larger creatures would wreak havoc...
Title: Re: [B18] Giddy-up! (animal riding series) - update: polished Giddy-up! Caravan
Post by: Nekokon on January 15, 2018, 02:35:39 PM
And that's exactly what makes the game more fun. Instead of "randy suddenly has an urge for murder" situation which nobody called for, now we have "let's try taking down this elephant for the sweet meats and trunks - Oh sheet did he just charged through my wall !?!?!" situation.
Title: Re: [B18] Giddy-up! (animal riding series) - update: polished Giddy-up! Caravan
Post by: Vlad0mi3r on January 15, 2018, 06:10:49 PM
So had the situation the other day when dealing with a cougar. Got my main handler melee pawn Ahri to mount up on his grizzly bear to go and deal with it. Grizzly bear plus pawn in power armour with steel longsword should be no problems.

Well it wasn't, one dead cougar, However the grizzly didn't attack Ahri did it in about 4 chops but the bear did nothing. Reviewing the combat log confirmed it.
Title: Re: [B18] Giddy-up! (animal riding series) - update: polished Giddy-up! Caravan
Post by: Harry_Dicks on January 15, 2018, 06:20:31 PM
Quote from: Vlad0mi3r on January 15, 2018, 06:10:49 PM
So had the situation the other day when dealing with a cougar. Got my main handler melee pawn Ahri to mount up on his grizzly bear to go and deal with it. Grizzly bear plus pawn in power armour with steel longsword should be no problems.

Well it wasn't, one dead cougar, However the grizzly didn't attack Ahri did it in about 4 chops but the bear did nothing. Reviewing the combat log confirmed it.

Are animals supposed to be able to attack while a pawn is mounted on them? Wouldn't that essentially make bears the be all/end all of mounts?
Title: Re: [B18] Giddy-up! (animal riding series) - update: polished Giddy-up! Caravan
Post by: Vlad0mi3r on January 15, 2018, 06:40:58 PM
Yep they will attack other pawns when mounted. Well at least I know raiders mounts damage my pawns. One raid had a boar that did more damage than the rest of the raid combined.

Aim low is not the way to go in Rim World.
Title: Re: [B18] Giddy-up! (animal riding series) - update: polished Giddy-up! Caravan
Post by: ptx on January 16, 2018, 01:24:35 AM
(http://i.imgur.com/ifaqbDI.jpg)

Trader shows up. Yuma the bear was carrying a slave pawn. I bought the slave pawn. Yuma now carries an assault rifle always pointed at her head.
Title: Re: [B18] Giddy-up! (animal riding series) - update: polished Giddy-up! Caravan
Post by: Madman666 on January 16, 2018, 01:29:12 AM
Quote from: ptx on January 16, 2018, 01:24:35 AM
Trader shows up. Yuma the bear was carrying a slave pawn. I bought the slave pawn. Yuma now carries an assault rifle always pointed at her head.

I knew there was going to be more hilariousness than boomalope riders flying... Jeez, those suicidal bears with japaneese names.
Title: Re: [B18] Giddy-up! (animal riding series) - update: polished Giddy-up! Caravan
Post by: ptx on January 16, 2018, 01:33:10 AM
Quote from: ptx on January 16, 2018, 01:24:35 AM
(http://i.imgur.com/ifaqbDI.jpg)

Trader shows up. Yuma the bear was carrying a slave pawn. I bought the slave pawn. Yuma now carries an assault rifle always pointed at her head.

aaah sorry, the rifle is being carried by a baby ape. The ape is so tiny, and it hovers above the bear. The other bear was the mount for my bought pawn. My bad. :D
Title: Re: [B18] Giddy-up! (animal riding series) - update: polished Giddy-up! Caravan
Post by: Roolo on January 16, 2018, 03:49:25 AM
Quote from: Harry_Dicks on January 15, 2018, 06:20:31 PM
Quote from: Vlad0mi3r on January 15, 2018, 06:10:49 PM
So had the situation the other day when dealing with a cougar. Got my main handler melee pawn Ahri to mount up on his grizzly bear to go and deal with it. Grizzly bear plus pawn in power armour with steel longsword should be no problems.

Well it wasn't, one dead cougar, However the grizzly didn't attack Ahri did it in about 4 chops but the bear did nothing. Reviewing the combat log confirmed it.

Are animals supposed to be able to attack while a pawn is mounted on them? Wouldn't that essentially make bears the be all/end all of mounts?

Yes, animals attack the target their rider is attacking. I think it won't be reported in the combat log, as the combat log only reports the attacks done by the rider himself.  I'm not sure though if animals help attacking wild animals, it could be that it only works against humanlike enemies, I'll have to check to confirm that.

edit: and yes bears are very powerful. However, I do often prefer big cats like cougars/panthers/leopards for their speed (considering vanilla animals only). Mind that taking modded animals like the ones from Megafauna, Dinosauria or GeneticRim into the picture makes things a lot crazier than bears. As for balance, I think mounts re-balance the game, not essentially in a bad way, at least for vanilla animals. Melee pawns become a much more viable option, and also tactics that don't involve kill zones are much more viable with the aid of animal riders, especially when RunAndGun is also used. 

Quote from: ptx on January 16, 2018, 01:33:10 AM
Quote from: ptx on January 16, 2018, 01:24:35 AM
(http://i.imgur.com/ifaqbDI.jpg)

Trader shows up. Yuma the bear was carrying a slave pawn. I bought the slave pawn. Yuma now carries an assault rifle always pointed at her head.

aaah sorry, the rifle is being carried by a baby ape. The ape is so tiny, and it hovers above the bear. The other bear was the mount for my bought pawn. My bad. :D

Lol, it's still hilarious though. But good to know it's not an actual problem in the mod.
Title: Re: [B18] Giddy-up! (animal riding series) - update: polished Giddy-up! Caravan
Post by: Knotts on January 16, 2018, 12:24:11 PM
I think the latest updates might be causing me some bugs.
Every second, every pawn on the map are sending Exceptions with a System.NullReferenceException: object ref not set to an instance of an obj

Frames have dropped significantly because it's constantly counting.


EDIT: Disabled the Caravan mod and FPS is back to normal, but error messages are still going off. scratch that it made all pawns on the map invisible
Title: Re: [B18] Giddy-up! (animal riding series) - update: polished Giddy-up! Caravan
Post by: Roolo on January 16, 2018, 12:30:53 PM
Quote from: Knotts on January 16, 2018, 12:24:11 PM
I think the latest updates might be causing me some bugs.
Every second, every pawn on the map are sending Exceptions with a System.NullReferenceException: object ref not set to an instance of an obj

Frames have dropped significantly because it's constantly counting.

Please show the entire stack trace (the entire error), then I can probably do something about it, if it's indeed caused by Giddy-up. Just saying there's an error doesn't really help.
Title: Re: [B18] Giddy-up! (animal riding series) - update: polished Giddy-up! Caravan
Post by: Knotts on January 16, 2018, 12:45:21 PM
Quote from: Roolo on January 16, 2018, 12:30:53 PM
Quote from: Knotts on January 16, 2018, 12:24:11 PM
I think the latest updates might be causing me some bugs.
Every second, every pawn on the map are sending Exceptions with a System.NullReferenceException: object ref not set to an instance of an obj

Frames have dropped significantly because it's constantly counting.

Please show the entire stack trace (the entire error), then I can probably do something about it, if it's indeed caused by Giddy-up. Just saying there's an error doesn't really help.

Disabled all Giddy Up mods and my game is normal. The whole thing is just a NullReferenceException caused by object references not being set to an object instance. I'll post it in a second but it's the same thing I've said, just repeated by every pawn on the map

Exception drawing Dromedary1370536: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Elephant1163487: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing India: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Chinchilla2551830: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Turkey2553040: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Cassowary2554225: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Turkey2560329: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Rat2568670: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Cassowary2571061: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Monkey2572578: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Cassowary2573083: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Tortoise2573409: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Emu2573787: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Chinchilla2575319: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Papa: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Cassowary2577176: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Cobra2579500: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing WildBoar2581444: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing WildBoar2581445: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

...

Exception drawing Dromedary2656654: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I erased more than half of that log because it exceeded the character limit
Title: Re: [B18] Giddy-up! (animal riding series) - update: polished Giddy-up! Caravan
Post by: Roolo on January 16, 2018, 01:15:29 PM
Quote from: Knotts on January 16, 2018, 12:45:21 PM
Quote from: Roolo on January 16, 2018, 12:30:53 PM
Quote from: Knotts on January 16, 2018, 12:24:11 PM
I think the latest updates might be causing me some bugs.
Every second, every pawn on the map are sending Exceptions with a System.NullReferenceException: object ref not set to an instance of an obj

Frames have dropped significantly because it's constantly counting.

Please show the entire stack trace (the entire error), then I can probably do something about it, if it's indeed caused by Giddy-up. Just saying there's an error doesn't really help.

Disabled all Giddy Up mods and my game is normal. The whole thing is just a NullReferenceException caused by object references not being set to an object instance. I'll post it in a second but it's the same thing I've said, just repeated by every pawn on the map

Exception drawing Dromedary1370536: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Elephant1163487: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing India: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Chinchilla2551830: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Turkey2553040: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Cassowary2554225: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Turkey2560329: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Rat2568670: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Cassowary2571061: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Monkey2572578: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Cassowary2573083: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Tortoise2573409: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Emu2573787: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Chinchilla2575319: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Papa: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Cassowary2577176: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Cobra2579500: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing WildBoar2581444: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing WildBoar2581445: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

...

Exception drawing Dromedary2656654: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I erased more than half of that log because it exceeded the character limit

Thanks for sharing the log. This is much more helpful as it contains a lot of valuable information for me. It doesn't seem related to the last updates. I have some questions:
1. Are you using the Steam version or not?
2. Did you add any other mods since you got this error that could interfere (animal related mods?)?
3. Are all your Giddy-up! mods up to date?
4. Did Giddy-up! work before for you? (I assume yes and this seems trivial, but I want to be sure about this).
5. Did you get any other type of errors that precede this long sequence of equal errors?

edit: it would still be useful for me to see the entire log. In the debug log dialog that pops up when you get the error (with development mode enabled), there's a green button with "Share log", could you use that to upload the log and share the link?
Title: Re: [B18] Giddy-up! (animal riding series) - update: polished Giddy-up! Caravan
Post by: Mst on January 17, 2018, 02:43:28 PM
Sometimes this message pops up

System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCaravan.Utilities.CaravanUtility.EstimatedTicksToArrive (int,int,RimWorld.Planet.WorldPath,single,RimWorld.Planet.Caravan,int) <0x0000c>
at (wrapper dynamic-method) RimWorld.Planet.CaravanArrivalTimeEstimator.EstimatedTicksToArrive_Patch0 (int,int,RimWorld.Planet.Caravan) <0x00079>
at RimWorld.IncidentWorker_CaravanRequest.RandomOfferDuration (int,int) <0x00058>
at RimWorld.IncidentWorker_CaravanRequest.TryGenerateCaravanRequest (RimWorld.Planet.CaravanRequestComp,Verse.Map) <0x00039>
at RimWorld.IncidentWorker_CaravanRequest.TryExecuteWorker (RimWorld.IncidentParms) <0x00087>
at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms) <0x0001b>
at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident) <0x00062>
at RimWorld.Storyteller.StorytellerTick () <0x0009a>
at Verse.TickManager.DoSingleTick () <0x003c2>

Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] Giddy-up! (animal riding series) - update: polished Giddy-up! Caravan
Post by: Roolo on January 17, 2018, 04:59:51 PM
Quote from: Mst on January 17, 2018, 02:43:28 PM
Sometimes this message pops up

System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCaravan.Utilities.CaravanUtility.EstimatedTicksToArrive (int,int,RimWorld.Planet.WorldPath,single,RimWorld.Planet.Caravan,int) <0x0000c>
at (wrapper dynamic-method) RimWorld.Planet.CaravanArrivalTimeEstimator.EstimatedTicksToArrive_Patch0 (int,int,RimWorld.Planet.Caravan) <0x00079>
at RimWorld.IncidentWorker_CaravanRequest.RandomOfferDuration (int,int) <0x00058>
at RimWorld.IncidentWorker_CaravanRequest.TryGenerateCaravanRequest (RimWorld.Planet.CaravanRequestComp,Verse.Map) <0x00039>
at RimWorld.IncidentWorker_CaravanRequest.TryExecuteWorker (RimWorld.IncidentParms) <0x00087>
at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms) <0x0001b>
at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident) <0x00062>
at RimWorld.Storyteller.StorytellerTick () <0x0009a>
at Verse.TickManager.DoSingleTick () <0x003c2>

Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Thanks for reporting. I'll look into it.
Title: Re: [B18] Giddy-up! (animal riding series) - update: polished Giddy-up! Caravan
Post by: Mst on January 18, 2018, 08:43:00 AM
I don't see any real consequences of it, just thought report could be of some use. Also it could be false alarm too as i use a lot of mods so don't bother too much. All your mods work perfectly as they are so it's me who should be thanking you ;D
Title: Re: [B18] Giddy-up! (animal riding series) - update: polished Giddy-up! Caravan
Post by: Roolo on January 18, 2018, 09:48:43 AM
Quote from: Mst on January 18, 2018, 08:43:00 AM
I don't see any real consequences of it, just thought report could be of some use. Also it could be false alarm too as i use a lot of mods so don't bother too much. All your mods work perfectly as they are so it's me who should be thanking you ;D

Good to know it doesn't appear to have any consequences. I'll still look into it, as I don't like it when my mod throws errors, even if it's due to some combination with another mod. By the way, just to be sure. What version of Giddy-up! Caravan are you using?
Title: Re: [B18] Giddy-up! (animal riding series) - update: polished Giddy-up! Caravan
Post by: Mst on January 18, 2018, 11:44:58 AM
I'm using steam version so it should be up to date but you can't always trust it. In game menu it only specifies 0.18 version or smth like this. Should I resubscribe?
Title: Re: [B18] Giddy-up! (animal riding series) - update: polished Giddy-up! Caravan
Post by: Roolo on January 18, 2018, 12:19:43 PM
Quote from: Mst on January 18, 2018, 11:44:58 AM
I'm using steam version so it should be up to date but you can't always trust it. In game menu it only specifies 0.18 version or smth like this. Should I resubscribe?

No need to resubscribe. Your version is probably up to date, do there's still a tiny problem in the latest version. That's all I needed to know
Title: Re: [B18] Giddy-up! (animal riding series) - update: polished Giddy-up! Caravan
Post by: Roolo on January 20, 2018, 05:06:21 AM
Small update for Giddy-up! Caravan (now v18.1.5)
- Fixed issue that prevented caravan requests from happening.

@Mst. I finally had time to look into the issue you reported. It seemed harmless, but in fact it wasn't, as it aborted any caravan request events, so I'm happy you reported it! It's fixed in the latest update.
Title: Re: [B18] Giddy-up! (animal riding) - update: support for Animal Ranged Attacks mod
Post by: Roolo on January 20, 2018, 10:54:09 AM
Letting pawns ride fire breathing dragons, or acid spewing Megaspiders to battle is now possible! I updated Giddy-up! Core so that it can work together with the Animal Range Attack (https://ludeon.com/forums/index.php?topic=38290.0) mod. Note that Animal Range Attack is not integrated or anything, so you still need to install that mod, this update just makes the mods work nicely together.

Update notes:
GiddyUpCore  updated to v18.5.6
- Giddy-up! now supports the Animal Ranged Attack mod. This means that if you install that mod, animals with riders on them that have ranged attacks, will use them on the target of the rider.
- Animals with riders on them will now also attack enemy buildings and animals their rider is attacking.
Title: Re: [B18] Giddy-up! (animal riding) - update: support for Animal Range Attacks mod
Post by: Mst on January 20, 2018, 12:03:49 PM
Glad to be of help! Really enjoying your work.
Title: Re: [B18] Giddy-up! (animal riding) - update: support for Animal Range Attacks mod
Post by: Exende on January 20, 2018, 01:11:17 PM
fire breathing dragon cavalry here we come :D
Title: Re: [B18] Giddy-up! (animal riding) - update: support for Animal Range Attacks mod
Post by: Harry_Dicks on January 21, 2018, 07:58:30 PM
I seriously keep getting blown away with this mod's updates. It's insane all of the new things that keep being possible. This is also what makes me excited for 1.0. I think that a lot more modders will be willing to take on even bigger crazier projects, because the game is more likely to be stable for a long time.

Either way, keep up the great work man. I can't wait to see what you cook up for us next! ;)
Title: Re: [B18] Giddy-up! (animal riding) - update: support for Animal Range Attacks mod
Post by: Vlad0mi3r on January 23, 2018, 05:19:59 AM
I am getting teleporting animals. When a pawn when mounted is hit by a Mechanoid Inferno cannon the animal will teleport inside my base and leave the rider outside. Both the animal and the rider will be on fire. It does not throw an error.

It also seemed that anyone I rescued while mounted (A mounted pawn rescuing a downed pawn) turned the pawn into a prisoner. This may be a separate issue but with only about 20 mods running I am thinking there might be an issue (Maybe Not)
Title: Re: [B18] Giddy-up! (animal riding) - update: support for Animal Range Attacks mod
Post by: Roolo on January 23, 2018, 07:15:56 AM
Small update for Giddy-up! Core (which is now v18.5.7)
- Fixed issue involving animals with riders teleporting after catching fire. (This only happened for animals controlled by the player).

Quote from: Harry_Dicks on January 21, 2018, 07:58:30 PM
I seriously keep getting blown away with this mod's updates. It's insane all of the new things that keep being possible. This is also what makes me excited for 1.0. I think that a lot more modders will be willing to take on even bigger crazier projects, because the game is more likely to be stable for a long time.

Either way, keep up the great work man. I can't wait to see what you cook up for us next! ;)

Thanks Harry Dicks! Mod updates often don't nearly get as much appreciation as new releases (especially on Steam), so this means a lot to me :)

Quote from: Vlad0mi3r on January 23, 2018, 05:19:59 AM
I am getting teleporting animals. When a pawn when mounted is hit by a Mechanoid Inferno cannon the animal will teleport inside my base and leave the rider outside. Both the animal and the rider will be on fire. It does not throw an error.

It also seemed that anyone I rescued while mounted (A mounted pawn rescuing a downed pawn) turned the pawn into a prisoner. This may be a separate issue but with only about 20 mods running I am thinking there might be an issue (Maybe Not)

Thanks for reporting. I looked into it and I just solved the teleportation issue in the latest release of Giddy-up! Core (v18.5.7).

I highly doubt the second issue is caused by my mod since my mod doesn't touch code involving rescuing. I also couldn't reproduce it. By the way if it was by any chance a pawn rescued from a crashed drop pod, it is vanilla behaviour that the pawn is handled as a prisoner in such a situation (you probably knew this, but it can't harm to be sure).



Title: Re: [B18] Giddy-up! (animal riding) - update: support for Animal Range Attacks mod
Post by: Vlad0mi3r on January 23, 2018, 04:17:57 PM
Yeah I knew I was clutching at straws with my colonists becoming prisoners who aren't prisoners needing level 8 doctors.

I am glad you found out the teleportation issue though.  ;D
Title: Re: [B18] Giddy-up! (animal riding) - update: support for Animal Range Attacks mod
Post by: kubolek01 on January 24, 2018, 03:28:59 PM
And... is it normal that animals can ride EACH OTHER? Isn't it sick a little?
(animal direct control is from Genetic Rim)
Title: Re: [B18] Giddy-up! (animal riding) - update: support for Animal Range Attacks mod
Post by: Harry_Dicks on January 24, 2018, 04:05:16 PM
Quote from: kubolek01 on January 24, 2018, 03:28:59 PM
And... is it normal that animals can ride EACH OTHER? Isn't it sick a little?
(animal direct control is from Genetic Rim)

We were having this discussion in one of the other threads for one of the sister mods.

"I want a tower of bears! How high can I stack them?"

"Well, sir, how much thrust and speed can your power bottom handle?"

Title: Re: [B18] Giddy-up! (animal riding) - update: support for Animal Range Attacks mod
Post by: Canute on January 25, 2018, 04:12:30 AM
Why do you want stack bears ?
Arn't megaspider which can split acid much more dangerous as tower ? :-)
Title: Re: [B18] Giddy-up! (animal riding) - update: support for Animal Range Attacks mod
Post by: Harry_Dicks on January 25, 2018, 10:47:30 AM
Quote from: Canute on January 25, 2018, 04:12:30 AM
Why do you want stack bears ?
Arn't megaspider which can split acid much more dangerous as tower ? :-)

Canute, in English, the words "bear" and "power bottom" can relate to homosexual men, you can see other people's interpretations of these on urbandictionary.com. Most of the time a "bear" is a big burly hairy man, and "power bottom" is, well, you can figure it out ;) So most of the things I was saying were doubled entendre jokes.

Just curious, but I think English is maybe not your primary language?
Title: Re: [B18] Giddy-up! (animal riding) - update: support for Animal Range Attacks mod
Post by: kubolek01 on January 25, 2018, 11:56:40 AM
I started both, once both mods have their part in it.
Quote from: Harry_Dicks on January 24, 2018, 04:05:16 PM
Quote from: kubolek01 on January 24, 2018, 03:28:59 PM
And... is it normal that animals can ride EACH OTHER? Isn't it sick a little?
(animal direct control is from Genetic Rim)

We were having this discussion in one of the other threads for one of the sister mods.

"I want a tower of bears! How high can I stack them?"

"Well, sir, how much thrust and speed can your power bottom handle?"


Title: Re: [B18] Giddy-up! (animal riding) - update: support for Animal Range Attacks mod
Post by: Kori on February 01, 2018, 07:38:58 AM
Just a small note about load order:
If you use this fantastic mod with Vanilla Animal Overhaul, make sure to load AO before Giddy-Up!, otherwise you will get XML errors:

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

Keep up the good work Roolo!  :)
Title: Re: [B18] Giddy-up! (animal riding) - update: support for Animal Range Attacks mod
Post by: Roolo on February 01, 2018, 08:25:40 AM
Quote from: Kori on February 01, 2018, 07:38:58 AM
Just a small note about load order:
If you use this fantastic mod with Vanilla Animal Overhaul, make sure to load AO before Giddy-Up!, otherwise you will get XML errors:

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

Keep up the good work Roolo!  :)

Thanks :). And that's good to know. I'll add it to the mod compatibility section when I have time.
Title: Re: [B18] Giddy-up! (animal riding) - update: support for Animal Range Attacks mod
Post by: minakurafto on February 01, 2018, 08:29:52 AM
anyone experiencing lag in caravan menu if carrying >1500 food (ie. pemmican)?
it seems back to normal after disable giddy up caravan
Title: Re: [B18] Giddy-up! (animal riding) - update: support for Animal Range Attacks mod
Post by: Roolo on February 01, 2018, 09:23:20 AM
Quote from: minakurafto on February 01, 2018, 08:29:52 AM
anyone experiencing lag in caravan menu if carrying >1500 food (ie. pemmican)?
it seems back to normal after disable giddy up caravan

Sounds plausible. I disabled some caching that happens in that form, because that caused some issues with how the options I added refreshed, and disabling it had no noticeable effect. But I can imagine I didn't test properly what happens when a large amount of items is used. Expect a fix in the next update.
Title: Re: [B18] Giddy-up! (animal riding series)
Post by: Roolo on February 28, 2018, 04:02:55 PM
I'm happy to announce a big update that applies to all Giddy-up! mods.
Giddy-up! Core -> v18.6.0
Giddy-up! Battle Mounts -> v18.6.0
Giddy-up! Caravan -> v18.2.0
Make sure to update every Giddy-up! mod you're using to prevent issues (and not only one for instance)

Big changes in Giddy-up! Core:
- Enemy and friendly NPC mounts that have their rider thrown off will no longer become wild animals, but instead they will keep fighting until one of the following happens:
--> Their rider remounts the animal (riders will now attempt to remount their animal whenever possible).
--> The rider owning the animal is killed or downed. In this case the animal will flee in panic and leave the map, as there's no longer a master around to control it.
Note: When facing a dangerous mount, it's now more important than ever to kill its rider, so that it starts fleeing.
- If an enemy mount is downed, it is now turned into a wild animal so you can still tame or hunt it.

Big changes in Giddy-up! Caravan: 
- Friendly NPCs will now park their mount when arriving at your colony, and hop on again when they leave.
- A new zone has been added, named: NPC mount spot . When friendly NPCs arrive, they will park their mounts at the nearest NPC mount spot. Go check this out in Architect->Zone/Areas
Note: Place this spot in a room and you have your own stable for guests!

Small changes and fixes
- The caravan dialog should no longer lag when using Giddy-up! Caravan.
- Fixed UI issue in caravan dialog that appeared when a mount died during a map event (like an ambush).
- Fixed UI issue in caravan dialog that made it impossible to use multiple similar mounts that still had their default name.
- The right click menu item for mounting now also displays the mounts name when using Giddy-up! Battle Mounts.
- Updated Spanish translations (by mora145)
      

Many changes in this update are also to prepare for the next mod that will be released as part of the series, which will be called Giddy-up! Ride and Roll, and will introduce mounting in more non-combat situations. It'll still take some time until that is finished though.

Good luck playing!
Roolo
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: FrodoOf9Fingers on February 28, 2018, 04:42:30 PM
Love your work so far!

Is there a chance to modify the functionality of the "Release Animals" button, such that it doesn't dismount characters (including the one who used the dismount command)?

Also, a quick mount button would be awesome, allowing pawns to mount the closet mountable creature -or- having each pawn mount an animal that they are master over.

Great job!
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: Madman666 on February 28, 2018, 07:36:31 PM
Amazing job, thank you for your time!
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: Kori on February 28, 2018, 08:00:09 PM
Great update, thank you!
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: Ser Kitteh on February 28, 2018, 10:21:06 PM
OP, you along with the other modders of the community, are angels amongst men. I have not enjoyed a mod this much since trying Rim of Madness. This will forever have a permanent spot in my load order.
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: Roolo on March 01, 2018, 02:14:24 AM
Thanks everyone! I'm glad you like the update.

Quote from: FrodoOf9Fingers on February 28, 2018, 04:42:30 PM
Love your work so far!

Is there a chance to modify the functionality of the "Release Animals" button, such that it doesn't dismount characters (including the one who used the dismount command)?

Also, a quick mount button would be awesome, allowing pawns to mount the closet mountable creature -or- having each pawn mount an animal that they are master over.

Great job!

1. Yes I actually wanted to do that in the last update, but somehow forgot about it. I'll probably release a patch with language updates and if needed bug fixes pretty soon, and I'll make sure this'll be included in that patch.
2. hmm, very good idea. It'll make the mod much more user friendly so I'll likely implement that.  I think I'll limit it to animals pawns are master over, since this has two advantages:
- It prevents any conflicts. It is very likely that when you select a group of pawns, and use "quick mount" for all of them at once, that the'll all go for the same animal. Resolving this is probably a pain to implement. This is of course not an issue when they only go for animals they are master over.
- It gives the player more control over what type of animals pawns should go to compared to the other option.

The only con I see is that pawns that are not master over any animal won't be able to quick-mount.

Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: wwWraith on March 01, 2018, 02:48:15 AM
Quote from: Roolo on January 15, 2018, 02:30:03 AM
Giddy up! Caravan to v18.1.3

- Caravan speed bonus now also influences the "fixed" time needed to traverse world tiles*

*Explanation: In vanilla Rimworld, even if a caravan has the speed of light, it still needs a fixed time to traverse each world tile, which depends on the season, and on the terrain, but not on caravan speed. In winters and in mountainous areas, this fixed time contributes to the largest portion of the travelling time, which made Giddy-up! Caravan ineffective in these situations. However, this has now been solved, as the fixed time now is also influenced by the caravan speed bonuses introduced by Giddy-up!

Does it interfere with Caravan Options (https://ludeon.com/forums/index.php?topic=37890) and Logistics (https://ludeon.com/forums/index.php?topic=34628)?
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: Ser Kitteh on March 01, 2018, 03:09:08 AM
Any other plans for giddyup? You got combat, caravaning, NPC compatability, yeah that's really all I can think of!
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: Roolo on March 01, 2018, 03:55:05 AM
Quote from: wwWraith on March 01, 2018, 02:48:15 AM
Quote from: Roolo on January 15, 2018, 02:30:03 AM
Giddy up! Caravan to v18.1.3

- Caravan speed bonus now also influences the "fixed" time needed to traverse world tiles*

*Explanation: In vanilla Rimworld, even if a caravan has the speed of light, it still needs a fixed time to traverse each world tile, which depends on the season, and on the terrain, but not on caravan speed. In winters and in mountainous areas, this fixed time contributes to the largest portion of the travelling time, which made Giddy-up! Caravan ineffective in these situations. However, this has now been solved, as the fixed time now is also influenced by the caravan speed bonuses introduced by Giddy-up!

Does it interfere with Caravan Options (https://ludeon.com/forums/index.php?topic=37890) and Logistics (https://ludeon.com/forums/index.php?topic=34628)?

No idea. It certainly wouldn't explode or anything, the worst thing I can see happening is that some changes of caravan speed applied by one mod could be overwritten by the other, but that all depends on how it's implemented in the two mods you refer to. I'd say try it out. You might want to fiddle a bit with load order when doing so.


Quote from: Ser Kitteh on March 01, 2018, 03:09:08 AM
Any other plans for giddyup? You got combat, caravaning, NPC compatability, yeah that's really all I can think of!

Yes definitely. The next mod (Giddy-up! Ride and Roll) will address automatic mounting in non-combat situations. When a pawn wants to go somewhere far, and it would go faster using a mount, it would automatically mount the animal, go to the destination and dismount (or stay mounted when that's suitable for the job, for instance with hunting). I got something rough working already, and it already adds a nice atmosphere to the game, but there are many different jobs that all should be handled slightly differently, so it's still a lot of work to make it not result in really weird situations.

After I finished that mod I'll focus on one mod that's not part of the series, but will play nicely with it. I'd rather not discuss the details to prevent any high expectations (being mysterious here :) ).

And after that I may investigate other future possibilities:
- Non-caravan pack animals (could be separate from Giddy-up!, but at least I'd make it play nicely with it)
- Mechanoid riding
- Skills (for instance charge, stomp etc. )
- Mini add-ons like riding animals for joy or training, maybe a music add-on, and more.
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: Roolo on March 02, 2018, 07:31:02 AM
Small update:

Giddy-up! Core -> v18.6.1
- When releasing animals, they won't throw off their rider anymore. Only after the pawn dismounts, the animal will start its releasing behaviour.
- Fixed compatibility problem with mods that call Pawn_Healthtracker.MakeDowned during world generation for some reason, which caused the world generation not to work in those (rare) cases.
- Updated Japanese and Russian translations.

Giddy-up! Caravan -> v18.2.1
- Updated Japanese and Russian translations.

Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: Roolo on March 05, 2018, 05:48:41 AM
Small update:
Giddy-up! Caravan -> v18.2.2

- Removed debug messages (sorry for that, I removed them earlier but forgot to compile after that).
- Fixed mod conflict with Animal Logic that caused (non-harmful) errors being thrown when caravans arrived.
- Fixed issue that arose when all NPC mount spots placed are cleared, causing visitors to park their mount at the lower-left corner of the map.
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: Ser Kitteh on March 11, 2018, 08:44:04 AM
So Idk if this was old because I never had this problem before, but regardless I feel I should report it (if this is indeed a problem with Giddy Up). Basically when I buy an animal from a trader, going to the animal tab I found out said animal still belonged to said trader. I bought a muffalo and to my surprise it dissapeared. It was only until my second purchase that I switch owners to (none) and the animals were mine.
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: WalkingProblem on March 11, 2018, 10:57:51 AM
Hey Roolo,

I want to check with you, is there any options for modders to force-set specific mounts for a certain faction or group of raiders?

Because I want my modded faction to only ride certain animals.

Is there such an option or setting available?
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: Roolo on March 11, 2018, 11:24:01 AM
Quote from: Ser Kitteh on March 11, 2018, 08:44:04 AM
So Idk if this was old because I never had this problem before, but regardless I feel I should report it (if this is indeed a problem with Giddy Up). Basically when I buy an animal from a trader, going to the animal tab I found out said animal still belonged to said trader. I bought a muffalo and to my surprise it dissapeared. It was only until my second purchase that I switch owners to (none) and the animals were mine.

Thanks for reporting this. I wouldn't be surprised if the last major update causes this, since I changed the way the caravan dialog is refreshed (to prevent lag), and I think the same dialog is used in trading. I'll look into it.

Quote from: Walking Problem on March 11, 2018, 10:57:51 AM
Hey Roolo,

I want to check with you, is there any options for modders to force-set specific mounts for a certain faction or group of raiders?

Because I want my modded faction to only ride certain animals.

Is there such an option or setting available?

Currently not. But adding it would definitely be nice. I think adding mod options for this will be quite an effort, but I could add xml patch possibilities to begin with. I'll keep you up to date.
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: WalkingProblem on March 11, 2018, 11:34:45 AM
Quote from: Roolo on March 11, 2018, 11:24:01 AM
Quote from: Walking Problem on March 11, 2018, 10:57:51 AM
Hey Roolo,

I want to check with you, is there any options for modders to force-set specific mounts for a certain faction or group of raiders?

Because I want my modded faction to only ride certain animals.

Is there such an option or setting available?

Currently not. But adding it would definitely be nice. I think adding mod options for this will be quite an effort, but I could add xml patch possibilities to begin with. I'll keep you up to date.

Awesome!!

Because it will be a nice feature for race/faction modders to make the factions more distinct from one another~
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: Roolo on March 11, 2018, 03:09:08 PM
Quote from: Walking Problem on March 11, 2018, 11:34:45 AM
Quote from: Roolo on March 11, 2018, 11:24:01 AM
Quote from: Walking Problem on March 11, 2018, 10:57:51 AM
Hey Roolo,

I want to check with you, is there any options for modders to force-set specific mounts for a certain faction or group of raiders?

Because I want my modded faction to only ride certain animals.

Is there such an option or setting available?

Currently not. But adding it would definitely be nice. I think adding mod options for this will be quite an effort, but I could add xml patch possibilities to begin with. I'll keep you up to date.

Awesome!!

Because it will be a nice feature for race/faction modders to make the factions more distinct from one another~

Nice to see that you're using my mods for yours :). I just implemented what you requested. I won't release it yet, as there are some other changes in the update that need more testing, and I want to wait with releasing until I finished the next mod in the series, which will be in a few days. However, you can already try out the change by downloading from the master branch on GitHub.

Here's an example XML snippet, showing how you can make sure a certain faction can only use Muffalos and Cougars as mounts, with a 30% chance for each pawn to use a mount. It should be added inside a FactionDef.

<modExtensions>
<li Class="GiddyUpCore.FactionRestrictionsPatch">
<mountChance>30</mountChance>
<wildAnimalWeight>100</wildAnimalWeight> <!--Weights can have any integer value, and the relative fraction to the other weight will determine the change a type of animal spawns-->
<nonWildAnimalWeight>0</nonWildAnimalWeight> <!-- setting this to 0 ensures no default domestic animals are spawned -->
<allowedWildAnimalsCSV>Muffalo,Cougar</allowedWildAnimalsCSV> <!--Use a csv with animal DefNames-->
<allowedNonWildAnimalsCSV></allowedNonWildAnimalsCSV> <!-- only making this empty will imply no restrictions at all, so make sure domesticAnimalWeight is 0 if you don't want any domestic animals-->
</li>
</modExtensions>


Instead of changing your defs directly, you can also create a patch, here's an example (two patches are used to make sure it also works when modExtensions already exists in the FactionDef:

<Patch>
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAdd">
<xpath>*/FactionDef[ defName = "Pirate"]/modExtensions</xpath>
<value>
<li Class="GiddyUpCore.FactionRestrictionsPatch">
<mountChance>30</mountChance>
<wildAnimalWeight>100</wildAnimalWeight> <!--Weights can have any integer value, and the relative fraction to the other weight will determine the change a type of animal spawns-->
<nonWildAnimalWeight>0</nonWildAnimalWeight> <!-- setting this to 0 ensures no default domestic animals are spawned -->
<allowedWildAnimalsCSV>Muffalo,Cougar</allowedWildAnimalsCSV> <!--Use a csv with animal DefNames-->
<allowedNonWildAnimalsCSV></allowedNonWildAnimalsCSV> <!-- only making this empty will imply no restrictions at all, so make sure domesticAnimalWeight is 0 if you don't want any domestic animals-->
</li>
</value>
</li>
</operations>
</Operation>

<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAdd">
<xpath>*/FactionDef[ defName = "Pirate" and not(DefModExtension)]</xpath>
<value>
<modExtensions>
<li Class="GiddyUpCore.FactionRestrictionsPatch">
<mountChance>30</mountChance>
<wildAnimalWeight>100</wildAnimalWeight> <!--Weights can have any integer value, and the relative fraction to the other weight will determine the change a type of animal spawns-->
<domesticAnimalWeight>0</domesticAnimalWeight> <!-- setting this to 0 ensures no default domestic animals are spawned -->
<allowedWildAnimalsCSV>Muffalo,Cougar</allowedWildAnimalsCSV> <!--Use a csv with animal DefNames-->
<allowedDomesticAnimalsCSV>""</allowedDomesticAnimalsCSV> <!-- only making this empty will imply no restrictions at all, so make sure domesticAnimalWeight is 0 if you don't want any domestic animals-->
</li>
</modExtensions>
</value>
</li>
</operations>
</Operation>
</Patch>


Please let me know if you need anything else.

Edit: renamed domestic to nonWild in the XML.
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: WalkingProblem on March 12, 2018, 06:20:58 AM
Quote from: Roolo on March 11, 2018, 03:09:08 PM
Nice to see that you're using my mods for yours :). I just implemented what you requested. I won't release it yet, as there are some other changes in the update that need more testing, and I want to wait with releasing until I finished the next mod in the series, which will be in a few days. However, you can already try out the change by downloading from the master branch on GitHub.

Here's an example XML snippet, showing how you can make sure a certain faction can only use Muffalos and Cougars as mounts, with a 30% chance for each pawn to use a mount. It should be added inside a FactionDef.

<modExtensions>
<li Class="GiddyUpCore.FactionRestrictionsPatch">
<mountChance>30</mountChance>
<wildAnimalWeight>100</wildAnimalWeight> <!--Weights can have any integer value, and the relative fraction to the other weight will determine the change a type of animal spawns-->
<domesticAnimalWeight>0</domesticAnimalWeight> <!-- setting this to 0 ensures no default domestic animals are spawned -->
<allowedWildAnimalsCSV>Muffalo,Cougar</allowedWildAnimalsCSV> <!--Use a csv with animal DefNames-->
<allowedDomesticAnimalsCSV></allowedDomesticAnimalsCSV> <!-- only making this empty will imply no restrictions at all, so make sure domesticAnimalWeight is 0 if you don't want any domestic animals-->
</li>
</modExtensions>


Instead of changing your defs directly, you can also create a patch, here's an example (two patches are used to make sure it also works when modExtensions already exists in the FactionDef:

<Patch>
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAdd">
<xpath>*/FactionDef[ defName = "Pirate"]/modExtensions</xpath>
<value>
<li Class="GiddyUpCore.FactionRestrictionsPatch">
<mountChance>30</mountChance>
<wildAnimalWeight>100</wildAnimalWeight> <!--Weights can have any integer value, and the relative fraction to the other weight will determine the change a type of animal spawns-->
<domesticAnimalWeight>0</domesticAnimalWeight> <!-- setting this to 0 ensures no default domestic animals are spawned -->
<allowedWildAnimalsCSV>Muffalo,Cougar</allowedWildAnimalsCSV> <!--Use a csv with animal DefNames-->
<allowedDomesticAnimalsCSV></allowedDomesticAnimalsCSV> <!-- only making this empty will imply no restrictions at all, so make sure domesticAnimalWeight is 0 if you don't want any domestic animals-->
</li>
</value>
</li>
</operations>
</Operation>

<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAdd">
<xpath>*/FactionDef[ defName = "Pirate" and not(DefModExtension)]</xpath>
<value>
<modExtensions>
<li Class="GiddyUpCore.FactionRestrictionsPatch">
<mountChance>30</mountChance>
<wildAnimalWeight>100</wildAnimalWeight> <!--Weights can have any integer value, and the relative fraction to the other weight will determine the change a type of animal spawns-->
<domesticAnimalWeight>0</domesticAnimalWeight> <!-- setting this to 0 ensures no default domestic animals are spawned -->
<allowedWildAnimalsCSV>Muffalo,Cougar</allowedWildAnimalsCSV> <!--Use a csv with animal DefNames-->
<allowedDomesticAnimalsCSV>""</allowedDomesticAnimalsCSV> <!-- only making this empty will imply no restrictions at all, so make sure domesticAnimalWeight is 0 if you don't want any domestic animals-->
</li>
</modExtensions>
</value>
</li>
</operations>
</Operation>
</Patch>


Please let me know if you need anything else.

Awesomeness!

Yeah, GiddyUp is like the dream mod that everyone is waiting for for ages...

I just made a Animal Weapons Framework (allows animal to carry weapons; I havent launch it yet) and created autonomous vehicles with it. The vehicles + my animal weapon framework + giddyup + run and gun = super awesomeness~ LOL

So the reason I asked for the feature, because I want to make my Walkblem soldiers drive the armored car or hoverbike to raid or visit the players~

(https://scontent-sin6-1.xx.fbcdn.net/v/t31.0-8/28516571_755593174636029_166470261569784013_o.png?oh=146f5a7034a778206aa33d861bed01d7&oe=5B47648E)
(https://scontent-sin6-1.xx.fbcdn.net/v/t31.0-8/28700734_755593234636023_411350358033148906_o.png?oh=aee344f534a861d11604481fdcdc4300&oe=5B30F4B6)
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: Roolo on March 12, 2018, 01:34:47 PM
Quote from: Walking Problem on March 12, 2018, 06:20:58 AM

[...]

Awesomeness!

Yeah, GiddyUp is like the dream mod that everyone is waiting for for ages...

I just made a Animal Weapons Framework (allows animal to carry weapons; I havent launch it yet) and created autonomous vehicles with it. The vehicles + my animal weapon framework + giddyup + run and gun = super awesomeness~ LOL

So the reason I asked for the feature, because I want to make my Walkblem soldiers drive the armored car or hoverbike to raid or visit the players~

(https://scontent-sin6-1.xx.fbcdn.net/v/t31.0-8/28516571_755593174636029_166470261569784013_o.png?oh=146f5a7034a778206aa33d861bed01d7&oe=5B47648E)
(https://scontent-sin6-1.xx.fbcdn.net/v/t31.0-8/28700734_755593234636023_411350358033148906_o.png?oh=aee344f534a861d11604481fdcdc4300&oe=5B30F4B6)

Thanks! I have to say, those vehicles look amazing. I'm looking forward to seeing them in action.
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: Ser Kitteh on March 12, 2018, 10:54:21 PM
Aye, look forward for future fixes then!
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: WalkingProblem on March 13, 2018, 08:57:41 AM
Roolo, any idea when you will be releasing the update to steam? (sorry I havent tested the codes yet, was busy)
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: Roolo on March 13, 2018, 09:13:57 AM
Quote from: Walking Problem on March 13, 2018, 08:57:41 AM
Roolo, any idea when you will be releasing the update to steam? (sorry I havent tested the codes yet, was busy)

I can't give an exact date, but within a few days, and very likely before the weekend starts. The mod I'm releasing along with the update is basically finished, but only needs more extensive testing and a few bugfixes. The exact date of release will depend on how that plays out. If it takes too long I'll just release the update separately so you don't have to wait for it too long.
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: WalkingProblem on March 13, 2018, 10:29:11 AM
Are you like... camping and living in the forum? LMAO!

You reply so fast~
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: Roolo on March 13, 2018, 11:51:26 AM
Quote from: Walking Problem on March 13, 2018, 10:29:11 AM
Are you like... camping and living in the forum? LMAO!

You reply so fast~

Haha, not really. I'm working on my master thesis, and at this point any distraction is welcome, so when I get a notification email I generally check what's posted :).
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: WalkingProblem on March 13, 2018, 02:49:02 PM
Quote from: Roolo on March 13, 2018, 11:51:26 AM
Haha, not really. I'm working on my master thesis, and at this point any distraction is welcome, so when I get a notification email I generally check what's posted :).

Wow, what are you working on? You doing your bachelor or masters or doctorate?

---

I cant see the "updated" version on Github though. =x

Let me know when it is updated =P
I'll be adding the xml patch, as per you shown.

--- edit ---

Found it... I missed the part you mentioned "master"
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: WalkingProblem on March 13, 2018, 03:06:36 PM
(https://media.discordapp.net/attachments/355718804086718464/423194986582900736/unknown.png)

Ah... you tagged the animal spawning to biome animal weight?

What is wrong can you tell?

---edit---

If you are spawning them based on the wild animal spawning mechanic - i would suggest not to use that method and make the spawning of the animals for the faction to be more "forced" (although you can still leave the temperature range check in).

Because my vehicles cannot be spawned in the wild, so I think thats why they cannot be spawned.
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: Roolo on March 13, 2018, 03:21:23 PM
Quote from: Walking Problem on March 13, 2018, 03:06:36 PM
(https://media.discordapp.net/attachments/355718804086718464/423194986582900736/unknown.png)

Ah... you tagged the animal spawning to biome animal weight?

What is wrong can you tell?

---edit---

If you are spawning them based on the wild animal spawning mechanic - i would suggest not to use that method and make the spawning of the animals for the faction to be more "forced" (although you can still leave the temperature range check in).

Because my vehicles cannot be spawned in the wild, so I think thats why they cannot be spawned.

There are three methods of spawning used in my mod. Wild animal spawning with animals from the current biome, wild animal spawning with animals from any biome, and Non wild- animal spawning, with animals not occuring in the wild. The patching mechanic supports only the latter two. The first is named WildAnimals, and the other one DomesticAnimals (a bit awkwardly named, I guess, domestic in this case just means non-wild animals).

Wait I see I have you as a friend on steam. I'll just contact you there so we can communicate more easily.
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: Roolo on March 14, 2018, 05:52:17 AM
Quote from: Ser Kitteh on March 11, 2018, 08:44:04 AM
So Idk if this was old because I never had this problem before, but regardless I feel I should report it (if this is indeed a problem with Giddy Up). Basically when I buy an animal from a trader, going to the animal tab I found out said animal still belonged to said trader. I bought a muffalo and to my surprise it dissapeared. It was only until my second purchase that I switch owners to (none) and the animals were mine.

I tried reproducing this, but I'm not sure how to interpret your post. Could you elaborate a bit on this?
- "I found out said animal still belonged to said trader", what do you mean exactly by "still belonged to", that the animals master is the NPC?
- "to my surprise it disappeared.", do you mean the actual animal disappeared? Or did the animal disappear from the list in the animal tab?

Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: Ser Kitteh on March 14, 2018, 06:18:35 AM
Quote from: Roolo on March 14, 2018, 05:52:17 AM
Quote from: Ser Kitteh on March 11, 2018, 08:44:04 AM
So Idk if this was old because I never had this problem before, but regardless I feel I should report it (if this is indeed a problem with Giddy Up). Basically when I buy an animal from a trader, going to the animal tab I found out said animal still belonged to said trader. I bought a muffalo and to my surprise it dissapeared. It was only until my second purchase that I switch owners to (none) and the animals were mine.

I tried reproducing this, but I'm not sure how to interpret your post. Could you elaborate a bit on this?
- "I found out said animal still belonged to said trader", what do you mean exactly by "still belonged to", that the animals master is the NPC?
- "to my surprise it disappeared.", do you mean the actual animal disappeared? Or did the animal disappear from the list in the animal tab?



I'm not sure myself because it only happened to me once but here's the gist of it:

1. I have all giddy up mods installed.
2a. I buy an animal from a trader.
2b. The animal in question was a muffalo and two horses mind so maybe it's just the mounted ones?
3. Looking under the animal tab, the animals in question belong to the trader OR one of the guards accompanying him.

I assuming that this happened because I bought an animal that was someone's mount. Sorry if this isn't much to go on!
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: Roolo on March 14, 2018, 05:08:59 PM
Quote from: Ser Kitteh on March 14, 2018, 06:18:35 AM

I'm not sure myself because it only happened to me once but here's the gist of it:

1. I have all giddy up mods installed.
2a. I buy an animal from a trader.
2b. The animal in question was a muffalo and two horses mind so maybe it's just the mounted ones?
3. Looking under the animal tab, the animals in question belong to the trader OR one of the guards accompanying him.

I assuming that this happened because I bought an animal that was someone's mount. Sorry if this isn't much to go on!

Hmm odd. I'd be surprised if you're able to buy animals the NPCs are riding, but it seems like the only valid explanation. Maybe another mod allows that? In any case, I just changed the code so that in the unlikely case a player buys an animal that is mounted by an NPC visitor/trader, the animal won't appear to be be owned by the NPC anymore. I hope this prevents this from occurring again.  I'll release that fix when I'm finished with the other stuff I have planned.
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: Ser Kitteh on March 14, 2018, 06:43:54 PM
https://i.imgur.com/ArUbRkw.jpg

Yep, here you can see here, Nelson and Guile are the traders and not my colonists!

[attachment deleted due to age]
Title: Re: [B18] Giddy-up! (animal riding series) - Big update! (Feb 28th, 2018)
Post by: Vlad0mi3r on March 15, 2018, 05:37:29 PM
I experienced an issue that I think is tied into the mount ownership issue.

Had a raid come in and one of the raiders was riding a grizzly. This was good for me as I had one self tame and this would give me the male female breading combo if I managed to capture/train the raider bear. Anyway did all of that captured/rescued the bear, tamed the bear, trained the bear, put both bears in a barn together to make me some baby bears.

Long story but to cut it short I had another raid come through. Daddy Bear was busy hauling things outside my wall and got hit a couple of times by the raiders. This is where things get interesting. The bear had a mental break "Fleeing in panic" I'm like ok that sounds good run inside be safe. No that's not what happens, the bear runs screaming off the map, Like gone, forever. Poor mumma bear is there prego and daddy bear has just run off into the distance.

I am suspicious that this has something to do with the bear being owned by another faction previously. Maybe remove the fleeing in panic part when a mount looses its rider.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Roolo on March 15, 2018, 06:09:55 PM
I'm proud to present Giddy-up! Ride and Roll!

(https://i.imgur.com/7FOF3XL.png)

Giddy-up! Let colonists Ride to their destination and Roll.
   
"Hey Stein, can you go mine some steel? We're running out."
"But Banastra, the only deposit is on the other side of the map! Why don't you do it?"
"Well, I'm incapable of mining, you know that. Why don't you just take an animal and Ride and Roll?"
"That's a thing now?"

Yes it is. With Giddy-up! Ride and Roll, you'll save your colonists the pain of walking everywhere, as it allows them to use mounts whenever it makes sense.
When a colonist wants to go to a destination, he will walk to an animal, mount it, and ride to the destination, given that it would take him there faster (this all happens automatically).
Depending on the job the pawn wants to do on the destination, the pawn will either dismount before doing the job, or stay mounted.

Check out the first page of this mod for more info!

Also update the other mods

Giddy-up! Core -> v18.7.0
- NPC pawns can no longer be owner of animals
- Added patching possibilities so mount use of certain factions can be restricted.

Giddy-up! Battle mounts -> v18.7.0
- Internal changes not visible to player.
Giddy-up! Caravan -> v18.3.0
- Internal changes not visible to player.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Harry_Dicks on March 15, 2018, 06:24:10 PM
WOW!!! ;D ;D ;D

I saw your notes on performance, but I can't help but wonder at how many new possibilities this could add in a late game with a very large colony (or colonies!) with tons of pawns and animals going every which way. Because now every time a pawn goes to start a job, they will need to perform multiple new pathfinding calculations, and then compare them all. Instead of just figuring out a pawn's own best path, what if this pawn is surrounded by a ton of different possible mounts and they are all at variable speeds? This really has no impact on performance? Because right now I'm on an older computer (though hopefully for not too much longer) so I have to try to save every little bit of CPU juice where I can ::)

And also... thank you :)
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Ser Kitteh on March 15, 2018, 06:52:03 PM
The wizardry peformed here is utterly amazing! Another excellent job!

Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Vlad0mi3r on March 15, 2018, 07:41:55 PM
Quote from: Roolo on March 15, 2018, 06:09:55 PM

Giddy-up! Core -> v18.7.0
- NPC pawns can no longer be owner of animals


I think this could be the quickest fix to an issue with a mod ever.  ;)

You Rock Roolo
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Jernfalk on March 16, 2018, 01:37:48 AM
Getting the following error when trying to use the mod pack. Apparently it's Caravan's fault, since disabling that part fixes it.

(https://i.gyazo.com/ba478157394677e5219b29964d17ad21.png)
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Ser Kitteh on March 16, 2018, 04:23:07 AM
Same.



[attachment deleted due to age]
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Roolo on March 16, 2018, 04:33:28 AM
Sorry guys, I noticed I still had one non-pushed commit for Giddy-up! Caravan (in GitHub).
Update:

Giddy-up! Caravan -> v18.3.1
- Fixed wrong dll
- Updated Japanese translations
Giddy-up! Ride and Roll -> v18.1.1
- Drafted pawns no longer dismount when equipping apparel/weapons.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Ser Kitteh on March 16, 2018, 04:36:38 AM
Quick question while you're here Rollo, will it work fine with Combat Extended?
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Roolo on March 16, 2018, 04:50:29 AM
And thanks everyone for the kind words!

Quote from: Harry_Dicks on March 15, 2018, 06:24:10 PM
WOW!!! ;D ;D ;D

I saw your notes on performance, but I can't help but wonder at how many new possibilities this could add in a late game with a very large colony (or colonies!) with tons of pawns and animals going every which way. Because now every time a pawn goes to start a job, they will need to perform multiple new pathfinding calculations, and then compare them all. Instead of just figuring out a pawn's own best path, what if this pawn is surrounded by a ton of different possible mounts and they are all at variable speeds? This really has no impact on performance? Because right now I'm on an older computer (though hopefully for not too much longer) so I have to try to save every little bit of CPU juice where I can ::)

And also... thank you :)

Very valid points. Indeed, if I would have used path-finding to find the best possible path, considering all animals, that would have had a major impact on performance. The thing is, I didn't.  I only used path-finding where it's absolutely necessary. For almost everything I just use the euclidean distance, in combination with the pawns speed. This is not at all very accurate, however, the worst thing that can happen is that the pawn takes longer to get to the destination, but I found that in practice this only very rarely happens. I can imagine that this doesn't work for very strange maze-like bases, but my motivation is that introducing a low performance impact is more important than supporting such edge-cases. I plan to provide more advanced (but also more expensive)  path-finding mechanics as a mod option, so players can choose if they want accuracy or performance.  Moreover, I should clarify this a bit in the mod description, but I was running low on time when I released yesterday.

Quote from: Ser Kitteh on March 16, 2018, 04:36:38 AM
Quick question while you're here Rollo, will it work fine with Combat Extended?

The other Giddy-up mods do, so I expect this one will also work with it. However, this one in particular impacts many things, so I can't be 100%.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Ser Kitteh on March 16, 2018, 04:55:22 AM
I think, perhaps one thing to note with people who play with CE, is that a lot of people will download the horse mod, and I THINK CE is not compatible with many animal related mods? Idk myself, I just started playing. But if this is the case, you'll be the first to know!
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Roolo on March 16, 2018, 05:05:52 AM
I almost forgot to mention:

There was a problem involving RunAndGun not working if it's loaded before Giddy-up! Ride and Roll. I updated RunAndGun to fix that.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Roolo on March 16, 2018, 06:04:17 AM
I fixed a serious bug introduced since Giddy-up! Ride and Roll was released, so another update here.

- Giddy-up! Core -> 18.7.1
- Giddy-up! Ride and Roll -> 18.1.2

- Fixed bug that would allow colonist to leave the map, riding an animal, without this being allowed with Giddy-up! Caravan, resulting in serious problems during encounters and when returning.
- Added Japanese translations (by Proxyer).

I really recommend updating at least Giddy-up! Core to 18.7.1 if you're using 18.7.0, since this bug isn't pleasant at all.  Sorry for overloading you with updates ^^, it's not easy at all and very time consuming to test all these things properly on my own, so I really need the community feedback to get this thing crisp
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Roolo on March 16, 2018, 07:29:01 AM
I'm afraid I have to bother you guys again ^^. There was a problem in the latest update of Giddy-up! Core, causing pawns do dismount immediately after automatic mounting. That's fixed in the following update:

Giddy-up! Core -> v18.7.2
- Fixed problem introduced in the latest update of Giddy-up! Core, causing pawns do dismount immediately after automatic mounting with Giddy-up! Ride and Roll.

Again I advice you to use the latest version of Giddy-up! Core.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Ser Kitteh on March 16, 2018, 07:34:00 AM
My dude, I'd rather take constant updates then authors who fall off the Internet forever.

I'll take it, thank you very much!
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Canute on March 16, 2018, 08:52:53 AM
Too bad no Mod-Sync support for us non-steam people.
But we need to check the forum anyway daily.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Roolo on March 16, 2018, 08:58:06 AM
Quote from: Canute on March 16, 2018, 08:52:53 AM
Too bad no Mod-Sync support for us non-steam people.
But we need to check the forum anyway daily.

Adding that is very high on my priority list. Probably the first thing I'll do when I have time to mod again and no major bugs have appeared.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Ser Kitteh on March 16, 2018, 09:01:21 AM
My hunter just mounted the nearest horse to shoot some goddamn turtle on the farm and she was hauling it back to the freezer and I have this mental image of a cowgirl coming in on horseback and shooting a turtle dead in its face and it is the funniest shit.

Oh my god Tynan has no excuse if he ever makes a Vehicles and Mounts DLC lemme tell ya.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Jernfalk on March 16, 2018, 10:34:45 AM
Holy moly. That was quick. Nice job Roolo!
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Roolo on March 17, 2018, 07:07:38 AM
Another bug fix update.

Giddy-up! Core -> v18.7.3
- Pawns dying or getting downed while walking to a pawn they are mounting no longer cause errors
- Animals no longer wait to be mounted by Pawns that have a mental break
- Updated Russian and Chinese translations

Giddy-up! Ride and Roll -> v18.1.3
- Pawns no longer attempt to auto mount animals when they have a mental break
- Fixed some minor errors related to job reservations
- Added Russian translations (by Garr Incorporated)
- Added Simplified + Traditional Chinese translations (by LingLuo and Biscuit)
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Madman666 on March 18, 2018, 02:22:28 PM
Damn, I sure missed a lot! So we can now use mounts to do long-distance mining jobs and the like on big maps! Noooice. Thanks for all your hard work:)
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: kubolek01 on March 18, 2018, 02:37:59 PM
This is one of the most useful mods of all... the only problem is that mounts fall slower than their riders of all ;)
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Canute on March 18, 2018, 05:51:06 PM
Together with the Horse mod (8 m/s) it is a nice addition for any none extreme biomes.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Jernfalk on March 19, 2018, 11:41:40 AM
Quote from: Canute on March 18, 2018, 05:51:06 PM
Together with the Horse mod (8 m/s) it is a nice addition for any none extreme biomes.

I'm glad you appretiate it =D
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: s44yuritch on March 19, 2018, 07:18:07 PM
My researcher decided to ride right into the lab, and then the riding bear stood there waiting for the job to complete. Which the job, being a research, took quite a lot of time to do. Might be a bug, should rideable animals wait for long jobs like research? The animal seems to be excluded from all other animal activities for the time.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Roolo on March 20, 2018, 03:35:11 AM
Thanks for the kind words!

Quote from: s44yuritch on March 19, 2018, 07:18:07 PM
My researcher decided to ride right into the lab, and then the riding bear stood there waiting for the job to complete. Which the job, being a research, took quite a lot of time to do. Might be a bug, should rideable animals wait for long jobs like research? The animal seems to be excluded from all other animal activities for the time.
You can prevent this by placing a no riding area, combined with an mount drop spot (see first page for description). This prevents the researcher for riding into the lab in the first place, and when it parks the mount before entering, the mount will be freed from its duties immediately.

But apart from that it would still be a good idea if animals don't wait when the rider has a research job, since as you pointed out, that's likely to take a long time to complete and likely to be inside the base, so expect that to be polished in the next update. In general it's hard to determine how long the animal should wait. For instance mining can also take very long, but at this case you definitely want the animal to wait for the rider, especially when the deposit is far away from the base. Just for clearness, the animal does stop waiting in any case after a predetermined amount of time. I think I'll also make this time configurable in the mod options.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: WalkingProblem on March 20, 2018, 01:10:14 PM
Hey Roloo,

I realised you made a mistake in your patching "reference".

I managed to patch it without error already:

<?xml version="1.0" encoding="utf-8" ?>

<Patch>

<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAddModExtension">
<xpath>*/FactionDef[ defName = "WalkblemAgriculture"]</xpath>
<value>
<li Class="GiddyUpCore.FactionRestrictionsPatch">
<mountChance>100</mountChance>
<wildAnimalWeight></wildAnimalWeight> <!--agriculture ; Weights can have any integer value, and the relative fraction to the other weight will determine the change a type of animal spawns-->
<nonWildAnimalWeight>100</nonWildAnimalWeight> <!-- setting this to 0 ensures no default domestic animals are spawned -->
<allowedWildAnimalsCSV></allowedWildAnimalsCSV> <!--Use a csv with animal DefNames-->
<allowedNonWildAnimalsCSV>WalkblemCar,WalkblemBike</allowedNonWildAnimalsCSV> <!-- only making this empty will imply no restrictions at all, so make sure nonWildAnimalWeight is 0 if you don't want any domestic animals-->
</li>
</value>
</li>
</operations>
</Operation>



<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAddModExtension">
<xpath>*/FactionDef[ defName = "WalkblemMining"]</xpath>
<value>
<li Class="GiddyUpCore.FactionRestrictionsPatch">
<mountChance>100</mountChance>
<wildAnimalWeight></wildAnimalWeight> <!--Weights can have any integer value, and the relative fraction to the other weight will determine the change a type of animal spawns-->
<nonWildAnimalWeight>100</nonWildAnimalWeight> <!-- setting this to 0 ensures no default domestic animals are spawned -->
<allowedWildAnimalsCSV></allowedWildAnimalsCSV> <!--Use a csv with animal DefNames-->
<allowedNonWildAnimalsCSV>WalkblemCar,WalkblemBike</allowedNonWildAnimalsCSV> <!-- only making this empty will imply no restrictions at all, so make sure nonWildAnimalWeight is 0 if you don't want any domestic animals-->
</li>
</value>
</li>
</operations>
</Operation>



<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAddModExtension">
<xpath>*/FactionDef[ defName = "WalkblemPharma"]</xpath>
<value>
<li Class="GiddyUpCore.FactionRestrictionsPatch">
<mountChance>100</mountChance>
<wildAnimalWeight></wildAnimalWeight> <!--Weights can have any integer value, and the relative fraction to the other weight will determine the change a type of animal spawns-->
<nonWildAnimalWeight>100</nonWildAnimalWeight> <!-- setting this to 0 ensures no default domestic animals are spawned -->
<allowedWildAnimalsCSV></allowedWildAnimalsCSV> <!--Use a csv with animal DefNames-->
<allowedNonWildAnimalsCSV>WalkblemCar,WalkblemBike</allowedNonWildAnimalsCSV> <!-- only making this empty will imply no restrictions at all, so make sure nonWildAnimalWeight is 0 if you don't want any domestic animals-->
</li>
</value>
</li>
</operations>
</Operation>



<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAddModExtension">
<xpath>*/FactionDef[ defName = "WalkblemTechnologies"]</xpath>
<value>
<li Class="GiddyUpCore.FactionRestrictionsPatch">
<mountChance>100</mountChance>
<wildAnimalWeight></wildAnimalWeight> <!--Weights can have any integer value, and the relative fraction to the other weight will determine the change a type of animal spawns-->
<nonWildAnimalWeight>100</nonWildAnimalWeight> <!-- setting this to 0 ensures no default domestic animals are spawned -->
<allowedWildAnimalsCSV></allowedWildAnimalsCSV> <!--Use a csv with animal DefNames-->
<allowedNonWildAnimalsCSV>WalkblemCar,WalkblemBike</allowedNonWildAnimalsCSV> <!-- only making this empty will imply no restrictions at all, so make sure nonWildAnimalWeight is 0 if you don't want any domestic animals-->
</li>
</value>
</li>
</operations>
</Operation>




<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAddModExtension">
<xpath>*/FactionDef[ defName = "WalkblemMilitary"]</xpath>
<value>
<li Class="GiddyUpCore.FactionRestrictionsPatch">
<mountChance>100</mountChance>
<wildAnimalWeight></wildAnimalWeight> <!--Weights can have any integer value, and the relative fraction to the other weight will determine the change a type of animal spawns-->
<nonWildAnimalWeight>100</nonWildAnimalWeight> <!-- setting this to 0 ensures no default domestic animals are spawned -->
<allowedWildAnimalsCSV></allowedWildAnimalsCSV> <!--Use a csv with animal DefNames-->
<allowedNonWildAnimalsCSV>WalkblemCar,WalkblemBike</allowedNonWildAnimalsCSV> <!-- only making this empty will imply no restrictions at all, so make sure nonWildAnimalWeight is 0 if you don't want any domestic animals-->
</li>
</value>
</li>
</operations>
</Operation>



<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAddModExtension">
<xpath>*/FactionDef[ defName = "WalkblemTradings"]</xpath>
<value>
<li Class="GiddyUpCore.FactionRestrictionsPatch">
<mountChance>100</mountChance>
<wildAnimalWeight></wildAnimalWeight> <!--Weights can have any integer value, and the relative fraction to the other weight will determine the change a type of animal spawns-->
<nonWildAnimalWeight>100</nonWildAnimalWeight> <!-- setting this to 0 ensures no default domestic animals are spawned -->
<allowedWildAnimalsCSV></allowedWildAnimalsCSV> <!--Use a csv with animal DefNames-->
<allowedNonWildAnimalsCSV>WalkblemCar,WalkblemBike</allowedNonWildAnimalsCSV> <!-- only making this empty will imply no restrictions at all, so make sure nonWildAnimalWeight is 0 if you don't want any domestic animals-->
</li>
</value>
</li>
</operations>
</Operation>



</Patch>


If you see the codes above, you dun need to repeat the patch twice.

Cheers!
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Roolo on March 21, 2018, 03:42:15 AM
Quote from: Walking Problem on March 20, 2018, 01:10:14 PM
Hey Roloo,

I realised you made a mistake in your patching "reference".

I managed to patch it without error already:

<?xml version="1.0" encoding="utf-8" ?>

<Patch>

<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAddModExtension">
<xpath>*/FactionDef[ defName = "WalkblemAgriculture"]</xpath>
<value>
<li Class="GiddyUpCore.FactionRestrictionsPatch">
<mountChance>100</mountChance>
<wildAnimalWeight></wildAnimalWeight> <!--agriculture ; Weights can have any integer value, and the relative fraction to the other weight will determine the change a type of animal spawns-->
<nonWildAnimalWeight>100</nonWildAnimalWeight> <!-- setting this to 0 ensures no default domestic animals are spawned -->
<allowedWildAnimalsCSV></allowedWildAnimalsCSV> <!--Use a csv with animal DefNames-->
<allowedNonWildAnimalsCSV>WalkblemCar,WalkblemBike</allowedNonWildAnimalsCSV> <!-- only making this empty will imply no restrictions at all, so make sure nonWildAnimalWeight is 0 if you don't want any domestic animals-->
</li>
</value>
</li>
</operations>
</Operation>



<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAddModExtension">
<xpath>*/FactionDef[ defName = "WalkblemMining"]</xpath>
<value>
<li Class="GiddyUpCore.FactionRestrictionsPatch">
<mountChance>100</mountChance>
<wildAnimalWeight></wildAnimalWeight> <!--Weights can have any integer value, and the relative fraction to the other weight will determine the change a type of animal spawns-->
<nonWildAnimalWeight>100</nonWildAnimalWeight> <!-- setting this to 0 ensures no default domestic animals are spawned -->
<allowedWildAnimalsCSV></allowedWildAnimalsCSV> <!--Use a csv with animal DefNames-->
<allowedNonWildAnimalsCSV>WalkblemCar,WalkblemBike</allowedNonWildAnimalsCSV> <!-- only making this empty will imply no restrictions at all, so make sure nonWildAnimalWeight is 0 if you don't want any domestic animals-->
</li>
</value>
</li>
</operations>
</Operation>



<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAddModExtension">
<xpath>*/FactionDef[ defName = "WalkblemPharma"]</xpath>
<value>
<li Class="GiddyUpCore.FactionRestrictionsPatch">
<mountChance>100</mountChance>
<wildAnimalWeight></wildAnimalWeight> <!--Weights can have any integer value, and the relative fraction to the other weight will determine the change a type of animal spawns-->
<nonWildAnimalWeight>100</nonWildAnimalWeight> <!-- setting this to 0 ensures no default domestic animals are spawned -->
<allowedWildAnimalsCSV></allowedWildAnimalsCSV> <!--Use a csv with animal DefNames-->
<allowedNonWildAnimalsCSV>WalkblemCar,WalkblemBike</allowedNonWildAnimalsCSV> <!-- only making this empty will imply no restrictions at all, so make sure nonWildAnimalWeight is 0 if you don't want any domestic animals-->
</li>
</value>
</li>
</operations>
</Operation>



<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAddModExtension">
<xpath>*/FactionDef[ defName = "WalkblemTechnologies"]</xpath>
<value>
<li Class="GiddyUpCore.FactionRestrictionsPatch">
<mountChance>100</mountChance>
<wildAnimalWeight></wildAnimalWeight> <!--Weights can have any integer value, and the relative fraction to the other weight will determine the change a type of animal spawns-->
<nonWildAnimalWeight>100</nonWildAnimalWeight> <!-- setting this to 0 ensures no default domestic animals are spawned -->
<allowedWildAnimalsCSV></allowedWildAnimalsCSV> <!--Use a csv with animal DefNames-->
<allowedNonWildAnimalsCSV>WalkblemCar,WalkblemBike</allowedNonWildAnimalsCSV> <!-- only making this empty will imply no restrictions at all, so make sure nonWildAnimalWeight is 0 if you don't want any domestic animals-->
</li>
</value>
</li>
</operations>
</Operation>




<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAddModExtension">
<xpath>*/FactionDef[ defName = "WalkblemMilitary"]</xpath>
<value>
<li Class="GiddyUpCore.FactionRestrictionsPatch">
<mountChance>100</mountChance>
<wildAnimalWeight></wildAnimalWeight> <!--Weights can have any integer value, and the relative fraction to the other weight will determine the change a type of animal spawns-->
<nonWildAnimalWeight>100</nonWildAnimalWeight> <!-- setting this to 0 ensures no default domestic animals are spawned -->
<allowedWildAnimalsCSV></allowedWildAnimalsCSV> <!--Use a csv with animal DefNames-->
<allowedNonWildAnimalsCSV>WalkblemCar,WalkblemBike</allowedNonWildAnimalsCSV> <!-- only making this empty will imply no restrictions at all, so make sure nonWildAnimalWeight is 0 if you don't want any domestic animals-->
</li>
</value>
</li>
</operations>
</Operation>



<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAddModExtension">
<xpath>*/FactionDef[ defName = "WalkblemTradings"]</xpath>
<value>
<li Class="GiddyUpCore.FactionRestrictionsPatch">
<mountChance>100</mountChance>
<wildAnimalWeight></wildAnimalWeight> <!--Weights can have any integer value, and the relative fraction to the other weight will determine the change a type of animal spawns-->
<nonWildAnimalWeight>100</nonWildAnimalWeight> <!-- setting this to 0 ensures no default domestic animals are spawned -->
<allowedWildAnimalsCSV></allowedWildAnimalsCSV> <!--Use a csv with animal DefNames-->
<allowedNonWildAnimalsCSV>WalkblemCar,WalkblemBike</allowedNonWildAnimalsCSV> <!-- only making this empty will imply no restrictions at all, so make sure nonWildAnimalWeight is 0 if you don't want any domestic animals-->
</li>
</value>
</li>
</operations>
</Operation>



</Patch>


If you see the codes above, you dun need to repeat the patch twice.

Cheers!

Cool, I wasn't aware of PatchOperationAddModExtension, that's a lot more neat. I'll adjust it in the reference. By the way, I'm not sure if you want to have the same settings for the different factions in the XML snipped you just showed eventually, but if you do, you can further shorten the xml by using the xpath or operator so you could make it:

<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAddModExtension">
<xpath>*/FactionDef[ defName = "WalkblemAgriculture" or defName = "WalkblemMining" or defName = "WalkblemPharma" or defName="WalkblemTechnologies" or defName = "WalkblemMilitary" or defName = "WalkblemTradings"]</xpath>
<value>
<li Class="GiddyUpCore.FactionRestrictionsPatch">
<mountChance>100</mountChance>
<wildAnimalWeight></wildAnimalWeight> <!--agriculture ; Weights can have any integer value, and the relative fraction to the other weight will determine the change a type of animal spawns-->
<nonWildAnimalWeight>100</nonWildAnimalWeight> <!-- setting this to 0 ensures no default domestic animals are spawned -->
<allowedWildAnimalsCSV></allowedWildAnimalsCSV> <!--Use a csv with animal DefNames-->
<allowedNonWildAnimalsCSV>WalkblemCar,WalkblemBike</allowedNonWildAnimalsCSV> <!-- only making this empty will imply no restrictions at all, so make sure nonWildAnimalWeight is 0 if you don't want any domestic animals-->
</li>
</value>
</li>
</operations>
</Operation>


This only works for factions for which you want the same configuration of course.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Ser Kitteh on March 21, 2018, 03:47:49 AM
Dear Rollo,

Two things:
1. Constant updates are great! You're awesome. God bless.
2. Your numbering of different patches however means that I need to delete my old mod folder and copypaste in the new one. And while this isn't that troubling (Steam workshop is a bit unstable for me), it is a bit of an extra step that could be done more elegantly.
2b. I would also, if possible, request you have the drop down setting feature available for all your mods. Not only would this help with the clutter because most users have 2000000 mods installed, it would also be good for the UI.

Keep up the good work, buddy.

PS: Charging cavalry when?
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Roolo on March 21, 2018, 12:27:56 PM
Quote from: Ser Kitteh on March 21, 2018, 03:47:49 AM
Dear Rollo,

Two things:
1. Constant updates are great! You're awesome. God bless.
2. Your numbering of different patches however means that I need to delete my old mod folder and copypaste in the new one. And while this isn't that troubling (Steam workshop is a bit unstable for me), it is a bit of an extra step that could be done more elegantly.
2b. I would also, if possible, request you have the drop down setting feature available for all your mods. Not only would this help with the clutter because most users have 2000000 mods installed, it would also be good for the UI.

Keep up the good work, buddy.

PS: Charging cavalry when?

Thanks again :)

2. Hmm don't think I have much control over the folder names. GitHub appends the version name to the zip name automatically. Or did you mean something else?
2b. Not sure what you mean here. Do you mean that the mod settings should be hidden behind a button? So that you only see the mod settings after clicking a tab for instance? The term drop down confuses me a bit.

And you'll have to wait a while for charging cavalry. There's still a lot of polishing to do for Ride and Roll, and when I'm done with that I'll work on a non-Giddy-up! mod I want to create. So maybe after that's released I'll look into charging and other mounted animal skills. No promises though.





Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Mehni on March 21, 2018, 02:10:52 PM
Hey Roolo. Thanks for the enjoyable mod. I encountered a slight bug.

A hostile tribal came to my base riding a muffalo. I downed him, and his muffalo. The muffalo lots faction allegiance upon getting downed, so I saved it and now I'll try and tame it.

Its owner, whose currently locked up in my jail, keeps trying to get up and mount the wild muffalo outside. He can't ofcourse, because he's locked in jail.

https://gist.github.com/HugsLibRecordKeeper/6f7ec4105f47776d251dc38c5b881ba2

Lemme know if you need the savefile too.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: WalkingProblem on March 21, 2018, 02:56:35 PM
Yeah, I somehow gave the same settings to every faction.

But still its a good way to keep things easy to read and adjust (if i ever want to adjust) in the future~
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Roolo on March 21, 2018, 04:39:36 PM
Quote from: Mehni on March 21, 2018, 02:10:52 PM
Hey Roolo. Thanks for the enjoyable mod. I encountered a slight bug.

A hostile tribal came to my base riding a muffalo. I downed him, and his muffalo. The muffalo lots faction allegiance upon getting downed, so I saved it and now I'll try and tame it.

Its owner, whose currently locked up in my jail, keeps trying to get up and mount the wild muffalo outside. He can't ofcourse, because he's locked in jail.

https://gist.github.com/HugsLibRecordKeeper/6f7ec4105f47776d251dc38c5b881ba2

Lemme know if you need the savefile too.

Thanks for reporting! I think I can easily reproduce this, so I don't thing I'll need your save. Definitely an interesting problem :)
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Canute on March 22, 2018, 04:26:38 AM
I just got a vision that these prisoner use the default escape script and dig through his prisoner wall's to reach his muffalo !
"Don't put wall's between me and my Muffalo" is is shouting. :-)

Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Ser Kitteh on March 22, 2018, 07:06:07 AM
Quote from: Roolo on March 21, 2018, 12:27:56 PM

Thanks again :)

2. Hmm don't think I have much control over the folder names. GitHub appends the version name to the zip name automatically. Or did you mean something else?
2b. Not sure what you mean here. Do you mean that the mod settings should be hidden behind a button? So that you only see the mod settings after clicking a tab for instance? The term drop down confuses me a bit.

And you'll have to wait a while for charging cavalry. There's still a lot of polishing to do for Ride and Roll, and when I'm done with that I'll work on a non-Giddy-up! mod I want to create. So maybe after that's released I'll look into charging and other mounted animal skills. No promises though.

2. See, when you put an update on github it comes off as Giddy-Up (Name) v. xxx. Those x's are always new numbers and I'm basically asking if I can just override the older folder instead of needing to delete the old one and putting in the new.
2b. Yes! The former. I have like 60 mods running, and making sure everything works just fine means needing more control. Again, neither these two are that big a deal, and if it's too much effort for too little reward, go ahead and do what you will!
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Canute on March 22, 2018, 11:15:05 AM
You can freely rename the modfolder like you want.
I like to stip the version numbers from the folder name, because Rimworld need to activate the mod with the different folder name even if it the same mod. When you use many mod's it is annoying to wait for restart.
So just unzip/copy it over to mod, delete the old folder and rename the new one like the old one.
Or just copy/unzip the content from inside the modfolder over.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: coldcell on March 23, 2018, 03:32:22 AM
Does it matter if the mod order is Giddy Up first or Run & Gun First?

If it matters, which one should be first?
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Roolo on March 23, 2018, 03:39:51 AM
Quote from: Ser Kitteh on March 22, 2018, 07:06:07 AM
Quote from: Roolo on March 21, 2018, 12:27:56 PM

Thanks again :)

2. Hmm don't think I have much control over the folder names. GitHub appends the version name to the zip name automatically. Or did you mean something else?
2b. Not sure what you mean here. Do you mean that the mod settings should be hidden behind a button? So that you only see the mod settings after clicking a tab for instance? The term drop down confuses me a bit.

And you'll have to wait a while for charging cavalry. There's still a lot of polishing to do for Ride and Roll, and when I'm done with that I'll work on a non-Giddy-up! mod I want to create. So maybe after that's released I'll look into charging and other mounted animal skills. No promises though.

2. See, when you put an update on github it comes off as Giddy-Up (Name) v. xxx. Those x's are always new numbers and I'm basically asking if I can just override the older folder instead of needing to delete the old one and putting in the new.
2b. Yes! The former. I have like 60 mods running, and making sure everything works just fine means needing more control. Again, neither these two are that big a deal, and if it's too much effort for too little reward, go ahead and do what you will!

2. Appending the version number is just something GitHub does automatically, I cannot prevent that as far as I know.
2b. Yes that would be more neat. I have many more pressing things to resolve though, so those things will have my priority first.

Quote from: coldcell on March 23, 2018, 03:32:22 AM
Does it matter if the mod order is Giddy Up first or Run & Gun First?

If it matters, which one should be first?

Doesn't matter.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Mehni on March 23, 2018, 02:26:29 PM
Found another bug:

Exception from long event: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Utilities.NPCMountUtility.getMountChance (RimWorld.IncidentParms,int,int) <0x0000f>
at GiddyUpCore.Utilities.NPCMountUtility.generateMounts (System.Collections.Generic.List`1<Verse.Pawn>&,RimWorld.IncidentParms,int,int,int,int,int) <0x0018b>
at Battlemounts.Utilities.EnemyMountUtility.mountAnimals (System.Collections.Generic.List`1<Verse.Pawn>&,RimWorld.IncidentParms) <0x0010a>
at (wrapper dynamic-method) RimWorld.IncidentWorker_Ambush.DoExecute_Patch0 (object,RimWorld.IncidentParms) <0x00258>
at RimWorld.IncidentWorker_Ambush/<TryExecuteWorker>c__AnonStorey0.<>m__0 () <0x00018>
at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (bool&) <0x0004e>

Verse.Log:Error(String)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()


How to reproduce: Well, my caravan got ambushed by manhunting elks. I guess Giddy-Up was trying to make Elks ride Elks into battle but realised that'd be too awesome and decided not to.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Roolo on March 23, 2018, 06:34:46 PM

Update! Mostly bug fixes

Giddy-up! Core -> 18.7.4
- Imprisoned enemy pawns no longer continuously try to ride the animal they were riding before
- Fixed exception being thrown when a manhunter ambush occurs.
- Saves that are corrupted because jobs are missing are now sanitized automatically.
- Updated German translations.

Giddy-up! Ride and Roll -> 18.1.3
- Fixed forced riding not working when target job cannot be done mounted
- Fixed pawn getting stuck if animal waiting for pawn is dead.
- Pawns will now ride to medicine before starting the tending job.
- Added German translations (by RoffelChen).

Giddy-up! Caravan -> v18.3.2
- Visitors can no longer attempt to mount when imprisoned.
- Updated German and Chinese translations.

Giddy-up! Battle Mounts -> v18.7.1
- Updated German and Chinese translations



@Menhi, thanks for reporting again! I was debugging while you posted, so fixed it immediately along the way.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: BlueWinds on March 23, 2018, 07:33:25 PM
I believe something's wrong with the latest Core release, related to "Imprisoned enemy pawns no longer continuously try to ride the animal they were riding before".

https://git.io/vxBsp (Appologies for all the mechanoid error spam in there, hadn't opened dev mode in a long time. It's the TakeWoundedPrisonerToBed error I'm reporting on)

I've captured pawns in this save before, no problem - only change since then was to update the Giddy-up! quartet to your latest release.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Roolo on March 23, 2018, 07:46:03 PM
Quote from: BlueWinds on March 23, 2018, 07:33:25 PM
I believe something's wrong with the latest Core release, related to "Imprisoned enemy pawns no longer continuously try to ride the animal they were riding before".

https://git.io/vxBsp (Appologies for all the mechanoid error spam in there, hadn't opened dev mode in a long time. It's the TakeWoundedPrisonerToBed error I'm reporting on)

I've captured pawns in this save before, no problem - only change since then was to update the Giddy-up! quartet to your latest release.

Thanks for reporting. I just re-uploaded the core mod. Could you check if it works now?
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Roolo on March 23, 2018, 08:09:40 PM
I got some error reports about the last update. I don't have time right now to look into them thoroughly, so I suggest waiting with downloading the update. I'll keep you up to date.

Edit: Tis is now resolved. The latest updates should work fine.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Vlad0mi3r on March 24, 2018, 07:54:03 AM
Working fine for me as of when I posted this.

Not using Ride and roll though.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Roolo on March 24, 2018, 09:08:47 AM

Update:

Giddy-up! Ride and Roll -> 18.1.5
- Fixed issue that caused pawns to get stuck when rideable animals are sold. 

Note: there was also an update on march the 14th, so check out the patch notes a few posts back.


Quote from: Vlad0mi3r on March 24, 2018, 07:54:03 AM
Working fine for me as of when I posted this.

Not using Ride and roll though.

Yes I updated the Giddy-up! Core file immediately after I received feedback that it caused issues, but I didn't have time to properly test my fix yesterday night. I can now confirm that it works fine. So everyone is free to download the latest updates (and it's recommended to do so, since they make the game more stable).

Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: coldcell on March 24, 2018, 11:04:47 AM
Thanks for the mod. Might want to edit the title so everyone knows the last update date  :)
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 15th)
Post by: Roolo on March 25, 2018, 03:35:26 AM
Quote from: coldcell on March 24, 2018, 11:04:47 AM
Thanks for the mod. Might want to edit the title so everyone knows the last update date  :)

Thanks. Updated it now
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 24th)
Post by: coldcell on March 26, 2018, 08:18:04 AM
Is it possible to configure mountable animals for Battle Mounts only? A list that is different than Core.

For example my Husky isn't the most battle-worthy mount-able animal, but when there's raid my colonist rides my Husky and it takes unnecessary damage. If I take it out of Core, then the Husky wouldn't be mounted for other purposes like Ride & Roll.

Thanks!
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 24th)
Post by: Roolo on March 26, 2018, 10:02:13 AM
Quote from: coldcell on March 26, 2018, 08:18:04 AM
Is it possible to configure mountable animals for Battle Mounts only? A list that is different than Core.

For example my Husky isn't the most battle-worthy mount-able animal, but when there's raid my colonist rides my Husky and it takes unnecessary damage. If I take it out of Core, then the Husky wouldn't be mounted for other purposes like Ride & Roll.

Thanks!

But in that case you can just order the husky rider to dismount before going into battle, right?

For other reasons I can image a separate list for battle mounts would make sense. For instance if you don't want enemy pawns to ride huskies (or other specific animals) into battle. Of course this adds flexibility, but it would also make the settings more bloated and complicated, and moreover, harder to maintain for me. So unless I get a lot of player feedback about this (which i didn't get any until this point), I wouldn't mind keeping it simple as it is for the time being.

Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 24th)
Post by: DooMJake on March 27, 2018, 01:41:33 PM
I had an animal disappear.
One of my soldiers was to enter a droppod and he chose to ride and roll there. He entered and the animal was gone. I thought it joined him in the pod but after the touchdown only the soldier exited. The animal is in none of my lists and I couldn't find it again.
Could the problem be from your end or was it another mod?
For reference: the pod and launcher are unmodded, but I use plenty of other mods, too.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 24th)
Post by: Roolo on March 27, 2018, 01:48:37 PM
Quote from: DooMJake on March 27, 2018, 01:41:33 PM
I had an animal disappear.
One of my soldiers was to enter a droppod and he chose to ride and roll there. He entered and the animal was gone. I thought it joined him in the pod but after the touchdown only the soldier exited. The animal is in none of my lists and I couldn't find it again.
Could the problem be from your end or was it another mod?
For reference: the pod and launcher are unmodded, but I use plenty of other mods, too.

I'd have to check that. If it's on my end I'll upload a fix in the next update. I cannot bring back your animal pall unfortunately. I suggest spawning a new one with the Dev tools. With God mod you can then set the training level to be the same as it was before.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 24th)
Post by: DooMJake on March 28, 2018, 12:09:37 PM
I was lucky enough that I had an autosave just before that so no problem
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 24th)
Post by: The Real Soviet on March 28, 2018, 04:47:16 PM
Hey, somebody can help me with this?
When i turn on the Giddy-up! Core in Debug Log appears messages like this:

'Could not find a type named GiddyUpCore.Jobs.JobsDriver_Mounted'

'XML error: <drawFront>true</drawFront> doesn't correspond to any field in type CompProperties'

'Could not find type named GiddyUpCore.CompProperties_Mount from node <li Class="GiddyUpCore.CompProperties_Mount"><isException>true</isException></li>

ReflectionTypeLoadException getting types in assembly GiddyUpCore: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managet-to-native) System.Reflection.Assemblv:GetTypes (bool)


These are just a few examples. There are 18 messages in my Debug Log about this mod. I hope for a quick answer. Regards  :D
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 24th)
Post by: Vlad0mi3r on March 28, 2018, 05:58:59 PM
Quote from: The Real Soviet on March 28, 2018, 04:47:16 PM
Hey, somebody can help me with this?
When i turn on the Giddy-up! Core in Debug Log appears messages like this:

'Could not find a type named GiddyUpCore.Jobs.JobsDriver_Mounted'

'XML error: <drawFront>true</drawFront> doesn't correspond to any field in type CompProperties'

'Could not find type named GiddyUpCore.CompProperties_Mount from node <li Class="GiddyUpCore.CompProperties_Mount"><isException>true</isException></li>

ReflectionTypeLoadException getting types in assembly GiddyUpCore: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managet-to-native) System.Reflection.Assemblv:GetTypes (bool)


These are just a few examples. There are 18 messages in my Debug Log about this mod. I hope for a quick answer. Regards  :D

Make sure you have the correct load order for the mods.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 24th)
Post by: Roolo on March 29, 2018, 12:52:51 AM
Vlad0mi3r is right. You clearly loaded a Giddy-up! submod before loading Giddy up! Core. So just make sure core loads first and you'll be fine.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 24th)
Post by: The Real Soviet on March 29, 2018, 01:44:48 AM
Quote from: Vlad0mi3r on March 28, 2018, 05:58:59 PM
Quote from: The Real Soviet on March 28, 2018, 04:47:16 PM
Hey, somebody can help me with this?
When i turn on the Giddy-up! Core in Debug Log appears messages like this:

'Could not find a type named GiddyUpCore.Jobs.JobsDriver_Mounted'

'XML error: <drawFront>true</drawFront> doesn't correspond to any field in type CompProperties'

'Could not find type named GiddyUpCore.CompProperties_Mount from node <li Class="GiddyUpCore.CompProperties_Mount"><isException>true</isException></li>

ReflectionTypeLoadException getting types in assembly GiddyUpCore: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managet-to-native) System.Reflection.Assemblv:GetTypes (bool)


These are just a few examples. There are 18 messages in my Debug Log about this mod. I hope for a quick answer. Regards  :D

Make sure you have the correct load order for the mods.

I don't know why, but these errors appears always, when i turn on this mod, no matter if the other mods was loaded correctly,or not.  :'(
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 24th)
Post by: Vlad0mi3r on March 29, 2018, 01:54:41 AM
Can you give us your mod list?

Do you have Hugslib at the top of your list?
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 24th)
Post by: ertzuiop on March 29, 2018, 11:06:31 AM
I get error, too.
Loading this after Core and Hugslib at top of modlist.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 24th)
Post by: Roolo on March 29, 2018, 11:36:13 AM
Quote from: ertzuiop on March 29, 2018, 11:06:31 AM
I get error, too.
Loading this after Core and Hugslib at top of modlist.

Hmm, odd, can you go in game, press ctrl+f12 and share the log here?
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 24th)
Post by: ertzuiop on March 29, 2018, 12:05:24 PM
Of course, here you go
https://git.io/vxwlP
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 24th)
Post by: The Real Soviet on March 29, 2018, 01:13:06 PM
Ehmm... I am new on ludeon Forums and i dont know how to share pictures here. Can you say how can i do it?
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 24th)
Post by: Roolo on March 29, 2018, 01:18:09 PM
Quote from: The Real Soviet on March 29, 2018, 01:13:06 PM
Ehmm... I am new on ludeon Forums and i dont know how to share pictures here. Can you say how can i do it?
No need to share a picture. You can just press ctrl+f12 ingame and share the link that pops up then here. The log the link points to will also contain your mod list
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 24th)
Post by: Roolo on March 30, 2018, 07:54:23 AM
Quote from: ertzuiop on March 29, 2018, 12:05:24 PM
Of course, here you go
https://git.io/vxwlP

I looked trough the log, but there were no errors related to giddy-up, and also the error posted by The Real Soviet, wasn't there. So I don't know why you think Giddy-up causes problems similar to the one The Real Soviet has.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 24th)
Post by: s44yuritch on March 30, 2018, 10:24:39 AM
A feature that might be a bug: if you have active colonists at all times (night owls, for example), then animals might be ridden to the brink of exhaustion. Happened to my timber wolf - when he finally got to sleep, I had the 'animal starvation' message. Turned out the wolf was used by the builder and miner in turns, both of whom went across the map to do their jobs. The wolf apparently had no chance to eat or rest during that, and both rest and food need bars were almost at 0.

Maybe the animals with low levels in either should not be picked for riding to job?
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 24th)
Post by: Roolo on March 30, 2018, 11:40:39 AM

Update

Giddy-up! Core -> v18.7.5
- Fixed problem involving two pawns trying to ride the same animal resulting in one pawn being invisible until it dismounts the animal
- Fixed problem occuring when a rider enters a drop pod with the animal it's riding, resulting in the animal dissapearing.

Giddy-up! Ride and Roll -> v18.1.6
- Pawns now only mount animals when the animal is at least some minimal distance away from the job. This distance can be configured in the mod settings.
- Animals no longer wait for their rider when the rider is starting a research job.
- Pawns will now do a better job at selecting the animal that will get them to the job quickest.
- Pawns no longer auto-mount animals that are forming a caravan.
- Fixed missing translations


Quote from: s44yuritch on March 30, 2018, 10:24:39 AM
A feature that might be a bug: if you have active colonists at all times (night owls, for example), then animals might be ridden to the brink of exhaustion. Happened to my timber wolf - when he finally got to sleep, I had the 'animal starvation' message. Turned out the wolf was used by the builder and miner in turns, both of whom went across the map to do their jobs. The wolf apparently had no chance to eat or rest during that, and both rest and food need bars were almost at 0.

Maybe the animals with low levels in either should not be picked for riding to job?

Good suggestion. I never had this problem, but I can imagine it can occur, and it should be prevented. I saw your message a bit too late, so it's not in the update I just released yet, but I'll remember it for the next update. Until then I suggest micromanaging it by going to the animals tab and forbid auto-mounting for animals that are exhausted (shouldn't happen very often, so it's not that annoying to micro manage until the next update).
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 30th)
Post by: Canute on March 30, 2018, 01:07:25 PM
Maybe pawn should focus on animal's they are master rare for riding.
And pawn's without assigned animal should only used free animals.
That would reduce the double use of animals.

Sure when both pawn and animal's are free, it still can happen. So maybe an auto master assignment, when a pawn use a free animal.

Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 30th)
Post by: coldcell on March 31, 2018, 12:29:13 AM
I notice that with Ride and Roll, this happen sometimes:

Pawn A has a job in Area B that require materials from Stockpile C. So A mounts to B, dismounts, the run to C while the mount is waiting in B, then A runs back from C to start working in B.

So it makes the trip inefficient. What I see happen a lot is my doctors behaving this way (most noticeable because I keep watch to make sure the injured are tended asap). They mount to the hospital, dismounts, then go to my medicine stockpile (for some dumb reason I didn't put the medicines in the hospital..), then runs back to tend the injured. It happens with several other jobs too like for workbench, they discounts right before the workbench and runs manually to get the materials.

I'm not sure why this problem occurs if anyone else notices it too.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 30th)
Post by: s44yuritch on March 31, 2018, 02:00:03 AM
Another suggestion: don't auto-mount any animals which have untreated injuries. I've observed a pawn mounting and riding a bleeding animal. During that time the animal could not be healed by the doctor as it was 'busy'.
Title: Re: [B18] Giddy-up! (animal riding) - New mod: Giddy-up! Ride and Roll! (March 30th)
Post by: Roolo on March 31, 2018, 02:32:14 AM
Quote from: coldcell on March 31, 2018, 12:29:13 AM
I notice that with Ride and Roll, this happen sometimes:

Pawn A has a job in Area B that require materials from Stockpile C. So A mounts to B, dismounts, the run to C while the mount is waiting in B, then A runs back from C to start working in B.

So it makes the trip inefficient. What I see happen a lot is my doctors behaving this way (most noticeable because I keep watch to make sure the injured are tended asap). They mount to the hospital, dismounts, then go to my medicine stockpile (for some dumb reason I didn't put the medicines in the hospital..), then runs back to tend the injured. It happens with several other jobs too like for workbench, they discounts right before the workbench and runs manually to get the materials.

I'm not sure why this problem occurs if anyone else notices it too.

Thanks for your feedback. I also noticed this, and it's something I'll improve. The thing is that there's no reliable way to determine the first target of a job. In the job, possibly three target objects (A,B, and C) are stored. Very often A is the first target, but for some jobs it's not. So I'll have to test for each job if A is actually the first target. I didn't do this yet because bugs had my priority, but I'll improve it in the next update.

Quote from: s44yuritch on March 31, 2018, 02:00:03 AM
Another suggestion: don't auto-mount any animals which have untreated injuries. I've observed a pawn mounting and riding a bleeding animal. During that time the animal could not be healed by the doctor as it was 'busy'.

Also a good suggestion. I'll process it in the next update.

Quote from: Canute on March 30, 2018, 01:07:25 PM
Maybe pawn should focus on animal's they are master rare for riding.
And pawn's without assigned animal should only used free animals.
That would reduce the double use of animals.

Sure when both pawn and animal's are free, it still can happen. So maybe an auto master assignment, when a pawn use a free animal.

I'd rather just make sure that when the food or sleep bar is below a certain threshold, auto-mounting cannot happen (you could still manually mount though). This is less intrusive, and completely prevents any problems.
Title: Re: [B18] Giddy-up! (animal riding) - last update: March 30th
Post by: Ruisuki on March 31, 2018, 07:05:57 PM
Quote from: rooloImportant note about caravan speed
There's currently a limitation in altering the caravan speed. In the vanilla code, even if a caravan has the speed of light, it still requires a fixed time to pass each tile. This time depends on what season it is, and the terrain, and not on the caravan speed. However, I'm currently working on an update that makes sure the caravan speed bonuses also affect this 'fixed' time.   

Not sure if this has been updated already but does this mean that ordinarily pawns can go slower than the fixed tile time on the world screen if not benefiting from the caravan speed bonuses? And that at the moment, the fastest travel time(full party riding fastest animals) in the best circumstances for a caravan, is the listed time for the tile?
Title: Re: [B18] Giddy-up! (animal riding) - last update: March 30th
Post by: Roolo on April 01, 2018, 02:37:59 AM
Quote from: Ruisuki on March 31, 2018, 07:05:57 PM
Quote from: rooloImportant note about caravan speed
There's currently a limitation in altering the caravan speed. In the vanilla code, even if a caravan has the speed of light, it still requires a fixed time to pass each tile. This time depends on what season it is, and the terrain, and not on the caravan speed. However, I'm currently working on an update that makes sure the caravan speed bonuses also affect this 'fixed' time.   

Not sure if this has been updated already but does this mean that ordinarily pawns can go slower than the fixed tile time on the world screen if not benefiting from the caravan speed bonuses? And that at the moment, the fastest travel time(full party riding fastest animals) in the best circumstances for a caravan, is the listed time for the tile?

Whoops, this text should have been updated a long time ago. In an update, I think 2 months ago, it was solved. So Giddy-up caravan affects the fixed time (not so fixed anymore ^^)  as well as the the time that normally depends on pawn speed. I'll update the text now.
Title: Re: [B18] Giddy-up! (animal riding) - last update: March 30th
Post by: Ruisuki on April 01, 2018, 03:38:14 AM
Awesome. Your mods are great man
Title: Re: [B18] Giddy-up! (animal riding) - last update: March 30th
Post by: ertzuiop on April 01, 2018, 02:27:05 PM
Hi Roolo
I thought that my errors appearing related to your mod, because they started after installing GiddyUpRideAndRoll.
And i didnt said i had the same error as The Real Soviet.
I guess the reason, it doesnt appear in the log is, that i had to take it out the list. There was no other way to get the log, because with GiddyUpRideAndRoll i always get a "failed to collect data" error.
Debug log says:
[HugsLib][ERR] Exception during PrepareLogData: System.OutOfMemoryException: Out of memory
  at (wrapper managed-to-native) object:__icall_wrapper_mono_string_alloc (intptr)
  at (wrapper managed-to-native) string:InternalAllocateStr (int)
  at System.Text.StringBuilder..ctor (System.String value, Int32 startIndex, Int32 length, Int32 capacity, Int32 maxCapacity) [0x00000] in <filename unknown>:0
  at System.Text.StringBuilder..ctor (System.String value, Int32 startIndex, Int32 length, Int32 capacity) [0x00000] in <filename unknown>:0
  at System.Text.StringBuilder..ctor (Int32 capacity) [0x00000] in <filename unknown>:0
  at System.String.ReplaceFallback (System.String oldValue, System.String newValue, Int32 testedCount) [0x00000] in <filename unknown>:0
  at System.String.ReplaceUnchecked (System.String oldValue, System.String newValue) [0x00000] in <filename unknown>:0
  at System.String.Replace (System.String oldValue, System.String newValue) [0x00000] in <filename unknown>:0
  at HugsLib.Logs.LogPublisher.NormalizeLineEndings (System.String logSection) [0x00000] in <filename unknown>:0
  at HugsLib.Logs.LogPublisher.PrepareLogData () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.Logs.LogPublisher:PrepareLogData()
HugsLib.Logs.LogPublisher:BeginUpload()
HugsLib.Logs.LogPublisher:OnPublishConfirmed()
Verse.Dialog_MessageBox:DoWindowContents(Rect)
HugsLib.Utils.Dialog_Confirm:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

The main issue i encounter when using GiddyUpRideAndRoll is that all my pawns disappear and a couple of secs later the game ends.
Title: Re: [B18] Giddy-up! (animal riding) - last update: March 30th
Post by: Roolo on April 01, 2018, 02:35:00 PM
Quote from: ertzuiop on April 01, 2018, 02:27:05 PM
Hi Roolo
I thought that my errors appearing related to your mod, because they started after installing GiddyUpRideAndRoll.
And i didnt said i had the same error as The Real Soviet.
I guess the reason, it doesnt appear in the log is, that i had to take it out the list. There was no other way to get the log, because with GiddyUpRideAndRoll i always get a "failed to collect data" error.
Debug log says:
[HugsLib][ERR] Exception during PrepareLogData: System.OutOfMemoryException: Out of memory
  at (wrapper managed-to-native) object:__icall_wrapper_mono_string_alloc (intptr)
  at (wrapper managed-to-native) string:InternalAllocateStr (int)
  at System.Text.StringBuilder..ctor (System.String value, Int32 startIndex, Int32 length, Int32 capacity, Int32 maxCapacity) [0x00000] in <filename unknown>:0
  at System.Text.StringBuilder..ctor (System.String value, Int32 startIndex, Int32 length, Int32 capacity) [0x00000] in <filename unknown>:0
  at System.Text.StringBuilder..ctor (Int32 capacity) [0x00000] in <filename unknown>:0
  at System.String.ReplaceFallback (System.String oldValue, System.String newValue, Int32 testedCount) [0x00000] in <filename unknown>:0
  at System.String.ReplaceUnchecked (System.String oldValue, System.String newValue) [0x00000] in <filename unknown>:0
  at System.String.Replace (System.String oldValue, System.String newValue) [0x00000] in <filename unknown>:0
  at HugsLib.Logs.LogPublisher.NormalizeLineEndings (System.String logSection) [0x00000] in <filename unknown>:0
  at HugsLib.Logs.LogPublisher.PrepareLogData () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.Logs.LogPublisher:PrepareLogData()
HugsLib.Logs.LogPublisher:BeginUpload()
HugsLib.Logs.LogPublisher:OnPublishConfirmed()
Verse.Dialog_MessageBox:DoWindowContents(Rect)
HugsLib.Utils.Dialog_Confirm:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

The main issue i encounter when using GiddyUpRideAndRoll is that all my pawns disappear and a couple of secs later the game ends.

It's crashing because you're running out of memory. One mod too many I guess :). Closing any background tasks you don't need and uninstalling any mods you don't use will help.
Title: Re: [B18] Giddy-up! (animal riding) - last update: March 30th
Post by: ertzuiop on April 02, 2018, 01:35:13 PM
No memory crashes here. Without GiddyUpRideAndRoll it lets me upload game log in no time.
Using all other GiddyUp mods without problems, but only this one gives me issues. Cant even start a new game, it wont let me generate the planet.


Title: Re: [B18] Giddy-up! (animal riding) - last update: March 30th
Post by: Roolo on April 02, 2018, 02:39:49 PM
Quote from: ertzuiop on April 02, 2018, 01:35:13 PM
No memory crashes here. Without GiddyUpRideAndRoll it lets me upload game log in no time.
Using all other GiddyUp mods without problems, but only this one gives me issues. Cant even start a new game, it wont let me generate the planet.

Yet the output log you posted shows:
System.OutOfMemoryException: Out of memory
  at (wrapper managed-to-native) object:__icall_wrapper_mono_string_alloc (intptr)
  at (wrapper managed-to-native) string:InternalAllocateStr (int).

Which makes me believe it is caused by running out of memory. Do you also have the problem when disabling all, or a significant amount of mods except the Giddy-up ones? It could be that ride and roll is just the one final mod that brings you over the 4gb limit of 32-bit Rimworld, assuming you're using a Windows machine. Could you also check (with task manager) how much memory Rimworld uses with Ride and Roll disabled, and with ride en roll enabled?
Title: Re: [B18] Giddy-up! (animal riding) - last update: March 30th
Post by: ertzuiop on April 03, 2018, 01:58:48 PM
Disabled about 50 mods and still same problems. Memory constant at 2.7GB with or without Ride and Roll. The problem is not my memory.
Attached a Screenshot were you can see the issues it causes.
Moody is kinda disabled and the pink square is the orbital relay of the mod MiningCo. Spaceship.
And as you can see, all of my colonists are gone, which leads to game over.


[attachment deleted due to age]
Title: Re: [B18] Giddy-up! (animal riding) - last update: March 30th
Post by: Roolo on April 03, 2018, 02:42:44 PM
Quote from: ertzuiop on April 03, 2018, 01:58:48 PM
Disabled about 50 mods and still same problems. Memory constant at 2.7GB with or without Ride and Roll. The problem is not my memory.
Attached a Screenshot were you can see the issues it causes.
Moody is kinda disabled and the pink square is the orbital relay of the mod MiningCo. Spaceship.
And as you can see, all of my colonists are gone, which leads to game over.

Hmm. That's really strange, so you're really sure this doesn't happen when you disable Ride and Roll? I know you already mentioned this more or less, but I need to be really sure it's really Ride and Roll causing it before I start investing a lot of time into resolving it for you. 

A few more questions:
- Do you use the Steam version or the Github one?
- What's the total memory you have on your system?
- Is there any way I can chat with you, maybe through steam or discord?





Title: Re: [B18] Giddy-up! (animal riding) - last update: March 30th
Post by: Madman666 on April 03, 2018, 03:30:08 PM
I think i heard somewhere that RW still loads some stuff from mod folders even if the mod itself is disabled. Maybe its worth trying to move everything from your mods folder, since vanilla RW shouldn't eat up so much memory. The only way to solve memory issues completely for now is to use linux version of RW sadly. I doubt 64bit version of RW comes to Windows anytime soon...
Title: Re: [B18] Giddy-up! (animal riding) - last update: March 30th
Post by: temple_wing on April 04, 2018, 02:46:32 AM
I suggest reserve megasloth and thrumbo for faction boss only.
Together with combatExtended, megasloth and thrumbo is reeeeeeally powerful.  One who can mount it, will probably powerful enough to become faction leader.


What about to always unlock pack animal's pack ability?
Just like we already can in caravan generated map. It will greatly improve hauling efficiency.
Title: Re: [B18] Giddy-up! (animal riding) - last update: March 30th
Post by: Canute on April 04, 2018, 04:48:09 AM
Do you realy think a leader need to be powerful, that maybe be truth for a tribe but other factions ?
Just check our world-leader's do you think anyone of them is powerful ? :-)
Title: Re: [B18] Giddy-up! (animal riding) - last update: March 30th
Post by: temple_wing on April 04, 2018, 05:12:38 AM
Pawn other than faction leader is unlikely to be able to have a magasloth or thrumbo  ( although possible ).
Pawn who being faction leader is likely to be able to have a magasloth or thrumbo.

And since this change weaken the raids, what about, if faction leader comes to the raid, give him a high chance to mount a magasloth or thrumbo?
Title: Re: [B18] Giddy-up! (animal riding) - last update: March 30th
Post by: Roolo on April 04, 2018, 05:39:34 AM
Quote from: temple_wing on April 04, 2018, 02:46:32 AM
I suggest reserve megasloth and thrumbo for faction boss only.
Together with combatExtended, megasloth and thrumbo is reeeeeeally powerful.  One who can mount it, will probably powerful enough to become faction leader.


What about to always unlock pack animal's pack ability?
Just like we already can in caravan generated map. It will greatly improve hauling efficiency.

1. I like your first suggestion. I'd make it a bit more general though, so I could make faction leaders use rarer mounts (these include Thrumbo's but it'll also apply for other mods that add rare mounts like Megafauna). I may implement this in the future, but there are some more pressing things I want to do first.

2. As for your second suggestion, you cannot simply "unlock" the packing ability of animals. It would be a huge effort to get animal packing working nicely. New AI dealing with the new possibilities has to be written, and a lot of logic has to be added that determines when packing makes sense. I would like to implement this at some point though, but it will be an entirely new mod, separate from the series (I would make it play nicely with Ride and Roll though).

Quote from: Canute on April 04, 2018, 04:48:09 AM
Do you realy think a leader need to be powerful, that maybe be truth for a tribe but other factions ?
Just check our world-leader's do you think anyone of them is powerful ? :-)

Haha, I agree, but I think there's one person who disagrees with you, namely Putin himself ^^

(https://img.huffingtonpost.com/asset/5a694da51600004500138c05.jpeg?cache=lscmttfdot&ops=crop_5_109_1263_1000,scalefit_720_noupscale)





Title: Re: [B18] Giddy-up! (animal riding) - last update: March 30th
Post by: temple_wing on April 04, 2018, 06:36:49 AM
The mod "PickupAndHaul" is very similar, maybe useful .
Together with "PickupAndHaul","Ride and Roll" mod and packing ability unlocked, the only gap left, should be transfer item from human's inventory  to mounted animal's inventory.

PS: I'm wrong. It's not "hand me that brick", it's "pick up and haul".
Title: Re: [B18] Giddy-up! (animal riding) - last update: March 30th
Post by: kubolek01 on April 05, 2018, 03:14:58 AM
Having a tough mount when a rider is like from glass... ridiculous. But come on, I have a "Starters Cavalry" and they still fall faster even with 50-70% armor percentage!
Title: Re: [B18] Giddy-up! (animal riding) - last update: March 30th
Post by: Jernfalk on April 05, 2018, 10:52:09 AM
Quote from: kubolek01 on April 05, 2018, 03:14:58 AM
Having a tough mount when a rider is like from glass... ridiculous. But come on, I have a "Starters Cavalry" and they still fall faster even with 50-70% armor percentage!
Shoot a man in a horse, he falls. Gravity at it's finest.
Title: Re: [B18] Giddy-up! (animal riding) - last update: March 30th
Post by: temple_wing on April 05, 2018, 12:13:11 PM
What about to introduce "elite caravan", which is tribal AI's purely mounted caravan? Carrying more goods, taking more money, more guards, slaves, animals.

After we have Giddy-up mod, tribal AI should be more powerful, and more useful to the player now. They are better in getting mounted animal, which will benefit them in many ways.
Title: Re: [B18] Giddy-up! (animal riding) - last update: March 30th
Post by: Roolo on April 06, 2018, 04:07:25 PM
Quote from: temple_wing on April 05, 2018, 12:13:11 PM
What about to introduce "elite caravan", which is tribal AI's purely mounted caravan? Carrying more goods, taking more money, more guards, slaves, animals.

After we have Giddy-up mod, tribal AI should be more powerful, and more useful to the player now. They are better in getting mounted animal, which will benefit them in many ways.

Good idea. More enemy variety is always nice. I'll think about it.
Title: Re: [B18] Giddy-up! (animal riding) - last update: March 30th
Post by: Roolo on April 07, 2018, 10:59:20 AM

More updates: More polishing, and also more patching possibilities for other modders!

Giddy-up! Core -> v18.7.6
- Added patching possibilities so modders can set a custom drawing offset for pawns animals.
- Added patching possibilities so modders can allow mounting for animals not in their final life stage.
- Fixed issue involving pawns dismounting when leaving map after an encounter, leaving the animals behind.
- Added Polish translations (by Lano)

Instructions on how to patch Giddy-up! are on the GitHub page of Giddy-up! Core (https://github.com/rheirman/GiddyUpCore). My thanks go to Jecrell for suggesting these patching possibilities and testing them!

Giddy-up! Ride and Roll -> v18.1.7
- Pawns won't auto-mount animals that are wounded, or that are very hungry or very tired anymore.
- When starting a job involving doing a bill, pawns now ride to the first ingredient (if any) instead of riding to the work place first.
- When doing a refueling job, pawns rides to the fuel, instead of riding to the thing that needs to be fueled first.
- Fixed seemingly harmless error that popped up when a caravan with animal returns home.

Giddy-up! Battle Mounts -> v18.7.2
- Added Polish translations (By Lano)

Title: Re: [B18] Giddy-up! (animal riding) - more patching possibilities - April 7th
Post by: s44yuritch on April 11, 2018, 05:49:13 AM
Apparently one of my colonists rides a wild megasloth.
I set the beast to be tamed, and after some time found the handler riding it around, with the sloth still NOT being tamed. (the megasloth also has his rest meter at 0 all the time, might be related somehow).
Title: Re: [B18] Giddy-up! (animal riding) - more patching possibilities - April 7th
Post by: Canute on April 11, 2018, 06:05:38 AM
s44yuritch,
do you got maybe some errors ? Then please an error log, best would be a hugslib log that include the modlist (press Ctrl+F12).
Title: Re: [B18] Giddy-up! (animal riding) - more patching possibilities - April 7th
Post by: s44yuritch on April 12, 2018, 04:42:49 AM
Well, there are a few errors in my log, none of which seem to be related to GiddyUp (and a few errors are kind of expected with the number of mods I run at once).

Also, Ctrl+F12 gives "Upload error: Error getting responce stream (Write: the authentication or decryption has failed.): SendFailure".

Wild megasloth is not a major issue anyway.
Title: Re: [B18] Giddy-up! (animal riding) - more patching possibilities - April 7th
Post by: Canute on April 12, 2018, 06:24:57 AM
QuoteAlso, Ctrl+F12 gives "Upload error: Error getting responce stream (Write: the authentication or decryption has failed.): SendFailure".
That show me, that at last hugslib isn't updated.

You should maybe look if other mod's got updates too.

QuoteWell, there are a few errors in my log, none of which seem to be related to GiddyUp
Rimworld, special with many mod are a complex enviroment. Even when these error's don't give a hint to giddy up, you should show them to the author.
Maybe he see something that can help him to track down the issue.
Title: Re: [B18] Giddy-up! (animal riding) - more patching possibilities - April 7th
Post by: s44yuritch on April 13, 2018, 04:01:33 AM
I'm using the Steam version of the game, and most of the mods (including HugsLib) come from the workshop. They update automatically.

Edit: thank you, that was it! My HugsLib was 4.0.1 and the workshop page link for it said "Item deleted" (or something). So I removed that and re-added HugsLib from the workshop, which is now v4.1.1. Will see how it goes.
Title: Re: [B18] Giddy-up! (animal riding) - more patching possibilities - April 7th
Post by: Malacai on April 17, 2018, 09:57:53 AM
I encountered a few bugs in my last game. I am using "pick up and haul" and Combat extended" and a load of other mods, but those two seem to have some compatibility issues. When i told a mounted pawn to pick something up into their inventory they would always dismount first, which can be pretty iritating. I think the usual hauling works fine even with "pick up and haul" active, but once you tell them manualy to pick stuff up they dismount.

The second bug was a typical rimworld bug. I had a few pawns mounted on horses form the animal collab pack and send them on a hunting trip to get rid of those beavers. Now hunting accidents are well known occurrence in rimwolrd, but what i didnt expect was my hunters to shoot their own horse, while they were still sitting on said horse. One even managed to destroy a horse kidney which would technically be located behind the rider.
This didnt happen every shot, just a few times inbetween. Ironically i had just added the "avoid friendly fire" mod to keep my horses safe ...

Edit:
Another thing that bothered had to do with the no mount zone and the mount drop off spot. I have a mountain base with one entrance, and infront of that entrance is my stable with the mount drop off stop. The whole base is a no mount zone. Colonists inside the base would constantly try to mount an animal wandering through my base, ride it to the dropoff spot outside, opposite of the direction they originally wanted to go, and then go back inside they base to do what they wanted to do in the first place. Would it be possible to add a check, so if the destination is in the same no mount area the pawn is already in, they wont attempt to mount an animal on the way?
Title: Re: [B18] Giddy-up! (animal riding) - more patching possibilities - April 7th
Post by: Roolo on April 17, 2018, 03:49:02 PM
Quote from: Malacai on April 17, 2018, 09:57:53 AM
I encountered a few bugs in my last game. I am using "pick up and haul" and Combat extended" and a load of other mods, but those two seem to have some compatibility issues. When i told a mounted pawn to pick something up into their inventory they would always dismount first, which can be pretty iritating. I think the usual hauling works fine even with "pick up and haul" active, but once you tell them manualy to pick stuff up they dismount.

The second bug was a typical rimworld bug. I had a few pawns mounted on horses form the animal collab pack and send them on a hunting trip to get rid of those beavers. Now hunting accidents are well known occurrence in rimwolrd, but what i didnt expect was my hunters to shoot their own horse, while they were still sitting on said horse. One even managed to destroy a horse kidney which would technically be located behind the rider.
This didnt happen every shot, just a few times inbetween. Ironically i had just added the "avoid friendly fire" mod to keep my horses safe ...

Edit:
Another thing that bothered had to do with the no mount zone and the mount drop off spot. I have a mountain base with one entrance, and infront of that entrance is my stable with the mount drop off stop. The whole base is a no mount zone. Colonists inside the base would constantly try to mount an animal wandering through my base, ride it to the dropoff spot outside, opposite of the direction they originally wanted to go, and then go back inside they base to do what they wanted to do in the first place. Would it be possible to add a check, so if the destination is in the same no mount area the pawn is already in, they wont attempt to mount an animal on the way?

Thanks for your feedback.

"When i told a mounted pawn to pick something up into their inventory they would always dismount first, which can be pretty iritating."
-Hmm I'll look if I can solve this incompatibility problem easily, but it could be that the fix is not easy on my side.

"but what i didnt expect was my hunters to shoot their own horse, while they were still sitting on said horse."
- Yes this is a problem with combat extended. Combat extended changes how bullet collision works, but unfortunately this means pawns can shoot the animal they are riding. I'm curious, does this also happen during battles, so when your cavalry is shooting at enemies? I think it should also happen then, but that's never been reported. While I cannot really solve this bullet collision problem easily, I do plan to add a mod option that allows users to configure what jobs can be done mounted and what jobs cannot. Combat extended users can then use this to disallow hunting to be done mounted.

"Would it be possible to add a check, so if the destination is in the same no mount area the pawn is already in, they wont attempt to mount an animal on the way?"

Good point. Well, right now, the forbid riding area is implemented as just one area (eventhough you can assign multiple patches), making it hard (if not impossible) to perform this check. It being one area has several advantages, so I won't change it to multiple areas. However, I do have two other solutions in mind:

1. I could make sure that the time cost of dropping off an animal at a drop spot, and also the resulting walk are taken into account when the cost of the ride is calculated. While it's not very easy, it should be possible to determine an estimation of this cost before the job is started, and this extra cost estimation will make sure pawns won't ride when it doesn't make sense.

2. I could exclude any animals that are in a forbid riding zone from the mount selection. This way, pawns won't ever start riding from a forbid riding zone. This solves your problem, is simpler to implement than 1, makes a lot of sense, but may be a bit too restrictive. It could be restrictive in the sense that players will have to make sure their animals are not in forbid riding zones if they want any mounting to happen, and it can be a bit unintuitive because some players may not have a clue why their mounts are not being used in case their animals are in a forbid riding zone.

I'll think about the two options. Any opinions about this (by anyone reading this) especially about point 2 being too restrictive or not are welcome.

By the way, did you try assigning your animals to allowed area outside your base? That could already solve the problem, depending on your base layout.






Title: Re: [B18] Giddy-up! (animal riding) - more patching possibilities - April 7th
Post by: Mehni on April 17, 2018, 05:20:30 PM
Roolo: if you need some info on Pick Up and Haul (https://github.com/Mehni/PickUpAndHaul/) or some action from my part, I'm easy to get in touch with on the unofficial Discord if you need me.

For what it's worth, the actual "pick up" job in Pick Up and Haul (the manual job, the one that's not part of the hauling itself) is a vanilla functionality. I patched RimWorld.FloatMenuMakerMap.AddHumanlikeOrders to circumvent the check on pawn.Map.IsPlayerHome.
Title: Re: [B18] Giddy-up! (animal riding) - more patching possibilities - April 7th
Post by: dragon124515 on April 17, 2018, 07:29:07 PM
First off I would like to say great mod.

Secondly I believe I have found a minor bug in my last game. The bug seems to be a soft incompatibility between this and trading economy.
When a caravan from trading economy arrives once they dismount the "vehicles" from that mod the logs are filled with this error message
Exception ticking Winter: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpRideAndRoll.Harmony.Pawn_Jobtracker_DetermineNextJob.AnimalBusy (Verse.Pawn) <0x0009b>
at GiddyUpRideAndRoll.Harmony.Pawn_Jobtracker_DetermineNextJob.GetBestChoiceAnimal (Verse.Pawn,Verse.LocalTargetInfo,single,single,bool,GiddyUpCore.Storage.ExtendedDataStorage) <0x00261>
at GiddyUpRideAndRoll.Harmony.Pawn_Jobtracker_DetermineNextJob.Postfix (Verse.AI.Pawn_JobTracker,Verse.AI.ThinkResult&) <0x007c6>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.DetermineNextJob_Patch4 (object,Verse.ThinkTreeDef&) <0x0016e>
at Verse.AI.Pawn_JobTracker.TryFindAndStartJob () <0x000f7>
at Verse.AI.Pawn_JobTracker.JobTrackerTick () <0x002c5>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00155>
at Verse.TickList.Tick () <0x002c6>

Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Disabling the vehicles in the giddy up options does fix the problem however. This also only seems to happen with caravans and possessing the vehicles in your own faction does not produce this error and it is only after the caravan dismounts.
Title: Re: [B18] Giddy-up! (animal riding) - more patching possibilities - April 7th
Post by: Roolo on April 18, 2018, 01:01:25 AM
Thanks Mehni! Good to know.

Quote from: dragon124515 on April 17, 2018, 07:29:07 PM
First off I would like to say great mod.

Secondly I believe I have found a minor bug in my last game. The bug seems to be a soft incompatibility between this and trading economy.
When a caravan from trading economy arrives once they dismount the "vehicles" from that mod the logs are filled with this error message
Exception ticking Winter: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpRideAndRoll.Harmony.Pawn_Jobtracker_DetermineNextJob.AnimalBusy (Verse.Pawn) <0x0009b>
at GiddyUpRideAndRoll.Harmony.Pawn_Jobtracker_DetermineNextJob.GetBestChoiceAnimal (Verse.Pawn,Verse.LocalTargetInfo,single,single,bool,GiddyUpCore.Storage.ExtendedDataStorage) <0x00261>
at GiddyUpRideAndRoll.Harmony.Pawn_Jobtracker_DetermineNextJob.Postfix (Verse.AI.Pawn_JobTracker,Verse.AI.ThinkResult&) <0x007c6>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.DetermineNextJob_Patch4 (object,Verse.ThinkTreeDef&) <0x0016e>
at Verse.AI.Pawn_JobTracker.TryFindAndStartJob () <0x000f7>
at Verse.AI.Pawn_JobTracker.JobTrackerTick () <0x002c5>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00155>
at Verse.TickList.Tick () <0x002c6>

Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Disabling the vehicles in the giddy up options does fix the problem however. This also only seems to happen with caravans and possessing the vehicles in your own faction does not produce this error and it is only after the caravan dismounts.

Thanks for reporting. Seems like something I can fix on my side. I'll look into it.
Title: Re: [B18] Giddy-up! (animal riding) - more patching possibilities - April 7th
Post by: ptx on April 18, 2018, 01:32:56 AM
Quote from: Malacai on April 17, 2018, 09:57:53 AM
The second bug was a typical rimworld bug. I had a few pawns mounted on horses form the animal collab pack and send them on a hunting trip to get rid of those beavers. Now hunting accidents are well known occurrence in rimwolrd, but what i didnt expect was my hunters to shoot their own horse, while they were still sitting on said horse. One even managed to destroy a horse kidney which would technically be located behind the rider.
This didnt happen every shot, just a few times inbetween. Ironically i had just added the "avoid friendly fire" mod to keep my horses safe ...

Yeah, happens to me too. Pavel, my trusty caribou kept getting shot at point blank while hunting.
I usually micro manage the hunt, keeps the target animal several tiles away, and it won't happen.
CE gives you the best weapon experience while shitting on you at the same time.  ;D

I also come to report, that in my experience, mounted run and gun does not work in CE. I have to stop my caribou mounted pawn, so the pawn can start shooting at the angry Thrumbo who finally went down to blood lost, after 100 or so bullet from a shitty rifle.

And bringing an animal with caravan pack, but for hauling duty. That way, those resource at the edge of the map can be gathered to the animal's caravan pack, and when it's full, time to go home.
That would be more efficient than hauling a single or two items across the map.
Title: Re: [B18] Giddy-up! (animal riding) - more patching possibilities - April 7th
Post by: Malacai on April 18, 2018, 03:45:58 AM
"I also come to report, that in my experience, mounted run and gun does not work in CE."
-Hm i am pretty sure my pawns could use run and gun while mounted. Even lost a pawn because of it. He kept slowing down to shoot at that angry horde of manhunter grizzlies on his tail, instead of just riding to safety.

"I'm curious, does this also happen during battles, so when your cavalry is shooting at enemies?"
-I guess not many people make cavalery charges with combat extended enabled because they would probably all die before they reach the enemy. Without proper animal armor battle mounts dont work that well in CE.

"By the way, did you try assigning your animals to allowed area outside your base?"
-Yes i did restrict all my horses to the stable, but i had a bunch of wild boars doing my hauling, which kept getting mounted. I forbid anyone from mounting them, but everytime a juvenile grew up i had to make sure to uncheck the "can be mounted by everyone", which got a little tedious.
I even had one pawn leave the base, go to the stable, mount his horse, ride a circle through the stable, and the return back inside the base to do his job. But that only happened once i think.

Regarding your two options, they both seem pretty good in my opinion. I like the cost estimation because i had a fair share of useless mounting for very short ways that would have been faster without mounting.
If it is not to heavy on performance then i think it is a good solution. But option two seems pretty good too. It doesnt seem too restrictive to me, since the player will surely remember he created a "no mount zone". You only bother with a no mount zones when you want to influence how your pawns ride around the map, and if they suddenly dont ride anymore you know you messed up your zone.
So both options are viable i think, but option 1 is probably a little better because it also cuts down a lot of useless mounting when you dont have a no mount zone active.
Title: Re: [B18] Giddy-up! (animal riding) - more patching possibilities - April 7th
Post by: Roolo on April 18, 2018, 04:13:44 AM
@ptx
"I also come to report, that in my experience, mounted run and gun does not work in CE."
I think it should work with CE, and I think that it didn't work in that occasion has another cause: RunAndGun depends on the "fire at will" functionality of vanilla Rimworld. I think that in your case, you either tried to manually target the Thrumbo, or the fire at will functionality wasn't enabled or triggered.

"And bringing an animal with caravan pack, but for hauling duty. That way, those resource at the edge of the map can be gathered to the animal's caravan pack, and when it's full, time to go home.That would be more efficient than hauling a single or two items across the map."
Of course, but implementing this really isn't straightforward, and would be as much work as an entire mod. I do plan to create such a mod in the future, but I'll make it a mod separate from Giddy-up, so that animals not being used as a mount can also be used as pack animals. Of course I'd make it play nicely together with Giddy-up.

@Malacai.
"Regarding your two options, they both seem pretty good in my opinion. I like the cost estimation because i had a fair share of useless mounting for very short ways that would have been faster without mounting."
Just for clarity, there's already a cost estimation present at the moment, but it just doesn't take into account the extra cost associated with drop points yet.

Now that I've given it some thought, I think I'll implement option 1, and I might implement both options if option 1 isn't reliable enough on it's own. It won't be heavy on performance, the cost estimation functions I use are computationally very cheap (and therefore slightly inaccurate sometimes).



Title: Re: [B18] Giddy-up! (animal riding) - more patching possibilities - April 7th
Post by: BlueWinds on April 18, 2018, 02:27:52 PM
I'm also a fan of #1 - as someone who uses Giddy-Up, I didn't realize the mod used zones. I seldom use zones at all, other than for "toxic fallout" events. Any feature that makes me fiddle with them is a feature I'm likely to forget about or not discover in the first place.

Just one data point, I know many other on the forum use them heavily.
Title: Re: [B18] Giddy-up! (animal riding) - more patching possibilities - April 7th
Post by: ptx on April 19, 2018, 10:21:09 AM
Quote from: Roolo on April 18, 2018, 04:13:44 AM
@ptx
"I also come to report, that in my experience, mounted run and gun does not work in CE."
I think it should work with CE, and I think that it didn't work in that occasion has another cause: RunAndGun depends on the "fire at will" functionality of vanilla Rimworld. I think that in your case, you either tried to manually target the Thrumbo, or the fire at will functionality wasn't enabled or triggered.

yup, that's what happened.

Filthy Orcs mod and Giant Race mod has body size 1.3, it would look weird if they ride animals with body size 1. Maybe body size limit for the rider, the animal should be larger than the rider, or this already implemented and I just don't know it yet, I haven't test it yet.
Title: Re: [B18] Giddy-up! (animal riding) - more patching possibilities - April 7th
Post by: Roolo on April 19, 2018, 03:51:19 PM
Quote from: ptx on April 19, 2018, 10:21:09 AM
Quote from: Roolo on April 18, 2018, 04:13:44 AM
@ptx
"I also come to report, that in my experience, mounted run and gun does not work in CE."
I think it should work with CE, and I think that it didn't work in that occasion has another cause: RunAndGun depends on the "fire at will" functionality of vanilla Rimworld. I think that in your case, you either tried to manually target the Thrumbo, or the fire at will functionality wasn't enabled or triggered.

yup, that's what happened.

Filthy Orcs mod and Giant Race mod has body size 1.3, it would look weird if they ride animals with body size 1. Maybe body size limit for the rider, the animal should be larger than the rider, or this already implemented and I just don't know it yet, I haven't test it yet.

Hmm, pretty good idea. I could implement that at some point, probably as something that can be toggled on/off in the settings. The list of things I'd like to implement is getting bigger, while the amount of time I have is getting smaller, so it may take some time until you'll see it implemented.
Title: Re: [B18] Giddy-up! (animal riding) - more patching possibilities - April 7th
Post by: BlueWinds on April 20, 2018, 02:10:38 PM
I'm not sure that this is Giddy-up rather than another mod, but seems possible.

https://gist.github.com/HugsLibRecordKeeper/ae1833cbeea6087ff5bc463d5fad2158

Kay and Osmu (mentioned in the logs) are just standing around, and both have mounts. The target they're trying to feed is a tamed animal (not alien races framework). I'm not sure where the survival meal they're trying to fetch is (none in my stockpiles). If I remove one of them from doctoring, the other still just stands around generating the same error.

I thought this might be related to Smarter Medicine (https://ludeon.com/forums/index.php?topic=39187.0) which I recently installed, but disabling that and loading the save still gives the same errors.
Title: Re: [B18] Giddy-up! (animal riding) - more patching possibilities - April 7th
Post by: Roolo on April 21, 2018, 02:27:32 AM
Quote from: BlueWinds on April 20, 2018, 02:10:38 PM
I'm not sure that this is Giddy-up rather than another mod, but seems possible.

https://gist.github.com/HugsLibRecordKeeper/ae1833cbeea6087ff5bc463d5fad2158

Kay and Osmu (mentioned in the logs) are just standing around, and both have mounts. The target they're trying to feed is a tamed animal (not alien races framework). I'm not sure where the survival meal they're trying to fetch is (none in my stockpiles). If I remove one of them from doctoring, the other still just stands around generating the same error.

I thought this might be related to Smarter Medicine (https://ludeon.com/forums/index.php?topic=39187.0) which I recently installed, but disabling that and loading the save still gives the same errors.

Thanks for your report. I took a look at it and it doesn't seem te be directly caused by Giddy-up. However it could be that Giddy-up is conflicting with another mod, but I can't even say that with certainty based on the log.

It's something related to feeding patients, that seems likely, so smarter medicine was a good guess, since that does something with the feed patient job. Are you sure you got exactly the same errors when removing the smarter medicine mod, and not different ones popping up at the same rate?

You could try disabling Ride and Roll to see if that resolves the problem, but I'd be surprised if it does.

To fix it (temporarily) you can try to draft the pawns, forbid them from tending in the work tab, undraft the pawns,  and when the errors don't pop up anymore, you can try to enable tending again.
Title: Re: [B18] Giddy-up! (animal riding) - more patching possibilities - April 7th
Post by: Roolo on April 23, 2018, 11:02:38 AM

Update!

Giddy-up! Core -> v18.7.7

- Added patching possibility to configure custom mount usage for specific PawnKinds.
- Added patching possibility to add overlay images to animals. This can be used by modders to draw certain parts of the animal (for instance horns or the head) in front of the pawn, ensuring it looks pretty.
- Added caribou and ibex overlay images. Both these animals now look good when mounted.
- Now that the graphic issues have been resolved, both Caribou and Ibex are now allowed as mount by default. When you changed any of the drawing settings, they could still be forbidden, in which case you still need to enable them manually if you would like them as mount.
- Animals no longer throw off their rider when their master drafts.
- When riders pick up an item into the inventory, either on an encounter map, or when using a mod like Pick up and Haul, they no longer dismount.
- Slaves can no longer arrive on mounts.

Giddy-up! Ride and Roll -> v18.7.8

- Added mod option to forbid mounted hunting (useful for Combat Extended users to prevent hunting accidents :))
- The time cost to drop off an animal at a drop off spot is now taken into account when a pawn decides to use a mount or not. This prevents unnecessary mounting actions.
- Fixed mod conflict with Trading Economy resulting in Pawns freezing.
- Removed possibility of errors being thrown when an animal suitable for auto-mounting is downed.



Some more context on the new overlay patching possibility:

Before the update, the only thing that could be done to make sure mounting looks natural was using the mod options to configure if the rider should be drawn behind or in front of a given animal, which would work for most animals. However, for some animals with long necks or horns/antlers like the Caribou and the Ibex, this didn't work, since these animals should be drawn only partly in front of the pawn. With the new overlay patching possibility, this can be resolved. I already applied this patch to both the Caribou and Ibex, but other modders can also do this for their own animals, if needed.

Example of caribou unpatched:

(https://camo.githubusercontent.com/2c1311c6d0a49d759ca242c13dc15a402b7cf6e0/68747470733a2f2f692e696d6775722e636f6d2f7a595658784c452e6a7067)

This was so ugly that as a default the caribou and the ibex were forbidden to be used as mount. However, with the new patching technique applied the caribou looks like this when mounted:

(https://i.imgur.com/KElb0NV.jpg)

Much better :)

I'd like to thank Jecrell for providing some of the overlay image code and for proposing these patching possibilities.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Ser Kitteh on April 24, 2018, 04:38:00 AM
Excellent work as always!

Question: when it comes to rescuing "incapacitated refugee" quests, I've always had a bit of an issue with em'. Obviously this requires Core, Caravan, and Battlemounts. One time I sent two colonists on elephants to save a refugee. Short ambush of snakes later, I patch up the refugee, right click and chose "rescue NAME and leave the map" and it's all hunky dory.

Then an infection happens midway and I use the "make a camp" mod to patch the rescued proper.

When done, my elephants refuse to leave with me, and I had to fumble about with my one doctor and she had to carry NAME off the map by herself while her bodyguard rode on his own elephant and left. Sometimes one of the elephants would leave and sometimes they go all leave hunky dory.

I did this "patch at camp and leave" manually, aka not reforming my caravan. Mind this only happened once and I haven't done and rescue refugee quest as of late. It's not a HUGE problem by any stretch but it is finicky. If you have any sort of instructions to avoid this, I'd be happy to use em'.

Good job as always, Roolo. You the man.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on April 24, 2018, 06:20:50 AM
Whoops, i copy pasted old patch notes for Ride and Roll. I edited the post now so it shows the right ones.

Quote from: Ser Kitteh on April 24, 2018, 04:38:00 AM
Excellent work as always!

Question: when it comes to rescuing "incapacitated refugee" quests, I've always had a bit of an issue with em'. Obviously this requires Core, Caravan, and Battlemounts. One time I sent two colonists on elephants to save a refugee. Short ambush of snakes later, I patch up the refugee, right click and chose "rescue NAME and leave the map" and it's all hunky dory.

Then an infection happens midway and I use the "make a camp" mod to patch the rescued proper.

When done, my elephants refuse to leave with me, and I had to fumble about with my one doctor and she had to carry NAME off the map by herself while her bodyguard rode on his own elephant and left. Sometimes one of the elephants would leave and sometimes they go all leave hunky dory.

I did this "patch at camp and leave" manually, aka not reforming my caravan. Mind this only happened once and I haven't done and rescue refugee quest as of late. It's not a HUGE problem by any stretch but it is finicky. If you have any sort of instructions to avoid this, I'd be happy to use em'.

Good job as always, Roolo. You the man.

Thanks Ser Kitteh, glad you appreciate the update! How long ago did this problem happen? I may have I fixed this in version 18.7.6, if it's the same issue as I'm thinking of at least. Did you have that version of Giddy-up! Core when it happened?

Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Ser Kitteh on April 24, 2018, 06:37:50 AM
It's the one previous to the one you just updated (18.76)!

No logs problem came up or anything mind, but it's one of those super finicky things that's not really related to the mod and perhaps more of a vanilla Rimworld problem.

I might have to try it again, I just downloaded the new Core and Giddyup, and try to replicate it when I can.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on April 24, 2018, 02:42:09 PM
Quote from: Ser Kitteh on April 24, 2018, 06:37:50 AM
It's the one previous to the one you just updated (18.76)!

No logs problem came up or anything mind, but it's one of those super finicky things that's not really related to the mod and perhaps more of a vanilla Rimworld problem.

I might have to try it again, I just downloaded the new Core and Giddyup, and try to replicate it when I can.

Good to know. I'll also see if I can replicate it when I have time.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Separat on April 28, 2018, 09:25:18 AM
Hi there.
Its seams is a conflict with a Giddy up caravans and JecsTool and Humanoid Alien Races 2.0
Or maybe  i do someting wrong? I switch on only this 2 mods and Gliddy up series. When i start new game there i have no respond, back to menu. WHen i switch off caravans all be ok.
Sorry for me english
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Canute on April 28, 2018, 09:51:21 AM
What is your modload order ?
The right one would be :
Hugslib
Giddy Core
Giddy Caravan

Jecstools and Humanoid alien race doesn't matter, none of these mod need it for these mods.

Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Wanderer_joins on May 01, 2018, 05:25:17 AM
I've been enjoying your mods for a while, run and gun and giddy-up add another dimension to this game!

I've encountered a bug on the world map though: when colonists mount ride animals whose master is in the caravan, i've got an error message when i get ambushed, the temp opens up but is empty, there is also a dummy caravan on the world map. When i reform the caravan i get another error message and i've too merge the caravan with it's dummy.

I've reproduced the bug with only Hugslib -> giddy-up! Core -> Battle Mounts-> Ride and Roll -> Caravan

The in-game fix consist to unassign animals in the caravan to their master.

logs:

-encounter
Exception from long event: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_JobTracker_Notify_MasterDrafted.Prefix (Verse.AI.Pawn_JobTracker) <0x0000e>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.Notify_MasterDrafted_Patch1 (object) <0x00010>
at (wrapper dynamic-method) RimWorld.Pawn_DraftController.set_Drafted_Patch2 (object,bool) <0x00135>
at RimWorld.Planet.CaravanEnterMapUtility.DraftColonists (System.Collections.Generic.List`1<Verse.Pawn>) <0x00052>
at (wrapper dynamic-method) RimWorld.Planet.CaravanEnterMapUtility.Enter_Patch3 (RimWorld.Planet.Caravan,Verse.Map,System.Func`2<Verse.Pawn, Verse.IntVec3>,RimWorld.Planet.CaravanDropInventoryMode,bool) <0x001a0>
at RimWorld.Planet.CaravanIncidentUtility.SetupCaravanAttackMap (RimWorld.Planet.Caravan,System.Collections.Generic.List`1<Verse.Pawn>) <0x00132>
at (wrapper dynamic-method) RimWorld.IncidentWorker_Ambush.DoExecute_Patch0 (object,RimWorld.IncidentParms) <0x0016b>
at RimWorld.IncidentWorker_Ambush/<TryExecuteWorker>c__AnonStorey0.<>m__0 () <0x00018>
at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (bool&) <0x0004e>

Verse.Log:Error(String)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()


-reform:
Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1<int>.get_Item (int) <0x00054>
at RimWorld.ColonistBarDrawLocsFinder.CalculateColonistsInGroup () <0x000ef>
at RimWorld.ColonistBarDrawLocsFinder.CalculateDrawLocs (System.Collections.Generic.List`1<UnityEngine.Vector2>,single&) <0x0007b>
at RimWorld.ColonistBar.CheckRecacheEntries () <0x0084b>
at RimWorld.ColonistBar.get_Entries () <0x00010>
at RimWorld.ColonistBar.ColonistBarOnGUI () <0x000c7>
at (wrapper dynamic-method) RimWorld.WorldInterface.WorldInterfaceOnGUI_Patch1 (object) <0x000a8>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x00045>
at Verse.Root.OnGUI () <0x000c6>


Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on May 01, 2018, 09:50:09 AM
Quote from: Wanderer_joins on May 01, 2018, 05:25:17 AM
I've been enjoying your mods for a while, run and gun and giddy-up add another dimension to this game!

I've encountered a bug on the world map though: when colonists mount ride animals whose master is in the caravan, i've got an error message when i get ambushed, the temp opens up but is empty, there is also a dummy caravan on the world map. When i reform the caravan i get another error message and i've too merge the caravan with it's dummy.

I've reproduced the bug with only Hugslib -> giddy-up! Core -> Battle Mounts-> Ride and Roll -> Caravan

The in-game fix consist to unassign animals in the caravan to their master.

logs:

-encounter
Exception from long event: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_JobTracker_Notify_MasterDrafted.Prefix (Verse.AI.Pawn_JobTracker) <0x0000e>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.Notify_MasterDrafted_Patch1 (object) <0x00010>
at (wrapper dynamic-method) RimWorld.Pawn_DraftController.set_Drafted_Patch2 (object,bool) <0x00135>
at RimWorld.Planet.CaravanEnterMapUtility.DraftColonists (System.Collections.Generic.List`1<Verse.Pawn>) <0x00052>
at (wrapper dynamic-method) RimWorld.Planet.CaravanEnterMapUtility.Enter_Patch3 (RimWorld.Planet.Caravan,Verse.Map,System.Func`2<Verse.Pawn, Verse.IntVec3>,RimWorld.Planet.CaravanDropInventoryMode,bool) <0x001a0>
at RimWorld.Planet.CaravanIncidentUtility.SetupCaravanAttackMap (RimWorld.Planet.Caravan,System.Collections.Generic.List`1<Verse.Pawn>) <0x00132>
at (wrapper dynamic-method) RimWorld.IncidentWorker_Ambush.DoExecute_Patch0 (object,RimWorld.IncidentParms) <0x0016b>
at RimWorld.IncidentWorker_Ambush/<TryExecuteWorker>c__AnonStorey0.<>m__0 () <0x00018>
at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (bool&) <0x0004e>

Verse.Log:Error(String)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()


-reform:
Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1<int>.get_Item (int) <0x00054>
at RimWorld.ColonistBarDrawLocsFinder.CalculateColonistsInGroup () <0x000ef>
at RimWorld.ColonistBarDrawLocsFinder.CalculateDrawLocs (System.Collections.Generic.List`1<UnityEngine.Vector2>,single&) <0x0007b>
at RimWorld.ColonistBar.CheckRecacheEntries () <0x0084b>
at RimWorld.ColonistBar.get_Entries () <0x00010>
at RimWorld.ColonistBar.ColonistBarOnGUI () <0x000c7>
at (wrapper dynamic-method) RimWorld.WorldInterface.WorldInterfaceOnGUI_Patch1 (object) <0x000a8>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x00045>
at Verse.Root.OnGUI () <0x000c6>



Thanks for your clear report! I'll look into it.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: s44yuritch on May 06, 2018, 12:45:10 PM
Ok, another thing that might need improvement.

So I started a base in boreal forest, with quite cold winters. During the summer, I bought a few cougars from exotic trader. They are fast and good for combat, but they don't have a lot of cold resistance.

During winter, those cats were restricted to inside the base only, so they don't get frostbite. But, it turned out that colonists still take them out for a ride, even when it's too cold for said animals outside. So can colonists consider temperature in target location before taking a mount there?
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on May 06, 2018, 01:26:03 PM
Quote from: s44yuritch on May 06, 2018, 12:45:10 PM
Ok, another thing that might need improvement.

So I started a base in boreal forest, with quite cold winters. During the summer, I bought a few cougars from exotic trader. They are fast and good for combat, but they don't have a lot of cold resistance.

During winter, those cats were restricted to inside the base only, so they don't get frostbite. But, it turned out that colonists still take them out for a ride, even when it's too cold for said animals outside. So can colonists consider temperature in target location before taking a mount there?

I could add that yes, but maybe as something that can be toggled in the mod options. I can imagine some players like to ignore the temperature danger in some situations. And other players may get confused because they see no riding happening while not knowing why.

Note that in the animals tab you can forbid riding for specific animals. But yeah, doing that each winter asks for a little micromanagement.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: temple_wing on May 06, 2018, 10:36:01 PM
I got an exception:


Exception filling window for Verse.FloatMenuMap: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Utilities.IsMountableUtility.isAllowedInModOptions (string) <0x0002a>
at GiddyUpCore.Utilities.IsMountableUtility.isMountable (Verse.Pawn,GiddyUpCore.Utilities.IsMountableUtility/Reason&) <0x00023>
at GiddyUpCore.Utilities.IsMountableUtility.isMountable (Verse.Pawn) <0x0001b>
at GiddyUpRideAndRoll.Harmony.Pawn_Jobtracker_DetermineNextJob/<>c.<GetBestChoiceAnimal>b__1_0 (Verse.Pawn) <0x00034>
at System.Linq.Enumerable/<CreateWhereIterator>c__Iterator1D`1<Verse.Pawn>.MoveNext () <0x00100>
at GiddyUpRideAndRoll.Harmony.Pawn_Jobtracker_DetermineNextJob.GetBestChoiceAnimal (Verse.Pawn,Verse.LocalTargetInfo,Verse.LocalTargetInfo,single,single,GiddyUpCore.Storage.ExtendedDataStorage) <0x006e8>
at GiddyUpRideAndRoll.Harmony.Pawn_Jobtracker_DetermineNextJob.Postfix (Verse.AI.Pawn_JobTracker,Verse.AI.ThinkResult&) <0x006d0>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.DetermineNextJob_Patch5 (object,Verse.ThinkTreeDef&) <0x0015e>
at Verse.AI.Pawn_JobTracker.TryFindAndStartJob () <0x000f7>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch1 (object,Verse.AI.JobCondition,bool) <0x00321>
at Verse.AI.JobDriver.EndJobWith (Verse.AI.JobCondition) <0x00038>
at Verse.AI.Pawn_JobTracker.TryTakeOrderedJob (Verse.AI.Job,Verse.AI.JobTag) <0x001a0>
at Verse.AI.Pawn_JobTracker.TryTakeOrderedJobPrioritizedWork (Verse.AI.Job,RimWorld.WorkGiver,Verse.IntVec3) <0x0001f>
at RimWorld.FloatMenuMakerMap/<AddUndraftedOrders>c__AnonStorey14.<>m__0 () <0x00067>
at Verse.FloatMenuOption.Chosen (bool) <0x00051>
at Verse.FloatMenuOption.DoGUI (UnityEngine.Rect,bool) <0x00bdd>
at Verse.FloatMenu.DoWindowContents (UnityEngine.Rect) <0x00498>
at Verse.FloatMenuMap.DoWindowContents (UnityEngine.Rect) <0x0019d>
at Verse.Window/<WindowOnGUI>c__AnonStorey0.<>m__0 (int) <0x00735>

Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


This happens when I started a game, created a map, then trying to harveste a mushroom.
There is warning before this exception that might be related. That warning says out of searching limit of 16000 ... jobs : null, ... something bla bla.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on May 07, 2018, 12:47:05 AM
Quote from: temple_wing on May 06, 2018, 10:36:01 PM
I got an exception:


Exception filling window for Verse.FloatMenuMap: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Utilities.IsMountableUtility.isAllowedInModOptions (string) <0x0002a>
at GiddyUpCore.Utilities.IsMountableUtility.isMountable (Verse.Pawn,GiddyUpCore.Utilities.IsMountableUtility/Reason&) <0x00023>
at GiddyUpCore.Utilities.IsMountableUtility.isMountable (Verse.Pawn) <0x0001b>
at GiddyUpRideAndRoll.Harmony.Pawn_Jobtracker_DetermineNextJob/<>c.<GetBestChoiceAnimal>b__1_0 (Verse.Pawn) <0x00034>
at System.Linq.Enumerable/<CreateWhereIterator>c__Iterator1D`1<Verse.Pawn>.MoveNext () <0x00100>
at GiddyUpRideAndRoll.Harmony.Pawn_Jobtracker_DetermineNextJob.GetBestChoiceAnimal (Verse.Pawn,Verse.LocalTargetInfo,Verse.LocalTargetInfo,single,single,GiddyUpCore.Storage.ExtendedDataStorage) <0x006e8>
at GiddyUpRideAndRoll.Harmony.Pawn_Jobtracker_DetermineNextJob.Postfix (Verse.AI.Pawn_JobTracker,Verse.AI.ThinkResult&) <0x006d0>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.DetermineNextJob_Patch5 (object,Verse.ThinkTreeDef&) <0x0015e>
at Verse.AI.Pawn_JobTracker.TryFindAndStartJob () <0x000f7>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch1 (object,Verse.AI.JobCondition,bool) <0x00321>
at Verse.AI.JobDriver.EndJobWith (Verse.AI.JobCondition) <0x00038>
at Verse.AI.Pawn_JobTracker.TryTakeOrderedJob (Verse.AI.Job,Verse.AI.JobTag) <0x001a0>
at Verse.AI.Pawn_JobTracker.TryTakeOrderedJobPrioritizedWork (Verse.AI.Job,RimWorld.WorkGiver,Verse.IntVec3) <0x0001f>
at RimWorld.FloatMenuMakerMap/<AddUndraftedOrders>c__AnonStorey14.<>m__0 () <0x00067>
at Verse.FloatMenuOption.Chosen (bool) <0x00051>
at Verse.FloatMenuOption.DoGUI (UnityEngine.Rect,bool) <0x00bdd>
at Verse.FloatMenu.DoWindowContents (UnityEngine.Rect) <0x00498>
at Verse.FloatMenuMap.DoWindowContents (UnityEngine.Rect) <0x0019d>
at Verse.Window/<WindowOnGUI>c__AnonStorey0.<>m__0 (int) <0x00735>

Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


This happens when I started a game, created a map, then trying to harveste a mushroom.
There is warning before this exception that might be related. That warning says out of searching limit of 16000 ... jobs : null, ... something bla bla.

Please share your entire hugslib log using ctrl+f12, this'll give me more info.

Edit:
Also, are you using the latest version of Giddy-up? And what kind of mushroom? Is it added by a mod? What mod?
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: temple_wing on May 07, 2018, 02:45:44 AM
restarted another game, not get that exception anymore. I think it's that search limit thing. Something caused a dead loop, cause the job failed to instantiate. So job tracker got null pointer exception. I don't know why, but probably not giddy-up problem.
I'm using Vegetable garden mod, the mushroom is from that mod. The game is quite without saving.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: The Real Soviet on May 11, 2018, 12:46:48 PM
Hi!
I had a problem with this mod, that i couldn't fix. I wrote apost here for some help, but no one know, where is the problem.
Fortunately, I finally fixed this problem. I am so excited, because i wanted this fu*king amazing mod for a long time, and i can finally use it!!  ;D (sry for ''fu*king'', I'm REALLY excited) And the problem: I didn't know, that some mods can't be just unpacked from file.
Thanks a lot for persons, who wanted to help me and I'm very sorry of vasting your time. At least I know, that Ludeon Forums have a wonderful community :D
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: BlueWinds on May 12, 2018, 01:30:21 PM
I recently came across this article, which might be of interest to you. If you're concerned about performance when making decisions around mounting (you mentioned that a couple times in the thread, I think?), it could be worth considering octagonal distance. It's still pretty accurate, but doesn't involve any square roots.

http://www.flipcode.com/archives/Fast_Approximate_Distance_Functions.shtml

Switching over sped up the pathfinding in one of the games I work on, may or may not be worth it here (not sure how frequently Giddy-Up calculates distances). Interesting regardless. :)
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on May 12, 2018, 04:55:03 PM
@The Real Soviet. Glad you like the mod so much and that it works for you now :)

Quote from: BlueWinds on May 12, 2018, 01:30:21 PM
I recently came across this article, which might be of interest to you. If you're concerned about performance when making decisions around mounting (you mentioned that a couple times in the thread, I think?), it could be worth considering octagonal distance. It's still pretty accurate, but doesn't involve any square roots.

http://www.flipcode.com/archives/Fast_Approximate_Distance_Functions.shtml

Switching over sped up the pathfinding in one of the games I work on, may or may not be worth it here (not sure how frequently Giddy-Up calculates distances). Interesting regardless. :)

Really interesting article for me, thanks for sharing. I'm a computer science student specialising in performance engineering so this is a topic I really appreciate. However for giddy up squared eucledian distance will do, since I only need to make comparisons and don't need real numbers. Also, distance is only computed a few times per second at maximum by Giddy-up and even when using root operations, this is peanuts for the CPU, especially compared to real pathing calculations that are used all the time by the game (that require some dijkstra like  algorithms), which I avoid as much as possible due to their higher performance impact.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Chaos17 on May 13, 2018, 11:59:38 AM
This mod made think: that would be cool to have more vehicles because it's kinda strange to be able to build turrets but you can't even build-ride a bicycle lol
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Canute on May 13, 2018, 01:46:55 PM
I asked walking problem to made some of the trading caravan vehicles craftable.
He said he was thinking about it, but i guess he just too busy.


Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Chaos17 on May 14, 2018, 02:56:59 AM
Quote from: Canute on May 13, 2018, 01:46:55 PM
I asked walking problem to made some of the trading caravan vehicles craftable.
He said he was thinking about it, but i guess he just too busy.
Yeah, maybe I can think of one big prob is the aesthetic aspect. Some vehicles may looks weird with the pawn on it, imo.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Canute on May 14, 2018, 03:39:53 AM
But that could be solfable, if giddy up add a new flag, how much visible the riding pawn are.
Full, half, just head, none.
So one some vehicles you could set them to none, and wont see any pawn, because he is inside.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Chaos17 on May 14, 2018, 04:16:13 AM
Quote from: Canute on May 14, 2018, 03:39:53 AM
But that could be solfable, if giddy up add a new flag, how much visible the riding pawn are.
Full, half, just head, none.
So one some vehicles you could set them to none, and wont see any pawn, because he is inside.
Yeah, I agree that's why I mentionned the idea since now the modder have the code now but making new vehicules would imply in long term that multiple pawns could get on the same car for example xD but that would be cool so also we could make road where vehicules can move faster... it's already getting complicated just by thinking about it lol
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on May 14, 2018, 04:11:43 PM
Small update:

Giddy-up! Core -> v18.1.8
- Fixed problem that sometimes caused ambushes not to work properly when pawns ride animals whose master is in the caravan
Giddy-up! Ride and Roll -> v18.1.9
- Added potential fix for a rare issue that could have caused pawns to freeze in very specific conditions
- Update Japanese translations (by Proxyer)


And about the vehicles discussion (which has been brought up a lot of times now): To implement it nicely would require a huge effort, even with the existing Giddy-up Code. For the time being I want to focus on things with a better impact/amount of work ratio (including a mod I'm currently working on very secretly :))). Maybe in the future I'll take a shot at it, but no promises.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Nousy on May 14, 2018, 04:49:46 PM
I tried using these mods with the USCM modpack and for some reason it wont load the save file is there any particular order i should put the mods or some changes to the files i should do?
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on May 15, 2018, 12:45:05 AM
Quote from: Nousy on May 14, 2018, 04:49:46 PM
I tried using these mods with the USCM modpack and for some reason it wont load the save file is there any particular order i should put the mods or some changes to their files i should do?

They should work fine together. You did install hugslib, right? Like explained in the mod description, make sure hugslib is loaded first, after that Giddy-up core, and after that the other Giddy-up mods. If this doesn't work (it should) please share the log by pressing ctrl+f12 after loading the game and placing the link here.

Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Chaos17 on May 15, 2018, 02:53:57 AM
Quote from: Roolo on May 14, 2018, 04:11:43 PM
Small update:

Giddy-up! Core -> v18.1.8
- Fixed problem that sometimes caused ambushes not to work properly when pawns ride animals whose master is in the caravan
Giddy-up! Ride and Roll -> v18.1.9
- Added potential fix for a rare issue that could have caused pawns to freeze in very specific conditions
- Update Japanese translations (by Proxyer)


And about the vehicles discussion (which has been brought up a lot of times now): To implement it nicely would require a huge effort, even with the existing Giddy-up Code. For the time being I want to focus on things with a better impact/amount of work ratio (including a mod I'm currently working on very secretly :))). Maybe in the future I'll take a shot at it, but no promises.

No problem and thank you for your hard work with this mod. I really like it, should've been vanilla.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Nousy on May 15, 2018, 04:41:46 AM
Quote from: Roolo on May 15, 2018, 12:45:05 AM
Quote from: Nousy on May 14, 2018, 04:49:46 PM
I tried using these mods with the USCM modpack and for some reason it wont load the save file is there any particular order i should put the mods or some changes to their files i should do?

They should work fine together. You did install hugslib, right? Like explained in the mod description, make sure hugslib is loaded first, after that Giddy-up core, and after that the other Giddy-up mods. If this doesn't work (it should) please share the log by pressing ctrl+f12 after loading the game and placing the link here.

Where can i get hugslib i didnt find a link in the post
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on May 15, 2018, 04:49:49 AM
Quote from: Nousy on May 15, 2018, 04:41:46 AM
Quote from: Roolo on May 15, 2018, 12:45:05 AM
Quote from: Nousy on May 14, 2018, 04:49:46 PM
I tried using these mods with the USCM modpack and for some reason it wont load the save file is there any particular order i should put the mods or some changes to their files i should do?

They should work fine together. You did install hugslib, right? Like explained in the mod description, make sure hugslib is loaded first, after that Giddy-up core, and after that the other Giddy-up mods. If this doesn't work (it should) please share the log by pressing ctrl+f12 after loading the game and placing the link here.

Where can i get hugslib i didnt find a link in the post

Use google or the forum search function. But I've saved you the effort:
https://ludeon.com/forums/index.php?topic=28066.0.
I'll add a link to the description.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Nousy on May 15, 2018, 07:05:44 AM
Thanks
also i am having a problem with the caravans
when they are ambushed it doesnt say anything and the caravan icon keeps moving
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on May 15, 2018, 07:36:26 AM
Quote from: Nousy on May 15, 2018, 07:05:44 AM
Thanks
also i am having a problem with the caravans
when they are ambushed it doesnt say anything and the caravan icon keeps moving

Are you sure you have all the latest versions installed? I thought I fixed this problem with Giddy-up Core 18.8. If you have the latest versions installed, and are still getting the error, please share the log by pressing ctrl+f12 and posting the link you get here.

Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Nousy on May 15, 2018, 10:36:11 AM
I have the 18.7.8
and here is the log from the ambush time

[attachment deleted due to age]
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on May 15, 2018, 11:55:35 AM
Quote from: Nousy on May 15, 2018, 10:36:11 AM
I have the 18.7.8
and here is the log from the ambush time

Ok, silly me. I forgot to make the updated dll file available in the release on Github and Steam, so the fix wasn't loaded into the game (only the source code with the fix was made available). Could you re-download and re-install v18.7.8 of Giddy-up! Core, and see if that solves it?

IMPORTANT NOTE: Anyone who already downloaded Giddy-up! Core v18.7.8 should re-download it in order to get the fix






Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Nousy on May 15, 2018, 12:01:29 PM
ok fixed
Thanks
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on May 15, 2018, 02:38:21 PM
Another small update:

Giddy-up Ride and roll -> v18.1.10
- Fixed compatibility problem with the Trading Economy mod. Prevented errors when tamed and trained Walkblem vehicles are used to "ride and roll".
- Fixed potential errors that can appear when an animal with no job is right clicked.

This will be the last update for a while, so I can focus on finishing the mod I'm working on.

Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on May 21, 2018, 02:11:16 PM
Oops, I didn't keep my word. Another small update:


Giddy-up! Ride and Roll -> v18.1.11
- Fixed compatibility problem with the new Androids mod that caused lag and pawns to get stuck. Both mods are now fully compatible.


I really like the new Androids mod so I couldn't stand the incompatibility problem. Hence this small update.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Madman666 on May 29, 2018, 12:43:24 PM
Got an error, here's the link to pastebin code: https://pastebin.com/aTvkQHyc, so as to not clutter here. I am also getting mounted pawns stuck in place and aren't able to move at all until i draft-undraft them. Sadly i only found them stuck when i get major break alert because they go hungry.

I have crapton of different mods, so it might be some kind of incompatibility though.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on May 30, 2018, 02:05:34 AM
Quote from: Madman666 on May 29, 2018, 12:43:24 PM
Got an error, here's the link to pastebin code: https://pastebin.com/aTvkQHyc, so as to not clutter here. I am also getting mounted pawns stuck in place and aren't able to move at all until i draft-undraft them. Sadly i only found them stuck when i get major break alert because they go hungry.

I have crapton of different mods, so it might be some kind of incompatibility though.

Thanks for reporting. Could you provide the hugslib log using ctrl+f12 or by clicking the green "share log" button? Preferably with the error in it but also fine without the error in case you cannot reproduce it (as long as it's the same game). Hugslib appends information including your mod list which I can use to track down the conflicting mod.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Madman666 on May 30, 2018, 05:37:37 AM
Quote from: Roolo on May 30, 2018, 02:05:34 AM
Thanks for reporting. Could you provide the hugslib log using ctrl+f12 or by clicking the green "share log" button? Preferably with the error in it but also fine without the error in case you cannot reproduce it (as long as it's the same game). Hugslib appends information including your mod list which I can use to track down the conflicting mod.

Sure thing, i will have some time to play tomorrow evening and will do what you asked, once error fires again. As for pawns getting stuck - i have my suspicion that it has something to do with "Share the load" - awesome mod, that allow several people to access same stockpile and also haul things to same blueprint (i get yellow console messages saying something about reservation toils and similar jumbo, will also post those too). I think its somehow messes pawn's reservation\ride to resource job.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on June 01, 2018, 05:03:47 AM
My following mod "What The Hack!?" is nearing completion, and I need testers. It's an elaborate implementation of mechanoid hacking! Find out how you can help me here: https://ludeon.com/forums/index.php?topic=41629.0

Why is this related to Giddy-up? Well that shouldn't be too hard to figure out :)
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Madman666 on June 04, 2018, 03:04:25 PM
Ok, as i promised i encountered that same error again and tried using HugsLib share log thingy, but it throws an error about "timing out" all the time, so i just used pastebin again, but this time copied my full log in there. I hope its enough to tell something significant about whats going on there.

Here's the link: https://pastebin.com/S65nvcHg
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Canute on June 04, 2018, 04:14:55 PM
The error show that you didn't update Hugslib, any other mod you didn't check for update lately ? :-)
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Madman666 on June 04, 2018, 04:52:36 PM
I use Steam, so they all should be up to date, man. Unless authors didn't update it on Steam Workshop, that is. Or I guess Workshop could have derped again. Will resub to HugsLib and see if it improves my luck.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Canute on June 04, 2018, 05:08:28 PM
Sorry i have no clue if hugslib didn't got update on steam.
But the timing issue with hugslib reports got fixed with awhile ago.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on June 05, 2018, 02:09:43 AM
Thanks for reporting again. The hugslib timeout error just says it timed out trying to reach the server. Possibly due to unreliable internet connection, server issues, or maybe the file being to big (I don't think it's too big though), or other things I'm not aware of. So I don't think it's necessarily due to the version you're running. Well I can probably fix the problem without the hugslib log by adding some other null checks, but I won't be able to understand where it comes from and what mod is conflicting. All I can see now is that the animal is trying to get the riders target so it can potentially attack is, but the target doen't contain all the information it expects. I'll look into it.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: projectew on June 11, 2018, 09:25:06 PM
Roolo, I know the problems with mounted combat and CE are well-documented and, as you say, difficult to ix on your end. As a temporary fix, would it be possible to simply disable projectiles fired by the rider hitting the mounted animal? I love your mods, especially this series, but I currently have to micromanage every battle by forbidding mounted combat because my animals *always* get shot. I know that CE replaces the projectile damage system with its ballistic model, so maybe there's nothing you can do in terms of a patch. If that's the case, I suppose I should pose this same question to CE's author instead?

Thanks for all your work, and I'm really looking forward to your newest mod, What the Hack!

Edit: I'd also like to mention that even with the "No mounted hunting" option enabled, my hunters still ride animals to hunt and end up shooting them to death :(
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on June 12, 2018, 02:36:38 AM
Quote from: projectew on June 11, 2018, 09:25:06 PM
Roolo, I know the problems with mounted combat and CE are well-documented and, as you say, difficult to ix on your end. As a temporary fix, would it be possible to simply disable projectiles fired by the rider hitting the mounted animal? I love your mods, especially this series, but I currently have to micromanage every battle by forbidding mounted combat because my animals *always* get shot. I know that CE replaces the projectile damage system with its ballistic model, so maybe there's nothing you can do in terms of a patch. If that's the case, I suppose I should pose this same question to CE's author instead?

Thanks for all your work, and I'm really looking forward to your newest mod, What the Hack!

Edit: I'd also like to mention that even with the "No mounted hunting" option enabled, my hunters still ride animals to hunt and end up shooting them to death :(

I'm surprised I only got a few complaints about this. Some people talked about Ride and Roll with the hunter issue, but you're actually the first one to talk about Battle Mounts in combination with CE, while I can imagine the issue can be quite annoying. After I finished the mod I'm currently working on, I'll take a look at making a combat extended compatibility patch for both Giddy-up and also RunAndGun. I hope to finish the other mod this week, so you'll have to wait a bit.

Quotebut I currently have to micromanage every battle by forbidding mounted combat because my animals *always* get shot
You do mean the riders shoot their own mounts right? Or do you mean something else?



Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: projectew on June 12, 2018, 05:23:47 AM
Yes, their own mounts. Thanks so much, waiting is no problem! :)
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Madman666 on June 12, 2018, 05:59:30 AM
Actually that happened to me couple times as well. Usually when some enemy engages one of my units in melee, while the guy was already shooting at him. At that time mounted animal retaliates in melee and somehow gets shot by its own rider.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on June 12, 2018, 11:44:15 AM
Quote from: Madman666 on June 12, 2018, 05:59:30 AM
Actually that happened to me couple times as well. Usually when some enemy engages one of my units in melee, while the guy was already shooting at him. At that time mounted animal retaliates in melee and somehow gets shot by its own rider.

And you don't have CE? Sure the enemy didn't just melee the animal? They sometimes do that even though they are targeting the rider (which could also happen IRL)
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Madman666 on June 12, 2018, 02:53:14 PM
Yep. I am quite sure. If i see a pirate with a gladius melee attack my wolf rider, that has assault rifle and see the wolf get a gunshot from assault rifle - that makes it clear, its not a wound from the pirate. For some reason most damage to mounted pawns always goes for actual rider, not the mount for me

Also no, I never use CE, too many incompatibilities.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on June 12, 2018, 03:20:54 PM
Quote from: Madman666 on June 12, 2018, 02:53:14 PM
Yep. I am quite sure. If i see a pirate with a gladius melee attack my wolf rider, that has assault rifle and see the wolf get a gunshot from assault rifle - that makes it clear, its not a wound from the pirate. For some reason most damage to mounted pawns always goes for actual rider, not the mount for me

Also no, I never use CE, too many incompatibilities.

Ok good to know. I'll look into it (after finishing WhatTheHack).
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Madman666 on June 12, 2018, 05:22:05 PM
Sure, no rush there. I'll also do some testing to see if i can relibly replicate it, to give you something to base the search on.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Ser Kitteh on June 12, 2018, 10:18:08 PM
Question to @Roolo, what exactly IS the conflict with CE and Giddyup? I'm still a newbie to CE, and I find the usual tactic of "having two dudes in front of you" doesn't work very well. Does the same thing apply to mounts?
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on June 13, 2018, 05:13:41 AM
Quote from: Ser Kitteh on June 12, 2018, 10:18:08 PM
Question to @Roolo, what exactly IS the conflict with CE and Giddyup? I'm still a newbie to CE, and I find the usual tactic of "having two dudes in front of you" doesn't work very well. Does the same thing apply to mounts?

The conflict is that riders can hit the mount they are riding when firing on enemies, especially when the mount is large. This happens because CE changes the way how bullet collisions are determined.

QuoteI'm still a newbie to CE, and I find the usual tactic of "having two dudes in front of you" doesn't work very well. Does the same thing apply to mounts?
I'm afraid I don't know what the "having two dudes in front of you" tactic is so I don't know if this applies to mounts :)
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Ser Kitteh on June 13, 2018, 05:23:36 AM
Well in vanilla Rimworld, you can safely put two pawns in front of of a pawn that has a gun in front of them. So the formation of:

YXX

Y being the guy with the gun, the first two Xs are safe from friendly fire. Which is also why a lot of firing lines you see in the game from other players is essentially this.

But alas, that's a question for CE and not Giddy Up.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on June 13, 2018, 05:32:10 AM
Quote from: Ser Kitteh on June 13, 2018, 05:23:36 AM
Well in vanilla Rimworld, you can safely put two pawns in front of of a pawn that has a gun in front of them. So the formation of:

YXX

Y being the guy with the gun, the first two Xs are safe from friendly fire. Which is also why a lot of firing lines you see in the game from other players is essentially this.

But alas, that's a question for CE and not Giddy Up.

Ok clear now. To answer your question: No this won't work with Giddy-up in combination with CE either, since only more pawns are put in the fire trajectory this way.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Canute on June 15, 2018, 04:44:48 PM
Roolo,
i notice something, when a pawn reserve a mount for riding, the mount just stand and the pawn move to the mount.
Do you think it would possible to implement, that the mount intercept the pawn too ?
I bet it would be hard to find a proper algorithm for a good interception.
Maybe the pawn hunt the animal, and the animal hunt the pawn.

Edit:
And i want get a discussion again about stableboxes.
What other people think about these.
A building/furniture pawn's will mount/unmount the animal's (work's like the Pawn drop spot).
The animal's slowly gain rest and food while they stay inside. But need to be fueled up with kibble (since that is the only food all animals would eat).


Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on June 16, 2018, 04:09:23 PM
Quote from: Canute on June 15, 2018, 04:44:48 PM
Roolo,
i notice something, when a pawn reserve a mount for riding, the mount just stand and the pawn move to the mount.

I bet it would be hard to find a proper algorithm for a good interception.
Maybe the pawn hunt the animal, and the animal hunt the pawn.

Edit:
And i want get a discussion again about stableboxes.
What other people think about these.
A building/furniture pawn's will mount/unmount the animal's (work's like the Pawn drop spot).
The animal's slowly gain rest and food while they stay inside. But need to be fueled up with kibble (since that is the only food all animals would eat).

Do you think it would possible to implement, that the mount intercept the pawn too?

Possible: yes, easy to implement: no. Using the hunting mechanic doesn't work. The hunt mechanic uses the normal follow mechanic which gives a move order to the cell the followee is going to whenever the followee goes to another cell. This obviously doesn't work when two pawns have each other as follower (both pawns would keep waiting until the other gets a move order, which never happens). So I'd need both pawns to go to a cell  between both pawns and determining the right cell isn't trivial. Maybe it's something for the future but right now I have a lot more important things I'd like to finish.

About the stable boxes: I really think creating restrict zone, placing a drop spot on it, and placing a stockpile zone with some animal food in the zone suits the needs of most players and I still don't see the added value of creating such boxes. Implementing it all would take days, time I'd rather spend on adding things that actually enrich the game instead of adding mechanics that do things that can already be done with existing mechanics.

I notice you're passionate about the idea of stable boxes, and I don't want to be harsh, but my time is very limited so I need to be careful how I spend it. If you really want to see it happening I suggest diving into modding yourself. I'll gladly help you in the process.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Canute on June 16, 2018, 04:49:17 PM
Yes, i can assign an animal zone, and put a stockpile for food into it.
But the animal only would rest at night and eat if the food are low.
But these stablebox keep the animal well rested and feeded.

But i don't force you to do anything, just want give you idea's or suggestions.
If you don't jump on these idea's it is ok from my side, and you are right if i want it i should do it self ! :-)

About the intercept, trained animal can follow their master for fieldworld/draft.
It is possible that you let the animal temp. follow these pawn with these mechanics ?
No need to answer.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on June 17, 2018, 07:51:47 AM
Quote from: Canute on June 16, 2018, 04:49:17 PM
Yes, i can assign an animal zone, and put a stockpile for food into it.
But the animal only would rest at night and eat if the food are low.
But these stablebox keep the animal well rested and feeded.

But i don't force you to do anything, just want give you idea's or suggestions.
If you don't jump on these idea's it is ok from my side, and you are right if i want it i should do it self ! :-)

About the intercept, trained animal can follow their master for fieldworld/draft.
It is possible that you let the animal temp. follow these pawn with these mechanics ?
No need to answer.

Your feedback is always welcome.
While I won't implement the stable boxes, your post does shed light on something that's currently missing:
QuoteBut these stablebox keep the animal well rested and feeded.
Currently there isn't really a way to make sure animals are ready to be used as mounts during the night (especially with Ride and Roll this is an issue, since pawns won't mount resting animals). This is definitely something that should be improved. I could add a mechanic that allows players to change the "rest" schedule of animals (like how it can currently be done with colonists).

QuoteIt is possible that you let the animal temp. follow these pawn with these mechanics ?
This won't really work. The colonist gets a move order to the animal's position. The animal following the colonist, will move to the target cell of the colonist, but this is the animal's current position, so it would just wait for the pawn to get to it. Still, with some fiddling I can definitely get something working, but it just doesn't have my priority right now.
Title: Re: [B18] Giddy-up! (animal riding) - even more patching possibilities - April 23th
Post by: Roolo on June 21, 2018, 02:13:57 PM
Update:

I just released the 1.0 experimental versions for Giddy-up! Core and Giddy-up! Battle mounts.
The other mods in the series require some extra time, and I'll release them later.


Update notes:
Giddy-up! Core
- Added support for Rimworld 1.0 experimental.
- Fixed "animal from any biome" setting not working properly, causing only in-biome animals to spawn with the setting, instead of animals from any biome.
Giddy-up! Battle Mounts
- Added support for Rimworld 1.0 experimental.
Title: Re: [B18/1.0 unstable] Giddy-up! (animal riding) - June 21th
Post by: projectew on June 21, 2018, 06:58:22 PM
Is this version for either B18 OR 1.0 experimental, or only 1.0?
Title: Re: [B18/1.0 unstable] Giddy-up! (animal riding) - June 21th
Post by: Roolo on June 22, 2018, 01:01:49 AM
Quote from: projectew on June 21, 2018, 06:58:22 PM
Is this version for either B18 OR 1.0 experimental, or only 1.0?

Only 1.0, there's also a B18 version available. You'll never see a mod that supports both versions at once without causing errors.
Title: Re: [B18/1.0 unstable] Giddy-up! (animal riding) - June 21th
Post by: NovaCameron on June 22, 2018, 06:43:27 PM
Errors on load for both v1.0 mods. Also the Version number is not up to date as well.

ReflectionTypeLoadException getting types in assembly GiddyUpCore: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/Assembly.cs:371
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModAssemblyHolder.cs:100

Loader exceptions:
   => System.TypeLoadException: Could not load type 'GiddyUpCore.Zones.Area_GU' from assembly 'GiddyUpCore, Version=0.18.7.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'GiddyUpCore.Jobs.JobDriver_Dismount+<>c__DisplayClass3_0' from assembly 'GiddyUpCore, Version=0.18.7.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'HugsLib.ModBase' from assembly 'HugsLib, Version=0.18.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'HugsLib.Settings.SettingHandleConvertible' from assembly 'HugsLib, Version=0.18.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'HugsLib.Utils.UtilityWorldObject' from assembly 'HugsLib, Version=0.18.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c__DisplayClass16_0' from assembly 'GiddyUpCore, Version=0.18.7.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c' from assembly 'GiddyUpCore, Version=0.18.7.0, Culture=neutral, PublicKeyToken=null'.

Usable (System.Reflection.Assembly asm) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModAssemblyHolder.cs:100

Loader exceptions:
   => System.TypeLoadException: Could not load type 'HugsLib.ModBase' from assembly 'HugsLib, Version=0.18.0.0, Culture=neutral, PublicKeyToken=null'.

ReflectionTypeLoadException getting types in assembly Battlemounts: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/Assembly.cs:371
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModAssemblyHolder.cs:100

Loader exceptions:
   => System.TypeLoadException: Could not load type 'HugsLib.ModBase' from assembly 'HugsLib, Version=0.18.0.0, Culture=neutral, PublicKeyToken=null'.

Title: Re: [B18/1.0 unstable] Giddy-up! (animal riding) - June 21th
Post by: Roolo on June 23, 2018, 02:41:34 AM
Quote from: NovaCameron on June 22, 2018, 06:43:27 PM
Errors on load for both v1.0 mods. Also the Version number is not up to date as well.

ReflectionTypeLoadException getting types in assembly GiddyUpCore: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/Assembly.cs:371
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModAssemblyHolder.cs:100

Loader exceptions:
   => System.TypeLoadException: Could not load type 'GiddyUpCore.Zones.Area_GU' from assembly 'GiddyUpCore, Version=0.18.7.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'GiddyUpCore.Jobs.JobDriver_Dismount+<>c__DisplayClass3_0' from assembly 'GiddyUpCore, Version=0.18.7.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'HugsLib.ModBase' from assembly 'HugsLib, Version=0.18.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'HugsLib.Settings.SettingHandleConvertible' from assembly 'HugsLib, Version=0.18.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'HugsLib.Utils.UtilityWorldObject' from assembly 'HugsLib, Version=0.18.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c__DisplayClass16_0' from assembly 'GiddyUpCore, Version=0.18.7.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c' from assembly 'GiddyUpCore, Version=0.18.7.0, Culture=neutral, PublicKeyToken=null'.

Usable (System.Reflection.Assembly asm) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModAssemblyHolder.cs:100

Loader exceptions:
   => System.TypeLoadException: Could not load type 'HugsLib.ModBase' from assembly 'HugsLib, Version=0.18.0.0, Culture=neutral, PublicKeyToken=null'.

ReflectionTypeLoadException getting types in assembly Battlemounts: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/Assembly.cs:371
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModAssemblyHolder.cs:100

Loader exceptions:
   => System.TypeLoadException: Could not load type 'HugsLib.ModBase' from assembly 'HugsLib, Version=0.18.0.0, Culture=neutral, PublicKeyToken=null'.


For me it's working fine. Did you also update your Hugslib to 1.0? I think you're either missing Hugslib, or didn't  update it. And yeah I should update the assembly version, but this doesn't cause any problems and is only important for getting the right version printed in the log (I did update the version in version.xml, which does matter).

Edit: I'll make sure to put an extra note on the releases section on GitHub, so when you download Giddy-up, you're reminded that you should have Hugslib, because people keep forgetting this.
Title: Re: [B18/1.0 unstable] Giddy-up! (animal riding) - June 21th
Post by: Canute on June 23, 2018, 03:09:22 AM
Can't you put a check into Core, and then give out an error msg. like "Hugslib not found please install it".
Title: Re: [B18/1.0 unstable] Giddy-up! (animal riding) - June 21th
Post by: Roolo on June 23, 2018, 03:22:06 AM
Quote from: Canute on June 23, 2018, 03:09:22 AM
Can't you put a check into Core, and then give out an error msg. like "Hugslib not found please install it".
Yeah, I'll do that. Hugslib even has a special checker assembly for this. For some reason I removed it once during debugging and forgot to put it back. I'll make sure to put it back.
Title: Re: [B18/1.0 unstable] Giddy-up! (animal riding) - June 21th
Post by: Roolo on June 23, 2018, 02:40:27 PM
I've just released the Rimworld 1.0 experimental verions of Giddy-up! Ride and Roll and Caravan. I also pushed some minor updates for Battle Mounts and Core. For Core and Battle Mounts the 1.0 version was already released.

Update notes:
Giddy-up! Caravan -> v1.0.0
- Rimworld 1.0 experimental support added.
- Information about the movement bonuses and how they are now shown in the popup window added in 1.0.
Giddy-up! Ride and Roll ->  v1.0.0
- Rimworld 1.0 experimental support added.
Giddy-up! Core -> v1.0.1
- Added Hugslib checker assembly
- Correct mod version is outputted in error logs.
Giddy-up! Battle Mounts. -> v1.0.1
- Fixed enemies not using mounts during ambushes
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: lllMWNlll on June 23, 2018, 05:38:44 PM
I got this log for you
https://git.io/f4SWr

Both Core and Ride&Roll mods are 0.18.0 i don't think it's supposed to do this, but i did download at GitHub the version 1.0
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on June 23, 2018, 06:00:26 PM
Quote from: lllMWNlll on June 23, 2018, 05:38:44 PM
I got this log for you
https://git.io/f4SWr

Both Core and Ride&Roll mods are 0.18.0 i don't think it's supposed to do this, but i did download at GitHub the version 1.0

I'm sorry. GitHub defaults to the master branch when you create releases, so I forgot to change it to the 1.0 branch for those releases. If you redownload now it should be fine.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: harperers on June 23, 2018, 11:21:47 PM
Just wanted to let you know that battle mounts is causing me crashes whenever a raid happens.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on June 24, 2018, 12:36:36 AM
Quote from: harperers on June 23, 2018, 11:21:47 PM
Just wanted to let you know that battle mounts is causing me crashes whenever a raid happens.

Thanks for reporting. Are you using the steam version? I'll have to check it out but it sounds like one of the latest minor builds of Rimworld broke one of my Harmony transpilers

Edit: Fixed now for Battle Mounts 1.0.2. It was indeed one of the transpilers that broke after the latest minor update of Rimworld. Can happen with an unstable build.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on June 24, 2018, 03:52:46 AM
Update:

Giddy-up! Battle Mounts -> v1.0.2
- Fixed crashing issue introduced since Rimworld 1.01943
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: ZE on June 24, 2018, 09:05:00 AM
suggestion, battlemounts to have the same naming scheme as the rest

GiddyUpBattlemounts instead of just battlemounts
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on June 24, 2018, 09:44:05 AM
Quote from: ZE on June 24, 2018, 09:05:00 AM
suggestion, battlemounts to have the same naming scheme as the rest

GiddyUpBattlemounts instead of just battlemounts

Yeah, I agree that would be better. It's a bit of a legacy name from the time I didn't know I was going to create a series instead of just one mod. At this point, renaming it would break all links to the GitHub page, since I cannot just rename the zip file without renaming the repository. I don't have control over all links pointing to Giddy-up Battle Mounts, so I decided to just keep it this way.

However, I'm getting this question quite often, and now I'm starting to think just renaming will be the path of least resistance ^^. I'll consider it.

Edit: Cool, I just found out it's possible to rename the repository name without destroying the links pointing to it. I found the following on GitHub:
QuoteIf you plan on renaming your repository, we recommend using a custom domain for your Project Pages. Using a custom domain will ensure that your Project Pages URL isn't impacted by the repository name change.

So I guess I'll do that when I have time.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Canute on June 24, 2018, 09:56:35 AM
Or you just could create a new project and clone all over beside the old releases.

Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on June 25, 2018, 03:46:08 AM
Quote from: Canute on June 24, 2018, 09:56:35 AM
Or you just could create a new project and clone all over beside the old releases.

That would be overkill for just a small naming issue. There's a fine solution already so no need to go down that road.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: projectew on June 28, 2018, 07:56:25 PM
I'd like to report a behavior which I'm not sure if it's a bug with Giddy-Up, or, more likely, an incompatibility with one of the following: Achtung!, Hand Me That Brick, or Pick Up and Haul (at least I'd guess it's one of these).

When mounted, my colonists' work time could be 10x faster if they didn't dismount to pick up items to haul. I've tried drafting the colonist, mounting, then manually prioritizing several hauling jobs. They always ride over, but dismount to pick up the items. Is this a reported incompatibility, or am I just doing something wrong?
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on June 29, 2018, 03:00:20 AM
Quote from: projectew on June 28, 2018, 07:56:25 PM
I'd like to report a behavior which I'm not sure if it's a bug with Giddy-Up, or, more likely, an incompatibility with one of the following: Achtung!, Hand Me That Brick, or Pick Up and Haul (at least I'd guess it's one of these).

When mounted, my colonists' work time could be 10x faster if they didn't dismount to pick up items to haul. I've tried drafting the colonist, mounting, then manually prioritizing several hauling jobs. They always ride over, but dismount to pick up the items. Is this a reported incompatibility, or am I just doing something wrong?

Thanks for reporting.

Some questions:
- Is this in Rimworld 1.0?
- Do they never ride while hauling, or do they sometimes do?

Either way, they should be able to haul while riding, but in very specific situations involving no mount zones, they shouldn't. So it's likely a mod conflict (if they never actually do it). I'll take a look at it.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: projectew on June 29, 2018, 04:06:16 AM
No, still on B18. I've never seen them haul while mounted, despite several attempts at different times to manually order a haul after draft-mounting them. They do rescue while mounted, provided they're drafted.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Lethe on June 29, 2018, 03:33:26 PM
Quote from: projectew on June 28, 2018, 07:56:25 PM
I'd like to report a behavior which I'm not sure if it's a bug with Giddy-Up, or, more likely, an incompatibility with one of the following: Achtung!, Hand Me That Brick, or Pick Up and Haul (at least I'd guess it's one of these).

When mounted, my colonists' work time could be 10x faster if they didn't dismount to pick up items to haul. I've tried drafting the colonist, mounting, then manually prioritizing several hauling jobs. They always ride over, but dismount to pick up the items. Is this a reported incompatibility, or am I just doing something wrong?

Try disabling Achtung. I'm running Hand Me That Brick, Pick Up and Haul and While You're Up and I'm pretty certain I caught them hauling additional things without dismounting. B18. What order do you have everything loading in? For me I'm loading Giddy up last.

Anywho, I came to ask you @Roolo if the mount movement speed is bonus % on top of a colonists movement speed or if the animal speed (+/-animal handing skill) replaces the colonist movement speed completely while riding. My apologizes if someone asked this question already. I ask because I can't tell some are my pawns are moving any faster since I have a few mods that can bump up a pawns movement (certain Infusion stat bonus, fashion rimsta cargo shorts, I'm not using any yet, but pretty sure EPOE has prosthetics that can boost movement). Would those bonuses stack? Can pawns detect if the mount would be slower than walking and choose to walk in that scenario?

Yeah, I suppose if one had those other speed buffs one wouldn't necessary need Giddy-up ride and roll, but...your mod does look waaaay cooler. lol

Same question on Giddy-up Caravans. Which things, if any, will stack with animal mount buff?

Sweet mod and great work! I'm smiling and laughing a lot when I see my pawns ride a bear around.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on June 29, 2018, 04:43:56 PM
Quote from: Lethe on June 29, 2018, 03:33:26 PM
Quote from: projectew on June 28, 2018, 07:56:25 PM
I'd like to report a behavior which I'm not sure if it's a bug with Giddy-Up, or, more likely, an incompatibility with one of the following: Achtung!, Hand Me That Brick, or Pick Up and Haul (at least I'd guess it's one of these).

When mounted, my colonists' work time could be 10x faster if they didn't dismount to pick up items to haul. I've tried drafting the colonist, mounting, then manually prioritizing several hauling jobs. They always ride over, but dismount to pick up the items. Is this a reported incompatibility, or am I just doing something wrong?

Try disabling Achtung. I'm running Hand Me That Brick, Pick Up and Haul and While You're Up and I'm pretty certain I caught them hauling additional things without dismounting. B18. What order do you have everything loading in? For me I'm loading Giddy up last.

Anywho, I came to ask you @Roolo if the mount movement speed is bonus % on top of a colonists movement speed or if the animal speed (+/-animal handing skill) replaces the colonist movement speed completely while riding. My apologizes if someone asked this question already. I ask because I can't tell some are my pawns are moving any faster since I have a few mods that can bump up a pawns movement (certain Infusion stat bonus, fashion rimsta cargo shorts, I'm not using any yet, but pretty sure EPOE has prosthetics that can boost movement). Would those bonuses stack? Can pawns detect if the mount would be slower than walking and choose to walk in that scenario?

Yeah, I suppose if one had those other speed buffs one wouldn't necessary need Giddy-up ride and roll, but...your mod does look waaaay cooler. lol

Same question on Giddy-up Caravans. Which things, if any, will stack with animal mount buff?

Sweet mod and great work! I'm smiling and laughing a lot when I see my pawns ride a bear around.

Thanks :). I'm glad you're enjoying it.

The animal speed replaces the pawn speed. However, a per level speed bonus depending on animal handling is applied for each level a pawn is above the level needed to tame the animal. If the handling level is below this, it's a per level penalty instead. How high this bonus/penalty is, is configurable in the mod options. When pawns mount automatically with Ride and Roll, this should be taken into account, so they'll only mount when it helps them get to the job faster (please report if this isn't always the case).

For mounted caravanning the animals speed is also used instead of the pawn's speed. However, a high static bonus is added to the caravan when all pawns are riding (also configurable in the mod options).

So when colonists have a really high movement speed, or if the animal is slow, it doesn't always make sense to mount.

I hope this helps, and feel free to ask more questions.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: devent on June 30, 2018, 09:09:57 AM
I like to report a bug with Giddy-Up RideAndRoll with B18.

When the mod is enabled and my paws ride to extinguish a fire, they ride there, mount down and just stand there. No fire is extinguish. The animal is also just standing. Drafting and undrafting doesn't work. Also, force other paws to extinguish the same fire tile doesn't work. Further, force the same paws (that rode the animal) to extinguish a different fire tile doesn't work either.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Grillbye on June 30, 2018, 09:40:38 AM
Geez, no, every good mods are passing to 1.0....
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on June 30, 2018, 10:16:37 AM
Quote from: devent on June 30, 2018, 09:09:57 AM
I like to report a bug with Giddy-Up RideAndRoll with B18.

When the mod is enabled and my paws ride to extinguish a fire, they ride there, mount down and just stand there. No fire is extinguish. The animal is also just standing. Drafting and undrafting doesn't work. Also, force other paws to extinguish the same fire tile doesn't work. Further, force the same paws (that rode the animal) to extinguish a different fire tile doesn't work either.

Thanks for reporting. I'll make sure it's fixed in 1.0. I might push one last B18 bugfix update out if I have the time, but it won't have my priority anymore since 1.0 is approaching and my time is better spent on that.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Canute on June 30, 2018, 11:00:28 AM
You know people are still playing A17 ? And i bet many people will play B18 for a longer time too, even when i can't understand why (maybe they don't like the combat changes).
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on June 30, 2018, 04:51:06 PM
Quote from: Canute on June 30, 2018, 11:00:28 AM
You know people are still playing A17 ? And i bet many people will play B18 for a longer time too, even when i can't understand why (maybe they don't like the combat changes).

Yeah sure. I wouldn't even be surprised if there's still someone out there playing alpha 10 :) 
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Inacio on July 01, 2018, 08:43:29 AM
Why can't you maintain 10 versions of the mod up to date? Are you lazy or something?
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Canute on July 01, 2018, 11:39:24 AM
Why can't you learn to mod and maintain the needed version by yourself ?
Are you lazy or something ? :-))
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: l159328 on July 01, 2018, 07:34:25 PM
Can't mount my animals for some reason, I think something broke hugs:

Exception in SetupToils for pawn Lester driver=JobDriver_Mount (toilIndex=-1) driver.job=(Mount (Job_793) A=Thing_Rhinoceros26798) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.MissingMethodException: Method not found: 'Verse.AI.Toils_General.Wait'.
at (wrapper dynamic-method) Verse.AI.JobDriver.SetupToils_Patch1 (object) <IL 0x00060, 0x000c3>

Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobUtility.cs:22)
Verse.AI.JobDriver:SetupToils_Patch1(Object)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:519)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:391)
Verse.AI.JobDriver:EndJobWith(JobCondition) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:477)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:845)
GiddyUpCore.Utilities.<>c__DisplayClass0_0:<AddMountingOptions>b__0()
Verse.FloatMenuOption:Chosen(Boolean, FloatMenu) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuOption.cs:171)
Verse.FloatMenuOption:DoGUI(Rect, Boolean, FloatMenu) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuOption.cs:258)
Verse.FloatMenu:DoWindowContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenu.cs:311)
Verse.FloatMenuMap:DoWindowContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuMap.cs:55)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:202)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)

Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on July 02, 2018, 02:20:47 PM

Update:
Giddy-up! Core -> 1.0.2
- Fixed MissingMethodException that was thrown when letting a pawn mount with the right click menu, making it impossible to manually mount. This bug was introduced in Rimworld 1.0.1951


Quote from: l159328 on July 01, 2018, 07:34:25 PM
Can't mount my animals for some reason, I think something broke hugs:

Exception in SetupToils for pawn Lester driver=JobDriver_Mount (toilIndex=-1) driver.job=(Mount (Job_793) A=Thing_Rhinoceros26798) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.MissingMethodException: Method not found: 'Verse.AI.Toils_General.Wait'.
at (wrapper dynamic-method) Verse.AI.JobDriver.SetupToils_Patch1 (object) <IL 0x00060, 0x000c3>

Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobUtility.cs:22)
Verse.AI.JobDriver:SetupToils_Patch1(Object)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:519)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:391)
Verse.AI.JobDriver:EndJobWith(JobCondition) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:477)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:845)
GiddyUpCore.Utilities.<>c__DisplayClass0_0:<AddMountingOptions>b__0()
Verse.FloatMenuOption:Chosen(Boolean, FloatMenu) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuOption.cs:171)
Verse.FloatMenuOption:DoGUI(Rect, Boolean, FloatMenu) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuOption.cs:258)
Verse.FloatMenu:DoWindowContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenu.cs:311)
Verse.FloatMenuMap:DoWindowContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuMap.cs:55)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:202)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)



This fixes your issue. Thanks for reporting it! The problem was caused by something that changed in the latest unstable build of Rimworld. "unstable" really is unstable this time.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on July 11, 2018, 03:24:26 PM
Teaser for next Giddy-up! mod called Giddy-up! Battle Mechs:
(https://i.imgur.com/9ZMtoMZ.gif)

Version with sound and better quality:
https://youtu.be/kkqXQTo1PFQ

It'll depend on What The Hack (https://ludeon.com/forums/index.php?topic=41629), which is currently a work in progress, and will be released when Rimworld 1.0 releases.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Canute on July 11, 2018, 04:31:03 PM
Even it is a nice idea, but don't you think it is a bit overpowered ?
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on July 12, 2018, 12:59:34 AM
Quote from: Canute on July 11, 2018, 04:31:03 PM
Even it is a nice idea, but don't you think it is a bit overpowered ?

Might appear so. It certainly looks that way in the teaser, but
both pawns there have maxed skills, power armour and excellent + legendary weapons so that exaggerates things a bit. But more importantly, like you're used to it with Giddy-up, the enemies will also sometimes ride mechs, making up for things. Also, due to their maintenance costs and need to be charged, mechs cannot be used all the time.

With those things considered, I don't think it'll make the game easier, at least not in my hands. Instead it'll be just more varied/crazy.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Mightycucumber on July 13, 2018, 10:56:54 AM
Really quick question: Ive recently started playing Rimworld and after playing some sessions of the vanilla game I'm finally starting to get some useful mods. Question is, are these mods compatible with Orion's Hospitality? I've read somewhere that they might not run along very well together, but no one pointed out what exactly the problem was.

Thanks in advance, and awesome mod bundle you have here! ;)
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Canute on July 13, 2018, 10:59:59 AM
There was some minor issues with early version.
But no issues are reported lately. Latest B18 version work's well with Hospitality.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Mightycucumber on July 13, 2018, 05:15:59 PM
Good to know! It'd be a shame is such incredible mods didn't work simultaneously. :P By the way, is there any specific load order between them or placing the above or under each other yields the same results?

Thanks for the fast response ;)
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on July 14, 2018, 06:01:32 AM
Quote from: Mightycucumber on July 13, 2018, 05:15:59 PM
Good to know! It'd be a shame is such incredible mods didn't work simultaneously. :P By the way, is there any specific load order between them or placing the above or under each other yields the same results?

Thanks for the fast response ;)

Load order doesn't matter, as long as the load order of the Giddy-up! mods themselves is correct (so Hugslib on top, then Giddy-up! Core, and then the other Giddy-up submods).
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: evilcats on July 22, 2018, 04:24:02 AM
Is their any way in xml to make my animal have obedience by default or a flag to let you be able to mount them without the training?
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on July 22, 2018, 01:24:10 PM
Quote from: evilcats on July 22, 2018, 04:24:02 AM
Is their any way in xml to make my animal have obedience by default or a flag to let you be able to mount them without the training?

Not with XML, but a small harmony patch in c# would do. I could help you with that if you need any help. Just PM me on discord or steam.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Ruisuki on July 23, 2018, 12:51:49 AM
is this compatible with facial stuff? iirc back in may there was some sort of issue?
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on July 23, 2018, 07:48:41 AM
Quote from: Ruisuki on July 23, 2018, 12:51:49 AM
is this compatible with facial stuff? iirc back in may there was some sort of issue?

I don't think so. I had contact with killface about it, and he said he would look into it but had other higher priority things to do first. The mod hasn't been updated since then if I'm not mistaken so I don't think it's fixed yet. You can however use the legacy version of facial stuff without problems.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on July 24, 2018, 07:04:52 AM
The latest 1.0 unstable build completely broke most Giddy-up mods. I've just uploaded fixes.

Update:
Giddy-up! Core -> v1.0.3
Giddy-up! Battle Mounts -> v1.0.3
Giddy-up! Ride and Roll -> v1.0.3
Giddy-up! Ride and Roll -> v1.0.1

- Fixed latest 1.0 build breaking the mod entirely

Make sure to update all these mods to the latest version!
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Canute on July 24, 2018, 09:10:38 AM
Hmm i think we should open some bet's, how long it takes until Tynan&Co breaks again the mods :-)
Honestly, much respect to all modder which do these job while the unstable periode.
Much other would just left these unstable nitroglycerin and wait to become stable dynamite.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: DaBlupp on July 25, 2018, 07:53:42 PM
Hey Roolo, two of your fixes were not uploaded correctly, Giddy-Up! Caravan is still at version 1.0.0 and Giddy-Up! Ride and Roll is at version 1.0.1 on your GitHub page.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on July 26, 2018, 02:36:34 AM

Update:
Giddy-up! Core -> 1.0.4. Fixed rotation of animal not working properly when the rider is drafted.

I accidentally pushed some unfinished code to the previous update that broke the rotation of mounted animals. That's fixed in the latest release. 


Quote from: DaBlupp on July 25, 2018, 07:53:42 PM
Hey Roolo, two of your fixes were not uploaded correctly, Giddy-Up! Caravan is still at version 1.0.0 and Giddy-Up! Ride and Roll is at version 1.0.1 on your GitHub page.

Actually, Giddy-up! Caravan didn't need any updating, so that's why I didn't update it ^^. As for Giddy-up! Ride and Roll: I did release an update, but it's version number is 1.0.1 (not as much updates needed in the past), so I only made a slight mistake in the forum post. Download 1.0.1 and you're fine. I'll correct my post earlier so the version number is correct there.

Quote from: Canute on July 24, 2018, 09:10:38 AM
Hmm i think we should open some bet's, how long it takes until Tynan&Co breaks again the mods :-)
Honestly, much respect to all modder which do these job while the unstable periode.
Much other would just left these unstable nitroglycerin and wait to become stable dynamite.


Haha, I bet 5 more days till the next explosion. I didn't expect unstable to be this unstable. The last B18 unstable was really the opposite, and was also in the unstable  period for a much shorter time. But now I'll just keep updating. I don't want to ruin current playthroughs of people that use my mods. And also, I don't know how much time I'll have when the final 1.0 version drops, so it's comforting for me to have everything ready for then. And finally, I'm also playing 1.0 sometimes, and I like to have my mods enabled and working when I do.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Syrchalis on August 02, 2018, 03:57:53 AM
Giddy-up Caravan needs an update. I think it's not compatible with the newest harmony version. While a recompile fixes the error message it doesn't actually work again.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on August 02, 2018, 06:24:52 AM
Quote from: Syrchalis on August 02, 2018, 03:57:53 AM
Giddy-up Caravan needs an update. I think it's not compatible with the newest harmony version. While a recompile fixes the error message it doesn't actually work again.

It works fine for me, using the Harmony version that comes with Hugslib, which isn't updated for a while (it was a few days ago, but it got reverted). Did you manually install the latest harmony version (which is not included in Hugslib yet) ? Not asking you to do that, just curious as it might explain why it's not working for you. Anyhow, could you share the error using the Hugslib sharing functionality (press ctrl+f12). By the way, are you also sure this isn't a mod conflict?

Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Syrchalis on August 02, 2018, 06:36:53 AM
It worked fine before with my mods, so I'm rather certain it's not a conflict. The other GiddyUp mods work fine.

I'm using the newest Harmony Version (not the 1.2 release, the one with this (https://github.com/pardeike/Harmony/commit/c28362a79967c356755bd3b04eadff675884a50f) commit, which is even newer). It fixes a bug that causes this error:
System.Collections.Generic.List1[Harmony.ILCopying.ExceptionBlock] cannot be converted to target type: System.Collections.Generic.List1[Harmony.ILCopying.ExceptionBlock]
Which is also the error message i get if I use Giddy-up Caravan. If I recompile it with the newest harmony version the error is gone, but the mod doesn't function, however I don't get any new error.

https://git.io/fNKg3

This is a log of me playing with the recompiled version (the error is gone, but mod doesn't work).

Pick up and Haul doesn't work properly if the newest Harmony version isn't loaded first, so I load the newest Harmony version right after Core.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on August 02, 2018, 07:03:45 AM
Quote from: Syrchalis on August 02, 2018, 06:36:53 AM
It worked fine before with my mods, so I'm rather certain it's not a conflict. The other GiddyUp mods work fine.

I'm using the newest Harmony Version (not the 1.2 release, the one with this (https://github.com/pardeike/Harmony/commit/c28362a79967c356755bd3b04eadff675884a50f) commit, which is even newer). It fixes a bug that causes this error:
System.Collections.Generic.List1[Harmony.ILCopying.ExceptionBlock] cannot be converted to target type: System.Collections.Generic.List1[Harmony.ILCopying.ExceptionBlock]
Which is also the error message i get if I use Giddy-up Caravan. If I recompile it with the newest harmony version the error is gone, but the mod doesn't function, however I don't get any new error.

https://git.io/fNKg3

This is a log of me playing with the recompiled version (the error is gone, but mod doesn't work).

Pick up and Haul doesn't work properly if the newest Harmony version isn't loaded first, so I load the newest Harmony version right after Core.

I don't think the bug is really fixed in that commit, Pardeike says it's completely untested:

Quote
IMPORTANT: A bug has been discovered that results in the following exception being thrown: System.Collections.Generic.List1[Harmony.ILCopying.ExceptionBlock] cannot be converted to target type: System.Collections.Generic.List1[Harmony.ILCopying.ExceptionBlock]

To reproduce, use Harmony v1.1 and v1.2+ alternating in patching the same method (one that contains try/catch logic). That triggers the conversion and this release should fail. Commit c28362a tries to fix the problem but is completely untested. A new version will be released as soon as everything works as expected.

I recommend using an older version of harmony (the one included in Hugslib). That's the one I test against. Alternatively you can wait for the new release of Harmony in which it really is fixed.

You cannot expect me to update my mods so they work with some unreleased work-in-progress on GitHub.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: mrree123 on August 04, 2018, 04:23:28 AM
any chance that you make riding around a sort of recreation thing?

it  would work like "going for a walk" but instead the pawn is riding his/her assigned animal provided it has obedience training.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on August 04, 2018, 11:11:04 AM
Quote from: mrree123 on August 04, 2018, 04:23:28 AM
any chance that you make riding around a sort of recreation thing?

it  would work like "going for a walk" but instead the pawn is riding his/her assigned animal provided it has obedience training.

Yeah I like this idea. I considered it before but never got to implement it. It won't be high priority but maybe I'll give it a go in the future.
Title: Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Syrchalis on August 05, 2018, 06:09:55 PM
Quote from: Roolo on August 02, 2018, 07:03:45 AM
You cannot expect me to update my mods so they work with some unreleased work-in-progress on GitHub.
It's fine, I recompiled your mods with the newest harmony version (I think it's not on github yet) and they are working fine now.
Title: Re: [1.0] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: daisy on August 07, 2018, 09:09:35 AM
hey, im not very smart at this kind of stuff, but whenever i add giddy-up core to my modlist i get a really huge bug log. :'(
am i doing something wrong?
here's the logs:
https://git.io/fNDOL

thank you! this mod seems really cool
Title: Re: [1.0] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on August 07, 2018, 09:14:15 AM
Quote from: daisy on August 07, 2018, 09:09:35 AM
hey, im not very smart at this kind of stuff, but whenever i add giddy-up core to my modlist i get a really huge bug log. :'(
am i doing something wrong?
here's the logs:
https://git.io/fNDOL

thank you! this mod seems really cool

Do you have Hugslib installed, and did you put Giddy-up below hugslib in your mod list?

Edit: nvm it seems you did. I'll take a look at it when I'm home (on phone now)
Title: Re: [1.0] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on August 07, 2018, 11:09:13 AM
Tynan renamed the 1.0 branch to 0.19 :( I updated all mods so the versions match again

Update:

Giddy-up! Core -> 1.0.5
Giddy-up! Battle Mounts -> 1.0.4
Giddy-up! Ride and Roll -> 1.0.3
Giddy-up! Caravan -> 1.0.1

Changed version from 1.0 to 0.19.



Quote from: daisy on August 07, 2018, 09:09:35 AM
hey, im not very smart at this kind of stuff, but whenever i add giddy-up core to my modlist i get a really huge bug log. :'(
am i doing something wrong?
here's the logs:
https://git.io/fNDOL

thank you! this mod seems really cool

It should just work. I just tested it with the latest build. Maybe something went wrong with downloading or installing? I suggest deleting the mod and redownloading an re-installing it.
Title: Re: [1.0] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: butanefireflies on August 10, 2018, 09:29:45 PM
Love the mod :) I found a quirky but harmless bug, thought I'd let you know - my pawn rode to the edge of the map such that her muffalo is standing on the absolute outer tile and she's apparently off the map - refer to the linked photo. Pushes a small red error, see the pastebin. Nothing big, but it's interesting!

https://imgur.com/a/ix9B2Pl

https://pastebin.com/5GALq6Py
Title: Re: [1.0] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on August 12, 2018, 12:56:09 PM
Quote from: butanefireflies on August 10, 2018, 09:29:45 PM
Love the mod :) I found a quirky but harmless bug, thought I'd let you know - my pawn rode to the edge of the map such that her muffalo is standing on the absolute outer tile and she's apparently off the map - refer to the linked photo. Pushes a small red error, see the pastebin. Nothing big, but it's interesting!

https://imgur.com/a/ix9B2Pl

https://pastebin.com/5GALq6Py

Interesting bug. Can definitely be considered an "edge case", (o dear, bad joke). I'll make sure a fix is included in the next update. Thanks for reporting.
Title: Re: [1.0] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Kassidoo on August 24, 2018, 09:55:33 AM
[B19] Hi, today after running fine for hours (Despite some others mods spamming errors constantly) it suddenly started to lag horribly and I found out why. It seems when the game tried to spawn a caravan something broke and it kept spawning more and more and more people to the caravan, this is the error log. I honestly have no idea what mod caused it but I saw in mentioned Giddyup so I'll try here first: https://www.dropbox.com/s/mx43ghyt6hq8hb2/output_log.txt?dl=0

Image of the "caravan" (https://cdn.discordapp.com/attachments/140890123741954049/482542966343335956/unknown.png)


System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GenList.NullOrEmpty<Verse.Pawn> (System.Collections.Generic.IList`1<Verse.Pawn>) <0x0003d>
at GiddyUpCaravan.Utilities.VisitorMountUtility.mountAnimals (System.Collections.Generic.List`1<Verse.Pawn>&,RimWorld.IncidentParms) <0x00029>
at (wrapper dynamic-method) RimWorld.IncidentWorker_TraderCaravanArrival.TryExecuteWorker_Patch0 (object,RimWorld.IncidentParms) <0x0010f>
at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms) <0x00024>
at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident) <0x0008e>
at RimWorld.IncidentQueue.IncidentQueueTick () <0x000c4>
at RimWorld.Storyteller.StorytellerTick () <0x0002f>
at Verse.TickManager.DoSingleTick () <0x00610>
Title: Re: [1.0] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on August 24, 2018, 10:07:41 AM
Quote from: Kassidoo on August 24, 2018, 09:55:33 AM
[B19] Hi, today after running fine for hours (Despite some others mods spamming errors constantly) it suddenly started to lag horribly and I found out why. It seems when the game tried to spawn a caravan something broke and it kept spawning more and more and more people to the caravan, this is the error log. I honestly have no idea what mod caused it but I saw in mentioned Giddyup so I'll try here first: https://www.dropbox.com/s/mx43ghyt6hq8hb2/output_log.txt?dl=0

Image of the "caravan" (https://cdn.discordapp.com/attachments/140890123741954049/482542966343335956/unknown.png)


System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GenList.NullOrEmpty<Verse.Pawn> (System.Collections.Generic.IList`1<Verse.Pawn>) <0x0003d>
at GiddyUpCaravan.Utilities.VisitorMountUtility.mountAnimals (System.Collections.Generic.List`1<Verse.Pawn>&,RimWorld.IncidentParms) <0x00029>
at (wrapper dynamic-method) RimWorld.IncidentWorker_TraderCaravanArrival.TryExecuteWorker_Patch0 (object,RimWorld.IncidentParms) <0x0010f>
at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms) <0x00024>
at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident) <0x0008e>
at RimWorld.IncidentQueue.IncidentQueueTick () <0x000c4>
at RimWorld.Storyteller.StorytellerTick () <0x0002f>
at Verse.TickManager.DoSingleTick () <0x00610>


Thanks for reporting. The error you showed cannot possibly be the cause of the lag. It still needs fixing so I'll look into it. As for the lag, mods spamming the log frequently are much more likely the cause. If you share the entire hugslib log using ctrl+f12 I might be able to help (please don't use another method for sharing it).
Title: Re: [1.0] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Kassidoo on August 24, 2018, 10:18:47 AM
I think the lag is because of the sheer amount of people (100+ spawning + animals + gear), I'm running the game atm, ill upload the log as soon as the caravan comes again.

Edit: It seems every time the error comes an entire new caravan spawns, as I have only 33 errors but several 100s of people.
Here's the output log, I have no idea what the DamageMotes error is either but it doesn't cause any performance or play issues; https://git.io/fAtQy

Minimum 80 muffalos, couldnt select more haha https://cdn.discordapp.com/attachments/140890123741954049/482555777580793857/unknown.png
Title: Re: [1.0] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on August 24, 2018, 10:35:40 AM
Quote from: Kassidoo on August 24, 2018, 10:18:47 AM
I think the lag is because of the sheer amount of people (100+ spawning + animals + gear), I'm running the game atm, ill upload the log as soon as the caravan comes again.

Edit: It seems every time the error comes an entire new caravan spawns, as I have only 33 errors but several 100s of people.
Here's the output log, I have no idea what the DamageMotes error is either but it doesn't cause any performance or play issues; https://git.io/fAtQy

Minimum 80 muffalos, couldnt select more haha https://cdn.discordapp.com/attachments/140890123741954049/482555777580793857/unknown.png
Ok it's much more clear now. Well indeed, if caravans keep spawning like that, Giddy-up Caravan is indeed the issue. I think the latest build of Rimworld might have broken it, or it might be a mod conflict. Either way, I'll look into it, but I'm away for the entire weekend, so you have the wait a few days. You can safely disable Giddy-up Caravan in your existing game in the meantime. Don't disable Giddy-up Core though. You can use the dev tools to remove the spawned pawns.
Title: Re: [1.0] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Kassidoo on August 24, 2018, 10:51:02 AM
No problems, thanks for the info :) Have a great weekend!
Title: Re: [1.0] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Shin on August 24, 2018, 09:34:04 PM
Not clear to me if this is already been reported or not, but just doing a minimal set of mods and I get a HugsLib error from Giddyup.Caravan.  https://git.io/fAqPW
Title: Re: [1.0] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on August 25, 2018, 03:29:58 AM
Quote from: Shin on August 24, 2018, 09:34:04 PM
Not clear to me if this is already been reported or not, but just doing a minimal set of mods and I get a HugsLib error from Giddyup.Caravan.  https://git.io/fAqPW

I found this in the log:


Mod RimworldHugsLib-5.0.1 has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.19.2006</targetVersion>

It seems your Hugslib isn't loaded well. This happens mostly when a mod(in this case Hugslib) is contained in an additional folder, while it should be in the mods folder directly. I suggest re-installing hugslib and making sure the folder structure is ok.
Title: Re: [1.0] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Syrchalis on August 25, 2018, 05:31:38 AM
DamageMotes is Damage Indicators mod from spud.
Title: Re: [1.0] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
Post by: Roolo on August 27, 2018, 07:15:37 AM
The latest unstable build broke some mods again, hence this update:

Giddy-up! Caravan -> v1.0.2
Giddy-up! Battle Mounts -> v1.0.5
- Fixed compatibility problem with the latest unstable build (0.19.2006).
Title: Re: [0.19] Giddy-up! (animal riding)
Post by: WolfgangPolska on August 31, 2018, 05:12:56 PM
It seems that in B19 this mod crashes the game when raid occurs. Don't know why it is happening. I have tested it alone and with different mod combinations yet the result remains the same.
All of 4 modules are being used and loaded in following order: Core, battlemounts, caravanamd ride and roll. I hve no idea what have gone wrong with it.

[attachment deleted due to age]
Title: Re: [0.19] Giddy-up! (animal riding)
Post by: Roolo on August 31, 2018, 05:53:07 PM
Quote from: WolfgangPolska on August 31, 2018, 05:12:56 PM
It seems that in B19 this mod crashes the game when raid occurs. Don't know why it is happening. I have tested it alone and with different mod combinations yet the result remains the same.
All of 4 modules are being used and loaded in following order: Core, battlemounts, caravanamd ride and roll. I hve no idea what have gone wrong with it.

Sure you have the latest version of all Giddy-up mods installed? This happened a while ago due to vanilla code being changed, but it should be fixed in the latest updates.
Title: Re: [0.19] Giddy-up! (animal riding)
Post by: WolfgangPolska on September 01, 2018, 12:41:40 AM
I guess I will reinstall it
Title: Re: [0.19] Giddy-up! (animal riding)
Post by: Canute on September 01, 2018, 02:50:24 AM
I guess you allways should check all mod's for updates when error's/crashes occur.
Title: Re: [0.19] Giddy-up! (animal riding)
Post by: WolfgangPolska on September 01, 2018, 03:37:48 AM
Nope, I have installed a newest version, yet still game crashes upon enemy raid.


[attachment deleted due to age]
Title: Re: [0.19] Giddy-up! (animal riding)
Post by: Roolo on September 01, 2018, 04:53:29 AM
Quote from: WolfgangPolska on September 01, 2018, 03:37:48 AM
Nope, I have installed a newest version, yet still game crashes upon enemy raid.


So also for Battle mounts?
I'll try to reproduce this when I get home tomorrow. Could you share your mod list by starting your game and pressing ctrl+f12 and placing the link here?
Title: Re: [0.19] Giddy-up! (animal riding)
Post by: Canute on September 01, 2018, 04:55:12 AM
"RimWorld 0.19.1996 rev1270"
could you maybe update your Rimworld to the latest build too ?
Title: Re: [0.19] Giddy-up! (animal riding)
Post by: Roolo on September 01, 2018, 04:58:13 AM
Quote from: Canute on September 01, 2018, 04:55:12 AM
"RimWorld 0.19.1996 rev1270"
could you maybe update your Rimworld to the latest build too ?

Ah, good catch Canute. Yeah, that should be the issue here.
Title: Re: [0.19] Giddy-up! (animal riding)
Post by: temple_wing on September 02, 2018, 02:17:51 AM
I suggest a mod like "Giddy-up mounting all-in-one", you name it as you like. Just lesser mod, easier to manage for players (at least me).
Title: Re: [0.19] Giddy-up! (animal riding)
Post by: Canute on September 02, 2018, 02:55:41 AM
Why do you think exist so many mods ?
You want them all in one, but previously other wanted to split them because they don't use all.
Title: Re: [0.19] Giddy-up! (animal riding)
Post by: Roolo on September 02, 2018, 11:13:44 AM
Quote from: temple_wing on September 02, 2018, 02:17:51 AM
I suggest a mod like "Giddy-up mounting all-in-one", you name it as you like. Just lesser mod, easier to manage for players (at least me).

Replacing the current modular system with a all-in-one system would have the problem Canute mentioned (and more), but I guess you're asking to add an all-in-one mod besides the current modular system. Doing this would mean I have to update this all-in-one mod each time I update one of the other giddy-up mods, giving me an overhead each time and another thing I could screw up. As long as I still plan to add things to the series, and as long as Rimworld 1.0 isn't there, it's not worth the extra time investment. So maybe in the future when thing aren't likely to change anymore I'll give it a go, but no promises.

Title: Re: [0.19] Giddy-up! (animal riding)
Post by: jalog100 on September 02, 2018, 02:05:18 PM
i got this https://git.io/fAlDJ in my map i have a mechanoid ruin they broke the wall and i can see them but are trapped by sea, the mod is trying to do something and creates errrors
Title: Re: [0.19] Giddy-up! (animal riding)
Post by: pablo603 on September 02, 2018, 03:11:20 PM
Chicken mounts, here I come!
Title: Re: [0.19] Giddy-up! (animal riding)
Post by: Roolo on September 03, 2018, 05:00:55 AM
Quote from: jalog100 on September 02, 2018, 02:05:18 PM
i got this https://git.io/fAlDJ in my map i have a mechanoid ruin they broke the wall and i can see them but are trapped by sea, the mod is trying to do something and creates errrors

I just responded to you on the bug thread of Giddy-up Core on steam. No need to double post.
Title: Re: [0.19] Giddy-up! (animal riding)
Post by: jalog100 on September 03, 2018, 08:36:45 AM
Quote from: Roolo on September 03, 2018, 05:00:55 AM
Quote from: jalog100 on September 02, 2018, 02:05:18 PM
i got this https://git.io/fAlDJ in my map i have a mechanoid ruin they broke the wall and i can see them but are trapped by sea, the mod is trying to do something and creates errrors

I just responded to you on the bug thread of Giddy-up Core on steam. No need to double post.
I'm sorry i first posted in steam but i saw your last post there was in February o something like that and here was just a few days ago i thought that you weren't active in steam
Just to confirm
I did what you say and disabled caravan and the error don't show anymore (and the corpses stop moving i was thinking they moved because it was in water and that was a b19 feature and don't say anything before about that)
Title: Re: [0.19] Giddy-up! (animal riding)
Post by: Roolo on September 04, 2018, 12:24:21 PM
Quote from: jalog100 on September 03, 2018, 08:36:45 AM
Quote from: Roolo on September 03, 2018, 05:00:55 AM
Quote from: jalog100 on September 02, 2018, 02:05:18 PM
i got this https://git.io/fAlDJ in my map i have a mechanoid ruin they broke the wall and i can see them but are trapped by sea, the mod is trying to do something and creates errrors

I just responded to you on the bug thread of Giddy-up Core on steam. No need to double post.
I'm sorry i first posted in steam but i saw your last post there was in February o something like that and here was just a few days ago i thought that you weren't active in steam
Just to confirm
I did what you say and disabled caravan and the error don't show anymore (and the corpses stop moving i was thinking they moved because it was in water and that was a b19 feature and don't say anything before about that)


Ok, I'll try to reproduce it and if I'm able to I'll make sure it's fixed in the next update.
Title: Re: [0.19] Giddy-up! (animal riding)
Post by: Mst on September 07, 2018, 02:51:42 PM
Haven't played for almost half a year. Was amazed today by progress on your mods. They pretty much became essential for me now. Huge thanks for all your work once again.

One question. Got this message today when tried to place No Mount Area or Forbid Mount, forgot how it's called. It does not pop up every time, only when I drag the area larger than 6 by 6.
I assume it's not the fault of Giddy-up rather of Alien Races.
Maybe you can give me some advice. If it's nothing critical down the playthrough I just leave it as it is.

Exception in UIRootUpdate: System.ArgumentNullException: Argument cannot be null.
Parameter name: source
at System.Linq.Check.Source (object) <0x00061>
at System.Linq.Enumerable.OfType<AlienRace.ThingDef_AlienRace> (System.Collections.IEnumerable) <0x00020>
at AlienRace.HarmonyPatches.CanDesignateThingTamePostfix (bool&,Verse.Thing) <0x0005c>
at (wrapper dynamic-method) Verse.Designator.CanDesignateThing_Patch1 (object,Verse.Thing) <0x00059>
at Verse.DesignatorUtility.RenderHighlightOverSelectableThings (Verse.Designator,System.Collections.Generic.List`1<Verse.IntVec3>) <0x0010b>
at Verse.Designator.RenderHighlight (System.Collections.Generic.List`1<Verse.IntVec3>) <0x00024>
at Verse.DesignationDragger.DraggerUpdate () <0x00061>
at Verse.DesignatorManager.DesignatorManagerUpdate () <0x00026>
at (wrapper dynamic-method) RimWorld.MapInterface.MapInterfaceUpdate_Patch1 (object) <0x000b2>
at RimWorld.UIRoot_Play.UIRootUpdate () <0x0007a>

Verse.Log:Error(String, Boolean)
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
Title: Re: [0.19] Giddy-up! (animal riding)
Post by: Roolo on September 10, 2018, 06:56:41 AM
Quote from: Mst on September 07, 2018, 02:51:42 PM
Haven't played for almost half a year. Was amazed today by progress on your mods. They pretty much became essential for me now. Huge thanks for all your work once again.

One question. Got this message today when tried to place No Mount Area or Forbid Mount, forgot how it's called. It does not pop up every time, only when I drag the area larger than 6 by 6.
I assume it's not the fault of Giddy-up rather of Alien Races.
Maybe you can give me some advice. If it's nothing critical down the playthrough I just leave it as it is.

Exception in UIRootUpdate: System.ArgumentNullException: Argument cannot be null.
Parameter name: source
at System.Linq.Check.Source (object) <0x00061>
at System.Linq.Enumerable.OfType<AlienRace.ThingDef_AlienRace> (System.Collections.IEnumerable) <0x00020>
at AlienRace.HarmonyPatches.CanDesignateThingTamePostfix (bool&,Verse.Thing) <0x0005c>
at (wrapper dynamic-method) Verse.Designator.CanDesignateThing_Patch1 (object,Verse.Thing) <0x00059>
at Verse.DesignatorUtility.RenderHighlightOverSelectableThings (Verse.Designator,System.Collections.Generic.List`1<Verse.IntVec3>) <0x0010b>
at Verse.Designator.RenderHighlight (System.Collections.Generic.List`1<Verse.IntVec3>) <0x00024>
at Verse.DesignationDragger.DraggerUpdate () <0x00061>
at Verse.DesignatorManager.DesignatorManagerUpdate () <0x00026>
at (wrapper dynamic-method) RimWorld.MapInterface.MapInterfaceUpdate_Patch1 (object) <0x000b2>
at RimWorld.UIRoot_Play.UIRootUpdate () <0x0007a>

Verse.Log:Error(String, Boolean)
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()


Thanks :) I really appreciate your kind words! Hmm it seems to be a minor compatibility problem with alien races. I'll look into it later, but I have a ton to do for my What the hack!? mod the coming days, so it'll take a while.
Title: Re: [0.19] Giddy-up! (animal riding)
Post by: Urubaen on September 11, 2018, 05:14:57 AM
Hi,

I'm interested by your mod, but i also use GeneticRim (http://ludeon.com/forums/index.php?topic=35158.0), is it possible to mount modified animal ?
Title: Re: [0.19] Giddy-up! (animal riding)
Post by: Roolo on September 11, 2018, 05:21:27 AM
Quote from: Urubaen on September 11, 2018, 05:14:57 AM
Hi,

I'm interested by your mod, but i also use GeneticRim (http://ludeon.com/forums/index.php?topic=35158.0), is it possible to mount modified animal ?

Definitely. It works for all animal-adding mods, including Genetic Rim. No patches are needed, though you might want to look at the mod options if animals overlap colonists in a weird way when they are mounted.
Title: Re: [0.19] Giddy-up! (animal riding)
Post by: Urubaen on September 16, 2018, 07:46:37 AM
Hey, I use your mod since it doesn't make any trouble with genetic and i love it !
I juste see a lot of warning when i activate the dev mod, i've this exception for every colonists avec every mechamutant added with the last patch of genetic.
That doesn't cause any crash but having so many error regulary can maybe cause trouble (not really sure), so i prefer report it to you ;)

JobDriver threw exception in initAction for pawn Arri driver=JobDriver_Train (toilIndex=8) driver.job=(Train (Job_15932866) A=Thing_GR_Mechabear2194942) lastJobGiver=RimWorld.JobGiver_Work
System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.JobDriver_InteractAnimal.RequiredNutritionPerFeed (Verse.Pawn animal) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_InteractAnimal+<FeedToils>c__Iterator1.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [0.19] Giddy-up! (animal riding)
Post by: Roolo on September 21, 2018, 04:27:43 PM
I'm proud to add a new mod to the Giddy-up! series:

(https://i.imgur.com/PDN5VcI.jpg)

If it's possible to hack mechanoids, why limit yourself to riding animals if you can ride deadly machines to battle. And why limit yourself to letting humans ride if you can let Mechanoids Ride animals, or other mechanoids! This mod brings Giddy-up! and  What the Hack!? (https://ludeon.com/forums/index.php?topic=44082.0) together and needs no further introduction. Go to the original post for more info!

Download: https://github.com/rheirman/GiddyUpMechanoids/releases
A steam version will be added soon.

IMPORTANT: Depends on Hugslib, Giddy-up Core, and What the Hack!?. Make sure to put those mods above Giddy-up! Mechanoids in the mod list. Also make sure all your existing Giddy-up! mods are up to date when installing this mod!!

Update notes for Giddy-up! Mods:

Giddy-up! Core -> v1.0.6
Giddy-up! Ride and Roll -> v1.0.4
Giddy-up! Battle Mounts -> v1.0.6
- Addes support for Giddy-up! Mechanoids

Title: Re: [0.19] Giddy-up! (animal riding)
Post by: Madman666 on September 21, 2018, 04:44:56 PM
Nnoice.
Title: Re: [0.19] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: rawrfisher on September 21, 2018, 09:55:54 PM

System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_PlayerSettings_GetGizmos/<>c__DisplayClass1_0.<helpIterator>b__2 () <0x000fe>
at Verse.Command_Toggle.ProcessInput (UnityEngine.Event) <0x00038>
at Verse.GizmoGridDrawer.DrawGizmoGrid (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&) <0x00c75>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) <0x007aa>

Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI_Patch1(Object)
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()


Triggered when using release on an undead animal from the lost forest.
Title: Re: [0.19] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on September 23, 2018, 04:21:56 PM
Update:
Giddy-up! Core.
- Added missing update for Giddy-up Mechanoids support. There was some code I forgot to push which is important for full compatibility with Giddy-up! Mechanoids.
- Fixed problem with mounts fleeing or throwing of their rider when they get hit.
Title: Re: [0.19] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on September 27, 2018, 05:17:31 AM
Some minor updates:

Giddy-up! Core -> v1.0.8
- Fixed: riders dismounting their animal if the animal doesn't have any melee attack and enemies get in range.
Giddy-up! Ride and Roll -> v1.0.5
- Animals will now stop waiting for their rider when the rider is outside a certain distance (first it only checked where the first job target of the rider was, which didn't always work as many jobs start close and end up being far away).
Giddy-up! Mechanoids -> v0.19.1
- Improved patching so load order between What the Hack and this mod is less important.
- Added Japanese translations (by Proxyer)
- Added German translations (by RoffeIchen)
Title: Re: [0.19] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: carpediembr on September 30, 2018, 10:57:41 PM
Anyone having issue with animals not following the zone restriction area? And therefore getting hungry/starving?

Edit: seeing that other people had issue as well, probably something to do with Alien Races framework.
Title: Re: [0.19] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: LunaticModo6 on October 01, 2018, 03:10:35 AM
Hi! Just reporting to see an error with Battle Mounts. I can't order my colonists to move when drafted.

Initializing new game with mods Core, HugsLib, Giddy-up! Core, Giddy-up! Caravan, battlemounts-1.0.6
Verse.Log:Message(String, Boolean)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Root level exception in OnGUI(): System.MissingMethodException: Method not found: 'GiddyUpCore.Utilities.GUC_FloatMenuUtility.AddMountingOptions'.
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddDraftedOrders_Patch1 (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x00bfd>
at RimWorld.FloatMenuMakerMap.ChoicesAtFor (UnityEngine.Vector3,Verse.Pawn) <0x00283>
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn) <0x0019f>
at RimWorld.Selector.HandleMapClicks () <0x00287>
at RimWorld.Selector.SelectorOnGUI () <0x0001c>
at RimWorld.MapInterface.HandleLowPriorityInput () <0x0006d>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x002f9>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()


Started a new game with only the Giddy Up Series and I still can't move my pawn when drafted.
Title: Re: [0.19] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on October 01, 2018, 03:32:30 AM
Quote from: LunaticModo6 on October 01, 2018, 03:10:35 AM
Hi! Just reporting to see an error with Battle Mounts. I can't order my colonists to move when drafted.

Initializing new game with mods Core, HugsLib, Giddy-up! Core, Giddy-up! Caravan, battlemounts-1.0.6
Verse.Log:Message(String, Boolean)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Root level exception in OnGUI(): System.MissingMethodException: Method not found: 'GiddyUpCore.Utilities.GUC_FloatMenuUtility.AddMountingOptions'.
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddDraftedOrders_Patch1 (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x00bfd>
at RimWorld.FloatMenuMakerMap.ChoicesAtFor (UnityEngine.Vector3,Verse.Pawn) <0x00283>
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn) <0x0019f>
at RimWorld.Selector.HandleMapClicks () <0x00287>
at RimWorld.Selector.SelectorOnGUI () <0x0001c>
at RimWorld.MapInterface.HandleLowPriorityInput () <0x0006d>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x002f9>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()


Started a new game with only the Giddy Up Series and I still can't move my pawn when drafted.

Make sure all your Giddy-up mods are up to date. I think your Giddy-up core isn't up to date. If they are, then please show me your entire log by pressing Ctrl+f12 after the issue happens.
Title: Re: [0.19] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: LunaticModo6 on October 01, 2018, 04:03:28 AM
Quote from: Roolo on October 01, 2018, 03:32:30 AM
Quote from: LunaticModo6 on October 01, 2018, 03:10:35 AM
Hi! Just reporting to see an error with Battle Mounts. I can't order my colonists to move when drafted.

Initializing new game with mods Core, HugsLib, Giddy-up! Core, Giddy-up! Caravan, battlemounts-1.0.6
Verse.Log:Message(String, Boolean)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Root level exception in OnGUI(): System.MissingMethodException: Method not found: 'GiddyUpCore.Utilities.GUC_FloatMenuUtility.AddMountingOptions'.
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddDraftedOrders_Patch1 (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x00bfd>
at RimWorld.FloatMenuMakerMap.ChoicesAtFor (UnityEngine.Vector3,Verse.Pawn) <0x00283>
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn) <0x0019f>
at RimWorld.Selector.HandleMapClicks () <0x00287>
at RimWorld.Selector.SelectorOnGUI () <0x0001c>
at RimWorld.MapInterface.HandleLowPriorityInput () <0x0006d>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x002f9>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()


Started a new game with only the Giddy Up Series and I still can't move my pawn when drafted.

Make sure all your Giddy-up mods are up to date. I think your Giddy-up core isn't up to date. If they are, then please show me your entire log by pressing Ctrl+f12 after the issue happens.

Thanks a lot! Everything is working fine. Didn't know that the core I had was outdated.
Title: Re: [0.19] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Madman666 on October 16, 2018, 08:30:23 AM
Hey, @Roolo. Lately upon loading a save i am getting this error:

Tried to find reachable cell in a null map
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.CellFinder:TryFindRandomReachableCellNear(IntVec3, Map, Single, TraverseParms, Predicate`1, Predicate`1, IntVec3&, Int32)
GiddyUpRideAndRoll.Jobs.<MakeNewToils>d__1:MoveNext()
Verse.AI.JobDriver:SetupToils_Patch2(Object)
Verse.AI.JobDriver:ExposeData()
Verse.PostLoadIniter:DoAllPostLoadInits()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


I have shitton of mods, so there s high chance its some kind of incompatibility. Maybe you ll unerstand more of it than I. Does Giddy Up have anything to do with this one?
Title: Re: [0.19] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Urubaen on October 16, 2018, 09:35:56 AM
Hi, i spotted a bug with other mod.

I use call of chthulhu and rimworld of magic and when i use the necromancer spell for raise a dead creature of Call of Cthulhu - Cosmic Horrors i've this error. I'm not sure you can do anything about that (very specific situation with other mod than yours) but i prefer report it in case of you can repair this :)

Exception ticking ROM_DeepOne146708 (at (210, 0, 176)): System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Utilities.DistanceUtility.GetFirstTarget (Verse.AI.Job,Verse.AI.TargetIndex) <0x0002d>
at GiddyUpCaravan.Harmony.Pawn_JobTracker_DetermineNextJob.Postfix (Verse.AI.Pawn_JobTracker,Verse.AI.ThinkResult&) <0x00447>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.DetermineNextJob_Patch4 (object,Verse.ThinkTreeDef&) <0x0047b>
at Verse.AI.Pawn_JobTracker.TryFindAndStartJob () <0x00166>
at Verse.AI.Pawn_JobTracker.JobTrackerTick () <0x00406>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x001f3>
at CosmicHorror.CosmicHorrorPawn.Tick () <0x0001e>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [0.19] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on October 17, 2018, 02:15:24 AM
Quote from: Madman666 on October 16, 2018, 08:30:23 AM
Hey, @Roolo. Lately upon loading a save i am getting this error:

[...]
I have shitton of mods, so there s high chance its some kind of incompatibility. Maybe you ll unerstand more of it than I. Does Giddy Up have anything to do with this one?

Thanks for reporting. Yes this seems to be caused by Giddy-up, but it doesn't seem to be harmful at first sight. Did it impact your game in any way? Even if it didn't it's good that you reported it as I always also want non-critical issues solved.

QuoteHi, i spotted a bug with other mod
@Urubaen. Mind that this thread is about Giddy-up, and that it's not a threat for posting random bugs. Please only report issues related to Giddy-up here and place your post in the threads related to call of chtulu and Rimworld of magic.

You can also check out the troubleshooting threat at discord.
Title: Re: [0.19] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Madman666 on October 17, 2018, 09:21:20 AM
Nah, it doesn't seem to be harmful. It only happens once, when i load the save. Reported it just in case, since red things in the log generally make me nervous.

There s still another issue though. From time to time mounted people seem to freeze up in place though and won't move until you draft undraft them. Usually i find out when i get a low mood warning. It happens relatively rarely, but its still something to look out for. Unfortunately this problem doesn't have any representation in the log and also might be caused by some mod being present, so i can't really post a reliable way to reproduce it.
Title: Re: [0.19] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Ruisuki on October 18, 2018, 12:20:00 AM
hello just wondering if animals kidnapping colonists is intentional? a mounted raiding party decided to take what they could and go, kidnapping the escaping refugee i just accepted into the colony. Only the animal (dromedary) did the capturing by itself while the raider was unmounted
https://ibb.co/dTb2vf
also kidnapping while mounted prevents run and gun as I managed to catch up to the raider/dromedary after he remounted and tried to escape with the colonist with no shots fired against me
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on October 18, 2018, 05:39:42 AM
Update:
All giddy-up! mods -> 1.1.0
- Updated for Rimworld 1.0


Quote from: Madman666 on October 17, 2018, 09:21:20 AM
Nah, it doesn't seem to be harmful. It only happens once, when i load the save. Reported it just in case, since red things in the log generally make me nervous.

There s still another issue though. From time to time mounted people seem to freeze up in place though and won't move until you draft undraft them. Usually i find out when i get a low mood warning. It happens relatively rarely, but its still something to look out for. Unfortunately this problem doesn't have any representation in the log and also might be caused by some mod being present, so i can't really post a reliable way to reproduce it.

Hmm, odd, never heard of that issue. Well, with the limited information I cannot do anything about it. It might very well not be caused by Giddy-up! in the first place.

Quote from: Ruisuki on October 18, 2018, 12:20:00 AM
hello just wondering if animals kidnapping colonists is intentional? a mounted raiding party decided to take what they could and go, kidnapping the escaping refugee i just accepted into the colony. Only the animal (dromedary) did the capturing by itself while the raider was unmounted
https://ibb.co/dTb2vf
also kidnapping while mounted prevents run and gun as I managed to catch up to the raider/dromedary after he remounted and tried to escape with the colonist with no shots fired against me

Yeah, that's more or less intentional. The AI the animals use when they don't have a rider, has this capture behaviour by default. I could remove it with some patches, but I decided not to as I think it makes as much sense as animals being able to rescue your colonists. Also, it makes sense they can't fire while kidnapping, even though they're riding an animal. They don't have time to properly place the prisoner on the animal, so they have to hold them somehow, keeping their hands occupied.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: SargBjornson on October 18, 2018, 05:41:28 AM
Hi Roolo!

I just released Alpha Animals :) Have you had the chance to think about that hook to make some animals better riding beasts? I suppose I could also add it to a few of them in Genetic Rim!
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on October 18, 2018, 05:45:50 AM
Quote from: SargBjornson on October 18, 2018, 05:41:28 AM
Hi Roolo!

I just released Alpha Animals :) Have you had the chance to think about that hook to make some animals better riding beasts? I suppose I could also add it to a few of them in Genetic Rim!

Hi Sarg. Very cool! I'm looking forward to trying that mod. Well, just let me know what you'd like for your animals, and I'll implement a hook for what you want, given that your request isn't too time-demanding. An obvious idea would be to add a speed bonus for the animal that's only applied when it has a rider on it, but let me know if you have more ideas.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: SargBjornson on October 18, 2018, 05:59:33 AM
Yeah, I had thought about the speed bonus. Maybe also some defensive bonus? In my experience, some raiders come riding super big creatures and since bigger creatures are easier to hit they don't last much hahaha
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on October 18, 2018, 06:15:21 AM
Quote from: SargBjornson on October 18, 2018, 05:59:33 AM
Yeah, I had thought about the speed bonus. Maybe also some defensive bonus? In my experience, some raiders come riding super big creatures and since bigger creatures are easier to hit they don't last much hahaha

Yeah that's true. I could certainly add that too, but would it make sense though? How would having a rider on top of you boost your defense?
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: SargBjornson on October 18, 2018, 06:21:02 AM
Oh, that is easy, the mad scientist who created it inserted some "increased defense while riding" genes ;))
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on October 18, 2018, 06:56:32 AM
Quote from: SargBjornson on October 18, 2018, 06:21:02 AM
Oh, that is easy, the mad scientist who created it inserted some "increased defense while riding" genes ;))

Haha XD. Ok sure, that'll work! I'll at least add the speed bonus hook, and if it's not too much effort I'll also add the defense bonus. It may take a few weeks since I'm quite busy IRL at the moment, and I have a lot of other stuff to do for my other mods.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: SargBjornson on October 18, 2018, 07:00:54 AM
No rush! Whenever you can :)
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on October 18, 2018, 03:06:05 PM
Ok, I shouldn't have rushed the releases this morning. Apparently some changes in the 1.0 code made Giddy-up! Caravan, Battle Mounts, and What the Hack cause crashes. I've just uploaded fixes:

Giddy-up! Caravan -> 1.1.1
- Fixed crash occurring when NPCs enter your base.
Giddy-up! Battle Mounts -> 1.1.1
- Fixed crash occurring when enemies try to raid your base. Unfortunately this fix interferes with a fix I published for What the Hack. Due to this, enemies either won't have hacked mechanoids, or no mounts. The issue is actually pretty complex since I need to take into account both Rimworld 1.0 and B19, since both versions are supported (I already regret that XD), so I need a little more time for a proper fix that doesn't have the side-effect.
Giddy-up! Mechanoids -> v1.1.1
- Compatibility with What the Hack!? 1.0.1.

Sorry for the inconvenience!
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: treehugger on October 23, 2018, 04:55:23 PM
I love your Giddy-up!-Series!

But I found a problem with "Giddy-up! Ride and Roll": Installing the mod prevents me from using the "techprof subpersona core". The menue needed to use the core just does not show up any more. Removing the mod brings the menue back.

Found this behaviour with B19 and the corresponding "Giddy-up! Ride and Roll". I will switch to RW1.0 in the days to come and report if the error persists.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on October 24, 2018, 04:56:10 AM
Update:

Giddy-up! Battle Mounts -> v1.1.2
- Fixed problem with learning helper, causing refuge chased event raids to spawn repeatedly when the player didn't learn about shield belts yet.

I recommend downloading this version if you have an older version running in 1.0, as this bug is pretty major if it occurs.


Quote from: treehugger on October 23, 2018, 04:55:23 PM
I love your Giddy-up!-Series!

But I found a problem with "Giddy-up! Ride and Roll": Installing the mod prevents me from using the "techprof subpersona core". The menue needed to use the core just does not show up any more. Removing the mod brings the menue back.

Found this behaviour with B19 and the corresponding "Giddy-up! Ride and Roll". I will switch to RW1.0 in the days to come and report if the error persists.

Thanks for reporting. Like always, please provide a Hugslib log by pressing ctrl+f12 and placing the link you'll get here. Without a log I can't do much.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: temple_wing on October 24, 2018, 08:01:01 AM
I suggest you make a cart/Wagon mod.
It actually is just a mountable packing animal that does not think.
-----------------------------------------------------------------------------------------------
Thought more about that, animal have HP, have organs, can be ill, can die, so use animal to implement that feature is not good.
Can you make a building to be mountable?
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: treehugger on October 24, 2018, 06:27:21 PM
Quote from: Roolo on October 24, 2018, 04:56:10 AM
...

Quote from: treehugger on October 23, 2018, 04:55:23 PM
I love your Giddy-up!-Series!

But I found a problem with "Giddy-up! Ride and Roll": Installing the mod prevents me from using the "techprof subpersona core". The menue needed to use the core just does not show up any more. Removing the mod brings the menue back.

Found this behaviour with B19 and the corresponding "Giddy-up! Ride and Roll". I will switch to RW1.0 in the days to come and report if the error persists.

Thanks for reporting. Like always, please provide a Hugslib log by pressing ctrl+f12 and placing the link you'll get here. Without a log I can't do much.

Sorry, I'm new to this. Here's the link (still on B19): https://git.io/fxM0c
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Morbo513 on October 25, 2018, 01:59:00 AM
Functionally, how dependent is this mod on the thing being ridden, being an animal? In other words, could this be used for motorised vehicles?
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on October 25, 2018, 02:49:19 AM
Quote from: temple_wing on October 24, 2018, 08:01:01 AM
I suggest you make a cart/Wagon mod.
It actually is just a mountable packing animal that does not think.
-----------------------------------------------------------------------------------------------
Thought more about that, animal have HP, have organs, can be ill, can die, so use animal to implement that feature is not good.
Can you make a building to be mountable?

It's very tempting to make assumptions like: just change this or that, and you have carts. You've noticed yourself that after you gave it more thought it wasn't as simple as it seemed anymore as you came up with issues. I can tell you that in practice this now still short list of issues will keep growing untill it fills up multiple pages. Is it possible? Yes definitely, but it will take a vast amount of time to be done properly. Time that I currently don't have. This is also true when using buildings as a basis.

Quote from: treehugger on October 24, 2018, 06:27:21 PM
Sorry, I'm new to this. Here's the link (still on B19): https://git.io/fxM0c

Thanks for reporting. Could you let me know if the issue persists when our move to rimworld 1.0. Since you're the only one reporting this it could likely be something on your side, but it's hardly worth the effort of finding out if you're moving to 1.0 soon anyway.

Quote from: Morbo513 on October 25, 2018, 01:59:00 AM
Functionally, how dependent is this mod on the thing being ridden, being an animal? In other words, could this be used for motorised vehicles?

These are two different things. The existence of Giddy-up! Mechanoids answers your first question. Your second question can be answered with "yes", though it would only solve the small problem of mounting a pawn on some entity. It doesn't solve the problem of defining a vehicle entity, which is a great deal more time consuming if done properly.

Give me a few hours, and I could copy mechanoid or animal code, stick a vehicle sprite on it, and apply Giddy-up to make it mountable. However, the vehicle you have then would by no means behave as a vehicle and it would be a terrible implementation. The effort to make that implementation more like a vehicle would increase exponentially with how realistic you'd want to make it. Making something that's not silly would already be a huge time sink.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: cyberian on October 25, 2018, 09:44:38 AM
Can someone recommend a good mod I can use together with this and Medieval Times to create Knights on armored War Horses if there is a way to do that? I found some animal equipment mod but that was dubious and only 0.18.

Do I get it right that I could disable all other animals for riding except horses in this mod?
Can I somehow only allow riding for specific factions so Tribals and the medieval factions from  MT?
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Canute on October 25, 2018, 11:18:21 AM
The one and only Horse mod.
https://ludeon.com/forums/index.php?topic=40510.0
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: cyberian on October 25, 2018, 12:51:33 PM
I now installed it and also the Animal Collab plus Alpha Animals
There is also a gear mod but I guess someone has to create a good looking war horse armor mod.
I guess I can use christmas holiday to rape my paint.net and try to make a mod that adds it.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Morbo513 on October 25, 2018, 01:11:49 PM
Quote from: Roolo on October 25, 2018, 02:49:19 AM

Give me a few hours, and I could copy mechanoid or animal code, stick a vehicle sprite on it, and apply Giddy-up to make it mountable. However, the vehicle you have then would by no means behave as a vehicle and it would be a terrible implementation. The effort to make that implementation more like a vehicle would increase exponentially with how realistic you'd want to make it. Making something that's not silly would already be a huge time sink.
Cue the mental image of jeeps grazing in fields hahah
I'm not sure if I used the versions from Oct 18th (Date modified in my downloads says 20th), but I was getting hard crashes after < 3 in-game days with Caravans and Battle-mounts enabled. Could this be a conflict with Alpha Animals? I'm not sure I have any other animal mods enabled, but there's probably all sorts that can interfere. Here's my modlist for reference https://pastebin.com/Y18UQzNc
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on October 25, 2018, 01:37:15 PM
Quote
Do I get it right that I could disable all other animals for riding except horses in this mod?
Can I somehow only allow riding for specific factions so Tribals and the medieval factions from  MT?
Yes, that's right, you can disable any animal as mount except horses, take a look at the mod options. There's no option for faction specific mounts in the game, but there are patching hooks for that. Take a look at the GitHub for an example and just pm me if you want some help setting a patch up. It's not very difficult, but if you don't know XML it can appear to be a bit daunting.

Quote from: Morbo513 on October 25, 2018, 01:11:49 PM
Quote from: Roolo on October 25, 2018, 02:49:19 AM

Give me a few hours, and I could copy mechanoid or animal code, stick a vehicle sprite on it, and apply Giddy-up to make it mountable. However, the vehicle you have then would by no means behave as a vehicle and it would be a terrible implementation. The effort to make that implementation more like a vehicle would increase exponentially with how realistic you'd want to make it. Making something that's not silly would already be a huge time sink.
Cue the mental image of jeeps grazing in fields hahah
I'm not sure if I used the versions from Oct 18th (Date modified in my downloads says 20th), but I was getting hard crashes after < 3 in-game days with Caravans and Battle-mounts enabled. Could this be a conflict with Alpha Animals? I'm not sure I have any other animal mods enabled, but there's probably all sorts that can interfere. Here's my modlist for reference https://pastebin.com/Y18UQzNc

There were problems with crashes a few days after 1.0 came out. But those problems are fixed now. Please try the latest version and tell me if you still have issues.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: treehugger on November 01, 2018, 08:28:26 PM
Quote from: treehugger on October 23, 2018, 04:55:23 PM
I love your Giddy-up!-Series!

But I found a problem with "Giddy-up! Ride and Roll": Installing the mod prevents me from using the "techprof subpersona core". The menue needed to use the core just does not show up any more. Removing the mod brings the menue back.

Found this behaviour with B19 and the corresponding "Giddy-up! Ride and Roll". I will switch to RW1.0 in the days to come and report if the error persists.

Switched to 1.0 and the error is gone. Jeea!
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: temple_wing on November 04, 2018, 06:28:03 AM
What about to use a mountable mech to implement cart?
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on November 04, 2018, 02:41:06 PM
Quote from: temple_wing on November 04, 2018, 06:28:03 AM
What about to use a mountable mech to implement cart?

Everything I said in my last post to you also applies when using mechs as a basis, or anything else. It's not a matter of "is it possible", it's a matter of time. I have other things I'll spend my limited time on for the time being.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: SargBjornson on November 04, 2018, 02:47:04 PM
Like for example that hook for my animals we talked about! I was first in demanding things from you!! XDDD
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on November 04, 2018, 03:52:39 PM
Quote from: SargBjornson on November 04, 2018, 02:47:04 PM
Like for example that hook for my animals we talked about! I was first in demanding things from you!! XDDD

Haha, don't worry, you'll get it :)
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: moonra on November 05, 2018, 12:48:18 PM
Dunno if it's this mod causing it or Alpha Animals but I'm getting some funky stuff when taking the Meadow Aves out on caravans. The caravan speed I get seems to be kinda random, sometimes it shows 20 tiles per day, sometimes 40, and while doing a caravan request I got 120 tiles per day.
https://i.imgur.com/dsxTsqJ.png?1 (https://i.imgur.com/dsxTsqJ.png?1)
Those are some dang fast Chocobos.

Also, when I get somewhere and try pick stuff up and put it on the animals it always say they don't have space left for it, even if they're only carrying a bit of food or something like that, it shows on their inventory that they have 7/0 kgs, for example.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: SargBjornson on November 05, 2018, 01:05:22 PM
That shouldn't be caused by any of these two mods. The Meadowaves are literally just plain animals with a speed of 9, the only weird thing they have is they use a random skin, which won't affect that at all. You must have another mpd messing things up.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on November 05, 2018, 04:01:33 PM
Quote from: moonra on November 05, 2018, 12:48:18 PM
Dunno if it's this mod causing it or Alpha Animals but I'm getting some funky stuff when taking the Meadow Aves out on caravans. The caravan speed I get seems to be kinda random, sometimes it shows 20 tiles per day, sometimes 40, and while doing a caravan request I got 120 tiles per day.
https://i.imgur.com/dsxTsqJ.png?1 (https://i.imgur.com/dsxTsqJ.png?1)
Those are some dang fast Chocobos.

Also, when I get somewhere and try pick stuff up and put it on the animals it always say they don't have space left for it, even if they're only carrying a bit of food or something like that, it shows on their inventory that they have 7/0 kgs, for example.

Yeah, like SargBjornson said, it shouldn't be an issue of either of the mods. If you hover over or click (I don't remember which) the speed, you can see exactly how the speed is calculated, allowing you to understand the speeds you're observing. I suggest you take a look at that.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: rambo on November 05, 2018, 04:27:55 PM
how about adding horses
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Canute on November 05, 2018, 04:52:21 PM
Why you don't use Standalone Horses Mod ?
https://ludeon.com/forums/index.php?topic=40510.0
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on November 14, 2018, 11:37:09 AM
Update:
Giddy-up! Core -> v1.1.1

- Fixed NPC mount commonality not being calculated correctly.
- Very early raids won't have the chance to have very powerful mounts anymore. This prevents your naked loner to be raided by T-Rex riders when you've just started the game.
- Adding patching possibility for giving certain animals custom stats when mounted.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: crusader2010 on December 04, 2018, 09:35:44 AM
Hi. Does GiddyUp-Mechanoids explicitly require the presence of the mod "what the hack?!" or can it be used without it?
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Canute on December 04, 2018, 09:44:30 AM
QuoteIMPORTANT NOTE
This mod has three dependencies: Hugslib, What the Hack!? and Giddy-up! Core.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: crusader2010 on December 04, 2018, 11:02:41 AM
Quote from: Canute on December 04, 2018, 09:44:30 AM
QuoteIMPORTANT NOTE
This mod has three dependencies: Hugslib, What the Hack!? and Giddy-up! Core.

Fair point. Just hoping it wouldn't  ::)
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: vaindil on December 05, 2018, 09:16:12 PM
I love the mod! I've noticed that animals are rather obnoxious with how long they stay in the "standing" state after being ridden. I sometimes have to manually switch their area and switch it back, otherwise they'll stay "standing" for hours (in-game). I'm currently watching my grizzly bear standing next to the edge of the map at 23h when it should be asleep, and no colonists have been near for about 2 hours in-game. Just wanted to point it out. Thanks!
Title: Re: [1.0] Giddy-up! (animal riding).
Post by: Roolo on December 17, 2018, 11:32:20 AM
Quote from: vaindil on December 05, 2018, 09:16:12 PM
I love the mod! I've noticed that animals are rather obnoxious with how long they stay in the "standing" state after being ridden. I sometimes have to manually switch their area and switch it back, otherwise they'll stay "standing" for hours (in-game). I'm currently watching my grizzly bear standing next to the edge of the map at 23h when it should be asleep, and no colonists have been near for about 2 hours in-game. Just wanted to point it out. Thanks!

Thanks. I have some other refinements planned for Ride and Roll, so I'll make sure to also improve this.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Sandy on December 25, 2018, 09:08:34 AM
Quote from: Roolo on December 17, 2018, 11:32:20 AM
Thanks. I have some other refinements planned for Ride and Roll, so I'll make sure to also improve this.
Hi. Thanks for the mods. They are all so awesome.
Recently, after i added Misc. Core mod, i'm getting an error with Giddy-up mod. it happened while i used only Core, Caravan and Battle mount mods . It wasnt affecting the game much, maybe bcoz i didnt do much giddy-ing up. I attached the screenshot of the debug screen and the log file. Please do something about it. if its negligible error, thats fine too. Thanks for ur time.

[attachment deleted due to age]
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Canute on December 25, 2018, 12:42:34 PM
Sandy,
QuoteCould not find type named GiddyUpCore.CustomStatsPatch from node <li Class="GiddyUpCore.CustomStatsPatch"><!--Speed factor.
could you try and delete GiddyUpCore (to be sure not to have old files left) and reinstall it, be sure with the latest release.
That's 2 error right after Rimworld startup, they shouldn't be there i think.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Sandy on December 25, 2018, 05:01:24 PM
Quote from: Canute on December 25, 2018, 12:42:34 PM
Sandy,
QuoteCould not find type named GiddyUpCore.CustomStatsPatch from node <li Class="GiddyUpCore.CustomStatsPatch"><!--Speed factor.
could you try and delete GiddyUpCore (to be sure not to have old files left) and reinstall it, be sure with the latest release.
That's 2 error right after Rimworld startup, they shouldn't be there i think.
Ok, I'll try that, though I have the latest version.. Thx man.

Edit: I didnt have the latest version. i had 1.1.0, but latest is 1.1.1.. no more error now.. Thanks.

Edit2: its still showing some errors.. i'm attaching the output log..

[attachment deleted due to age]
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on December 27, 2018, 06:57:35 AM
Quote from: Sandy on December 25, 2018, 05:01:24 PM
Quote from: Canute on December 25, 2018, 12:42:34 PM
Sandy,
QuoteCould not find type named GiddyUpCore.CustomStatsPatch from node <li Class="GiddyUpCore.CustomStatsPatch"><!--Speed factor.
could you try and delete GiddyUpCore (to be sure not to have old files left) and reinstall it, be sure with the latest release.
That's 2 error right after Rimworld startup, they shouldn't be there i think.
Ok, I'll try that, though I have the latest version.. Thx man.

Edit: I didnt have the latest version. i had 1.1.0, but latest is 1.1.1.. no more error now.. Thanks.

Edit2: its still showing some errors.. i'm attaching the output log..

Those errors don't show any relation with Giddy-up. Please upload your Hugslib log, that'll give me more information. Press ctrl+f12 after getting the error and place the link you'll get here.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Sandy on December 28, 2018, 02:04:47 AM
Quote from: Roolo on December 27, 2018, 06:57:35 AM
Quote from: Sandy on December 25, 2018, 05:01:24 PM
Quote from: Canute on December 25, 2018, 12:42:34 PM
Sandy,
QuoteCould not find type named GiddyUpCore.CustomStatsPatch from node <li Class="GiddyUpCore.CustomStatsPatch"><!--Speed factor.
could you try and delete GiddyUpCore (to be sure not to have old files left) and reinstall it, be sure with the latest release.
That's 2 error right after Rimworld startup, they shouldn't be there i think.
Ok, I'll try that, though I have the latest version.. Thx man.

Edit: I didnt have the latest version. i had 1.1.0, but latest is 1.1.1.. no more error now.. Thanks.

Edit2: its still showing some errors.. i'm attaching the output log..

Those errors don't show any relation with Giddy-up. Please upload your Hugslib log, that'll give me more information. Press ctrl+f12 after getting the error and place the link you'll get here.
Sorry for troubling you. i dont know why those errors showed up, but the next time i restarted the game, i got no errors from Giddy-up mods..
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Beathrus on January 12, 2019, 03:02:53 PM
Would Giddy up conflict with say, Call of Cthulhu?
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on January 13, 2019, 08:26:42 AM
Quote from: Beathrus on January 12, 2019, 03:02:53 PM
Would Giddy up conflict with say, Call of Cthulhu?

Certainly not. You can even ride the monsters if you train them.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Beathrus on January 13, 2019, 08:58:28 AM
Quote from: Roolo on January 13, 2019, 08:26:42 AM
Quote from: Beathrus on January 12, 2019, 03:02:53 PM
Would Giddy up conflict with say, Call of Cthulhu?

Certainly not. You can even ride the monsters if you train them.

Yeah, I'm on the Rim of Madness discord. I'm the stupid. Gotta fix mod load order and stuff!
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on January 18, 2019, 08:15:03 AM
Update:

v1.1.2
- Compatibility with Dual Wield mod + better compatibility in general.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: temple_wing on January 18, 2019, 09:36:30 AM
Why giddy-up need to support dual wielding? What's the relation between them?
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Madman666 on January 18, 2019, 09:58:10 AM
Logic says its to have mounted colonists be able to dual wield if Dual Wield mod is on.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on January 18, 2019, 10:41:20 AM
Quote from: temple_wing on January 18, 2019, 09:36:30 AM
Why giddy-up need to support dual wielding? What's the relation between them?

If pawns are riding an animal, things like the location they fire from, and where the weapon is drawn needs to be offset to match the height at which the pawn is drawn (on top of the animal). Without this update, the second weapon in dual-wield mode would have been drawn roughly where the head of the animal is. In this update I changed some code so it better handles things that are drawn relative to the pawn to fix this. That's why compatibility with other mods is also improved.

Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on January 22, 2019, 03:00:46 PM
Tiny update:
Giddy-up! Ride and Roll -> v1.1.1
- Updated to new versioning system.
- Mounted hunting is no longer turned off by default for Combat Extended.
- Updated Chinese translations.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Kori on January 22, 2019, 05:24:02 PM
Quote from: Roolo on January 22, 2019, 03:00:46 PM
- Mounted hunting is no longer turned off by default for Combat Extended.

They work fine together now?
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on January 23, 2019, 12:51:01 AM
Quote from: Kori on January 22, 2019, 05:24:02 PM
Quote from: Roolo on January 22, 2019, 03:00:46 PM
- Mounted hunting is no longer turned off by default for Combat Extended.

They work fine together now?
Yes! NoImageAvailable adjusted the hit detection for better compatibility.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: LezHuarez on January 27, 2019, 08:22:18 AM
Hi. I really like the mod set, and I have installed all of them in a playthrough even the mechanoid mounts. They all work fine and dandy but, enemy raids don't seem they spawn with mounted animals  or mechs at all.
So I'm currently fiddling around with the mod set, and I asking if there is suppose to be a specific mod arrangement to all of these?
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on January 27, 2019, 10:40:19 AM
Quote from: LezHuarez on January 27, 2019, 08:22:18 AM
Hi. I really like the mod set, and I have installed all of them in a playthrough even the mechanoid mounts. They all work fine and dandy but, enemy raids don't seem they spawn with mounted animals  or mechs at all.
So I'm currently fiddling around with the mod set, and I asking if there is suppose to be a specific mod arrangement to all of these?

By default, there's a 40% chance a given tribal pawn spawns with a mount, and a 20% chance a non-tribal pawn spawns with a mount. How many raids did you get? If it's not too many, there's a small chance you just had bad luck. It's easy to test though. You can set the chances to 100% in the options, and see if any pawns show up with mounts (you can also spawn in raids with the dev tool to test quicker). If they don't, it has to be some mod conflict. In that case, please share your log by pressing ctrl+f12 after a raid spawns in, and place the link you'll get here.

Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: LezHuarez on January 27, 2019, 07:36:07 PM
Quote from: Roolo on January 27, 2019, 10:40:19 AM
Quote from: LezHuarez on January 27, 2019, 08:22:18 AM
Hi. I really like the mod set, and I have installed all of them in a playthrough even the mechanoid mounts. They all work fine and dandy but, enemy raids don't seem they spawn with mounted animals  or mechs at all.
So I'm currently fiddling around with the mod set, and I asking if there is suppose to be a specific mod arrangement to all of these?

By default, there's a 40% chance a given tribal pawn spawns with a mount, and a 20% chance a non-tribal pawn spawns with a mount. How many raids did you get? If it's not too many, there's a small chance you just had bad luck. It's easy to test though. You can set the chances to 100% in the options, and see if any pawns show up with mounts (you can also spawn in raids with the dev tool to test quicker). If they don't, it has to be some mod conflict. In that case, please share your log by pressing ctrl+f12 after a raid spawns in, and place the link you'll get here.
So after some testing. I found that the mod that was causing enemies to spawn with mounts was the Sometimes raids go wrong mod. Even when I set the spawn chances to 100, enemies never spawn with mounts.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Trentennisfigati on February 01, 2019, 08:55:01 PM
Hello, I wish someone could make a Facial Stuff compatibility patch?
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: SargBjornson on February 12, 2019, 09:11:51 AM
I was wondering, would there be any way to modify the creature's graphics to add a saddle? I suppose you have already thought about the feasibility of this
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Call me Arty on February 12, 2019, 02:45:25 PM
 I only recently started using the series after not using it for some reason for a while. I'm rather enjoying it! It's good to have a method of transportation for injured pawns, and some more way to manage weight in my caravans. It also helps buff raids a bit without a need for bullet-spongey overpowered units.

I'm bringing it up with the other mod author too, I just wanted you to know that there's a weird interaction between Giddy-up! and Wild Animal Sex (https://ludeon.com/forums/index.php?topic=37461.0) where some critters may try to . . . eh . . . "run train (https://i.imgur.com/chAnNYI.png?1)" on the raider's mount.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on February 13, 2019, 09:59:22 AM
Quote from: SargBjornson on February 12, 2019, 09:11:51 AM
I was wondering, would there be any way to modify the creature's graphics to add a saddle? I suppose you have already thought about the feasibility of this

In my mod I added some functionality that allows other modders to place overlay images on mounted animals. I use it myself to overlay antlers of for instance the caribou on top of pawns. This system can also be used to draw saddles or other things on mounts, and the drawing offset of the overlay is completely configurable for each viewing direction (north, south, etc.). You can read more about it at the readme on GitHub:
https://github.com/rheirman/GiddyUpCore
Below the header: "Using overlay textures to make some mounts look good."

Another way to add saddles is with the "Animal Gear" mod, which works great in combination with Giddy-up:
https://steamcommunity.com/sharedfiles/filedetails/?id=1541438907

The reason I didn't include any saddles in Giddy-up itself is because I don't like the overhead of creating a saddle for each specific animal, and I also don't like the fact that it wouldn't work for modded animals (unless every modder makes a patch).

Quote from: Call me Arty on February 12, 2019, 02:45:25 PM
I only recently started using the series after not using it for some reason for a while. I'm rather enjoying it! It's good to have a method of transportation for injured pawns, and some more way to manage weight in my caravans. It also helps buff raids a bit without a need for bullet-spongey overpowered units.

I'm bringing it up with the other mod author too, I just wanted you to know that there's a weird interaction between Giddy-up! and Wild Animal Sex (https://ludeon.com/forums/index.php?topic=37461.0) where some critters may try to . . . eh . . . "run train (https://i.imgur.com/chAnNYI.png?1)" on the raider's mount.

I'm glad you like it! Thanks for reporting. It's not the highest priority issue, but maybe one day I'll find some time teach those animals some manners ;) (by fixing the issue).
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: SargBjornson on February 13, 2019, 10:13:27 AM
You really did think of everything... Welp, I'll have to add some saddles as soon as I finish the everything I'm working on
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: SargBjornson on February 13, 2019, 10:46:52 AM
lil question though: what is the body size requirement for mounting? I'm definitely not drawing tiny saddles for chickens ;)
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on February 13, 2019, 02:20:01 PM
Quote from: SargBjornson on February 13, 2019, 10:46:52 AM
lil question though: what is the body size requirement for mounting? I'm definitely not drawing tiny saddles for chickens ;)

The default minimum body size is 0.8. However, you can tweak it or make exceptions for any animal in the mod settings.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: vandal on February 15, 2019, 05:38:24 AM
Quote from: Trentennisfigati on February 01, 2019, 08:55:01 PM
Hello, I wish someone could make a Facial Stuff compatibility patch?
it just says the incompatibility is visual, is it that much of a problem? I dont recall it being bad back in b18. Maybe try killface on his steam page?
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on February 17, 2019, 05:16:58 AM
Quote from: vandal on February 15, 2019, 05:38:24 AM
Quote from: Trentennisfigati on February 01, 2019, 08:55:01 PM
Hello, I wish someone could make a Facial Stuff compatibility patch?
it just says the incompatibility is visual, is it that much of a problem? I dont recall it being bad back in b18. Maybe try killface on his steam page?

It has become worse since B18. I changed the way how the drawing offset between the rider and the mount are determined to a better system. Previously I patched all things that need to be offset explicitly, for instance the drawing offset for guns, the bullet trajectory, and the drawing offset for equipment visuals like shield belts. This system wasn't very good, because it required a separate patch for any thing that is drawn relative to a rider. This was problematic for any mod that adds things that are drawn relative to the rider. Now I use a system that changes the root position of the rider instead, which makes more sense. However, apparently Facial Stuff completely overwrites this root position (which doesn't seem compatibility friendly to me). For the old system this wasn't a problem, but for the new system it is. I can contact the creator of Facial Stuff about this, but I doubt it'll change. An alternative is that a make a separate patch for Facial Stuff, but I don't have time for that right now.




Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: SargBjornson on February 19, 2019, 04:28:07 AM
Ok, I'm adding ALL THE SADDLES, and I found a problem: when adding an offset to the saddle graphic, the offset isn't mirrored when the mount changes from east to west, so it looks OK when going east, but terrible otherwise.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on February 19, 2019, 05:15:43 AM
Quote from: SargBjornson on February 19, 2019, 04:28:07 AM
Ok, I'm adding ALL THE SADDLES, and I found a problem: when adding an offset to the saddle graphic, the offset isn't mirrored when the mount changes from east to west, so it looks OK when going east, but terrible otherwise.

That's really cool that you're doing that! I'll take a look at the offsets. I can probably work on that this weekend. Will that work for you?

Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: SargBjornson on February 19, 2019, 05:24:54 AM
NO, NOW! *cracks whip*

Of course :)
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: SargBjornson on February 23, 2019, 03:11:02 AM
Teaser :)

(https://i.imgur.com/1V24roO.png)(https://i.imgur.com/Vz0aF3f.png)
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on February 23, 2019, 08:37:02 AM
Update:
v1.1.3
- Removed log messages
- Properly mirror the x offset of overlays when a pawn is facing west.

Quote from: SargBjornson on February 23, 2019, 03:11:02 AM
Teaser :)

(https://i.imgur.com/1V24roO.png)(https://i.imgur.com/Vz0aF3f.png)

That looks lovely! I just released an update so the overlays are mirrored properly. Let me know if you need anything else.

Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: SargBjornson on February 23, 2019, 09:21:22 AM
Awesome, it seems to be working perfectly! Thanks!
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: SargBjornson on February 25, 2019, 05:12:23 AM
I ran into a roadblock, let's see if you have found a way around it: the MetaOverlays are not affected by weather or game light conditions. This means the saddles are always the same brightness. It doesn't affect most graphics, EXCEPT for the times when you want the creatures' horns, for example, to be drawn over the pawn. In these cases, the result looks fine during the day, but terrible during the night...

Do you thin k there could even be a fix?
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: SargBjornson on February 25, 2019, 05:21:09 AM
huh, solution was stupid, just removing <shaderType>MetaOverlay</shaderType> everywhere...

The question then becomes... WTF is a MetaOverlay, and why did you use it on the Caribou, but not on the Ibex hahaha
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on February 25, 2019, 05:29:02 AM
Quote from: SargBjornson on February 25, 2019, 05:21:09 AM
huh, solution was stupid, just removing <shaderType>MetaOverlay</shaderType> everywhere...

The question then becomes... WTF is a MetaOverlay, and why did you use it on the Caribou, but not on the Ibex hahaha

No idea actually xD. Hmm I'm curious, I never noticed mounted caribous having weird heads/antlers at night. But it's probably best if I remove the shadertype for caribous as well.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: SargBjornson on February 26, 2019, 09:55:16 AM
I just released it, everythings seems to be working ok.

I was thinking, now that I have the graphics I might as well apply the saddles to vanilla animals too, but first I wanted to ask if you'd be OK with that!
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on February 26, 2019, 02:06:31 PM
Quote from: SargBjornson on February 26, 2019, 09:55:16 AM
I just released it, everythings seems to be working ok.

I was thinking, now that I have the graphics I might as well apply the saddles to vanilla animals too, but first I wanted to ask if you'd be OK with that!

Yes, I definitely am ok with that! Good luck :) It's probably a good idea to release the vanilla saddles as a separate mod, but that's up to you of course.
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Trentennisfigati on February 26, 2019, 06:28:57 PM
Thanks for replying about the Facial Stuff issue! I really hope you'll find some time for a patch,sooner or later :)
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on March 02, 2019, 07:03:07 AM
Update:
Giddy-up! Core -> v1.1.4
- Giddy-up! is now fully compatible again with Facial Stuff out of the box. No longer will you colonists be drawn behind animals when they really shouldn't when using both mods, and no longer it'll appear as if they're "riding" the animal on a "different" (read NSFW) way.
- Gear added by Combat Extended like backpacks and shields are now drawn properly for colonists riding animals.

Quote from: Trentennisfigati on February 26, 2019, 06:28:57 PM
Thanks for replying about the Facial Stuff issue! I really hope you'll find some time for a patch,sooner or later :)
Here you go :)
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: SargBjornson on March 05, 2019, 07:24:33 AM
Ok, finished it :)

https://steamcommunity.com/sharedfiles/filedetails/?id=1673853554
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Kranon the Relentless on March 05, 2019, 07:27:45 AM
Looks great
Title: Re: [1.0] Giddy-up! (animal riding) - Added new mod: Giddy-up! Mechanoids
Post by: Roolo on March 05, 2019, 07:38:09 AM
Quote from: SargBjornson on March 05, 2019, 07:24:33 AM
Ok, finished it :)

https://steamcommunity.com/sharedfiles/filedetails/?id=1673853554

Awesome!! I'm honoured :3
Title: Re: [1.0] Giddy-up! (animal riding)
Post by: henk on March 07, 2019, 09:23:08 PM
I found a bug in Giddy-up! Ride and Roll.
-> Using Giddy-up! Ride and Roll v.1.1.1 (Jan 22, 2019) and Giddy-up! Core v.1.1.4 (Mar 2, 2019).

I give you two examples to make it clear:

1. Fixing machines with components:
Worker stands in place 'A' and wants to fix a turret in place 'B' (replacing a component, not just repairing) so he gets on a ride to get there faster.
When the animal taxi arrives at place B he gets off his ride but still needs a component to fix the turret. So far so good but now the trouble starts.
The worker who just arrived in place B still thinks he is in place A (where the fixing task was initiated, before getting on his ride) so he looks for this component in place A instead of B. What does that mean?
He walks aaaaaall the way back to place A to get the component just to walk back to B and fix the turret.
So in short: Start (A) (without component) -> Ride with Animal (to B) (without component) -> walk back (to A) (to get component) -> walk back (to B) (fix turret).
The component he needs could lay just next to the turret (=place B) but he will get to place A anyway. Unless of course the component at the turret is the closest to place A. Or when it's the only stock with this kind of component in the base ^^.

The thing is, I stack my repair components all over my base in order to speed repairs up (keeping walking ways short).
But with Ride and Roll this doesn't work anymore as in the example described.

2. Hunting:
Another thing is the hunt: A hunter gets on a ride to his prey (he is armed with a sniper rifle, for long range). He rides directly in front of the hunted animal, gets off the ride and immediately starts to shoot the animal. The end of this story, the animal starts to rage because the hunter was too close.
I deactivated 'Use animal for hunting' if this makes a difference. So the animal in this scenario is just a taxi and will not take part in the actual hunt. The hunter gets off his ride and shoots his prey on foot.

Solution?:
I guess both examples are caused by the same thing. There should be another routine after a colonist gets off a ride.
In this routine there should be something like 'Start original task again'. If I'm right the hunter will back off a little with his long range weapon and the worker who repairs the machine will look in place B for the closest component to fix his job.
Although I'm not sure this really will work for the hunter. If not maybe something like 'If ride to prey' Then 'Get off 10-20 tiles prior to destination / the animal'.

Or you put even more work into it and create something depending on the job that is done next (but I don't expect something like that :D):
-> ' If doing task where component is needed' Then 'Get component first' (with a ride of an animal first, so the task and the ride are splitted into two tasks / two rides).
-> ' If going for a hunt' Then 'Keep minimum distance according to weapon' (short / middle / long ranged).

But after all I'm no programmer so you tell me what could (or could not) be done in that matter.

Anyway, nice mod collection. Keep it up!
Best regards.
Title: Re: [1.0] Giddy-up! (animal riding)
Post by: Trentennisfigati on March 08, 2019, 09:50:01 AM
you're great! thanks!!!
Title: Re: [1.0] Giddy-up! (animal riding)
Post by: Roolo on March 12, 2019, 11:20:27 AM
Quote from: henk on March 07, 2019, 09:23:08 PM
I found a bug in Giddy-up! Ride and Roll.
-> Using Giddy-up! Ride and Roll v.1.1.1 (Jan 22, 2019) and Giddy-up! Core v.1.1.4 (Mar 2, 2019).

I give you two examples to make it clear:
[...]

Sorry for responding a bit late, the notification system on the forum doesn't always work. Anyhow, thanks for you write-up. I'll respond to both issues:

Quote1. Fixing machines with components:

This problem used to be present with a lot of jobs, and I had to manually fix it for different jobs. But I never noticed it happens when machines are fixed with components, so thanks for reporting. Why this happens is a bit more technical than you might expect. In Rimworld,  Jobs can have three targets: TargetA, TargetB, and TargetC (jobs can actually have more targets using some other construct, but lets keep things simple). Most of the times, jobs use TargetA as a first target, however this principle is certainly not applied consistently in the game's code. Giddy-up assumes TargetA is the first target by default, and issues a "ride to job" job to let the pawn go to TargetA. However, not all jobs use TargetA as first target, and this results in Giddy-up sending the pawn to the wrong target. There's no way to automatically detect which target is the first target, so I have to manually make exceptions of each job that doesn't have TargetA as first target, which I didn't do yet for the "repair machine" job.

Quote2. Hunting:
Sure this isn't just vanilla behaviour? I've seen this happen in vanilla as well since B19.
Title: Re: [1.0] Giddy-up! (animal riding)
Post by: henk on March 13, 2019, 01:01:30 PM
Quote from: Roolo on March 12, 2019, 11:20:27 AM
1. Fixing machines with components:
This results in Giddy-up sending the pawn to the wrong target.
This problem used to be present with a lot of jobs, and I had to manually fix it for different jobs. There's no way to automatically detect which target is the first target, so I have to manually make exceptions of each job that doesn't have TargetA as first target, which I didn't do yet for the "repair machine" job.

Damn that sucks. Is there no way to take over the job target order of Vanilla?

Quote from: Roolo on March 12, 2019, 11:20:27 AM2. Hunting:
Sure this isn't just vanilla behaviour? I've seen this happen in vanilla as well since B19.

hm good question. I'm not sure about this anymore. But to be honest I never (or rarely) saw that happen before applying Ride and Roll.

Case 1 (Vanilla):
When a hunter is on foot he sets his target to the location where he can hit the anmial. In case of a long range weapon this target will be far away to the actual prey he is hunting.
When he arrives at this location he is shooting the prey (or if the animal wandered off he will walk towards it and then shoot but still with a certain minimal distance).
Case 2 (Ride and Roll):
Now with Ride and Roll it's different. The hunters target A isn't the spot far away anymore. The Ride and Roll mod tells him to go (or better: ride) to target A which in this case is the prey itself instead of the spot far away.
But please consider: this is the case when pets are not allowed for hunting. I really think this will be different if I set this option to enabled but I haven't tried that yet.

Of course it could have happend in both cases that the hunter went to the correct target but only the prey has moved to this same exact target in the meantime and therefore the animal was in range and he immediately shot at it (although too close).

But I don't want to lie to you so I will check this out again to be sure ;).

EDIT:
Ok I tested it again and now have the results. In a nutshell: unfortunately it is the fault of your mod ;)

Hunting:
-> Case 1 (with Ride and Roll, pets not allowed to be hunted with):
https://www.directupload.net/file/d/5390/a4nhq5ok_png.htm (https://www.directupload.net/file/d/5390/a4nhq5ok_png.htm)
As you can see the target indeed is the prey itself (and the hunter is equipped with a long range weapon).
The prey only walked off a little before I took that screenshot so don't mind the offset to the turtle/tortoise whatever ^^.
EDIT: Even if the prey moves before the hunter arrives the target will automatically switch to the prey again. So wherever the prey goes, the target will always! be the prey itself. I took the screenshot above (and the one below) right before the target could adjust to the new position of the prey. It scans its position every few seconds.

-> Case 2 (with Ride and Roll, pets allowed to be hunted with):
https://www.directupload.net/file/d/5390/np7gbc85_png.htm (https://www.directupload.net/file/d/5390/np7gbc85_png.htm)
Exact same thing happens when pets are allowed to be hunted with. I thought this could be different, but no it isn't.
Same statement of case above applies here.

-> Result (in both cases):
https://www.directupload.net/file/d/5390/5u5bhrx6_png.htm (https://www.directupload.net/file/d/5390/5u5bhrx6_png.htm)
When the hunter arrived he himself noticed that he is too close now (because he rode directly to the prey). But instead of walking far away to shoot he only took like 3 steps back or something (but this actually could be the fault of Vanilla, I don't know ^^').

Now to make clear the difference:

-> Vanilla, Ride and Roll mod disabled:
https://www.directupload.net/file/d/5390/t8po2r2v_png.htm (https://www.directupload.net/file/d/5390/t8po2r2v_png.htm)
When I select a target to be hunted it at first looks like this (not a lot different to your target setting).

BUT!: This is what it looks one second later:
https://www.directupload.net/file/d/5390/8yyp7ybq_png.htm (https://www.directupload.net/file/d/5390/8yyp7ybq_png.htm)
The hunter rearranged the distance to his target according to his weapon type.
Notice how the hunter only walks up to a certain distance (at the bottom right hand corner) while the prey is far away (at the top left hand corner).

This is what doesn't happen with your mod enabled.
So you might wanna look into this.

PS: If you need me to test other cases / scenarios / settings I'm willing to help you out in order to find the exact problem.
Title: Re: [1.0] Giddy-up! (animal riding)
Post by: Roolo on March 13, 2019, 03:06:25 PM
Thanks again for your clear report. I took a look at the code and I understand what is happening now. Again, it's a bit technical. What the hunting job does first is calling the GotoCastPosition function. This function makes sure that the pawns goes into into casting range. The following things can happen if the function is called (this is all pure vanilla):
A. The pawn is at closer range than the minimum range of the hunting weapon. The pawn will therefore move a bit, until it's within a range larger than the minimum range.
B. The pawn is already in casting range, and outside the minimum range of the weapon, so it doesn't need to move.
C. The pawn is outside the maximum range of the weapon. In that case it'll move until it is within 95% of the maximum range.

In your case when testing vanilla, you saw C happening, as the pawn started outside the maximum range. But if you were to draft the pawn, let it move to the animal manually, and then let it start hunting, you'd get situation A.

Now what happens with Ride and Roll enabled? Well, the pawn first gets a "ride to job" job assigned, and it'll move to the animal. Now again situation A will occur. The minimum range is not that much, so the pawn will only move a bit (like what you observed). So it actually IS vanilla behaviour, though without Ride and Roll, you won't see it as often.

Vanilla or not, it is still annoying, so I'll think of a fix (probably I'll just make another exception so the "ride to job" job doesn't go to the first job target for hunting, but to a cell with a minimum distance from the first target).
Title: Re: [1.0] Giddy-up! (animal riding)
Post by: henk on March 13, 2019, 03:12:14 PM
Thanks a lot. Now I actually understand what happens :).
And thank you for fixing it. In case of a turtle it is no biggy but attacking a Thrumbo is a whole lot different with this distance thing ^^.

If I find other jobs with the same problem I will reply here again.

Quote from: Roolo on March 13, 2019, 03:06:25 PM
Vanilla or not, it is still annoying, so I'll think of a fix (probably I'll just make another exception so the "ride to job" job doesn't go to the first job target for hunting, but to a cell with a minimum distance from the first target).
What do you mean exactly? A fixed minimum distance for all weapon types? Or variable distances like in Vanilla?

I don't get it. Can't you just sort of copy paste the code from Vanilla? Why is this not possible? With or without pet riding doesn't make a lot of difference, does it? There would be no need for more exceptions in your code.

You said yourself: 'There's no way to automatically detect which target is the first target, so I have to manually make exceptions of each job that doesn't have TargetA as first target, which I didn't do yet for the "repair machine" job.'

But as a matter of fact the game (Vanilla) knows which target is the first, second, third target for each and every job. So there has to be a code for this. Can't you go with this code and align the rest around it? At least that is what I would try to accomplish (as a not-programmer ^^').
Title: Re: [1.0] Giddy-up! (animal riding)
Post by: Roolo on March 13, 2019, 03:42:26 PM
Quote from: henk on March 13, 2019, 03:12:14 PM
I don't get it. Can't you just sort of copy paste the code from Vanilla? Why is this not possible? With or without pet riding doesn't make a lot of difference, does it? There would be no need for more exceptions in your code.

That wouldn't work. Take in mind that for any Ride and Roll job, a "ride to job" job is issued first for various reasons, before the actual job is started. When the "ride to job" job is created, TargetA of the hunting job is used as a target. TargetA is the animal that's being hunted, and not the location at 95% of the maximum range (this location isn't stored anywhere but calculated during the hunting job). So there needs to be an exception for hunting jobs, so that the "ride to job" job goes to a location outside the max range, and not to the animal, or the "ride to job" job needs to be skipped entirely, but then "forbid riding zones" will be ignored (which probably isn't a big problem for hunting). But either way, an exception is needed.

Title: Re: [1.0] Giddy-up! (animal riding)
Post by: henk on March 13, 2019, 03:48:27 PM
Quote from: Roolo on March 13, 2019, 03:42:26 PM

That wouldn't work. Take in mind that for any Ride and Roll job, a "ride to job" job is issued first for various reasons, before the actual job is started.
[...] But either way, an exception is needed.
Yes, that is how it works now (with your code). But couldn't you have it coded another way?
Like this:
TargetA -> Go to animal and get on its back -> Command finished (no further commands, targets or whatever).
From there on the normal Vanilla commands start / take effect. With all their exceptions and targets as we mentioned above.
So it is just a normal pawn (riding an animal) doing his jobs. With exceptions for 'no riding zones' of course.

So instead of having one huge string of commands at once you split them completly. One command is to ride an animal. Afterwards a whole other command starts.
Or will this lead to problems because the pawn is now strapped to an animal? xD

The whole command chain would look like this:
[Ride and Roll Mod]
1. Start task (for example hunting) (check for pet within range that was applied in mod options and check for no riding zones).
[Exception]-> And check for job category. If sleeping, surgery, putting out fire, watching TV, cooking, etc. etc. -> just ride to location, get off animal, then go on with step 3.[/Exception]
-> You could also put this exception after step No. 2. So that a pawn will ride to a sleeping, surgery, etc. job but then gets off the animal if exception = sleeping, surgery, etc. = true. But I don't want to tell you where to place your exceptions xD
2. If restrictions fit the requirement get on the animal.
[/Ride and Roll Mod]
[Vanilla]
3. Start same task again, the same as mentioned in No. 1 (hunting) (but now the tasks of Vanilla take effect).
4. Ride / go to task and do the task as stated in Vanilla.
[/Vanilla][/b]
[Ride and Roll Mod]
5. After finishing the task start all over with No. 1
-> if requirements fit, stay on animal and just go on riding to next job
-> if one requirement doesn't fit, get off animal and walk to task (or ride to nearest 'get off animal spot' and get off animal there).
[/Ride and Roll Mod]
Title: Re: [1.0] Giddy-up! (animal riding)
Post by: Roolo on March 13, 2019, 04:21:02 PM
Quote from: henk on March 13, 2019, 03:48:27 PM
Quote from: Roolo on March 13, 2019, 03:42:26 PM

That wouldn't work. Take in mind that for any Ride and Roll job, a "ride to job" job is issued first for various reasons, before the actual job is started.
[...] But either way, an exception is needed.
Yes, that is how it works now (with your code). But couldn't you have it coded another way?
Like this:
TargetA -> Go to animal and get on its back -> Command finished (no further commands, targets or whatever).
From there on the normal Vanilla commands start / take effect. With all their exceptions and targets as we mentioned above.
So it is just a normal pawn (riding an animal) doing his jobs. With exceptions for 'no riding zones' of course.

So instead of having one huge string of commands at once you split them completly. One command is to ride an animal. Afterwards a whole other command starts.
Or will this lead to problems because the pawn is now strapped to an animal? xD

Trust me, I've thought this through. Take in mind that many jobs shouldn't be performed on a mount, but even for those jobs, you want the pawn to ride to the job. With your approach, pawns would end up in bed with their mount, they'd perform surgery on their mount etc. etc. Or they just wouldn't ride to any jobs that can't be performed mounted.

Anyhow, please take in mind I spent countless hours on developing this mod, and I made decisions for reasons that might be hard to follow if you're not familiar with the code.
Title: Re: [1.0] Giddy-up! (animal riding)
Post by: henk on March 13, 2019, 04:30:16 PM
Quote from: Roolo on March 13, 2019, 04:21:02 PM
Trust me, I've thought this through. Take in mind that many jobs shouldn't be performed on a mount, but even for those jobs, you want the pawn to ride to the job. With your approach, pawns would end up in bed with their mount, they'd perform surgery on their mount etc. etc.

No, they wouldn't. Because jobs like sleeping, surgery, etc. would be within the requirements in No. 1 and 2 (edited part in thread above).
[Exception]
If job = surgery, sleeping etc. -> only ride to job location and get off animal before doing actual Vanilla task No. 1 (=surgery, sleeping) again. (step No. 3 as above)
[/Exception]

Quote from: Roolo on March 13, 2019, 04:21:02 PM
Anyhow, please take in mind I spent countless hours on developing this mod, and I made decisions for reasons that might be hard to follow if you're not familiar with the code.

Alright alright xD. I trust you on this. As mentioned I am clearly no programmer, coder or whatever and am in fact not aware of any code of the game.
If you say it is not possible, it just isn't. Thanks for the clarification ;).
Title: Re: [1.0] Giddy-up! (animal riding)
Post by: Roolo on March 14, 2019, 04:51:54 AM
Quote from: henk on March 13, 2019, 04:30:16 PM
No, they wouldn't. Because jobs like sleeping, surgery, etc. would be within the requirements in No. 1 and 2 (edited part in thread above).
[Exception]
If job = surgery, sleeping etc. -> only ride to job location and get off animal before doing actual Vanilla task No. 1 (=surgery, sleeping) again. (step No. 3 as above)
[/Exception]

Ok, in that case it would work, and it would solve the problem with hunting. However, it wouldn't solve anything more than that. For jobs that can't be done mounted, the "ride to job" job, still has to issued, and for those jobs, we still need all the exceptions we currently have. And unfortunately, the only jobs that form exceptions to the rule of having targetA as first target are jobs that can't be done mounted.

So with your approach you end up with even more exceptions, since you now need to check whether the job can be done mounted or not, while you still need to check for exceptions in terms of what is the first job target. Since it only solves the issue with hunting, it's not worth the added complexity. It's far easier to just add another exception for hunting like I planned. This also keeps things more consistent which is something to strive for when coding.
Title: Re: [1.0] Giddy-up! (animal riding)
Post by: henk on March 14, 2019, 01:35:24 PM
I see, my approach would have been too easy xD.
Thanks for the explanation. I'm looking forward for the changes in the jobs fixing constructions with components and hunting.
Do you already have a timeline for those fixes?
Thanks for your efforts.
Greets
Title: Re: [1.0] Giddy-up! (animal riding)
Post by: SargBjornson on April 01, 2019, 12:46:47 PM
Hi Roolo! I was adding some new saddles, this time to Alpha Animals, and I noticed that

<li Class="GiddyUpCore.CompProperties_Mount">
<drawFront>true</drawFront>
</li>


Seems to not be working. Because what it should do is draw the mount in top of the rider, right? I was trying to use it for the Meadow Aves, which are like ostriches, so their neck should draw on top when facing south
Title: Re: [1.0] Giddy-up! (animal riding)
Post by: Roolo on April 02, 2019, 03:56:50 AM
Quote from: SargBjornson on April 01, 2019, 12:46:47 PM
Hi Roolo! I was adding some new saddles, this time to Alpha Animals, and I noticed that

<li Class="GiddyUpCore.CompProperties_Mount">
<drawFront>true</drawFront>
</li>


Seems to not be working. Because what it should do is draw the mount in top of the rider, right? I was trying to use it for the Meadow Aves, which are like ostriches, so their neck should draw on top when facing south

Nice, more saddles, that makes me happy :). Strange though, it's working fine for trumbo's alpacas and some other vanilla animals. You can find the code for that in Patches.xml, did you look at that? Also for the meadow aves it's probably best of you don't draw them in front, but use am overlay to draw only the head/neck in front of the pawn, like how I did it with the caribou. Otherwise you'll also get the tail in front of the pawn, which looks really awkward.
Title: Re: [1.0] Giddy-up! (animal riding)
Post by: SargBjornson on April 02, 2019, 04:20:13 AM
Yeah, problem though, the Meadow Aves use the Animal MultiSkin DLL, which was coded by the guys behind Animal Collab Project, so if I create, say, a blue skinned overlay it will look terrible on a pink Meadow Ave :)

Perhaps this DLL is too what is causing the drawFront not to work...

Damn, can't see a way around it!
Title: Re: [1.0] Giddy-up! (animal riding)
Post by: Roolo on April 02, 2019, 05:48:12 AM
Quote from: SargBjornson on April 02, 2019, 04:20:13 AM
Yeah, problem though, the Meadow Aves use the Animal MultiSkin DLL, which was coded by the guys behind Animal Collab Project, so if I create, say, a blue skinned overlay it will look terrible on a pink Meadow Ave :)

Perhaps this DLL is too what is causing the drawFront not to work...

Damn, can't see a way around it!

Ok, I understand. Maybe I can come up with some patch for the Animal Multiskin DLL, I'll have to look into it. Though I'm very busy with real life stuff, and have an almost finished update for What the Hack I want to release soon, so those things will have to go first.
Title: Re: [1.0] Giddy-up! (animal riding)
Post by: SargBjornson on April 02, 2019, 06:03:00 AM
No rush at all, man. This is after all, merely visual candy :)
Title: Re: [1.0] Giddy-up! (animal riding)
Post by: Canute on April 14, 2019, 05:18:04 PM
After some time i used again Giddyup (Core,Caravan,Ride&Roll) and notice something.
On caravaning you can assign riders on mounts, and then animal and rider leave together the map.
But allways when a caravan arrive on a map, they are unmounted.
Ok on a temp. map i could understand it, since they groupd say "Lets unmount and sneak a bit closer".
But it is more returning to the home map what disturb me, that pawn's don't ride into the colony.
Do i miss something, i didn't found anything at the mod options, that pawn's don't remount the caravan animals to ride home ?
Or it is something that the animal's are allready busy to unload at the colony so the pawn's can't auto mount them ?
Title: Re: [1.0] Giddy-up! (animal riding)
Post by: Roolo on April 15, 2019, 05:10:53 AM
Quote from: Canute on April 14, 2019, 05:18:04 PM
After some time i used again Giddyup (Core,Caravan,Ride&Roll) and notice something.
On caravaning you can assign riders on mounts, and then animal and rider leave together the map.
But allways when a caravan arrive on a map, they are unmounted.
Ok on a temp. map i could understand it, since they groupd say "Lets unmount and sneak a bit closer".
But it is more returning to the home map what disturb me, that pawn's don't ride into the colony.
Do i miss something, i didn't found anything at the mod options, that pawn's don't remount the caravan animals to ride home ?
Or it is something that the animal's are allready busy to unload at the colony so the pawn's can't auto mount them ?

Giddy-up Caravan was created before Ride and Roll was created. Before Ride and Roll, on-map non-combat mounting would result in all sorts of issues, therefore, they arrive on foot when returning to your base. This is because unlike when leaving the map, there's no special job for arriving at your camp, and pawns can literally start any job right after they arrive (like for instance going to bed, which they would do with their animal any proper checking xD). Now that we have Ride and Roll, this can be resolved. I didn't however take the time yet to fix this for Ride and Roll users. But I'll be doing a bunch of updates for all Giddy-up mods soon, and I'll definitely also fix this then. Though for non-Ride and Roll users, arrival will remain on foot.
Title: Re: [1.0] Giddy-up! (animal riding)
Post by: conkikhon on May 04, 2019, 02:03:13 PM
Someone on Steam found a bug
https://steamcommunity.com/app/294100/discussions/0/1698300679767575613/?ctp=1
Title: Re: [1.0] Giddy-up! (animal riding)
Post by: Roolo on May 08, 2019, 07:24:31 AM
Quote from: conkikhon on May 04, 2019, 02:03:13 PM
Someone on Steam found a bug
https://steamcommunity.com/app/294100/discussions/0/1698300679767575613/?ctp=1

I'll look into that soon!
Title: shield belt are drawn at incorrect position
Post by: temple_wing on May 10, 2019, 09:41:35 AM
(https://raw.githubusercontent.com/jinlan/issue/1/shieldBeltProblem.jpg)
Title: Re: shield belt are drawn at incorrect position
Post by: Roolo on May 10, 2019, 10:01:48 AM
Quote from: temple_wing on May 10, 2019, 09:41:35 AM
(https://raw.githubusercontent.com/jinlan/issue/1/shieldBeltProblem.jpg)

Thanks for reminding me. I'm doing a bunch of updates for Giddy-up this week, so I'll make sure to fix that as well.
Title: Game crush by infinite creating toil loop
Post by: temple_wing on May 10, 2019, 11:07:54 PM
My version is: 94376a371ae13472a2ee22d20fabbbcbea0a8dbb
https://github.com/rheirman/GiddyUpRideAndRoll/issues/10 (https://github.com/rheirman/GiddyUpRideAndRoll/issues/10)
Title: Re: [1.0] Giddy-up! - updated May 31th
Post by: Roolo on May 31, 2019, 05:51:32 AM
I just released an update, adding a lot of improvements and fixes for Giddy-up! Ride and Roll:

Giddy-up! Ride and Roll v1.2.0
- Wait for rider job added. Instead of freezing like a statue, animals now walk around nearby when waiting for their rider and follow the rider around. Moreover, a button is added so you can easily order animals to stop waiting.
- Animals wait for riders more intelligently. If the rider is doing the same job for a long time (for instance, mining), the animal is more patient. Inside rooms (like hospitals, workshops etc), the animals generally won't wait for riders.
- Pawns now stay mounted if they have to perform hauling or walking as part of jobs that cannot be done mounted. This reduces the moments where you think: "why isn't he riding there?" by a great deal.
- Pawns now arrive mounted on their destination when Giddy-up Caravan is used.
- Sleeping animals are now also automatically mounted when they have enough rest (more than 50%). This increases mount usage for your nightowl pawns.
- Mounted hunting doesn't result in pawns riding too close to the animal anymore.
- Animals needing tending or that are starving cannot be selected as mount automatically anymore.
- Fixed pawns reserving double beds completely when going there mounted, resulting in bed partners sleeping on the ground.
- Fixed pawns riding to broken buildings instead of components first when performing building maintenance.
- Updated simplified Chinese translations (by LingLuo).
Title: Re: [1.0] Giddy-up! - updated May 31
Post by: matyie on June 01, 2019, 08:59:16 AM
Hello! I'm using your mod for a while and right now i play a heavily modded save and get excited at your update. I have problem with a lot of animals waiting outside and cant get them into safety positions. You mentioned a new button that can manually force them to stop waiting but i cant find it. Can you help me? Thank you for making the game much better!
Title: Re: [1.0] Giddy-up! - updated May 31
Post by: Roolo on June 01, 2019, 09:18:37 AM
Quote from: matyie on June 01, 2019, 08:59:16 AM
Hello! I'm using your mod for a while and right now i play a heavily modded save and get excited at your update. I have problem with a lot of animals waiting outside and cant get them into safety positions. You mentioned a new button that can manually force them to stop waiting but i cant find it. Can you help me? Thank you for making the game much better!

Click the animal with a "waiting for rider" job. There should be a button with "leave rider" below. If you don't see this button, please provide a log using ctrl+f12.
Title: Re: [1.0] Giddy-up! - updated May 31
Post by: Roolo on June 06, 2019, 11:49:49 AM
Small update:

Giddy-up! Core v1.1.5
- Added code that ensures the situation where a pawn is riding an animal, while the animal isn't being ridden is automatically resolved. This shouldn't happen in the first place, but apparently it happened for some people somehow, resulting in invisible pawns.

I'm off for holidays for a couple of weeks, so I probably won't respond that much to posts for the time being.
Title: Re: [1.0] Giddy-up! - updated June 27
Post by: Roolo on June 27, 2019, 10:26:12 AM
I just released two updates:

Giddy-up! Core v1.1.6
- The stat info tab now properly shows the movement speed of riders and mounts, with a breakdown of how everything is calculated.
- Pawns no longer try to train animals that are mounted.
- Added save game sanitizer that automatically cleans unneeded records of Giddy-up on startup. This should reduce the load time of your save (in some cases significantly).
- Animals can no longer disappear when a rider enters a drop pod (this issue was introduced in the latest major update of Ride and Roll).
- Shields are now drawn correctly for riders.

Giddy-up! Ride and Roll v1.2.1
- The way pawns ride to jobs is simplified (there's no longer a "ride to job" job anymore). It should be less error-prone now, and this fixes an issue due to which pawns cannot reserve double beds properly (yes, it's really fixed this time :)), as well as some other (less serious) reservation issues.
- Fixed crash when riders start a new colony on the world map, should also fix any other crashes related to pawns entering sites when using certain mods.
Title: Re: [1.0] Giddy-up! - updated June 27
Post by: wolfsilver00 on July 03, 2019, 09:31:26 AM
Everything up to date, this happens when I try to designate a no-riding zone:
[spoiler]
Root level exception in OnGUI(): System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2<Verse.Area, System.Collections.Generic.List`1<Verse.Thing>>.get_Item (Verse.Area) <0x001c5>
at CleaningPriority.ListerFilthInAreas_MapComponent.OnAreaChange (Verse.IntVec3,bool,Verse.Area) <0x000c5>
at CleaningPriority.ListerFilthPrioritizedNotifiers.AreaChange.Postfix (Verse.Area,Verse.AreaManager,Verse.IntVec3,bool) <0x00060>
at (wrapper dynamic-method) Verse.Area.Set_Patch1 (object,Verse.IntVec3,bool) <0x000e7>
at Verse.Area.set_Item (Verse.IntVec3,bool) <0x00037>
at GiddyUpRideAndRoll.Zones.Designator_GU_NoMount_Expand.DesignateSingleCell (Verse.IntVec3) <0x00046>
at Verse.Designator.DesignateMultiCell (System.Collections.Generic.IEnumerable`1<Verse.IntVec3>) <0x001f9>
at Verse.DesignatorManager.ProcessInputEvents () <0x0048c>
at RimWorld.MapInterface.HandleMapClicks () <0x00069>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x001f4>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()
[/spoiler]

And this happens when I try to put one of the mount drop spots, with the difference that it actually places the spot, while the no ride area is not being "constructed":

[spoiler]
Root level exception in OnGUI(): System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2<Verse.Area, System.Collections.Generic.List`1<Verse.Thing>>.get_Item (Verse.Area) <0x001c5>
at CleaningPriority.ListerFilthInAreas_MapComponent.OnAreaChange (Verse.IntVec3,bool,Verse.Area) <0x000c5>
at CleaningPriority.ListerFilthPrioritizedNotifiers.AreaChange.Postfix (Verse.Area,Verse.AreaManager,Verse.IntVec3,bool) <0x00060>
at (wrapper dynamic-method) Verse.Area.Set_Patch1 (object,Verse.IntVec3,bool) <0x000e7>
at Verse.Area.set_Item (Verse.IntVec3,bool) <0x00037>
at GiddyUpRideAndRoll.Zones.Designator_GU_DropAnimal_Expand.DesignateSingleCell (Verse.IntVec3) <0x00046>
at Verse.DesignatorManager.ProcessInputEvents () <0x00180>
at RimWorld.MapInterface.HandleMapClicks () <0x00069>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x001f4>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()
[/spoiler]
Title: Re: [1.0] Giddy-up! - updated June 27
Post by: JT on July 03, 2019, 09:53:09 AM
Quote from: wolfsilver00 on July 03, 2019, 09:31:26 AM
Everything up to date, this happens when I try to designate a no-riding zone:
[spoiler]
at CleaningPriority.ListerFilthInAreas_MapComponent.OnAreaChange (Verse.IntVec3,bool,Verse.Area) <0x000c5>
[/spoiler]

And this happens when I try to put one of the mount drop spots, with the difference that it actually places the spot, while the no ride area is not being "constructed":

[spoiler]
at CleaningPriority.ListerFilthInAreas_MapComponent.OnAreaChange (Verse.IntVec3,bool,Verse.Area) <0x000c5>
[/spoiler]

Although Giddy-Up is deeper in the call stack, the cause of the crash is Cleaning Priority (or whichever other Harmony mod is patching the Verse.Area), which does not seem prepared to handle the area designations it doesn't recognise.

Since the source code (https://github.com/ChippedChap/CleaningPriority/blob/master/CleaningPriority/ListerFilthInAreas_MapComponent.cs) for Cleaning Priority seems to be trying to catch null keys, Cleaning Priority will need to add some debugging information to decipher what exactly is occurring before it can be fixed.  Giddy-Up, being so much higher up the call stack, can't do much to solve this problem.

In the meantime, you can call it a straight incompatibility with Cleaning Priority. =)
Title: Re: [1.0] Giddy-up! - updated June 27
Post by: wolfsilver00 on July 03, 2019, 10:16:13 AM
Quote from: JT on July 03, 2019, 09:53:09 AM


Although Giddy-Up is deeper in the call stack, the cause of the crash is Cleaning Priority (or whichever other Harmony mod is patching the Verse.Area), which does not seem prepared to handle the area designations it doesn't recognise.

Since the source code (https://github.com/ChippedChap/CleaningPriority/blob/master/CleaningPriority/ListerFilthInAreas_MapComponent.cs) for Cleaning Priority seems to be trying to catch null keys, Cleaning Priority will need to add some debugging information to decipher what exactly is occurring before it can be fixed.  Giddy-Up, being so much higher up the call stack, can't do much to solve this problem.

In the meantime, you can call it a straight incompatibility with Cleaning Priority. =)

Thank you kindly for this info, I guess im dropping cleaning priority then, because putting no riding zones 1 square at a time is driving me nuts and is going to break my mouse
Title: Re: [1.0] Giddy-up! - updated June 27
Post by: Sonsalt on July 07, 2019, 03:04:03 PM
(https://i.gyazo.com/b5fa66597cf123f80a12dba4a02a59c9.png)

Would it be possible to add the corresponding slot as a patch?

Looks funny when the shields and backpacks are above the head when riding :P
Title: Re: [1.0] Giddy-up! - updated June 27
Post by: Roolo on July 07, 2019, 03:52:20 PM
Quote from: Sonsalt on July 07, 2019, 03:04:03 PM
(https://i.gyazo.com/b5fa66597cf123f80a12dba4a02a59c9.png)

Would it be possible to add the corresponding slot as a patch?

Looks funny when the shields and backpacks are above the head when riding :P

Are you using the latest version of Giddy-up? I'm surprised that happens, since within Giddy-up no code can cause that to happen, unless you're using an old version. It could be that the mod that you're using includes deprecated patches for Giddy-up. What mod adds those backpacks and shields?
Title: Re: [1.0] Giddy-up! - updated June 27
Post by: Sonsalt on July 07, 2019, 04:49:15 PM
@roolo

Thanks for your quick response,
Yes I am using all the latest versions of your mods.
The shields etc are from https://ludeon.com/forums/index.php?topic=12996.0 [1.0] [PROJECT] Hardcore SK project v7: Sunrise

Other users who use both mods have the same issue.
Title: Re: [1.0] Giddy-up! - updated June 27
Post by: Canute on July 08, 2019, 03:05:34 AM
Sonsalt,
maybe you didn't notice, HCSK isn't a mod, it is a unique modpack.
Many mod's that change the vanilla behavior like giddyup got problem's with that modpack.
It isn't recommend to use other mod's together with that modpack anyway.
But you can try to move all giddyup mod's at the end of the modlist and/or at the beginning and check if that helps.
But if not, you need to ask the HCSK dev team if they integrate the Giddy up series into their modpack (if Roolo that allow).
Title: Re: [1.0] Giddy-up! - updated June 27
Post by: wolfsilver00 on July 08, 2019, 03:20:05 PM
Is there any way to block certain colonists from riding? I have some colonists that mess around the base and some others that actually go out, and more often than not, I find my long traveling colonists on foot because one lazy dumb fuck decided to mount one of my 2 mounts to bring something to a stockpile.. Is there anyway to say 'this colonist is not allowed to mount anything unless drafted or directly commanded to" ?
Title: Re: [1.0] Giddy-up! - updated June 27
Post by: BladeOfSharpness on July 10, 2019, 02:39:10 AM
I believe there are still issues with backpacks and such (CE, Apparello, FashionRIMsta if it matters)

(https://imagizer.imageshack.com/img923/8702/IzWobA.png)
Title: Re: [1.0] Giddy-up! - updated June 27
Post by: Canute on July 10, 2019, 03:14:50 AM
You sure that isn't a new feature ?
(http://blog.africageographic.com/safari-blog/files/2012/11/578286_335012656568361_1759765135_n.jpg)
Title: Re: [1.0] Giddy-up! - updated June 27
Post by: Roolo on July 12, 2019, 04:03:34 AM
I'll look into that CE apparel drawing issue. It's a bit surprising to me that this happens, since in my mod I just offset the position of the rider, and everything else should be offsetted relative to that modified position. This used to work differently in the past, so it could be that some mods still take into account how it used to work, adding an extra offset.

Quote from: wolfsilver00 on July 08, 2019, 03:20:05 PM
Is there any way to block certain colonists from riding? I have some colonists that mess around the base and some others that actually go out, and more often than not, I find my long traveling colonists on foot because one lazy dumb fuck decided to mount one of my 2 mounts to bring something to a stockpile.. Is there anyway to say 'this colonist is not allowed to mount anything unless drafted or directly commanded to" ?

Not directly, but in the animals tab you can set animals to be "only mountable by their master", or "mountable by anyone". Maybe that helps. I might add in another option to restrict what colonists can mount animals in the future if it's not too much of a hassle.
Title: Re: [1.0] Giddy-up! - updated June 27
Post by: BladeOfSharpness on July 12, 2019, 06:46:00 AM
Thanks Roolo.

As for restricting riding, yes, that's a bit of an issue sometime, even if 'only to master' helps. Ideally there would be a group of colonists who are not allowed to ride perhaps?
Title: Re: [1.0] Giddy-up! - updated June 27
Post by: Canute on July 12, 2019, 09:25:05 AM
I think you should made a no riding zone inside your base.
Made your pawn's with a high chance to go outside to master for an animal, and the animal for Master use only. So noone take his ride away.
Title: Re: [1.0] Giddy-up! - updated June 27
Post by: wolfsilver00 on July 12, 2019, 05:06:58 PM
Thanks roolo, I hope you can add the feature :D

As for the zoning and restricting to masters, I have like 15 colonists, 5 of them are slaves and I wish they did not ride at all, because of shackles overriding the mount speed and also because if they try to escape, animals mounted by them flee in panic..  and only 4 animals are faster than colonists to be used as mounts... So if I only put 4 ppl as masters, then I have the rest walking, even if those 4 are just sleeping or something like that, its not efficient at all.. I think for now my only option is to divide my base into 3  zones, make 2 animals into one, 2 into others and leave slaves in the third.. I will basically have to duplicate amenities and stuff.. but its the only thing I can think off, and it's still pretty fucking inefficient xD Ill wait for an update to have this or I will just cheat some animals in, cause it's getting annoying xD
Title: Re: [1.0] Giddy-up! - updated June 27
Post by: BladeOfSharpness on July 16, 2019, 05:10:46 AM
Sigh.

And I tried tweaking the value, but no. Is it that hard to forbid using a mount if distance from it is superior to X or distance from first task inferior to Y? That would solve 99% of the issues.

(https://imagizer.imageshack.com/img923/4764/PDggrr.png)
Title: Re: [1.0] Giddy-up! - updated June 27
Post by: Canute on July 16, 2019, 06:02:33 AM
Try to experiment a bit with the mod options.
The distance of the mount is larger then the 16 on the default settings.


[attachment deleted due to age]
Title: Re: [1.0] Giddy-up! - updated June 27
Post by: Roolo on July 16, 2019, 07:01:27 AM
Quote from: BladeOfSharpness on July 16, 2019, 05:10:46 AM
Sigh.

And I tried tweaking the value, but no. Is it that hard to forbid using a mount if distance from it is superior to X or distance from first task inferior to Y? That would solve 99% of the issues.

(https://imagizer.imageshack.com/img923/4764/PDggrr.png)

Such a distance check exists. But jobs are very generic. Each job as a TargetA, TargetB and a TargetC, and the game really isn't consistent with what these targets are (TargetA can be the first job target, the target that is interacted with, the second job target, it can really be anything). Due to this, it could be that with the mortar job, it's actually using the distance to the target it's aiming at, instead of the distance to the mortar.  I'll check it out. This shouldn't happen for other jobs, but let me know if it does.
Title: Re: [1.0] Giddy-up! - updated June 27
Post by: BladeOfSharpness on July 16, 2019, 01:01:12 PM
I just had a 'consume task' with an even worse configuration.

I modified the values back to 16 / 12 and it seems to be working better.
Title: Re: [1.0] Giddy-up! - updated June 27
Post by: Dr.Devius on January 06, 2020, 07:01:44 PM
Got this little bug here, though I'd share, feel free to dig in.

Exception in JobDriver tick for pawn ACPHorse168376 driver=JobDriver_Mounted (toilIndex=1) driver.job=(Mounted (Job_1117846) A=Thing_Human216745) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Jobs.JobDriver_Mounted.tryAttackEnemy () <0x000f9>
at GiddyUpCore.Jobs.JobDriver_Mounted.<delegateMovement>b__9_0 () <0x0010b>
at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object) <0x0032f>

Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
AnimalVariations.AnimalMultiSkins:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [1.0] Giddy-up! - updated June 27
Post by: Simstu on January 28, 2020, 02:32:10 PM
Hello, I ran into some problem recently, really annoying, ruins my game. Everything used to work but all of a suden my pawns wouldn't mount their animals when assigned to caravan. More like the animals are not assigned to the caravan at all! Can someone please help me?

EDIT: The problem is Save Our Ship 2, so we have to either wait till someone makes a patch or... Fortunately I've found a workaround, just add those animals to the caravan manually after closing the caravan GUI! ;)
Title: Re: [1.1] Giddy-up! - updated June 27
Post by: Roolo on March 01, 2020, 07:42:44 AM
Update for v1.1

All Giddy-up! mods except Giddy-up! Mechanoids have been updated to support Rimworld version 1.1 (including the expansion). Credits for this update go to SargBjornson, who's responsible for a major part of this update. This version also supports Rimworld 1.0, so no need to worry if you're still using that version.

Giddy-up! Mechanoids will be updated once What the Hack has been updates (which will take some time).

This update includes the following improvements and fixes:
- Added more overlays for vanilla animals. These overlays prevent that pawns overlap the heads, horns or other things that animals have.
- Made sure the name tag of a pawn doesn't overlap the animal's head when an animal is mounted.
- Fixed null reference errors that the wait for rider job sometimes threw.
- Compatibility with the new HugsLib version.
Title: Re: [1.1] Giddy-up!
Post by: NaraSumas on March 01, 2020, 04:33:27 PM
how I should have the load order with all your Giddy-up! mods, SearchAndDestroy and RunAndGun?
Title: Re: [1.1] Giddy-up! - updated June 27
Post by: sai05 on March 02, 2020, 10:04:30 PM
Quote from: Roolo on March 01, 2020, 07:42:44 AM
Update for v1.1

All Giddy-up! mods except Giddy-up! Mechanoids have been updated to support Rimworld version 1.1 (including the expansion). Credits for this update go to SargBjornson, who's responsible for a major part of this update. This version also supports Rimworld 1.0, so no need to worry if you're still using that version.

Giddy-up! Mechanoids will be updated once What the Hack has been updates (which will take some time).

This update includes the following improvements and fixes:
- Added more overlays for vanilla animals. These overlays prevent that pawns overlap the heads, horns or other things that animals have.
- Made sure the name tag of a pawn doesn't overlap the animal's head when an animal is mounted.
- Fixed null reference errors that the wait for rider job sometimes threw.
- Compatibility with the new HugsLib version.


How to fix this ? i cant see animal name :(
https://prnt.sc/ran236
Title: Re: [1.1] Giddy-up!
Post by: SargBjornson on March 03, 2020, 02:24:10 AM
But... its name is "donkey foal 2", it's right there...
Title: Re: [1.1] Giddy-up!
Post by: sai05 on March 03, 2020, 04:34:07 AM
Quote from: SargBjornson on March 03, 2020, 02:24:10 AM
But... its name is "donkey foal 2", it's right there...

i like seling animal . right now there is more 30 so i need Look 1 by1 ? and llike this to  i cant LOOK

https://prnt.sc/ras6nh
Title: Re: [1.1] Giddy-up!
Post by: Simulacrum0 on March 04, 2020, 06:17:43 PM
the white horse is missing a overlay.
Title: Re: [1.1] Giddy-up!
Post by: sai05 on March 05, 2020, 01:36:31 AM
Eror Log This from Giddy Up ?

Horse Do task Hauling When Riding ?
https://prnt.sc/rbtlqv
https://gist.github.com/f3784f3a9944032655e0486f6890af30

Title: Re: [1.1] Giddy-up!
Post by: Sangpra on March 05, 2020, 06:39:03 AM
I used all giddy up mod ,but the mod didn't work.
In training no obidience option
Title: Re: [1.1] Giddy-up!
Post by: FBastos on March 09, 2020, 11:59:05 AM
Same here. Obedience is not listed inside the training menu.

And when i click in a animal it says, can't mount without Obedience training.

I remove all the other mods and created a new game with:

-harmony
-jectools
-hugslibs

-modSwitck

-GiddyUp-core
-GiddyUp-caravan
-GiddyUp-battlemounts
-GiddyUp-rideadnroll


* sorry my english.  :(







Title: Re: [1.1] Giddy-up!
Post by: enceos on March 09, 2020, 12:11:29 PM
@Roolo
It seems the mod files on Github haven't been updated. At least according to the manifest file. There's no 1.1 version in it.
My game doesn't want to load the current mod...
Title: Re: [1.1] Giddy-up!
Post by: FBastos on March 09, 2020, 06:53:58 PM
Quote from: FBastos on March 09, 2020, 11:59:05 AM
Same here. Obedience is not listed inside the training menu.

And when i click in a animal it says, can't mount without Obedience training.

I remove all the other mods and created a new game with:

-harmony
-jectools
-hugslibs

-modSwitck

-GiddyUp-core
-GiddyUp-caravan
-GiddyUp-battlemounts
-GiddyUp-rideadnroll


* sorry my english.  :(


Sorry. I was wrong. Now you need to train Guard to mount de animals.
Title: Re: [1.1] Giddy-up!
Post by: sai05 on March 09, 2020, 11:48:21 PM
New save game

https://gist.github.com/459379fd09d4f328a12b2fb776fc880d
Title: Re: [1.1] Giddy-up!
Post by: nirurin on August 14, 2021, 06:05:20 PM
Not sure this is the ideal place to ask, but I keep getting animals wandering around in the base / loose in the world, because my pawns will mount one and ride around and then either ride them into the base, or they will dismount but the animal will follow their last rider into the base anyway.

I have already designated the entire base as a no-ride zone, and I have put several 'mount points' inside pens outside the base, assuming tthat this would mean pawns would dismount in the pen and then the mount would stay there. Is there something else I should be doing?