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Topics - Roolo

#1
Tools / DependencyChecker
May 09, 2019, 11:54:19 AM
I created this tool because people kept missing that some of my mods have dependencies. I created the tool with my own mods in mind, but figured it might be useful for other modders that work with inter-dependent mods as well. DependencyChecker is a simple dll file you can add to your the Assemblies folder of mod, and it'll warn users that have missing dependencies or don't follow the right load order for your mod. What dependencies your mod has, is specified in the Dependencies.xml file, which you should add to the About folder.

Documentation and download link
The GitHub repository, including download links, and documentation, is found here: https://github.com/rheirman/DependencyChecker

Example
The warning dialog looks like this when users forget dependencies:



And like this when the load order is wrong:



Credits
Credits go to UnlimitedHugs for creating HugslibChecker on which this tool is based.
#2



Description
Pistols are boring? Not when you dual wield them like Lara Croft!
This mod allows your colonists to dual wield any weapon you allow in the mod options, including weapons added by other mods.
Dual wielding does come with accuracy and firing rate penalties which are affected by the shooting/melee level of the pawns.

Maybe it's better explained by a Chicken Plucker creation:



Features
- Dual wielding support for any weapon, including modded ones. What weapons can be dual wielded can be configured completely in the mod settings.
- Weapons are dual-wieldable, two-handed or normal.
    - Dual-wieldable weapons can be placed in either hand.
    - Two-handed weapons prevent dual-wieldable weapons to be used alongside them.
    - Normal weapons can have a dual-wieldable weapon alongside it, but isn't a dual-wieldable weapon by itself.
    - Which weapon falls in each category can be configured in the mod settings.
- NPCs/enemies can also dual wield! The chance they do can be configured in the mod settings.
- Dual wielding comes with both a cooldown penalty, and an accuracy penalty. Pawn melee/shooting skills lower these penalties. Like anything, these penalties are configurable in the mod settings.
- How each weapon is drawn in dual wielding stance is also configurable in the mod settings. 

Download

-->Download on Steam
-->Download on GitHub
Also make sure to install Hugslib, and place Hugslib above Dual Wield in the load order

Important notes
- Make sure to take a look at the mod settings. This mod is very configurable, and if you don't like something, you can likely tweak it.
- Also make sure RunAndGun and Giddy-up! Core are updated to their latest version, if you use any of those mods.
- Don't forget to install hugslib!
- Please report any issues you're having with this mod by clearly explaining what happens, and please, please add a Hugslib log by pressing ctrl+f12 and placing the link you'll get on this forum. A report with a log is 100x more valuable.

Compatibility
- Works fine with existing saves.
- not compatible with Combat Extended. I've looked into CE compatibility, but it's just not feasible.
- Should work fine with other mods (even with simple sidearms). Though please report any issues you find.

Permissions
Feel free to add the mods to modpacks or to use parts of 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.

Credits
- Chicken Plucker for creating the amazing preview art and GIF. Thanks a lot!
- Pardeike a.k.a. Brainzz for creating Harmony.
- UnlimitedHugs for creating Hugslib.

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


#3
Since B19 the train animal option in the debug actions menu doesn't work anymore. When you click an animal with it, you do get the "poof" effect, but it simply doesn't do anything. It probably has something to do with training decay being introduced in B19. The impact of this issue is very minor since you can also use god mode to train animals quickly, but I thought it's still worth mentioning given the amount of polish this game is getting.
#4


What better way is there to take revenge on mechanoids than to hack them, and use them as your own combat slaves? With What the Hack!? you can raise your own squad of blood machines. This is not all: You can also apply various upgrades to mechanoids like a turret module for mounting turrets on them, a belt module for equipping belts like shield belts, and various other modules. Moreover you can use your hacked mechanoids as pack-mules during world travel, raid factions with them, you can control them directly with a controller belt, or implant an AI persona core in them for indefinite control. Beware though, hacking has its dangers, and other technologically advanced factions also know how to hack, so expect hacked mechanoids in enemy raids.

Sounds overpowered?
Well, enemy raiders (with a high enough tech level) also use hacked mechanoids. Moreover, mechanoids need to be maintained and repaired, draw a lot of power, and hacking them is pretty dangerous. I've put a lot of effort in making it a balanced experience.

In-game screenshot:


Dependencies
Hugslib, make sure Hugslib loads before What The Hack does.

Download
Github
Steam
Can be added to existing saves.

This is how it looks in action


Features
- Adds the possibility to hack downed mechanoids with the mechanoid hacking facility.
- Adds a "hacking" work type, which levels with both the crafting skill and the intellectual skill of colonists.
- Hacked mechanoids cannot use their internal reactor as that would draw attention from the mechanoid have, so they rely on their internal backup batteries which need charging.
- Hacked mechanoids need regular maintenance which is performed automatically by your hacker pawns. If it's completely neglected, hacks can stop working...
- Mechanoid platforms are added, which repair and recharge mechanoids on them.
- Various upgrades can be performed. Look at the image below for an overview.
- Repair, maintenance, and hacks and upgrades require "mechanoid parts", which can be obtained by disassembling mechanoids.
- World travel is possible with mechanoids. To support this, a portable charging platform is added.
- Enemy factions can also use mechanoids during raids. What factions can use mechanoids can be configured in the mod options.
- By default hacked mechanoids behave exactly like mechanoids, only then they are on your side, so they have search and destroy behaviour (with some additional logic so they use the charging/repairing platforms). However, if you want direct control you can craft a mechanoid controller belt, and control them directly with a colonist, or you can implant an AI persona core so you have direct control indefinitely (you get the core back when you dissasemble the mechanoid after it dies, so it's not as expensive as it seems).
- Many more things, just install the mod and you'll see!

The research screen gives a good overview of what's in the mod:


One of the most notable upgrades is definitely the turret module, which allows you to mount turrets and mortars on your mechs, including ones added by other mods:


How to hack mechanoids
1. Research micro electronics basics and at least basic hacking.
2. Build a hacking table
3. Build some mechanoid platforms (one for each mechanoid)
4. Gather mechanoid parts by destroying and disassembling mechanoids. Bigger mechanoids give more parts.
5. Go to the health tab of a downed mechanoid, click Modifications-> Add bill -> Hack mechanoid targeting device.
6. The mechanoid will be hauled automatically to the hacking table, and any pawns with a minimum crafting and intellectual of 5 assigned to hacking, will start a modification job, given there are at least 10 mechanoid parts in store.
7. If the hacking is successful, your pawns will carry the mechanoid to a free mechanoid platform.
8. Make sure the platform has power (so the mechanoid charges), and mechanoid parts (so the mechanoid is repaired). That's it. When the mechanoids are charged and repaired, you can activate them, and they'll wreak havoc among your enemies.

Upcoming
- Adding upgrades to the mechanoid controller belt so it can be used to temporarily hack mechanoids. Chance of success using these devices could depend on intelligence of the using pawn.
- Make mechanoid weapons replaceable

Compatibility notes[/color]
- Psychology should be placed below What the Hack!? in the load order.
- Animal logic unintentionally adds buttons that let you set mechanoid platforms to be medical beds - don't use these buttons, as they won't work for platforms, and possibly break things.
- The bions added by Rimsenal Federation cannot be hacked (they aren't really mechs).
- HelpTab makes the options to mount turrets on you mechanoids disappear.
- When using RimSQOL, make sure to go to its mod options and add "ingredient radius" to the list of forbidden patches. Otherwise some recipes like installing turrets won't work.
- Turret mounting doesn't work when using Combat Extended (CE), apart from that CE is completely compatible.
- Sometimes raids go wrong completely overwrites the raid spawning mechanic. Therefore, when using that mod, enemies won't spawn with hacked mechanoids.

Let me know if you find any other compatibility issues!

Reporting issues
Clearly descibe what happens, and how to reproduce the behaviour. Also check if errors pop up, and if they do, please use the Hugslib error reporting feature by pressing ctrl+f12.

Credits
I'd like to thank the following people for helping me with the mod:
- malistaticy: For drawing the sprites for the mechanoid hacking facility and the mechanoid workshop.
- Madman666: For drawing the sprite for the portable disassembly bench, and more sprites for things that'll be added soon.
- rawrfisher: For extensive playtesting and bug reporting. 
- Orion: For creating and giving me permission to use the advanced mechanoid chip sprite, which was part of the amazing More Mechanoids, but is no longer used in that mod.
- Anyone else providing feedback and support!


Licence
Feel free to add this mod to modpacks or to use the code or icons for other projects, though please credit me when doing so.
Do however not release exact copies of my project, or exact copies with minor adjustments without my consent.
Code is derivate from Ludeon Studio.

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 really like my mods, please consider buying me a coffee. Instead of buying a coffee, I might buy my girlfriend a treat if I get too absorbed in modding to her taste again. But hey, that is also in your favour :).



- One more thing: Guess what the new Giddy-up mod is going to be :)
#5
Releases / [1.1] Search and Destroy
August 04, 2018, 04:49:50 AM


Tired of pawns lounging about during the heat of the battle after their first kill? Or got an easy raid and don't want to micromanage everything? Toggle Search and Destroy to let the AI take control over your pawns while you sit back and enjoy the slaughter. When enabled, your pawns will use the exact same AI as NPC pawns. This mod is intended to complement manual control and alleviate some micro-management, not to completely replace manual control (well, you can completely replace it, but you probably shouldn't). You can always give manual orders to pawns in Search and Destroy mode, and can toggle the mode easily for each pawn at any time, so you can always intervene when you see a pawn starting a really bad idea.         
      
Dependencies
mod depends on Hugslib. Load order should be: Hugslib -> Search and Destroy

Download
GitHub
Steam

Features
- Activate Search and Destroy so drafted pawns look for and attack enemies automatically.
- Give manual orders while a pawn is in Search and Destroy mode at any time. You'll never like you're not in control!
- Depends on the vanilla AI (also used by NPCs), which is well tested and works for many situations. Of course it isn't perfect but it should help reducing micromanagement, especially during easy fights.
- Two separate buttons for melee and ranged pawns. Having two buttons allows you to select a group of pawn, and activate search and destroy only for for instance melee pawns (you'll see, this is very convenient).
- Search and destroy is deactivated when a pawn is undrafted to prevent unexpected situations when you draft a pawn at a later moment.

Permissions
Feel free to add the mods 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.

Contributing
-Translations are very welcome. You can make a pull request on github if you want to add in translations, or you can PM me.

If you really like my mods, please consider buying me a coffee.



#6
Note: this is the "work in progress thread". The mod is already finished now, and therefore this thread is outdated. If you want to discuss this mod, please go to the up-to-date thread

I'm proud to present the project I've been working on for some time. and I can really use some helping hands to get the testing done properly. The project is named:



In-game screenshot:


Dependencies
Hugslib, make sure Hugslib loads before What The Hack does.

Download
1.0 unstable version
B18 version (no longer maintained, read the note below)
Just download from the respective branch directly. I'll create a proper release page when 1.0 officially releases.

Can be added to existing saves.
Want full compatibility with Combat extended? Download the Combat Extended compatibility patch for B18 (A patch for 1.0 will follow when CE 1.0 is released).

Note about the B18 version
Since the release of Rimworld 1.0 unstable, I've switched focus to the 1.0 version, and the B18 version is no longer maintained. It is however pretty complete already, but just not as polished as the 1.0 version and not all features are included (most of them are though).

The mod adds the following things:
- The hacking table can be used to hack the targeting system of mechanoids, making them target your enemies instead of your colony! Beware though, hacking is very dangerous, all sorts of things can go wrong. Also, when mechanoids are hacked, the connection they have to the hive and with that the infinite supply of power is lost, making them dependent on their internal backup battery.
- That brings us to the mechanoid platform, which is needed to charge hacked mechanoids. Moreover, this platform can be used to store mechanoid parts in. When mechanoids have a direct power supply, their internal mechanites are activated, which use the mechanoid parts in the platform to repair the mechanoid.
- Mechanoid parts are besides their use for repairs and maintenance, also needed during the hacking process. Mechanoid parts can be gathered by disassembling mechanoids.
- Many upgrades can be applied to hacked mechs, including mounted turrets, repair modules, a self destruct option and more.
- With the mechanoid control belt your colonists can control mechanoids directly from a distance, given that their locomotion system is hacked.
- Research AI implanting, and you'll be able to implant an AI persona core in a hacked mechanoid, this'll give you direct control for combat purposes!
- Using the portable charging platform and some chemfuel, you can supply mechanoids with power during caravan trips.
- Should work with any mechanoids added by other mods.

How to hack mechanoids
1. Research micro electronics basics and at least basic hacking.
2. Build a hacking table
3. Build some mechanoid platforms (one for each mechanoid)
4. Gather mechanoid parts by destroying and disassembling mechanoids. Bigger mechanoids give more parts.
5. Go to the health tab of the mechanoid, click Modifications-> Add bill -> Hack mechanoid targeting device.
6. The mechanoid will be hauled automatically to the hacking table, and any pawns with a minimum crafting and intellectual of 5 assigned to hacking, will start a modification job, given there are at least 10 mechanoid parts in store.
7. If the hacking is successfull, your pawns will carry the mechanoid to a free mechanoid platform.
8. Make sure the platform has power (so the mechanoid charges), and mechanoid parts (so the mechanoid is repaired). That's it. When the mechanoids are charged and repaired, you can activate them, so they'll wreak havoc among your enemies.
9. For full controll over your mechanoids there are two option:
- Research "hacking and controlling locomotion systems". Issue a "hack locomotion system" bill in the mechanoid health tab, craft a mechanoid controlling belt at a machining table, and use colonists wearing such a belt to control mechanoids directly!
- Research "AI implanting", and issue a implant AI bill in the mechanoids health tab. If the modification is done, the mechanoid can be drafted at any time. This is the most powerful option, but requires an AI Persona Core (which can be retrieved after the mechanoid dies by disassembling the mechanoid).

Isn't this all hugely overpowered?
It's really my goal to make this as balanced as possible. For instance:
- Enemy advanced factions also use hacked mechanoids in battle! What factions can use mechanoids and which types of mechanoids, can be configured in the mod options.
- The mechanoid parts required to repair your mechanoids are a way of limiting the amount of times you can use mechanoids, making you think twice about using them in a battle, or saving them for a more pressing situation.
- The hacks applied to Mechanoids need to be regularly maintained by your colonists. This requires mechanoid parts, and running out can result in dangerous situations.
- Hacking is dangerous (you'll find out why), it's really a risk-reward thing.
- Power limits the time a mechanoid can be used continiously, and recharging costs time.

Current issues (PLEASE HELP ME FIND MORE)
This is still a work in progress, so don't expect thing to be flawless. But still, it's nearing completion, so it shouldn't be a buggy mess either. Current know issues are:
- Uninstalling a portable platform while a mechanoid is charging on it doesn't cancel the "linked to platform" job properly

Things I want to add

Before release:
- Balance probably needs some tweaking, and player input will be valuable in this process.
- Improve the sprites a little, maybe make them rotatable
- More mod options. Make almost any parameter tweakable + make the mechanoids each faction can use configurable.
- Fix everything in the "current issues" list.

After release (depending on how long it takes until Rimworld 1.0 is finished, some of these items might be finished before the release)
- Adding upgrades to the mechanoid controller belt so it can be used to temporarily hack the targeting and the locomotion system. Chance of success using these devices could depend on intelligence of the using pawn. (this may still be added before the release, but I'm not sure)
- Make mechanoid weapons replaceable

How can you help me?
- Playtesting. All the time I have for Rimworld basically goes to modding, so I barely have any time for actually playing the game. So just playing the game and reporting problems to me is very valuable for me.
- Feedback. Let me know what you think and let me know what can be improved.
- Art. If you want to offer help in improving/creating sprites, let me know.
- Donating coffee. Besides the cafeïne boost, it gives a huge boost in motivation when someone appreciates my work enough to donate.


Reporting issues
Clearly descibe what happens, and how to reproduce the behaviour. Also check if errors pop up, and if they do, please use the Hugslib error reporting feature by pressing ctrl+f12.

Credits
- malistaticy: For creating an improved version of the hacking table sprite.
- Orion: For creating and giving me permission to use the advanced mechanoid chip sprite, which was part of the amazing More Mechanoids, but is no longer used in that mod.


- One more thing: Guess what the new Giddy-up mod is going to be ^^
#7
Rimworld constantly uses 100% of one core on my Ubuntu machine, even while in the main menu. I understand that while playing the game a lot of calculations have to take place, but just a static menu shouldn't use so much processing power so I suspects it's a CPU leak. This is not an issue on my Windows machine.

Edit: this is also the case without any mods loaded. 

#8
I posted this in the mods section, but it might be more successful here:

To cheat the game To test some simple ideas for improving the performance of Rimworld I would like to do some tests for which I need a save file of a large colony, preferably with as little mods as possible (completely vanilla would be ideal). I did some quick searching and couldn't find any. I don't get to play Rimworld too much due to a lack of time, so creating one myself isn't really an option in the short term and creating one with the dev tools will not expose all performance problems the game has.

Anyone willing to share one? I think it could also be helpful for other modders.
#9
Mods / B18 Save file of large colony for mod testing
December 14, 2017, 09:04:50 AM
To cheat the game To test some simple ideas for improving the performance of Rimworld I would like to do some tests for which I need a save file of a large colony, preferably with as little mods as possible. I did some quick searching and couldn't find any. I don't get to play Rimworld too much due to a lack of time, so creating one myself isn't really an option in the short term and creating one with the dev tools will not expose all performance problems the game has.

Anyone willing to share one? I think it could also be helpful for other modders.



#10
Releases / [1.1] Giddy-up!
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! 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]
Steam [1.0,1.1]

Giddy-up! Battle Mounts Lets your pawns charge into battle with mounts!
Github releases [A17-1.1]
Steam [1.0,1.1]

Giddy-up! Caravan Let your colonists ride to far lands in caravans!
Github releases [A17-1.1]
Steam [1.0,1.1]

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]
Steam [1.0,1.1]

Giddy-up! Mechanoids Ride mechanoids to battle
Important note: Also depends on What the Hack?!. Put it below What the Hack?! in the load order.
Github releases [B19-1.1]


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.

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)




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
Steam

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.




Giddy-up! Let your pawns charge into battle with mounts!

Dependencies
Hugslib and Giddy-up! Core. Make sure the load order is Hugslib->Giddy-up! Core->Giddy-up! Battle Mounts

Downloads
Github releases
Steam

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

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
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.






Let your colonists ride to far lands on elephants, muffalos, lamas or any other animal, modded or not!


Download
Github releases
Steam

Dependencies
This mod depends on Giddy-up! Core, and Hugslib. 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.






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 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:



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.



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.






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!? 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:


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!


#11
I think it's useful for mod developers to know which alternative is preferred by the community. It would at least have helped me when Rimworld was updated to B18. A small discussion about this is already held in: https://ludeon.com/forums/index.php?topic=36267.msg373527#msg373527, but it doesn't lead to a consensus, but it just contains valid arguments for both sides. In summary: option 1 has the advantage that users that update to the new version can easily keep track of what mods are also updated, but forces players that want to keep playing the legacy version for a while, have to change all their mods to legacy version mods to not lose their save. Option two works the other way around. The third option relieves the burden on modders, but requires extra effort from the users.

I hope this poll will help new mod developers in the future, and that it gives existing mod developers something they can use to support their choice (and defend it when users complain).

Feel free to motivate your vote in a comment :)

#12
Releases / [1.1] RunAndGun
October 14, 2017, 02:36:40 PM



Description
Your colonists can never be a true Rambo if they cannot gun while they are running. Therefore, this mod adds a mode that, when enabled, allows drafted colonists and AI pawns to shoot while moving at the cost of an accuracy and movement penalty. These penalties can be modified in the mod settings of this mod.

Some things to take into account:

  • NPC pawns are also capable of Running and Gunning. This can be disabled in the mod settings if that is too intimidating for you.
  • Fire at will should be enabled. Firing manually will cause the pawn to stop running.
  • Run&Gun mode can only be enabled when the pawn is drafted, and is carrying a ranged weapon in its hands.
  • The movement penalty is only applied at the moment the pawn is actually shooting or cooling down after shooting. So don't bother disabling Run&Gun every time you just want your pawn to walk somewhere. 
  • The accuracy penalty is only applied when pawns with RunAndGun enabled are actually moving, so don't bother disabling RunAndGun every time a pawn stands still while shooting.
  • The movement penalty depends on the heavyness of a weapon. A weapon can either be heavy or light. Light weapons get a lower movement penalty compared to heavy ones. What is considered a heavy/light weapon can be configured in the mod settings.
  • Enemy pawns will also run and gun while fleeing. However, the chance that they do this can be configured in the mod settings.


Download

All Releases (B19, B18 and A17):
Steam Workshop (B19)

Dependencies
This mod depends on Hugslib, so make sure that mod loads before this mod does.

Compatibility with saves and other mods
- Is compatible with existing saves.
- Some non-default races are unable to RunAndGun, however, a fix for this will be released soon.
- Besides that, no known compatibility issues with other mods. Please let me know if you find any.

Known issues
  • Letting a pawn stop moving when a burst fire is not finished yet, will let the pawn continue shooting without any delay. This will be fixed in the next release.
  • Besides that, all issues communicated to me are solved as far as I know. This does not necessarily mean no issues exist.  Please let me know if you find any issues. I wan't them gone as bad as you.
Upcoming Features
I would like to implement the following features but do not promise anything. (ordered by priority)

  • Let the AI make use of RunAndGun, can be turned off in the mod options
  • Option in the mod settings that can toggle if enemy pawns can fire while they are fleeing
  • Make the movement penalty dependent on the gun that is being used (suggested by steam user: Not Birthday Boy (Alfons)).
  • Allowing melee weapons to be used while running

Demonstrations
Small preview
Mod showcase (by BArkY)

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.