[A15] PetFollow - Better control of your trained pets (V 1.3.2)

Started by Hatti, August 15, 2016, 06:39:23 PM

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kaptain_kavern

Are you sure you have CCL installed and loaded before PetFollow?

Tyolan

Quote from: kaptain_kavern on August 26, 2016, 06:05:52 PM
Are you sure you have CCL installed and loaded before PetFollow?
Yes. I have a lot of mods which use CCL.
I think i will try to update some or deactivate some...
May be "Fluffy animal incest" ??

Hatti

I think CCL is installed correctly cause he gets the reverse designators if he selects a pet. Thats done by CCL injection.
But i guess any other mod mess up very hard with the designations cause it shows different states if pet selected and in animal tab.

Could you please try to load petfollow at last and post your modlist?

Edith: I took a look into the code of animal incest and no i this mod cant interfere with petfollow

Tyolan

Quote from: Hatti on August 26, 2016, 06:12:37 PM
I think CCL is installed correctly cause he gets the reverse designators if he selects a pet. Thats done by CCL injection.
But i guess any other mod mess up very hard with the designations cause it shows different states if pet selected and in animal tab.

Could you please try to load petfollow at last and post your modlist?

Edith: I took a look into the code of animal incest and no i this mod cant interfere with petfollow

So the reverse indicator is a known bug ?
I have load PetFollow just after CCL and before my others mods and now it works. But it is indicator reversed and not very quick (the animal doesn't come or leave immediatly). But it's not a real problem. I have just inversed the name of Draftfollow.PNG to match the correct states.

Hatti

Quote from: Tyolan on August 26, 2016, 06:34:28 PM
Quote from: Hatti on August 26, 2016, 06:12:37 PM
I think CCL is installed correctly cause he gets the reverse designators if he selects a pet. Thats done by CCL injection.
But i guess any other mod mess up very hard with the designations cause it shows different states if pet selected and in animal tab.

Could you please try to load petfollow at last and post your modlist?

Edith: I took a look into the code of animal incest and no i this mod cant interfere with petfollow

So the reverse indicator is a known bug ?
I have load PetFollow just after CCL and before my others mods and now it works. But it is indicator reversed and not very quick (the animal doesn't come or leave immediatly). But it's not a real problem. I have just inversed the name of Draftfollow.PNG to match the correct states.

The "Reverse indicator" bug you mean come from a other mod (just tested and know some twitch streamer that dont have any problem). One dude on steam workshop also reported this bug, but i dont know which mods he uses and which mod causes this.

To clear things out: "Reverse designator" really means that a disginator that you see in the Architect->Order menu can also be visible on a selection. So you dont need to add anything to the animal(or other things) itself to show the command icons.

The animal response time is normal game behaviour. PetFollow dont modify other animal behaviours like walkspeed, response time etc.

Hatti


Hatti

Official A15 version on dropbox and workshop!
No CCL needed

Ledaren

Any chance to get the A14 version? I subscribed via steam, but still use A14 beta branch while waiting for most of my mods to get updated to A15

Hatti

The A15 version also works on A14 but i´ve but the old A14 version into the download section on the first post.


oreganor

Probably I mangled my A14 mod installation by adding mods on ongoing games but on my A14 colony (Still waiting for CCL to make the jump to A15) I recently added this mod (The A14 version, but on the brief test I made with A15 on my A14 game happened the same) and I got a weird behaviour:

- It doesn't integrate into AnimalTabs (I checked AnimalTabs github and the "compatibility change" on Fluffy's side has been rolled into A15 directly :(. When I did the A15 into A14 test happened the same) doesn't matter which order I load it.

- I only get the extra options on 5 of my 7 correctly trained Labradors (All of them have been fully trained BEFORE this mod was added to the savegame.... I fail to see any significative difference between them to justify this behaviour).

- On my 2 Cougars I don't get any extra options neither (As above fully trained BEFORE mod was added).

- When I issue the "not following on draft" command through Architect menu (As an area order by multiselecting my Labradors)... It behaves as "following on draft". Conversely "following on draft" behaves as "not following on draft" when issued through Architect instead through each pet menu (I assume red cross means "no" :)... That's why I think the right one is the pet menu).

When I check the Dev Log... I don't see any warning regarding this mod. I just want to know if some1 has this mod working with different trainable animals on their ongoing colonies before entering into "single mod" testing mode to see which one is conflicting with this...

...This is so good that whatever other mod that conflicts with it will be disabled ASAP on my future A15 run. This MOD is a must have... I have lost track of the countless times I was forced to disable masters on each raid and the painfull job to reassing the animals again after it.

EDIT: The "inversion" on the Architect menu affects all 3 states, not just "draft follow".
Contributions:
Melee Skill Rebalance

Serenity

There is a bit of a UI mismatch I think. In the animal tab you have X for "off" and V (check mark) for "on". But as far as I can tell, on the order buttons, the X means on/activated

oreganor

QuoteThere is a bit of a UI mismatch I think. In the animal tab you have X for "off" and V (check mark) for "on". But as far as I can tell, on the order buttons, the X means on/activated

Yeah most likely... Can happen very easily when you copy'n paste on XML files...

...I'm more concerned about the strange "selectiveness" on my animal roster when activating it on an ongoing savegame... I just want to be sure that this excelent MOD is as bugfree as possible when I start my A15 colony, hence why I report this... Just in case I stumbled onto an exotic combo of mods that breaks this one.

By chance... Are you using it on an ongoing game with the types of animals I got (Labradors & Cougars)? (I have also Bulls, Cows & Dromedarys but aren't trained on purpose to prevent the kind of massive Master & Trainee problems after raids this Mod will fix... They are just meat/milk sources, nothing else... Maybe this is what breaks things?)

EDIT: I did more tests and I can finetune the report. The one that seems "reversed" is the Pet Menu. Architect and Animal Tab works consistently with the animals' behaviour (Assuming, again, that the red cross means "NOT follow")... I still haven't figured why it allows me to use the commands on some of the Labradors and not on others with the same level of training (Nor why it ignores completely my Cougars that have full training, in their case with intermediate intelligence, just obbedience & release)
Contributions:
Melee Skill Rebalance

Hatti

Yes the red X means not follow. But can you tell, which option in the animal tabs are reversed for you? i´ve just tested it and ALL options are same for me. Someone in steam mentioned it too, but i coulnt reproduce it.

Pet only following if the option have a green V in it in the animals tab. And also, could you try to make a new game (just for testing) with just petfollow, to be sure, no other mod breaks it for you cause thats my guess.

If so, please send me your modlist so i can reproduce it.
You will find a modlist file on windows in:
%userprofile%\AppData\LocalLow\Ludeon Studios\RimWorld\Config\ModsConfig.xml

Serenity

It's not a functional thing. It works as you designed. I meant it strictly visually. A X can be used to mark something of course, but in the animal tab it clearly means "no"/"don't do this". But when you click on the pet it means "do this".

Go the animal tab and mark a green V, then a red X appears in the pet menu